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Mango's Comprehensive Onslaught Guide (In Progress)

A.    CONDITION/TYPE:

I.       CONDITION: There are several conditions in the game atm. What it means is that you can change the stage that enemies are in.

a)      Burned: This will deal MAGICAL damage over time to the enemies. This can be achieved by dealing FIRE damage to the OILED enemies. This condition can be achieved by Blaze Balloon alone. For other defense, it need to be combo-ed.

b)      Oiled: This will oil enemies and slow them down, making them catch fire when dealt by fire damage. There are several defense and hero abilities that make this happen:

·        Huntress’ Oil Flask

·        Lavamancer’s Oil Geyser

·        Dryad’s Slime (corrupted)

·        Abyss Lord’s Skeleton Archer (with Direct Command activate)

c)      Poisoned: This will poison enemies, making them taking MAGICAL damage overtime. There are only 2 source of poison damage atm in the game:

·        Dryad’s normal attack (both in purification form and corrupted form).

·        Huntress’ Poison Dart Tower

d)      Stunned/Paralyzed: These are basically the same, making enemies stop all their actions for a brief amount of time. There are lots of ways to make this happen:

·        Squire’s Seismic Slam

·        Squire’s Cannonball Tower (with stun fire shard)

·        Huntress’ Concussive Shot

·        Monk’s 2nd attack with Concussive Chi shard

·        Oil Geyser with stun shard

·        Mystic’s Snaking Sand

·        Abyss Lord’s Knight of the Abyss abilities

·        Adept’s Arcane Bubble

·        Gunwitch’s Book Drop

·        Any hero’s normal attack with Stun Shard

·        Any hero’s normal attack with Drenching Strike (having lightning elemental or Glove of the Storm shard or Pet with Lightning damage)

·        Any hero’s normal attack with Thunderstruck equipped

·        Dryad’s Nimbus (corrupted)

·        Any lightning source damage that hit mobs after getting drenched (Huntress’ Geyser)

·        Any Blockade with Stun shard equipped

e)      Freeze: This is a lil different from Stunned/paralyzed condition as its making mobs more susceptible to Shattered (Squire’s Seismic Slam, Apprentice’s Earthshatter,etc.) This can only be achieved with some source:

·        Gunwitch’s Ice Needle

·        Apprentice’s Frostbite Tower (both air and ground, with freeze shard equipped)

·        Adept’s Hailstorm Tower (air only)

·        Proton Beam (with Freeze shard)

II.     Aside from Gunwitch abilities, other Freeze source can only activate after it slow enemies for a chance. It’s more unpredictable than other source

a)      Drenched: This basically mean you pour water into enemies, making them more susceptible to lightning damage (trigger paralyzed effect). Drench’s source:

·        Huntress’ Geyser Trap (guarantee drench every hit)

·        Dryad’s Nimbus (very low chance)

·        Any hero’s normal attack with Drenching Strike (30% chance)

·        Gunwitch’s Broomnado with Drenching shard

·        Any hero’s normal with Thunderstruck Equipped

·        Monk with Glaive of the Storm weapon (standing on the cloud and make it rain on enemies to drench them)

III.    TYPE: There are several types of damage source that can be made used of

a)      Hero’s Weapon Damage: what it means, just straight up normal attack with basic weapon damage.

b)      Hero’s Elemental Damage: If the weapon contains any elemental stat, that’s one separate damage source difference from weapon damage when counting damage type.

c)      Hero’s Shard Damage: basically, each shard that grant any type of damage is yet another source of damage types.

d)      Hero’s Abilities: each abilities are each different damage source.

e)      Pet’s normal attack: it also counts as 1 damage type

f)       Pet’s Ability: it also counts as 1 damage type

g)      Defense: each different defense type is a different damage source (many Flame Auras placed by many players are still counted as 1 damage type.

h)      Dryad’s Poison: her normal basic attack also count as 1 type of damage.

B.     MAGICAL/PHYSICAL: Basically what is considered Magical Damage and Physical Damage in the game

I.       Magical:

a)      Hero’s Abilities

b)      Hero’s Shard Damage that scale with Abilities

c)      Apprentice:

·        Flamethrower Tower

·        Earthshatter Tower

d)      Huntress:

·        Geyser Trap

·        Poison Dart Tower

·        Blaze Balloon

e)      Monk:

·        Flame Aura

·        Lightning Strike Aura

·        Skyguard Tower

f)       EV2:

·        Reflect Beam

·        Proton Beam

·        Weapon Manufacturer

g)      Abyss Lord:

·        Ramster

h)      Adept:

·        Hailstorm Tower

i)       Lavamancer:

·        Fissure

·        Volcano

j)       Dryad:

·        Slime

·        Nimbus

k)      Mystic:

·        Snaking Sand

·        Sand Vipers

·        Obelisk

·        Serpent’s Coil

II.     PHYSICAL:

a)      Any hero’s basic attack (both primary and secondary)

b)      Any hero’s elemental damage on weapon

c)      Any hero’s Shard Damage that scale with Hero Damage

d)      Pet Abilities (even if it stated as Magical Damage, since it scale with Hero Damage)

e)      Squire:

·        Cannonball Tower

·        Ballista

f)       Huntress:

·        Explosive Trap

g)      Lavamancer:

·        Oil Geyser

h)      Dryad:

·        Hornet’s Nest

·        Harpy’s Perch

C.    MUTATORS

I.       What is Mutator, Mutator is the tiny thingy at the end of the enemy Tab that tell you what mutator that lane got. There are lots of mutators, but I will only talk about the one that’s really define how you build and shit like that.

II.     Pile it on: get more damage taken based on how many CONDITION it get.

III.    Maximum Effort: get more damage taken based on how many damage TYPE it get.

IV.    Brittle: get more damage taken based on how many times it’s been hit with HERO’s ABILITIES (abilities with as many ticks is the best)

V.     Controlled Burn: only taken damage when it’s put under DRENCHED, OILED, FROZEN, POISONED, STUNNED.

VI.    Bullet Sponge: take no damage from DEFENSE’s projectile attack (hero attack and any defense’s attack that’s not projectile can break the shield).

VII.  Spellbreaker: take increased PHYSICAL damage and reduce MAGICAL damage.

VIII.Armored: take increased MAGICAL damage and reduce PHYSICAL damage.

IX.    Proximity: take increase damage from CLOSE damage source (be it defense or hero)

X.      Long shot: take increase from FAR damage source (be it defense or hero)

XI.    Enraged: start weaker, stronger later.

XII.  Lethargic: start stronger, weak later

XIII. Detonator: Exploded when killed

XIV. Power Block: immune to HERO’s ABILITIES and SLIME (Pet Abilities count as Physical damage)

XV.  Phased: slow to nearly 60%, pass through defense

XVI. Cursi-Kaze: when KOBOLDS die, they leave an area that DEBUFF defense inside that era (lower damage, range, AND attack rate)

XVII.                   Wall Leech: mobs leech off any defense they attack

D.    SCHEDULES

I.       Schedule are set of enemies that will be appearing on the lane

II.     Cy- Cybork: basically, cybork will appear every waves.

III.    Frost: all kind of frost mobs will appear. They might not show up all at once at the 1st wave, but they will pop up later on.

IV.    Geo- Geode: Geode will spawn every waves.

V.     – thrower: any mobs that throw stuff.

VI.    – womper: combo of all the mobs in the same categories, usually exclude thrower.

VII.  Hex: Long-ass range thrower.

VIII.Berserker: dem lady orc who immune to slow and occasionally jump through wall or any tiny crack of the defense.

E.     HERO USAGE – What Mango use/recommend

I.       Monk – Mango’s most favorite minion.

a)      Boss killer: No single life in Etheria can compare to Monk when it comes to boss killing speed. Atm, both AP Chi Blast and Hero Damage Build works; however, Hero Damage build prove to be more useful in more cases. So, what can each build do?

·        AP Chi Blast: It’s most effective usage would be to clear shit ton of mobs (if mobs don’t have Power Block). Its Siege Roller kill speed is also good. Other than that, not really much use for it tbh.

·        Hero Damage: This is the one that can single shot siege roller at majority stage of the game. How it works? Basically buff your hero and use Pet Ability (preferably Gato Fireworks). It’s also more effective at clearing air mobs. Overall I prefer this build over Chi Blast one simply cuz I have other hero to deal with ground mobs, I only use Monk to kill air mobs and boss.

b)      Flame Aura: This magical aura thingy is good at what it do. Whenever there’s any lanes with lots of mobs that don’t have cybork and frost, feel free to pop Flame Aura here and there.

c)      Skyguard Tower: The only work-able anti-air defense in the game right now (Adept’s Hailstorm Tower is buggy). It can hit 3 targets at once AND also slow them.

d)      Lightning Strike Aura: I usually pop this at the end of the Phased lanes, or at boss lane for boss killing purpose.

II.     EV2 – Mango’s 2nd favorite minion.

a)      Boss killer: If there’s anything that can outspeed a monk when it comes to killing mobs and non-siege roller boss, its EV2. Take what I said, atm, AP EV2 is the way to go if u wanna go EV2, DPS EV2 is simply too weak atm. So, what u need? Well, just look at my EV2 below for guidance. Proton charge is the best at clearing shit tons of mobs. Anti-grav is also good.

b)      Controlled burn? Equip bot of oils shard, and the shard that make anti-grav jump release 4 anti grav bot, and u have yourselves an effective oil spreading tools.

c)      Proton Beam: This is simply too good for its cost. If you can’t find any reason to not use it, use it. It’s best if you put it into a Cursi-Kaze lane.

d)      Weapon Manufacturer: atm, I don’t really find any usage for this. If I wanna go for Aura thingy, I usually go for Monk’s Flame Aura.

e)      Reflect Beam: This is OP. This is what shove all the nightmares that throw shit at your wall or your core into the toilet. Only cybork can stop its dominance.

III.    Squire – Mah boi.

a)      Air sweeper: AP Sword Beam Squire is great at clearing mobs, that include air mobs as well. Its range is really huge, its damage is not really good, but not really bad either. It’s what I do when I see stuck mobs and theres nothing that can reach it. Well, I lied, Sword Beam can reach it.

b)      Blockade: Still my go-to wall. Along with Automaton shard, its cooldown of 0.7s match perfectly with the blockade’s attack rate of 0.7. Notice that Automaton shard only proc when blockade attack. Its coverage range is also decent, only losing to Mystic’s Viper Fang and Lavamancer’s Maw of the Earth.

c)      Cannonball Tower: With its stun fire shard, its what I put at the end of any lanes that I suspicious of berserkers running past the wall. With its heavy cannonball shard, its what I put at Spellbreaker lanes when it doesn’t have geode.

d)      Ballista: Basically, the straight-line AoE version of cannonball tower. Find a reason to pop one of these guys into the map (straight lines of running mobs, no vanguard, etc.), and you won’t be disappointed.

IV.    Lavamancer – meh

a)      The only usage I have for Lavamancer is when I have Maximum Effort mutator, I pop the fissure in for more damage source. Also, oil geyser is also good versus Controlled Burn lanes (if it doesn’t have cybork), and also good versus stunning boss at blockade (if it equipped with stun shard).

V.     Huntress – Oil Spreading grill

a)      PDT – The only good/effective countermeasure against Controlled Burn mutator. Note that PDT will keep shooting the current target until its death before moving to new targets. So, its good to pack big amount of damage to kill mobs fast.

b)      Oil Flask – if u don’t wanna use PDT, toss this baby out 😊.

VI.    Dryad – my default leaf grill

a)      Purification form or Corrupted form?

·        I said depends on situation. Purification form is really good as a tank, whereas Corrupted form will deal more damage. So, its your choice.

·        Stuff to remember:

(a)    Purification form: can equip the shard to lower Dryad’s Blessing cost and give more armor for activate Dryad’s Blessing. Can equip shard to increase slow on Power Toss. Also, on purification form, standing Power Toss will heal, so its double heal (Tree + Powder Toss). Normal attack on purification form also apply poison damage.

(b)    Corrupted form: should be what everyone be in if they mainly play Dryad as a builder. Corrupted give 1 more bees for Hornet’s Nest, give Slime ability to slow and oil enemy. Make Starfall deal damage, remove Powder Toss slow and instead make it deal damage over time and stun when it expire.

b)      Bees: Dryad’s bread and butter. Deal physical damage. Is a trap (susceptible to Cybork, un-recognized by Kobolt.) Image this, you have a flat surface. There’s a box that’s like 1m height, u place a Hornet’s Nest on it. Now, the bee can reach everything on the surface and also from the surface up to 2m to the air. Yes, bee can attack air when they reach its vertical range. I don’t know exact number, so you have to experiment and find out yourselves. People also wonder why bees don’t attack mobs all at once. It’s like this: 1 Hornet’s Nest can attack up to 3 targets at 1 time (3 bees = 3 targets), but it will only send 1 bee to 1 target, even if it has another 2 bees in reserved. Think of Bees as Hornet’s Nest attack animation. It works like Frostbite Tower, even if u put Frost Duet into it (target 2 targets), it won’t ever target the same target twice, just once.

c)      Slime: Dryad’s sandwich. Deal magical damage. Atm, dunno if it’s an error, but it’s also count as Hero Ability (therefore deal no damage to Power Block mutator). It also has vertical range like Bees; however, it can’t just fly like bee can. Instead, it can move up and down the terran as long as its possible to do so.

d)      Nimbus: atm, I don’t use Nimbus much, it just bad imo and not worth the DU.

VII.  Apprentice:

a)      Flamethrower: imo, it’s a lesser version of Ramster. I prefer Ramster over this.

b)      Blockade: Nope, the coverage is small.

c)      Frostbite: It’s extremely good if you know how to utilize it into your build. Only 2 ways to deal with hard lane: you either brute force it( put lots of DU into it); or you make it last longer. Theres 2 ways to make it longer:

·        You make a longer path for mobs to go

·        You slow down the mobs

·        Frostbite is one of the tools that allow you to do so. For the shard used, just look at my apprentice build.

d)      Earthshatter: It’s single-handedly the most powerful single-target magical defense.

·        It has 2m dps without using Power Transfer.

·        It has extremely long range without the need of Deadly Strike.

·        It can be placed completely block of its view and it still find its way to attack target as long as within range

·        It ground attack completely bypass geode.

·        It can only attack ground (Malthius-type monster is not ground, they’re floating; assassin on your ass also not ground, they’re floating)

·        It can 1 shot any frozen mobs by crushing them.

F.     TIPS

G.    GUIDE

ons
Hero Damage
Weapon

Weapon
Hero Damage

Armor
Helmet

Helmet
Armor

Armor
Chest

Chest
Armor

Armor
Gloves

Gloves
Armor

Armor
Boots

Boots
Armor

Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health
Fissure of Embermount

Fissure of Embermount: Medallion
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health

  • Deadly Strikes

    12
    Increases the Defense Range of the affected tower by 4-40%.
    ALLRelicChaos 3
  • Defensive Critical Damage

    16
    Increases the Defense Crit Damage of the affected tower by 2-34%.
    ALLRelicCampaign
  • Power Transfer

    14
    Increases the Defense Critical Chance by 2-30% and reduces Defense Power by -10%.
    ALLRelicChaos 4
Maw of the Earth Drake

Maw of the Earth Drake:

Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health
Oil Geyser

Oil Geyser: Medallion
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health

  • Defense Rate

    12
    Increases the Attack Rate of the affected tower by 9-33%.
    ALLRelicChaos 4
  • Oil Spill

    10
    Gives oil geyser a 5-30% chance to stun all enemies hit for 2s.
    LavamancerRelicChaos 3
  • Oily Entrapment

    12
    Increases Oil Geyser slow rate by 3-15%.
    LavamancerRelicChaos 7
Volcano

Volcano:

Hero DamageStorm DamageAbility PowerHero Health
Weapon

Weapon
Hero DamageStorm DamageAbility PowerHero Health

  • Drenching Strikes

    14
    Your primary attacks have a 2-30% chance on hit to drench enemies for 3-10 seconds.
    ALLWeaponCampaign
  • Fiery Brimstone

    10
    Adds 4-12% Hero Damage to Your Attacks as Magical Fire Damage.
    Abyss LordWeaponChaos 7
  • Flaming Knight

    18
    Knight of the Abyss is now imbued with fire, causing enemies hit to burn for 50-500% of your Ability Power in fire damage over 5 seconds.
    Abyss LordWeaponChaos 5
ArmorAbility PowerHero Critical Hit DamageHero Health
Helmet

Helmet
ArmorAbility PowerHero Critical Hit DamageHero Health

  • Abyss Knight’s Bargain

    12
    Reduces the mana cost of Knight of the Abyss by 4-40%.
    Abyss LordHelmetChaos 3
  • Brain Of Confusion

    12
    When you take damage you have a 3-15% chance to confuse nearby enemies for 3 seconds. This effect has a 15 second cooldown.
    ALLHelmetChaos 6
  • Mana Capacitor

    18
    Increases your maximum ability resource by 10-100.
    ApprenticeAdeptSquireHuntressMonkInitiateSeries EV2Abyss LordLavamancerDryadGunwitchHelmetChaos 7
ArmorAbility PowerHero Critical Hit DamageHero Health
Chest

Chest
ArmorAbility PowerHero Critical Hit DamageHero Health

  • Bulwark

    12
    Increases armor by 4-40%.
    ALLChestChaos 1
  • Darkest Syphon

    9
    Increases the angle of Dark Syphon by 3-30.
    Abyss LordChestChaos 4
ArmorAbility PowerHero Critical Hit DamageHero Health
Gloves

Gloves
ArmorAbility PowerHero Critical Hit DamageHero Health

  • Critical Strike

    7
    Increases your Hero Crit Chance by 3-10%.
    ALLGlovesChaos 1
  • Mana Leech

    12
    Dark Syphon drains 4-40% additional mana.
    Abyss LordGlovesChaos 5
  • Power Of The Knight

    12
    Increases the damage of Knight of the Abyss by 4-40%.
    Abyss LordGlovesChaos 2
ArmorAbility PowerHero Critical Hit DamageHero Health
Boots

Boots
ArmorAbility PowerHero Critical Hit DamageHero Health

  • Fountain Of Speed

    12
    Abyss Fountain increases allied movement speed by 50-650 for 5 seconds.
    Abyss LordBootsCampaign
  • Speed Boost

    8
    Increases your movement speed by 100-500.
    ALLBootsCampaign
  • Withering Fountain

    9
    Abyss Fountain withers enemies inside it reducing the damage they deal by 2-20%.
    Abyss LordBootsChaos 1
Skeletal Orc

Skeletal Orc:

Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health
Ramster

Ramster: Medallion
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health

  • Deadly Strikes

    12
    Increases the Defense Range of the affected tower by 4-40%.
    ALLRelicChaos 3
  • Defense Rate

    12
    Increases the Attack Rate of the affected tower by 9-33%.
    ALLRelicChaos 4
  • Power Transfer

    14
    Increases the Defense Critical Chance by 2-30% and reduces Defense Power by -10%.
    ALLRelicChaos 4
Skeletal Archers

Skeletal Archers:

Colossus

Colossus:

Hero DamageAbility PowerHero Critical Hit DamageHero Health
Weapon

Weapon
Hero DamageAbility PowerHero Critical Hit DamageHero Health

  • Burning Strikes

    20
    2-20% chance on hit to burn target for 20-180% of your Hero Damage stat as magical fire damage each second for 1-5 seconds.
    ALLWeaponChaos 5
  • Drenching Strikes

    14
    Your primary attacks have a 2-30% chance on hit to drench enemies for 3-10 seconds.
    ALLWeaponCampaign
  • Meowmere

    20
    Once per second, Primary Attacks fires a piercing Meowmere projectile dealing 105-205% AP as damage and reflects off surfaces for 3 hits. Projectiles explode on impact dealing 105-205% AP.
    SquireDryadWeaponFixed Passive
ArmorHero DamageAbility PowerHero Health
Helmet

Helmet
ArmorHero DamageAbility PowerHero Health

  • Celestial Attunement

    6
    The dyrad can hold 1-4 more stacks of starfall.
    DryadHelmetChaos 4
  • Corruption’s Embrace

    12
    Starfall damage is increased by 4-40% in corrupt form.
    DryadHelmetChaos 5
  • Mana Capacitor

    18
    Increases your maximum ability resource by 10-100.
    ApprenticeAdeptSquireHuntressMonkInitiateSeries EV2Abyss LordLavamancerDryadGunwitchHelmetChaos 7
ArmorHero DamageAbility PowerHero Health
Chest

Chest
ArmorHero DamageAbility PowerHero Health

  • Bulwark

    12
    Increases armor by 4-40%.
    ALLChestChaos 1
  • Corruption’s Harmony

    10
    Reduces Corruption form’s Celestial Power drain by -1 to -3.
    DryadChestChaos 2
  • Power Gambit

    20
    Increases your Hero Damage by 10-50%, but increase damage taken from enemies by 60-20%.
    ALLChestChaos 7
ArmorHero DamageAbility PowerHero Health
Gloves

Gloves
ArmorHero DamageAbility PowerHero Health

  • Beacon Of The Storm

    20
    Once per second your primary attack spawns a lightning ball that deals 10-50% of your Hero Damage as storm damage. Bounces up to 3 times.
    ALLGlovesChaos 4
  • Construction

    20
    Increases repair and upgrade speed during Combat Phase by 25-75%.
    ALLGlovesCampaign
  • Critical Strike

    7
    Increases your Hero Crit Chance by 3-10%.
    ALLGlovesChaos 1
ArmorHero DamageAbility PowerHero Health
Boots

Boots
ArmorHero DamageAbility PowerHero Health

  • Corruption’s Blessing

    12
    Damage of Dryad's Blessing is increase by 4-40% in corrupt form.
    DryadBootsChaos 3
  • Quake

    20
    You have a 10-50% chance when landing to deal 50-250% of your Ability Power as earth damage to nearby enemies.
    ALLBootsChaos 2
  • Speed Boost

    8
    Increases your movement speed by 100-500.
    ALLBootsCampaign
Defense HealthDefense SpeedDefense Critical Hit DamageDefense Power
World Tree

World Tree: Totem
Defense HealthDefense SpeedDefense Critical Hit DamageDefense Power

  • Deadly Strikes

    12
    Increases the Defense Range of the affected tower by 4-40%.
    ALLRelicChaos 3
  • Fortification

    16
    Increases Defense Health of the affected tower by 2-34%.
    ALLRelicCampaign
  • Vicious Strikes

    12
    Increases the Defense Range of the affected tower by 175-2275 units.
    ALLRelicMastery, 155 stars
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health
Moss Hornet's Nest

Moss Hornet's Nest: Medallion
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health

  • Deadly Strikes

    12
    Increases the Defense Range of the affected tower by 4-40%.
    ALLRelicChaos 3
  • Defensive Critical Damage

    16
    Increases the Defense Crit Damage of the affected tower by 2-34%.
    ALLRelicCampaign
  • Power Transfer

    14
    Increases the Defense Critical Chance by 2-30% and reduces Defense Power by -10%.
    ALLRelicChaos 4
Harpy's Perch

Harpy's Perch:

Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health
Slime Pit

Slime Pit: Medallion
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health

  • Defense Rate

    12
    Increases the Attack Rate of the affected tower by 9-33%.
    ALLRelicChaos 4
  • Power Transfer

    14
    Increases the Defense Critical Chance by 2-30% and reduces Defense Power by -10%.
    ALLRelicChaos 4
  • Vampiric Empowerment

    14
    Increases the Defense Power of the affected tower by 4-60% of its Defense Health.
    ALLRelicChaos 5
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health
Angry Nimbus

Angry Nimbus: Medallion
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health

  • Deadly Strikes

    12
    Increases the Defense Range of the affected tower by 4-40%.
    ALLRelicChaos 3
  • Defense Rate

    12
    Increases the Attack Rate of the affected tower by 9-33%.
    ALLRelicChaos 4
  • Power Transfer

    14
    Increases the Defense Critical Chance by 2-30% and reduces Defense Power by -10%.
    ALLRelicChaos 4
Hero DamageAbility PowerHero Critical Hit DamageHero Health
Weapon

Weapon
Hero DamageAbility PowerHero Critical Hit DamageHero Health

  • Anti Air

    12
    Deals 4-40% additional damage to flying enemies.
    ALLWeaponChaos 5
  • Empowered Beam

    20
    After the Sword Beam collides with 5 targets, it spawns an additional Sword Beam that travels in the same direction as the first dealing 125-425% of your Ability Power stat as damage to each target hit. After colliding with 5 targets it returns to the Squire dealing 125-425% of your Ability Power stat as damage in an area around Squire.
    SquireWeaponChaos 5
  • Meowmere

    20
    Once per second, Primary Attacks fires a piercing Meowmere projectile dealing 105-205% AP as damage and reflects off surfaces for 3 hits. Projectiles explode on impact dealing 105-205% AP.
    SquireDryadWeaponFixed Passive
ArmorAbility PowerHero Critical Hit DamageHero Health
Shield

Shield
ArmorAbility PowerHero Critical Hit DamageHero Health

  • Enduring Provocation

    14
    Provoke lasts an additional 0.5-7.5 seconds.
    SquireShieldChaos 5
  • Enduring Slam

    15
    Seismic Slam stun duration increased by 0.5-5 seconds.
    SquireShieldChaos 7
ArmorAbility PowerHero Critical Hit DamageHero Health
Helmet

Helmet
ArmorAbility PowerHero Critical Hit DamageHero Health

  • Brain Of Confusion

    12
    When you take damage you have a 3-15% chance to confuse nearby enemies for 3 seconds. This effect has a 15 second cooldown.
    ALLHelmetChaos 6
  • Electric Retribution

    20
    When you take damage, you have a 2-25% chance of dealing 125-450% of your Armour as storm damage to your attacker.
    ALLHelmetChaos 4
  • Inspiration

    12
    Reduces the cooldown of your abilities by 4-40%.
    ApprenticeAdeptSquireHuntressMonkInitiateLavamancerDryadMysticGunwitchHelmetChaos 2
ArmorAbility PowerHero Critical Hit DamageHero Health
Chest

Chest
ArmorAbility PowerHero Critical Hit DamageHero Health

  • Bulwark

    12
    Increases armor by 4-40%.
    ALLChestChaos 1
  • Fight Me Not

    20
    Defenses will deal 5-25% more damage to enemies targetting the Squire.
    SquireChestChaos 3
  • Retribution

    20
    When you take damage, you have a 2-20% chance of dealing 125-425% of your Armor as damage to your attacker.
    ALLChestCampaign
ArmorAbility PowerHero Critical Hit DamageHero Health
Gloves

Gloves
ArmorAbility PowerHero Critical Hit DamageHero Health

  • Construction

    20
    Increases repair and upgrade speed during Combat Phase by 25-75%.
    ALLGlovesCampaign
  • Critical Strike

    7
    Increases your Hero Crit Chance by 3-10%.
    ALLGlovesChaos 1
  • Flaming Retribution

    20
    When you take damage, you have a 2-20% chance of dealing 125-425% of your Armor as fire damage to your attacker.
    ALLGlovesChaos 6
ArmorAbility PowerHero Critical Hit DamageHero Health
Boots

Boots
ArmorAbility PowerHero Critical Hit DamageHero Health

  • Quake

    20
    You have a 10-50% chance when landing to deal 50-250% of your Ability Power as earth damage to nearby enemies.
    ALLBootsChaos 2
  • Speed Boost

    8
    Increases your movement speed by 100-500.
    ALLBootsCampaign
  • Swift Provocation

    12
    Provoke movement speed buff increased by 10-154.
    SquireBootsCampaign
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health
Cannonball

Cannonball: Medallion
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health

  • Deadly Strikes

    12
    Increases the Defense Range of the affected tower by 4-40%.
    ALLRelicChaos 3
  • Heavy Cannonball

    20
    Cannonball tower has a 5-15% chance to spawn a heavy cannonball that pierces up to 1-10 target(s) dealing 120-1150% of the Cannonball tower's damage.
    SquireRelicChaos 5
  • Power Transfer

    14
    Increases the Defense Critical Chance by 2-30% and reduces Defense Power by -10%.
    ALLRelicChaos 4
Defense HealthDefense Critical Hit DamageDefense SpeedDefense Power
Spiked Blockade

Spiked Blockade: Totem
Defense HealthDefense Critical Hit DamageDefense SpeedDefense Power

  • Automation

    20
    Each time your defense attacks, it heals for 2% of its max health. Cooldown of 0.7 seconds.
    ALLRelicMastery, 680 stars
  • Explosive Shielding Guard

    When the affected tower takes damage, it has a 35% chance to gain a shield for 250% of its Defense Health for 5 seconds and to trigger an explosion that deals 500% of its Defense Health as damage to nearby enemies. Does not work with Auras and Traps. This does not destroy the tower. Does not stack with Shielding Guard or Explosive Guard.
    ALLRelicMastery, 365 stars
  • Fortification

    16
    Increases Defense Health of the affected tower by 2-34%.
    ALLRelicCampaign
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health
Ballista

Ballista: Medallion
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health

  • Defense Rate

    12
    Increases the Attack Rate of the affected tower by 9-33%.
    ALLRelicChaos 4
  • Power Transfer

    14
    Increases the Defense Critical Chance by 2-30% and reduces Defense Power by -10%.
    ALLRelicChaos 4
  • Splody Harpoon

    20
    Ballista projectiles have a 10-30% chance to detonate on each target hit dealing 150-800% of the Ballista's defense power stat as extra damage in small area.
    SquireRelicChaos 7
Defense HealthDefense PowerDefense Critical Hit DamageDefense Speed
Dummy

Dummy: Totem
Defense HealthDefense PowerDefense Critical Hit DamageDefense Speed

  • Fortification

    16
    Increases Defense Health of the affected tower by 2-34%.
    ALLRelicCampaign
  • Power Pylon

    18
    Increases the Defense Power of nearby defenses to 102-120%. Note: Requires a Blockade but this shard does not buff the Blockade that equips this shard.
    ALLRelicChaos 7
  • Sharpened Spikes

    14
    Blockade has a 2-30% chance to stun enemies hit for 1-3 seconds.
    ALLRelicChaos 6
Hero DamageAbility PowerHero Critical Hit DamageHero Health
Weapon

Weapon
Hero DamageAbility PowerHero Critical Hit DamageHero Health

  • Empowered Mark

    28
    Increases the max number of the Apprentice's marked targets by 2-30.
    ApprenticeAdeptWeaponChaos 2
  • Manabomb’s Aid

    20
    Manabomb places a shield on you that lasts 20 seconds that absorbs 150-750% of your Ability Power Stat. Enemies that hit the shield are burned for a total of 150-550% of your Ability Power over 3 seconds.
    ApprenticeWeaponChaos 4
  • Power Volley

    12
    Increases the damage of Arcane Volley by 4-40%.
    ApprenticeWeaponChaos 1
ArmorAbility PowerHero Critical Hit DamageHero Health
Helmet

Helmet
ArmorAbility PowerHero Critical Hit DamageHero Health

  • Inspiration

    12
    Reduces the cooldown of your abilities by 4-40%.
    ApprenticeAdeptSquireHuntressMonkInitiateLavamancerDryadMysticGunwitchHelmetChaos 2
  • Mana Capacitor

    18
    Increases your maximum ability resource by 10-100.
    ApprenticeAdeptSquireHuntressMonkInitiateSeries EV2Abyss LordLavamancerDryadGunwitchHelmetChaos 7
  • Power Of Storms

    12
    You have a 4-10% chance on hit to restore 20 mana per second for 1.13-3.13 seconds. 10 seconds cooldown.
    ApprenticeAdeptSquireHuntressMonkInitiateAbyss LordHelmetChaos 6
ArmorAbility PowerHero Critical Hit DamageHero Health
Chest

Chest
ArmorAbility PowerHero Critical Hit DamageHero Health

  • Bulwark

    12
    Increases armor by 4-40%.
    ALLChestChaos 1
  • Retribution

    20
    When you take damage, you have a 2-20% chance of dealing 125-425% of your Armor as damage to your attacker.
    ALLChestCampaign
ArmorAbility PowerHero Critical Hit DamageHero Health
Gloves

Gloves
ArmorAbility PowerHero Critical Hit DamageHero Health

  • Critical Strike

    7
    Increases your Hero Crit Chance by 3-10%.
    ALLGlovesChaos 1
  • Flaming Retribution

    20
    When you take damage, you have a 2-20% chance of dealing 125-425% of your Armor as fire damage to your attacker.
    ALLGlovesChaos 6
  • Manabomb Power

    12
    Increases the damage of Manabomb by 4-40%.
    ApprenticeGlovesChaos 5
ArmorAbility PowerHero Critical Hit DamageHero Health
Boots

Boots
ArmorAbility PowerHero Critical Hit DamageHero Health

  • Radiant Critical Power

    5
    Increases the Defense Critical Damage of nearby defenses by 0-5% and Defense Critical Chance of nearby defenses by 3%.
    ALLBootsMastery, 260 stars
  • Speed Boost

    8
    Increases your movement speed by 100-500.
    ALLBootsCampaign
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health
Flamethrower

Flamethrower: Medallion
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health

  • Deadly Strikes

    12
    Increases the Defense Range of the affected tower by 4-40%.
    ALLRelicChaos 3
  • Power Transfer

    14
    Increases the Defense Critical Chance by 2-30% and reduces Defense Power by -10%.
    ALLRelicChaos 4
  • Vampiric Empowerment

    14
    Increases the Defense Power of the affected tower by 4-60% of its Defense Health.
    ALLRelicChaos 5
Defense HealthDefense PowerDefense Critical Hit DamageDefense Speed
Arcane Barrier

Arcane Barrier: Totem
Defense HealthDefense PowerDefense Critical Hit DamageDefense Speed

  • Fortification

    16
    Increases Defense Health of the affected tower by 2-34%.
    ALLRelicCampaign
  • Power Pylon

    18
    Increases the Defense Power of nearby defenses to 102-120%. Note: Requires a Blockade but this shard does not buff the Blockade that equips this shard.
    ALLRelicChaos 7
  • Sharpened Spikes

    14
    Blockade has a 2-30% chance to stun enemies hit for 1-3 seconds.
    ALLRelicChaos 6
Defense HealthDefense SpeedDefense PowerDefense Critical Hit Damage
Frostbite

Frostbite: Totem
Defense HealthDefense SpeedDefense PowerDefense Critical Hit Damage

  • Deadly Strikes

    12
    Increases the Defense Range of the affected tower by 4-40%.
    ALLRelicChaos 3
  • Empowered Frostbite

    20
    Frostbite has a 5-45% chance to freeze the target for 1-7 seconds.
    ApprenticeRelicChaos 3
  • Frosty Duet

    10
    Reduce Frost towers range to 60-35%. When fully upgraded this shard allows the frost tower to slow an additional target.
    ApprenticeRelicChaos 2
Defense PowerDefense SpeedDefense Critical Hit DamageDefense Health
Eartshatter

Eartshatter: Medallion
Defense PowerDefense SpeedDefense Critical Hit DamageDefense Health

  • Defense Rate

    12
    Increases the Attack Rate of the affected tower by 9-33%.
    ALLRelicChaos 4
  • Earth Toss

    18
    Earthshatter tower has a 28-100% chance on hit to knock targets into the air.
    ApprenticeAdeptRelicChaos 4
  • Power Transfer

    14
    Increases the Defense Critical Chance by 2-30% and reduces Defense Power by -10%.
    ALLRelicChaos 4
Hero DamageAbility PowerHero Critical Hit DamageHero Health
Weapon

Weapon
Hero DamageAbility PowerHero Critical Hit DamageHero Health

  • Heat Dispenser Module

    12
    EV2 upgrades her gun with a new heat dispenser module that drains 4-40% more heat with each primary attack.
    Series EV2WeaponChaos 6
  • Proton Cannon Insulator

    12
    Reduces the heat generation rate of Proton Charge by 2-20%.
    Series EV2WeaponChaos 7
  • Proton Supercharge

    20
    EV2's Proton Charge deals an extra 10-210% of your ability power stat as damage while its max range is increased by 5-25%.
    Series EV2WeaponChaos 7
ArmorAbility PowerHero Critical Hit DamageHero Health
Helmet

Helmet
ArmorAbility PowerHero Critical Hit DamageHero Health

  • Brain Of Confusion

    12
    When you take damage you have a 3-15% chance to confuse nearby enemies for 3 seconds. This effect has a 15 second cooldown.
    ALLHelmetChaos 6
  • Mana Capacitor

    18
    Increases your maximum ability resource by 10-100.
    ApprenticeAdeptSquireHuntressMonkInitiateSeries EV2Abyss LordLavamancerDryadGunwitchHelmetChaos 7
  • Worm Scarf

    12
    Reduces the damage you take from enemies by 3-15%.
    ALLHelmetCampaign
ArmorAbility PowerHero Critical Hit DamageHero Health
Chest

Chest
ArmorAbility PowerHero Critical Hit DamageHero Health

  • Bots Of Oil

    20
    Exploding Grav Bots now oil enemies for 1-8 second(s). If ignited by fire, deals 20-220% Ability Power as fire damage per second for 1-5 second(s).
    Series EV2ChestChaos 1
  • Bulwark

    12
    Increases armor by 4-40%.
    ALLChestChaos 1
  • Mine Blast Radius

    12
    Anti Gravity Bots damage radius increased by 4-40%.
    Series EV2ChestChaos 4
ArmorHero HealthHero Critical Hit DamageAbility Power
Gloves

Gloves
ArmorHero HealthHero Critical Hit DamageAbility Power

  • Construction

    20
    Increases repair and upgrade speed during Combat Phase by 25-75%.
    ALLGlovesCampaign
  • Critical Strike

    7
    Increases your Hero Crit Chance by 3-10%.
    ALLGlovesChaos 1
ArmorAbility PowerHero Critical Hit DamageHero Health
Boots

Boots
ArmorAbility PowerHero Critical Hit DamageHero Health

  • Dummies And Bots

    20
    The Death From Above ability now spawns 4 grav Bots that each deal 20-220% of your Ability as damage in a 100-500 radius. These do not count towards the cap on the number of Bots she can hold.
    Series EV2BootsChaos 2
  • Enhanced Decoy

    20
    Death From Above's decoy deals an extra 20-420% damage to enemies.
    Series EV2BootsCampaign
  • Speed Boost

    8
    Increases your movement speed by 100-500.
    ALLBootsCampaign
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health
Proton Beam

Proton Beam: Medallion
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health

  • Defensive Critical Damage

    16
    Increases the Defense Crit Damage of the affected tower by 2-34%.
    ALLRelicCampaign
  • Frosty Beams

    20
    15-25% chance for Proton Node to freeze all enemies it touches for 1-2 seconds.
    Series EV2RelicChaos 5
  • Power Transfer

    14
    Increases the Defense Critical Chance by 2-30% and reduces Defense Power by -10%.
    ALLRelicChaos 4
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health
Reflect Beam

Reflect Beam: Medallion
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health

  • Deadly Strikes

    12
    Increases the Defense Range of the affected tower by 4-40%.
    ALLRelicChaos 3
  • Defense Rate

    12
    Increases the Attack Rate of the affected tower by 9-33%.
    ALLRelicChaos 4
  • Power Transfer

    14
    Increases the Defense Critical Chance by 2-30% and reduces Defense Power by -10%.
    ALLRelicChaos 4
Buff Beam

Buff Beam:

Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health
Weapon Manufacturer

Weapon Manufacturer: Medallion
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health

  • Deadly Strikes

    12
    Increases the Defense Range of the affected tower by 4-40%.
    ALLRelicChaos 3
  • Node Increase

    6
    EV2 can create 1-4 extra node(s) in any single Weapon Manufacturer chain.
    Series EV2RelicChaos 7
  • Power Transfer

    14
    Increases the Defense Critical Chance by 2-30% and reduces Defense Power by -10%.
    ALLRelicChaos 4
Hero DamageStorm DamageHero Critical Hit DamageHero Health
Weapon

Weapon
Hero DamageStorm DamageHero Critical Hit DamageHero Health

  • Anti Air

    12
    Deals 4-40% additional damage to flying enemies.
    ALLWeaponChaos 5
  • Burning Strikes

    20
    2-20% chance on hit to burn target for 20-180% of your Hero Damage stat as magical fire damage each second for 1-5 seconds.
    ALLWeaponChaos 5
  • Drenching Strikes

    14
    Your primary attacks have a 2-30% chance on hit to drench enemies for 3-10 seconds.
    ALLWeaponCampaign
ArmorHero DamageHero Critical Hit DamageHero Health
Helmet

Helmet
ArmorHero DamageHero Critical Hit DamageHero Health

  • Brain Of Confusion

    12
    When you take damage you have a 3-15% chance to confuse nearby enemies for 3 seconds. This effect has a 15 second cooldown.
    ALLHelmetChaos 6
  • Inspiration

    12
    Reduces the cooldown of your abilities by 4-40%.
    ApprenticeAdeptSquireHuntressMonkInitiateLavamancerDryadMysticGunwitchHelmetChaos 2
  • Mana Capacitor

    18
    Increases your maximum ability resource by 10-100.
    ApprenticeAdeptSquireHuntressMonkInitiateSeries EV2Abyss LordLavamancerDryadGunwitchHelmetChaos 7
ArmorHero DamageHero Critical Hit DamageHero Health
Chest

Chest
ArmorHero DamageHero Critical Hit DamageHero Health

  • Bulwark

    12
    Increases armor by 4-40%.
    ALLChestChaos 1
  • Heroic Power

    12
    Increases Heroic Wave’s hero damage boost by 4-40%.
    MonkChestChaos 5
  • Power Gambit

    20
    Increases your Hero Damage by 10-50%, but increase damage taken from enemies by 60-20%.
    ALLChestChaos 7
ArmorHero Critical Hit DamageHero DamageHero Health
Gloves

Gloves
ArmorHero Critical Hit DamageHero DamageHero Health

  • Beacon Of The Storm

    20
    Once per second your primary attack spawns a lightning ball that deals 10-50% of your Hero Damage as storm damage. Bounces up to 3 times.
    ALLGlovesChaos 4
  • Construction

    20
    Increases repair and upgrade speed during Combat Phase by 25-75%.
    ALLGlovesCampaign
  • Critical Strike

    7
    Increases your Hero Crit Chance by 3-10%.
    ALLGlovesChaos 1
ArmorHero DamageHero Critical Hit DamageHero Health
Boots

Boots
ArmorHero DamageHero Critical Hit DamageHero Health

  • Crane Stance

    20
    Each secondary attack increases the damage of the next primary attack by 10-90%. Stacks up to 6 times.
    MonkInitiateBootsChaos 1
  • Speed Boost

    8
    Increases your movement speed by 100-500.
    ALLBootsCampaign
Defense Critical Hit DamageDefense PowerDefense SpeedDefense Health
Flame Aura

Flame Aura: Mark
Defense Critical Hit DamageDefense PowerDefense SpeedDefense Health

  • Deadly Strikes

    12
    Increases the Defense Range of the affected tower by 4-40%.
    ALLRelicChaos 3
  • Defensive Critical Damage

    16
    Increases the Defense Crit Damage of the affected tower by 2-34%.
    ALLRelicCampaign
  • Power Transfer

    14
    Increases the Defense Critical Chance by 2-30% and reduces Defense Power by -10%.
    ALLRelicChaos 4
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health
Boost Aura

Boost Aura: Medallion
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health

  • Boosted Grasp

    10
    Enemies move at 90-60% speed when they are within the Boost Aura.
    MonkInitiateRelicChaos 3
  • Boosted Power

    18
    Increases the power of the Boost Aura by 2-20%.
    MonkInitiateRelicChaos 6
  • Deadly Strikes

    12
    Increases the Defense Range of the affected tower by 4-40%.
    ALLRelicChaos 3
Defense PowerDefense SpeedDefense Critical Hit DamageDefense Health
Sky Guard Tower

Sky Guard Tower: Medallion
Defense PowerDefense SpeedDefense Critical Hit DamageDefense Health

  • Deadly Strikes

    12
    Increases the Defense Range of the affected tower by 4-40%.
    ALLRelicChaos 3
  • Defense Rate

    12
    Increases the Attack Rate of the affected tower by 9-33%.
    ALLRelicChaos 4
  • Mass Destruction

    34
    Increases the Defense Power of the affected tower by 34-70%.
    ALLRelicMastery, 50 stars
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health
Lightning Strikes Aura

Lightning Strikes Aura: Medallion
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health

  • Deadly Strikes

    12
    Increases the Defense Range of the affected tower by 4-40%.
    ALLRelicChaos 3
  • Defense Rate

    12
    Increases the Attack Rate of the affected tower by 9-33%.
    ALLRelicChaos 4
  • Power Transfer

    14
    Increases the Defense Critical Chance by 2-30% and reduces Defense Power by -10%.
    ALLRelicChaos 4
Hero DamageStorm DamageHero Critical Hit DamageHero Health
Weapon

Weapon
Hero DamageStorm DamageHero Critical Hit DamageHero Health

  • Anti Air

    12
    Deals 4-40% additional damage to flying enemies.
    ALLWeaponChaos 5
  • Burning Strikes

    20
    2-20% chance on hit to burn target for 20-180% of your Hero Damage stat as magical fire damage each second for 1-5 seconds.
    ALLWeaponChaos 5
  • Drenching Strikes

    14
    Your primary attacks have a 2-30% chance on hit to drench enemies for 3-10 seconds.
    ALLWeaponCampaign
ArmorHero DamageHero Critical Hit DamageHero Health
Helmet

Helmet
ArmorHero DamageHero Critical Hit DamageHero Health

  • Inspiration

    12
    Reduces the cooldown of your abilities by 4-40%.
    ApprenticeAdeptSquireHuntressMonkInitiateLavamancerDryadMysticGunwitchHelmetChaos 2
  • Mana Capacitor

    18
    Increases your maximum ability resource by 10-100.
    ApprenticeAdeptSquireHuntressMonkInitiateSeries EV2Abyss LordLavamancerDryadGunwitchHelmetChaos 7
  • Power Of Storms

    12
    You have a 4-10% chance on hit to restore 20 mana per second for 1.13-3.13 seconds. 10 seconds cooldown.
    ApprenticeAdeptSquireHuntressMonkInitiateAbyss LordHelmetChaos 6
ArmorHero DamageHero Critical Hit DamageHero Health
Chest

Chest
ArmorHero DamageHero Critical Hit DamageHero Health

  • Bulwark

    12
    Increases armor by 4-40%.
    ALLChestChaos 1
  • Power Gambit

    20
    Increases your Hero Damage by 10-50%, but increase damage taken from enemies by 60-20%.
    ALLChestChaos 7
ArmorHero DamageHero Critical Hit DamageHero Health
Gloves

Gloves
ArmorHero DamageHero Critical Hit DamageHero Health

  • Beacon Of The Storm

    20
    Once per second your primary attack spawns a lightning ball that deals 10-50% of your Hero Damage as storm damage. Bounces up to 3 times.
    ALLGlovesChaos 4
  • Critical Strike

    7
    Increases your Hero Crit Chance by 3-10%.
    ALLGlovesChaos 1
  • Oil Slick

    8
    Increases the duration of oil flask by 1-9 seconds.
    HuntressGlovesChaos 3
ArmorHero DamageHero Critical Hit DamageHero Health
Boots

Boots
ArmorHero DamageHero Critical Hit DamageHero Health

  • Radiant Critical Power

    5
    Increases the Defense Critical Damage of nearby defenses by 0-5% and Defense Critical Chance of nearby defenses by 3%.
    ALLBootsMastery, 260 stars
  • Speed Boost

    8
    Increases your movement speed by 100-500.
    ALLBootsCampaign
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health
Explosive Trap

Explosive Trap: Medallion
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health

  • Defense Rate

    12
    Increases the Attack Rate of the affected tower by 9-33%.
    ALLRelicChaos 4
  • Fire For Effect

    20
    Your explosive Trap has a 15-45% chance to detonate twice without consuming an additional charge.
    HuntressRelicChaos 5
  • Power Transfer

    14
    Increases the Defense Critical Chance by 2-30% and reduces Defense Power by -10%.
    ALLRelicChaos 4
Defense PowerDefense HealthDefense SpeedDefense Critical Hit Damage
Geyser Trap

Geyser Trap: Medallion
Defense PowerDefense HealthDefense SpeedDefense Critical Hit Damage

  • Destruction

    16
    Increases Defense Power of the affected tower by 2-34%.
    ALLRelicChaos 1
  • Explosive Surprise

    20
    Geyser Trap has a 10-50% chance to fire an exploding shard dealing 200-1200% Defense Power as damage in an area.
    HuntressRelicChaos 4
  • Vampiric Empowerment

    14
    Increases the Defense Power of the affected tower by 4-60% of its Defense Health.
    ALLRelicChaos 5
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health
Poison Dart Tower

Poison Dart Tower: Medallion
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health

  • Deadly Strikes

    12
    Increases the Defense Range of the affected tower by 4-40%.
    ALLRelicChaos 3
  • Explosive Poison

    20
    If an enemy poisoned by the Poison Dart Tower is killed, it detonates dealing 10%-150% of the tower’s damage stat as damage and applying poison in a small area around the enemy.
    HuntressRelicChaos 5
  • Power Transfer

    14
    Increases the Defense Critical Chance by 2-30% and reduces Defense Power by -10%.
    ALLRelicChaos 4
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health
Blaze Baloon

Blaze Baloon: Medallion
Defense PowerDefense Critical Hit DamageDefense SpeedDefense Health

  • Defense Rate

    12
    Increases the Attack Rate of the affected tower by 9-33%.
    ALLRelicChaos 4
  • Defensive Critical Damage

    16
    Increases the Defense Crit Damage of the affected tower by 2-34%.
    ALLRelicCampaign
  • Power Transfer

    14
    Increases the Defense Critical Chance by 2-30% and reduces Defense Power by -10%.
    ALLRelicChaos 4
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Comments
  1. This is the best onslaught guide!!!

    • But critical is dead now,so you need to change shards to defense power.

  2. mystic have poisen to serpens kiss shard for glove + shadowflame is very effective