Familiar
A little familiar circles your tower, firing splashing bolts for 6.8 damage per second, with 40% of each bolt splashing to everything caught nearby — its target included — and granting +10% attack speed to every player in your tower. The splash counts as your splash: splash upgrades boost it.
A familiar orbits your tower and fires a bolt about once a second for 6.8 damage, with 40% of that splashing to everything caught near the bolt, the target included. It also grants every player in your tower, you included, +10% attack speed. The familiar's splash counts as your splash, so splash upgrades boost it.
Because it provides splash, minions, and attacks all at once, it can seed three different build families. Empower scales the familiar's damage along with your other future picks.
Phoenix Pact
+125% damage to all of your minions and summons. It boosts anything you summon, from a familiar to swarm sprites to a skeleton warrior, but does nothing for your own weapon or spells. It is part of the minion build family.
Only worth taking once you own a summon source; its value scales with how many minions you field.
Summon Swarm
Adds Summon Swarm to your spell bar. Free, every 40 seconds: conjure 3 sprites that bite for 16 damage a second for 10 seconds. Sprites grow with your damage upgrades, not spell damage.
Adds Summon Swarm as a free spell on a 40 second cooldown with 2 charges. Casting conjures 3 sprites that bite the nearest enemies for 16 damage a second for 10 seconds. The sprites grow with your damage upgrades, not your spell damage, and they provide minions.
Feeds the minion build family; a good enabler for minion-scaling picks like Phoenix Pact and Pack Instinct.
FalconArcher
A permanent falcon swoops one enemy for 5.5 damage every second and rakes it with burning talons for 5 more damage over 2 seconds, until it dies, then latches onto the next. The burn counts as yours: upgrades that boost your afflictions (poisons, burns, bleeds) boost it.
A permanent falcon dives one enemy for 5.5 damage a second and rakes it with burning talons for 5 more over 2 seconds, then latches onto the next once it dies. The burn counts as your affliction, so damage-over-time picks boost it. Archer only, and it provides minions, damage-over-time, and burn.
Class-locked. It seeds three build families at once, and its burn can enable burn-dependent picks.
Pack Instinct
The pack hunts with you: when one of your summons hits an enemy, there is a 60% chance you instantly fire a free extra attack at that enemy (at most once every 0.75 seconds).
When one of your summons hits an enemy, there is a 60% chance you instantly fire a free extra attack at that enemy, at most once every 0.75 seconds. It links your minions to your weapon, adding free personal attacks whenever your summons connect. It requires a minion source and scales with how many minions you field.
More summons mean more triggers, so it pairs with Summon Swarm, Familiar, or the Skeleton Warrior.
Skeleton Warrior
New action bar ability. Summon a permanent skeleton warrior that patrols near your tower, attacking every second for 16 damage with a brief stun (0.25 seconds). Recasting despawns it and summons a fresh one at your current tower. The skeleton warrior grows with your damage upgrades, not spell damage.
A new action-bar ability that summons a permanent skeleton warrior which patrols near your tower and attacks every second for 16 damage with a brief 0.25 second stun. Recasting despawns the current skeleton and summons a fresh one at your current tower, so you use it to relocate the minion. It grows with your damage upgrades, not spell damage, and provides minions and crowd control.
Its stun on every hit gives a steady drip of control. It scales with damage picks and minion picks like Phoenix Pact.

Trapper
New passive ability. While no enemy is in range, lays a trap on the path ahead every 2 seconds, up to 3 at once. Each arms in 1 second and detonates when an enemy walks onto it — with your class's payload: a Fire Mage's blast (49 damage to everyone nearby), an Archer's heavy bolt (114 to the one enemy), a Rogue's armor-strip (23 damage and −60 armor, re-arms up to 3 times), a Frost Mage's freeze (23 damage and a 2 second freeze, re-arms 3 times), an Alchemist's poison (72 over 6 seconds to everyone nearby), or a Bard's weaken (88 to everyone nearby). No aiming. Traps count as your summons: summon upgrades boost them, and the blast splash is yours.
A new passive ability: while no enemy is in range, you lay a trap on the path ahead every 2 seconds, up to 3 at once. Each arms in 1 second and detonates when an enemy walks onto it, carrying your class's payload: a Fire Mage blast (49 to everyone nearby), an Archer heavy bolt (114 to one enemy), a Rogue armor-strip (23 damage and minus 60 armor, re-arms up to 3 times), a Frost Mage freeze (23 damage and a 2 second freeze, re-arms 3 times), an Alchemist poison (72 over 6 seconds to everyone nearby), or a Bard weaken (88 to everyone nearby). Traps count as your summons, so summon upgrades boost them and the blast splash is yours.
Front-loads damage into the gaps before a wave arrives. The exact payload depends entirely on your class, and it provides both splash and minion families.