|
|
Line 917: |
Line 917: |
| | style="width: 20%" |Note | | | style="width: 20%" |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/?/1180/1340) damage. |
| | |Skill |
| | |T1 |
| | | | | |
| |- | | |- |
| | | | |Holy Light Spear |
| | | | |When a Light Spear expires, it turns into a holy light that deals (500/600/?/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 |
| | | | | |
| |} | | |} |
Line 956: |
Line 962: |
| | style="width: 20%" |Note | | | style="width: 20%" |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/?/400/?) damage to enemies. |
| | |Legacy |
| | |T2 |
| | | | | |
| | | | |- |
| | | | |Wide Flash |
| | | | |Flash becomes (80/90/110/?)% 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. |
| |} | | |} |
|
| |
|
Line 983: |
Line 1,001: |
| | style="width: 20%" |Note | | | style="width: 20%" |Note |
| |- | | |- |
| | |Attack Lightwave |
| | |When your Attack hits an enemy, spawns a Lightwave that deals (142/?/?/216)% damage of this Attack, it can 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)% more damage. |
| | |Attack |
| | |T2 |
| | | | | |
| |- | | |- |
| | | | |Flexible Charging |
| | | | |Lightwave can now charge even while you are attacking, and it deals (20/?/?/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 |
| | | | | |
| |} | | |} |
Line 1,010: |
Line 1,040: |
| | style="width: 20%" |Note | | | style="width: 20%" |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/?)% 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 |
| | | | | |
| |} | | |} |
Line 1,037: |
Line 1,079: |
| | style="width: 20%" |Note | | | style="width: 20%" |Note |
| |- | | |- |
| | |Holy Mark |
| | |While Dashing, inflicts a Holy Mark on each enemy you pass through. Breaking the Holy Mark will deal (190/220/?/310) damage. |
| | |Dash |
| | |T1 |
| | | | | |
| | |- |
| | |Stable Mark |
| | |Holy Mark deals (60/?/?/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. |
| |} | | |} |
|
| |
|
What are Tactics?
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 will appear in 4 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 percentage 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 the base tactic, secondary upgrade, and then third upgrade. You can only have one base Tactic on each slot, and you cannot have the same Tactic on two different slots such as Cold Attack and Cold Skill which you can only obtain one of in your run. The secondary upgrades is always a choice between different upgrades to make it unique. Finally the third upgrade only has one option. Once you have have 3 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 2 Tactics from different Tactic Trees and/or Elements. These Tactics combine the attributes of the 2 Tactics to make a powerful tactic that goes in the 4th slot in your Tactic Slots. These Tactics require you to plan ahead by viewing the Tactics Codex and look 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 base tactic from the other required Tactic. Only then will the Double appear in the respective element.
Inheriting Tactics
When passing down Tactics via a saved Evotype, any base tactic will be automatically equipped when you start a new run. Secondary/Third/Double Tactics will not be equipped until you obtain the necessary base Tactic. 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.
Once you've filled in the first 5 base slots, you'll only see Tactics of those Tactic's 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.
Fire
Name
|
Description
|
Slot
|
Tier
|
Note
|
Skill Burn
|
When your Skill lands a hit, inflicts Burn on the enemy for 5 seconds, dealing 190/x/x/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/x/x/150 damage per second.
|
Dash
|
T1
|
|
Durable Burn
|
Burn now lasts 3(?) seconds longer and the Burning damage is increased by x/x/x/60%.
|
Skill, Attack, Dash
|
T2
|
|
Conflagration
|
For every enemy inflicted by Burn, the next Burn inflicted deals x/x/26/x% more damage.
|
Skill, Attack, Dash
|
T2
|
|
Catching Fire
|
Burning enemies will spread the fire to nearby enemies while also increasing the Burn damage by x/x/x/55%.
|
Skill, Attack, Dash
|
T2
|
|
Flamewalker
|
Dodging will temporarily generate a Trail of Fire as you move. That trail deals x/x/x/240 damage per second.
|
Dash
|
T2
|
Only possible if you have Dash Burn.
|
Powerful Burn
|
Burn damage ticks happen x/x/35/x% faster.
|
Skill, Attack, Dash
|
T3
|
|
Name
|
Description
|
Slot
|
Tier
|
Note
|
Skill Fire Projectile
|
Upon using a Skill, shoots 10 Fire Projectiles outward, each dealing 170/x/x/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/x/170/x 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/x/7/x% more damage.
|
Skill, Legacy
|
T2
|
|
Fire Projectile Bounce
|
Fire Projectiles can bounce and deal 19/x/26/x% more damage.
|
Skill, Legacy
|
T2
|
|
Fire Projectile Upgrade
|
The Fire Projectiles become larger and deal 38/x/x/60% more damage.
|
Skill, Legacy
|
T2
|
|
Multi Fire Projectiles
|
The number of max Fire Projectiles is increased by 4, and deals 13/x/18/x% more damage.
|
Skill, Legacy
|
T3
|
|
Name
|
Description
|
Slot
|
Tier
|
Note
|
Legacy Ring of Fire
|
Upon using your Legacy, Spawns Rings of Fire, dealing 480/x/x/770 damage to enemies.
|
Legacy
|
T1
|
|
Large Ring of Fire
|
Rings of Fire become larger and deal 30/36/x/x% more damage.
|
Legacy
|
T2
|
|
Transformative Ring of Fire
|
Rings of Fire shapeshift and deal 38/x/53/x% more damage.
|
Legacy
|
T2
|
|
Struck Ring of Fire
|
Upon taking a hit, conjures a Ring of Fire that deals 670/x/940/x damage.
|
Legacy
|
T2
|
|
Double Rings of Fire
|
Ring of Fire is now upgraded to Double Rings of Fire. The second one deals 590/x/x/950 damage.
|
Legacy
|
T3
|
|
Name
|
Description
|
Slot
|
Tier
|
Note
|
Place Mine
|
Crouching will place 1 Mine. By default, each mine deals 360/430/500/x damage. This damage increases over time.
|
Summon
|
T1
|
You can place multiple mines over time.
|
Mine Upgrade
|
Mines have a larger explosion and deal x30/x/x/48% more damage.
|
Summon
|
T2
|
|
Splashing Mines
|
Upon exploding, Mines send out 6 shrapnel, each dealing 290/x/x/460 damage.
|
Summon
|
T2
|
|
Efficient Mine Placing
|
The cooldown of Place Mine is reduced by 1/x/1.5/x second(s).
|
Summon
|
T3
|
|
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/x/x/190 damage.
|
Attack
|
T1
|
|
Fire Spirit Upgrade
|
Fire Spirits shapeshift and deal 38/x/x/60% more damage.
|
Attack
|
T2
|
|
Fire Spirit Combo
|
When a Fire Spirit hits the same enemy, the damage is increased by 11/x/15/x% with each hit.
|
Attack
|
T2
|
|
Quick Split
|
Fire Spirits now split 38/x/53/x% faster.
|
Attack
|
T2
|
|
Durable Split
|
Fire Spirits split 1 more time and deal 109/x/x/115% more damage.
|
Attack
|
T3
|
|
Ice
Name
|
Description
|
Slot
|
Tier
|
Note
|
Cold Attack
|
Attacks deal 29/x/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/x/x/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/x/x/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/x/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.
|
Name
|
Description
|
Slot
|
Tier
|
Note
|
Icicle Dash
|
Dashing summons Icicles, dealing 90/x/x/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/x/380/440 damage to enemies and inflict 2 stacks of Cold.
|
Legacy
|
T1
|
|
Icicle Upgrade
|
The Icicles shapeshift and deal 38/x/x/60% more damage.
|
Dash, Legacy
|
T2
|
|
Dodging Icicle
|
Upon dodging, the Icicles generate become Two-Way Icicles, dealing 110/130/x/180 damage to enemies.
|
Dash, Legacy
|
T2
|
|
Reactive Icicle
|
Upon taking a hit, summons Icicles at where the hit comes from, dealing 670/x/x/x damage.
|
Dash, Legacy
|
T2
|
|
Random Icicle
|
Icicles spawn at random to attack enemies, each dealing 170/x/x/270 damage.
|
Dash, Legacy
|
T3
|
|
Name
|
Description
|
Slot
|
Tier
|
Note
|
Summon Ice Spike
|
Automatically generates Ice Spikes, each dealing 140/x/x/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/x/x/60% more damage.
|
Summon
|
T2
|
|
Precision Ice Spike
|
Ice Spikes prioritize attacking non-Cold enemies and deal 34/x/48/x% more damage.
|
Summon
|
T2
|
|
Freezing Blade
|
Ice Spikes can penetrate enemies and deal 30/x/x/45% more damage.
|
Summon
|
T2
|
|
Multi Ice Spikes
|
Upon generating Ice Spikes, you can generate 2/x/x/5 more.
|
Summon
|
T3
|
|
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/x/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/x/660/780 damage.
|
Legacy
|
T1
|
|
Impulse Upgrade
|
Impulse shapeshifts and deals 37.5/45/x/60% more damage.
|
Skill, Legacy
|
T2
|
|
Large Pulse
|
Impulse becomes larger in range and deal 30/x/x/48% more damage.
|
Skill, Legacy
|
T2
|
|
Impulse Paralysis
|
The Impulses can paralyze enemies by 1.5/x/2.5/3 seconds, rendering them immobile.
|
Skill, Legacy
|
T2
|
*Test if this works on Elites
|
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/x/x/1010 damage.
|
Skill, Legacy
|
T3
|
|
Name
|
Description
|
Slot
|
Tier
|
Note
|
Attack Lighting
|
When you have landed 5 hits with your Attack, conjures a Lightning Chain, dealing 320/380/x/510 damage with each link.
|
Attack
|
T1
|
|
Thunderstorm
|
Using your Legacy conjures a Lightning Cloud that keeps shooting Lightning Chains. Each link deals 100/x/130/x damage, up to 5 links.
|
Dash
|
T1
|
|
Skill Lightning
|
When you land a hit with your Skills, conjures a Lightning Chain to nearby enemies, dealing 670/x/940/1080 damage with each link.
|
Skill
|
T1
|
|
Lightning Overloaded
|
The last link of a Lightning Chain additionally deals 180/x/250/290 damage.
|
Attack, Dash, Skill
|
T2
|
|
Lightning Upgrade
|
The Lightning Chain becomes thicker and now deals 37.5/x/x/60% more damage.
|
Attack, Dash, Skill
|
T2
|
|
Thunder Bounce
|
The Lightning Chain can bounce. The damage is reduced by 65/x/x/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
|
|
Name
|
Description
|
Slot
|
Tier
|
Note
|
Dash Thunderbolt
|
Dashing summons Thunderbolts, dealing 380/460/x/610 damage.
|
Dash
|
T1
|
|
Counter Thunderbolt
|
Upon taking a hit, summons a Thunderbolt at where the hit comes from, dealing 670/x/x/1080 damage.
|
Dash
|
T2
|
|
Dodge Thunderbolt
|
Upon dodging, summons multiple Thunderbolts, each dealing 190/x/x/310 damage.
|
Dash
|
T2
|
|
Thunderbolt Upgrade
|
The Thunderbolts become larger and deal 37.5/x/52.5/60% more damage.
|
Dash
|
T2
|
|
Thunderbolt Paralysis
|
The Thunderbolts can paralyze enemies by 1/x/x/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/x/x/810 damage.
|
Dash
|
T3
|
|
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/x/230 damage to enemies upon impact.
|
Summon
|
T1
|
|
Large Lightning Orb
|
Lightning Orbs become bigger in size and deal 37.5/x/x/60% more damage.
|
Summon
|
T2
|
|
Durable Lightning Orbs
|
The Lightning Orbs orbit around you for 30/x/50/x% longer.
|
Summon
|
T2
|
|
Expanded Lightning Orb
|
The Lightning Orbs periodically orbit in a larger range, dealing 37.5/x/x/x% more damage.
|
Summon
|
T2
|
|
Clustered Lightning Orbs
|
Upon generating Lightning Orbs, you generate 1 more and deal 35/x/x/55% more damage.
|
Summon
|
T3
|
|
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
|
|
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
|
|
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
|
|
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
|
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.
|
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/x/400/x 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/x/28/x% 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
|
|
Range 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/?) 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/?/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
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Divine Javalin
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/?/1180/1340) damage.
|
Skill
|
T1
|
|
Holy Light Spear
|
When a Light Spear expires, it turns into a holy light that deals (500/600/?/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
|
|
Flash
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/?/400/?) damage to enemies.
|
Legacy
|
T2
|
|
Wide Flash
|
Flash becomes (80/90/110/?)% 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.
|
Lightwave
Name
|
Description
|
Slot
|
Tier
|
Note
|
Attack Lightwave
|
When your Attack hits an enemy, spawns a Lightwave that deals (142/?/?/216)% damage of this Attack, it can 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)% more damage.
|
Attack
|
T2
|
|
Flexible Charging
|
Lightwave can now charge even while you are attacking, and it deals (20/?/?/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
|
|
Radiance
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/?)% 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
|
|
Holy Mark
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/?/310) damage.
|
Dash
|
T1
|
|
Stable Mark
|
Holy Mark deals (60/?/?/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
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Third tab content goes here.
Double Tactics
Name
|
Description
|
Slot
|
Required Tactics
|
Note
|
Second tab content goes here.
Third tab content goes here.
First tab content goes here.
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First tab content goes here.
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
|
|