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Perk Type
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Name | Description |
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Increases War Cry Duration by 3 seconds. |
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Increases War Cry Duration by 9 seconds. |
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Decreases War Cry Energy Cost by 38%. |
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Decreases War Cry Energy Cost by 75%. |
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War Cry grants 8.5% additional Weapon Damage and 8.5% Movement Speed. |
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War Cry grants 25.5% additional Weapon Damage and 25.5% Movement Speed. |
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Increases War Cry Radius by 25%. |
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Increases War Cry Radius by 75%. |
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Decreases War Cry Cooldown by 17%. |
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Decreases War Cry Cooldown by 38%. |
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Increases Goin' Commando Duration by 5 seconds. |
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Increases Goin' Commando Duration by 20 seconds. |
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Increases Sniper Damage by 17%. |
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Increases Sniper Damage by 17% and Fire Rate by 45%. |
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Increases Sniper Critical Damage by 75%. |
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Increases Sniper Critical Damage by 225%. |
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Increases Shotgun Critical Damage by 75%. |
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Increases Shotgun Critical Damage by 225%. |
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Increases Shotgun Damage by 17%. |
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Increases Shotgun Damage by 50%. |
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Frag Grenade explodes into 6 small grenades which each deal 16 base Energy Damage in a 0.5 tile Radius. |
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Frag Grenade explodes into 6 small grenades which each deal 49 base Energy Damage in a 0.5 tile Radius. |
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Every 45 eliminations, gain 1 Frag Grenade charge(s). |
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Every 20 eliminations, gain 1 Frag Grenade charge(s). |
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Decreases Frag Grenade Energy Cost by 33%. |
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Decreases Frag Grenade Energy Cost by 83%. |
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Increases Frag Grenade maximum charges by 1. |
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Increases Frag Grenade maximum charges by 4. |
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When your Shield depletes, reset Shockwave Cooldown. Effect can occur once every 20 seconds. |
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When your Shield depletes, reset Shockwave Cooldown. Next use of Shockwave costs 0 Energy. Effect can occur once every 12 seconds. |
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Decreases Shockwave Energy Cost by 33%. |
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Decreases Shockwave Energy Cost by 83%. |
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Every 6 ranged weapons eliminations, trigger an explosion which deals 37 base Damage in a 1 tile Radius. |
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Every 6 ranged weapons eliminations, trigger an explosion which deals 111 base Damage in a 1 tile Radius. |
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Reloads with an empty magazine regenerate 13.5% of your Shield over 3 second(s). |
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Reloads with an empty magazine are 50% faster and regenerate 13.5% of your Shield over 3 second(s). |
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Increases Goin' Commando Damage by 25%. |
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Increases Goin' Commando Damage by 50% and changes Damage type to Energy. |
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Every shot increases Ranged Weapon Damage by 1%, up to a maximum of 25 stacks. Switching weapons or reloading removes buff. |
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Every shot increases Ranged Weapon Damage by 2% and Fire Rate by 1.2%, up to a maximum of 25 stacks. Switching weapons or reloading removes buff. |
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Every Pistol elimination decreases Cooldown of Lefty and Righty by 1 second(s). |
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Every Pistol elimination decreases Cooldown of Lefty and Righty by 5 second(s). |
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Increases Frag Grenade Damage by 36%. |
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Increases Frag Grenade Damage by 106%. |
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After reloading Assault weapons, the next 2 shots have 100% Critical Chance. |
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After reloading Assault weapons, the next 6 shots have 100% Critical Chance. |
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Increases Pistol Damage by 20% and Impact by 25% for the first 6 shots in magazine. |
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Increases Pistol Damage by 40% and Impact by 50% for the first 6 shots in magazine. |
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Each elimination during Warcry extends its Duration by 0.4 seconds, up to a maximum of 15 eliminations. |
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Each elimination during Warcry extends its Duration by 0.9 seconds, up to a maximum of 15 eliminations. Additionally, enjoy a rockin' Bass Solo. |
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Increases Magazine Size by 30%. |
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Increases Magazine Size by 90%. |
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Using Shockwave increases Movement Speed by 40% for 8 seconds. |
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Using Shockwave increases Movement Speed by 40% and Armor by 145 for 9 seconds. |
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Eliminated enemies have a 15% chance to drop a present. Presents grant a buff lasting 8 seconds which can be 8.5% Movement Speed, 6.5% Damage, or 21.6 Energy over time. |
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Eliminated enemies have a 15% chance to drop a present. Presents grant a buff lasting 8 seconds which can be 25.5% Movement Speed, 19.5% Damage, or 64.8 Energy over time. |
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Goin' Commando fires a snowball grenade every 20 shots, dealing 19 base Water Damage in a Radius of 0.5 tile(s). |
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Goin' Commando fires a snowball grenade every 20 shots, dealing 57 base Water Damage in a Radius of 0.5 tile(s). |
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Firing a ranged weapon grants 1 stack of Holiday Spirit, up to 50 stacks. Each stack of Holiday Spirit increases Ranged Weapon Damage by 1% but decreases Weapon Stability by 0.2%. Buff removed on weapon swap or reload. |
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Firing a ranged weapon grants1 stack of Holiday Spirit, up to 50 stacks. Each stack of Holiday Spirit increases Ranged Weapon Damage by 2.9% but decreases Weapon Stability by 0.7%. Buff removed on weapon swap or reload. |
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Eliminations restore 6 Energy over 3 seconds. Duration refreshes with additional eliminations. |
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Eliminations restore 18 Energy over 3 seconds. Duration refreshes with additional eliminations. |
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Dealing Sword Damage Increases Pistol Damage by 22% for 6 seconds |
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Dealing Sword Damage Increases Pistol Damage by 65% for 6 seconds |
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Shockwave drops 3 egg bombs, which each deal 54 base Damage to nearby enemies. |
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Shockwave drops 3 egg bombs, which each deal 162 base Damage to nearby enemies. |
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Every 1 second, adds 3% of current health to damage of next Ranged weapon hit. |
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Every 1 second, adds 9% of current health to damage of next Ranged weapon hit. |
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Increases Energy damage by 26% against shields. |
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Increases Energy damage by 78% against shields. |
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Eliminating 10 enemies within 9 seconds grants Rockin’ Riff. |
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Eliminating 4 enemies within 9 seconds grants Rockin’ Riff. |
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Increase Headshot damage up to 50% based on the percentage of your missing Health. |
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Increase Headshot damage up to 50% based on the percentage of your missing Health. In addition, Headshot eliminations have a 50% chance to conjure a Phantasm (targets nearby enemy, dealing 63 base Energy damage in a 0.5 tile radius). |
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Increases Damage vs. Mist Monsters by up to X% based on the percentage of your missing Health |
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Increases Damage vs. Mist Monsters by up to X% based on the percentage of your missing Health |
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While Goin' Commando is active increase Crit Rating by 10 and Crit Damage by 100% |
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While Goin' Commando is active increase Crit Rating by 10 and Crit Damage by 100%. In addition, eliminating 5 enemies heals you and nearby allies for 97 base health. |
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Lefty and Righty shots have a 37.5% chance to Stun the target for 2 seconds. |
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Lefty and Righty shots have a 37.5% chance to Stun the target for 2 seconds. Additionally, Lefty and Righty damage is increased by 100% against Stunned targets. |
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Increases Shockwave Radius by 37.5%. |
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Increases Shockwave Radius by 112.5%. |
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Heal 2.125% of your max Health every 5 seconds |
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Heal 6.375% of your max Health every 5 seconds |
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Every 10 Lefty and Righty shots spawn a Cannon Ball, dealing 51 base Physical damage. |
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Every 5 Lefty and Righty shots spawn a Cannon Ball, dealing 51 base Physical damage. |
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Increases your Shockwave damage by 55%. |
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Increases your Shockwave damage by 55%. Additionally, Shockwave activates a second time immediately after use. |
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War Cry snares enemies within its range by 30% for its duration. |
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War Cry snares enemies within its range by 30% for its duration. Additionally, affected enemies take 25% increased weapon damage. |
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Lefty and Righty eliminations extend its Duration by 1 second, up to a maximum of 10 eliminations. |
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Lefty and Righty eliminations extend its Duration by 2 second, up to a maximum of 10 eliminations. |
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Decreases Goin' Commando Cooldown by 30%. |
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Decreases Goin' Commando Cooldown by 66%. |
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Increases Assault Damage by 17%. |
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Increases Assault Damage by 50%. |
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Increases Frag Grenade Radius by 50%. |
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Increases Frag Grenade Radius by 150%. |
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After reloading, increases Weapon Damage by 15% for 5 seconds. Switching weapons removes buff. |
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After reloading, increases Weapon Damage by 15% and Fire Rate by 35% for 5 seconds. Switching weapons removes buff. |
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Increases Assault Critical Damage by 75%. |
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Increases Assault Critical Damage by 225%. |
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Each headshot increases Headshot Damage by 4% for 2 seconds, up to a maximum of 5 stacks. |
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Each headshot increases Headshot Damage by 4% and Fire Rate by 9% for 2 seconds, up to a maximum of 5 stacks. |
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War Cry grants 25% chance for each shot to cost no ammo. |
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War Cry grants 50% chance for each shot to cost no ammo. |
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Dealing damage with Assault weapons has a 24% chance to generate 1 ammo for the equipped weapon. |
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Dealing damage with Assault weapons has a 48% chance to generate 1 ammo for the equipped weapon. |
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Eliminations heal you for 39 base Health over 3 seconds. Duration refreshes with additional eliminations. |
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Eliminations heal you for 117 base Health over 3 seconds. Duration refreshes with additional eliminations. |
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Dealing damage with Lefty and Righty causes an explosion that deals 383.6 Energy Damage in a .5 tile radius. |
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Dealing damage with Lefty and Righty causes an explosion that deals 383.6 Energy Damage in a .5 tile radius. |
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Lefty and Righty applies Affliction which deals 13 base Energy Damage per second for 3 seconds. |
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Lefty and Righty applies Affliction which deals 26 base Energy Damage per second for 3 seconds.Lefty and Righty uses Space Pistols which fire piercing, bouncing lasers. |
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Decrease Shockwave cooldown by 24%. |
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Decrease Shockwave cooldown by 56%. |
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D.E.C.O.Y reflects 15 base Damage back at enemies that melee attack it. |
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D.E.C.O.Y reflects 45 base Damage back at enemies that melee attack it. |
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Decreases D.E.C.O.Y. Cooldown by 17%. |
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Decreases D.E.C.O.Y. Cooldown by 43%. |
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Structures affected by B.A.S.E. are healed for 4% of Max Health every 10 seconds. |
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Structures affected by B.A.S.E. are healed for 11% of Max Health every 10 seconds. |
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Increases D.E.C.O.Y. Duration by 1.5 seconds. |
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Increases D.E.C.O.Y. Duration by 4.5 seconds. |
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Increases Hardware critical rating by 17. |
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Increases Hardware critical rating by 50. |
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Enemies standing on structures affected by B.A.S.E. take 12.7 base Energy Damage every 5 seconds. |
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Enemies standing on structures affected by B.A.S.E. take 38.1 base Energy Damage every 5 seconds. |
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Increases Trap Durability by 17.5%. |
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Increases Trap Durability by 52.5%. |
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Allies standing on structures affected by your B.A.S.E. heal for 3.75 base Health every 1 seconds. |
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Allies standing on structures affected by your B.A.S.E. heal for 11.25 base Health every 1 seconds. |
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When Plasma Pulse is placed, it deals 43 base Energy Damage to enemies in a 1 tile Radius. |
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When Plasma Pulse is placed, it deals 94 base Energy Damage to enemies in a 2 tile Radius. |
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Decreases Plasma Pulse Cooldown by 18%. |
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Decreases Plasma Pulse Cooldown by 42%. |
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Eliminating enemies standing on structures affected by B.A.S.E. charges B.A.S.E. After 30 charges B.A.S.E. emits an explosion which knocks back enemies and deals 39 base Energy Damage in a 3 tile Radius. |
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Eliminating enemies standing on structures affected by B.A.S.E. charges B.A.S.E. After 30 charges B.A.S.E. emits an explosion which knocks back enemies and deals 89 base Energy Damage in a 5 tile Radius. |
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Increases Launcher Damage by 17%. |
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Increases Launcher Damage 50%. |
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After ability cast, weapons lose 40% less Durability for the next 2 uses. |
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After ability cast, weapons lose 40% less Durability for the next 6 uses. |
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When D.E.C.O.Y. is destroyed it explodes, dealing 51 base damage. |
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When D.E.C.O.Y. is destroyed it explodes, dealing 153 base damage. |
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Increases Radius of Plasma Pulse mines by 40%. |
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Increases Radius of Plasma Pulse mines by 40% Furthermore, causes Plasma Pulse to malfunction, dropping only 8 mines. These deal 730% more Damage and self destruct after 10 seconds. |
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Increases Hardware Impact by 33%. |
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Increases Hardware Impact by 75%. Additionally, Going Constructor can trigger Kinectic Overload. |
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Increases R.O.S.I.E. Damage by 25%. |
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Increases R.O.S.I.E. Damage by 50% and changes its damage type to energy. |
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Each R.O.S.I.E. elimination increases R.O.S.I.E. Damage by 4%, up to a maximum of 30 stacks. |
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Each R.O.S.I.E. elimination increases R.O.S.I.E. Damage by 12%, up to a maximum of 30 stacks. |
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Increases Hardware heavy attack efficiency by 65%. |
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Increases Hardware heavy attack efficiency by 200%. |
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D.E.C.O.Y. deals 6 base Damage every 1 second(s) to nearby enemies. |
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D.E.C.O.Y. deals 13 base Damage every 1 second(s) to nearby enemies. |
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Enemies standing on structures affected by B.A.S.E. are Snared by 15%. |
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Enemies standing on structures affected by B.A.S.E. are Snared by 15%. Enemies that admage a structure affected by B.A.S.E. are Frozen for 4 seconds. Each enemy can be Frozen once every 15 seconds. |
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Increases Club Damage by 17% |
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Increases Club Damage by 50% |
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Increases armor by 22. |
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Increases armor by 66. |
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While shield is depleted, increases Armor by 33. |
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While shield is depleted, increases Armor by 100. |
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Critical hits with Melee Weapon Energy Damage add 32% of current shield to damage. |
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Critical hits with Melee Weapon Energy Damage add 96% of current shield to damage. |
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Axe eliminations have an 11% chance to grant Rockin’ Riff (Increases Damage by 50% and Melee Attack Speed by 32%, decaying over 8 seconds). |
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Axe eliminations have a 37% chance to grant Rockin’ Riff. |
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Heavy attack eliminations have a 12.5% chance to grant Rockin’ Riff. |
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Heavy attack eliminations have a 40% chance to grant Rockin’ Riff. |
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Increase Life Leech with Melee attacks and Goin' Constructor by up to 15% based on the percentage of your missing Health. |
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Increase Life Leech with Melee attacks and Goin' Constructor by up to 15% based on the percentage of your missing Health. Additionally, Melee and Goin' Constructor eliminations have a 50% chance to conjure a Phantasm, dealing 62 base Energy damage in a 0.5 tile radius, 1.5 second cooldown. |
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Up to 5 attacks blocked by Goin' Constructor create a sonic wave, dealing 64 base damage to enemies within 0.5 tiles. |
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Up to 8 attacks blocked by Goin' Constructor create a sonic wave, dealing 64 base damage to enemies within 0.5 tiles. |
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Bull Rush drops a mine for every 1 tile traveled. Each mine deals 110 base physical damage in a 0.5 tile radius when triggered. |
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Bull Rush drops a mine for every .5 tile traveled. Each mine deals 275 base physical damage in a 0.5 tile radius when triggered. |
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Kinetic Overload heals for 2.125% of your max health. |
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Kinetic Overload heals for 6.375% of your max health. |
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Goin' Constructor eliminations extend its duration by 1 second, up to a maximum of 10 eliminations. |
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Goin' Constructor eliminations extend its duration by 1 second, up to a maximum of 10 eliminations. |
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R.O.S.I.E.'s Fire Rate is increased by 1.15% and Heat Generation is reduced by 0.65%. |
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R.O.S.I.E.'s Fire Rate is increased by 1.15% and Heat Generation is reduced by 0.65%. Every 12 damaging shots freezes all enemies within 256 tiles of the target for 3 seconds. |
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Increases B.A.S.E. connectivity range by 1. |
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Increases B.A.S.E. connectivity range by 3. |
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Decreases Bull Rush Cooldown by 27%. |
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Decreases Bull Rush Cooldown by 67%. |
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Increases Building Repair Speed by 10%. |
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Increases Building Repair Speed by 30%. |
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When your shield depletes, reset Bull Rush Cooldown. Effect can occur once every 12 seconds. |
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When your shield depletes, reset Bull Rush Cooldown. Next use of Bull Rush costs 0 Energy. Effect can occur once every 5 seconds. |
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Enemies that melee attack structures affected by B.A.S.E take 15 base damage. |
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Enemies that melee attack structures affected by B.A.S.E take 44 base damage. |
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Increases Hardware Damage by 17%. |
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Increases Hardware Damage by 50%. |
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Increases Kinetic Overload Damage by 50%. |
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Increases Kinetic Overload Damage by 150%. |
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Decreases Plasma Pulse Energy Cost by 38%. |
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Decreases Plasma Pulse Energy Cost by 75%. |
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Increases Plasma Pulse Damage by 30%. |
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Increases Plasma Pulse Damage by 80%. |
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Increases Bull Rush distance by 2 tiles. |
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Increases Bull Rush distance by 6 tiles. |
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B.A.S.E. increases Building Health by 28%. |
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B.A.S.E. increases Building Health by 84%. |
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Decreases Crescent Kick Cooldown by 20%. |
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Decreases Crescent Kick Cooldown by 60%. |
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Increases Crescent Kick Damage by 36%. |
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Increases Crescent Kick Damage by 72% and changes its damage type to Energy. |
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Dragon Slash leaves behind an energized trail, which deals 26 base Energy Damage per second. |
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Dragon Slash leaves behind an energized trail, which deals 64 base Energy Damage per second and slows enemies by 30% for 3 seconds. |
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Decreases Throwing Stars Energy Cost by 33%. |
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Decreases Throwing Stars Energy Cost by 83%. |
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Melee critical hits apply 30% Snare and Affliction which deals 37% of Damage dealt each second for 3 seconds. |
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Melee critical hits apply 30% Snare and Affliction which deals 87% of Damage dealt each second for 3 seconds. |
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Throwing Stars apply Energy affliction dealing 3 base Energy Damage per second for 6 seconds. Stacks to a maximum of 3. |
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Throwing Stars apply Energy affliction dealing 9 base Energy Damage per second for 6 seconds. Stacks to a maximum of 3. |
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Crescent Kick returns 5 Energy for each enemy hit. |
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Crescent Kick returns 15 Energy for each enemy hit. |
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Smoke Bomb heals allies for 10 base Health per second. |
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Smoke Bomb heals allies for 31 base Health per second. |
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When your shield depletes, knockback and Stun nearby enemies for 1 second(s). |
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When your Shield depletes, knockback and Stun nearby enemies for 1 second(s). Also deals 47 base Damage. |
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Increases Crescent Kick Impact by 85%. |
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Increases Crescent Kick Impact by 85% and Stun Duration by 2.25 seconds. |
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Increases Critical Rating of Swords, Axes, and Scythes by 15. |
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Increases Critical Rating of Swords, Axes, and Scythes by 45. |
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Increases Scythe Damage by 25% against slowed or snared enemies. |
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Increases Scythe Damage by 62% against slowed or snared enemies. Scythes apply 30% Snare for 2 seconds. |
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Increases Spear Damage by 25% against afflicted enemies. |
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Increases Spear Damage by 50% against afflicted enemies. Spears apply Affliction which deals 18.5% Weapon Damage per second for 3 seconds. |
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Increases Spear heavy attack efficiency by 65%. |
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Increases Spear heavy attack efficiency by 200%. |
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Increases Smoke Bomb Radius by 46%. |
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Increases Smoke Bomb Radius by 186%. |
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Decreases Smoke Bomb Energy Cost by 38%. |
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Decreases Smoke Bomb Energy Cost by 75%. |
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During Evening and Night, increases Movement Speed by 25%. |
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During Evening and Night, increases Movement Speed by 50% and decreases Energy Cost for abilities by 50%. |
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During Shadow Stance, deal 6 base damage per second to nearby enemies. |
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During Shadow Stance, deal 20 base damage per second to nearby enemies. |
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Increases Sword heavy attack efficiency by 65%. |
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Increases Sword heavy attack efficiency by 200%. |
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Kunai Storm eliminations decrease Kunai Storm Cooldown by 2 second(s). |
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Kunai Storm eliminations decrease Kunai Storm Cooldown by 4.5 second(s). |
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Using Kunai Storm grants hover for 4 seconds. Increases Damage by 40% during hover. |
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Using Kunai Storm grants hover for 4 seconds. Increases Damage by 140% during hover. |
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Melee weapon eliminations grant 7.5 Energy. |
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Melee weapon eliminations grant 22.5 Energy. |
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Dealing Pistol Damage Increases Sword Damage by 22% for 6 seconds |
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Dealing Pistol Damage Increases Sword Damage by 65% for 6 seconds |
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Increases Affliction Duration by 34% |
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Increases Affliction Duration by 67%. Dragon Slash applies Affliction, which deals 15 base Fire Damage per second for 3 seconds |
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Kunai Storm drops egg bombs, which deal 37 base damage. |
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Kunai Storm drops egg bombs, which deal 111 base damage. |
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Kunai Storm unleashes 12 Crystal Daggers, which seek targets and deal 32 base damage. |
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Kunai Storm unleashes 12 Crystal Daggers, which seek targets and deal 96 base damage. |
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Adds 5.5% of Current Health to Melee Weapon Damage. |
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Adds 16.5% of Current Health to Melee Weapon Damage. |
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Eliminations with Energy Damage restore 8.5% of missing shields. |
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Eliminations with Energy Damage restore 17% of missing shields. Additionally, Throwing Stars deals Energy damage. |
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Eliminated enemies have a 7% chance to fumble a Football. Footballs grant Rockin' Riff when picked up. |
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Eliminated enemies have a 23% chance to fumble a Football. Footballs grant Rockin' Riff when picked up. |
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Increases Damage vs. Mist Monsters by up to X% based on the percentage of your missing Health |
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Increases Damage vs. Mist Monsters by up to X% based on the percentage of your missing Health |
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Kunai Storm throws 6 Banana Peels that last for 8 seconds and knock down and stun enemies for 2.3 seconds. |
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Kunai Storm throws 9 Banana Peels that last for 6 seconds and knock down and stun enemies for 2.3 seconds, dealing 12 base damage. |
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On Bow hit, arrows splinter, dealing 20% damage to three nearby targets. |
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On Bow hit, arrows splinter, dealing 60% damage to five nearby targets. |
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Smoke Bomb restores your Shields to full. |
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Smoke Bomb restores your Shields to full and freezes your enemies for 5.5 seconds on activation |
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While Shield is depleted, increase Ability damage by 20%. |
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While Shield is depleted, increase Ability damage by 60%. |
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Eliminations have a 8% chance to drop a Burger. Burgers grant 53 base health and 5 energy every 1 second for 3 seconds. |
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Eliminations have a 15% chance to drop a Burger. Burgers grant 85 base health and 8 energy every 1 second for 3 seconds. |
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Crescent Kick Spawns 3 projectile that pierces through targets dealing 25 damage. |
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Crescent Kick Spawns 5 projectiles that pierce through targets dealing 62 damage. |
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Throw all Throwing Stars together in an arc. Adds 1 additional star(s). |
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Throw all Throwing Stars together in an arc. Adds 3 additional star(s). |
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Daggers from Kunai Storm explode shortly after impact, dealing 4 base Energy Damage in a 0.25 tile Radius. |
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Daggers from Kunai Storm explode shortly after impact, dealing 8 base Energy Damage in a 0.5 tile Radius. |
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Decreases Dragon Slash Energy Cost by 30%. |
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Decreases Dragon Slash Energy Cost by 75%. |
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Increases Dragon Slash Range to 3 tiles. |
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Increases Dragon Slash Range to 3 tiles, Width to 2 tile(s), and Damage by 25%. |
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Increases Movement Speed by 12.5%. |
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Increases Movement Speed by 37.5%. |
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Decreases Smoke Bomb Cooldown by 18%. |
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Decreases Smoke Bomb Cooldown by 42%. |
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Dealing Melee Weapon Damage grants 1 stack of Assassination (up to 5 stacks). Assassination lasts 5 seconds and increases Melee Weapon Damage by 4.5%. |
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Dealing Melee Weapon Damage grants 1 stack of Assassination (up to 5 stacks). Assassination lasts 5 seconds and increases Melee Weapon Damage by 18%. |
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Decreases Throwing Stars Cooldown by 30%. |
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Decreases Throwing Stars Cooldown by 65%. |
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Adds 1 extra stars to Throwing Stars. |
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Adds 3 extra stars to Throwing Stars. |
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During Shadow Stance, increases Sword Damage by 25%. |
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During Shadow Stance, increases Sword Damage by 75%. |
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Increases T.E.D.D.Y Duration by 4 seconds. |
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Increases T.E.D.D.Y Duration by 12 seconds. |
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Phase Shift grants an additional 30% Movement Speed for 3 seconds. |
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Increases Phase Shift distance by 1. Phase Shift grants an additional 140% Movement Speed for 3 seconds. |
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Decreases Seismic Smash Cooldown by 27%. |
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Decreases Seismic Smash Cooldown by 67%. |
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Spending a Charge Fragment reduces T.E.D.D.Y. and Shock Tower Cooldowns by an additional 10%. |
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Spending a Charge Fragment reduces T.E.D.D.Y. and Shock Tower Cooldowns by an additional 30%. |
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Increases Shock Tower Duration by 0.5 seconds. |
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Increases Shock Tower Duration by 1.5 seconds. |
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Increases Shock Tower impact by 67%. |
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Increases Shock Tower impact by 200%. |
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Phase Shift increases Pistol Damage by 35% for 4 seconds. |
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Phase Shift increases Pistol Damage by 105% for 4 seconds. |
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Every 39 eliminations, gain 1 Charge Fragment(s). |
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Every 13 eliminations, gain 1 Charge Fragment(s). |
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T.E.D.D.Y. fires lasers (from his eyes!) every 2 second(s), dealing 26 base Energy Damage. |
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T.E.D.D.Y. fires lasers (from his eyes!) every 1.5 second(s), dealing 51 base Energy Damage. |
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Decreases Phase Shift Cooldown by 25%. |
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Decreases Phase Shift Cooldown by 62.5%. |
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Phase Shift leaves behind fireworks which deal 3 base Damage per second. |
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Phase Shift leaves behind fireworks which deal 9 base Damage per second. |
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Every 21 headshot eliminations, gain a Charge Fragment. |
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Every 7 headshot eliminations, gain a Charge Fragment. |
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Eliminating 6 enemies within 10 seconds of using Phase Shift grants 1 charge(s). |
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Eliminating 6 enemies within 10 seconds of using Phase Shift grants 2 charge(s). |
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Dashing through enemies with Phase Shift stuns them for 0.5 seconds. |
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Dashing through enemies with Phase Shift stuns them for 1.5 seconds. |
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Shock Tower applies Affliction which deals 50% Damage per second for 3 seconds. |
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Shock Tower applies Affliction which deals 149% Damage per second for 3 seconds. |
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Dashing through enemies with Phase Shift heals 12 base Health per enemy passed through. |
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Dashing through enemies with Phase Shift heals 24 base Health per enemy passed through. |
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Increases Anti-Material Charge Impact by 245% and adds knocks back. |
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Increases Anti-Material Charge Impact by 600% and adds knocks back. |
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Increases T.E.D.D.Y. Range by 2 tiles. Enemies take more damage from T.E.D.D.Y. based on distance, up to 40% at max range. |
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Increases T.E.D.D.Y. Range by 2 tiles. Enemies take more damage from T.E.D.D.Y. based on distance, up to 110% at max range. |
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Sniper critical hits apply Water Affliction, dealing 21 base Water Damage per second for 3 seconds. |
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Sniper critical hits freeze enemies for 1.6 escond(s) and apply Water Affliction, dealing 21 base Water Damage per second for 3 seconds. |
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Increases Damage against frozen enemies by 14%. |
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Increases Damage against frozen enemies by 14%. Seismic Smash freezes enemies for 2.75 seconds. |
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Seismic Smash leaves a pulsing zone with a 0.5 tile radius at the end of its range which deals 56 base Energy Damage over 4 seconds and bounces husks inside. |
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Seismic Smash leaves a pulsing zone with a 0.75 tile radius at the end of its range which deals 248 base Energy Damage over 4 seconds and bounces husks inside. |
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20% chance to find Coconuts in containers. Coconuts restore health instantly and restore additional health over time. Increases damage by 16% while under the effects of a Coconut |
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30% chance to find Coconuts in containers. Coconuts restore health instantly and restore additional health over time. Increases damage by 36% while under the effects of a Coconut |
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Phase Shift leaves 3 egg bombs, which deal 18 base Damage to enemies. |
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Phase Shift leaves 3 egg bombs, which deal 55 base Damage to enemies. |
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While Shield is depleted, regenerates 4 Energy per second. |
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While Shield is depleted, regenerates 12 Energy per second. |
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Increases Ability Energy Damage by 15.5%. |
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Increases Ability Energy Damage by 15.5%. Additionally, Shock Tower explodes, dealing 107 Energy Damage to nearby enemies. |
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Energy Damage has a 20% chance to zap nearby enemies for 58% of damage dealt. |
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Energy Damage has a 20% chance to zap nearby enemies for 116% of damage dealt. Additionally T.E.D.D.Y deals Energy Damage. |
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Harvesting Metal objects has a 32% chance to give Sub Wafers. Consuming Sub Wafers grants Rockin' Riff. |
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Harvesting Metal objects has a 100% chance to give Sub Wafers. Consuming Sub Wafers grants Rockin' Riff. |
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Increase Ability Damage up to 37.5% based on the percentage of your missing Health. |
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Increase Ability Damage up to 37.5% based on the percentage of your missing Health. In addition, ability Eliminations have a 70% chance to conjure a Phantasm (targets a nearby enemy, dealing 62 base Energy damage in a 0.5 tile radius, 1.5 second cooldown) |
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T.E.D.D.Y has 100% Crit Chance against new targets and has a 5% chance to Malfunction. During Malfunction T.E.D.D.Y finds a new target after every shot |
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T.E.D.D.Y has 100% Crit Chance against new targets and has a 5% chance to Malfunction. During Malfunction T.E.D.D.Y finds a new target after every shot and Zaps a nearby enemy for 51 base energy damage. Zapped targets deal 51 base energy damage to surrounding enemies. |
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Seismic Smash applies a 3.3 second stun and 1,500 impact. |
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Seismic Smash applies a 3.3 second stun and 1,500 impact. Additionally, Seismic Smash deals 35 base Fire damage every second for 3 seconds. |
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Decreases Gadget Cooldowns by 20%. |
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Decreases Gadget Cooldowns by 50%. |
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At the end of Phase Shift trigger an explosion, dealing 20 base energy damage in a .75 tile radius. |
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At the end of Phase Shift trigger an explosion, dealing 20 base energy damage in a .75 tile radius. Additionally, Phase Shift has a 60% chance to conjure a Phantasm. |
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Abilities heal for 7.2% of max health when used. |
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Abilities heal for 21.5% of max health when used. |
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Objects destroyed by Anti Material Charge have a 33% chance to drop additional ingredients. |
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Objects destroyed by Anti Material Charge have a 100% chance to drop additional ingredients. |
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Increases damage of your Fragment Abilities by 1.3%. |
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Increases damage of your Fragment Abilities by 1.3%. Additionally, grants 0.33% chance to not consume Charge Fragment. |
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Seismic Smash returns to its origin point. Decreases Seismic Smash Damage and Impact by 25%. |
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Seismic Smash returns to its origin point. Increases Seismic Smash Damage and Impact by 125%. |
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Using Phase Shift causes your next ranged weapon shot to fire a Phase Pulse, dealing 31 base Energy Damage and piercing enemies. Switching or holstering weapons removes effect. |
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Using Phase Shift causes your next ranged weapon shot to fire a Phase Pulse, dealing 93 base Energy Damage and piercing enemies. Switching or holstering weapons removes effect. |
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Decreases Seismic Smash Energy Cost by 38%. |
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Decreases Seismic Smash Energy Cost by 75%. |
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Increases Shock Tower Damage by 33%. |
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Increases Shock Tower Damage by 108%. |
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Increases T.E.D.D.Y Damage by 30%. |
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Increases T.E.D.D.Y Damage by 46% and Fire Rate by 25%. |
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Increases Phase Shift maximum charges by 1. |
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Increases Phase Shift maximum charges by 3. |
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Increases Anti-Material Charge Damage to enemies by 75%. |
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Increases Anti-Material Charge Damage to enemies by 225%. |
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Increases Anti-Material Charge heavy attack efficiency by 28%. |
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Increases Anti-Material Charge heavy attack efficiency by 128%. |
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Increases Pickaxe Damage by 17%. |
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Increases Pickaxe Damage by 50%. |
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Increases Pistol Critical Damage by 75%. |
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Increases Pistol Critical Damage by 225%. |
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Increases Pistol Damage by 17%. |
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Increases Pistol Damage by 50%. |
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Increases Cannonball Damage by 20% |
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Increases Cannonball Damage by 40%. Converts R.O.S.I.E to fire 25 cannonballs |
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Whenever you use any ability, Quick Fingers reloads your equipped weapon (if it can be reloaded). |
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Whenever you use any ability, Quick Fingers reloads your equipped weapon (if it can be reloaded). When you reload a weapon this way, you have a % chance to summon a phantasm based on how empty the clip was, with a cap of 80%. |
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Tamed Wildlife heals the player for 15% their damage, on attack. |
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Tamed Wildlife heals the player for 30% times their damage, on attack. Heroes heal their Tamed Wildlife for 15% their damage, when they deal damage. |
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Tamed wildlife apply 15% Damage Vulnerability on attack. |
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Tamed wildlife apply 15% Damage Vulnerability on attack. Hit foes are marked with a bomb. When a marked target is shot, the bomb explodes, dealing 65% of the damage dealt in a radius around them. |
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When D.E.C.O.Y. is destroyed it explodes in a frigid blast that freezes all enemies in a 1 tile radius for 3 seconds. |
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When D.E.C.O.Y. is destroyed it explodes in a frigid blast that freezes all enemies in a 1 tile radius for 3 seconds. Additionally, anytime a frozen enemy is eliminated there is a 70% chance to summon a Phantasm (targets a nearby enemy, dealing 62 base Energy damage in a 0.5 tile radius, 1.5 second cooldown). |
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An additional Shockwave activates from your tamed pet when used. |
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An additional Shockwave activates from your tamed pet when used. Your pet enters Frenzy for 1.5 seconds for each enemy damaged by this Shockwave, causing it to move and attack 50% slower. |
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An additional Shockwave activates from your tamed pet when used. Your pet enters Frenzy for 1.5 seconds for each enemy damaged by this Shockwave, causing it to move and attack 50% slower. |