Infinite Dex
All 91 variants across 13 mono-thematic groups. Each group is one role; its seven children are different expressions of it (build a team by mixing groups, not stacking one).
Three numbers per child. A variant multiplier set per GROUP (1–8 — groups differ in raw power), plus a health and a damage modifier (a per-group default, e.g. Guardian health ×4 / damage ×0.1, overridden by ~1–2 standout children — Aegis pushes health to ×8). Each card shows the variant and the two modifiers; effective = variant × modifier (hover for the result), so a Guardian at variant ×2 health ×4 is 8× HP. Every axis caps at ×8, so the ceiling is 8×8 = 64×. The apex (7th) is not a stat standout — it shares the group variant; its edge is a unique ability + a rarer roll.
Guardian’s Diamond is the one passive-only apex (HP-scaled: ×3 damage / 0% DR at full health → ×1 / 90% DR near death, then cracks below 10%). Each Lucky child pins one defensive axis (90% dodge OR 90% DR; Cursed splits it 50/50 and curses on hit & on take).
FIRE Area-denial artillery — burning ground & telegraphed strikes 7 variants
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.
Fires Sage's fire lance: a flame beam that EXTENDS from the caster toward your position over ~3 seconds, hitting everything on the line once (~250% of raw damage) - sidestep off the line as it grows.
Calls Evil's Protector's aerial bombs: four bombs drop where you are heading, each impact spot warned ~1 second before the bomb falls (~100% of raw damage each) - keep moving out of the warned circles.
Hurls Evil's Protector's fireball volley: three fireballs in a tight 10-degree fan (~150% of raw damage each), medium speed, ~25-tile reach - sidestep out of the fan.
Sweeps Evil's Protector's fireball arc wave: 16 slow fireballs fanning across a 200-degree arc, one every 0.1 seconds (~40% of raw damage each) - read the sweep direction and slip through the gaps.
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.
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.
FROST Lockdown — ramping roots, hard freezes, anti-air pins 7 variants
Sends Cryo Queen's ice wave: a wide frost wall that travels in a straight line (~250% of raw damage), passing through everything it touches - it cannot turn; step out of its path.
Fires Cryo Queen's ice shard: a single fast icicle aimed at you with slight scatter (~350% of raw damage) - a quick sidestep dodges it.
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.
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.
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.
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.
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.
VENOM Attrition — lingering %-health rot fields that win on time 7 variants
Spits Queen Spider's lingering venom pool onto your position: a long-lived poison puddle (~80% of raw damage per hit) that just sits there - simply don't stand in it.
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.
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.
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.
Conjures a runic spirit poison pool at your feet (~80% of raw damage per hit, 4-second linger) - walk out of the rune pool.
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.
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.
STORM Mobile shred — chains & strikes that crack a target open 7 variants
Launches the Static Jellyfish's zap orb: a projectile that ACCELERATES as it flies (~300% of raw damage), then bursts into a telegraphed electric explosion where it lands - dodge early while it is slow, then clear the burst ring.
speed ×1.3Snaps 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.
speed ×1.3Plants an electric orb on your position: a 0.75-second crackling telegraph, then the burst (~250% of raw damage) - step off the orb while it charges.
speed ×1.3Calls 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.
speed ×1.3Snaps 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.
speed ×1.3Fires 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.
speed ×1.3Calls 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.
speed ×1.3EARTH Displacement — shove, pin, pull & reshape the ground 7 variants
Sends the Chieftain's earth-spike line: a ray of erupting spikes racing along the ground toward you (~150% of raw damage) - it travels straight; sidestep off the line.
Lobs the Swamp Guardian's boulder: an arcing rock that explodes where it lands (~250% of raw damage, ~2-tile blast) - watch the arc and step off the landing spot.
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.
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.
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.
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.
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.
SHADOW Debuff control — fear, vulnerability & a gathering pull 7 variants
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.
speed ×1.15Releases 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.
speed ×1.15Fires the Void Wizard's missile volley: 10 missiles, one per 0.3 seconds, that start slow then accelerate hard, breaking armor for 20 seconds on hit (~60% of raw damage each) - juke early, before they reach full speed.
speed ×1.15Casts 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.
speed ×1.15Fires the Void Apprentice's bolt: a single fast shadow bolt (~350% of raw damage) - an honest projectile; sidestep it.
speed ×1.15Summons 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.
speed ×1.15Opens 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.
speed ×1.15RADIANT Life-support — %-health heals, barriers & a death-ward 7 variants
Pulse heal: every ally within 5 tiles (itself included) heals 1.5% × variant of its own max HP — 4.5% for Radiant (variant ×3), capped at the ×8 value (12%).
Tethers to the most-wounded ally and pours a chunk of the tame’s own attack into it as healing — it heals the team by attacking.
Grants regrowth to all allies within 5 tiles + a brighter instant top-up (~3% of max HP).
Mass cleanse: strips ~two dozen harmful statuses (fire, poison, slow, freeze, bleed, nets…) off every ally within 5 tiles and tops them up a little.
Shields every ally within 9 tiles with 30% damage reduction (multiplicative — works the same at any health) for 6 seconds.
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.
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.
ARCANE Crystal control-caster — lock, silence & delayed execute 7 variants
Fires the Skeleton Mage's bolt: a single magic bolt (~350% of raw damage), medium speed, ~20-tile reach - sidestep it.
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.
Sets the Crystal Dragon's crystal bomb at your position: a 3-second crystal telegraph, then 8 shards burst out radially (~150% of raw damage each) - leave the crystal before it pops, then dodge between the shard lines.
Fires the Crystal Dragon's shard: a single crystal projectile (~350% of raw damage) with a short ~15-tile reach - sidestep it or stay out of range.
Sweeps the Crystal Dragon's laser: a beam extending from the caster toward you for 3 seconds, growing to ~15 tiles and hitting each enemy once (~200% of raw damage) - step off the beam line; it follows the caster's facing, not you.
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.
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.
NATURE Retaliation bruiser — thorns, roots & %-health regrowth 7 variants
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.
Grants regrowth to allies AND plants a lingering heal sprout that tops up allies who stand in it.
Lays the spiderite web puddle: a 10-second damaging web that slows and bites anyone standing in it (~80% of raw damage per hit, 10-hit cap) - walk out; slowed is not rooted.
Reactive counter: whenever the tame is hit, it fires the Vampire's blood bolt straight back at its attacker (~300% of raw damage) - attack from range and sidestep the return shot.
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.
Raises a reflect wall: for several seconds, every hit the tame takes returns 50% of that damage straight back to the attacker (ignores armour).
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.
COSMIC Chaos control — scatter, fear, polymorph & gravity wells 7 variants
Spins the Moonlight Dancer's star veil: 28 slow stars sweeping three full turns around the caster, one every 0.05 seconds (~30% of raw damage each) - the stars crawl; walk between the spiral arms.
Rains the Ascended shard bombs: five bombs lobbed at random spots 6-19 tiles around the caster, one per 0.2 seconds (~100% of raw damage each) - watch each arc and stay off the landing points.
Blasts the Moonlight Dancer's astral shotgun: 20 stars over 3 seconds scattered within ~6 tiles of you (~35% of raw damage each) - keep moving out of the scatter; standing still soaks the whole spread.
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.
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.
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.
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.
GUARDIAN Tank / damage-economy — redirect, taunt, reflect & death-save 7 variants
Shields every ally within 9 tiles with 30% damage reduction (multiplicative — works the same at any health) for 6 seconds.
Bestows the most-wounded ally an absorb shield worth 30% of its max health — it eats incoming hits AND damage-over-time until drained, then pops — plus party damage reduction.
Raises a reflect wall: for several seconds, every hit the tame takes returns 50% of that damage straight back to the attacker (ignores armour).
Hard taunt: for 2.5 seconds every OTHER ally goes untargetable, so all enemies must attack this guardian — which braces with a 30%-max-health absorb shield.
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.
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.
HP-scaled passive (both halves linear between): at 100% HP → ×3 damage, 0% DR (glass cannon); at 10% HP → ×1 damage, 90% DR (immovable wall); below 10% HP the armor cracks → 0% DR (the kill window).
BERSERKER War-conductor — frenzy, banners & marks for the whole team 7 variants
Grants an offence buff (≈+30% damage) to all allies within 5 tiles for several seconds.
speed ×1.15Plants a war-banner (5 tiles, 8 seconds): allies standing in it gain +30% damage; enemies in it take +20% damage taken.
speed ×1.15Rallies every ally within 5 tiles with +30% damage and marks every enemy +20% damage taken.
speed ×1.15Hurls 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.
speed ×1.15Grants an offence buff (≈+30% damage) to all allies within 5 tiles for several seconds.
speed ×1.15Floods every ally within 5 tiles with a +30% damage rage.
speed ×1.15Detonates 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.
speed ×1.15LUCKY Defensive luck — 90% dodge OR 90% DR per child (cursed 50/50), on-death effects 7 variants
Wildcard: each cast rolls a different delivery shape and uses that shape’s numbers.
LOOT: 90% dodge · Doubles a slain mob's dropsWildcard: each cast rolls a different delivery shape and uses that shape’s numbers.
BUFF: 90% dodge · Grants the killer a short buff on deathWildcard: each cast rolls a different delivery shape and uses that shape’s numbers.
TREASURE: 90% dodge · Treasure-hunter aura while aliveWildcard: each cast rolls a different delivery shape and uses that shape’s numbers.
ORE: 90% DR · Spelunker aura while aliveWildcard: each cast rolls a different delivery shape and uses that shape’s numbers.
INSPECT: 90% DR · Identify/inspector aura while alive; grants Identify to the slayer on deathWildcard: each cast rolls a different delivery shape and uses that shape’s numbers.
REVENGE: 90% DR · Counter-strikes the killer on deathNo 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.
CURSED: 50% dodge + 50% DR · On dealing OR taking a hit, rolls a curse on the other side (or a buff on itself); curse cloud on death