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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 30%. |
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Increases Frag Grenade Damage by 105%. |
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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 20% while Shields are at least 50% |
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Increases Energy Damage by 60% while Shields are at least 50% |
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Eliminating 10 enemies within 9 seconds grants Rockin’ Riff (Increases Damage by 0.5% and Melee Attack Speed by 0.32%, decaying over 8 seconds) |
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Eliminating 4 enemies within 9 seconds grants Rockin’ Riff (Increases Damage by 0.5% and Melee Attack Speed by 0.32%, decaying over 8 seconds) |
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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 42% based on the percentage of your missing Health. |
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Increases Damage vs. Mist Monsters by up to 42% based on the percentage of your missing Health. In addition, taking damage has a 45% chance to conjure a Phantasm (targets a nearby enemy, dealing 62 Energy damage in a 0.5 tile radius, 1.5 second cooldown). |
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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 4 seconds |
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Heal 6.375% of your max Health every 4 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 3 seconds. |
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Increases D.E.C.O.Y. Duration by 6 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 22.5 base Health and 2 Energy every 1 seconds. This effect continues for 3 seconds after moving off the structure. |
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Allies standing on structures affected by your B.A.S.E. heal for 33.75 base Health and 3 Energy every 1 seconds. This effect continues for 3 seconds after moving off the structure. |
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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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Explosive weapons have a 20% chance to not consume ammo with each shot. |
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Explosive weapons have a 40% chance to not consume ammo with each shot. |
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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. Eliminations with Hardware reduce the Cooldown of Goin' Constructor by 1 second(s). |
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Increases Hardware Impact by 75. Eliminations with Hardware reduce the Cooldown of Goin' Constructor by 2 second(s). Additionally, Goin' Constructor can trigger Kinetic 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 22% of current shield to damage. |
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Critical hits with Melee Weapon Energy Damage add 66% 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 (Increases Damage by 50% and Melee Attack Speed by 32%, decaying over 8 seconds). |
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Heavy attack eliminations have a 40% chance to grant Rockin’ Riff (Increases Damage by 50% and Melee Attack Speed by 32%, decaying over 8 seconds). |
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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 15% and Ammo Pool is increased by 20% |
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R.O.S.I.E.'s Fire Rate is increased by 15% and Heat Generation is reduced by 20%. Every 12 damaging shots freezes all enemies within 0.5 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 16 base damage per second to nearby enemies. |
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During Shadow Stance, deal 51 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 (Increases Damage by 50% and Melee Attack Speed by 32%, decaying over 8 seconds). |
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Eliminated enemies have a 23% chance to fumble a Football. Footballs grant Rockin' Riff when picked up (Increases Damage by 50% and Melee Attack Speed by 32%, decaying over 8 seconds). |
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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 5 projectiles that pierce through targets dealing 50 damage. |
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Crescent Kick Spawns 5 projectiles that pierce through targets dealing 74 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 60% Movement Speed for 3 seconds. |
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Increases Phase Shift distance by 1. Phase Shift grants an additional 60% Movement Speed for 5 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 1.65 second(s), dealing 23 base Energy Damage. |
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T.E.D.D.Y. fires lasers (from his eyes!) every 1.25 second(s), dealing 48 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 7 base Damage every .5 second. |
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Phase Shift leaves behind fireworks which deal 24 base Damage every .5 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 40 base energy damage in a .75 tile radius. |
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At the end of Phase Shift trigger an explosion, dealing 60 base energy damage in a .75 tile radius. Additionally, Phase Shift has a 60% 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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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. |
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Enemies that land melee attacks take 13 base damage. |
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Enemies that land melee attacks take 24 base damage plus an additional 13 base damage per second for 3 seconds. |
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Sprint Stamina is doubled. While sprinting, leave a cloud of space dust that deals damage per second behind you. Additionally, enemies caught in the cloud have increased damage vulnerability while they are affected. |
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Sprint stamina is doubled. |
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Shock Tower draws a damaging beam between it and the player, dealing 30 Energy Damage to husks caught in the way every 0.25 seconds while in contact. |
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Shock Tower draws a damaging beam between it and the player, dealing 12 Energy Damage to husks caught in the way every 0.25 seconds while in contact. |
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T.E.D.D.Y. creates a Spore Cloud when attacking new targets. Spore Clouds cause Energy Affliction to enemies for 2 seconds. |
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T.E.D.D.Y. creates a Spore Cloud when attacking new targets. Spore Clouds cause Energy Affliction and Slow enemies by 50% for 4 seconds |
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Throwing Stars Slow enemies for 4 seconds instead of dealing damage. Enemies slowed by North Star explode for 167 base Water Damage if they recieve melee damage, or damage from another North Star explosion. Additional Throwing Star effects and damage will be applied during North Star explosions. |
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Throwing Stars Freeze enemies for 4 seconds instead of dealing damage. Enemies frozen by North Star explode for 167 base Water Damage if they recieve melee damage, or damage from another North Star explosion. Additional Throwing Star effects and damage will be applied during North Star explosions. |