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
Spreading scorch: a 1-tile core that grows to ~5 tiles over its life, burning everything inside for ≈40% of raw damage per second.
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.
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.
A slow-fuse brand: ~2.8 s later it detonates for ≈400% of raw damage and leaves a lingering crater.
A stable blaze that drops a telegraphed flare (≈150% of raw damage) on whoever lingers deepest in it — a firewall that punishes standing still.
A sunspot: marks +20% damage taken on EVERY enemy in a zone (not just one) and chips them (≈175% of raw damage).
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
A 5-tile field for 4 seconds that keeps re-applying its root/slow to anything inside, twice a second.
A piercing icicle line — every enemy on the ray takes ≈350% of raw damage (≈280% beyond the first) and a slow.
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.
Shatter-primes the nearest enemy (root + armour break) then drops a delayed shatter strike (≈150% of raw damage) on it.
A fast-fuse brand: ~1 s later it detonates for ≈400% of raw damage and AoE-freezes the target and nearby enemies.
Wraps the tame in a 5-tile storm for 7.5 seconds that follows it, chilling/freezing every enemy it passes twice a second.
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
A stationary rot pool — pure stacking attrition, ≈40% of raw damage per second to anything that stays in it.
A venom bolt (≈350% of raw damage) that leaves a small venom puddle where it lands (≈20% of raw damage per second).
A creeping acid spill that walks toward the nearest enemy, ≈40% of raw damage per second — it chases.
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.
A contagion pool (≈40% of raw damage per second) that re-seeds a fresh pool on a victim’s death, cascading through a pack.
Strikes the nearest enemy (≈300% of raw damage) and heals the tame for half the damage dealt — its only self-sustain.
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
A bolt (≈350% of raw damage) that ricochets to a second nearby enemy (≈70% of that) — plus its slow.
speed ×1.3Chain 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 ×1.3A 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 ×1.3A 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 ×1.3A rapid three-target volley (≈250% of raw damage each) — trades per-hit damage for spread.
speed ×1.3Forks between up to SEVEN enemies (≈350% of raw damage, −20% per jump) and dazes each — the wider arc.
speed ×1.3One 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 ×1.3EARTH Displacement — shove, pin, pull & reshape the ground 7 variants
Splits the ground in a line toward the target — five quick bursts, each ≈150% of raw damage, knocking enemies back along the crack.
A stone bolt (≈350% of raw damage) that impact-shatters: knocks back and splashes ≈175% of raw damage to enemies around the point.
A radial shove: ≈175% of raw damage and a knockback to every enemy within ~4 tiles.
A slab that roots the nearest enemy and flings everyone else away.
A wide, hard shove (~6 tiles, ≈175% of raw damage) that flings enemies far — the mountain’s heave.
A longer, deeper fault — eight bursts, each ≈150% of raw damage, knocking enemies back along the crack.
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
A tight, fast flinch field (~4 tiles) for 4 seconds that keeps frightening everything inside — caught enemies wander but can’t attack.
speed ×1.15A contagion brand: on detonation (≈400% of raw damage) it jumps to the next enemy, hopping up to three times.
speed ×1.15A single-target deep brand: +20% damage taken for a long 8 seconds + a chip (≈175% of raw damage) — sticky focus.
speed ×1.15Blinding smoke: enemies inside are frightened and the team drops aggro (allies go briefly untargetable) — a disengage tool.
speed ×1.15A 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 ×1.15A vulnerability-creep field: enemies inside stack +damage-taken the longer they’re hit (no fear) — softens a held position.
speed ×1.15Gathers 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 ×1.15RADIANT Life-support — %-health heals, barriers & a death-ward 7 variants
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).
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 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
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.
A dense homing salvo of five missiles (≈250% of raw damage each) + crystallize.
An unstable brand (≈400% of raw damage) whose fuse shortens every time the target is hit — focus it and it goes off early.
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.
A WIDE arcane beam — every enemy in a broad swathe takes ≈350% of raw damage + crystallize.
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.
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
A 5-tile field for 4 seconds that keeps re-applying its root/slow to anything inside, twice a second.
Grants regrowth to allies AND plants a lingering heal sprout that tops up allies who stand in it.
A snaring thicket: roots anything that enters, then rends the snared for ≈40% of raw damage per second.
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.
Roots the target AND marks it +20% damage taken, plus a chip (≈175% of raw damage) — pin-and-soften.
Raises a reflect wall: for several seconds, every hit the tame takes returns 50% of that damage straight back to the attacker (ignores armour).
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
A scatter field that jostles enemies in random directions while it disrupts them — chaos, not control.
A denser cosmic scatter-shower: six telegraphed strikes (≈150% of raw damage each) over the cluster + a +20% damage-taken mark.
An anti-gravity well that re-grounds every flier within ~4 tiles for 2.5 seconds — no flight, no dash.
Blinks the nearest enemy out of position: ≈300% of raw damage, a hard knockback and a 2-second blind (bosses keep their footing).
A 5-tile chaos cloud for 4 seconds that keeps re-rooting everything inside.
A sustained well that HOLDS enemies and grinds them (≈40% of raw damage per second) before a softer collapse — the long pin.
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
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 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).
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).
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 ×1.15A 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 ×1.15Grants 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 ×1.15War detonation: the tame empowers itself, blasts a 6-tile supernova for ≈700% of raw damage, and floods the whole team with +30% damage.
speed ×1.15LUCKY 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.
INSPECTWildcard: each cast rolls a different delivery shape and uses that shape’s numbers.
REVENGE: 90% DR · Counter-strikes the killer on deathWildcard: 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