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| {{Character Tabs|Chaos Effect}} | | {{Character Tabs|BlazBlue Entropy Effect}} |
| == What are Tactics? == | | == What are Tactics? == |
| [[File:Tactic Slots.jpg|thumb|BBEE's 5 Tactic Slots]] | | [[File:Elements.png|thumb|BBEE's 7 Elements]][[File:Tactic Slots.jpg|thumb|BBEE's 5 Tactic Slots]] |
| Tactics are 1 of the 2 major ways you'll enhance your Evotype's capabilities during a run. As you go through Mind Training, you'll eventually be given the option to choose from 1 of the 7 elements available, those being Fire, Ice, Electric, Toxin, Umbra, Light, and Blade. Each element has a Tactic group that correlates to one of the 5 Tactic Slots which determine how you trigger the Tactic's abilities. Tactics are designed to work in tandem with each other and reward players who discover powerful combinations that synergize with your Evotype. Not all Tactics are made evenly however, which leads to some tactics seeming extremely good while others are lackluster. | | Tactics are classified in two different ways. Every Tactic belongs to a specific element (Fire, Ice, Electric, Toxin, Umbra, Light, and Blade.) Elements are important to keep track of, because room selections will give you an element to choose from when Tactic choices appear. |
| [[File:Elements.png|thumb|BBEE's 7 Elements]]
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| Tactics will appear in 4 different rarities, Common -> <span style="color:#548DF3;">Uncommon</span> -> <span style="color:#D138E7;">Rare</span> -> <span style="color:#FDC500;">Legendary</span>, with each rarity being an upgraded version that increases the utility of what the Tactic does, such as increasing the damage or duration. These Tactics can be upgraded to the next rarity via a Tactic Ascension found in various places. Additionally, Tactics have 3 stages going from Tier 1, Tier 2, and then Tier 3 upgrade. You can only have one Tier 1 Tactic on each slot, and you cannot have the same Tactic on two different slots such as Cold Attack and Cold Skill. The Tier 2 upgrades are always a choice between different upgrades to make it unique. Finally the Tier 3 upgrade only has one option. Once you have 3 Tactics in one Tactic Slot, the only way to continue to upgrade that slot is with Tactic Ascensions and <span style=
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| color:#FD346A;">Double</span> Tactics.
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| <span style="color:#FD346A;">Double</span> Tactics are a combination of 2 Tactics from different Tactic Trees and/or Elements. These Tactics combine the attributes of the 2 Tactics to make a powerful one that goes in the 4th slot in your Tactic Slots. These Tactics require you to plan ahead by viewing the Tactics Codex and looking at the Tactic Tree to see what Doubles are possible with that Tactic. In order to obtain a Double, you'll need to obtain the 3 Tactics from the main Tactic and the Tier 1 tactic from the other required Tactic. Only then will the Double appear as an option in the respective element. | | Tactics also fall into an activation classification. (Attack, Skill, Dash, Legacy, and Summon). It is important to keep track of Activation classifications for Tactics, because there are rules to the Tactics that you can obtain in a run. |
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| | '''Rule 1:''' You may only have one Tactic of each Activation type. For example, if you have <u>Attack</u> Lightwave, you cannot also have <u>Attack</u> Chain Lightning. |
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| | '''Rule 2:''' This also applies to Tactics of the same name, even if they have different activation slots. For example, you cannot have both Attack <u>Chain</u> <u>Lightning</u> and Skill <u>Chain</u> <u>Lightning</u> at the same time. For reference, you can always check the Tactics Codex. If a Tactic has multiple Tier 1 (First Row) options, that means you can only have one of them. |
| | '''Rule 3:''' If you only have the Tier 1 Tactic in one of the five Activation slots, you might get the chance to swap it for another when choosing a new Tactic. Once you've obtained a Tier 2 Tactic, you will no longer get the chance to switch out your Tier 1 Tactic. Tactics will then appear in four different rarities, Common -> <span style="color:#548DF3;">Uncommon</span> -> <span style="color:#D138E7;">Rare</span> -> <span style="color:#FDC500;">Legendary</span>, with each rarity being an upgraded version that increases the utility of what the Tactic does, such as increasing the damage or duration. These Tactics can be upgraded to the next rarity via a Tactic Ascension found in various places. |
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| | Additionally, Tactics have three stages going from Tier 1, Tier 2, and then the Tier 3 upgrade. The Tier 2 upgrades are always a choice between different upgrades to make it unique and the Tier 3 upgrade only has one option. Once you have three Tactics in one Tactic Slot, the only way to continue to upgrade that slot is with Tactic Ascensions and <span style="color:#FD346A;"">Double</span> Tactics. |
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| | <span style="color:#FD346A;">Double</span> Tactics are a combination of two Tactics from different Tactic Trees and/or Elements. These Tactics combine the attributes of the two Tactics to make a powerful one that goes in the fourth slot in your Tactic slots. These Tactics require you to plan ahead by viewing the Tactics Codex and looking at the Tactic Tree to see what Doubles are possible with that Tactic. In order to obtain a Double, you'll need to obtain the three Tactics from the main Tactic and the Tier 1 tactic from the other required Tactic. Only then will the Double appear as an option in the respective element. |
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| == Inheriting Tactics == | | == Inheriting Tactics == |
| When passing down Tactics via a saved Evotype, any Tier 1 tactic will be automatically equipped when you start a new run. Tier 2, Tier 3, and Double Tactics will not be equipped until you obtain the necessary Tier 1 Tactics. Double Tactics, when being passed down, have the unique property of often only needing the base Tactic associated with it, allowing you to get a Double that only requires 1 Tactic Slot be filled and creating a new combination in the now open slot. | | When passing down Tactics via a saved Evotype, any Tier 1 Tactic will be automatically equipped when you start a new run. Tier 2, Tier 3, and Double Tactics will not be equipped until you obtain the necessary Tier 1 Tactics. Double Tactics, when being passed down, have the unique property of often only needing the base Tactic associated with it, allowing you to get a Double that only requires one Tactic Slot be filled and creating a new combination in the now open slot. |
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| Once you've filled in the first 5 Tier 1 slots, you'll only see Tactics of those Tactics' respective element, allowing you to only focus on upgrades at that point. Inheriting certain elements allows you to manipulate how likely you are to see a certain element without sacrificing any Mind Crystal slots. When attempting to get the "1+1>2" achievement, this significantly helps steer your 5 Doubles in the right direction. | | Once you've filled in the first five Tier 1 slots, you'll only see Tactics of those Tactics' respective element, allowing you to only focus on upgrades at that point. Inheriting certain elements allows you to manipulate how likely you are to see a certain element without sacrificing any Mind Crystal slots. When attempting to get the "1+1>2" achievement, this significantly helps steer your five Doubles in the right direction. |
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| == Fire == | | == Fire == |
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| |Catching Fire | | |Catching Fire |
| |Burning enemies will spread the fire to nearby enemies while also increasing the Burn damage by x/<span style="color:#548DF3;">x</span>/<span style="color:#D138E7;">x</span>/<span style="color:#FDC500;">55</span>%. | | |Burning enemies will spread the fire to nearby enemies while also increasing the Burn damage by 35/<span style="color:#548DF3;">40</span>/<span style="color:#D138E7;">45</span>/<span style="color:#FDC500;">55</span>%. |
| |Skill, Attack, Dash | | |Skill, Attack, Dash |
| |T2 | | |T2 |
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| |- | | |- |
| |Place Mine | | |Place Mine |
| |Crouching will place 1 Mine. By default, each mine deals 360/<span style="color:#548DF3;">430</span>/<span style="color:#D138E7;">500</span>/<span style="color:#FDC500;">x</span> damage. This damage increases over time. | | |Crouching will place 1 Mine. By default, each mine deals 360/<span style="color:#548DF3;">430</span>/<span style="color:#D138E7;">500</span>/<span style="color:#FDC500;">570</span> damage. This damage increases over time. |
| |Summon | | |Summon |
| |T1 | | |T1 |
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| |- | | |- |
| |Dodging Icicle | | |Dodging Icicle |
| |Upon dodging, the Icicles generate become Two-Way Icicles, dealing 110/<span style="color:#548DF3;">130</span>/<span style="color:#D138E7;">x</span>/<span style="color:#FDC500;">180</span> damage to enemies. | | |Upon dodging, the Icicles generated become Two-Way Icicles, dealing 110/<span style="color:#548DF3;">130</span>/<span style="color:#D138E7;">150</span>/<span style="color:#FDC500;">180</span> damage to enemies. |
| |Dash, Legacy | | |Dash, Legacy |
| |T2 | | |T2 |
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| |- | | |- |
| |Legacy Lightning | | |Legacy Lightning |
| |When your Legacy hits an enemy, inflicts Lightning on them. When that enemy is eliminated, unleashes an Impulse, dealing 470/<span style="color:#548DF3;">x</span>/<span style="color:#D138E7;">660</span>/<span style="color:#FDC500;">780</span> damage. | | |When your Legacy hits an enemy, inflicts Lightning on them. When that enemy is eliminated, unleashes an Impulse, dealing 470/<span style="color:#548DF3;">580</span>/<span style="color:#D138E7;">660</span>/<span style="color:#FDC500;">780</span> damage. |
| |Legacy | | |Legacy |
| |T1 | | |T1 |
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| |Impulse Paralysis | | |Impulse Paralysis |
| |The Impulses can paralyze enemies by 1.5/<span style="color:#548DF3;">2</span>/<span style="color:#D138E7;">2.5</span>/<span style="color:#FDC500;">3</span> seconds, rendering them immobile. | | |The Impulses can paralyze enemies for 1.5/<span style="color:#548DF3;">2</span>/<span style="color:#D138E7;">2.5</span>/<span style="color:#FDC500;">3</span> seconds, rendering them immobile. |
| |Skill, Legacy | | |Skill, Legacy |
| |T2 | | |T2 |
| |<span style="color:Red;">*Test if this works on Elites</span> | | | |
| |- | | |- |
| |Pulsing Lightning | | |Pulsing Lightning |
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| | | | | |
| |} | | |} |
| | The Lightning Mark tree has good utility and excellent damage against hordes of enemies, yet struggles to be useful against Elites as it doesn't get to utilize the Lightning status. The Lightning status causes inflicted enemies to emit an AoE (Area of Effect) damage called an Impulse, eventually being able to inflict Lightning on other enemies with the T3 Tactic. Because of said T3 Tactic, the Impulse can rapidly chew through many enemies. Characters with huge Skills can capitalize on Skill Lighting's screen clearing effect very nicely, but Legacy Lightning fails to compete with the other Legacy tactics. |
| |-|Lightning Chain= | | |-|Lightning Chain= |
| {| class="wikitable mw-collapsible" | | {| class="wikitable mw-collapsible" |
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| |Thunderstorm | | |Thunderstorm |
| |Using your Legacy conjures a Lightning Cloud that keeps shooting Lightning Chains. Each link deals 100/<span style="color:#548DF3;">120</span>/<span style="color:#D138E7;">130</span>/<span style="color:#FDC500;">150</span> damage, up to 5 links. | | |Using your Legacy conjures a Lightning Cloud that keeps shooting Lightning Chains. Each link deals 100/<span style="color:#548DF3;">120</span>/<span style="color:#D138E7;">130</span>/<span style="color:#FDC500;">150</span> damage, up to 5 links. |
| |Dash | | |Legacy |
| |T1 | | |T1 |
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| |} | | |} |
| | In the same department as the Lightning Mark tree, Lightning Chain specializes in clearing hordes of enemies while struggling to deal with Elites. It pairs very nicely Lightning Mark to clear hordes of enemies even faster, but the lack of multiple enemies against Elites means the damage drops off significantly. Not a bad option for your Attack and Skill slots, but Legacy Thunderstorm struggles to compete with other Legacy Tactics. |
| |-|Thunderbolt= | | |-|Thunderbolt= |
| {| class="wikitable mw-collapsible" | | {| class="wikitable mw-collapsible" |
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| |Double Thunderbolts | | |Double Thunderbolts |
| |When a Thunderbolt strikes, there is a chance for 1 more Thunderbolt to strike, dealing 680/<span style="color:#548DF3;">x</span>/<span style="color:#D138E7;">x</span>/<span style="color:#FDC500;">810</span> damage. | | |When a Thunderbolt strikes, there is a chance for 1 more Thunderbolt to strike, dealing 680/<span style="color:#548DF3;">810</span>/<span style="color:#D138E7;">950</span>/<span style="color:#FDC500;">1080</span> damage. |
| |Dash | | |Dash |
| |T3 | | |T3 |
| | | | | |
| |} | | |} |
| | Thunderbolt forgoes with being locked to crowds of enemies and instead just hits everything consistently. Being locked to just your Dash slot and being connected to a great amount of powerful <span style="color:#FD346A;">Double</span> Tactics, Dash Thunderbolt is one of the best options to fill the Dash slot as an all rounder Tactic. With most of the T2 slots being straight damage upgrades or giving you access to the Paralysis status to immobilize enemies, this Tactic only gets strong as you get its upgrades. |
| |-|Lightning Orb= | | |-|Lightning Orb= |
| {| class="wikitable mw-collapsible" | | {| class="wikitable mw-collapsible" |
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| |Clustered Lightning Orbs | | |Clustered Lightning Orbs |
| |Upon generating Lightning Orbs, you generate 1 more and deal 35/<span style="color:#548DF3;">x</span>/<span style="color:#D138E7;">x</span>/<span style="color:#FDC500;">55</span>% more damage. | | |Upon generating Lightning Orbs, you generate 1 more and deal 35/<span style="color:#548DF3;">40</span>/<span style="color:#D138E7;">50</span>/<span style="color:#FDC500;">55</span>% more damage. |
| |Summon | | |Summon |
| |T3 | | |T3 |
| | | | | |
| |} | | |} |
| | Lightning Orb is another is a good contender for your Summon slot as it is just consistent damage that follows you, similar to Hibiki's Oblivion Glaive upgrade. While it lacks any special statuses, it has to the <span style="color:#FD346A;">Double</span> Tactic Shadow Lightning Orb, which lets you dish out a considerable amount of damage. |
| </tabber> | | </tabber> |
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| |} | | |} |
| | Poison is a Tactic that appears good on paper until you take the time to break it down in practice. Poison is a status effect that, upon inflicting it on an enemy, starts a timer before dealing a chunk of damage to the afflicted enemy. The main issues to discuss here are the timer and the damage. When you inflict Poison on an enemy, a Toxin sigil appears over their head that gradually fills up. In most cases however, the time it would take for the damage to hit is more than enough time for all characters to kill the enemy themselves. Against Elites, its less likely that you'd kill the boss before triggering Poison, so what about its damage? Unfortunately, the damage is significantly weaker than the time warranted. Averaging 2500-5000 damage over the ~10 second period is very poor considering most characters can deal that damage several times over. Poison's only saving grace is its access to the <span style="color:#FD346A;">Double</span> Tactic Frost Miasma, that creates a fog around enemies that then Freezes them. |
| |-|Slime= | | |-|Slime= |
| {| class="wikitable mw-collapsible" | | {| class="wikitable mw-collapsible" |
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| |Only possible if you have Lasting Slime. Both sides have their merits, so it doesn't matter which side path you take. | | |Only possible if you have Lasting Slime. Both sides have their merits, so it doesn't matter which side path you take. |
| |} | | |} |
| | Summon Slime is another Summon Tactic that struggles to pull its weight against other Summon Tactics. Slimes will spawn as enemies appear, they'll then move across the ground and attack enemies. Their damage however is pretty minimal, even with the T2 and T3 upgrades. With no notable <span style="color:#FD346A;">Double</span> Tactics to abuse, Slime is hard to justify using. |
| |-|Virulent Bomb= | | |-|Virulent Bomb= |
| {| class="wikitable mw-collapsible" | | {| class="wikitable mw-collapsible" |
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| |Dodge Virulent Bomb | | |Dodge Virulent Bomb |
| |Upon dodging, summons more Virulent Bombs, each dealing 290/<span style="color:#548DF3;">x</span>/<span style="color:#D138E7;">400</span>/<span style="color:#FDC500;">460</span> damage. | | |Upon dodging, summons more Virulent Bombs, each dealing 290/<span style="color:#548DF3;">350</span>/<span style="color:#D138E7;">400</span>/<span style="color:#FDC500;">460</span> damage. |
| |Dash | | |Dash |
| |T2 | | |T2 |
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| |Spreading Virulent Bomb | | |Spreading Virulent Bomb |
| |Virulent Bombs become larger in explosion range and deal 20/<span style="color:#548DF3;">x</span>/<span style="color:#D138E7;">28</span>/<span style="color:#FDC500;">x</span>% more damage. | | |Virulent Bombs become larger in explosion range and deal 20/<span style="color:#548DF3;">24</span>/<span style="color:#D138E7;">28</span>/<span style="color:#FDC500;">32</span>% more damage. |
| |Dash | | |Dash |
| |T3 | | |T3 |
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| |} | | |} |
| |-|Shadow Spikee= | | |-|Shadow Spike= |
| {| class="wikitable mw-collapsible" | | {| class="wikitable mw-collapsible" |
| | style="width: 10%" |Name | | | style="width: 10%" |Name |
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| |Reactive Shadow Spike | | |Reactive Shadow Spike |
| |Upon taking a hit, summons a Shadow Spike at where the hit comes from, dealing 670/<span style="color:#548DF3;">810</span>/<span style="color:#D138E7;">940</span>/<span style="color:#FDC500;">x</span> damage. | | |Upon taking a hit, summons a Shadow Spike at where the hit comes from, dealing 670/<span style="color:#548DF3;">810</span>/<span style="color:#D138E7;">940</span>/<span style="color:#FDC500;">1080</span> damage. |
| |Attack, Skill | | |Attack, Skill |
| |T2 | | |T2 |
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| |Blackhole Explosion | | |Blackhole Explosion |
| |When a Blackhole expires, it explodes and deals 580/<span style="color:#548DF3;">x</span>/<span style="color:#D138E7;">810</span>/<span style="color:#FDC500;">920</span> damage. | | |When a Blackhole expires, it explodes and deals 580/<span style="color:#548DF3;">690</span>/<span style="color:#D138E7;">810</span>/<span style="color:#FDC500;">920</span> damage. |
| |Legacy | | |Legacy |
| |T2 | | |T2 |
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| |Skill Light Spear | | |Skill Light Spear |
| |Upon using a Skill, spawns 2 Light Spears, each dealing 840/<span style="color:#548DF3;">x</span>/<span style="color:#D138E7;">1180</span>/<span style="color:#FDC500;">1340</span> damage. | | |Upon using a Skill, spawns 2 Light Spears, each dealing 840/<span style="color:#548DF3;">1010</span>/<span style="color:#D138E7;">1180</span>/<span style="color:#FDC500;">1340</span> damage. |
| |Skill | | |Skill |
| |T1 | | |T1 |
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| |Holy Light Spear | | |Holy Light Spear |
| |When a Light Spear expires, it turns into a holy light that deals 500/<span style="color:#548DF3;">600</span>/<span style="color:#D138E7;">x</span>/<span style="color:#FDC500;">810</span> damage. | | |When a Light Spear expires, it turns into a holy light that deals 500/<span style="color:#548DF3;">600</span>/<span style="color:#D138E7;">710</span>/<span style="color:#FDC500;">810</span> damage. |
| |Legacy, Skill | | |Legacy, Skill |
| |T2 | | |T2 |
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| |- | | |- |
| |Flash Enhancement | | |Flash Enhancement |
| |Flash deals 290/<span style="color:#548DF3;">x</span>/<span style="color:#D138E7;">400</span>/<span style="color:#FDC500;">x</span> damage to enemies. | | |Flash deals 290/<span style="color:#548DF3;">350</span>/<span style="color:#D138E7;">400</span>/<span style="color:#FDC500;">460</span> damage to enemies. |
| |Legacy | | |Legacy |
| |T2 | | |T2 |
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| |- | | |- |
| |Wide Flash | | |Wide Flash |
| |Flash becomes 80/<span style="color:#548DF3;">90</span>/<span style="color:#D138E7;">110</span>/<span style="color:#FDC500;">x</span>% larger in range. | | |Flash becomes 80/<span style="color:#548DF3;">90</span>/<span style="color:#D138E7;">110</span>/<span style="color:#FDC500;">120</span>% larger in range. |
| |Legacy | | |Legacy |
| |T2 | | |T2 |
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| |- | | |- |
| |Attack Lightwave | | |Attack Lightwave |
| |When your Attack hits an enemy, spawns a Lightwave that deals 142/<span style="color:#548DF3;">x</span>/<span style="color:#D138E7;">x</span>/<span style="color:#FDC500;">216</span>% damage of this Attack, it can be respawned again after 5s while you are not attacking. | | |When your Attack hits an enemy, spawns a Lightwave that deals 142/<span style="color:#548DF3;">154</span>/<span style="color:#D138E7;">180</span>/<span style="color:#FDC500;">216</span>% damage of this Attack. It will be respawned again after 5s while you are not attacking. |
| |Attack | | |Attack |
| |T1 | | |T1 |
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| |- | | |- |
| |Flexible Charging | | |Flexible Charging |
| |Lightwave can now charge even while you are attacking, and it deals 20/<span style="color:#548DF3;">x</span>/<span style="color:#D138E7;">x</span>/<span style="color:#FDC500;">32</span>% more damage. | | |Lightwave can now charge even while you are attacking, and it deals 20/<span style="color:#548DF3;">24</span>/<span style="color:#D138E7;">28</span>/<span style="color:#FDC500;">32</span>% more damage. |
| |Attack | | |Attack |
| |T2 | | |T2 |
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| |- | | |- |
| |Protection of Radiance | | |Protection of Radiance |
| |While in the range of Radiance, you take 10/<span style="color:#548DF3;">12</span>/<span style="color:#D138E7;">14</span>/<span style="color:#FDC500;">x</span>% less damage. | | |While in the range of Radiance, you take 10/<span style="color:#548DF3;">12</span>/<span style="color:#D138E7;">14</span>/<span style="color:#FDC500;">17</span>% less damage. |
| |Summon | | |Summon |
| |T2 | | |T2 |
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| |- | | |- |
| |Holy Mark | | |Holy Mark |
| |While Dashing, inflicts a Holy Mark on each enemy you pass through. Breaking the Holy Mark will deal 190/<span style="color:#548DF3;">220</span>/<span style="color:#D138E7;">x</span>/<span style="color:#FDC500;">310</span> damage. | | |While Dashing, inflicts a Holy Mark on each enemy you pass through. Breaking the Holy Mark will deal 190/<span style="color:#548DF3;">220</span>/<span style="color:#D138E7;">250</span>/<span style="color:#FDC500;">310</span> damage. |
| |Dash | | |Dash |
| |T1 | | |T1 |
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| |- | | |- |
| |Stable Mark | | |Stable Mark |
| |Holy Mark deals 60/<span style="color:#548DF3;">x</span>/<span style="color:#D138E7;">x</span>/<span style="color:#FDC500;">30</span>% less damage, but it can take effect multiple times. | | |Holy Mark deals 60/<span style="color:#548DF3;">50</span>/<span style="color:#D138E7;">40</span>/<span style="color:#FDC500;">30</span>% less damage, but it can take effect multiple times. |
| |Dash | | |Dash |
| |T2 | | |T2 |
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| |- | | |- |
| |Dodge Daggers | | |Dodge Daggers |
| |Upon dodging, conjures additional Daggers in the front, each dealing 380/<span style="color:#548DF3;">460</span>/<span style="color:#D138E7;">540</span>/<span style="color:#FDC500;">x</span> damage. | | |Upon dodging, conjures additional Daggers in the front, each dealing 380/<span style="color:#548DF3;">460</span>/<span style="color:#D138E7;">540</span>/<span style="color:#FDC500;">610</span> damage. |
| |Dash | | |Dash |
| |T2 | | |T2 |
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| |- | | |- |
| |Blade Ring Pull | | |Blade Ring Pull |
| |Blade Rings pull enemies and deal 26/<span style="color:#548DF3;">32</span>/<span style="color:#D138E7;">x</span>/<span style="color:#FDC500;">42</span>% more damage. | | |Blade Rings pull enemies and deal 26/<span style="color:#548DF3;">32</span>/<span style="color:#D138E7;">37</span>/<span style="color:#FDC500;">42</span>% more damage. |
| |Summon | | |Summon |
| |T2 | | |T2 |
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| |- | | |- |
| |Struck Blade Ring | | |Struck Blade Ring |
| |Upon taking a hit, conjures a Blade Ring that deals 670/<span style="color:#548DF3;">810</span>/<span style="color:#D138E7;">x</span>/<span style="color:#FDC500;">1080</span>) damage. | | |Upon taking a hit, conjures a Blade Ring that deals 670/<span style="color:#548DF3;">810</span>/<span style="color:#D138E7;">940</span>/<span style="color:#FDC500;">1080</span>) damage. |
| |Summon | | |Summon |
| |T2 | | |T2 |
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| |- | | |- |
| |Enlarged Bladestorm | | |Enlarged Bladestorm |
| |Bladestorm cuts enemies in a larger range and deals 30/<span style="color:#548DF3;">x</span>/<span style="color:#D138E7;">42</span>/<span style="color:#FDC500;">x</span>% more damage. | | |Bladestorm cuts enemies in a larger range and deals 30/<span style="color:#548DF3;">36</span>/<span style="color:#D138E7;">42</span>/<span style="color:#FDC500;">48</span>% more damage. |
| |Legacy, Skill | | |Legacy, Skill |
| |T2 | | |T2 |
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| |- | | |- |
| |Reactive Bladestorm | | |Reactive Bladestorm |
| |Upon taking a hit, spawns Bladestorm that deals 80/<span style="color:#548DF3;">100</span>/<span style="color:#D138E7;">x</span>/<span style="color:#FDC500;">x</span> damage with each cut. | | |Upon taking a hit, spawns Bladestorm that deals 80/<span style="color:#548DF3;">100</span>/<span style="color:#D138E7;">120</span>/<span style="color:#FDC500;">140</span> damage with each cut. |
| |Legacy, Skill | | |Legacy, Skill |
| |T2 | | |T2 |
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| | style="width: 9%"| Required Tactics | | | style="width: 9%"| Required Tactics |
| | style="width: 19%"| Note | | | style="width: 19%"| Note |
| |}
| |
| |-|Ice=
| |
| Second tab content goes here.
| |
| |-|Electric=
| |
| Third tab content goes here.
| |
| |-|Toxin=
| |
| First tab content goes here.
| |
| |-|Blade=
| |
| Second tab content goes here.
| |
| |-|Umbra=
| |
| Third tab content goes here.
| |
| |-|Light=
| |
| First tab content goes here.
| |
| </tabber>
| |
|
| |
| {| class="wikitable mw-collapsible"
| |
| | style="width: 10%" |Name
| |
| | style="width: 55%" |Description
| |
| | style="width: 10%" |Slot
| |
| | style="width: 15%" |Required Tactics
| |
| | style="width: 10%" |Note
| |
| |- | | |- |
| | Ring of Fire Burn | | | Ring of Fire Burn |
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| | | | | |
| |} | | |} |
| | |-|Ice= |
| | {| class="wikitable mw-collapsible" |
| | | style="width: 10%"| Name |
| | | style="width: 55%"| Description |
| | | style="width: 7%"| Slot |
| | | style="width: 9%"| Required Tactics |
| | | style="width: 19%"| Note |
| | |- |
| | | Freezing Icicle |
| | |When an Icicle inflicts Cold on an enemy, their stacks of Cold is increased by 4. |
| | |Dash, Legacy |
| | |Frost Burst |
| | Dash/Legacy Icicle |
| | |There's two Freezing Icicles. This one is found in the Cold tree. |
| | |- |
| | |Frost Impulse |
| | |Frost Burst is now upgraded to a Frost Impulse that deals 36% more damage and Paralyzes enemies. |
| | |Attack, Skill |
| | |Frost Burst |
| | Skill Lightning |
| | | Overlapping Tactics on Skill. Plan accordingly. |
| | |- |
| | |Frost Miasma |
| | |Miasma is now upgraded to a Frost Miasma that can Freeze enemies. |
| | |Attack |
| | |Freezing Cold |
| | Attack Miasma |
| | |Not possible with Attack Cold or Skill Poison Ring. |
| | |- |
| | | Light Spear Icicle |
| | |When a Light Spear pierces into the ground, spawns Icicles nearby, dealing 600 damage. |
| | | Legacy, Skill |
| | | Dash/Legacy Icicle |
| | Skill/Legacy Light Spear |
| | |Overlapping Tactics on Legacy. Plan accordingly. |
| | |- |
| | |Freezing Icicle |
| | |When an enemy is Frozen, Icicles start to spread, dealing 500 damage. |
| | |Attack, Skill |
| | |Dash/Legacy Icicle |
| | Freezing Cold |
| | |There's two Freezing Icicles. This one is found in the Icicle tree. |
| | |- |
| | |Endless Ice Spikes |
| | |Ice Spikes spawn over time and can seek enemies from farther away. Each Ice Spike deals 90 damage. |
| | | Summon |
| | |Summon Ice Spike |
| | Freezing Cold |
| | | |
| | |- |
| | | Ice Spike Respawn |
| | |When an Ice Spike hits an enemy that has no Cold stacks, generates 3 more Ice Spikes. |
| | |Summon |
| | |Summon Ice Spike |
| | Frost Burst |
| | | |
| | |- |
| | |Shadow Ice Spike |
| | |When you have Ice Spikes, your Shadow also has Ice Spikes. |
| | |Dash |
| | |Summon Ice Spike |
| | Dashing Shadow |
| | | |
| | |} |
| | |-|Electric= |
| | {| class="wikitable mw-collapsible" |
| | | style="width: 10%"| Name |
| | | style="width: 55%"| Description |
| | | style="width: 7%"| Slot |
| | | style="width: 9%"| Required Tactics |
| | | style="width: 19%"| Note |
| | |- |
| | | Thunder and Lightning |
| | |When a Lightning Chain links to an enemy inflicted with Lightning, instantly triggers an Impulse. |
| | |Attack, Legacy, Skill |
| | |Skill/Legacy Lightning Mark |
| | Attack/Legacy/Skill Lightning Chain |
| | |Overlapping Tactics on Skill and Legacy. Plan accordingly. |
| | |- |
| | |Blackhole Impulse |
| | |When a Blackhole spawns or despawns, triggers an Impulse, dealing 430 damage. |
| | |Legacy |
| | |Skill Lightning Mark |
| | Legacy Blackhole |
| | | Not possible with Legacy Lightning Mark. |
| | |- |
| | |Lightning Orb Thunder |
| | |Upon hitting an enemy, Lightning Orbs conjure a Lighting Chain that chains to nearby enemies, dealing 260 damage each time. |
| | |Summon |
| | |Skill/Legacy/Attack Lightning Chain |
| | Orbiting Lightning Orb |
| | | |
| | |- |
| | | Tentacle Lightning |
| | |For every 3 hits the Tentacles land, triggers Lightning Chains. Each link deals 340 damage. |
| | | Summon |
| | | Skill/Legacy/Attack Lightning Chain |
| | Summon Tentacles |
| | | |
| | |- |
| | |Light Spear Thunderbolt |
| | |When a Light Spear pierces into the ground, summons Thunderbolts, dealing 1200 damage. |
| | |Legacy, Skill |
| | |Dash Thunderbolt |
| | Skill/Legacy Light Spear |
| | |*Test if thunder spawns on spears or on player |
| | |- |
| | |Lightning Orb Thunderbolt |
| | |Upon hitting an enemy, Lightning Orbs summon Thunderbolts, dealing 320 damage. |
| | | Summon |
| | |Dash Thunderbolt |
| | Orbiting Lightning Orb |
| | | |
| | |- |
| | | Intimidating Thunderbolt |
| | |When an enemy has been hit by a Shadow Spike, that enemy gets struck by a Thunderbolt that deals 900 damage every time they attack. |
| | |Attack, Skill |
| | |Dash Thunderbolt |
| | Attack/Skill Shadow Spike |
| | | |
| | |- |
| | |Seeker Thunderbolt |
| | |Thunderbolts seek enemies inflicted with Lightning and deal 40% more damage. |
| | |Dash |
| | |Dash Thunderbolt |
| | Skill/Legacy Lightning Mark |
| | | |
| | |- |
| | |Lightning Orb Shot |
| | |The Lightning Orbs explode upon hitting an enemy, dealing 400 damage. When they expire, the Lightning Orbs spread out, each dealing 1000 damage. |
| | |Summon |
| | |Orbiting Lightning Orb |
| | Skill/Legacy Fire Projectile |
| | | |
| | |- |
| | |Shadow Lightning Orb |
| | |When generating Lightning Orbs, you generate the same amount of Shadow Lightning Orbs. |
| | |Summon |
| | |Orbiting Lightning Orb |
| | Dashing Shadow |
| | | |
| | |} |
| | |-|Toxin= |
| | {| class="wikitable mw-collapsible" |
| | | style="width: 10%"| Name |
| | | style="width: 55%"| Description |
| | | style="width: 7%"| Slot |
| | | style="width: 9%"| Required Tactics |
| | | style="width: 19%"| Note |
| | |- |
| | | Electric Detoxification |
| | |Lightning Chain inflicts Poison on enemies. |
| | |Attack, Legacy, Skill |
| | |Attack/Skill Poison |
| | Attack/Legacy/Skill Lightning Chain |
| | |Overlapping Tactics on Attack and Skill. Plan accordingly. |
| | |- |
| | |Poison Slime |
| | |Slimes inflict Poison on enemies. |
| | |Summon |
| | |Attack/Skill Poison |
| | Summon Slime |
| | | |
| | |- |
| | |Splitting Slimes |
| | |Slimes can split. |
| | |Summon |
| | |Summon Slime |
| | Fire Spirit Assist |
| | | |
| | |- |
| | | Sticky Slime |
| | |Slime will stick to the enemy after hitting, causing 580 damage per second until it disappears. |
| | | Summon |
| | | Summon Slime |
| | Dash Holy Mark |
| | | |
| | |- |
| | |Team Slime |
| | |Summons 2 Slimes at a time. |
| | |Summon |
| | |Summon Slime |
| | Skill/Legacy Venom |
| | | |
| | |- |
| | |Poison Virulent Bomb |
| | |When a Poisoned enemy takes from the Poison, they drop a Virulent Bomb that deals 1720 damage. |
| | | Attack, Skill |
| | |Dash Virulent Bomb |
| | Attack/Skill Poison |
| | | |
| | |- |
| | | Splitting Virulent Bomb |
| | |Upon landing, a Virulent Bomb splits into 2, each dealing 430 damage. |
| | |Dash |
| | |Dash Virulent Bomb |
| | Fire Spirit Assist |
| | | |
| | |- |
| | |Lingering Venom |
| | |After exploding, a Virulent Bomb leaves behind Venom, dealing 160 damage every 0.5 seconds. |
| | |Dash |
| | |Skill/Legacy Venom |
| | Dash Virulent Bomb |
| | | |
| | |- |
| | |Mine Venom |
| | |When a Mine explodes, spawns Venom, dealing 160 damage every 0.5 seconds. |
| | |Summon |
| | |Skill/Legacy Venom |
| | Place Mine |
| | | |
| | |} |
| | |-|Umbra= |
| | {| class="wikitable mw-collapsible" |
| | | style="width: 10%"| Name |
| | | style="width: 55%"| Description |
| | | style="width: 7%"| Slot |
| | | style="width: 9%"| Required Tactics |
| | | style="width: 19%"| Note |
| | |- |
| | | Violent Tentacle |
| | |The Umbra Tentacles expire 8 seconds faster, but when they do, the final attack deals 180% more damage and can break Super Armor. |
| | |Summon |
| | |Summon Tentacle |
| | Attack/Skill Shadow Spike |
| | | |
| | |- |
| | |Tentacle Devouring |
| | |The Umbra Tentacles can devour standard enemies that are Blinded. |
| | |Summon |
| | |Summon Tentacle |
| | Legacy Flash |
| | | |
| | |- |
| | |Shadow Blade Dash |
| | |Shadow Dash is now upgrades to a Shadow Blade Dash that deals 110% more damage. |
| | |Dash |
| | |Dashing Shadow |
| | Summon Blade Ring |
| | | |
| | |- |
| | | Chance Shadow Explosion |
| | |Your Shadow has a 50% chance to cause a Shadow Explosion, dealing 700 damage. |
| | | Dash |
| | | Dashing Shadow |
| | Legacy Blackhole |
| | | |
| | |- |
| | |Shadow Puncture |
| | |Your Shadow becomes a Shadow Spike that deals 340 damage. |
| | |Dash |
| | |Attack/Skill Shadow Spike |
| | Dashing Shadow |
| | | |
| | |- |
| | |Shadow Conversion |
| | |When there are enemies nearby, the Shadows become Shadow Spikes and deal 110% more damage. |
| | | Attack, Skill |
| | |Attack/Skill Shadow Spike |
| | Place Mine |
| | | |
| | |- |
| | | Collapsing Tentacle |
| | |When Tentacles spawn, they also spawn a Blackhole with them that deals 300 damage per second. |
| | |Summon |
| | |Legacy Blackhole |
| | Summon Tentacle |
| | |Very strong Double Tactic that provides an extreme amount of crowd control. |
| | |- |
| | |Blackhole Slow |
| | |All enemies and projectiles within the range of a Blackhole are slowed. |
| | |Legacy |
| | |Legacy Blackhole |
| | Freezing Cold |
| | |Undoubtedly one of, if not, the strongest Double Tactics in the game at the moment. It drastically slows <u>'''all'''</u> enemies, including bosses. Trivializes the entire game with the right setups. |
| | |} |
| | |-|Light= |
| | {| class="wikitable mw-collapsible" |
| | | style="width: 10%"| Name |
| | | style="width: 55%"| Description |
| | | style="width: 7%"| Slot |
| | | style="width: 9%"| Required Tactics |
| | | style="width: 19%"| Note |
| | |- |
| | | Thunderbolt Light Spear |
| | |When your Thunderbolt hits an enemy, spawns a Light Spear that travels to that enemy and deals 340 damage. |
| | |Dash |
| | |Legacy/Skill Light Spear |
| | Dash Thunderbolt |
| | | |
| | |- |
| | |Flash Light Spear |
| | |When a Flash spawns, shoots light spears toward it, dealing 900 damage. |
| | |Legacy |
| | |Skill Light Spear |
| | Legacy Flash |
| | |Not possible with Legacy Light Spear. |
| | |- |
| | |Fire Projectile Flash |
| | |A Flash spawns along with the Fire Projectiles that blind enemies for 3 seconds. |
| | |Skill, Legacy |
| | |Legacy Flash |
| | Skill Fire Projectile |
| | |Despite what the Tactic Tree says, you cannot have Legacy Fire Projectile and Legacy Flash at the same time. |
| | |- |
| | | Mark Flash |
| | |Enemies inflicted with a Holy Mark have a chance to trigger a Flash when they attack or take a hit. |
| | | Dash |
| | | Legacy Flash |
| | Dash Holy Mark |
| | | |
| | |- |
| | |Light Spear Flash |
| | |Upon landing, Light Spears spawn a Flash, which Blinds enemies for 3 seconds. |
| | |Legacy, Skill |
| | |Legacy Flash |
| | Skill Light Spear |
| | |Once again, despite what the Tactic Tree says, you cannot have Legacy Light Spear and Legacy Flash at the same time. |
| | |- |
| | |Lightwave Spread |
| | |Upon hitting an enemy, the Lightwave moves on to another enemy, dealing 20% less damage with each transfer. |
| | | Attack |
| | |Attack Lightwave |
| | Legacy/Skill Lightning Chain |
| | | |
| | |- |
| | | Lightwave Fast Charging |
| | |While in the range of Radiance, Lightwave takes 2.5 less seconds to charge up. |
| | |Attack |
| | |Attack Lightwave |
| | Summon Radiance |
| | | |
| | |- |
| | |Light Spear Lightwave |
| | |When Light Spears hit an enemy, activates a Lightwave that deals 1200 damage. |
| | |Legacy, Skill |
| | |Attack Lightwave |
| | Skill/Legacy Light Spear |
| | |Unlike a normal Attack Lightwave, this does not have the same scaling, meaning it doesn't have access to the huge damage numbers. |
| | |- |
| | |Radiance Pull |
| | |When Radiance activates, pulls enemies to its center. |
| | |Summon |
| | |Summon Radiance |
| | Legacy Blackhole |
| | | |
| | |- |
| | |Sustained Radiance |
| | |Spawning a Flash inside a Radiance makes the Radiance last 3 seconds longer. |
| | |Legacy |
| | |Summon Radiance |
| | Legacy Flash |
| | | |
| | |- |
| | |Supreme Mark |
| | |Lightwave can trigger Holy Marks and Holy Marks deal 110% more damage. |
| | |Attack |
| | |Dash Holy Mark |
| | Attack Lightwave |
| | | |
| | |- |
| | |Ice Spike Mark |
| | |The Ice Spike can inflict Holy Mark on enemies and trigger them, dealing 190 damage. |
| | |Summon |
| | |Dash Holy Mark |
| | Summon Ice Spike |
| | | |
| | |} |
| | |-|Blade= |
| | {| class="wikitable mw-collapsible" |
| | | style="width: 10%"| Name |
| | | style="width: 55%"| Description |
| | | style="width: 7%"| Slot |
| | | style="width: 9%"| Required Tactics |
| | | style="width: 19%"| Note |
| | |- |
| | | Bloodthirsty Dagger |
| | |Upon hitting an enemy inflicted with Rend, Daggers deal 700 extra damage. |
| | |Dash |
| | |Dash Dagger |
| | Attack/Skill Rend |
| | | |
| | |- |
| | |Two-Way Dagger |
| | |2 Dagger portals spawn facing each other after dashing. Their basic damage is increased by 340. |
| | |Dash |
| | |Dash Dagger |
| | Fire Spirit Assist |
| | | |
| | |- |
| | |Targeted Shadow Spike |
| | |When enemies inflicted with Rend are hit by a Shadow Spike, they take an additional 1000 damage but lose the Rend status effect. |
| | |Attack, Skill |
| | |Attack/Skill Rend |
| | Attack/Skill Shadow Spike |
| | |Overlapping Tactics on Attack and Skill. Plan accordingly. |
| | |- |
| | | Rending Radiance |
| | |Enemies take 100% more Rend damage within the Radiance. |
| | | Attack, Skill |
| | | Attack/Skill Rend |
| | Summon Radiance |
| | | |
| | |- |
| | |Summon Whirling Blade |
| | |Blade Rings are now upgraded to Whirling Blades. They automatically fly toward enemies and cut them, dealing 540 damage each time. |
| | |Summon |
| | |Summon Blade Ring |
| | Dash Dagger |
| | | |
| | |- |
| | |Bloodthirsty Blade Ring |
| | |When Blade Rings deal damage to enemies inflicted with Rend, they deal 500 extra damage. |
| | | Summon |
| | |Summon Blade Ring |
| | Attack/Skill Shadow Spike |
| | | |
| | |- |
| | | Consecutive Blade Rings |
| | |When a Poison Ring is active, the Blade Ring stays out as long as enemy is within the Poison Ring's range. The Blade Ring deals 80 damage per hit. |
| | |Skill |
| | |Summon Blade Ring |
| | Skill Poison Ring |
| | | |
| | |- |
| | |Bloodthirsty Bladestorm |
| | |Upon hitting an enemy inflicted with Rend, the Bladestorm deals 100 extra damage. |
| | |Legacy, Skill |
| | |Legacy/Skill Bladestorm |
| | Attack/Skill Rend |
| | |Overlapping Tactics on Skill. Plan accordingly. |
| | |- |
| | |Blackhole Bladestorm |
| | |Bladestorms spawn near Blackholes, dealing 60 damage with each cut. |
| | |Legacy |
| | |Skill Bladestorm |
| | Legacy Blackhole |
| | |Not possible with Legacy Bladestorm. |
| | |} |
| | </tabber> |