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 +Unhinged berserker Unhinged · berserker · apex variant ×5 · HP ×1 · DMG ×3
effective HP ×5 · DMG ×15 Detonates Mother Slime's 360-degree quake from itself: an expanding ring of slime pillars rushing out to ~37 tiles (~250% of raw damage, one hit per ring band) - run outward ahead of the wave or dodge between the pillar rings; the whole team still floods with +30% damage.
- Multiplies its two variants per axis into a unique set: variant ×10 · health ×4 · damage ×0.3.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×8 · DMG ×0.2 +Mountain earth Mountain · earth variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Slams Mother Slime's 360-degree ground quake: an expanding ring of slime pillars rushing outward to ~37 tiles (~200% of raw damage, one hit per ring band) - run outward ahead of it or dodge between the rising pillar rings.
- 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 Opens The Void's black hole at your position: a 1-second warning, then a 10-second hazard that grows and drags everything in (~30% of raw damage per rapid tick) - leave the spot during the warning and keep clear as it expands. on-hit: +20% damage taken +Eldritch arcane Eldritch · arcane · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Calls the Ascended orbital beam: a beam that locks on and CHASES you at walking pace for 2 seconds (~120% of raw damage) - it follows slowly; keep running and it never catches a moving target. 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 Calls the Ascended orbital beam: a beam that locks on and CHASES you at walking pace for 2 seconds (~120% of raw damage) - it follows slowly; keep running and it never catches a moving target. on-hit: crystallize (root) +Wraith shadow Wraith · shadow variant ×5 · HP ×1 · DMG ×1
effective HP ×5 · DMG ×5 Releases the Void Wizard's homing volley: 8 void bolts, one per 0.25 seconds, each curving after you and exploding on impact (~90% of raw damage each) - they turn slowly; keep strafing and they overshoot. on-hit: crushing darkness
- 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 Detonates Mother Slime's 360-degree quake from itself: an expanding ring of slime pillars rushing out to ~37 tiles (~250% of raw damage, one hit per ring band) - run outward ahead of the wave or dodge between the pillar rings; the whole team still floods with +30% damage. +Void shadow Void · shadow variant ×5 · HP ×1 · DMG ×4
effective HP ×5 · DMG ×20 Fires the Void Apprentice's bolt: a single fast shadow bolt (~350% of raw damage) - an honest projectile; sidestep it. 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 Releases the Void Wizard's homing volley: 8 void bolts, one per 0.25 seconds, each curving after you and exploding on impact (~90% of raw damage each) - they turn slowly; keep strafing and they overshoot. on-hit: crushing darkness +Maelstrom storm Maelstrom · storm variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Snaps the purple lightning trail: a jagged bolt-line from the caster to your position, hitting everything along it once (~300% of raw damage) - same dodge as Charged: get off the line fast.
- 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 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 Charges Sunlight Champion's SUPERNOVA: a 3-second charge-up on the caster, then a huge ~20-tile explosion (~600% of raw damage) - the charge IS the warning; run clear before it blows. 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 Fires the Void Apprentice's bolt: a single fast shadow bolt (~350% of raw damage) - an honest projectile; sidestep it. on-hit: crushing darkness +Necrotic venom Necrotic · venom variant ×4 · HP ×1 · DMG ×4
effective HP ×4 · DMG ×16 Latches the Forest Spector's soul drain onto the nearest enemy: the drain visual plus Spirit Haunted for 6 seconds (the haunt damage-over-time) - it needs you close (~8 tiles); keep your distance. 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 Lays the Cursed Crone ghoul's goo trail: drops a spirit poison pool at its own feet every 0.3 seconds for ~2.4 seconds as it moves (~70% of raw damage each) - never chase it through its wake. 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 Opens The Void's black hole at your position: a 1-second warning, then a 10-second hazard that grows and drags everything in (~30% of raw damage per rapid tick) - leave the spot during the warning and keep clear as it expands. 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 ×9 · DMG ×3 Slams Mother Slime's 360-degree ground quake: an expanding ring of slime pillars rushing outward to ~37 tiles (~200% of raw damage, one hit per ring band) - run outward ahead of it or dodge between the rising pillar rings. +Raging berserker Raging · berserker variant ×5 · HP ×1 · DMG ×3
effective HP ×5 · DMG ×15 Hurls the Chieftain's shield: a boomerang throw that flies ~31 tiles out and RETURNS, piercing everything both ways (~300% of raw damage) - dodge it twice, on the way out and on the way back. on-hit: vulnerable (+8% dmg taken / hit, up to +80%)
- 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 Smashes The Void claw's ground shatter at your position: an instant shatter (~100% of raw damage plus a slice of the target's current health) that throws 10 fracture lines out radially, each a lingering crack hazard - step off the point and stay out of the cracks. on-hit: root +Raging berserker Raging · berserker variant ×5 · HP ×1 · DMG ×3
effective HP ×5 · DMG ×15 Hurls the Chieftain's shield: a boomerang throw that flies ~31 tiles out and RETURNS, piercing everything both ways (~300% of raw damage) - dodge it twice, on the way out and on the way back. on-hit: vulnerable (+8% dmg taken / hit, up to +80%)
- 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 Charges Sunlight Champion's SUPERNOVA: a 3-second charge-up on the caster, then a huge ~20-tile explosion (~600% of raw damage) - the charge IS the warning; run clear before it blows. 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 within 5 tiles against death (the next lethal hit revives them instead - once, on a cooldown), shields them with 30% damage reduction, and calls the vanilla holy Smite bolt down on a nearby enemy - watch for the falling beam and step aside. 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 Charges Sunlight Champion's SUPERNOVA: a 3-second charge-up on the caster, then a huge ~20-tile explosion (~600% of raw damage) - the charge IS the warning; run clear before it blows. on-hit: heavy burn +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 ×25 · health ×1 · damage ×6.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 Smashes The Void claw's ground shatter at your position: an instant shatter (~100% of raw damage plus a slice of the target's current health) that throws 10 fracture lines out radially, each a lingering crack hazard - step off the point and stay out of the cracks. 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 Smashes The Void claw's ground shatter at your position: an instant shatter (~100% of raw damage plus a slice of the target's current health) that throws 10 fracture lines out radially, each a lingering crack hazard - step off the point and stay out of the cracks. on-hit: root +Fortress guardian Fortress · guardian variant ×4 · HP ×3 · DMG ×0.05
effective HP ×12 · DMG ×0.2 Shield-wall (Aegis's partner): garrisons every ally in the 15-tile bubble — Aegis included — with a temp-health shield worth a share of Fortress's huge health pool, plus strong party damage reduction. Run the two together: Fortress tops up and pre-mitigates the team while Aegis concentrates the damage onto itself.
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×9 · damage ×0.05.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×15 Detonates Mother Slime's 360-degree quake from itself: an expanding ring of slime pillars rushing out to ~37 tiles (~250% of raw damage, one hit per ring band) - run outward ahead of the wave or dodge between the pillar rings; the whole team still floods with +30% damage. +Dim shadow Dim · shadow variant ×5 · HP ×1 · DMG ×1
effective HP ×5 · DMG ×5 Pours the Void Wizard's goo at your position: a ~6-tile void zone that persists 10 seconds (~80% of raw damage per hit) - pure area denial; walk out and fight elsewhere. 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 Casts the cave spider's web at your position: a sticky web zone that heavily slows anyone inside for its 5-second life (no damage) - leave the web before something else capitalises. on-hit: fear (can’t attack) +Charged storm Charged · storm variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Snaps the Galvanic lightning trail: a jagged cyan bolt-line from the caster to your position, hitting everything along it once (~300% of raw damage) - don't linger on the line between you and it. 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 Summons the Fallen Wizard's random wave barrage: four wide energy walls launched from ~25 tiles BEHIND you at random angles, 0.4 seconds apart (~100% of raw damage each) - watch all sides and slip past each wall. on-hit: +20% damage taken +Necrotic venom Necrotic · venom variant ×4 · HP ×1 · DMG ×4
effective HP ×4 · DMG ×16 Latches the Forest Spector's soul drain onto the nearest enemy: the drain visual plus Spirit Haunted for 6 seconds (the haunt damage-over-time) - it needs you close (~8 tiles); keep your distance. 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 ×5 · DMG ×20 Fires the Void Apprentice's bolt: a single fast shadow bolt (~350% of raw damage) - an honest projectile; sidestep it. 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 Calls the Ascended orbital beam: a beam that locks on and CHASES you at walking pace for 2 seconds (~120% of raw damage) - it follows slowly; keep running and it never catches a moving target. 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 ×5 · DMG ×5 Opens The Void's black hole at your position: a 1-second warning, then a 10-second hazard that grows and drags everything in (~30% of raw damage per rapid tick) - leave the spot during the warning and keep clear as it expands. on-hit: +20% damage taken +Singularity cosmic Singularity · cosmic variant ×8 · HP ×1 · DMG ×1
effective HP ×8 · DMG ×8 Opens a single Void black hole at your position: a 1-second warning ring, then a 10-second growing pull that grinds whatever it holds (~20% of raw damage per rapid tick) - exit during the warning; the long pin only works if you stand in it. 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 ×9 · DMG ×3 Smashes The Void claw's ground shatter at your position: an instant shatter (~100% of raw damage plus a slice of the target's current health) that throws 10 fracture lines out radially, each a lingering crack hazard - step off the point and stay out of the cracks. on-hit: root +Solar fire Solar · fire variant ×5 · HP ×1 · DMG ×8
effective HP ×5 · DMG ×40 Plants two of Sunlight Champion's sun orbs near you: each spirals in for 1 second, then becomes a lingering burn zone (~100% of raw damage per hit) - step away before the orb arms. 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 Smashes The Void claw's ground shatter at your position: an instant shatter (~100% of raw damage plus a slice of the target's current health) that throws 10 fracture lines out radially, each a lingering crack hazard - step off the point and stay out of the cracks. on-hit: root +Blizzard frost Blizzard · frost variant ×4 · HP ×2 · DMG ×1
effective HP ×8 · DMG ×4 Fires Cryo Queen's volley: six ice bolts flying line-abreast in a ~5-tile-wide rank (~80% of raw damage each) - dodge through a gap between bolts or step outside the rank. 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 Opens a single Void black hole at your position: a 1-second warning ring, then a 10-second growing pull that grinds whatever it holds (~20% of raw damage per rapid tick) - exit during the warning; the long pin only works if you stand in it. on-hit: root +Bedrock earth Bedrock · earth · apex variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Smashes The Void claw's ground shatter at your position: an instant shatter (~100% of raw damage plus a slice of the target's current health) that throws 10 fracture lines out radially, each a lingering crack hazard - step off the point and stay out of the cracks. 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 Smashes The Void claw's ground shatter at your position: an instant shatter (~100% of raw damage plus a slice of the target's current health) that throws 10 fracture lines out radially, each a lingering crack hazard - step off the point and stay out of the cracks. on-hit: root +Necrotic venom Necrotic · venom variant ×4 · HP ×1 · DMG ×4
effective HP ×4 · DMG ×16 Latches the Forest Spector's soul drain onto the nearest enemy: the drain visual plus Spirit Haunted for 6 seconds (the haunt damage-over-time) - it needs you close (~8 tiles); keep your distance. 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 Slams Mother Slime's 360-degree ground quake: an expanding ring of slime pillars rushing outward to ~37 tiles (~200% of raw damage, one hit per ring band) - run outward ahead of it or dodge between the rising pillar rings. +Plague venom Plague · venom variant ×4 · HP ×1 · DMG ×2
effective HP ×4 · DMG ×8 Conjures a runic spirit poison pool at your feet (~80% of raw damage per hit, 4-second linger) - walk out of the rune pool. 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 Erupts the Hydro Pump geyser at your position: a 5-second water-blast zone with continuous hits (~100% of raw damage per hit) - it never moves; step out of the geyser. 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 Erupts the Hydro Pump geyser at your position: a 5-second water-blast zone with continuous hits (~100% of raw damage per hit) - it never moves; step out of the geyser. 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 Calls the Crone-pattern spirit beam line: 8 sky beams land in a line through your position, one per 0.12 seconds, each glyph warning 0.5 seconds before its beam falls (~120% of raw damage each) - step sideways off the glyph line. on-hit: +20% damage taken +Glacial frost Glacial · frost variant ×4 · HP ×6 · DMG ×1
effective HP ×24 · DMG ×4 Summons Cryo Queen's ice storm on itself: a 2-second charge-up, then expanding slow waves, then freeze waves (3 seconds frozen; bosses exempt) over 7.5 seconds (~100% of raw damage per wave) - leave the storm radius during the charge. on-hit: freeze
- Multiplies its two variants per axis into a unique set: variant ×24 · health ×6 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×6 · DMG ×6 Calls the Ascended orbital beam: a beam that locks on and CHASES you at walking pace for 2 seconds (~120% of raw damage) - it follows slowly; keep running and it never catches a moving target. on-hit: crystallize (root) +Raging berserker Raging · berserker variant ×5 · HP ×1 · DMG ×3
effective HP ×5 · DMG ×15 Hurls the Chieftain's shield: a boomerang throw that flies ~31 tiles out and RETURNS, piercing everything both ways (~300% of raw damage) - dodge it twice, on the way out and on the way back. on-hit: vulnerable (+8% dmg taken / hit, up to +80%)
- 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 ×24 Conjures the Ascended slash storm: 10 PAIRS of crossing slashes around your position over 1 second, each spot showing its warning slash 0.75 seconds before the real one lands (~50% of raw damage each) - stand off the warned lines. on-hit: crystallize (root) +Void shadow Void · shadow variant ×5 · HP ×1 · DMG ×4
effective HP ×5 · DMG ×20 Fires the Void Apprentice's bolt: a single fast shadow bolt (~350% of raw damage) - an honest projectile; sidestep it. on-hit: crushing darkness
- Multiplies its two variants per axis into a unique set: variant ×30 · health ×1 · damage ×16.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×6 · DMG ×6 Unloads the Fallen Wizard's scepter barrage: 25 bolts over ~2.5 seconds that curve after you with LIMITED turning (~35% of raw damage each) - a sharp change of direction jukes the whole stream. on-hit: crystallize (root) +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Calls the Crone-pattern spirit beam line: 8 sky beams land in a line through your position, one per 0.12 seconds, each glyph warning 0.5 seconds before its beam falls (~120% of raw damage each) - step sideways off the glyph line. 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 ×6 · DMG ×1
effective HP ×24 · DMG ×4 Summons Cryo Queen's ice storm on itself: a 2-second charge-up, then expanding slow waves, then freeze waves (3 seconds frozen; bosses exempt) over 7.5 seconds (~100% of raw damage per wave) - leave the storm radius during the charge. on-hit: freeze
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×18 · 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 Smashes The Void claw's ground shatter at your position: an instant shatter (~100% of raw damage plus a slice of the target's current health) that throws 10 fracture lines out radially, each a lingering crack hazard - step off the point and stay out of the cracks. 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 Casts The Void's phase-2 finale: THREE black holes 0.4 seconds apart - the first on your position, two more within ~12 tiles - each with a 1-second warning before its 10-second pull (~25% of raw damage per tick); leave each warned ring and thread the gaps between holes. on-hit: +20% damage taken +Blizzard frost Blizzard · frost variant ×4 · HP ×2 · DMG ×1
effective HP ×8 · DMG ×4 Fires Cryo Queen's volley: six ice bolts flying line-abreast in a ~5-tile-wide rank (~80% of raw damage each) - dodge through a gap between bolts or step outside the rank. 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 Casts The Void's phase-2 finale: THREE black holes 0.4 seconds apart - the first on your position, two more within ~12 tiles - each with a 1-second warning before its 10-second pull (~25% of raw damage per tick); leave each warned ring and thread the gaps between holes. on-hit: +20% damage taken +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Calls the Crone-pattern spirit beam line: 8 sky beams land in a line through your position, one per 0.12 seconds, each glyph warning 0.5 seconds before its beam falls (~120% of raw damage each) - step sideways off the glyph line. 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 Charges Sunlight Champion's SUPERNOVA: a 3-second charge-up on the caster, then a huge ~20-tile explosion (~600% of raw damage) - the charge IS the warning; run clear before it blows. on-hit: heavy burn +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Calls the Crone-pattern spirit beam line: 8 sky beams land in a line through your position, one per 0.12 seconds, each glyph warning 0.5 seconds before its beam falls (~120% of raw damage each) - step sideways off the glyph line. 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 Erupts the Hydro Pump geyser at your position: a 5-second water-blast zone with continuous hits (~100% of raw damage per hit) - it never moves; step out of the geyser. on-hit: pinned (grounded + slow) +Shroud shadow Shroud · shadow variant ×5 · HP ×1 · DMG ×1
effective HP ×5 · DMG ×5 Casts the cave spider's web at your position: a sticky web zone that heavily slows anyone inside for its 5-second life (no damage) - leave the web before something else capitalises. 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 Fires the Spiderkin Archer's burst: three spiderite arrows 0.15 seconds apart (~150% of raw damage each), short ~15-tile reach - strafe between shots; all three aim where you were at firing time. on-hit: +20% damage taken +Toxic venom Toxic · venom variant ×4 · HP ×1 · DMG ×2
effective HP ×4 · DMG ×8 Spits Spider Empress's acid bolt: a fast glob (~250% of raw damage) that paints vanilla acid ground along its path - sidestep the bolt and keep off the trail. 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 Launches the Cryo Flake's homing ice missile (~300% of raw damage): it tracks you, but only has ~14 tiles of reach - run away from it or break line of sight and it fizzles. +Mountain earth Mountain · earth variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Slams Mother Slime's 360-degree ground quake: an expanding ring of slime pillars rushing outward to ~37 tiles (~200% of raw damage, one hit per ring band) - run outward ahead of it or dodge between the rising pillar rings.
- 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 Unleashes Cryo Queen's circling quake: 18 ice quakes spiralling OUTWARD from the caster in an expanding ring, 30 ms apart (~45% of raw damage each) - run out ahead of the ring or stand between the spiral arms. on-hit: freeze +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Calls the Crone-pattern spirit beam line: 8 sky beams land in a line through your position, one per 0.12 seconds, each glyph warning 0.5 seconds before its beam falls (~120% of raw damage each) - step sideways off the glyph line. 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 Opens The Void's black hole at your position: a 1-second warning, then a 10-second hazard that grows and drags everything in (~30% of raw damage per rapid tick) - leave the spot during the warning and keep clear as it expands. on-hit: +20% damage taken +Singularity cosmic Singularity · cosmic variant ×8 · HP ×1 · DMG ×1
effective HP ×8 · DMG ×8 Opens a single Void black hole at your position: a 1-second warning ring, then a 10-second growing pull that grinds whatever it holds (~20% of raw damage per rapid tick) - exit during the warning; the long pin only works if you stand in it. 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 Conjures a runic spirit poison pool at your feet (~80% of raw damage per hit, 4-second linger) - walk out of the rune pool. on-hit: necrotic poison +Fortress guardian Fortress · guardian variant ×4 · HP ×3 · DMG ×0.05
effective HP ×12 · DMG ×0.2 Shield-wall (Aegis's partner): garrisons every ally in the 15-tile bubble — Aegis included — with a temp-health shield worth a share of Fortress's huge health pool, plus strong party damage reduction. Run the two together: Fortress tops up and pre-mitigates the team while Aegis concentrates the damage onto itself.
- Multiplies its two variants per axis into a unique set: variant ×16 · health ×3 · damage ×0.1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×4 · DMG ×8 Lays the Cursed Crone ghoul's goo trail: drops a spirit poison pool at its own feet every 0.3 seconds for ~2.4 seconds as it moves (~70% of raw damage each) - never chase it through its wake. on-hit: poison +Void shadow Void · shadow variant ×5 · HP ×1 · DMG ×4
effective HP ×5 · DMG ×20 Fires the Void Apprentice's bolt: a single fast shadow bolt (~350% of raw damage) - an honest projectile; sidestep it. 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 Lays the Cursed Crone ghoul's goo trail: drops a spirit poison pool at its own feet every 0.3 seconds for ~2.4 seconds as it moves (~70% of raw damage each) - never chase it through its wake. on-hit: poison +Ancient nature Ancient · nature · apex variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Erupts the Hydro Pump geyser at your position: a 5-second water-blast zone with continuous hits (~100% of raw damage per hit) - it never moves; step out of the geyser. 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 ×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 Detonates Mother Slime's 360-degree quake from itself: an expanding ring of slime pillars rushing out to ~37 tiles (~250% of raw damage, one hit per ring band) - run outward ahead of the wave or dodge between the pillar rings; the whole team still floods 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 Slams Mother Slime's 360-degree ground quake: an expanding ring of slime pillars rushing outward to ~37 tiles (~200% of raw damage, one hit per ring band) - run outward ahead of it or dodge between the rising pillar rings. +Fortress guardian Fortress · guardian variant ×4 · HP ×3 · DMG ×0.05
effective HP ×12 · DMG ×0.2 Shield-wall (Aegis's partner): garrisons every ally in the 15-tile bubble — Aegis included — with a temp-health shield worth a share of Fortress's huge health pool, plus strong party damage reduction. Run the two together: Fortress tops up and pre-mitigates the team while Aegis concentrates the damage onto itself.
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×9 · damage ×0.05.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 Smashes The Void claw's ground shatter at your position: an instant shatter (~100% of raw damage plus a slice of the target's current health) that throws 10 fracture lines out radially, each a lingering crack hazard - step off the point and stay out of the cracks. on-hit: root +Ancient nature Ancient · nature · apex variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Erupts the Hydro Pump geyser at your position: a 5-second water-blast zone with continuous hits (~100% of raw damage per hit) - it never moves; step out of the geyser. 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 Fires the Void Apprentice's bolt: a single fast shadow bolt (~350% of raw damage) - an honest projectile; sidestep it. on-hit: crushing darkness +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Calls the Crone-pattern spirit beam line: 8 sky beams land in a line through your position, one per 0.12 seconds, each glyph warning 0.5 seconds before its beam falls (~120% of raw damage each) - step sideways off the glyph line. 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 Fires Queen Spider's venom spit: a lobbed glob aimed within ~4 tiles of you (~200% of raw damage) that leaves the lingering poison pool where it lands - dodge the glob, then keep off the puddle. on-hit: venom +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Calls the Crone-pattern spirit beam line: 8 sky beams land in a line through your position, one per 0.12 seconds, each glyph warning 0.5 seconds before its beam falls (~120% of raw damage each) - step sideways off the glyph line. 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 ×6 · DMG ×6 Calls the Ascended orbital beam: a beam that locks on and CHASES you at walking pace for 2 seconds (~120% of raw damage) - it follows slowly; keep running and it never catches a moving target. on-hit: crystallize (root) +Astral cosmic Astral · cosmic variant ×8 · HP ×1 · DMG ×1
effective HP ×8 · DMG ×8 Throws the crescent disc: a homing moon-blade that chases you at a crawl for 3 seconds (~350% of raw damage) - outrun or orbit it until it expires; only a cornered target gets hit. on-hit: crushing darkness
- 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 Calls the Ascended orbital beam: a beam that locks on and CHASES you at walking pace for 2 seconds (~120% of raw damage) - it follows slowly; keep running and it never catches a moving target. on-hit: crystallize (root) +Nebula cosmic Nebula · cosmic variant ×8 · HP ×1 · DMG ×1
effective HP ×8 · DMG ×8 Spins the Fallen Wizard's 4-arm bullet hell: 48 bolts in four rotating spiral arms, 12 waves 0.1 seconds apart (~35% of raw damage each) - move WITH the rotation and weave between the arms. 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 ×4 · DMG ×4 No wildcard cast — its identity is the curse: on any non-dodged hit it deals OR takes, it rolls either a self-buff (damage / attack-speed / move-speed / DR / regen) or a curse on the other side (burn / venom / slow / fear / pin / vulnerable…), plus a curse cloud on death. +Shroud shadow Shroud · shadow variant ×5 · HP ×1 · DMG ×1
effective HP ×5 · DMG ×5 Casts the cave spider's web at your position: a sticky web zone that heavily slows anyone inside for its 5-second life (no damage) - leave the web before something else capitalises. 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 Fires the Void Apprentice's bolt: a single fast shadow bolt (~350% of raw damage) - an honest projectile; sidestep it. on-hit: crushing darkness +Eldritch arcane Eldritch · arcane · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Calls the Ascended orbital beam: a beam that locks on and CHASES you at walking pace for 2 seconds (~120% of raw damage) - it follows slowly; keep running and it never catches a moving target. 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 Calls the Ascended orbital beam: a beam that locks on and CHASES you at walking pace for 2 seconds (~120% of raw damage) - it follows slowly; keep running and it never catches a moving target. on-hit: crystallize (root) +Singularity cosmic Singularity · cosmic variant ×8 · HP ×1 · DMG ×1
effective HP ×8 · DMG ×8 Opens a single Void black hole at your position: a 1-second warning ring, then a 10-second growing pull that grinds whatever it holds (~20% of raw damage per rapid tick) - exit during the warning; the long pin only works if you stand in it. 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 Opens The Void's black hole at your position: a 1-second warning, then a 10-second hazard that grows and drags everything in (~30% of raw damage per rapid tick) - leave the spot during the warning and keep clear as it expands. 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 Casts the cave spider's web at your position: a sticky web zone that heavily slows anyone inside for its 5-second life (no damage) - leave the web before something else capitalises. on-hit: fear (can’t attack) +Unhinged berserker Unhinged · berserker · apex variant ×5 · HP ×1 · DMG ×3
effective HP ×5 · DMG ×15 Detonates Mother Slime's 360-degree quake from itself: an expanding ring of slime pillars rushing out to ~37 tiles (~250% of raw damage, one hit per ring band) - run outward ahead of the wave or dodge between the pillar rings; the whole team still floods 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 Casts the cave spider's web at your position: a sticky web zone that heavily slows anyone inside for its 5-second life (no damage) - leave the web before something else capitalises. on-hit: fear (can’t attack) +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Calls the Crone-pattern spirit beam line: 8 sky beams land in a line through your position, one per 0.12 seconds, each glyph warning 0.5 seconds before its beam falls (~120% of raw damage each) - step sideways off the glyph line. 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 Fires Cryo Queen's volley: six ice bolts flying line-abreast in a ~5-tile-wide rank (~80% of raw damage each) - dodge through a gap between bolts or step outside the rank. on-hit: freeze +Lightning storm Lightning · storm variant ×6 · HP ×1 · DMG ×3
effective HP ×6 · DMG ×18 Fires the Arcanic Pylon's lightning: a zap reaching your position in 0.2 seconds, then a ~2-tile explosion (~300% of raw damage) - sidestep the marked point the instant the zap starts. 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 Conjures a runic spirit poison pool at your feet (~80% of raw damage per hit, 4-second linger) - walk out of the rune pool. on-hit: necrotic poison +Raging berserker Raging · berserker variant ×5 · HP ×1 · DMG ×3
effective HP ×5 · DMG ×15 Hurls the Chieftain's shield: a boomerang throw that flies ~31 tiles out and RETURNS, piercing everything both ways (~300% of raw damage) - dodge it twice, on the way out and on the way back. on-hit: vulnerable (+8% dmg taken / hit, up to +80%)
- 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. +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Calls the Crone-pattern spirit beam line: 8 sky beams land in a line through your position, one per 0.12 seconds, each glyph warning 0.5 seconds before its beam falls (~120% of raw damage each) - step sideways off the glyph line. 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 ×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 ×4 · DMG ×4 Wildcard: each cast rolls a different delivery shape and uses that shape’s numbers. +Glacial frost Glacial · frost variant ×4 · HP ×6 · DMG ×1
effective HP ×24 · DMG ×4 Summons Cryo Queen's ice storm on itself: a 2-second charge-up, then expanding slow waves, then freeze waves (3 seconds frozen; bosses exempt) over 7.5 seconds (~100% of raw damage per wave) - leave the storm radius during the charge. on-hit: freeze
- Multiplies its two variants per axis into a unique set: variant ×16 · 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 Unleashes Cryo Queen's circling quake: 18 ice quakes spiralling OUTWARD from the caster in an expanding ring, 30 ms apart (~45% of raw damage each) - run out ahead of the ring or stand between the spiral arms. 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 No wildcard cast — its identity is the curse: on any non-dodged hit it deals OR takes, it rolls either a self-buff (damage / attack-speed / move-speed / DR / regen) or a curse on the other side (burn / venom / slow / fear / pin / vulnerable…), plus a curse cloud on death. +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Calls the Crone-pattern spirit beam line: 8 sky beams land in a line through your position, one per 0.12 seconds, each glyph warning 0.5 seconds before its beam falls (~120% of raw damage each) - step sideways off the glyph line. 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 Smashes The Void claw's ground shatter at your position: an instant shatter (~100% of raw damage plus a slice of the target's current health) that throws 10 fracture lines out radially, each a lingering crack hazard - step off the point and stay out of the cracks. on-hit: root +Charged storm Charged · storm variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Snaps the Galvanic lightning trail: a jagged cyan bolt-line from the caster to your position, hitting everything along it once (~300% of raw damage) - don't linger on the line between you and it. 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 Releases the Void Wizard's homing volley: 8 void bolts, one per 0.25 seconds, each curving after you and exploding on impact (~90% of raw damage each) - they turn slowly; keep strafing and they overshoot. 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 Charges Sunlight Champion's SUPERNOVA: a 3-second charge-up on the caster, then a huge ~20-tile explosion (~600% of raw damage) - the charge IS the warning; run clear before it blows. on-hit: heavy burn +Unhinged berserker Unhinged · berserker · apex variant ×5 · HP ×1 · DMG ×3
effective HP ×5 · DMG ×15 Detonates Mother Slime's 360-degree quake from itself: an expanding ring of slime pillars rushing out to ~37 tiles (~250% of raw damage, one hit per ring band) - run outward ahead of the wave or dodge between the pillar rings; the whole team still floods 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 Detonates Mother Slime's 360-degree quake from itself: an expanding ring of slime pillars rushing out to ~37 tiles (~250% of raw damage, one hit per ring band) - run outward ahead of the wave or dodge between the pillar rings; the whole team still floods with +30% damage. +Mountain earth Mountain · earth variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Slams Mother Slime's 360-degree ground quake: an expanding ring of slime pillars rushing outward to ~37 tiles (~200% of raw damage, one hit per ring band) - run outward ahead of it or dodge between the rising pillar rings.
- 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 Calls the Ascended orbital beam: a beam that locks on and CHASES you at walking pace for 2 seconds (~120% of raw damage) - it follows slowly; keep running and it never catches a moving target. 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 Performs the Ascended slime quake: a 0.75-second warning ring around the caster, THEN the full 360-degree pillar quake (~200% of raw damage) - the warning is your exit window; be outside when it fires. on-hit: mire (slow) +Brittle frost Brittle · frost variant ×4 · HP ×2 · DMG ×1
effective HP ×8 · DMG ×4 Cracks the ground with Cryo Queen's quake fan: 18 ice quakes ripping outward across an 80-degree fan toward you, 30 ms apart (~40% of raw damage each) - move sideways out of the fan. on-hit: armor break
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×12 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×6 · DMG ×6 Calls the Crone-pattern spirit beam line: 8 sky beams land in a line through your position, one per 0.12 seconds, each glyph warning 0.5 seconds before its beam falls (~120% of raw damage each) - step sideways off the glyph line. on-hit: +20% damage taken +Nova arcane Nova · arcane variant ×6 · HP ×1 · DMG ×4
effective HP ×6 · DMG ×24 Conjures the Ascended slash storm: 10 PAIRS of crossing slashes around your position over 1 second, each spot showing its warning slash 0.75 seconds before the real one lands (~50% of raw damage each) - stand off the warned lines. on-hit: crystallize (root)
- Multiplies its two variants per axis into a unique set: variant ×36 · 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 Rolls the mound shockwave: a wave of rising earth mounds sweeping out from the caster toward you (~175% of raw damage) - move sideways out of the wave's path. +Ember fire Ember · fire variant ×5 · HP ×1 · DMG ×2
effective HP ×5 · DMG ×10 Wreathes itself in the Dawn fire swirl: a short flame vortex around its own body that burns everyone caught in it (~100% of raw damage) and sets them on fire for 5 seconds - stay out of hugging range. 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 Fires Queen Spider's venom spit: a lobbed glob aimed within ~4 tiles of you (~200% of raw damage) that leaves the lingering poison pool where it lands - dodge the glob, then keep off the puddle. on-hit: venom +Bedrock earth Bedrock · earth · apex variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Smashes The Void claw's ground shatter at your position: an instant shatter (~100% of raw damage plus a slice of the target's current health) that throws 10 fracture lines out radially, each a lingering crack hazard - step off the point and stay out of the cracks. 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 team's damage sink): a wide 15-tile aura that reroutes 95% of every nearby ally's incoming damage onto this guardian — only 5% leaks through, so anything you shelter must still survive that sliver (a viability floor). Protected allies get a buff and the bubble is drawn on the ground. It self-shields, grants the party strong damage reduction, and revives once at 25% health if it would die (60-second cooldown). Pair it with Fortress, which keeps the sink alive.
- 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 Opens The Void's black hole at your position: a 1-second warning, then a 10-second hazard that grows and drags everything in (~30% of raw damage per rapid tick) - leave the spot during the warning and keep clear as it expands. on-hit: +20% damage taken +Bedrock earth Bedrock · earth · apex variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Smashes The Void claw's ground shatter at your position: an instant shatter (~100% of raw damage plus a slice of the target's current health) that throws 10 fracture lines out radially, each a lingering crack hazard - step off the point and stay out of the cracks. 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 Calls the Ascended orbital beam: a beam that locks on and CHASES you at walking pace for 2 seconds (~120% of raw damage) - it follows slowly; keep running and it never catches a moving target. on-hit: crystallize (root) +Abyssal shadow Abyssal · shadow variant ×5 · HP ×1 · DMG ×1
effective HP ×5 · DMG ×5 Summons the Fallen Wizard's random wave barrage: four wide energy walls launched from ~25 tiles BEHIND you at random angles, 0.4 seconds apart (~100% of raw damage each) - watch all sides and slip past each wall. 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 Smashes The Void claw's ground shatter at your position: an instant shatter (~100% of raw damage plus a slice of the target's current health) that throws 10 fracture lines out radially, each a lingering crack hazard - step off the point and stay out of the cracks. on-hit: root +Nova arcane Nova · arcane variant ×6 · HP ×1 · DMG ×4
effective HP ×6 · DMG ×24 Conjures the Ascended slash storm: 10 PAIRS of crossing slashes around your position over 1 second, each spot showing its warning slash 0.75 seconds before the real one lands (~50% of raw damage each) - stand off the warned lines. on-hit: crystallize (root)
- Multiplies its two variants per axis into a unique set: variant ×18 · health ×3 · damage ×4.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×5 · DMG ×5 Releases the Void Wizard's homing volley: 8 void bolts, one per 0.25 seconds, each curving after you and exploding on impact (~90% of raw damage each) - they turn slowly; keep strafing and they overshoot. on-hit: crushing darkness +Bedrock earth Bedrock · earth · apex variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Smashes The Void claw's ground shatter at your position: an instant shatter (~100% of raw damage plus a slice of the target's current health) that throws 10 fracture lines out radially, each a lingering crack hazard - step off the point and stay out of the cracks. 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 Spits Spider Empress's acid bolt: a fast glob (~250% of raw damage) that paints vanilla acid ground along its path - sidestep the bolt and keep off the trail. on-hit: venom +Charged storm Charged · storm variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Snaps the Galvanic lightning trail: a jagged cyan bolt-line from the caster to your position, hitting everything along it once (~300% of raw damage) - don't linger on the line between you and it. 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 Rolls the mound shockwave: a wave of rising earth mounds sweeping out from the caster toward you (~175% of raw damage) - move sideways out of the wave's path. +Glacial frost Glacial · frost variant ×4 · HP ×6 · DMG ×1
effective HP ×24 · DMG ×4 Summons Cryo Queen's ice storm on itself: a 2-second charge-up, then expanding slow waves, then freeze waves (3 seconds frozen; bosses exempt) over 7.5 seconds (~100% of raw damage per wave) - leave the storm radius during the charge. on-hit: freeze
- Multiplies its two variants per axis into a unique set: variant ×12 · health ×18 · damage ×1.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×8 · DMG ×4 Unleashes Cryo Queen's circling quake: 18 ice quakes spiralling OUTWARD from the caster in an expanding ring, 30 ms apart (~45% of raw damage each) - run out ahead of the ring or stand between the spiral arms. on-hit: freeze +Unhinged berserker Unhinged · berserker · apex variant ×5 · HP ×1 · DMG ×3
effective HP ×5 · DMG ×15 Detonates Mother Slime's 360-degree quake from itself: an expanding ring of slime pillars rushing out to ~37 tiles (~250% of raw damage, one hit per ring band) - run outward ahead of the wave or dodge between the pillar rings; the whole team still floods 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 ×9 · DMG ×3 Casts the Spiderkin Mage's web: a 1-second telegraph at your position, then a 5-second damaging web zone (~80% of raw damage per hit) - step away during the telegraph. on-hit: poison +Acid venom Acid · venom variant ×4 · HP ×1 · DMG ×2
effective HP ×4 · DMG ×8 Drops the Giant Cave Spider's acid puddle on your position (~80% of raw damage per hit, vanilla 10-hit cap) - step off it and the cast is wasted. 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 Lays the Cursed Crone ghoul's goo trail: drops a spirit poison pool at its own feet every 0.3 seconds for ~2.4 seconds as it moves (~70% of raw damage each) - never chase it through its wake. on-hit: poison +Ancient nature Ancient · nature · apex variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Erupts the Hydro Pump geyser at your position: a 5-second water-blast zone with continuous hits (~100% of raw damage per hit) - it never moves; step out of the geyser. 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 Fires Queen Spider's venom spit: a lobbed glob aimed within ~4 tiles of you (~200% of raw damage) that leaves the lingering poison pool where it lands - dodge the glob, then keep off the puddle. on-hit: venom +Abyssal shadow Abyssal · shadow variant ×5 · HP ×1 · DMG ×1
effective HP ×5 · DMG ×5 Summons the Fallen Wizard's random wave barrage: four wide energy walls launched from ~25 tiles BEHIND you at random angles, 0.4 seconds apart (~100% of raw damage each) - watch all sides and slip past each wall. 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 Lays the Cursed Crone ghoul's goo trail: drops a spirit poison pool at its own feet every 0.3 seconds for ~2.4 seconds as it moves (~70% of raw damage each) - never chase it through its wake. on-hit: poison +Nova arcane Nova · arcane variant ×6 · HP ×1 · DMG ×4
effective HP ×6 · DMG ×24 Conjures the Ascended slash storm: 10 PAIRS of crossing slashes around your position over 1 second, each spot showing its warning slash 0.75 seconds before the real one lands (~50% of raw damage each) - stand off the warned lines. on-hit: crystallize (root)
- Multiplies its two variants per axis into a unique set: variant ×24 · health ×1 · damage ×8.
- 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 Conjures a runic spirit poison pool at your feet (~80% of raw damage per hit, 4-second linger) - walk out of the rune pool. 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 Opens The Void's black hole at your position: a 1-second warning, then a 10-second hazard that grows and drags everything in (~30% of raw damage per rapid tick) - leave the spot during the warning and keep clear as it expands. on-hit: +20% damage taken +Necrotic venom Necrotic · venom variant ×4 · HP ×1 · DMG ×4
effective HP ×4 · DMG ×16 Latches the Forest Spector's soul drain onto the nearest enemy: the drain visual plus Spirit Haunted for 6 seconds (the haunt damage-over-time) - it needs you close (~8 tiles); keep your distance. 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 Erupts the Hydro Pump geyser at your position: a 5-second water-blast zone with continuous hits (~100% of raw damage per hit) - it never moves; step out of the geyser. on-hit: pinned (grounded + slow) +Charged storm Charged · storm variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Snaps the Galvanic lightning trail: a jagged cyan bolt-line from the caster to your position, hitting everything along it once (~300% of raw damage) - don't linger on the line between you and it. 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 Stomps the Chieftain's pattern: TWO opposed earth-spike lines, one racing at you and one mirrored out the caster's back (~120% of raw damage each) - sidestep off your line; the back line covers flankers. on-hit: root +Aegis guardian Aegis · guardian variant ×2 · HP ×8 · DMG ×0.1
effective HP ×16 · DMG ×0.2 Absorbent (the team's damage sink): a wide 15-tile aura that reroutes 95% of every nearby ally's incoming damage onto this guardian — only 5% leaks through, so anything you shelter must still survive that sliver (a viability floor). Protected allies get a buff and the bubble is drawn on the ground. It self-shields, grants the party strong damage reduction, and revives once at 25% health if it would die (60-second cooldown). Pair it with Fortress, which keeps the sink alive.
- 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 Conjures a runic spirit poison pool at your feet (~80% of raw damage per hit, 4-second linger) - walk out of the rune pool. on-hit: necrotic poison +Void shadow Void · shadow variant ×5 · HP ×1 · DMG ×4
effective HP ×5 · DMG ×20 Fires the Void Apprentice's bolt: a single fast shadow bolt (~350% of raw damage) - an honest projectile; sidestep it. 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 Fires Queen Spider's venom spit: a lobbed glob aimed within ~4 tiles of you (~200% of raw damage) that leaves the lingering poison pool where it lands - dodge the glob, then keep off the puddle. on-hit: venom +Thunderbolt storm Thunderbolt · storm variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Calls the Ascended lightning: a 0.2-second zap to your position followed by an explosion there (~300% of raw damage) - it strikes where you WERE; keep moving. on-hit: pinned (grounded + slow)
- 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 Casts The Void's phase-2 finale: THREE black holes 0.4 seconds apart - the first on your position, two more within ~12 tiles - each with a 1-second warning before its 10-second pull (~25% of raw damage per tick); leave each warned ring and thread the gaps between holes. on-hit: +20% damage taken +Absolute frost Absolute · frost · apex variant ×4 · HP ×2 · DMG ×1
effective HP ×8 · DMG ×4 Unleashes Cryo Queen's circling quake: 18 ice quakes spiralling OUTWARD from the caster in an expanding ring, 30 ms apart (~45% of raw damage each) - run out ahead of the ring or stand between the spiral arms. 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 Latches the Forest Spector's soul drain onto the nearest enemy: the drain visual plus Spirit Haunted for 6 seconds (the haunt damage-over-time) - it needs you close (~8 tiles); keep your distance. on-hit: necrotic poison +Primal nature Primal · nature variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Fires the Spiderkin Archer's burst: three spiderite arrows 0.15 seconds apart (~150% of raw damage each), short ~15-tile reach - strafe between shots; all three aim where you were at firing time. 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 Rolls the mound shockwave: a wave of rising earth mounds sweeping out from the caster toward you (~175% of raw damage) - move sideways out of the wave's path. +Acid venom Acid · venom variant ×4 · HP ×1 · DMG ×2
effective HP ×4 · DMG ×8 Drops the Giant Cave Spider's acid puddle on your position (~80% of raw damage per hit, vanilla 10-hit cap) - step off it and the cast is wasted. 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 Lays the Cursed Crone ghoul's goo trail: drops a spirit poison pool at its own feet every 0.3 seconds for ~2.4 seconds as it moves (~70% of raw damage each) - never chase it through its wake. on-hit: poison +Primal nature Primal · nature variant ×3 · HP ×3 · DMG ×1
effective HP ×9 · DMG ×3 Fires the Spiderkin Archer's burst: three spiderite arrows 0.15 seconds apart (~150% of raw damage each), short ~15-tile reach - strafe between shots; all three aim where you were at firing time. 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 ×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 Casts the cave spider's web at your position: a sticky web zone that heavily slows anyone inside for its 5-second life (no damage) - leave the web before something else capitalises. 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 ×9 · DMG ×3 Erupts the Hydro Pump geyser at your position: a 5-second water-blast zone with continuous hits (~100% of raw damage per hit) - it never moves; step out of the geyser. on-hit: pinned (grounded + slow) +Celestial cosmic Celestial · cosmic · apex variant ×8 · HP ×1 · DMG ×1
effective HP ×8 · DMG ×8 Casts The Void's phase-2 finale: THREE black holes 0.4 seconds apart - the first on your position, two more within ~12 tiles - each with a 1-second warning before its 10-second pull (~25% of raw damage per tick); leave each warned ring and thread the gaps between holes. on-hit: +20% damage taken
- 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 ×18 · DMG ×3 Performs the Ascended slime quake: a 0.75-second warning ring around the caster, THEN the full 360-degree pillar quake (~200% of raw damage) - the warning is your exit window; be outside when it fires. on-hit: mire (slow) +Acid venom Acid · venom variant ×4 · HP ×1 · DMG ×2
effective HP ×4 · DMG ×8 Drops the Giant Cave Spider's acid puddle on your position (~80% of raw damage per hit, vanilla 10-hit cap) - step off it and the cast is wasted. 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 Summons the Fallen Wizard's random wave barrage: four wide energy walls launched from ~25 tiles BEHIND you at random angles, 0.4 seconds apart (~100% of raw damage each) - watch all sides and slip past each wall. 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 Casts the cave spider's web at your position: a sticky web zone that heavily slows anyone inside for its 5-second life (no damage) - leave the web before something else capitalises. on-hit: fear (can’t attack) +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 ×6 · DMG ×6 Calls the Ascended orbital beam: a beam that locks on and CHASES you at walking pace for 2 seconds (~120% of raw damage) - it follows slowly; keep running and it never catches a moving target. on-hit: crystallize (root) +Celestial cosmic Celestial · cosmic · apex variant ×8 · HP ×1 · DMG ×1
effective HP ×8 · DMG ×8 Casts The Void's phase-2 finale: THREE black holes 0.4 seconds apart - the first on your position, two more within ~12 tiles - each with a 1-second warning before its 10-second pull (~25% of raw damage per tick); leave each warned ring and thread the gaps between holes. 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 ×24 Conjures the Ascended slash storm: 10 PAIRS of crossing slashes around your position over 1 second, each spot showing its warning slash 0.75 seconds before the real one lands (~50% of raw damage each) - stand off the warned lines. on-hit: crystallize (root) +Raging berserker Raging · berserker variant ×5 · HP ×1 · DMG ×3
effective HP ×5 · DMG ×15 Hurls the Chieftain's shield: a boomerang throw that flies ~31 tiles out and RETURNS, piercing everything both ways (~300% of raw damage) - dodge it twice, on the way out and on the way back. on-hit: vulnerable (+8% dmg taken / hit, up to +80%)
- Multiplies its two variants per axis into a unique set: variant ×30 · health ×1 · damage ×12.
- Runs both variants’ abilities on hit · tier souls & mastery only (no suite souls) · capped at Mythical.
effective HP ×9 · DMG ×3 Smashes The Void claw's ground shatter at your position: an instant shatter (~100% of raw damage plus a slice of the target's current health) that throws 10 fracture lines out radially, each a lingering crack hazard - step off the point and stay out of the cracks. on-hit: root +Aegis guardian Aegis · guardian variant ×2 · HP ×8 · DMG ×0.1
effective HP ×16 · DMG ×0.2 Absorbent (the team's damage sink): a wide 15-tile aura that reroutes 95% of every nearby ally's incoming damage onto this guardian — only 5% leaks through, so anything you shelter must still survive that sliver (a viability floor). Protected allies get a buff and the bubble is drawn on the ground. It self-shields, grants the party strong damage reduction, and revives once at 25% health if it would die (60-second cooldown). Pair it with Fortress, which keeps the sink alive.
- 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 Opens The Void's black hole at your position: a 1-second warning, then a 10-second hazard that grows and drags everything in (~30% of raw damage per rapid tick) - leave the spot during the warning and keep clear as it expands. on-hit: +20% damage taken +Miasma venom Miasma · venom · apex variant ×4 · HP ×1 · DMG ×2
effective HP ×4 · DMG ×8 Lays the Cursed Crone ghoul's goo trail: drops a spirit poison pool at its own feet every 0.3 seconds for ~2.4 seconds as it moves (~70% of raw damage each) - never chase it through its wake. 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 Releases the Void Wizard's homing volley: 8 void bolts, one per 0.25 seconds, each curving after you and exploding on impact (~90% of raw damage each) - they turn slowly; keep strafing and they overshoot. on-hit: crushing darkness +Tempest storm Tempest · storm · apex variant ×6 · HP ×1 · DMG ×1
effective HP ×6 · DMG ×6 Calls the Crone-pattern spirit beam line: 8 sky beams land in a line through your position, one per 0.12 seconds, each glyph warning 0.5 seconds before its beam falls (~120% of raw damage each) - step sideways off the glyph line. 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.