These five builds cover what SULFUR 1.0.6 asks of a gun: a boss gun, a crowd gun, an ammo-free backup, a precision gun and a starter. Every one is legal at rank 5: five slots, one scroll at most, no oil twice. Damage figures are per trigger pull on a headshot, using our weapon and oil data; body hits deal half.

| Build | Per shot and durability | Best against |
|---|---|---|
| Holy Fire rifle: M11A2 Fisk or Corpsemaker, 5.56mm | 3 × 203 = 608; 350 shots | The Emperor, St. Lucia, lines of enemies |
| Explosive 12Ga: Corpsemaker, 12Ga chisel | 40 pellets × 13, plus explosions; 400 shots | Desert Claus’s minions, Abominations, Hedge Maze |
| Infinite-ammo sniper: D4RT, Energy Cell | 425, no ammo used; 1,200 shots | Terrorbaum, Endless, any long fight |
| .50 BMG marksman: M182 Pierre-Fusil, .50 BMG chisel | 2 × 740 = 1,480; 418 shots | Cardinals, Novanian Guard, Cousin |
| Starter shotgun: Mossman, 12Ga | 16 pellets × 54 = 864; 400 shots | Caves and Town |
Rules every build follows
- A gun gets one slot per rank and holds one scroll. The scroll uses a slot. Plan the scroll’s rank before spending early slots on oils you would later remove.
- Flat damage first, then percentages. Flat oils (+15, +30) are added to base damage; percentage oils multiply the result. Percentage oils are a share of base damage, so this page adds them together: +50% and −30% make +20%.
- 12Ga divides flat damage by 8 since 1.0, and the Scroll of Explosions with it. Projectile oils add pellets without dividing further. Shotgun builds want percentage damage and extra pellets, not +30 oils.
- Railgun scrolls remove travel time. Light, Holy Fire, Thunderbolt and Toxic Lobotomy fire instantly, so a bullet-speed penalty costs nothing on those guns.
- Durability per shot is 1 plus each enchantment, up to 6. Oils marked “Does not increase durability loss” are free. A five-enchantment gun breaks six times faster; carry repair items or a second gun of the same ammo.
- Ammo-saving chance must reach 100% for a gun to stop using ammo. Since the Mosquito Oil nerf that takes three oils, not two; more than 100% does nothing.
- Bosses have damage gates since 1.0, so one enormous hit cannot skip a phase. Magazine size, fire rate and durability decide boss fights more than a bigger single shot.
Holy Fire Fisk
Gun: M11A2 Fisk (96 damage, 740 RPM, 3,000 durability; Stiffleg, Qiosk) or Corpsemaker (96, 666 RPM, 3,200; Stiffleg, Qiosk, Haukland Rep.). Keep the stock 5.56mm.
| Rank | Add | Damage per shot after it |
|---|---|---|
| 1 | Ascetic Oil: +30 damage, no money drops | 139 |
| 2 | Black Friday Oil: +200% projectiles, −30% damage, −30% durability, +30% spread | 3 × 101 = 302 |
| 3 | Scroll of Holy Fire (Embers + Light, combined by Kevin the Scholar) | 302, now instant and piercing |
| 4 | Slow Punch Oil: +50% damage, −50% bullet speed | 3 × 164 = 491 |
| 5 | Late Boom Oil: +30 damage, −30% bullet speed | 3 × 203 = 608 |
Attachments: Priming Bolt (semi-automatic, +10% damage, included above), Barrel Extension 6” to pull the three beams back together (−50% spread), any scope for aimed crit chance. Dogtags add 15% assault rifle damage.
Why it works: Slow Punch and Late Boom are cheap damage because their bullet-speed penalties disappear once Holy Fire makes the gun a railgun. Holy Fire passes through every enemy and since 1.0 adds 20% damage to each target after the first, so the second goblin in a corridor takes more than the first. Fire rate is 555 RPM after Holy Fire’s −25%.
Cost: 6 durability per shot, 2,100 maximum durability, 350 shots. No money drops from kills with this gun, because of Ascetic.
Swap if needed: Brute Oil (+30, +0.7 spread) or Seated Oil (+30, −15% jump) instead of Ascetic when you need SULF from kills. Add Damage Oil (+15) has no penalty but half the damage.
Fails against: Terrorbaum, who returns your projectiles with their enchantments, and anything in a wide arena where three beams spread past a small target without the barrel extension.
Explosive 12Ga Corpsemaker
Gun: Corpsemaker with a 12Ga Chamber Chisel (24 × 8 pellets, spread 6, recoil 12). The Fisk works the same way with 200 less durability.
| Slot | Choice |
|---|---|
| Scroll | Scroll of Explosions (Embers + Embers) |
| Oil | Suppressive Oil: +300% projectiles, −40% damage, +2.1 spread, worse accuracy while moving |
| Oil | Tandem Oil: +100% projectiles, −15% damage, +0.7 spread |
| Oil | Overdose Oil: +3 penetration, −25% durability |
| Oil | Perfect Bounce Oil: +1 bounce, no penalty |
Attachments: Priming Bolt (+10% damage, and semi-automatic fire keeps the recoil manageable), a muzzle brake or Breznik BMD for recoil.
Numbers: the two projectile oils take 8 pellets to 40 if their bonuses add like other percentages; the tooltip shows the count. Each pellet deals 24 × (1 − 0.40 − 0.15 + 0.10) = 13.2, so 528 bullet damage per shot before explosions. Each impact explodes for 25 ÷ 8 ≈ 3 damage in an area, and penetrations and bounces are further impacts. Durability: 2,400 after Overdose, 6 per shot, 400 shots.
Why it works: since 1.0 an explosion on a 12Ga pellet is worth an eighth, but extra pellets from oils each get a full eighth, so the build scales with pellet count rather than with flat damage. Explosions are one of the few ways to kill a Corrupted Amalgamation, and they open cracked walls.
Wear explosion resistance. Bounced pellets explode beside you. The 1.0 build poster recommends the Titanium Helmet (+30); the Motorcycle Helmet and Peg Leg give +45.
Fails against: Terrorbaum (40 returned explosive pellets), fights in narrow tunnels, and single bosses with a small weak spot, where most pellets miss.
Infinite-ammo D4RT
Gun: D4RT (Energy Cell sniper, 500 damage, 100 RPM, 1-round magazine, 4,000 durability; Stiffleg, Qiosk). Energy guns take no muzzle attachment or chisel.
| Rank | Oil | Ammo-saving total |
|---|---|---|
| 1 | Helium Oil: −40% ammo use, −40% bullet speed | 40% |
| 2 | Mosquito Oil: −40% ammo use, −15% damage, −30% bullet speed | 80% |
| 3 | Keep Oil: −20% ammo use, no organ drops | 100% |
| 4 | Muzzle Oil: +200% muzzle velocity, no durability cost | 100% |
| 5 | High Grade Oil: +20% max durability, no durability cost | 100% |
Result: 425 damage per shot, no ammo consumed and no reload, 4 durability per shot from 4,800 durability: 1,200 shots. Muzzle Oil keeps the slowed shot flat for longer before it drops.
Swap if needed: Food Stamp Oil (−20%, no money drops) for Keep Oil when you want organs. Recycle Oil (−15%) has no penalty but leaves you at 95%, so one shot in twenty still uses a cell. A Sniper Scope adds 30% crit chance when aiming; crits deal double. The Ghillie Suit (+20%) and Range Finder (+15%) raise sniper damage.
Why it works: it is the answer to running dry. Endless drops no ammo, Beyond the Veil has no Amulet exit, and a long Desert Claus fight can empty a reserve. The Neuraxis F22 (50 damage, 100-round magazine, 4,200 durability, Qiosk only) takes the same three oils as an automatic alternative.
Fails against: groups. One 425 shot every 0.6 seconds is slow against waves; pair it with the explosive build.
.50 BMG Pierre-Fusil
Gun: M182 Pierre-Fusil (7.62mm rifle, 200 damage, 350 RPM, 6 rounds, 2,200 durability; Stiffleg, Qiosk) with a .50 BMG Chamber Chisel: 400 damage, recoil 12. Ralphie stocks .50 BMG chisels more often since 1.0.2.
| Rank | Oil | Damage per shot after it |
|---|---|---|
| 1 | Damage Oil: +20%, no penalty | 480 |
| 2 | Gemini Oil: −30 damage, +100% projectiles, +0.7 spread | 2 × 444 = 888 |
| 3 | Terminator Oil: +30% damage, −15% move speed | 2 × 555 = 1,110 |
| 4 | Glass Cannon Oil: +50% damage, −25% durability | 2 × 740 = 1,480 |
| 5 | High Grade Oil: +20% max durability, no durability cost | 1,480 |
Attachments: Barrel Extension 6” halves the spread so both projectiles land; a Sniper or Hunting Scope for aimed crits. The Hunting Vest adds 15% rifle damage.
Why it works: Gemini’s −30 is under 8% of a .50 BMG round and doubles the projectiles, the trade the Japanese guide recommends for this rifle. One body hit from one projectile (740) kills a 400-HP Black Guild Cardinal. Six rounds at 350 RPM is quick to empty into a gated boss phase.
Cost: 5 durability per shot from 2,090 durability, 418 shots, and .50 BMG ammo. The move-speed penalty disappears while you sprint with your melee weapon out.
Alternatives: Rokua .308 (3,500 durability, bolt action) with the same oils, or a Longboy, which is already .50 BMG but has only 1,200 durability.
Starter Mossman
Gun: Mossman (12Ga pump, 40 × 8, 80 RPM, 6 shells, 2,400 durability). Skrip, Stiffleg and Qiosk sell it; Skrip can appear in the first Caves run. Players starting in 1.0 report it carries the Caves and Town.
| Rank | Oil | Damage per shot after it |
|---|---|---|
| 1 | Damage Oil: +20% | 8 × 48 = 384 |
| 2 | Penetration Oil: +1 penetration, no penalty | 384, through the first enemy |
| 3 | Tandem Oil: +100% projectiles, −15% damage | 16 × 42 = 672 |
| 4 | Terminator Oil: +30%, −15% move speed | 16 × 54 = 864 |
| 5 | Spread Oil (−0.5, no penalty) or a scroll such as Lava | 864 |
Attachments: Barrel Extension 4” (−25% spread, +25% bullet speed) and an Assault Scope. A Bathrobe, Sunglasses or Old-Timey Suit raise shotgun damage by 10–15%.
Avoid: flat oils such as Ascetic, which add under 4 per pellet since 1.0; a chisel, which the Japanese guide warns undoes the extra projectiles; RPM penalties on an 80 RPM pump; and the Gun Crank, which does not raise its fire rate.
Upgrade: the Flock 76 (12Ga automatic, 470 RPM, 10 rounds) takes the same oils, but has no attachment slots and only drops as loot or from Stiffleg and Qiosk.
Utility guns
| Gun | Setup | Use |
|---|---|---|
| Flicker (1 × 1 slot) | Scroll of Explosions | Opens cracked walls into secret rooms without grenades |
| Ploika Compact or Unknown | Toxic Lobotomy, Priming Bolt, a projectile oil, a durability oil without “No organs drop” | Every hit drops an organ; shoot corpses for cooking and selling. Durability loss is +350% |
| Any gun you are ranking | Lock of the Magus equipped for the Cousin kill | 30 × 100 XP takes a rank 2–3 gun to rank 5 |
Boss by boss
| Boss | Bring | Leave at home |
|---|---|---|
| Cousin | Pierre-Fusil or Mossman: plain bullet damage | Elemental scrolls (75% resisted, 100% for electricity) |
| Black Guild Cardinals | Pierre-Fusil: one hit per Cardinal | Slow-charging guns |
| Novanian Guard | Pierre-Fusil or D4RT for the helmet and core | Surge, Chain Lightning, Thunderbolt, Storm Surge and Teslacold: immune since 1.0.1 |
| St. Lucia | Holy Fire Fisk or Pierre-Fusil for the eye, plus repair items | A single gun: melee cannot reach her |
| Terrorbaum | D4RT: one returned projectile is easy to dodge | Explosive and multi-projectile builds |
| The Emperor | Holy Fire Fisk, which hits the tail through the front segments, and a third gun | Low-durability guns |
| Desert Claus | Explosive 12Ga or a Noxiosa poison gun for the minions; D4RT for ammo | Anything without spare ammo |
| The Witch | Explosive 12Ga for the eggs and Abominations; Fisk or Pierre-Fusil for her | Crusader, which a Chinese guide reports does not affect her |
Attack patterns and phase fixes are in the boss guide and the Witch guide.
How the sources line up
The Holy Fire and explosive builds come from a 2 November 2026 Steam thread asking for Fisk builds; the Emperor tail tip comes from a separate thread. The three-oil infinite-ammo rule is stated by a 1.0 veteran and by the April 2026 Chinese guide. The Pierre-Fusil’s multi-shot and percentage-damage priorities match both the Japanese guide (updated 2 November 2026) and the Chinese BWIKI analysis (5 November 2026). The Mossman starter is recommended by the Japanese guide, the Chinese guide and a 1.0 newcomer, three independent sources; its percentage-only oils follow the 1.0 patch rule rather than the older guides, which used +30 flat oils. Pre-1.0 12Ga flat-damage builds and the two-oil infinite-ammo recipe no longer work as written.
Sources
- Steam discussion: LF: FISK Build (2 November 2026)Two 1.0 builds: Holy Fire with Ascetic, Black Friday, Late Boom and Slow Punch; 12Ga Explosions with Tandem, Suppressive, Overdose and a bounce oil, plus a Titanium Helmet.
- Steam discussion: could you guys please stop the senseless nerfs? (28 October 2026, 70 replies)1.0 divides flat damage and explosion damage across 12Ga pellets; replies point shotgun builds to percentage oils.
- Steam discussion: Should I be concerned? (3–4 November 2026, 30 replies)Infinite ammo now needs three ammo-saving oils; boss damage gates; a 1.0 newcomer reports the Mossman and Socom carry the first six levels.
- BWIKI 火湖: 枪械解析与改装建议 (weapon analysis and modification advice, Chinese, revised 5 November 2026)Stat priorities per gun: percentage damage and penetration for rifles and .50 BMG, ammo-saving chance on the D4RT and Neuraxis F22, flat damage on 9mm and Energy guns.
- Steam guide: Sulfur 日本人向けガイド (Japanese, updated 2 November 2026)Recommends the Fisk, M182 Pierre-Fusil, Beck 8, Drifter 9, Ferryman and Mossman; Priming Bolt on the Fisk; multi-shot on the Pierre-Fusil; do not chisel the Mossman.
- Steam guide: 萌新攻略:菜谱、改枪推荐… (Chinese, written for 0.15.6, April 2026)Pre-1.0 Mossman, Flock 76 and Corpsemaker builds; Ploika Compact with Toxic Lobotomy for organs; Flicker with Explosions for cracked walls. Flat-damage advice is superseded by 1.0.
- Steam discussion: Best infinite ammo guns? (February–March 2026)Pre-1.0 infinite-ammo D4RT and 1889 Mario builds from stacked ammo-saving oils.
- SULFUR Wiki: Enchantments and Scroll of ExplosionsOne slot per rank, one scroll per gun, +1 durability per enchantment up to 6 per shot, 12Ga division of flat damage and Explosions.
- SULFUR 1.0 release notes (Steam, 28 October 2026)Holy Fire penetration bonus 20% and RPM −25%; 12Ga pellets divide enchantment damage; projectile oils do not divide it further.


