Upgrades

Every weapon, passive, and talent the Upgrade Draft can offer, with more depth than the in-game tooltip. The italic line is the exact tooltip; the text after it is how the thing actually behaves. Numbers come straight from the live game files.

Minions

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.

P

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.

Critical strikes

Keen Edge

A flat package of +28% critical-hit chance and +55% weapon damage. The crit chance stacks additively with any other crit sources you own, and the damage bonus is multiplicative on your weapon hits. It opens the crit build family, so crit-dependent picks become available once you own it.

The crit chance it provides is what unlocks picks like Bleed and Concussive Crits that require crits.

Overwhelm

+83% weapon damage, applied multiplicatively to every weapon hit. It is grouped with the crit family and scales best once you are landing frequent critical hits, since the extra damage rides along on each crit. It affects your weapon, not your spells.

Best taken after a crit-chance source like Keen Edge or Hunter's Mark so more of your hits are amplified.

Bleed

Your crits tear open a gushing wound: 135 bleed damage over 1.5 seconds, growing with your damage upgrades. Critting an already-bleeding victim tears the gash into the nearest fresh enemy instead.

Your critical hits tear open a wound that bleeds for 135 damage over 1.5 seconds, and this bleed grows with your damage upgrades. Critting an enemy that is already bleeding instead spreads the wound to the nearest fresh enemy, so it can chain across a pack. It requires a crit source and provides a damage-over-time effect.

Needs reliable crit chance to trigger often. The spread turns single-target crits into area pressure.

Hunter's MarkArcher

Every shot marks its target for 4 seconds in a 5-player match (shorter with more players). You and your tower-mates gain +40% crit chance against marked enemies. Your weapon aims at unmarked enemies first.

Every shot marks its target for about 4 seconds in a 5-player match, and you and your tower-mates gain +40% crit chance against marked enemies. Your weapon aims at unmarked enemies first, so marks spread across the pack. Archer only, and it provides crits for the crit family.

Class-locked. A team crit enabler: it hands crit chance to everyone in your tower, not just you. The mark shortens as player count rises.

Attack-speed

Momentum

+25% attack speed per attack you land, stacking to +100%. The stacks fade 6 seconds after you stop attacking.

Every attack you land grants +25% attack speed, stacking up to four times for +100% total. The stacks build only while you keep attacking and begin to fade 6 seconds after you stop. Once fully ramped you fire twice as fast, so it rewards staying locked onto a steady stream of enemies.

Loses value on slow, heavy weapons and during lulls between waves when the stacks decay. Shines on fast weapons that keep the stacks topped up.

Adrenaline

Your attack speed climbs the longer a fight lasts, reaching +93% attack speed after 15 seconds, then holds there. It resets when the fight ends.

Your attack speed climbs steadily over the course of a fight, reaching +93% after 15 seconds of continuous combat, then holds at that ceiling. It resets to zero when the fight ends, so it rewards long, sustained waves rather than short bursts. Unlike Momentum it ramps on a timer, not per attack, so it builds even against a thin trickle of enemies.

Grouped in the attack-speed family; it and Momentum compete for the same ceiling of value rather than stacking cleanly.

Echo Corps

When you attack, a same-class tower-mate immediately repeats their own attack, free. Each mate can echo at most once every 0.65 seconds.

Every time you attack, one same-class tower-mate instantly repeats their own attack for free. Each mate can be echoed at most once every 0.65 seconds, so the more same-class players share your tower, the more free attacks you generate. The echoed attack is a full copy of that mate's attack, carrying their damage and on-hit effects.

Scales with how many same-class players stack in one tower; it does nothing if you are the only one of your class there.

Crescendo

Adds Crescendo to your spell bar. Free, every 6 seconds rally your tower: every other player here attacks 25% faster for 10 seconds, plus a 15 damage note split across the densest pack.

Adds Crescendo as a free spell on a short 6 second cooldown with 2 charges. Each cast makes every other player in your tower attack 25% faster for 10 seconds and drops a 15 damage note split across the densest pack. It provides the attack-speed build family.

The short cooldown keeps the tower haste nearly always up. Best in a full tower where the speed buff hits several mates.

Encore MaestroBard

Each tower-mate's Encore repeat strikes twice instead of once, and each strike hits for 3.5 times their attack damage.

Each tower-mate's Encore repeat strikes twice instead of once, and each strike hits for 3.5 times that mate's attack damage. It massively amplifies the payoff of your Encore casts in a shared tower. Bard only, and it provides the attack-speed family.

Class-locked. Its value scales with how many players share your tower for Encore to repeat.

Rallying Horn

New action bar ability. Every 20 seconds, you and your tower-mates gain +61% attack speed for 8 seconds. Sounds by itself whenever it is ready and there is a wave to fight.

A new action-bar ability on a 20 second cooldown that gives you and your tower-mates +61% attack speed for 8 seconds. It sounds by itself whenever it is ready and there is a wave to fight, so you rarely have to trigger it manually. It provides the attack-speed build family.

A team-wide burst of speed; its value scales with how many mates share your tower when it fires.

Mana and casting

Arcane Cascade

For 2 seconds after you cast a spell, your spells cost 60% less mana. Every cast inside the window reopens it.

For 2 seconds after any spellcast, your spells cost 60% less mana, and casting again inside that window refreshes the 2 seconds. Chaining casts back to back keeps the discount alive, letting you fire several spells for close to the mana of one. The window opens on every cast, including the discounted ones.

Turns a full mana bar into a burst of spells. Pairs with mana-regen picks to sustain the chain.

Scavenger

Gain 1.4 mana every time you attack. Spells do not count. Can be drafted a second time.

Every weapon attack you land returns 1.4 mana; spellcasts do not count. It fuels a steady spell habit off your normal firing, so faster weapons generate more mana. You may draft it a second time to double the return to 2.8 mana per attack.

One of the few repeatable picks. Best on high-cadence weapons and alongside attack-speed picks that raise your hit rate.

Mana Spring

Your mana regenerates 125% faster.

Your mana regenerates 125% faster, more than doubling your baseline trickle. Faster regen means you can cast spells far more often across a wave. It is the simplest, most universal mana pick.

Overcharge

Every 15 seconds, your next spellcast is Overcharged: instead of its cost it consumes up to 20 mana and hits 10% harder per point consumed, up to 200% harder (triple damage). Triggers by itself on your next cast whenever it is ready and you have mana.

Every 15 seconds your next spellcast is Overcharged: instead of its normal cost it consumes up to 20 mana and hits 10% harder per point consumed, up to +200%, which is triple damage. It triggers by itself on your next cast once it is ready and you have mana. The more mana you have banked, the bigger the boosted cast.

Best saved for a high-impact spell so the tripled damage lands where it matters. Pairs with mana-regen picks so you have 20 mana ready each cycle.

Poison, bleed, and burn

Overgrowth

All of your damage-over-time effects tick 35% faster, so poisons, burns, and bleeds deal their total damage in less time. Faster ticks mean more of the damage lands before an enemy dies or leaves, effectively raising your real output. It requires that you already have a damage-over-time source.

Front-loads your afflictions so they cash out sooner against fast-dying enemies.

PandemicAlchemist

Your afflictions (poisons, burns, and bleeds) deal their full damage in half the time, and tick 25% harder.

Your afflictions deal their full damage in half the time and tick 25% harder on top. Compressing the same total damage into half the duration means it lands far faster, and the +25% raises the total itself. Alchemist only.

Class-locked to Alchemist. Combines with Overgrowth and Virulence for extremely fast, heavy poisons.

VirulenceAlchemist

Your afflictions (poisons, burns, and bleeds) stack up to 3 doses on the same enemy, and all of them tick 60% harder.

Your afflictions can stack up to 3 separate doses on the same enemy instead of just one, and every dose ticks 60% harder. Re-applying poison to an already-poisoned target adds a fresh dose rather than refreshing, so sustained fire piles damage up quickly. Alchemist only.

Class-locked. Best on weapons and spells that re-apply poison rapidly so you reach three doses.

Ignite

Adds Ignite to your spell bar. Free, every 30 seconds: burn one enemy for 120 plus 240 more over 3 seconds. If the victim dies early, the remaining burn leaps to the nearest fresh enemy nearby.

Adds Ignite as a free spell on a 30 second cooldown with 2 charges. It sets one enemy ablaze for 120 immediately and 240 more as it burns over 3 seconds, and if the victim dies early the remaining burn leaps to the nearest fresh enemy. It provides burn and damage-over-time.

The burn it applies can enable burn-dependent picks like Wildfire and Cinder Wake.

Wildfire

When an enemy dies while burning from your fire, it explodes: every enemy nearby instantly takes 2.5 seconds' worth of that burn's damage. One explosion per death, and explosions never start new burns.

When an enemy dies while burning from your fire, it explodes and every nearby enemy instantly takes 2.5 seconds' worth of that burn's damage. Only one explosion happens per death, and explosions never start new burns, so they cannot chain endlessly. It requires a burn source and scales with your damage-over-time picks.

Best in dense packs where a burning enemy dying showers the crowd. Pairs with Ignite, Immolate, Pyroblast, and Cinder Trail as burn sources.

Paralytic Toxin

Your afflictions (poisons, burns, and bleeds) tick 60% harder, and applying a fresh one briefly stuns the victim (0.4 seconds). Re-applying an affliction that is already running does not stun.

Your afflictions tick 60% harder, and applying a fresh affliction briefly stuns the victim for 0.4 seconds. Re-applying an affliction that is already running does not stun, so the stun triggers only on the first application to a clean target. It requires a damage-over-time source and provides crowd control.

Turns a poison or burn build into a stream of short stuns against a steady flow of new enemies.

Plague SpreaderAlchemist

Your weapon's poison ticks 90% harder, and when an enemy dies with your poison on it, the remaining poison jumps to the nearest clean target.

Your weapon's poison ticks 90% harder, and when a poisoned enemy dies the remaining poison jumps to the nearest clean target. It turns the Alchemist's weapon poison into a spreading plague that keeps moving through a pack. Alchemist only, and it provides damage-over-time.

Class-locked. The jump keeps poison alive across a dying wave, so it excels in dense fights.

S

Serrated SpellsRogue

Every blade leaves a wound: your damaging spells also apply a bleed worth 150% of the spell's damage over 4 seconds.

Your damaging spells also apply a bleed worth 150% of the spell's damage over 4 seconds. It bolts a large follow-up bleed onto every offensive spell you cast, extending your burst into sustained damage. Rogue only, and it provides damage-over-time.

Class-locked. It scales with your spell damage since the bleed is a share of the spell's hit.

T

Toxin ReservoirAlchemist

No drop wasted: when an enemy drops to 25% health or below, your poison on it deals all of its remaining damage at once.

When an enemy drops to 25% health or below, your poison on it deals all of its remaining damage at once instead of ticking out slowly. It stops poison from being wasted on enemies about to die, converting the leftover into an instant hit. Alchemist only, and it requires a damage-over-time source.

Class-locked. It turns your slow poison into a reliable execute on softened enemies.

Splash and chains

Cinder Trail

Everything caught by your splash — your main target included — burns for 21 damage over 3 seconds.

Everything your splash touches, including your main target, catches fire for 21 damage over 3 seconds. It converts your area hits into lingering burn damage across the whole pack. It requires a splash source and provides a burn.

Turns a splash build into an area burn engine and feeds burn-dependent picks like Wildfire and Cinder Wake.

Backdraft

+170% splash damage. Every area or splash hit you deal is multiplied, so the more your build leans on splash, the larger the payoff. It has no effect on your single-target damage and requires a splash source.

A core multiplier for any splash build; it stacks multiplicatively with the base splash from your weapon.

Meteor

Adds Meteor to your spell bar. Free, every 45 seconds a meteor drops on the densest pack for 145 to each enemy in it.

Adds Meteor to your spell bar as a free spell on a 45 second cooldown that holds 2 charges. Each cast drops a meteor on the densest pack, hitting every enemy in it for 145. It aims itself, so you only decide when to fire. It provides splash for the splash build family.

Being free, it never competes with your other spells for mana, and the two charges let you bank one for a big pack.

FlamethrowerFire Mage

You carry a flamethrower on top of your weapon: while an enemy is within 6 range, it pours a cone of fire — a 4 second fuel tank at 78 damage per second, and everything caught in the small blast area, your target included, takes the full amount again on top. Refills over 60 seconds (attack speed makes the refill faster) and goes silent when empty.

You carry a flamethrower on top of your weapon: while an enemy is within 6 range it pours a cone of fire, a 4 second fuel tank at 78 damage a second, and everything caught in the small blast area takes the full amount again on top. The tank refills over 60 seconds, faster with attack speed, and goes silent when empty. Fire mage only, and it provides splash.

Class-locked. A burst tool: enormous close-range output for 4 seconds, then a long recharge, so time it for the thickest packs.

C

Cinder WakeFire Mage

The fire remembers: your splash hits deal +280% more damage to enemies that are already burning.

Your splash hits deal +280% damage to enemies that are already burning. It rewards a fire build that keeps the pack on fire, turning each area hit into a huge follow-up on burning targets. Fire mage only, and it requires a splash source.

Class-locked. It needs a reliable burn to trigger, so it pairs with Cinder Trail, Immolate, Pyroblast, or Ignite.

Armor and defense

SunderRogue

Your hits strip double armor, and enemies whose armor has been fully broken take 250% more damage from you.

Your hits strip twice as much armor, and once an enemy's armor is fully broken you deal +250% damage to it. It accelerates the Rogue's armor-shredding and then rewards the kill window after the armor is gone. Rogue only.

Class-locked to Rogue. Pairs with anything that breaks armor faster so you reach the damage bonus sooner.

W

Weak PointsRogue

Your hits gain +30% critical-hit chance, and against armored enemies and every tier of the rock golem your critical hits deal +200% more damage.

+30% critical-hit chance, and against armored enemies and every rock golem tier your crits deal +200% damage. It gives the Rogue reliable crits and makes them lethal against the tanky targets the class is meant to handle. Rogue only, and it provides crits.

Class-locked. The crit chance it provides can enable crit-dependent picks like Bleed.

S

ShrapnelRogue

Your hits leave shrapnel in the wound: the enemy bleeds for 110% of the damage dealt over 1 second, rising to 220% against armored enemies and every tier of the rock golem.

Every hit leaves a bleed worth 110% of the damage dealt over 1 second, rising to 220% against armored enemies and every rock golem tier. It converts a chunk of your weapon damage into follow-up bleed, doubled against armor. Rogue only, and it provides a damage-over-time source.

Class-locked. It can open the damage-over-time build family for a Rogue.

S

ShatterpointRogue

When you break an enemy's armor, you deal a burst of +40% damage, or +90% against an already-armored enemy, and stun it for 1.8 seconds. The stun and burst trigger on the moment of the break, giving the Rogue a control payoff for shredding armor. Rogue only, and it provides crowd control.

Class-locked. Best when your armor-strip is high enough to break armor reliably each wave.

R

Rust TitheRogue

Your mana regenerates 50% faster, rising to 100% faster while an armored enemy or any tier of the rock golem is within your attack range.

Your mana regenerates 50% faster at all times, doubling to 100% faster whenever an armored enemy or any rock golem tier is within your attack range. It rewards the Rogue for doing its job against tanky targets by feeding extra spell fuel. Rogue only, and it provides mana.

Class-locked. The bonus tier is nearly always active on armor-heavy waves.

Spell power

Runic Focus

Can be drafted a second time.

+125% spell damage, applied to every damaging spell you cast. It scales your entire spell bar at once, so it is strongest on builds that lean on frequent or high-impact casts. You may draft it a second time to stack the bonus.

One of the few repeatable picks. Taking it twice makes a spell-focused build hit dramatically harder.

Spellweaver

+110% spell damage, and your spells gain the ability to land critical hits. On its own the crit ability does nothing without crit chance, but combined with a crit source your spells can suddenly deal massive hits. It provides crits for the crit build family.

Pairs with any crit-chance source so your spells actually crit; otherwise you only get the +110% damage.

Sacrificial Rite

Adds Sacrificial Rite to your spell bar. Costs 8 mana, once every 20 seconds: a ritual blade for 110 damage, plus 180 more against an enemy at or below half health. It hunts wounded targets.

Adds Sacrificial Rite to your bar: for 8 mana on a 20 second cooldown it deals 110 damage, plus 180 more against an enemy at or below half health, and it hunts wounded targets. Unlike the free granted spells it costs mana and holds a single charge. It is a strong finisher for softened enemies.

The wounded bonus makes it a natural pair with Executioner and other execute effects.

Slows and stuns

Winter's ReachFrost Mage

Your reach grows by 50%, and every slow, stun, or charm you land also grips one enemy next to your target, even after a weapon swap. One extra target, never the whole pack.

+50% weapon range, and every slow, stun, or charm you land also grips one enemy next to your target. It spreads your crowd control to a single extra neighbor, never the whole pack, and keeps working even after a weapon swap. Frost mage only, and it provides crowd control.

Class-locked. It doubles the reach of your control on packs and feeds crowd-control-dependent picks.

Glacial Spike

Adds Glacial Spike to your spell bar. Free, every 25 seconds: a massive icicle spears one enemy for 150 damage and freezes it for 1.25 seconds. One enemy, never a crowd.

Adds Glacial Spike as a free spell on a 25 second cooldown with 2 charges. Each cast spears the enemy nearest your base for 150 damage and freezes it for 1.25 seconds. It aims itself and hits one enemy only, never a crowd. It provides crowd control.

The freeze enables crowd-control-dependent picks. Bank a charge to lock down a dangerous enemy on demand.

Concussive Crits

Your critical hits deal +250% extra damage and stun the victim for 0.6 seconds. One enemy per crit, never a crowd.

Your critical hits deal +250% extra damage and stun the victim for 0.6 seconds, one enemy per crit. It turns a crit build into a source of frequent short stuns on top of the extra damage. It requires a crit source and provides crowd control.

The stun frequency scales with your crit rate, so it pairs with high crit-chance picks.

Shatter MarkFrost Mage

Enemies you slow, stun, or charm turn brittle: the next 4 hits they take, from anyone, each deal 50% more damage (credited to you). Landing crowd control on it again reloads the 4 hits. One brittle mark per enemy. While brittle, the enemy also resists slows, stuns, and charms 25% less.

Enemies you slow, stun, or charm turn brittle, so the next 4 hits they take from anyone each deal 50% more damage, credited to you. Landing crowd control on them again reloads the 4 hits, and while brittle they resist slows, stuns, and charms 25% less. One brittle mark per enemy. Frost mage only.

Class-locked. A team-damage multiplier: your control makes everyone's hits on that enemy hurt more.

D

Deep FreezeFrost Mage

Finish them in ice: against enemies at or below 30% health, your hits deal +150% more damage, your slows on them become a 1.2 second freeze, and your stuns and charms on them last 100% longer.

Against enemies at or below 30% health, your hits deal +150% damage, your slows on them become a 1.2 second freeze, and your stuns and charms on them last 100% longer. It is a finisher that turns your control into a hard lock on nearly dead enemies. Frost mage only, and it requires a crowd-control source.

Class-locked. Best paired with team damage that pushes enemies into the 30% window quickly.

Expose and armor

AmplifierBard

Your Exposes last 60% longer.

Your Exposes last 60% longer, extending the window in which the marked enemy takes bonus damage from the whole team. Longer marks mean more team hits land while the bonus is active. Bard only, and it requires and provides the expose build family.

Class-locked. Pure uptime for your team's Expose damage; strongest when several teammates focus the marked target.

Curtain CallBard

Your Exposes last 50% longer, and when an enemy dies while Exposed by you, the mark leaps fresh to the nearest unmarked enemy nearby; if everyone nearby is already marked, it refreshes the nearest mark instead.

Your Exposes last 50% longer, and when an Exposed enemy dies the mark leaps fresh to the nearest unmarked enemy; if everyone nearby is already marked, it refreshes the nearest mark instead. The leap keeps your team's bonus-damage mark alive across a dying pack. Bard only.

Class-locked. Best in dense waves where marked enemies keep dying and the mark keeps hopping.

S

Signal FlareBard

Adds Signal Flare to your spell bar. Free, every 9 seconds: a flare hits one enemy for 40 damage and Exposes it: plus 30% damage from everyone for 7.3 seconds in a 5-player match (shorter with more players). One mark per enemy; it aims at unmarked enemies first.

Adds Signal Flare as a free spell on a short 9 second cooldown with 2 charges. Each cast hits the nearest unmarked enemy for 40 and Exposes it so it takes 30% more damage from everyone for 7.3 seconds in a 5-player match. It aims itself and provides the expose build family. Bard only.

Class-locked. The short cooldown keeps an Expose mark up almost constantly for your team.

O

OpportunistBard

Gain 4 mana every time your attack hits an Exposed enemy. Any player's mark counts. Spells do not count.

Every time one of your weapon attacks hits an Exposed enemy you gain 4 mana; any player's Expose mark counts, and spellcasts do not. It rewards attacking into the target your team has marked, feeding you spell fuel. Bard only, and it requires and provides expose.

Class-locked. Generates heavy mana in a coordinated team that keeps enemies Exposed.

F

Flare CoatingBard

Your arrows carry signal-paint: every shot Exposes its target for a short time (about 1.2 seconds in a 5-player match, shorter with more players), so it takes 30% more damage from everyone. Empower makes the mark last longer.

Every shot briefly Exposes its target, about 1.2 seconds in a 5-player match, so it takes 30% more damage from everyone. It gives the Bard a rolling Expose on whatever it is shooting, and Empower makes the mark last longer. Bard only, and it provides the expose build family.

Class-locked. Empower directly extends the mark duration, so it scales unusually well with deferring picks. A clean enabler for expose-dependent picks.

O

Opening Strike

Punish the opening: your first hit on each Exposed enemy deals +100% more damage. Resets each time the enemy is freshly Exposed.

Your first hit on each Exposed enemy deals +100% damage, and the bonus resets every time that enemy is freshly Exposed. It rewards being the one to open on a newly marked target. It requires an Expose source, which can come from a teammate.

Not class-locked, so any class can take it as long as someone provides Expose. Pairs with fast-reapplying marks like Flare Coating or Signal Flare.

General

Executioner

You target those weakened enemies first.

Against any enemy at or below 40% of its maximum health, every one of your weapon attacks deals 200% more damage, and your weapon retargets to prioritize those weakened enemies first. The threshold is checked per hit, so an enemy that crosses the 40% line mid-fight instantly starts taking the boosted damage. It applies to your weapon attacks, not to your spells.

Pairs well with team crowd control or damage-over-time that shaves enemies into the 40% window, and with wounded-target spells like Killshot and Sacrificial Rite.

Split Shot

×2.4 projectiles: whole projectiles are guaranteed, the leftover fraction is a chance of one more each attack.

Multiplies the number of projectiles each attack fires by 2.4. You always get the whole-number projectiles for free (here, two guaranteed extra shots), and the leftover 0.4 fraction becomes a per-attack chance to fire one more. Every extra projectile is a full copy of your attack, so it can crit and carries all of your on-hit effects.

Costs more than a standard pick because it roughly duplicates your entire attack profile. Extra projectiles pick their own targets, so it turns a single-target weapon into pressure across a pack.

Heavy Rounds

Slow, heavy rounds.

Trades attack speed for raw punch: +100% weapon damage while firing 25% slower. Because damage is doubled and cadence drops only a quarter, your damage per second still climbs, but each individual shot lands harder and less often. Best on weapons where every hit matters, such as those that apply a strong on-hit effect.

The slower cadence pairs poorly with per-attack ramps like Momentum, but well with big single-hit payloads.

Sniper's Nest

Slow, far-reaching artillery.

+75% weapon damage and +50% weapon range in exchange for 30% slower attacks. The extra range lets you start hitting enemies earlier on the path and reach across more of the lane. Like Heavy Rounds it favors heavy single shots over rapid fire.

Front Load

After 2 seconds without attacking, your next 3 attacks each deal +354% damage. The charge builds during the gap between waves or whenever no enemy is in range, then dumps a huge burst the moment a target appears. Once the three boosted attacks are spent, it returns to normal until you idle again.

Rewards positioning where enemies arrive in spaced bursts. Weak during a continuous stream since you rarely idle long enough to recharge.

Smite

You stay on your current target while the ramp builds. Switching targets resets it.

While you stay locked on one enemy, your damage against it ramps by +98% per stack up to two stacks, so a third and later consecutive hit on the same target deals nearly triple. The ramp is sticky, meaning your weapon prefers to keep firing at that same target to hold the stacks. Switching targets resets it to zero.

Great against single tough enemies and bosses; wasted on weapons that spread across a pack.

Giant Slayer

You target them first.

You deal +192% damage to armored enemies and to every tier of the rock golem, and your weapon targets those enemies first. The bonus applies only while the target still qualifies, so it is huge against the tanky front line and does nothing to soft swarm units. Targeting priority means you automatically swing at the biggest threat.

A specialist anti-tank pick that pairs naturally with the Rogue armor family and any anti-boss composition.

Closer

While you are stationed in one of the back two towers, you deal +119% damage. The bonus applies only from those backline positions and vanishes if you move up to a front tower. It checks your current tower each hit, so relocating changes it immediately.

Rewards committing to a defensive rear position for the whole match.

Cold FuryFrost Mage

A frost mage that turns assassin.

Gives up your frost mage's signature slow entirely in exchange for +109% damage, turning a control mage into a raw damage dealer. Your attacks stop slowing enemies, so you lose crowd control but hit far harder. Frost mage only.

Hard class-locked because it trades away a core class identity mechanic, so it can never appear as a shared pick. Avoid it if your team relies on you for slows.

Piercing ArrowsArcher

Your shots ricochet to up to 2 enemies behind the target for 67% of the damage each.

Your shots ricochet to up to 2 enemies behind the target, each taking 67% of the damage. It turns the Archer's single-target fire into line damage against enemies queued up on the path. Archer only, and it provides attacks.

Class-locked. Strongest when enemies march single-file so your shots line up multiple targets.

E

Eagle Eye

See farther, strike first: +25% weapon range and +55% weapon damage.

+25% weapon range and +55% weapon damage with no downside. The added range means you begin attacking enemies sooner as they enter the lane, squeezing in extra shots per enemy. A clean, all-purpose damage-and-reach boost that fits any weapon.

S

Standing OvationBard

The crowd joins in: each time your Encore repeats a tower-mate's attack, that mate also gains +100% attack speed for 8.5 seconds.

Each time your Encore repeats a tower-mate's attack, that mate also gains +100% attack speed for 8.5 seconds. It layers a large, lasting haste buff on top of the instant Encore repeat, so casting Encore in a full tower speeds up everyone it hits. Bard only.

Class-locked. Its value scales with how many mates Encore repeats and how often you cast it.

W

War BannerBard

Plant the standard: after you have held a tower for 8 seconds, everyone in your tower deals +12% more damage. When you arrive at a new tower, your next attack deals +150% more.

After you have held a tower for 8 seconds, everyone in it deals +12% damage, and when you arrive at a new tower your next attack deals +150%. It rewards settling into a tower for a team buff while still giving you a burst each time you relocate. Bard only.

Class-locked. The settled buff favors staying put; the arrival strike softens the cost of moving.

Blink

New action bar ability. Every 20 seconds, teleport instantly to the busiest tower with room and strike up to 3 nearby enemies for 50 damage. No weapon silence from the move.

A new action-bar ability on a 20 second cooldown. Casting teleports you instantly to the busiest tower that still has room and strikes up to 3 nearby enemies for 50 damage each. The move does not silence your weapon, so you keep firing right through the reposition.

A mobility and repositioning tool that also deals damage on arrival; useful for chasing the heaviest lane.

Weaken

Your attacks add 18 Weaken damage on impact. Weaken is temporary: it can never kill, and is returned to the enemy if it survives 6 seconds. It counts toward your contribution only if the enemy dies before the damage returns.

Your weapon attacks add 18 Weaken damage on impact. Weaken is temporary: it can never land a killing blow, and if the enemy survives 6 seconds the Weaken damage is returned to it. It counts toward your contribution only if the enemy dies before the damage returns, so it pays off against enemies your team finishes quickly.

Scales with your attack rate since every hit adds Weaken. Strong when your team kills fast, weak against durable enemies that outlast the 6 second return.