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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. | | '''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>Lightnin</u>g 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 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. | | '''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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| |} | | |} |
| |-|Blade= | | |-|Blade= |
| Second tab content goes here.
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| </tabber>
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| {| class="wikitable mw-collapsible" | | {| class="wikitable mw-collapsible" |
| | style="width: 10%"| Name | | | style="width: 10%"| Name |
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| |Not possible with Legacy Bladestorm. | | |Not possible with Legacy Bladestorm. |
| |} | | |} |
| | </tabber> |
What are Tactics?
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.
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.
Rule 1: You may only have one Tactic of each Activation type. For example, if you have Attack Lightwave, you cannot also have Attack Chain Lightning.
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 Chain Lightning and Skill Chain Lightning 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 -> Uncommon -> Rare -> Legendary, 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 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 Double Tactics.
Double 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.
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 one Tactic Slot be filled and creating a new combination in the now open slot.
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.
Fire
Name
|
Description
|
Slot
|
Tier
|
Note
|
Skill Burn
|
When your Skill lands a hit, inflicts Burn on the enemy for 5 seconds, dealing 190/230/270/310 damage per second.
|
Skill
|
T1
|
|
Attack Burn
|
When your Attack lands a hit, inflicts Burn on the enemy for 5 seconds, dealing 100/120/130/150 damage per second.
|
Attack
|
T1
|
|
Dash Burn
|
Dashing inflicts Burn on nearby enemies for 5 seconds, dealing 100/120/130/150 damage per second.
|
Dash
|
T1
|
|
Durable Burn
|
Burn now lasts 3 seconds longer and the Burning damage is increased by 38/45/53/60%.
|
Skill, Attack, Dash
|
T2
|
|
Conflagration
|
For every enemy inflicted by Burn, the next Burn inflicted deals 18/22/26/30% more damage.
|
Skill, Attack, Dash
|
T2
|
|
Catching Fire
|
Burning enemies will spread the fire to nearby enemies while also increasing the Burn damage by 35/40/45/55%.
|
Skill, Attack, Dash
|
T2
|
|
Flamewalker
|
Dodging will temporarily generate a Trail of Fire as you move. That trail deals 150/180/210/240 damage per second.
|
Dash
|
T2
|
Only possible if you have Dash Burn.
|
Powerful Burn
|
Burn damage ticks happen 25/30/35/40% faster.
|
Skill, Attack, Dash
|
T3
|
|
Burn is a DoT (Damage over Time) tactic that specializes at chipping away at the enemy's health. Unfortunately, Burn's damage across the board is essentially negligible. A common trend amongst the Fire Tactics is that their utility and damage tends to be outclassed by other elemental tactics.
Name
|
Description
|
Slot
|
Tier
|
Note
|
Skill Fire Projectile
|
Upon using a Skill, shoots 10 Fire Projectiles outward, each dealing 170/210/240/280 damage. This damage decreases against the same enemy with each projectile that hits them.
|
Skill
|
T1
|
|
Legacy Fire Projectile
|
Upon using your Legacy, shoots 10 Fire Projectiles outward, each dealing 120/150/170/200 damage. This damage decreases against the same enemy with each projectile that hits them.
|
Legacy
|
T1
|
|
Focused Fire Projectile
|
The Fire Projectiles are now fired in a 45-degree sector, and deals 5/6/7/8% more damage.
|
Skill, Legacy
|
T2
|
|
Fire Projectile Bounce
|
Fire Projectiles can bounce and deal 19/23/26/30% more damage.
|
Skill, Legacy
|
T2
|
|
Fire Projectile Upgrade
|
The Fire Projectiles become larger and deal 38/45/53/60% more damage.
|
Skill, Legacy
|
T2
|
|
Multi Fire Projectiles
|
The number of max Fire Projectiles is increased by 4, and deals 13/15/18/20% more damage.
|
Skill, Legacy
|
T3
|
|
Fire Projectiles is a tactic that, when used, shoots 10 projectiles outward in a circle formation. Unfortunately, most of the time, enemies will be in front or behind you, meaning most of the projectiles will completely miss. This means that if you wish to capitalize on each of the projectiles, you either need to be right next to a large enemy or use the Tier 2 Tactic, Focused Fire Projectile, which focuses the projectiles into a 45 degree cone in the way you're facing.
Name
|
Description
|
Slot
|
Tier
|
Note
|
Legacy Ring of Fire
|
Upon using your Legacy, Spawns Rings of Fire, dealing 480/580/670/770 damage to enemies.
|
Legacy
|
T1
|
|
Large Ring of Fire
|
Rings of Fire become larger and deal 30/36/42/48% more damage.
|
Legacy
|
T2
|
|
Transformative Ring of Fire
|
Rings of Fire shapeshift and deal 38/45/53/60% more damage.
|
Legacy
|
T2
|
|
Struck Ring of Fire
|
Upon taking a hit, conjures a Ring of Fire that deals 670/810/940/1080 damage.
|
Legacy
|
T2
|
|
Double Rings of Fire
|
Ring of Fire is now upgraded to Double Rings of Fire. The second one deals 590/710/830/950 damage.
|
Legacy
|
T3
|
|
Ring of Fire works as a burst of damage around you when you use your Legacy Skill. While not bad in an enclosed space, utilizing this Tactic requires a form of crowd control to lock enemies in place for it to hit.
Name
|
Description
|
Slot
|
Tier
|
Note
|
Place Mine
|
Crouching will place 1 Mine. By default, each mine deals 360/430/500/570 damage. This damage increases over time.
|
Summon
|
T1
|
You can place multiple mines over time.
|
Mine Upgrade
|
Mines have a larger explosion and deal 30/36/42/48% more damage.
|
Summon
|
T2
|
|
Splashing Mines
|
Upon exploding, Mines send out 6 shrapnel, each dealing 290/350/400/460 damage.
|
Summon
|
T2
|
|
Efficient Mine Placing
|
The cooldown of Place Mine is reduced by 1/1.3/1.5/1.8 second(s).
|
Summon
|
T3
|
|
Mines are a very lackluster Summon Tactic that have minimal damage and an unfortunate method of summoning them. Unlike all other Summons, Mines must be placed manually by crouching, where they'll then stay until they expire or an enemy walks over them. Even with their unique property of getting stronger the longer it sits, the damage it gains does not justify the amount of time it takes to babysit it to that point.
Name
|
Description
|
Slot
|
Tier
|
Note
|
Fire Spirit Assist
|
Spawns a Fire Spirit that assists you in combat. Over time, more and more Fire Spirits will spawn. When your Attack hits an enemy, they will hunt that enemy, each dealing 120/140/170/190 damage.
|
Attack
|
T1
|
|
Fire Spirit Upgrade
|
Fire Spirits shapeshift and deal 38/45/53/60% more damage.
|
Attack
|
T2
|
|
Fire Spirit Combo
|
When a Fire Spirit hits the same enemy, the damage is increased by 11/13/15/17% with each hit.
|
Attack
|
T2
|
|
Quick Split
|
Fire Spirits now split 38/45/53/60% faster.
|
Attack
|
T2
|
|
Durable Split
|
Fire Spirits split 1 more time and deal 109/111/113/115% more damage.
|
Attack
|
T3
|
|
Fire Spirit Assist are most likely Fire's best Tactic. Acting like a Summon Tactic that fills your Attack slot, they spawn around your character over time. Because of the ability to focus their attention onto a specific enemy when you attack them, they have consistent damage against high HP enemies and bosses. All three T2 Tactics can be useful against bosses and common enemies.
Ice
Name
|
Description
|
Slot
|
Tier
|
Note
|
Cold Attack
|
Attacks deal 29/34/40/46% more damage and inflict 1 stack of Cold on enemies, causing them to slow down.
|
Attack
|
T1
|
Because of the damage boost given by the T1 Cold Tactics, taking into consideration what attacks your character uses more is important.
|
Skill Cold
|
Skills deal 30/35/41/47% more damage and inflict 2 stacks of Cold on enemies, causing them to slow down.
|
Skill
|
T1
|
|
After choosing your T1 tactic for Cold, you're forced between two T2 options that will lock you out the other T3 and Double Tactics.
Name
|
Description
|
Slot
|
Tier
|
Note
|
Frost Burst
|
At max stacks of Cold, they burst and deal 610/740/860/980 damage.
|
Attack, Skill
|
T2
|
|
Freezing Cold
|
When more than 5 enemies are inflicted with Cold, the enemies in range become Frozen. Breaking a Frozen enemy deals 1000/1200/1400/1600 damage.
|
Attack, Skill
|
T2
|
|
Frost Explosion
|
Frost Burst becomes 20% larger in range and deals 73/88/103/117% more damage.
|
Attack, Skill
|
T3
|
Requires Frost Burst as your T2 choice.
|
Powerful Icebreaker
|
When breaking a Frozen enemy, deals 800/1000/1200/1400 extra damage.
|
Attack, Skill
|
T3
|
Requires Freezing Cold as your T2 choice.
|
The Cold Tactics are most likely your best options as Attack and Skill Tactics. At Legendary rarity, they give an unconditional 46/47% damage buff to their respective slots. Additionally, they inflict the Cold status which slows enemies, giving you an edge over bosses with quick movement. All four T2 and T3 tactics present even more instances of the Cold status and damage, even being able to Freeze hordes of enemies. Finally, essentially every Double Tactic that it's a part of is extremely good.
Name
|
Description
|
Slot
|
Tier
|
Note
|
Icicle Dash
|
Dashing summons Icicles, dealing 90/110/130/150 damage and inflicting 1 stack of Cold on enemies, causing them to slow down.
|
Dash
|
T1
|
|
Legacy Icicle
|
Upon using your Legacy, generates Two-Way Icicles on the ground that deal 270/330/380/440 damage to enemies and inflict 2 stacks of Cold.
|
Legacy
|
T1
|
|
Icicle Upgrade
|
The Icicles shapeshift and deal 38/45/53/60% more damage.
|
Dash, Legacy
|
T2
|
|
Dodging Icicle
|
Upon dodging, the Icicles generated become Two-Way Icicles, dealing 110/130/150/180 damage to enemies.
|
Dash, Legacy
|
T2
|
|
Reactive Icicle
|
Upon taking a hit, summons Icicles at where the hit comes from, dealing 670/800/940/1080 damage.
|
Dash, Legacy
|
T2
|
|
Random Icicle
|
Icicles spawn at random to attack enemies, each dealing 170/200/240/270 damage.
|
Dash, Legacy
|
T3
|
|
While Icicle is not nearly as powerful the Cold line, it still manages to be useful for its synergy with other Ice Tactics and standalone with its ability to apply the Cold status. Having Icicle Dash is a "fits all scenarios" tactic that doesn't need to compete with other Dash tactics. Legacy Icicle however has very strong competition, and is not necessarily worth using over Dash Icicle.
Name
|
Description
|
Slot
|
Tier
|
Note
|
Summon Ice Spike
|
Automatically generates Ice Spikes, each dealing 140/170/190/220 damage and inflicting 1 stack of Cold on enemies, causing them to slow down.
|
Summon
|
T1
|
|
Ice Spike Upgrade
|
The Ice Spikes become larger and deal 40/45/55/60% more damage.
|
Summon
|
T2
|
|
Precision Ice Spike
|
Ice Spikes prioritize attacking non-Cold enemies and deal 34/41/48/55% more damage.
|
Summon
|
T2
|
|
Freezing Blade
|
Ice Spikes can penetrate enemies and deal 30/35/40/45% more damage.
|
Summon
|
T2
|
|
Multi Ice Spikes
|
Upon generating Ice Spikes, you can generate 2/3/4/5 more.
|
Summon
|
T3
|
|
Ice Spike as a standalone Tactic deals consistent damage and applies the Cold status to slow enemies. It has little competition with other Summon Tactics and has amazing Double Tactics that increase the sheer amount of damage and Cold status it dishes out.
Electric
Name
|
Description
|
Slot
|
Tier
|
Note
|
Skill Lightning
|
When your Skill hits an enemy, inflicts Lightning on them. When that enemy is eliminated, unleashes an Impulse, dealing 670/810/940/1080 damage.
|
Skill
|
T1
|
|
Legacy Lightning
|
When your Legacy hits an enemy, inflicts Lightning on them. When that enemy is eliminated, unleashes an Impulse, dealing 470/580/660/780 damage.
|
Legacy
|
T1
|
|
Impulse Upgrade
|
Impulse shapeshifts and deals 37.5/45/52.5/60% more damage.
|
Skill, Legacy
|
T2
|
|
Large Pulse
|
Impulse becomes larger in range and deal 30/36/42/48% more damage.
|
Skill, Legacy
|
T2
|
|
Impulse Paralysis
|
The Impulses can paralyze enemies for 1.5/2/2.5/3 seconds, rendering them immobile.
|
Skill, Legacy
|
T2
|
|
Pulsing Lightning
|
When your Impulse hits an enemy, inflicts Lightning on them for 6 seconds. When that enemy is eliminated, unleashes an Impulse, dealing 630/760/880/1010 damage.
|
Skill, Legacy
|
T3
|
|
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.
Name
|
Description
|
Slot
|
Tier
|
Note
|
Attack Lighting
|
When you have landed 5 hits with your Attack, conjures a Lightning Chain, dealing 320/380/450/510 damage with each link.
|
Attack
|
T1
|
|
Thunderstorm
|
Using your Legacy conjures a Lightning Cloud that keeps shooting Lightning Chains. Each link deals 100/120/130/150 damage, up to 5 links.
|
Legacy
|
T1
|
|
Skill Lightning
|
When you land a hit with your Skills, conjures a Lightning Chain to nearby enemies, dealing 670/810/940/1080 damage with each link.
|
Skill
|
T1
|
|
Lightning Overloaded
|
The last link of a Lightning Chain additionally deals 180/220/250/290 damage.
|
Attack, Dash, Skill
|
T2
|
|
Lightning Upgrade
|
The Lightning Chain becomes thicker and now deals 37.5/45/52.5/60% more damage.
|
Attack, Dash, Skill
|
T2
|
|
Thunder Bounce
|
The Lightning Chain can bounce. The damage is reduced by 65/58/51/45% after 3 bounces.
|
Attack, Dash, Skill
|
T2
|
|
Extended Lightning
|
The Lightning Chain can chain up to 1/2/3/4 times.
|
Attack, Dash, Skill
|
T3
|
|
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.
Name
|
Description
|
Slot
|
Tier
|
Note
|
Dash Thunderbolt
|
Dashing summons Thunderbolts, dealing 380/460/540/610 damage.
|
Dash
|
T1
|
|
Counter Thunderbolt
|
Upon taking a hit, summons a Thunderbolt at where the hit comes from, dealing 670/810/940/1080 damage.
|
Dash
|
T2
|
|
Dodge Thunderbolt
|
Upon dodging, summons multiple Thunderbolts, each dealing 190/230/270/310 damage.
|
Dash
|
T2
|
|
Thunderbolt Upgrade
|
The Thunderbolts become larger and deal 37.5/45/52.5/60% more damage.
|
Dash
|
T2
|
|
Thunderbolt Paralysis
|
The Thunderbolts can paralyze enemies by 1/1.5/2/2.5 seconds, rendering them immobile.
|
Dash
|
T2
|
*Test this on Elites
|
Double Thunderbolts
|
When a Thunderbolt strikes, there is a chance for 1 more Thunderbolt to strike, dealing 680/810/950/1080 damage.
|
Dash
|
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 Double 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.
Name
|
Description
|
Slot
|
Tier
|
Note
|
Orbiting Lightning Orb
|
When enemies are nearby, generate 3 Lightning Orbs that orbit around you for 10 seconds. The Lightning Orbs deal 140/170/200/230 damage to enemies upon impact.
|
Summon
|
T1
|
|
Large Lightning Orb
|
Lightning Orbs become bigger in size and deal 37.5/45/52.5/60% more damage.
|
Summon
|
T2
|
|
Durable Lightning Orbs
|
The Lightning Orbs orbit around you for 30/40/50/60% longer.
|
Summon
|
T2
|
|
Expanded Lightning Orb
|
The Lightning Orbs periodically orbit in a larger range, dealing 37.5/45/52.5/60% more damage.
|
Summon
|
T2
|
|
Clustered Lightning Orbs
|
Upon generating Lightning Orbs, you generate 1 more and deal 35/40/50/55% more damage.
|
Summon
|
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 Double Tactic Shadow Lightning Orb, which lets you dish out a considerable amount of damage.
Toxin
Name
|
Description
|
Slot
|
Tier
|
Note
|
Attack Miasma
|
Upon eliminating an enemy, Attacks inflict Poison on enemies in range, which can kill them after a while depending on their current HP. The higher the quality, the shorter the killing time.
|
Attack
|
T1
|
The rate at which rarity changes the "killing time" is currently unknown.
|
Skill Poison Ring
|
When your Skill lands a hit, spawns a Poison Ring, inflicting Poison on enemies, which can kill them after a while depending on their current HP. The higher the quality, the shorter the killing time.
|
Skill
|
T1
|
The rate at which rarity changes the "killing time" is currently unknown.
|
Reactive Miasma
|
Upon taking a hit, inflict Poison on the enemies in range.
|
Attack
|
T2
|
Only possible if you have Attack Miasma. Currently unknown as to what rarity changes.
|
Poison Contamination
|
The Poisoned enemy will be stunned for 1.5/2/2.5/3 seconds after 1 second.
|
Attack, Skill
|
T2
|
When you inflict poison on an enemy, there is a 1 second delay before the enemy is stunned.
|
Potent Poison
|
Poison's efficiency is increased by 38/45/53/60%.
|
Attack, Skill
|
T2
|
Efficiency refers to rate at which it will kill the enemy.
|
Spreading Toxin
|
When a Poisoned enemy is eliminated, inflict Poison on 2/3/4/5 enemies in range.
|
Attack, Skill
|
T2
|
|
Reactive Poison Ring
|
Upon taking a hit, spawns a Poison Ring that surrounds you, inflicting Poison on enemies.
|
Skill
|
T2
|
Only possible if you have Skill Poison Ring. Currently unknown as to what rarity changes.
|
Acute Poison
|
Poison takes 2/3/4/5 less seconds to take effect.
|
Attack, Skill
|
T3
|
|
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 Double Tactic Frost Miasma, that creates a fog around enemies that then Freezes them.
Name
|
Description
|
Slot
|
Tier
|
Note
|
Summon Slime
|
When enemies are nearby, summon Slimes that automatically attack enemies and deal 240/290/340/380 damage.
|
Summon
|
T1
|
|
After choosing your T1 tactic for Slime, you're forced between two T2 options that will lock you out the other T3 and Double Tactics.
Name
|
Description
|
Slot
|
Tier
|
Note
|
Self-Destructing Slime
|
When a Slime expires, it explodes, dealing 580/690/810/920 damage.
|
Summon
|
T2
|
|
Lasting Slime
|
Slimes now last 3/4/5/6 seconds longer.
|
Summon
|
T2
|
|
Large Slime
|
Slimes become larger in size and deal 38/45/53/60% more damage.
|
Summon
|
T3
|
Only possible if you have Self-Destructing Slime.
|
Fast Slime
|
Slimes attack 25/30/35/40% faster.
|
Summon
|
T3
|
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 Double Tactics to abuse, Slime is hard to justify using.
Name
|
Description
|
Slot
|
Tier
|
Note
|
Dash Virulent Bomb
|
Upon Dashing, spawns Virulent Bombs at the starting location, dealing 240/290/340/390 damage.
|
Dash
|
T1
|
|
Intense Virulent Bomb
|
The explosion of a Virulent Bomb inflicts Poison on enemies. Attention: You need a prerequisite Toxin Tactic to activate this.
|
Dash
|
T2
|
This Tactic requires that you have Attack Miasma or Skill Poison Ring to activate the poison. Essentially a Double Tactic.
|
Dodge Virulent Bomb
|
Upon dodging, summons more Virulent Bombs, each dealing 290/350/400/460 damage.
|
Dash
|
T2
|
|
Condensed Virulent Bomb
|
Virulent Bombs explode after a delay but deal 65/80/95/110% more damage.
|
Dash
|
T2
|
|
Spreading Virulent Bomb
|
Virulent Bombs become larger in explosion range and deal 20/24/28/32% more damage.
|
Dash
|
T3
|
|
Name
|
Description
|
Slot
|
Tier
|
Note
|
Legacy Venom
|
Upon using your Legacy, spawns Venom, dealing 80/90/110/120 damage every 0.5 seconds over 6 seconds.
|
Legacy
|
T1
|
|
Skill Venom
|
Upon using your Skill, spawns Venom, dealing 110/130/150/170 damage every 0.5 seconds over 6 seconds.
|
Skill
|
T1
|
|
Lasting Venom
|
Venom now lasts 20/40/60/80% longer.
|
Legacy, Skill
|
T2
|
|
Spreading Venom
|
Venom becomes 20% larger in range and deals 30/36/42/48% more damage.
|
Legacy, Skill
|
T2
|
|
Intense Venom
|
Venom inflicts Poison on enemies. Attention: You need a prerequisite Toxin Tactic to activate this.
|
Legacy, Skill
|
T2
|
This Tactic requires that you have Attack Miasma or Skill Poison Ring to activate the poison. Essentially a Double Tactic.
|
Accumulative Venom
|
When Venom damages the same enemy multiple times, the damage is increased by 5/6/7/8% with each instance.
|
Legacy, Skill
|
T3
|
|
Umbra
Name
|
Description
|
Slot
|
Tier
|
Note
|
Summon Tentacle
|
Summons Umbra Tentacles that automatically attack for 15 seconds, dealing 190/230/270/310 damage with each hit. There can be up to 1 Umbra Tentacle at the same time.
|
Summon
|
T1
|
|
Large Tentacle
|
Umbra Tentacles attack in a larger range and deal 30/35/40/45% more damage.
|
Summon
|
T2
|
|
Fast Tentacle
|
Umbra Tentacles now attack 22.5/27/31.5/36% faster.
|
Summon
|
T2
|
|
Tentacle Cluster
|
There can now be 1 more Umbra Tentacles at the same time, and deals 5/7/9/11% more damage.
|
Summon
|
T2
|
|
Combo Tentacle
|
Umbra Tentacles now attack 4 times and deal 90/110/120/140% more damage in total.
|
Summon
|
T3
|
|
Name
|
Description
|
Slot
|
Tier
|
Note
|
Dashing Shadow
|
Dashing summons 1 Shadow, dealing 190/230/270/310 damage.
|
Dash
|
T1
|
Es and Kokonoe can abuse Dashing Shadow as their dashes have unique attributes.
|
Shadow Kickback
|
After Dashing, a Shadow has a 38/45/53/60% chance to Dash one more time.
|
Dash
|
T2
|
|
Shadow Enhancement
|
Shadows Dash across a longer distance and deal 30/35/40/50% more damage.
|
Dash
|
T2
|
|
Dodging Shadow
|
Upon Dodging, nearby enemies summon their Shadows that Dash, each dealing 350/410/480/550 damage.
|
Dash
|
T2
|
|
Multiple Shadows
|
Upon Dashing, there is a 55/65/75/90% chance to spawn 2 Shadows that Dash as well.
|
Dash
|
T3
|
|
Name
|
Description
|
Slot
|
Tier
|
Note
|
Attack Shadow Spike
|
When your Attack hits an enemy, their Shadow turns into a Shadow Spike that deals 210/260/300/340 damage.
|
Attack
|
T1
|
|
Skill Shadow Spike
|
When your Skill hits an enemy, their Shadow turns into a Shadow Spike that deals 450/540/630/720) damage.
|
Skill
|
T1
|
|
Ranged Shadow Spike
|
Shadow Spikes attack in a larger range and deal 30/36/42/48% more damage.
|
Attack, Skill
|
T2
|
|
Death Shadow Spike
|
When enemies are eliminated, their Shadow turns into a Shadow Spike instantly and deals 21/25/30/34% more damage.
|
Attack, Skill
|
T2
|
|
Reactive Shadow Spike
|
Upon taking a hit, summons a Shadow Spike at where the hit comes from, dealing 670/810/940/1080 damage.
|
Attack, Skill
|
T2
|
|
Shadow Spike Upgrade
|
The Shadow Spikes now deal damage multiple times instead and deal 55/66/77/88% more damage.
|
Attack, Skill
|
T3
|
|
Name
|
Description
|
Slot
|
Tier
|
Note
|
Legacy Blackhole
|
Upon using your Legacy, spawns a Blackhole, pulling enemies and dealing 130/150/180/200 damage per second.
|
Legacy
|
T1
|
The unique ability to have on demand crowd control is extremely valuable as you get to position enemies anywhere twice, including most bosses.
|
Large Blackhole
|
Blackholes become 20% larger in range and deal 30/36/42/48% more damage.
|
Legacy
|
T2
|
|
Blackhole Explosion
|
When a Blackhole expires, it explodes and deals 580/690/810/920 damage.
|
Legacy
|
T2
|
|
Durable Blackhole
|
Blackholes now last 1/2/3/4 seconds longer.
|
Legacy
|
T2
|
Arguably the best T2 option for prolonged crowd control, letting you cycle between your two Legacy Skills more freely.
|
Blackhole Feast
|
For every 1 units in the range of a Blackhole, it deals 15/20/25/30% more damage.
|
Legacy
|
T3
|
|
Light
Name
|
Description
|
Slot
|
Tier
|
Note
|
Legacy Light Spear
|
Upon using your Legacy, spawns 2 Light Spears, each dealing 600/720/840/960 damage.
|
Legacy
|
T1
|
|
Skill Light Spear
|
Upon using a Skill, spawns 2 Light Spears, each dealing 840/1010/1180/1340 damage.
|
Skill
|
T1
|
|
Holy Light Spear
|
When a Light Spear expires, it turns into a holy light that deals 500/600/710/810 damage.
|
Legacy, Skill
|
T2
|
Assuming equal rarities, Holy Light Spear has the best damage of the T2 Light Spear Tactics.
|
Light Spear Root
|
Light Spears can root enemies and deal 26/32/37/42% more damage.
|
Legacy, Skill
|
T2
|
*Test if this works on Elites.
|
Light Spear Upgrade
|
Light Spears become bigger in size and deal 38/45/53/60% more damage.
|
Legacy, Skill
|
T2
|
|
Multi Light Spear
|
There are now 2 more Light Spears and they deal 44/53/62/70% more damage.
|
Legacy, Skill
|
T3
|
|
Name
|
Description
|
Slot
|
Tier
|
Note
|
Legacy Flash
|
Upon using your Legacy, generate Flash to Blind enemies for 1/1.5/2/2.5 seconds.
|
Legacy
|
T1
|
Blind is a unique mechanic that gives enemies a chance to completely miss you. Works on bosses as well.
|
Flash Enhancement
|
Flash deals 290/350/400/460 damage to enemies.
|
Legacy
|
T2
|
|
Wide Flash
|
Flash becomes 80/90/110/120% larger in range.
|
Legacy
|
T2
|
|
Reactive Flash
|
Upon taking a hit, generate Flash to Blind enemies for 2.5/3/3.5/4 seconds.
|
Legacy
|
T2
|
|
Blinding Extended
|
Flash now Blinds enemies for 0.5/1/1.5/2 more seconds.
|
Legacy
|
T3
|
Lets you prolong Blindness longer by alternating between your Legacy Skills.
|
Name
|
Description
|
Slot
|
Tier
|
Note
|
Attack Lightwave
|
When your Attack hits an enemy, spawns a Lightwave that deals 142/154/180/216% damage of this Attack. It will be respawned again after 5s while you are not attacking.
|
Attack
|
T1
|
Unique mechanic that when you attack with a move that hits multiple times in one instance, deals an insane amount of burst damage.
|
Lightwave Upgrade
|
The Lightwave becomes larger in range and deals 30/36/42/48% more damage.
|
Attack
|
T2
|
|
Lightwave Stun
|
The Lightwave can stun enemies for 1 second and deal 25/30/35/40
|
T2
|
|
Flexible Charging
|
Lightwave can now charge even while you are attacking, and it deals 20/24/28/32% more damage.
|
Attack
|
T2
|
Because the other T2 options limit you to only 1 Lightwave per encounter, this upgrade is the best option for pure damage.
|
Empowered Lightwave
|
Lightwave takes 1 more second to charge, but it deals 60/75/90/105% more damage.
|
Attack
|
T3
|
|
Name
|
Description
|
Slot
|
Tier
|
Note
|
Summon Radiance
|
Summons Radiance for 5 seconds. While in the range of Radiance, you deal 25/30/35/40% more damage.
|
Summon
|
T1
|
|
Radiance Blind
|
When Radiance activates Blinds enemies for 1/1.5/2/2.5 seconds.
|
Summon
|
T2
|
Blind is a unique mechanic that gives enemies a chance to completely miss you. Works on bosses as well.
|
Protection of Radiance
|
While in the range of Radiance, you take 10/12/14/17% less damage.
|
Summon
|
T2
|
|
Radiance Damage Boost
|
For every 1 enemies present within the range of Radiance, the damage boost is increased by 8/9/11/12%.
|
Summon
|
T2
|
|
Large Radiance
|
Radiance becomes 30/36/42/48% larger in range.
|
Summon
|
T3
|
|
Name
|
Description
|
Slot
|
Tier
|
Note
|
Holy Mark
|
While Dashing, inflicts a Holy Mark on each enemy you pass through. Breaking the Holy Mark will deal 190/220/250/310 damage.
|
Dash
|
T1
|
|
Stable Mark
|
Holy Mark deals 60/50/40/30% less damage, but it can take effect multiple times.
|
Dash
|
T2
|
|
Mark Boost
|
Holy Mark now deals AoE damage and damage is increased by 30/35/40/45%.
|
Dash
|
T2
|
|
Random Mark
|
Every 1 second, inflicts Holy Mark on a random enemy. That Holy Mark deals 120/140/160/180) damage.
|
Dash
|
T2
|
|
Mark Resonance
|
When the Holy Mark on an enemy is triggered, the Holy Marks on other enemies are also triggered.
|
Dash
|
T3
|
Currently unknown as to what rarity changes.
|
Blade
Name
|
Description
|
Slot
|
Tier
|
Note
|
Dash Daggers
|
After Dashing, conjures 2 Daggers that stab enemies, each dealing 120/140/170/190 damage.
|
Dash
|
T1
|
Daggers appear where the dash started and don't move. There is an internal cooldown to prevent spamming daggers.
|
Long Traveling Daggers
|
Daggers travel across a longer distance and deal 38/45/53/60% more damage.
|
Dash
|
T2
|
|
Bloodstained Daggers
|
For every 2 hits landed by the Daggers, the damage is increased by 12/14/16/18%.
|
Dash
|
T2
|
|
Dodge Daggers
|
Upon dodging, conjures additional Daggers in the front, each dealing 380/460/540/610 damage.
|
Dash
|
T2
|
|
Multi Daggers
|
There are now 3 Daggers, and each deals 24/29/33/38% more damage.
|
Dash
|
T3
|
|
Name
|
Description
|
Slot
|
Tier
|
Note
|
Attack Rend
|
When your Attack has hit the same enemy 4 times, it inflicts Rend on them. While it is active, whenever that enemy moves, they take 110/130/160/180 damage.
|
Attack
|
T1
|
|
Skill Rend
|
When your Skill lands a hit, it inflicts Rend on the enemy. While it is active, whenever that enemy moves, they take 110/130/160/180 damage.
|
Skill
|
T1
|
|
Shorter Ranged Rend
|
The distance required to trigger a Rend damage tick is reduced by 20/30/40/50%.
|
Attack, Skill
|
T2
|
Very important against enemies that hardly move or cannot be moved.
|
Rend Boost
|
The damage ticks of Rend are increased by 25/30/35/40 with every tick.
|
Attack, Skill
|
T2
|
|
Rending Impact
|
Enemies inflicted with Rend lose their Super Armor for 5 seconds and take extra 15/18/21/24% damage.
|
Attack, Skill
|
T2
|
|
Fatal Rend
|
Attacking an Enemy that has less than 20/25/30/35% HP with Rend will instantly eliminate them. This also works on Elite Enemies when their HP is lower than x/x/~5.5/x%.
|
Attack, Skill
|
T3
|
The HP threshold for bosses is not specified in-game. Numbers are from testing.
|
Name
|
Description
|
Slot
|
Tier
|
Note
|
Summon Blade Ring
|
When there are enemies nearby, Blade Rings automatically spawn and start cutting them, dealing 130/150/180/200 damage each time.
|
Summon
|
T1
|
|
Precision Cut
|
The Blade Rings attack in a more clustered manner and deal 38/45/53/60% more damage in total.
|
Summon
|
T2
|
|
Large Blade Ring
|
Blade Rings become larger in range and deal 30/36/42/48% more damage.
|
Summon
|
T2
|
|
Blade Ring Pull
|
Blade Rings pull enemies and deal 26/32/37/42% more damage.
|
Summon
|
T2
|
|
Struck Blade Ring
|
Upon taking a hit, conjures a Blade Ring that deals 670/810/940/1080) damage.
|
Summon
|
T2
|
|
Double Blade Rings
|
When generating Blade Rings, generate 1 more, dealing 110/130/160/180 damage this time.
|
Summon
|
T3
|
|
Name
|
Description
|
Slot
|
Tier
|
Note
|
Legacy Bladestorm
|
Upon using your Legacy, spawns a Bladestorm that deals 30/40/50/60 damage with each cut.
|
Legacy
|
T1
|
*In-game name is "Legacy Storm"
|
Skill Bladestorm
|
Upon using a Skill, spawns a Bladestorm that deals 70/80/90/110 damage with each cut.
|
Skill
|
T1
|
*In-game name is "Storm of Skills"
|
Pulling Bladestorm
|
The Bladestorm pulls enemies and deals 38/45/53/60% more damage.
|
Legacy, Skill
|
T2
|
*In-game name is "Pulling Storm"
|
Enlarged Bladestorm
|
Bladestorm cuts enemies in a larger range and deals 30/36/42/48% more damage.
|
Legacy, Skill
|
T2
|
*In-game name is "Enlarged Storm"
|
Seeking Bladestorm
|
The Bladestorm seeks enemies horizontally and deals 38/45/53/60% more damage.
|
Legacy, Skill
|
T2
|
*In-game name is "Seeking Bladestorm"
|
Reactive Bladestorm
|
Upon taking a hit, spawns Bladestorm that deals 80/100/120/140 damage with each cut.
|
Legacy, Skill
|
T2
|
*In-game name is "Reactive Storm"
|
Accelerating Bladestorm
|
The Bladestorm spins 40% faster, and deals 9/11/13/15% more damage.
|
Legacy, Skill
|
T3
|
*In-game name is "Accelerating Storm"
|
Double Tactics
Name
|
Description
|
Slot
|
Required Tactics
|
Note
|
Ring of Fire Burn
|
Ring of Fire can inflict Burn on enemies so they take 400 damage per second.
|
Legacy
|
Attack/Skill/Dash Burn
Legacy Ring of FIre
|
|
Fire Dagger
|
Dagger is now upgraded to Fire Dagger. Upon hitting an enemy, inflicts Burn on them so they take 170 damage per second.
|
Dash
|
Attack/Skill Burn
Dash Daggers
|
Not possible with Dash Burn.
|
Bursting Fire Projectile
|
Fire Projectiles deal 100% more damage to Burning enemies.
|
Skill, Legacy
|
Skill/Legacy Fire Projectile
Attack/Skill/Dash Burn
|
Overlapping Tactics on Skill. Plan accordingly.
|
Thundercloud Fire Projectile
|
Thundercloud additionally fires Fire Projectiles, each dealing 220 damage.
|
Legacy
|
Skill Fire Projectile
Legacy Thunderstorm
|
Not possible with Legacy Fire Projectile or Skill Lightning.
|
Storm Ring of Fire
|
Bladestorm spawns Rings of Fire, dealing 1200 damage.
|
Legacy, Skill
|
Legacy Ring of Fire
Storm of Skills
|
|
Devouring Ring of Fire
|
The Ring of Fire can devour projectiles, generating protective Flames that encircle and intercept incoming projectiles. These Flames deal 300 damage when making contact with an enemy.
|
Legacy
|
Legacy Ring of Fire
Summon Blade Ring
|
|
Flame Mine
|
Upon detonation, a Mine leaves behind flames and deals 300 damage per second to the passing enemies.
|
Summon
|
Place Mine
Attack/Skill/Dash Burn
|
|
Flash Mine
|
Upon detonation, a Mine generates a Flash.
|
Summon
|
Place Mine
Legacy Flash
|
|
Fire Spirit Detonation
|
Upon hitting a Burning enemy, Fire Spirits have a 50% chance to make them explode, dealing 1150 damage.
|
Attack
|
Fire Spirit Assist
Skill/Dash Burn
|
Not possible with Attack Burn.
|
Fire Projectile Fire Spirit
|
Upon hitting or killing an enemy, the Fire Projectiles spawn Fire Spirits, each dealing 300 damage.
|
Skill/Legacy
|
Fire Spirit Assist
Skill/Legacy Fire Projectile
|
|
Fire Spirit Bounce
|
Fire Spirits can bounce between enemies and deal 280 damage with each bounce.
|
Attack
|
Fire Spirit Assist
Skill Lightning/Legacy Thunderstorm
|
|
Name
|
Description
|
Slot
|
Required Tactics
|
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
|
|
Name
|
Description
|
Slot
|
Required Tactics
|
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
|
|
Name
|
Description
|
Slot
|
Required Tactics
|
Note
|
Electric Detoxification
|
Lightning Chain inflicts Poison on enemies.
|
Attack, Legacy, Skill
|
Attack/Skill Poison
Attack/Legacy/Skill Lightning Chain
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Overlapping Tactics on Attack and Skill. Plan accordingly.
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Poison Slime
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Slimes inflict Poison on enemies.
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Summon
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Attack/Skill Poison
Summon Slime
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Splitting Slimes
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Slimes can split.
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Summon
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Summon Slime
Fire Spirit Assist
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Sticky Slime
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Slime will stick to the enemy after hitting, causing 580 damage per second until it disappears.
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Summon
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Summon Slime
Dash Holy Mark
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Team Slime
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Summons 2 Slimes at a time.
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Summon
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Summon Slime
Skill/Legacy Venom
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Poison Virulent Bomb
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When a Poisoned enemy takes from the Poison, they drop a Virulent Bomb that deals 1720 damage.
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Attack, Skill
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Dash Virulent Bomb
Attack/Skill Poison
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Splitting Virulent Bomb
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Upon landing, a Virulent Bomb splits into 2, each dealing 430 damage.
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Dash
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Dash Virulent Bomb
Fire Spirit Assist
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Lingering Venom
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After exploding, a Virulent Bomb leaves behind Venom, dealing 160 damage every 0.5 seconds.
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Dash
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Skill/Legacy Venom
Dash Virulent Bomb
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Mine Venom
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When a Mine explodes, spawns Venom, dealing 160 damage every 0.5 seconds.
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Summon
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Skill/Legacy Venom
Place Mine
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Name
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Description
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Slot
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Required Tactics
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Note
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Violent Tentacle
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The Umbra Tentacles expire 8 seconds faster, but when they do, the final attack deals 180% more damage and can break Super Armor.
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Summon
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Summon Tentacle
Attack/Skill Shadow Spike
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Tentacle Devouring
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The Umbra Tentacles can devour standard enemies that are Blinded.
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Summon
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Summon Tentacle
Legacy Flash
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Shadow Blade Dash
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Shadow Dash is now upgrades to a Shadow Blade Dash that deals 110% more damage.
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Dash
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Dashing Shadow
Summon Blade Ring
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Chance Shadow Explosion
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Your Shadow has a 50% chance to cause a Shadow Explosion, dealing 700 damage.
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Dash
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Dashing Shadow
Legacy Blackhole
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Shadow Puncture
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Your Shadow becomes a Shadow Spike that deals 340 damage.
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Dash
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Attack/Skill Shadow Spike
Dashing Shadow
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Shadow Conversion
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When there are enemies nearby, the Shadows become Shadow Spikes and deal 110% more damage.
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Attack, Skill
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Attack/Skill Shadow Spike
Place Mine
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Collapsing Tentacle
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When Tentacles spawn, they also spawn a Blackhole with them that deals 300 damage per second.
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Summon
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Legacy Blackhole
Summon Tentacle
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Very strong Double Tactic that provides an extreme amount of crowd control.
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Blackhole Slow
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All enemies and projectiles within the range of a Blackhole are slowed.
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Legacy
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Legacy Blackhole
Freezing Cold
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Undoubtedly one of, if not, the strongest Double Tactics in the game at the moment. It drastically slows all enemies, including bosses. Trivializes the entire game with the right setups.
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Name
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Description
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Slot
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Required Tactics
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Note
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Thunderbolt Light Spear
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When your Thunderbolt hits an enemy, spawns a Light Spear that travels to that enemy and deals 340 damage.
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Dash
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Legacy/Skill Light Spear
Dash Thunderbolt
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Flash Light Spear
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When a Flash spawns, shoots light spears toward it, dealing 900 damage.
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Legacy
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Skill Light Spear
Legacy Flash
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Not possible with Legacy Light Spear.
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Fire Projectile Flash
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A Flash spawns along with the Fire Projectiles that blind enemies for 3 seconds.
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Skill, Legacy
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Legacy Flash
Skill Fire Projectile
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Despite what the Tactic Tree says, you cannot have Legacy Fire Projectile and Legacy Flash at the same time.
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Mark Flash
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Enemies inflicted with a Holy Mark have a chance to trigger a Flash when they attack or take a hit.
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Dash
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Legacy Flash
Dash Holy Mark
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Light Spear Flash
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Upon landing, Light Spears spawn a Flash, which Blinds enemies for 3 seconds.
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Legacy, Skill
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Legacy Flash
Skill Light Spear
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Once again, despite what the Tactic Tree says, you cannot have Legacy Light Spear and Legacy Flash at the same time.
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Lightwave Spread
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Upon hitting an enemy, the Lightwave moves on to another enemy, dealing 20% less damage with each transfer.
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Attack
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Attack Lightwave
Legacy/Skill Lightning Chain
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Lightwave Fast Charging
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While in the range of Radiance, Lightwave takes 2.5 less seconds to charge up.
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Attack
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Attack Lightwave
Summon Radiance
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Light Spear Lightwave
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When Light Spears hit an enemy, activates a Lightwave that deals 1200 damage.
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Legacy, Skill
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Attack Lightwave
Skill/Legacy Light Spear
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Unlike a normal Attack Lightwave, this does not have the same scaling, meaning it doesn't have access to the huge damage numbers.
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Radiance Pull
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When Radiance activates, pulls enemies to its center.
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Summon
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Summon Radiance
Legacy Blackhole
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Sustained Radiance
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Spawning a Flash inside a Radiance makes the Radiance last 3 seconds longer.
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Legacy
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Summon Radiance
Legacy Flash
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Supreme Mark
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Lightwave can trigger Holy Marks and Holy Marks deal 110% more damage.
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Attack
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Dash Holy Mark
Attack Lightwave
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Ice Spike Mark
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The Ice Spike can inflict Holy Mark on enemies and trigger them, dealing 190 damage.
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Summon
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Dash Holy Mark
Summon Ice Spike
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Name
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Description
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Slot
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Required Tactics
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Note
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Bloodthirsty Dagger
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Upon hitting an enemy inflicted with Rend, Daggers deal 700 extra damage.
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Dash
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Dash Dagger
Attack/Skill Rend
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Two-Way Dagger
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2 Dagger portals spawn facing each other after dashing. Their basic damage is increased by 340.
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Dash
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Dash Dagger
Fire Spirit Assist
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Targeted Shadow Spike
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When enemies inflicted with Rend are hit by a Shadow Spike, they take an additional 1000 damage but lose the Rend status effect.
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Attack, Skill
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Attack/Skill Rend
Attack/Skill Shadow Spike
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Overlapping Tactics on Attack and Skill. Plan accordingly.
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Rending Radiance
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Enemies take 100% more Rend damage within the Radiance.
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Attack, Skill
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Attack/Skill Rend
Summon Radiance
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Summon Whirling Blade
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Blade Rings are now upgraded to Whirling Blades. They automatically fly toward enemies and cut them, dealing 540 damage each time.
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Summon
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Summon Blade Ring
Dash Dagger
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Bloodthirsty Blade Ring
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When Blade Rings deal damage to enemies inflicted with Rend, they deal 500 extra damage.
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Summon
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Summon Blade Ring
Attack/Skill Shadow Spike
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Consecutive Blade Rings
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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.
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Skill
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Summon Blade Ring
Skill Poison Ring
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Bloodthirsty Bladestorm
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Upon hitting an enemy inflicted with Rend, the Bladestorm deals 100 extra damage.
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Legacy, Skill
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Legacy/Skill Bladestorm
Attack/Skill Rend
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Overlapping Tactics on Skill. Plan accordingly.
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Blackhole Bladestorm
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Bladestorms spawn near Blackholes, dealing 60 damage with each cut.
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Legacy
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Skill Bladestorm
Legacy Blackhole
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Not possible with Legacy Bladestorm.
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