Bone
CORECalcium’s starter & priority. Bone throws a bouncing projectile that ricochets off enemies for reliable lane clear. It does not orbit around you. Scales best with Quantity and Cooldown; Projectile Speed can smooth travel/return feel.
Need unlock or character-mechanic details? See the Calcium Guide for the passive and starting weapon.
Speed Demon: +0.75% damage/level and +0.5% per 1% Speed Multiplier
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Mobile damage with bouncing and returning projectiles. Browse full Weapons Database →
Calcium’s starter & priority. Bone throws a bouncing projectile that ricochets off enemies for reliable lane clear. It does not orbit around you. Scales best with Quantity and Cooldown; Projectile Speed can smooth travel/return feel.
Returning (boomerang) coverage that keeps dealing damage as you reposition. Pairs very well with Quantity.
Leaves fire trails along your path; the faster you move, the more tiles you paint for enemies to cross. A map-control alternative to Bananarang.
Summons lightning strikes for crowd damage. No built-in stun. If you need stuns/chain-lock, add the Lightning Orb item, which is what provides the stun chance on lightning hits.
Build around movement, projectile count, and tempo. See Tome Index →
The community-popular XP → Luck → Cursed opener speeds leveling/roll quality and adds damage scaling. Not mandatory and patch-dependent. (Learn more)
Top passive-scaling stat: every +1% Speed Multiplier contributes +0.5% damage as Calcium approaches top speed, while also improving kiting.
Reduces downtime between attacks for more frequent Bone throws and returns.
More projectiles = more hits and better screen coverage, especially on Bone/Bananarang.
Speeds projectile travel/return; quality-of-life rather than raw damage.
Add once movement/tempo are online to multiply established coverage.
Speed, dodge and reliable tempo — with accurate effects. See Items Index →
Staple movement item for speed-centric play. More speed = safer spacing and cleaner herding.
Provides a burst of Move Speed when you are hit plus a small base Move Speed bonus.
Evasion% source that enables real dodges and fuels Phantom Shroud’s post-dodge buff.
Does not grant Evasion by itself. After you dodge, your next hit deals bonus damage and you briefly gain Atk/Move Speed.
Simple, reliable attack speed to push more throws and ricochets.
Converts Move Speed → Attack Speed (up to a high cap per stack). Perfect for speed builds.
Adds chance to summon lightning on hit and can stun. This is the source of stuns when paired with Lightning Staff.
Chance to create a giant blast on hit. Treat as on-hit AoE, not attack speed.
Earn money while moving. Economy tool; not a movement-speed buff.
+Damage while airborne. A niche DPS option rather than mobility.
Need more? Explore the full Items Index.
The playable skeleton is officially named Calcium. “Skeleton build” and “Speed Demon build” are alternate searches for this same character.
Calcium converts Movement Speed into bonus Damage, so Agility and speed items contribute to both positioning and offense.
Taking damage removes roughly 25% momentum early, with the penalty falling toward about 6.6% by level 110. Aegis and clean pathing help protect the multiplier.
Scale Bone and two complementary weapons before expanding. A smaller, upgraded loadout is more reliable than diluting early upgrades across every available slot.
Practical, patch-aware order without hard mandates.
Secure Bone and stabilize with Quantity/Cooldown. The community XP→Luck→Cursed opener is viable but optional. Grab Turbo Socks when seen.
Add Agility stacks. Choose Bananarang or Flamewalker as #2. Consider Slippery Ring for Dodge and Battery for attack speed.
Keep stacking Quantity/Cooldown. Add Lightning Staff; if you need stun/lock, look for Lightning Orb. Projectile Speed is optional for feel.
With movement and tempo online, start layering Damage. Use Coward’s Cloak as a panic tool and continue upgrading key items.
Keep your loops safe and let bouncing projectiles shred waves. Finish upgrades and flex into utility as needed.
Patch-agnostic, factual substitutions.
| Category | Primary Choice | Alternatives |
|---|---|---|
| Core Weapon | Bone | — |
| Secondary Weapon | Bananarang | Flamewalker, Wireless Dagger, Bow |
| Tertiary Weapon | Lightning Staff | Firestaff, Revolver |
| Speed / Tempo | Turbo Socks | Turbo Skates (speed → atk speed), Coward’s Cloak (on-hit burst) |
| Dodge & Synergy | Slippery Ring (Evasion%) | Phantom Shroud (post-dodge burst) |
| Attack Speed | Battery | Turbo Skates (conversion) |
Establish movement, quantity and cooldown first so your hits are consistent before multiplying with Damage.
Bone is a bouncing projectile — it doesn’t orbit and doesn’t require movement to “activate.”
Stuns come from the Lightning Orb item, not the weapon itself.
Don’t treat Power Gloves, Golden Sneakers, Scarf, or Thunder Mitts as speed/attack-speed — they serve other roles.
Keep tome economy healthy. Three focused weapons are easier to scale for this archetype.
Bone for consistent bouncing damage, plus Bananarang / Flamewalker and Lightning Staff. Want stun? Pair with Lightning Orb.
Agility, Quantity, and Cooldown first; then Damage once your tempo is online. Projectile Speed is situational. The XP→Luck→Cursed opener is popular but optional.
Calcium is manageable for newer players, but preserving momentum still rewards clean movement. A hit removes about 25% momentum at low level, with the loss decreasing as he levels.
Turbo Socks, Slippery Ring, Phantom Shroud, Battery, and Turbo Skates.