Reference

Infinite Dex

13 groups · 91 variants

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
Ember variant ×5
HP ×1 · DMG ×2 damage focus
GROUND_FIELD · 3.4s CD

Spreading scorch: a 1-tile core that grows to ~5 tiles over its life, burning everything inside for ≈40% of raw damage per second.

Blaze variant ×5
HP ×1 · DMG ×2 damage focus
EXPAND_BEAM · 3.4s CD

Sweeps a WIDE wall-of-flame beam to the target; every enemy in the broad swathe takes ≈350% of raw damage and a lingering burn, no target cap.

Cinder variant ×5
HP ×1 · DMG ×2 damage focus
METEOR_RAIN · 3.4s CD

Calls down four telegraphed strikes over the enemy cluster (each shows a ~1-second warning); every impact hits for ≈150% of raw damage and marks survivors +20% damage taken.

Scalding variant ×5
HP ×1 · DMG ×2 damage focus
MARK_DETONATE · 3.4s CD

A slow-fuse brand: ~2.8 s later it detonates for ≈400% of raw damage and leaves a lingering crater.

Inferno variant ×5
HP ×1 · DMG ×2 damage focus
GROUND_FIELD · 3.4s CD

A stable blaze that drops a telegraphed flare (≈150% of raw damage) on whoever lingers deepest in it — a firewall that punishes standing still.

Solar variant ×5
HP ×1 · DMG ×8 damage focus
AMP_MARK · 3.4s CD

A sunspot: marks +20% damage taken on EVERY enemy in a zone (not just one) and chips them (≈175% of raw damage).

Pyroclasm variant ×5 · apex
HP ×1 · DMG ×2 damage focus
CATACLYSM · 3.4s CD

A 1.2-second-telegraphed meteor hits every nearby enemy for ≈700% of raw damage, then leaves a 6-tile crater that re-immolates anything inside for ≈25% of raw damage per second for 6 seconds.

FROST Lockdown — ramping roots, hard freezes, anti-air pins 7 variants
Chill variant ×4
HP ×2 · DMG ×1 health focus
ROOT_FIELD · 3s CD

A 5-tile field for 4 seconds that keeps re-applying its root/slow to anything inside, twice a second.

Icicle variant ×4
HP ×2 · DMG ×1 health focus
BOLT · 2s CD

A piercing icicle line — every enemy on the ray takes ≈350% of raw damage (≈280% beyond the first) and a slow.

Glacial variant ×4
HP ×2 · DMG ×1 health focus
FREEZE · 3s CD

Flash-freezes every non-boss enemy within 6 tiles solid for 3 seconds (can’t move or act); bosses are heavily slowed for 2 seconds instead.

Brittle variant ×4
HP ×2 · DMG ×1 health focus
PIN · 3s CD

Shatter-primes the nearest enemy (root + armour break) then drops a delayed shatter strike (≈150% of raw damage) on it.

Permafrost variant ×4
HP ×2 · DMG ×1 health focus
MARK_DETONATE · 3s CD

A fast-fuse brand: ~1 s later it detonates for ≈400% of raw damage and AoE-freezes the target and nearby enemies.

Blizzard variant ×4
HP ×2 · DMG ×1 health focus
FOLLOW_STORM · 3s CD

Wraps the tame in a 5-tile storm for 7.5 seconds that follows it, chilling/freezing every enemy it passes twice a second.

Absolute variant ×4 · apex
HP ×2 · DMG ×1 health focus
HAILSTORM · 3s CD

Freezes the whole area solid, then rains six icicles over ~2 seconds; each ~2-tile impact hits for ≈225% of raw damage and re-freezes the spot.

VENOM Attrition — lingering %-health rot fields that win on time 7 variants
Tainted variant ×4
HP ×1 · DMG ×2 damage focus
GROUND_FIELD · 3s CD

A stationary rot pool — pure stacking attrition, ≈40% of raw damage per second to anything that stays in it.

Spit variant ×4
HP ×1 · DMG ×2 damage focus
BOLT · 2s CD

A venom bolt (≈350% of raw damage) that leaves a small venom puddle where it lands (≈20% of raw damage per second).

Acid variant ×4
HP ×1 · DMG ×2 damage focus
GROUND_FIELD · 3s CD

A creeping acid spill that walks toward the nearest enemy, ≈40% of raw damage per second — it chases.

Toxic variant ×4
HP ×1 · DMG ×2 damage focus
RAIN_FIELD · 3s CD

Rains three lingering pools across the area (each ~3 tiles, 4 seconds), each dealing ≈40% of raw damage per second and venom — saturates a zone instead of one spot.

Plague variant ×4
HP ×1 · DMG ×2 damage focus
GROUND_FIELD · 3s CD

A contagion pool (≈40% of raw damage per second) that re-seeds a fresh pool on a victim’s death, cascading through a pack.

Necrotic variant ×4
HP ×1 · DMG ×4 damage focus
LIFESTEAL · 2.5s CD

Strikes the nearest enemy (≈300% of raw damage) and heals the tame for half the damage dealt — its only self-sustain.

Miasma variant ×4 · apex
HP ×1 · DMG ×2 damage focus
GROUND_FIELD · 3s CD

A large roving dead-zone that drifts the battlefield on its own, ≈40% of raw damage per second to everything it crosses.

STORM Mobile shred — chains & strikes that crack a target open 7 variants
Spark variant ×6
HP ×1 · DMG ×1
BOLT · 2.5s CD

A bolt (≈350% of raw damage) that ricochets to a second nearby enemy (≈70% of that) — plus its slow.

speed ×1.3
Charged variant ×6
HP ×1 · DMG ×1
CHAIN · 3.8s CD

Chain lightning: arcs between up to five enemies (each within 6 tiles of the last); the first takes a full hit (≈350% of raw damage), each jump 20% weaker, and every enemy struck is marked +20% damage taken.

speed ×1.3
Static variant ×6
HP ×1 · DMG ×1
GROUND_FIELD · 3.8s CD

A charge field that only discharges when it can arc between ≥2 clustered enemies — ≈40% of raw damage per second, nothing if it can’t bridge.

speed ×1.3
Thunderbolt variant ×6
HP ×1 · DMG ×1
BEAM · 3.8s CD

A lightning lance through the target line — every enemy on the line takes ≈350% of raw damage and is pinned (grounded, can’t dash), one hit each.

speed ×1.3
Maelstrom variant ×6
HP ×1 · DMG ×1
BARRAGE · 5s CD

A rapid three-target volley (≈250% of raw damage each) — trades per-hit damage for spread.

speed ×1.3
Lightning variant ×6
HP ×1 · DMG ×3 damage focus
CHAIN · 3.8s CD

Forks between up to SEVEN enemies (≈350% of raw damage, −20% per jump) and dazes each — the wider arc.

speed ×1.3
Tempest variant ×6 · apex
HP ×1 · DMG ×1
SKYFALL · 3.8s CD

One cast summons a roaming storm-cell that drops eight sky-strikes over ~3 seconds; each blast hits for ≈225% of raw damage and stacks +20% damage taken — it keeps striking on its own and softens a held target fast.

speed ×1.3
EARTH Displacement — shove, pin, pull & reshape the ground 7 variants
Tremor variant ×3
HP ×3 · DMG ×1 health focus
FRACTURE · 3s CD

Splits the ground in a line toward the target — five quick bursts, each ≈150% of raw damage, knocking enemies back along the crack.

Stone variant ×3
HP ×3 · DMG ×1 health focus
BOLT · 2s CD

A stone bolt (≈350% of raw damage) that impact-shatters: knocks back and splashes ≈175% of raw damage to enemies around the point.

Granite variant ×3
HP ×3 · DMG ×1 health focus
KNOCKBACK · 3.5s CD

A radial shove: ≈175% of raw damage and a knockback to every enemy within ~4 tiles.

Boulder variant ×3
HP ×3 · DMG ×1 health focus
PIN · 3s CD

A slab that roots the nearest enemy and flings everyone else away.

Mountain variant ×3
HP ×3 · DMG ×1 health focus
KNOCKBACK · 3.5s CD

A wide, hard shove (~6 tiles, ≈175% of raw damage) that flings enemies far — the mountain’s heave.

Quake variant ×3
HP ×6 · DMG ×1 health focus
FRACTURE · 3s CD

A longer, deeper fault — eight bursts, each ≈150% of raw damage, knocking enemies back along the crack.

Bedrock variant ×3 · apex
HP ×3 · DMG ×1 health focus
SHATTER · 3s CD

Drags every non-boss enemy within 6 tiles inward over ~0.8 s, then shatters the ground for ≈260% of raw damage (harder the lower their health) + a +20% damage-taken mark. Bosses are slowed instead of pulled.

SHADOW Debuff control — fear, vulnerability & a gathering pull 7 variants
Dim variant ×5
HP ×1 · DMG ×1
DISORIENT_FIELD · 3.4s CD

A tight, fast flinch field (~4 tiles) for 4 seconds that keeps frightening everything inside — caught enemies wander but can’t attack.

speed ×1.15
Wraith variant ×5
HP ×1 · DMG ×1
MARK_DETONATE · 3.4s CD

A contagion brand: on detonation (≈400% of raw damage) it jumps to the next enemy, hopping up to three times.

speed ×1.15
Dark variant ×5
HP ×1 · DMG ×1
AMP_MARK · 3.4s CD

A single-target deep brand: +20% damage taken for a long 8 seconds + a chip (≈175% of raw damage) — sticky focus.

speed ×1.15
Shroud variant ×5
HP ×1 · DMG ×1
DISORIENT_FIELD · 3.4s CD

Blinding smoke: enemies inside are frightened and the team drops aggro (allies go briefly untargetable) — a disengage tool.

speed ×1.15
Void variant ×5
HP ×1 · DMG ×4 damage focus
BOLT · 2.3s CD

A homing void shot that re-acquires the lowest-health enemy in range (undodgeable) for ≈350% of raw damage + crushing darkness — the assassin’s finisher.

speed ×1.15
Abyssal variant ×5
HP ×1 · DMG ×1
DISORIENT_FIELD · 3.4s CD

A vulnerability-creep field: enemies inside stack +damage-taken the longer they’re hit (no fear) — softens a held position.

speed ×1.15
Eclipse variant ×5 · apex
HP ×1 · DMG ×1
VACUUM · 3.4s CD

Gathers every non-boss enemy within 6 tiles, fears them, then executes — the collapse hits harder the lower their health (up to ×2 the scaled hit).

speed ×1.15
RADIANT Life-support — %-health heals, barriers & a death-ward 7 variants
Glowing variant ×3
HP ×3 · DMG ×1 health focus
HEAL · 4s CD

Pulse heal: every ally within 5 tiles (itself included) heals 1.5% × power of its own max HP — about 3% at ×2 up to 12% at ×8, and no higher (the heal is capped at the ×8 value).

Beam variant ×3
HP ×3 · DMG ×1 health focus
BEAM_LINK · 3s CD

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.

Bright variant ×3
HP ×3 · DMG ×1 health focus
REGEN · 6s CD

Grants regrowth to all allies within 5 tiles + a brighter instant top-up (~3% of max HP).

Dawnlit variant ×3
HP ×3 · DMG ×1 health focus
CLEANSE · 6s CD

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.

Shining variant ×3
HP ×3 · DMG ×1 health focus
BARRIER · 3s CD

Shields every ally within 9 tiles with 30% damage reduction (multiplicative — works the same at any health) for 6 seconds.

Divine variant ×3
HP ×6 · DMG ×1 health focus
FIELD_HEAL · 3s CD

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.

Judgment variant ×3 · apex
HP ×3 · DMG ×1 health focus
HEAL · 4s CD

Apex life-support: a mass heal that wards every ally against death (the next lethal hit revives them instead — once, on a cooldown), shields allies with 30% damage reduction, and smites every enemy for ≈400% of raw damage.

ARCANE Crystal control-caster — lock, silence & delayed execute 7 variants
Minor variant ×6
HP ×1 · DMG ×1
BOLT · 2.5s CD

A crystal bolt (≈350% of raw damage) that leaves a delayed crystal-burst at the impact (~0.7 s later) for ≈150% of raw damage more.

Missile variant ×6
HP ×1 · DMG ×1
BARRAGE · 5s CD

A dense homing salvo of five missiles (≈250% of raw damage each) + crystallize.

Major variant ×6
HP ×1 · DMG ×1
MARK_DETONATE · 3.8s CD

An unstable brand (≈400% of raw damage) whose fuse shortens every time the target is hit — focus it and it goes off early.

Sparking variant ×6
HP ×1 · DMG ×1
FREEZE · 3.8s CD

Flash-freezes every non-boss enemy within 6 tiles solid for 3 seconds (can’t move or act); bosses are heavily slowed for 2 seconds instead.

Grand variant ×6
HP ×1 · DMG ×1
BEAM · 3.8s CD

A WIDE arcane beam — every enemy in a broad swathe takes ≈350% of raw damage + crystallize.

Nova variant ×6
HP ×1 · DMG ×1
NOVA · 5.6s CD

A crystal shard-burst hitting every enemy within ~6 tiles (≈200% of raw damage) and crystallising them — widest area, lowest per-hit, no target cap.

Eldritch variant ×6 · apex
HP ×1 · DMG ×1
MARK_DETONATE · 3.8s CD

An apex brand: when it detonates it triggers a board-wide synchronized blast (≈600% of raw damage) across every enemy in range.

NATURE Retaliation bruiser — thorns, roots & %-health regrowth 7 variants
Wild variant ×3
HP ×3 · DMG ×1 health focus
ROOT_FIELD · 3s CD

A 5-tile field for 4 seconds that keeps re-applying its root/slow to anything inside, twice a second.

Seedling variant ×3
HP ×3 · DMG ×1 health focus
REGEN · 6s CD

Grants regrowth to allies AND plants a lingering heal sprout that tops up allies who stand in it.

Bloom variant ×3
HP ×3 · DMG ×1 health focus
GROUND_FIELD · 3s CD

A snaring thicket: roots anything that enters, then rends the snared for ≈40% of raw damage per second.

Feral variant ×3
HP ×3 · DMG ×1 health focus
THORNS · 3s CD

Reactive counter: whenever the tame is hit by ANY attack, it lashes that attacker straight back (≈300% of raw damage) with a knockback and poison. Instant, single-target.

Primal variant ×3
HP ×3 · DMG ×1 health focus
AMP_MARK · 3s CD

Roots the target AND marks it +20% damage taken, plus a chip (≈175% of raw damage) — pin-and-soften.

Thorn variant ×3
HP ×5 · DMG ×2 health focus
REFLECT · 3s CD

Raises a reflect wall: for several seconds, every hit the tame takes returns 50% of that damage straight back to the attacker (ignores armour).

Ancient variant ×3 · apex
HP ×3 · DMG ×1 health focus
SUMMON · 3s CD

World-Root: erupts a screen-wide bramble (~12 tiles) for 8 seconds that roots every enemy inside (no flight or dash) and dissolves them for ≈20% of raw damage per second.

COSMIC Chaos control — scatter, fear, polymorph & gravity wells 7 variants
Dust variant ×8
HP ×1 · DMG ×1
DISORIENT_FIELD · 4.5s CD

A scatter field that jostles enemies in random directions while it disrupts them — chaos, not control.

Meteor variant ×8
HP ×1 · DMG ×1
METEOR_RAIN · 4.5s CD

A denser cosmic scatter-shower: six telegraphed strikes (≈150% of raw damage each) over the cluster + a +20% damage-taken mark.

Starlit variant ×8
HP ×1 · DMG ×1
PIN · 4.5s CD

An anti-gravity well that re-grounds every flier within ~4 tiles for 2.5 seconds — no flight, no dash.

Astral variant ×8
HP ×1 · DMG ×1
VOID_BLINK · 4.5s CD

Blinks the nearest enemy out of position: ≈300% of raw damage, a hard knockback and a 2-second blind (bosses keep their footing).

Nebula variant ×8
HP ×1 · DMG ×1
POLYMORPH_CLOUD · 4.5s CD

A 5-tile chaos cloud for 4 seconds that keeps re-rooting everything inside.

Singularity variant ×8
HP ×1 · DMG ×1
VACUUM · 4.5s CD

A sustained well that HOLDS enemies and grinds them (≈40% of raw damage per second) before a softer collapse — the long pin.

Celestial variant ×8 · apex
HP ×1 · DMG ×1
VACUUM · 4.5s CD

An apex finale: gather → polymorph → re-gather → a heavier collapse nuke (≈360% of raw damage) — the four-beat closer.

GUARDIAN Tank / damage-economy — redirect, taunt, reflect & death-save 7 variants
Sentinel variant ×2
HP ×4 · DMG ×0.1 health focus
BARRIER · 3s CD

Shields every ally within 9 tiles with 30% damage reduction (multiplicative — works the same at any health) for 6 seconds.

Warden variant ×2
HP ×4 · DMG ×0.1 health focus
BARRIER_POOL · 3s CD

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.

Barrier variant ×2
HP ×4 · DMG ×0.1 health focus
REFLECT · 3s CD

Raises a reflect wall: for several seconds, every hit the tame takes returns 50% of that damage straight back to the attacker (ignores armour).

Bulwark variant ×2
HP ×4 · DMG ×0.1 health focus
BASTION · 3s CD

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.

Aegis variant ×2
HP ×8 · DMG ×0.1 health focus
ABSORB · 3s CD

Absorbent (the signature tank): a staying aura that reroutes 55–65% of every nearby ally’s incoming damage onto this guardian (softened by its own damage reduction), so the team can be glass. It self-shields, grants the party strong damage reduction, and revives once at 25% health if it would die (60-second cooldown).

Fortress variant ×2
HP ×6 · DMG ×0.1 health focus
ABSORB · 3s CD

Absorbent (the signature tank): a staying aura that reroutes 55–65% of every nearby ally’s incoming damage onto this guardian (softened by its own damage reduction), so the team can be glass. It self-shields, grants the party strong damage reduction, and revives once at 25% health if it would die (60-second cooldown).

Diamond variant ×2 · apex
HP ×4 · DMG ×0.1 health focus
passive

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
Angry variant ×5
HP ×1 · DMG ×3 damage focus
FRENZY · 6.8s CD

Grants an offence buff (≈+30% damage) to all allies within 5 tiles for several seconds.

speed ×1.15
Savage variant ×5
HP ×1 · DMG ×3 damage focus
BANNER · 3.4s CD

Plants a war-banner (5 tiles, 8 seconds): allies standing in it gain +30% damage; enemies in it take +20% damage taken.

speed ×1.15
Feral variant ×5
HP ×1 · DMG ×3 damage focus
WARCRY · 3.4s CD

Rallies every ally within 5 tiles with +30% damage and marks every enemy +20% damage taken.

speed ×1.15
Raging variant ×5
HP ×1 · DMG ×3 damage focus
AMP_MARK · 3.4s CD

A vulnerability that CLIMBS the more the team hits the target (+8% damage taken per hit, up to +80%) — the war-conductor’s focus mark.

speed ×1.15
Warlord variant ×5
HP ×1 · DMG ×3 damage focus
FRENZY · 6.8s CD

Grants an offence buff (≈+30% damage) to all allies within 5 tiles for several seconds.

speed ×1.15
Bloodthirst variant ×5
HP ×1 · DMG ×8 damage focus
BLOODLUST · 3.4s CD

Floods every ally within 5 tiles with a +30% damage rage.

speed ×1.15
Unhinged variant ×5 · apex
HP ×1 · DMG ×3 damage focus
OVERDRIVE · 3.4s CD

War detonation: the tame empowers itself, blasts a 6-tile supernova for ≈700% of raw damage, and floods the whole team with +30% damage.

speed ×1.15
LUCKY Defensive luck — 90% dodge OR 90% DR per child (cursed 50/50), on-death effects 7 variants
Loot variant ×4
HP ×1 · DMG ×1
LUCKY · 8s CD

Wildcard: each cast rolls a different delivery shape and uses that shape’s numbers.

LOOT: 90% dodge · Doubles a slain mob's drops
Charm variant ×4
HP ×1 · DMG ×1
LUCKY · 8s CD

Wildcard: each cast rolls a different delivery shape and uses that shape’s numbers.

BUFF: 90% dodge · Grants the killer a short buff on death
Treasure variant ×4
HP ×1 · DMG ×1
LUCKY · 8s CD

Wildcard: each cast rolls a different delivery shape and uses that shape’s numbers.

TREASURE: 90% dodge · Treasure-hunter aura while alive
Ore variant ×4
HP ×1 · DMG ×1
LUCKY · 8s CD

Wildcard: each cast rolls a different delivery shape and uses that shape’s numbers.

ORE: 90% DR · Spelunker aura while alive
Inspector variant ×4
HP ×1 · DMG ×1
LUCKY · 8s CD

Wildcard: each cast rolls a different delivery shape and uses that shape’s numbers.

INSPECT
Vengeful variant ×4
HP ×1 · DMG ×1
LUCKY · 8s CD

Wildcard: each cast rolls a different delivery shape and uses that shape’s numbers.

REVENGE: 90% DR · Counter-strikes the killer on death
Cursed variant ×4 · apex
HP ×1 · DMG ×1
LUCKY · 8s CD

Wildcard: each cast rolls a different delivery shape and uses that shape’s numbers.

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