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.
Obtainable Tactics
Below is a comprehensive list of every Tactic currently in the game, sorted by element. All numbers shown are for Legendary rarity.
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/x/x/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/x/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/x/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
Lightning Mark
Stage 1
Skill Lightning:
When your skill hits an enemy, inflicts Lightning on them. When that enemy is eliminated, unleashes an Impulse, dealing 1080 damage.
Legacy Lightning:
When your legacy hits an enemy, inflicts Lightning on them. When that enemy is eliminated, unleashes an Impulse, dealing 780 damage.
Stage 2
Impulse Upgrade:
Impulse shapeshifts and deals 60% more damage.
Large Pulse:
Impulse becomes larger in range and deal 48% more damage.
Impulse Paralysis:
The Impulses can paralyze enemies for 3 seconds, rendering them immobile.
Stage 3
Pulsing Lightning:
When your Impulse hits an enemy, inflicts Lightning on them for 6 seconds. When that enemy is eliminated, unleashes an Impulse, dealing 1010 damage.
Lightning Chain
Stage 1
Attack Lightning:
When you have landed 5 hits with your Attack, conjures a Lightning Chain, dealing 510 damage with each link.
Thunderstorm:
Using your Legacy conjures a Lightning Cloud that keeps shooting Lightning Chains. Each link deals X damage, up to 5 links.
Skill Lightning:
When you land a hit with your Skills, conjures a Lightning Chain to nearby enemies, dealing 1080 damage with each link.
Stage 2
Lightning Overloaded:
The last link of a Lightning Chain additionally deals 290 damage, and the remaining links also inflict this additional damage.
Lightning Upgrade:
The Lightning Chain becomes thicker and now deals 60% more damage.
Thunder Bounce:
The Lightning Chain can bounce. The damage is reduced by 45% after 3 bounces.
Stage 3
Extended Lightning:
The Lightning Chain can chain up to 4 times.
Double Tactics
Name
|
Description
|
Slot
|
Tier 3 Requirements
|
Note
|
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