Infinite Dex
Unique "shiny" tames are a rare (~1 in 500) spawn that carry two fixed variants from two DIFFERENT groups: a cross-group hybrid you can't otherwise build (a Variant-God only grants one whole group). They run both variants’ abilities on hit.
Stats multiply per axis. The two variants’ numbers combine variant × variant, health × health, damage × damage, giving the effective HP × and damage × on each card — so two modest variants become a genuinely strong tame, and the card flags whether the pairing leans health or damage. A shiny keeps its two variants forever: it can’t take suite souls, and is capped at Mythical tier (a parallel collectible track at ~¼ the Infinite-tier power) — but it can be mastered, and even at Mythical it clears every altar damage gate (Lucky Zodiac / Unlucky Nightmare included). A charm with a forced multiplier sets the combined value for good or worse (overriding the two-parent product, not the parents).
effective HP ×8 · DMG ×0.2 +Bedrock earth Bedrock · earth · apex variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Drags every non-boss enemy within 6 tiles inward over ~0.8 s, then shatters the ground for ≈260% of raw damage (harder the lower their health) + a +20% damage-taken mark. Bosses are slowed instead of pulled. on-hit: root
- Multiplies its two variants per axis into a unique set: variant ×6 · health ×12 · damage ×0.1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×5 Gathers every non-boss enemy within 6 tiles, fears them, then executes — the collapse hits harder the lower their health (up to ×2 the scaled hit). on-hit: +20% damage taken +Eldritch arcane Eldritch · arcane · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 An apex brand: when it detonates it triggers a board-wide synchronized blast (≈600% of raw damage) across every enemy in range. on-hit: crystallize (root)
- Multiplies its two variants per axis into a unique set: variant ×30 · health ×1 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×6 · DMG ×6 An apex brand: when it detonates it triggers a board-wide synchronized blast (≈600% of raw damage) across every enemy in range. on-hit: crystallize (root) +Eclipse shadow Eclipse · shadow · apex variant ×5 · HP ×1 · DMG ×1
effective HP ×5 · DMG ×5 Gathers every non-boss enemy within 6 tiles, fears them, then executes — the collapse hits harder the lower their health (up to ×2 the scaled hit). on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×30 · health ×1 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×15 War detonation: the tame empowers itself, blasts a 6-tile supernova for ≈700% of raw damage, and floods the whole team with +30% damage. +Void shadow Void · shadow variant ×5 · HP ×1 · DMG ×4
effective HP ×5 · DMG ×20 A homing void shot that re-acquires the lowest-health enemy in range (undodgeable) for ≈350% of raw damage + crushing darkness — the assassin’s finisher. on-hit: crushing darkness
- Multiplies its two variants per axis into a unique set: variant ×25 · health ×1 · damage ×12.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×5 A contagion brand: on detonation (≈400% of raw damage) it jumps to the next enemy, hopping up to three times. on-hit: crushing darkness +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 One cast summons a roaming storm-cell that drops eight sky-strikes over ~3 seconds; each blast hits for ≈225% of raw damage and stacks +20% damage taken — it keeps striking on its own and softens a held target fast. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×30 · health ×1 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 Apex life-support: a mass heal that wards every ally against death (the next lethal hit revives them instead — once, on a cooldown), shields allies with 30% damage reduction, and smites every enemy for ≈400% of raw damage. on-hit: allies 30% damage reduction 6s +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 One cast summons a roaming storm-cell that drops eight sky-strikes over ~3 seconds; each blast hits for ≈225% of raw damage and stacks +20% damage taken — it keeps striking on its own and softens a held target fast. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×18 · health ×3 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 Grants regrowth to all allies within 5 tiles + a brighter instant top-up (~3% of max HP). on-hit: allies +1% max HP/s +Pyroclasm fire Pyroclasm · fire · apex variant ×5 · HP ×1 · DMG ×2
effective HP ×5 · DMG ×10 A 1.2-second-telegraphed meteor hits every nearby enemy for ≈700% of raw damage, then leaves a 6-tile crater that re-immolates anything inside for ≈25% of raw damage per second for 6 seconds. on-hit: heavy burn
- Multiplies its two variants per axis into a unique set: variant ×15 · health ×3 · damage ×2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×20 A homing void shot that re-acquires the lowest-health enemy in range (undodgeable) for ≈350% of raw damage + crushing darkness — the assassin’s finisher. on-hit: crushing darkness +Necrotic venom Necrotic · venom variant ×4 · HP ×1 · DMG ×4
effective HP ×4 · DMG ×16 Strikes the nearest enemy (≈300% of raw damage) and heals the tame for half the damage dealt — its only self-sustain. on-hit: necrotic poison
- Multiplies its two variants per axis into a unique set: variant ×20 · health ×1 · damage ×16.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×4 · DMG ×8 A large roving dead-zone that drifts the battlefield on its own, ≈40% of raw damage per second to everything it crosses. on-hit: poison +Thorn nature Thorn · nature variant ×3 · HP ×5 · DMG ×2
effective HP ×15 · DMG ×6 Raises a reflect wall: for several seconds, every hit the tame takes returns 50% of that damage straight back to the attacker (ignores armour).
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×5 · damage ×4.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×5 Gathers every non-boss enemy within 6 tiles, fears them, then executes — the collapse hits harder the lower their health (up to ×2 the scaled hit). on-hit: +20% damage taken +Diamond guardian Diamond · guardian · apex variant ×2 · HP ×4 · DMG ×0.1
effective HP ×8 · DMG ×0.2
- Multiplies its two variants per axis into a unique set: variant ×10 · health ×4 · damage ×0.1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×15 War detonation: the tame empowers itself, blasts a 6-tile supernova for ≈700% of raw damage, and floods the whole team with +30% damage. +Mountain earth Mountain · earth variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 A wide, hard shove (~6 tiles, ≈175% of raw damage) that flings enemies far — the mountain’s heave.
- Multiplies its two variants per axis into a unique set: variant ×15 · health ×3 · damage ×3.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 Drags every non-boss enemy within 6 tiles inward over ~0.8 s, then shatters the ground for ≈260% of raw damage (harder the lower their health) + a +20% damage-taken mark. Bosses are slowed instead of pulled. on-hit: root +Raging berserker Raging · berserker variant ×5 · HP ×1 · DMG ×3
effective HP ×5 · DMG ×15 A vulnerability that CLIMBS the more the team hits the target (+8% damage taken per hit, up to +80%) — the war-conductor’s focus mark. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×15 · health ×3 · damage ×3.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×10 A 1.2-second-telegraphed meteor hits every nearby enemy for ≈700% of raw damage, then leaves a 6-tile crater that re-immolates anything inside for ≈25% of raw damage per second for 6 seconds. on-hit: heavy burn +Judgment radiant Judgment · radiant · apex variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Apex life-support: a mass heal that wards every ally against death (the next lethal hit revives them instead — once, on a cooldown), shields allies with 30% damage reduction, and smites every enemy for ≈400% of raw damage. on-hit: allies 30% damage reduction 6s
- Multiplies its two variants per axis into a unique set: variant ×15 · health ×3 · damage ×2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×10 A 1.2-second-telegraphed meteor hits every nearby enemy for ≈700% of raw damage, then leaves a 6-tile crater that re-immolates anything inside for ≈25% of raw damage per second for 6 seconds. on-hit: heavy burn +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 One cast summons a roaming storm-cell that drops eight sky-strikes over ~3 seconds; each blast hits for ≈225% of raw damage and stacks +20% damage taken — it keeps striking on its own and softens a held target fast. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×30 · health ×1 · damage ×2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 Drags every non-boss enemy within 6 tiles inward over ~0.8 s, then shatters the ground for ≈260% of raw damage (harder the lower their health) + a +20% damage-taken mark. Bosses are slowed instead of pulled. on-hit: root +Diamond guardian Diamond · guardian · apex variant ×2 · HP ×4 · DMG ×0.1
effective HP ×8 · DMG ×0.2
- Multiplies its two variants per axis into a unique set: variant ×6 · health ×12 · damage ×0.1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 Drags every non-boss enemy within 6 tiles inward over ~0.8 s, then shatters the ground for ≈260% of raw damage (harder the lower their health) + a +20% damage-taken mark. Bosses are slowed instead of pulled. on-hit: root +Fortress guardian Fortress · guardian variant ×2 · HP ×6 · DMG ×0.1
effective HP ×12 · DMG ×0.2 Absorbent (the signature tank): a staying aura that reroutes 55–65% of every nearby ally’s incoming damage onto this guardian (softened by its own damage reduction), so the team can be glass. It self-shields, grants the party strong damage reduction, and revives once at 25% health if it would die (60-second cooldown).
- Multiplies its two variants per axis into a unique set: variant ×6 · health ×18 · damage ×0.1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×15 War detonation: the tame empowers itself, blasts a 6-tile supernova for ≈700% of raw damage, and floods the whole team with +30% damage. +Shroud shadow Shroud · shadow variant ×5 · HP ×1 · DMG ×1
effective HP ×5 · DMG ×5 Blinding smoke: enemies inside are frightened and the team drops aggro (allies go briefly untargetable) — a disengage tool. on-hit: fear (can’t attack)
- Multiplies its two variants per axis into a unique set: variant ×25 · health ×1 · damage ×3.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×5 Blinding smoke: enemies inside are frightened and the team drops aggro (allies go briefly untargetable) — a disengage tool. on-hit: fear (can’t attack) +Charged storm Charged · storm variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Chain lightning: arcs between up to five enemies (each within 6 tiles of the last); the first takes a full hit (≈350% of raw damage), each jump 20% weaker, and every enemy struck is marked +20% damage taken. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×30 · health ×1 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×5 A vulnerability-creep field: enemies inside stack +damage-taken the longer they’re hit (no fear) — softens a held position. on-hit: +20% damage taken +Bloodthirst berserker Bloodthirst · berserker variant ×5 · HP ×1 · DMG ×8
effective HP ×5 · DMG ×40 Floods every ally within 5 tiles with a +30% damage rage.
- Multiplies its two variants per axis into a unique set: variant ×25 · health ×1 · damage ×8.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×20 A homing void shot that re-acquires the lowest-health enemy in range (undodgeable) for ≈350% of raw damage + crushing darkness — the assassin’s finisher. on-hit: crushing darkness +Bloodthirst berserker Bloodthirst · berserker variant ×5 · HP ×1 · DMG ×8
effective HP ×5 · DMG ×40 Floods every ally within 5 tiles with a +30% damage rage.
- Multiplies its two variants per axis into a unique set: variant ×25 · health ×1 · damage ×32.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×8 · DMG ×0.2 +Eldritch arcane Eldritch · arcane · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 An apex brand: when it detonates it triggers a board-wide synchronized blast (≈600% of raw damage) across every enemy in range. on-hit: crystallize (root)
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×4 · damage ×0.1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 Drags every non-boss enemy within 6 tiles inward over ~0.8 s, then shatters the ground for ≈260% of raw damage (harder the lower their health) + a +20% damage-taken mark. Bosses are slowed instead of pulled. on-hit: root +Solar fire Solar · fire variant ×5 · HP ×1 · DMG ×8
effective HP ×5 · DMG ×40 A sunspot: marks +20% damage taken on EVERY enemy in a zone (not just one) and chips them (≈175% of raw damage). on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×15 · health ×3 · damage ×8.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 Drags every non-boss enemy within 6 tiles inward over ~0.8 s, then shatters the ground for ≈260% of raw damage (harder the lower their health) + a +20% damage-taken mark. Bosses are slowed instead of pulled. on-hit: root +Blizzard frost Blizzard · frost variant ×4 · HP ×2 · DMG ×1
effective HP ×8 · DMG ×4 Wraps the tame in a 5-tile storm for 7.5 seconds that follows it, chilling/freezing every enemy it passes twice a second. on-hit: freeze
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×6 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×8 · DMG ×8 A sustained well that HOLDS enemies and grinds them (≈40% of raw damage per second) before a softer collapse — the long pin. on-hit: root +Bedrock earth Bedrock · earth · apex variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Drags every non-boss enemy within 6 tiles inward over ~0.8 s, then shatters the ground for ≈260% of raw damage (harder the lower their health) + a +20% damage-taken mark. Bosses are slowed instead of pulled. on-hit: root
- Multiplies its two variants per axis into a unique set: variant ×24 · health ×3 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 Drags every non-boss enemy within 6 tiles inward over ~0.8 s, then shatters the ground for ≈260% of raw damage (harder the lower their health) + a +20% damage-taken mark. Bosses are slowed instead of pulled. on-hit: root +Necrotic venom Necrotic · venom variant ×4 · HP ×1 · DMG ×4
effective HP ×4 · DMG ×16 Strikes the nearest enemy (≈300% of raw damage) and heals the tame for half the damage dealt — its only self-sustain. on-hit: necrotic poison
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×3 · damage ×4.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 A wide, hard shove (~6 tiles, ≈175% of raw damage) that flings enemies far — the mountain’s heave. +Plague venom Plague · venom variant ×4 · HP ×1 · DMG ×2
effective HP ×4 · DMG ×8 A contagion pool (≈40% of raw damage per second) that re-seeds a fresh pool on a victim’s death, cascading through a pack. on-hit: necrotic poison
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×3 · damage ×2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 World-Root: erupts a screen-wide bramble (~12 tiles) for 8 seconds that roots every enemy inside (no flight or dash) and dissolves them for ≈20% of raw damage per second. on-hit: pinned (grounded + slow) +Bright radiant Bright · radiant variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Grants regrowth to all allies within 5 tiles + a brighter instant top-up (~3% of max HP). on-hit: allies +1% max HP/s
- Multiplies its two variants per axis into a unique set: variant ×9 · health ×9 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 World-Root: erupts a screen-wide bramble (~12 tiles) for 8 seconds that roots every enemy inside (no flight or dash) and dissolves them for ≈20% of raw damage per second. on-hit: pinned (grounded + slow) +Diamond guardian Diamond · guardian · apex variant ×2 · HP ×4 · DMG ×0.1
effective HP ×8 · DMG ×0.2
- Multiplies its two variants per axis into a unique set: variant ×6 · health ×12 · damage ×0.1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×6 · DMG ×6 One cast summons a roaming storm-cell that drops eight sky-strikes over ~3 seconds; each blast hits for ≈225% of raw damage and stacks +20% damage taken — it keeps striking on its own and softens a held target fast. on-hit: +20% damage taken +Glacial frost Glacial · frost variant ×4 · HP ×2 · DMG ×1
effective HP ×8 · DMG ×4 Flash-freezes every non-boss enemy within 6 tiles solid for 3 seconds (can’t move or act); bosses are heavily slowed for 2 seconds instead. on-hit: freeze
- Multiplies its two variants per axis into a unique set: variant ×24 · health ×2 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×6 · DMG ×6 An apex brand: when it detonates it triggers a board-wide synchronized blast (≈600% of raw damage) across every enemy in range. on-hit: crystallize (root) +Raging berserker Raging · berserker variant ×5 · HP ×1 · DMG ×3
effective HP ×5 · DMG ×15 A vulnerability that CLIMBS the more the team hits the target (+8% damage taken per hit, up to +80%) — the war-conductor’s focus mark. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×30 · health ×1 · damage ×3.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×6 · DMG ×6 A crystal shard-burst hitting every enemy within ~6 tiles (≈200% of raw damage) and crystallising them — widest area, lowest per-hit, no target cap. on-hit: crystallize (root) +Void shadow Void · shadow variant ×5 · HP ×1 · DMG ×4
effective HP ×5 · DMG ×20 A homing void shot that re-acquires the lowest-health enemy in range (undodgeable) for ≈350% of raw damage + crushing darkness — the assassin’s finisher. on-hit: crushing darkness
- Multiplies its two variants per axis into a unique set: variant ×30 · health ×1 · damage ×4.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×6 · DMG ×6 A dense homing salvo of five missiles (≈250% of raw damage each) + crystallize. on-hit: crystallize (root) +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 One cast summons a roaming storm-cell that drops eight sky-strikes over ~3 seconds; each blast hits for ≈225% of raw damage and stacks +20% damage taken — it keeps striking on its own and softens a held target fast. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×36 · health ×1 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 Grants regrowth to all allies within 5 tiles + a brighter instant top-up (~3% of max HP). on-hit: allies +1% max HP/s +Glacial frost Glacial · frost variant ×4 · HP ×2 · DMG ×1
effective HP ×8 · DMG ×4 Flash-freezes every non-boss enemy within 6 tiles solid for 3 seconds (can’t move or act); bosses are heavily slowed for 2 seconds instead. on-hit: freeze
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×6 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×15 Grants an offence buff (≈+30% damage) to all allies within 5 tiles for several seconds. +Bedrock earth Bedrock · earth · apex variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Drags every non-boss enemy within 6 tiles inward over ~0.8 s, then shatters the ground for ≈260% of raw damage (harder the lower their health) + a +20% damage-taken mark. Bosses are slowed instead of pulled. on-hit: root
- Multiplies its two variants per axis into a unique set: variant ×15 · health ×3 · damage ×3.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×8 · DMG ×8 An apex finale: gather → polymorph → re-gather → a heavier collapse nuke (≈360% of raw damage) — the four-beat closer. on-hit: +20% damage taken +Blizzard frost Blizzard · frost variant ×4 · HP ×2 · DMG ×1
effective HP ×8 · DMG ×4 Wraps the tame in a 5-tile storm for 7.5 seconds that follows it, chilling/freezing every enemy it passes twice a second. on-hit: freeze
- Multiplies its two variants per axis into a unique set: variant ×32 · health ×2 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×8 · DMG ×8 An apex finale: gather → polymorph → re-gather → a heavier collapse nuke (≈360% of raw damage) — the four-beat closer. on-hit: +20% damage taken +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 One cast summons a roaming storm-cell that drops eight sky-strikes over ~3 seconds; each blast hits for ≈225% of raw damage and stacks +20% damage taken — it keeps striking on its own and softens a held target fast. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×48 · health ×1 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×10 A 1.2-second-telegraphed meteor hits every nearby enemy for ≈700% of raw damage, then leaves a 6-tile crater that re-immolates anything inside for ≈25% of raw damage per second for 6 seconds. on-hit: heavy burn +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 One cast summons a roaming storm-cell that drops eight sky-strikes over ~3 seconds; each blast hits for ≈225% of raw damage and stacks +20% damage taken — it keeps striking on its own and softens a held target fast. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×30 · health ×1 · damage ×2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 World-Root: erupts a screen-wide bramble (~12 tiles) for 8 seconds that roots every enemy inside (no flight or dash) and dissolves them for ≈20% of raw damage per second. on-hit: pinned (grounded + slow) +Shroud shadow Shroud · shadow variant ×5 · HP ×1 · DMG ×1
effective HP ×5 · DMG ×5 Blinding smoke: enemies inside are frightened and the team drops aggro (allies go briefly untargetable) — a disengage tool. on-hit: fear (can’t attack)
- Multiplies its two variants per axis into a unique set: variant ×15 · health ×3 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 Roots the target AND marks it +20% damage taken, plus a chip (≈175% of raw damage) — pin-and-soften. on-hit: +20% damage taken +Toxic venom Toxic · venom variant ×4 · HP ×1 · DMG ×2
effective HP ×4 · DMG ×8 Rains three lingering pools across the area (each ~3 tiles, 4 seconds), each dealing ≈40% of raw damage per second and venom — saturates a zone instead of one spot. on-hit: venom
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×3 · damage ×2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×8 · DMG ×4 A fast-fuse brand: ~1 s later it detonates for ≈400% of raw damage and AoE-freezes the target and nearby enemies. +Mountain earth Mountain · earth variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 A wide, hard shove (~6 tiles, ≈175% of raw damage) that flings enemies far — the mountain’s heave.
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×6 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×8 · DMG ×4 Freezes the whole area solid, then rains six icicles over ~2 seconds; each ~2-tile impact hits for ≈225% of raw damage and re-freezes the spot. on-hit: freeze +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 One cast summons a roaming storm-cell that drops eight sky-strikes over ~3 seconds; each blast hits for ≈225% of raw damage and stacks +20% damage taken — it keeps striking on its own and softens a held target fast. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×24 · health ×2 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×5 Gathers every non-boss enemy within 6 tiles, fears them, then executes — the collapse hits harder the lower their health (up to ×2 the scaled hit). on-hit: +20% damage taken +Singularity cosmic Singularity · cosmic variant ×8 · HP ×1 · DMG ×1
effective HP ×8 · DMG ×8 A sustained well that HOLDS enemies and grinds them (≈40% of raw damage per second) before a softer collapse — the long pin. on-hit: root
- Multiplies its two variants per axis into a unique set: variant ×40 · health ×1 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×4 · DMG ×8 A contagion pool (≈40% of raw damage per second) that re-seeds a fresh pool on a victim’s death, cascading through a pack. on-hit: necrotic poison +Fortress guardian Fortress · guardian variant ×2 · HP ×6 · DMG ×0.1
effective HP ×12 · DMG ×0.2 Absorbent (the signature tank): a staying aura that reroutes 55–65% of every nearby ally’s incoming damage onto this guardian (softened by its own damage reduction), so the team can be glass. It self-shields, grants the party strong damage reduction, and revives once at 25% health if it would die (60-second cooldown).
- Multiplies its two variants per axis into a unique set: variant ×8 · health ×6 · damage ×0.2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×4 · DMG ×8 A large roving dead-zone that drifts the battlefield on its own, ≈40% of raw damage per second to everything it crosses. on-hit: poison +Void shadow Void · shadow variant ×5 · HP ×1 · DMG ×4
effective HP ×5 · DMG ×20 A homing void shot that re-acquires the lowest-health enemy in range (undodgeable) for ≈350% of raw damage + crushing darkness — the assassin’s finisher. on-hit: crushing darkness
- Multiplies its two variants per axis into a unique set: variant ×20 · health ×1 · damage ×8.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×4 · DMG ×4 Wildcard: each cast rolls a different delivery shape and uses that shape’s numbers. +Unhinged berserker Unhinged · berserker · apex variant ×5 · HP ×1 · DMG ×3
effective HP ×5 · DMG ×15 War detonation: the tame empowers itself, blasts a 6-tile supernova for ≈700% of raw damage, and floods the whole team with +30% damage.
- Multiplies its two variants per axis into a unique set: variant ×20 · health ×1 · damage ×3.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 A wide, hard shove (~6 tiles, ≈175% of raw damage) that flings enemies far — the mountain’s heave. +Fortress guardian Fortress · guardian variant ×2 · HP ×6 · DMG ×0.1
effective HP ×12 · DMG ×0.2 Absorbent (the signature tank): a staying aura that reroutes 55–65% of every nearby ally’s incoming damage onto this guardian (softened by its own damage reduction), so the team can be glass. It self-shields, grants the party strong damage reduction, and revives once at 25% health if it would die (60-second cooldown).
- Multiplies its two variants per axis into a unique set: variant ×6 · health ×18 · damage ×0.1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 Drags every non-boss enemy within 6 tiles inward over ~0.8 s, then shatters the ground for ≈260% of raw damage (harder the lower their health) + a +20% damage-taken mark. Bosses are slowed instead of pulled. on-hit: root +Ancient nature Ancient · nature · apex variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 World-Root: erupts a screen-wide bramble (~12 tiles) for 8 seconds that roots every enemy inside (no flight or dash) and dissolves them for ≈20% of raw damage per second. on-hit: pinned (grounded + slow)
- Multiplies its two variants per axis into a unique set: variant ×9 · health ×9 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×20 A homing void shot that re-acquires the lowest-health enemy in range (undodgeable) for ≈350% of raw damage + crushing darkness — the assassin’s finisher. on-hit: crushing darkness +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 One cast summons a roaming storm-cell that drops eight sky-strikes over ~3 seconds; each blast hits for ≈225% of raw damage and stacks +20% damage taken — it keeps striking on its own and softens a held target fast. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×30 · health ×1 · damage ×4.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×4 · DMG ×8 A venom bolt (≈350% of raw damage) that leaves a small venom puddle where it lands (≈20% of raw damage per second). on-hit: venom +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 One cast summons a roaming storm-cell that drops eight sky-strikes over ~3 seconds; each blast hits for ≈225% of raw damage and stacks +20% damage taken — it keeps striking on its own and softens a held target fast. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×24 · health ×1 · damage ×2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×8 · DMG ×8 An apex finale: gather → polymorph → re-gather → a heavier collapse nuke (≈360% of raw damage) — the four-beat closer. on-hit: +20% damage taken +Eldritch arcane Eldritch · arcane · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 An apex brand: when it detonates it triggers a board-wide synchronized blast (≈600% of raw damage) across every enemy in range. on-hit: crystallize (root)
- Multiplies its two variants per axis into a unique set: variant ×48 · health ×1 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×8 · DMG ×8 A sustained well that HOLDS enemies and grinds them (≈40% of raw damage per second) before a softer collapse — the long pin. on-hit: root +Eldritch arcane Eldritch · arcane · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 An apex brand: when it detonates it triggers a board-wide synchronized blast (≈600% of raw damage) across every enemy in range. on-hit: crystallize (root)
- Multiplies its two variants per axis into a unique set: variant ×48 · health ×1 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×4 · DMG ×4 Wildcard: each cast rolls a different delivery shape and uses that shape’s numbers. +Shroud shadow Shroud · shadow variant ×5 · HP ×1 · DMG ×1
effective HP ×5 · DMG ×5 Blinding smoke: enemies inside are frightened and the team drops aggro (allies go briefly untargetable) — a disengage tool. on-hit: fear (can’t attack)
- Multiplies its two variants per axis into a unique set: variant ×20 · health ×1 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×20 A homing void shot that re-acquires the lowest-health enemy in range (undodgeable) for ≈350% of raw damage + crushing darkness — the assassin’s finisher. on-hit: crushing darkness +Eldritch arcane Eldritch · arcane · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 An apex brand: when it detonates it triggers a board-wide synchronized blast (≈600% of raw damage) across every enemy in range. on-hit: crystallize (root)
- Multiplies its two variants per axis into a unique set: variant ×30 · health ×1 · damage ×4.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×6 · DMG ×6 An apex brand: when it detonates it triggers a board-wide synchronized blast (≈600% of raw damage) across every enemy in range. on-hit: crystallize (root) +Singularity cosmic Singularity · cosmic variant ×8 · HP ×1 · DMG ×1
effective HP ×8 · DMG ×8 A sustained well that HOLDS enemies and grinds them (≈40% of raw damage per second) before a softer collapse — the long pin. on-hit: root
- Multiplies its two variants per axis into a unique set: variant ×48 · health ×1 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×5 Gathers every non-boss enemy within 6 tiles, fears them, then executes — the collapse hits harder the lower their health (up to ×2 the scaled hit). on-hit: +20% damage taken +Bloodthirst berserker Bloodthirst · berserker variant ×5 · HP ×1 · DMG ×8
effective HP ×5 · DMG ×40 Floods every ally within 5 tiles with a +30% damage rage.
- Multiplies its two variants per axis into a unique set: variant ×25 · health ×1 · damage ×8.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×5 Blinding smoke: enemies inside are frightened and the team drops aggro (allies go briefly untargetable) — a disengage tool. on-hit: fear (can’t attack) +Unhinged berserker Unhinged · berserker · apex variant ×5 · HP ×1 · DMG ×3
effective HP ×5 · DMG ×15 War detonation: the tame empowers itself, blasts a 6-tile supernova for ≈700% of raw damage, and floods the whole team with +30% damage.
- Multiplies its two variants per axis into a unique set: variant ×25 · health ×1 · damage ×3.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×5 Blinding smoke: enemies inside are frightened and the team drops aggro (allies go briefly untargetable) — a disengage tool. on-hit: fear (can’t attack) +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 One cast summons a roaming storm-cell that drops eight sky-strikes over ~3 seconds; each blast hits for ≈225% of raw damage and stacks +20% damage taken — it keeps striking on its own and softens a held target fast. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×30 · health ×1 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×8 · DMG ×4 Wraps the tame in a 5-tile storm for 7.5 seconds that follows it, chilling/freezing every enemy it passes twice a second. on-hit: freeze +Lightning storm Lightning · storm variant ×6 · HP ×1 · DMG ×3
effective HP ×6 · DMG ×18 Forks between up to SEVEN enemies (≈350% of raw damage, −20% per jump) and dazes each — the wider arc. on-hit: −30% attack speed (dazed)
- Multiplies its two variants per axis into a unique set: variant ×24 · health ×2 · damage ×3.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×4 · DMG ×8 A contagion pool (≈40% of raw damage per second) that re-seeds a fresh pool on a victim’s death, cascading through a pack. on-hit: necrotic poison +Raging berserker Raging · berserker variant ×5 · HP ×1 · DMG ×3
effective HP ×5 · DMG ×15 A vulnerability that CLIMBS the more the team hits the target (+8% damage taken per hit, up to +80%) — the war-conductor’s focus mark. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×20 · health ×1 · damage ×6.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×4 · DMG ×4 Wildcard: each cast rolls a different delivery shape and uses that shape’s numbers. +Warlord berserker Warlord · berserker variant ×5 · HP ×1 · DMG ×3
effective HP ×5 · DMG ×15 Grants an offence buff (≈+30% damage) to all allies within 5 tiles for several seconds.
- Multiplies its two variants per axis into a unique set: variant ×20 · health ×1 · damage ×3.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×8 · DMG ×4 Freezes the whole area solid, then rains six icicles over ~2 seconds; each ~2-tile impact hits for ≈225% of raw damage and re-freezes the spot. on-hit: freeze +Diamond guardian Diamond · guardian · apex variant ×2 · HP ×4 · DMG ×0.1
effective HP ×8 · DMG ×0.2
- Multiplies its two variants per axis into a unique set: variant ×8 · health ×8 · damage ×0.1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×4 · DMG ×4 Wildcard: each cast rolls a different delivery shape and uses that shape’s numbers. +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 One cast summons a roaming storm-cell that drops eight sky-strikes over ~3 seconds; each blast hits for ≈225% of raw damage and stacks +20% damage taken — it keeps striking on its own and softens a held target fast. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×24 · health ×1 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 Drags every non-boss enemy within 6 tiles inward over ~0.8 s, then shatters the ground for ≈260% of raw damage (harder the lower their health) + a +20% damage-taken mark. Bosses are slowed instead of pulled. on-hit: root +Charged storm Charged · storm variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Chain lightning: arcs between up to five enemies (each within 6 tiles of the last); the first takes a full hit (≈350% of raw damage), each jump 20% weaker, and every enemy struck is marked +20% damage taken. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×18 · health ×3 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×5 A contagion brand: on detonation (≈400% of raw damage) it jumps to the next enemy, hopping up to three times. on-hit: crushing darkness +Bloodthirst berserker Bloodthirst · berserker variant ×5 · HP ×1 · DMG ×8
effective HP ×5 · DMG ×40 Floods every ally within 5 tiles with a +30% damage rage.
- Multiplies its two variants per axis into a unique set: variant ×25 · health ×1 · damage ×8.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×10 A 1.2-second-telegraphed meteor hits every nearby enemy for ≈700% of raw damage, then leaves a 6-tile crater that re-immolates anything inside for ≈25% of raw damage per second for 6 seconds. on-hit: heavy burn +Unhinged berserker Unhinged · berserker · apex variant ×5 · HP ×1 · DMG ×3
effective HP ×5 · DMG ×15 War detonation: the tame empowers itself, blasts a 6-tile supernova for ≈700% of raw damage, and floods the whole team with +30% damage.
- Multiplies its two variants per axis into a unique set: variant ×25 · health ×1 · damage ×6.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×15 War detonation: the tame empowers itself, blasts a 6-tile supernova for ≈700% of raw damage, and floods the whole team with +30% damage. +Mountain earth Mountain · earth variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 A wide, hard shove (~6 tiles, ≈175% of raw damage) that flings enemies far — the mountain’s heave.
- Multiplies its two variants per axis into a unique set: variant ×15 · health ×3 · damage ×3.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×18 · DMG ×3 Plants a sunwell (5 tiles) that follows the tame for 5 seconds, healing every ally inside 3% of its max health per second plus regrowth. on-hit: allies +1% max HP/s +Eldritch arcane Eldritch · arcane · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 An apex brand: when it detonates it triggers a board-wide synchronized blast (≈600% of raw damage) across every enemy in range. on-hit: crystallize (root)
- Multiplies its two variants per axis into a unique set: variant ×18 · health ×6 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×18 · DMG ×3 A longer, deeper fault — eight bursts, each ≈150% of raw damage, knocking enemies back along the crack. on-hit: mire (slow) +Acid venom Acid · venom variant ×4 · HP ×1 · DMG ×2
effective HP ×4 · DMG ×8 A creeping acid spill that walks toward the nearest enemy, ≈40% of raw damage per second — it chases. on-hit: necrotic poison
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×6 · damage ×2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×6 · DMG ×6 One cast summons a roaming storm-cell that drops eight sky-strikes over ~3 seconds; each blast hits for ≈225% of raw damage and stacks +20% damage taken — it keeps striking on its own and softens a held target fast. on-hit: +20% damage taken +Nova arcane Nova · arcane variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 A crystal shard-burst hitting every enemy within ~6 tiles (≈200% of raw damage) and crystallising them — widest area, lowest per-hit, no target cap. on-hit: crystallize (root)
- Multiplies its two variants per axis into a unique set: variant ×36 · health ×1 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 A radial shove: ≈175% of raw damage and a knockback to every enemy within ~4 tiles. +Ember fire Ember · fire variant ×5 · HP ×1 · DMG ×2
effective HP ×5 · DMG ×10 Spreading scorch: a 1-tile core that grows to ~5 tiles over its life, burning everything inside for ≈40% of raw damage per second. on-hit: burn
- Multiplies its two variants per axis into a unique set: variant ×15 · health ×3 · damage ×2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×4 · DMG ×8 A venom bolt (≈350% of raw damage) that leaves a small venom puddle where it lands (≈20% of raw damage per second). on-hit: venom +Bedrock earth Bedrock · earth · apex variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Drags every non-boss enemy within 6 tiles inward over ~0.8 s, then shatters the ground for ≈260% of raw damage (harder the lower their health) + a +20% damage-taken mark. Bosses are slowed instead of pulled. on-hit: root
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×3 · damage ×2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 Grants regrowth to all allies within 5 tiles + a brighter instant top-up (~3% of max HP). on-hit: allies +1% max HP/s +Aegis guardian Aegis · guardian variant ×2 · HP ×8 · DMG ×0.1
effective HP ×16 · DMG ×0.2 Absorbent (the signature tank): a staying aura that reroutes 55–65% of every nearby ally’s incoming damage onto this guardian (softened by its own damage reduction), so the team can be glass. It self-shields, grants the party strong damage reduction, and revives once at 25% health if it would die (60-second cooldown).
- Multiplies its two variants per axis into a unique set: variant ×6 · health ×24 · damage ×0.1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×5 Gathers every non-boss enemy within 6 tiles, fears them, then executes — the collapse hits harder the lower their health (up to ×2 the scaled hit). on-hit: +20% damage taken +Bedrock earth Bedrock · earth · apex variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Drags every non-boss enemy within 6 tiles inward over ~0.8 s, then shatters the ground for ≈260% of raw damage (harder the lower their health) + a +20% damage-taken mark. Bosses are slowed instead of pulled. on-hit: root
- Multiplies its two variants per axis into a unique set: variant ×15 · health ×3 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×6 · DMG ×6 An apex brand: when it detonates it triggers a board-wide synchronized blast (≈600% of raw damage) across every enemy in range. on-hit: crystallize (root) +Abyssal shadow Abyssal · shadow variant ×5 · HP ×1 · DMG ×1
effective HP ×5 · DMG ×5 A vulnerability-creep field: enemies inside stack +damage-taken the longer they’re hit (no fear) — softens a held position. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×30 · health ×1 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 Drags every non-boss enemy within 6 tiles inward over ~0.8 s, then shatters the ground for ≈260% of raw damage (harder the lower their health) + a +20% damage-taken mark. Bosses are slowed instead of pulled. on-hit: root +Nova arcane Nova · arcane variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 A crystal shard-burst hitting every enemy within ~6 tiles (≈200% of raw damage) and crystallising them — widest area, lowest per-hit, no target cap. on-hit: crystallize (root)
- Multiplies its two variants per axis into a unique set: variant ×18 · health ×3 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×5 A contagion brand: on detonation (≈400% of raw damage) it jumps to the next enemy, hopping up to three times. on-hit: crushing darkness +Bedrock earth Bedrock · earth · apex variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Drags every non-boss enemy within 6 tiles inward over ~0.8 s, then shatters the ground for ≈260% of raw damage (harder the lower their health) + a +20% damage-taken mark. Bosses are slowed instead of pulled. on-hit: root
- Multiplies its two variants per axis into a unique set: variant ×15 · health ×3 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×4 · DMG ×8 Rains three lingering pools across the area (each ~3 tiles, 4 seconds), each dealing ≈40% of raw damage per second and venom — saturates a zone instead of one spot. on-hit: venom +Charged storm Charged · storm variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Chain lightning: arcs between up to five enemies (each within 6 tiles of the last); the first takes a full hit (≈350% of raw damage), each jump 20% weaker, and every enemy struck is marked +20% damage taken. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×24 · health ×1 · damage ×2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 A radial shove: ≈175% of raw damage and a knockback to every enemy within ~4 tiles. +Glacial frost Glacial · frost variant ×4 · HP ×2 · DMG ×1
effective HP ×8 · DMG ×4 Flash-freezes every non-boss enemy within 6 tiles solid for 3 seconds (can’t move or act); bosses are heavily slowed for 2 seconds instead. on-hit: freeze
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×6 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×8 · DMG ×4 Freezes the whole area solid, then rains six icicles over ~2 seconds; each ~2-tile impact hits for ≈225% of raw damage and re-freezes the spot. on-hit: freeze +Unhinged berserker Unhinged · berserker · apex variant ×5 · HP ×1 · DMG ×3
effective HP ×5 · DMG ×15 War detonation: the tame empowers itself, blasts a 6-tile supernova for ≈700% of raw damage, and floods the whole team with +30% damage.
- Multiplies its two variants per axis into a unique set: variant ×20 · health ×2 · damage ×3.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×4 · DMG ×8 A creeping acid spill that walks toward the nearest enemy, ≈40% of raw damage per second — it chases. on-hit: necrotic poison +Quake earth Quake · earth variant ×3 · HP ×6 · DMG ×1
effective HP ×18 · DMG ×3 A longer, deeper fault — eight bursts, each ≈150% of raw damage, knocking enemies back along the crack. on-hit: mire (slow)
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×6 · damage ×2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×4 · DMG ×8 A large roving dead-zone that drifts the battlefield on its own, ≈40% of raw damage per second to everything it crosses. on-hit: poison +Ancient nature Ancient · nature · apex variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 World-Root: erupts a screen-wide bramble (~12 tiles) for 8 seconds that roots every enemy inside (no flight or dash) and dissolves them for ≈20% of raw damage per second. on-hit: pinned (grounded + slow)
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×3 · damage ×2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×4 · DMG ×8 A venom bolt (≈350% of raw damage) that leaves a small venom puddle where it lands (≈20% of raw damage per second). on-hit: venom +Abyssal shadow Abyssal · shadow variant ×5 · HP ×1 · DMG ×1
effective HP ×5 · DMG ×5 A vulnerability-creep field: enemies inside stack +damage-taken the longer they’re hit (no fear) — softens a held position. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×20 · health ×1 · damage ×2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×4 · DMG ×8 A large roving dead-zone that drifts the battlefield on its own, ≈40% of raw damage per second to everything it crosses. on-hit: poison +Nova arcane Nova · arcane variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 A crystal shard-burst hitting every enemy within ~6 tiles (≈200% of raw damage) and crystallising them — widest area, lowest per-hit, no target cap. on-hit: crystallize (root)
- Multiplies its two variants per axis into a unique set: variant ×24 · health ×1 · damage ×2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×8 · DMG ×0.2 +Plague venom Plague · venom variant ×4 · HP ×1 · DMG ×2
effective HP ×4 · DMG ×8 A contagion pool (≈40% of raw damage per second) that re-seeds a fresh pool on a victim’s death, cascading through a pack. on-hit: necrotic poison
- Multiplies its two variants per axis into a unique set: variant ×8 · health ×4 · damage ×0.2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×5 Gathers every non-boss enemy within 6 tiles, fears them, then executes — the collapse hits harder the lower their health (up to ×2 the scaled hit). on-hit: +20% damage taken +Necrotic venom Necrotic · venom variant ×4 · HP ×1 · DMG ×4
effective HP ×4 · DMG ×16 Strikes the nearest enemy (≈300% of raw damage) and heals the tame for half the damage dealt — its only self-sustain. on-hit: necrotic poison
- Multiplies its two variants per axis into a unique set: variant ×20 · health ×1 · damage ×4.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 World-Root: erupts a screen-wide bramble (~12 tiles) for 8 seconds that roots every enemy inside (no flight or dash) and dissolves them for ≈20% of raw damage per second. on-hit: pinned (grounded + slow) +Charged storm Charged · storm variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Chain lightning: arcs between up to five enemies (each within 6 tiles of the last); the first takes a full hit (≈350% of raw damage), each jump 20% weaker, and every enemy struck is marked +20% damage taken. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×18 · health ×3 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 Drags every non-boss enemy within 6 tiles inward over ~0.8 s, then shatters the ground for ≈260% of raw damage (harder the lower their health) + a +20% damage-taken mark. Bosses are slowed instead of pulled. on-hit: root +Aegis guardian Aegis · guardian variant ×2 · HP ×8 · DMG ×0.1
effective HP ×16 · DMG ×0.2 Absorbent (the signature tank): a staying aura that reroutes 55–65% of every nearby ally’s incoming damage onto this guardian (softened by its own damage reduction), so the team can be glass. It self-shields, grants the party strong damage reduction, and revives once at 25% health if it would die (60-second cooldown).
- Multiplies its two variants per axis into a unique set: variant ×6 · health ×24 · damage ×0.1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×4 · DMG ×8 A contagion pool (≈40% of raw damage per second) that re-seeds a fresh pool on a victim’s death, cascading through a pack. on-hit: necrotic poison +Void shadow Void · shadow variant ×5 · HP ×1 · DMG ×4
effective HP ×5 · DMG ×20 A homing void shot that re-acquires the lowest-health enemy in range (undodgeable) for ≈350% of raw damage + crushing darkness — the assassin’s finisher. on-hit: crushing darkness
- Multiplies its two variants per axis into a unique set: variant ×20 · health ×1 · damage ×8.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×4 · DMG ×8 A venom bolt (≈350% of raw damage) that leaves a small venom puddle where it lands (≈20% of raw damage per second). on-hit: venom +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 One cast summons a roaming storm-cell that drops eight sky-strikes over ~3 seconds; each blast hits for ≈225% of raw damage and stacks +20% damage taken — it keeps striking on its own and softens a held target fast. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×24 · health ×1 · damage ×2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×8 · DMG ×8 An apex finale: gather → polymorph → re-gather → a heavier collapse nuke (≈360% of raw damage) — the four-beat closer. on-hit: +20% damage taken +Absolute frost Absolute · frost · apex variant ×4 · HP ×2 · DMG ×1
effective HP ×8 · DMG ×4 Freezes the whole area solid, then rains six icicles over ~2 seconds; each ~2-tile impact hits for ≈225% of raw damage and re-freezes the spot. on-hit: freeze
- Multiplies its two variants per axis into a unique set: variant ×32 · health ×2 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×4 · DMG ×16 Strikes the nearest enemy (≈300% of raw damage) and heals the tame for half the damage dealt — its only self-sustain. on-hit: necrotic poison +Primal nature Primal · nature variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Roots the target AND marks it +20% damage taken, plus a chip (≈175% of raw damage) — pin-and-soften. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×3 · damage ×4.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 A radial shove: ≈175% of raw damage and a knockback to every enemy within ~4 tiles. +Acid venom Acid · venom variant ×4 · HP ×1 · DMG ×2
effective HP ×4 · DMG ×8 A creeping acid spill that walks toward the nearest enemy, ≈40% of raw damage per second — it chases. on-hit: necrotic poison
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×3 · damage ×2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×4 · DMG ×8 A large roving dead-zone that drifts the battlefield on its own, ≈40% of raw damage per second to everything it crosses. on-hit: poison +Primal nature Primal · nature variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Roots the target AND marks it +20% damage taken, plus a chip (≈175% of raw damage) — pin-and-soften. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×3 · damage ×2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×18 · DMG ×3 A longer, deeper fault — eight bursts, each ≈150% of raw damage, knocking enemies back along the crack. on-hit: mire (slow) +Acid venom Acid · venom variant ×4 · HP ×1 · DMG ×2
effective HP ×4 · DMG ×8 A creeping acid spill that walks toward the nearest enemy, ≈40% of raw damage per second — it chases. on-hit: necrotic poison
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×6 · damage ×2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×8 · DMG ×0.2 +Bright radiant Bright · radiant variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Grants regrowth to all allies within 5 tiles + a brighter instant top-up (~3% of max HP). on-hit: allies +1% max HP/s
- Multiplies its two variants per axis into a unique set: variant ×6 · health ×12 · damage ×0.1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×5 A vulnerability-creep field: enemies inside stack +damage-taken the longer they’re hit (no fear) — softens a held position. on-hit: +20% damage taken +Bloodthirst berserker Bloodthirst · berserker variant ×5 · HP ×1 · DMG ×8
effective HP ×5 · DMG ×40 Floods every ally within 5 tiles with a +30% damage rage.
- Multiplies its two variants per axis into a unique set: variant ×25 · health ×1 · damage ×8.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×40 Floods every ally within 5 tiles with a +30% damage rage. +Abyssal shadow Abyssal · shadow variant ×5 · HP ×1 · DMG ×1
effective HP ×5 · DMG ×5 A vulnerability-creep field: enemies inside stack +damage-taken the longer they’re hit (no fear) — softens a held position. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×25 · health ×1 · damage ×8.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×6 · DMG ×6 An apex brand: when it detonates it triggers a board-wide synchronized blast (≈600% of raw damage) across every enemy in range. on-hit: crystallize (root) +Celestial cosmic Celestial · cosmic · apex variant ×8 · HP ×1 · DMG ×1
effective HP ×8 · DMG ×8 An apex finale: gather → polymorph → re-gather → a heavier collapse nuke (≈360% of raw damage) — the four-beat closer. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×48 · health ×1 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×6 · DMG ×6 A crystal shard-burst hitting every enemy within ~6 tiles (≈200% of raw damage) and crystallising them — widest area, lowest per-hit, no target cap. on-hit: crystallize (root) +Raging berserker Raging · berserker variant ×5 · HP ×1 · DMG ×3
effective HP ×5 · DMG ×15 A vulnerability that CLIMBS the more the team hits the target (+8% damage taken per hit, up to +80%) — the war-conductor’s focus mark. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×30 · health ×1 · damage ×3.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 Drags every non-boss enemy within 6 tiles inward over ~0.8 s, then shatters the ground for ≈260% of raw damage (harder the lower their health) + a +20% damage-taken mark. Bosses are slowed instead of pulled. on-hit: root +Aegis guardian Aegis · guardian variant ×2 · HP ×8 · DMG ×0.1
effective HP ×16 · DMG ×0.2 Absorbent (the signature tank): a staying aura that reroutes 55–65% of every nearby ally’s incoming damage onto this guardian (softened by its own damage reduction), so the team can be glass. It self-shields, grants the party strong damage reduction, and revives once at 25% health if it would die (60-second cooldown).
- Multiplies its two variants per axis into a unique set: variant ×6 · health ×24 · damage ×0.1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×5 Gathers every non-boss enemy within 6 tiles, fears them, then executes — the collapse hits harder the lower their health (up to ×2 the scaled hit). on-hit: +20% damage taken +Miasma venom Miasma · venom · apex variant ×4 · HP ×1 · DMG ×2
effective HP ×4 · DMG ×8 A large roving dead-zone that drifts the battlefield on its own, ≈40% of raw damage per second to everything it crosses. on-hit: poison
- Multiplies its two variants per axis into a unique set: variant ×20 · health ×1 · damage ×2.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×5 A contagion brand: on detonation (≈400% of raw damage) it jumps to the next enemy, hopping up to three times. on-hit: crushing darkness +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 One cast summons a roaming storm-cell that drops eight sky-strikes over ~3 seconds; each blast hits for ≈225% of raw damage and stacks +20% damage taken — it keeps striking on its own and softens a held target fast. on-hit: +20% damage taken
- Multiplies its two variants per axis into a unique set: variant ×30 · health ×1 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.