Nullscape Beginner Build — Charger Starter Build Guide
Step-by-step guide to the best beginner build in Nullscape. Learn the optimal Charger class setup with budget-friendly upgrades, purchase order, and...
Nullscape Beginner Build — The Charger Starter Build
This is the recommended build for brand-new Nullscape players. It uses the Charger class with a carefully ordered set of affordable upgrades that maximize your survival rate while staying within a beginner's Sheckle budget. Follow this build step-by-step and you'll go from dying in the first minute to completing full runs.
Why This Build Works
The Beginner Build is designed around three principles:
- Simplicity. No complex mechanics to manage. Run fast, jump often, survive.
- Forgiveness. Every upgrade in this build is a safety net. Mistakes happen — this build accounts for them.
- Progression. The upgrade order builds on itself. Each purchase makes the next more valuable.
Class: Charger
Charger is the best class for beginners, period. Here's why:
- Highest base speed — You can outrun everything. Speed equals survival.
- No complex abilities — Focus on movement, not ability management.
- Universal upgrade synergy — Every upgrade in the game works well with Charger.
- Low frustration — When you die as Charger, it's usually your fault, not the class.
If you haven't unlocked Charger yet, it's available by default. No special requirements.
Upgrade Purchase Order
Follow this exact order. Each upgrade builds on the previous one. Don't skip ahead — the order matters.
Purchase 1: Adrenaline (First Run)
Cost: Budget-friendly Priority: ⭐⭐⭐⭐⭐
Buy Adrenaline in your first or second run. It grants a speed boost when enemies detect you, which is the most common dangerous situation for beginners. When a Husk notices you and starts chasing, Adrenaline kicks in and you're suddenly faster. The detection trigger is reliable and consistent.
How it helps:
- Turns dangerous detection moments into escape opportunities
- Stacks with Charger's base speed for maximum burst mobility
- Active in every encounter — you'll use it constantly
Purchase 2: Double Jump (Runs 2–4)
Cost: Moderate Priority: ⭐⭐⭐⭐⭐
Double Jump is your second core purchase. It adds an extra mid-air jump that fundamentally changes your movement options. Suddenly you can:
- Reach elevated platforms that were previously inaccessible
- Escape ground enemies by going airborne
- Recover from missed jumps without falling to your death
- Chain aerial movement for continuous coverage
How it helps:
- The most impactful mobility upgrade in the game
- Forgives platforming mistakes (wrong timing, misjudged distance)
- Creates vertical escape routes that ground enemies can't follow
Purchase 3: Helmet (Runs 3–6)
Cost: Moderate Priority: ⭐⭐⭐⭐⭐
Helmet reduces incoming damage. This is your safety net. Even with perfect play, you'll take hits eventually — a Guardian charge you couldn't dodge, a Voidbreaker you didn't see coming, or a Mimic ambush. Helmet makes those hits survivable.
How it helps:
- Passive damage reduction — always active, no timing required
- The difference between one-hit death and surviving to escape
- Scales with difficulty — more valuable in Extreme and Chaos Mode
Purchase 4: Radar (Runs 5–8)
Cost: Moderate Priority: ⭐⭐⭐⭐☆
Once you have mobility (Adrenaline + Double Jump) and defense (Helmet), your next priority is information. Radar reveals nearby enemies on your HUD, letting you plan routes and avoid ambushes.
How it helps:
- See enemies before they detect you — choose your path
- Identifies Skinwalkers even when disguised
- Essential in runs with Nearsightedness curse
- Reduces surprise deaths from hidden enemies
Purchase 5: Shield (Runs 7–10)
Cost: Higher Priority: ⭐⭐⭐⭐☆
Shield lets you actively block incoming attacks. Unlike Helmet's passive reduction, Shield requires timing but can negate damage entirely. It's particularly effective against Guardian charges and Voidbreaker strikes.
How it helps:
- Complete damage negation on well-timed blocks
- Essential counter to devastating enemy attacks
- Creates a tactical option — block and counter instead of only running
Budget Breakdown
Here's the approximate Sheckle budget for completing this build:
| Purchase | Sheckle Cost | Cumulative |
|---|---|---|
| Adrenaline | ~100–150 | ~150 |
| Double Jump | ~150–200 | ~350 |
| Helmet | ~150–200 | ~550 |
| Radar | ~150–200 | ~750 |
| Shield | ~200–250 | ~1000 |
Total budget needed: Approximately 800–1000 Sheckles.
This is achievable within your first 10–15 runs if you collect Sheckles efficiently. Here's how to earn Sheckles faster:
- Complete as much of each run as possible — Sheckle rewards scale with distance
- Collect every pickup — Don't skip items, even small Sheckle drops add up
- Enter death screen codes — Free Sheckles from codes on our codes page
- Play Standard mode after learning — Standard gives more Sheckles than Casual
Playstyle Guide
Opening (First Minute)
- Move forward immediately. Don't linger at spawn.
- Check your curses. Know what you're dealing with before planning your route.
- Head toward the first Mart station. Prioritize reaching Mart to secure early upgrades.
- Avoid unnecessary fights. Run past Husks and other low-threat enemies.
Mid-Game (Minutes 2–8)
- Use Adrenaline procs actively. When enemies detect you, use the speed burst to reposition advantageously.
- Plan routes with Radar. Check enemy positions before committing to a path.
- Use Double Jump chains to navigate platforming sections safely.
- Approach Mart stations when safe. Don't rush into a dangerous area just to shop.
Late-Game (Minutes 8+)
- Shield against heavy hitters. Guardians and Voidbreakers become more common. Block their attacks.
- Consider Altars. If you find Altar of Purification, use it on your worst curse.
- Play conservatively. You've invested in upgrades — don't throw away a good run on reckless plays.
- Altar of Revival as insurance. Activate it if found, for a second chance.
What NOT to Buy as a Beginner
These upgrades are tempting but waste your limited early Sheckles:
| Upgrade | Why to Skip |
|---|---|
| Pocket Bell | Ally AI is unreliable. Save for experienced support builds. |
| Miniature Hourglass | Short duration, long cooldown. Not reliable for survival. |
| Drowned Ægis | Extremely niche — only useful in specific water/void sections. |
| Last Robloxian Standing | Multiplayer only. Useless in solo play. |
| Fanny Pack | You won't hit the upgrade cap early. Buy later. |
| Orb | Situational. Only needed in dark levels, which aren't every run. |
When to Graduate From This Build
After 15–20 runs with the Beginner Build, you should:
- Consistently reach the mid-game in Standard mode
- Have all 5 core upgrades purchased
- Understand common enemy behaviors (Husk, Guardian, Skinwalker)
- Know basic curse counters (Radar for Nearsightedness, speed for Panic)
At this point, you're ready to explore more advanced builds. Check out:
- Best Builds — Try the Speed Demon, Glass Cannon, or Stealth Master
- Class Tier List — Experiment with Diver, Spirit, or Grappler
- Upgrade Tier List — Discover new upgrades to add to your loadout
- Tips and Tricks — 15 advanced strategies for experienced players
Quick Reference Card
CLASS: Charger
MODE: Casual → Standard
UPGRADES: Adrenaline → Double Jump → Helmet → Radar → Shield
PLAYSTYLE: Run fast, jump often, avoid fights, use Radar
AVOID: Standing still, fighting unnecessary enemies, skipping Mart
BUDGET: ~1000 Sheckles total
GOAL: Complete full Standard runs consistently
This build is designed for Patch 5: Doom in Bloom and will be updated as the meta evolves. Good luck, Robloxian — the void awaits.
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