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Name | Description |
---|---|
Practiced In Combat | Increases War Cry Duration by 3 seconds. |
Practiced In Combat + | Increases War Cry Duration by 9 seconds. |
Combatants Might | Decreases War Cry Energy Cost by 38%. |
Combatants Might + | Decreases War Cry Energy Cost by 75%. |
Fight Or Flight | War Cry grants 8.5% additional Weapon Damage and 8.5% Movement Speed. |
Fight Or Flight + | War Cry grants 25.5% additional Weapon Damage and 25.5% Movement Speed. |
Mighty Roar | Increases War Cry Radius by 25%. |
Mighty Roar + | Increases War Cry Radius by 75%. |
Leadership | Decreases War Cry Cooldown by 17%. |
Leadership + | Decreases War Cry Cooldown by 38%. |
Ain't Done Yet | Increases Goin' Commando Duration by 5 seconds. |
Ain't Done Yet + | Increases Goin' Commando Duration by 20 seconds. |
Quick Scope | Increases Sniper Damage by 17%. |
Quick Scope + | Increases Sniper Damage by 17% and Fire Rate by 45%. |
Sure Shot | Increases Sniper Critical Damage by 75%. |
Sure Shot + | Increases Sniper Critical Damage by 225%. |
Critical Blast | Increases Shotgun Critical Damage by 75%. |
Critical Blast + | Increases Shotgun Critical Damage by 225%. |
Shell Shock | Increases Shotgun Damage by 17%. |
Shell Shock + | Increases Shotgun Damage by 50%. |
Cluster Bomb | Frag Grenade explodes into 6 small grenades which each deal 16 base Energy Damage in a 0.5 tile Radius. |
Cluster Bomb + | Frag Grenade explodes into 6 small grenades which each deal 49 base Energy Damage in a 0.5 tile Radius. |
Grenade Generation | Every 45 eliminations, gain 1 Frag Grenade charge(s). |
Grenade Generation + | Every 20 eliminations, gain 1 Frag Grenade charge(s). |
Pull the Pin | Decreases Frag Grenade Energy Cost by 33%. |
Pull the Pin + | Decreases Frag Grenade Energy Cost by 83%. |
Rucksack | Increases Frag Grenade maximum charges by 1. |
Rucksack + | Increases Frag Grenade maximum charges by 4. |
Short Fuse | When your Shield depletes, reset Shockwave Cooldown. Effect can occur once every 20 seconds. |
Short Fuse + | When your Shield depletes, reset Shockwave Cooldown. Next use of Shockwave costs 0 Energy. Effect can occur once every 12 seconds. |
Explosive Optimization | Decreases Shockwave Energy Cost by 33%. |
Explosive Optimization + | Decreases Shockwave Energy Cost by 83%. |
Explosive Rounds | Every 6 ranged weapons eliminations, trigger an explosion which deals 37 base Damage in a 1 tile Radius. |
Explosive Rounds + | Every 6 ranged weapons eliminations, trigger an explosion which deals 111 base Damage in a 1 tile Radius. |
In A Pinch | Reloads with an empty magazine regenerate 13.5% of your Shield over 3 second(s). |
In A Pinch + | Reloads with an empty magazine are 50% faster and regenerate 13.5% of your Shield over 3 second(s). |
Boomstick! | Increases Goin' Commando Damage by 25%. |
Boomstick! + | Increases Goin' Commando Damage by 50% and changes Damage type to Energy. |
Start Up | Every shot increases Ranged Weapon Damage by 1%, up to a maximum of 25 stacks. Switching weapons or reloading removes buff. |
Start Up + | 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. |
Where's Lefty | Every Pistol elimination decreases Cooldown of Lefty and Righty by 1 second(s). |
Where's Lefty + | Every Pistol elimination decreases Cooldown of Lefty and Righty by 5 second(s). |
Grenade Damage | Increases Frag Grenade Damage by 30%. |
Grenade Damage + | Increases Frag Grenade Damage by 105%. |
First Assault | After reloading Assault weapons, the next 2 shots have 100% Critical Chance. |
First Assault + | After reloading Assault weapons, the next 6 shots have 100% Critical Chance. |
Six Shooter | Increases Pistol Damage by 20% and Impact by 25% for the first 6 shots in magazine. |
Six Shooter + | Increases Pistol Damage by 40% and Impact by 50% for the first 6 shots in magazine. |
Bass Solo | Each elimination during Warcry extends its Duration by 0.4 seconds, up to a maximum of 15 eliminations. |
Bass Solo + | Each elimination during Warcry extends its Duration by 0.9 seconds, up to a maximum of 15 eliminations. Additionally, enjoy a rockin' Bass Solo. |
Waste Not Want Not | Increases Magazine Size by 30%. |
Waste Not Want Not + | Increases Magazine Size by 90%. |
Escape Artist | Using Shockwave increases Movement Speed by 40% for 8 seconds. |
Escape Artist + | Using Shockwave increases Movement Speed by 40% and Armor by 145 for 9 seconds. |
Present... Arms! | 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. |
Present... Arms! + | 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. |
Snowin' Commando | Goin' Commando fires a snowball grenade every 20 shots, dealing 19 base Water Damage in a Radius of 0.5 tile(s). |
Snowin' Commando + | Goin' Commando fires a snowball grenade every 20 shots, dealing 57 base Water Damage in a Radius of 0.5 tile(s). |
Mad Tidings | 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. |
Mad Tidings + | 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. |
Fuel for the Fallen | Eliminations restore 6 Energy over 3 seconds. Duration refreshes with additional eliminations. |
Fuel for the Fallen + | Eliminations restore 18 Energy over 3 seconds. Duration refreshes with additional eliminations. |
Buckle | Dealing Sword Damage Increases Pistol Damage by 22% for 6 seconds |
Buckle + | Dealing Sword Damage Increases Pistol Damage by 65% for 6 seconds |
Eggs-plosive Entrance | Shockwave drops 3 egg bombs, which each deal 54 base Damage to nearby enemies. |
Eggs-plosive Entrance + | Shockwave drops 3 egg bombs, which each deal 162 base Damage to nearby enemies. |
Saurian Might | Every 1 second, adds 3% of current health to damage of next Ranged weapon hit. |
Saurian Might + | Every 1 second, adds 9% of current health to damage of next Ranged weapon hit. |
Resonant Frequency | Increases Energy Damage by 20% while Shields are at least 50% |
Resonant Frequency + | Increases Energy Damage by 60% while Shields are at least 50% |
Battle Beat | 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) |
Battle Beat + | 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) |
Ow. My Eye! | Increase Headshot damage up to 50% based on the percentage of your missing Health. |
Ow. My Eye! + | 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). |
Unearthly Treat | Increases Damage vs. Mist Monsters by up to 42% based on the percentage of your missing Health. |
Unearthly Treat + | 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). |
First Cup Of The Day | While Goin' Commando is active increase Crit Rating by 10 and Crit Damage by 100% |
First Cup Of The Day + | 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. |
Absolutely Stunning | Lefty and Righty shots have a 37.5% chance to Stun the target for 2 seconds. |
Absolutely Stunning + | 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. |
Power Impact | Increases Shockwave Radius by 37.5%. |
Power Impact + | Increases Shockwave Radius by 112.5%. |
Saurian Vigor | Heal 2.125% of your max Health every 4 seconds |
Saurian Vigor + | Heal 6.375% of your max Health every 4 seconds |
Hand Cannons | Every 10 Lefty and Righty shots spawn a Cannon Ball, dealing 51 base Physical damage. |
Hand Cannons + | Every 5 Lefty and Righty shots spawn a Cannon Ball, dealing 51 base Physical damage. |
High Tide | Increases your Shockwave damage by 55%. |
High Tide + | Increases your Shockwave damage by 55%. Additionally, Shockwave activates a second time immediately after use. |
Command Presence | War Cry snares enemies within its range by 30% for its duration. |
Command Presence + | War Cry snares enemies within its range by 30% for its duration. Additionally, affected enemies take 25% increased weapon damage. |
Pump Metal | Lefty and Righty eliminations extend its Duration by 1 second, up to a maximum of 10 eliminations. |
Pump Metal + | Lefty and Righty eliminations extend its Duration by 2 second, up to a maximum of 10 eliminations. |
Goin' Again | Decreases Goin' Commando Cooldown by 30%. |
Goin' Again + | Decreases Goin' Commando Cooldown by 66%. |
Assault Damage | Increases Assault Damage by 17%. |
Assault Damage + | Increases Assault Damage by 50%. |
Bigger Is Better | Increases Frag Grenade Radius by 50%. |
Bigger Is Better + | Increases Frag Grenade Radius by 150%. |
Locked and Reloaded | After reloading, increases Weapon Damage by 15% for 5 seconds. Switching weapons removes buff. |
Locked and Reloaded + | After reloading, increases Weapon Damage by 15% and Fire Rate by 35% for 5 seconds. Switching weapons removes buff. |
Assault Crit Damage | Increases Assault Critical Damage by 75%. |
Assault Crit Damage + | Increases Assault Critical Damage by 225%. |
Make It Rain | Each headshot increases Headshot Damage by 4% for 2 seconds, up to a maximum of 5 stacks. |
Make It Rain + | Each headshot increases Headshot Damage by 4% and Fire Rate by 9% for 2 seconds, up to a maximum of 5 stacks. |
Spoils Of War | War Cry grants 25% chance for each shot to cost no ammo. |
Spoils Of War + | War Cry grants 50% chance for each shot to cost no ammo. |
Assault Ammo Recovery | Dealing damage with Assault weapons has a 24% chance to generate 1 ammo for the equipped weapon. |
Assault Ammo Recovery + | Dealing damage with Assault weapons has a 48% chance to generate 1 ammo for the equipped weapon. |
Survivalist | Eliminations heal you for 39 base Health over 3 seconds. Duration refreshes with additional eliminations. |
Survivalist + | Eliminations heal you for 117 base Health over 3 seconds. Duration refreshes with additional eliminations. |
Bang and Pow | Dealing damage with Lefty and Righty causes an explosion that deals 383.6 Energy Damage in a .5 tile radius. |
Bang and Pow + | Dealing damage with Lefty and Righty causes an explosion that deals 383.6 Energy Damage in a .5 tile radius. |
Zip and Zap | Lefty and Righty applies Affliction which deals 13 base Energy Damage per second for 3 seconds. |
Zip and Zap + | 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. |
Doppler Effect | Decrease Shockwave cooldown by 24%. |
Doppler Effect + | Decrease Shockwave cooldown by 56%. |
I'm Just Not User-Friendly | D.E.C.O.Y reflects 15 base Damage back at enemies that melee attack it. |
I'm Just Not User-Friendly + | D.E.C.O.Y reflects 45 base Damage back at enemies that melee attack it. |
Grease the Wheels | Decreases D.E.C.O.Y. Cooldown by 17%. |
Grease the Wheels + | Decreases D.E.C.O.Y. Cooldown by 43%. |
Power Modulation | Structures affected by B.A.S.E. are healed for 4% of Max Health every 10 seconds. |
Power Modulation + | Structures affected by B.A.S.E. are healed for 11% of Max Health every 10 seconds. |
Going And Going | Increases D.E.C.O.Y. Duration by 3 seconds. |
Going And Going + | Increases D.E.C.O.Y. Duration by 6 seconds. |
Hardware Crit Rating | Increases Hardware critical rating by 17. |
Hardware Crit Rating + | Increases Hardware critical rating by 50. |
Electrified Floors | Enemies standing on structures affected by B.A.S.E. take 12.7 base Energy Damage every 5 seconds. |
Electrified Floors + | Enemies standing on structures affected by B.A.S.E. take 38.1 base Energy Damage every 5 seconds. |
Tough Traps | Increases Trap Durability by 17.5%. |
Tough Traps + | Increases Trap Durability by 52.5%. |
BASE M.D. | 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. |
BASE M.D. + | 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. |
Plasma Pulse Blast | When Plasma Pulse is placed, it deals 43 base Energy Damage to enemies in a 1 tile Radius. |
Plasma Pulse Blast + | When Plasma Pulse is placed, it deals 94 base Energy Damage to enemies in a 2 tile Radius. |
One Hot Minute | Decreases Plasma Pulse Cooldown by 18%. |
One Hot Minute + | Decreases Plasma Pulse Cooldown by 42%. |
Feel The BASE | 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. |
Feel The BASE + | 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. |
Faster Explosions | Increases Launcher Damage by 17%. |
Faster Explosions + | Increases Launcher Damage 50%. |
Enduring Machine | Explosive weapons have a 20% chance to not consume ammo with each shot. |
Enduring Machine + | Explosive weapons have a 40% chance to not consume ammo with each shot. |
Get Ready For A Surprise! | When D.E.C.O.Y. is destroyed it explodes, dealing 51 base damage. |
Get Ready For A Surprise! + | When D.E.C.O.Y. is destroyed it explodes, dealing 153 base damage. |
Malfunction | Increases Radius of Plasma Pulse mines by 40%. |
Malfunction + | 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. |
Knight's Impact | Increases Hardware Impact by 33. Eliminations with Hardware reduce the Cooldown of Goin' Constructor by 1 second(s). |
Knight's Impact + | 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. |
War of the R.O.S.I.E. | Increases R.O.S.I.E. Damage by 25%. |
War of the R.O.S.I.E. + | Increases R.O.S.I.E. Damage by 50% and changes its damage type to energy. |
Racking Up The Coal | Each R.O.S.I.E. elimination increases R.O.S.I.E. Damage by 4%, up to a maximum of 30 stacks. |
Racking Up The Coal + | Each R.O.S.I.E. elimination increases R.O.S.I.E. Damage by 12%, up to a maximum of 30 stacks. |
Software | Increases Hardware heavy attack efficiency by 65%. |
Software + | Increases Hardware heavy attack efficiency by 200%. |
Your Move Creep | D.E.C.O.Y. deals 6 base Damage every 1 second(s) to nearby enemies. |
Your Move Creep + | D.E.C.O.Y. deals 13 base Damage every 1 second(s) to nearby enemies. |
Frozen Castle | Enemies standing on structures affected by B.A.S.E. are Snared by 15%. |
Frozen Castle + | 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. |
Swab The Deck | Increases Club Damage by 17% |
Swab The Deck + | Increases Club Damage by 50% |
Bomb Suit | Increases armor by 22. |
Bomb Suit + | Increases armor by 66. |
Saurian Hide | While shield is depleted, increases Armor by 33. |
Saurian Hide + | While shield is depleted, increases Armor by 100. |
MUST.PROTECT | Critical hits with Melee Weapon Energy Damage add 22% of current shield to damage. |
MUST.PROTECT + | Critical hits with Melee Weapon Energy Damage add 66% of current shield to damage. |
Shredder | Axe eliminations have an 11% chance to grant Rockin’ Riff (Increases Damage by 50% and Melee Attack Speed by 32%, decaying over 8 seconds). |
Shredder + | Axe eliminations have a 37% chance to grant Rockin’ Riff. |
Bringin' Down The House | 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). |
Bringin' Down The House + | 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). |
Monster Smash | Increase Life Leech with Melee attacks and Goin' Constructor by up to 15% based on the percentage of your missing Health. |
Monster Smash + | 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. |
Bouncy Shield | Up to 5 attacks blocked by Goin' Constructor create a sonic wave, dealing 64 base damage to enemies within 0.5 tiles. |
Bouncy Shield + | Up to 8 attacks blocked by Goin' Constructor create a sonic wave, dealing 64 base damage to enemies within 0.5 tiles. |
Demo Derby | 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. |
Demo Derby + | 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. |
Saurian Grit | Kinetic Overload heals for 2.125% of your max health. |
Saurian Grit + | Kinetic Overload heals for 6.375% of your max health. |
Direct Threat | Goin' Constructor eliminations extend its duration by 1 second, up to a maximum of 10 eliminations. |
Direct Threat + | Goin' Constructor eliminations extend its duration by 1 second, up to a maximum of 10 eliminations. |
Cold Lead | R.O.S.I.E.'s Fire Rate is increased by 15% and Ammo Pool is increased by 20% |
Cold Lead + | 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. |
Mega BASE | Increases B.A.S.E. connectivity range by 1. |
Mega BASE + | Increases B.A.S.E. connectivity range by 3. |
Rushed Rush | Decreases Bull Rush Cooldown by 27%. |
Rushed Rush + | Decreases Bull Rush Cooldown by 67%. |
Hotfix | Increases Building Repair Speed by 10%. |
Hotfix + | Increases Building Repair Speed by 30%. |
Emergency Override | When your shield depletes, reset Bull Rush Cooldown. Effect can occur once every 12 seconds. |
Emergency Override + | When your shield depletes, reset Bull Rush Cooldown. Next use of Bull Rush costs 0 Energy. Effect can occur once every 5 seconds. |
Fully Contained | Enemies that melee attack structures affected by B.A.S.E take 15 base damage. |
Fully Contained + | Enemies that melee attack structures affected by B.A.S.E take 44 base damage. |
Actuated Attacks | Increases Hardware Damage by 17%. |
Actuated Attacks + | Increases Hardware Damage by 50%. |
Maximum Overload | Increases Kinetic Overload Damage by 50%. |
Maximum Overload + | Increases Kinetic Overload Damage by 150%. |
Plasma Overdrive | Decreases Plasma Pulse Energy Cost by 38%. |
Plasma Overdrive + | Decreases Plasma Pulse Energy Cost by 75%. |
Power Pulse | Increases Plasma Pulse Damage by 30%. |
Power Pulse + | Increases Plasma Pulse Damage by 80%. |
Long Rush | Increases Bull Rush distance by 2 tiles. |
Long Rush + | Increases Bull Rush distance by 6 tiles. |
Lofty Architecture | B.A.S.E. increases Building Health by 28%. |
Lofty Architecture + | B.A.S.E. increases Building Health by 84%. |
Quick Kick | Decreases Crescent Kick Cooldown by 20%. |
Quick Kick + | Decreases Crescent Kick Cooldown by 60%. |
Hot Foot | Increases Crescent Kick Damage by 36%. |
Hot Foot + | Increases Crescent Kick Damage by 72% and changes its damage type to Energy. |
Tail of the Dragon | Dragon Slash leaves behind an energized trail, which deals 26 base Energy Damage per second. |
Tail of the Dragon + | Dragon Slash leaves behind an energized trail, which deals 64 base Energy Damage per second and slows enemies by 30% for 3 seconds. |
Trained Throw | Decreases Throwing Stars Energy Cost by 33%. |
Trained Throw + | Decreases Throwing Stars Energy Cost by 83%. |
Corrosive Strikes | Melee critical hits apply 30% Snare and Affliction which deals 37% of Damage dealt each second for 3 seconds. |
Corrosive Strikes + | Melee critical hits apply 30% Snare and Affliction which deals 87% of Damage dealt each second for 3 seconds. |
Corrosive Stars | Throwing Stars apply Energy affliction dealing 3 base Energy Damage per second for 6 seconds. Stacks to a maximum of 3. |
Corrosive Stars + | Throwing Stars apply Energy affliction dealing 9 base Energy Damage per second for 6 seconds. Stacks to a maximum of 3. |
Rebound | Crescent Kick returns 5 Energy for each enemy hit. |
Rebound + | Crescent Kick returns 15 Energy for each enemy hit. |
Medicinal Fumes | Smoke Bomb heals allies for 10 base Health per second. |
Medicinal Fumes + | Smoke Bomb heals allies for 31 base Health per second. |
Dragon Daze | When your shield depletes, knockback and Stun nearby enemies for 1 second(s). |
Dragon Daze + | When your Shield depletes, knockback and Stun nearby enemies for 1 second(s). Also deals 47 base Damage. |
Footloose | Increases Crescent Kick Impact by 85%. |
Footloose + | Increases Crescent Kick Impact by 85% and Stun Duration by 2.25 seconds. |
Anatomy Lessons | Increases Critical Rating of Swords, Axes, and Scythes by 15. |
Anatomy Lessons + | Increases Critical Rating of Swords, Axes, and Scythes by 45. |
Scythe To Meet You | Increases Scythe Damage by 25% against slowed or snared enemies. |
Scythe To Meet You + | Increases Scythe Damage by 62% against slowed or snared enemies. Scythes apply 30% Snare for 2 seconds. |
Poking Holes | Increases Spear Damage by 25% against afflicted enemies. |
Poking Holes + | Increases Spear Damage by 50% against afflicted enemies. Spears apply Affliction which deals 18.5% Weapon Damage per second for 3 seconds. |
Pointy Fury | Increases Spear heavy attack efficiency by 65%. |
Pointy Fury + | Increases Spear heavy attack efficiency by 200%. |
Endless Smoke | Increases Smoke Bomb Radius by 46%. |
Endless Smoke + | Increases Smoke Bomb Radius by 186%. |
Deep Pockets | Decreases Smoke Bomb Energy Cost by 38%. |
Deep Pockets + | Decreases Smoke Bomb Energy Cost by 75%. |
Night Stalker | During Evening and Night, increases Movement Speed by 25%. |
Night Stalker + | During Evening and Night, increases Movement Speed by 50% and decreases Energy Cost for abilities by 50%. |
Corrupted Aura | During Shadow Stance, deal 16 base damage per second to nearby enemies. |
Corrupted Aura + | During Shadow Stance, deal 51 base damage per second to nearby enemies. |
Easy Sword | Increases Sword heavy attack efficiency by 65%. |
Easy Sword + | Increases Sword heavy attack efficiency by 200%. |
Kunai Collection | Kunai Storm eliminations decrease Kunai Storm Cooldown by 2 second(s). |
Kunai Collection + | Kunai Storm eliminations decrease Kunai Storm Cooldown by 4.5 second(s). |
Hang time | Using Kunai Storm grants hover for 4 seconds. Increases Damage by 40% during hover. |
Hang time + | Using Kunai Storm grants hover for 4 seconds. Increases Damage by 140% during hover. |
Rapid Charge | Melee weapon eliminations grant 7.5 Energy. |
Rapid Charge + | Melee weapon eliminations grant 22.5 Energy. |
Swash | Dealing Pistol Damage Increases Sword Damage by 22% for 6 seconds |
Swash + | Dealing Pistol Damage Increases Sword Damage by 65% for 6 seconds |
Fire of the Dragon | Increases Affliction Duration by 34% |
Fire of the Dragon + | Increases Affliction Duration by 67%. Dragon Slash applies Affliction, which deals 15 base Fire Damage per second for 3 seconds |
Eggs-termination | Kunai Storm drops egg bombs, which deal 37 base damage. |
Eggs-termination + | Kunai Storm drops egg bombs, which deal 111 base damage. |
Crystal Daggers | Kunai Storm unleashes 12 Crystal Daggers, which seek targets and deal 32 base damage. |
Crystal Daggers + | Kunai Storm unleashes 12 Crystal Daggers, which seek targets and deal 96 base damage. |
Saurian Claws | Adds 5.5% of Current Health to Melee Weapon Damage. |
Saurian Claws + | Adds 16.5% of Current Health to Melee Weapon Damage. |
Energy Siphon | Eliminations with Energy Damage restore 8.5% of missing shields. |
Energy Siphon + | Eliminations with Energy Damage restore 17% of missing shields. Additionally, Throwing Stars deals Energy damage. |
Fumble | 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). |
Fumble + | 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). |
From the Depths | Increases Damage vs. Mist Monsters by up to X% based on the percentage of your missing Health |
From the Depths + | Increases Damage vs. Mist Monsters by up to X% based on the percentage of your missing Health |
Monkeying Around | Kunai Storm throws 6 Banana Peels that last for 8 seconds and knock down and stun enemies for 2.3 seconds. |
Monkeying Around + | 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. |
Cupid's Arrow | On Bow hit, arrows splinter, dealing 20% damage to three nearby targets. |
Cupid's Arrow + | On Bow hit, arrows splinter, dealing 60% damage to five nearby targets. |
Sea Fog | Smoke Bomb restores your Shields to full. |
Sea Fog + | Smoke Bomb restores your Shields to full and freezes your enemies for 5.5 seconds on activation |
Saurian Fight | While Shield is depleted, increase Ability damage by 20%. |
Saurian Fight + | While Shield is depleted, increase Ability damage by 60%. |
Burger Buff | Eliminations have a 8% chance to drop a Burger. Burgers grant 53 base health and 5 energy every 1 second for 3 seconds. |
Burger Buff + | Eliminations have a 15% chance to drop a Burger. Burgers grant 85 base health and 8 energy every 1 second for 3 seconds. |
Blast Kick | Crescent Kick Spawns 5 projectiles that pierce through targets dealing 50 damage. |
Blast Kick + | Crescent Kick Spawns 5 projectiles that pierce through targets dealing 74 damage. |
Fan Of Stars | Throw all Throwing Stars together in an arc. Adds 1 additional star(s). |
Fan Of Stars + | Throw all Throwing Stars together in an arc. Adds 3 additional star(s). |
Kunaihilation | Daggers from Kunai Storm explode shortly after impact, dealing 4 base Energy Damage in a 0.25 tile Radius. |
Kunaihilation + | Daggers from Kunai Storm explode shortly after impact, dealing 8 base Energy Damage in a 0.5 tile Radius. |
Return of the Dragon | Decreases Dragon Slash Energy Cost by 30%. |
Return of the Dragon + | Decreases Dragon Slash Energy Cost by 75%. |
Wings Of The Dragon | Increases Dragon Slash Range to 3 tiles. |
Wings Of The Dragon + | Increases Dragon Slash Range to 3 tiles, Width to 2 tile(s), and Damage by 25%. |
Fleet | Increases Movement Speed by 12.5%. |
Fleet + | Increases Movement Speed by 37.5%. |
Utility Belt | Decreases Smoke Bomb Cooldown by 18%. |
Utility Belt + | Decreases Smoke Bomb Cooldown by 42%. |
Assassination | 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%. |
Assassination + | Dealing Melee Weapon Damage grants 1 stack of Assassination (up to 5 stacks). Assassination lasts 5 seconds and increases Melee Weapon Damage by 18%. |
Rapid Fire | Decreases Throwing Stars Cooldown by 30%. |
Rapid Fire + | Decreases Throwing Stars Cooldown by 65%. |
Cascade | Adds 1 extra stars to Throwing Stars. |
Cascade + | Adds 3 extra stars to Throwing Stars. |
Legendary Blade | During Shadow Stance, increases Sword Damage by 25%. |
Legendary Blade + | During Shadow Stance, increases Sword Damage by 75%. |
Bear With Me | Increases T.E.D.D.Y Duration by 4 seconds. |
Bear With Me + | Increases T.E.D.D.Y Duration by 12 seconds. |
Phase Forward | Phase Shift grants an additional 60% Movement Speed for 3 seconds. |
Phase Forward + | Increases Phase Shift distance by 1. Phase Shift grants an additional 60% Movement Speed for 5 seconds. |
Fault Line | Decreases Seismic Smash Cooldown by 27%. |
Fault Line + | Decreases Seismic Smash Cooldown by 67%. |
Impossibility Matrix | Spending a Charge Fragment reduces T.E.D.D.Y. and Shock Tower Cooldowns by an additional 10%. |
Impossibility Matrix + | Spending a Charge Fragment reduces T.E.D.D.Y. and Shock Tower Cooldowns by an additional 30%. |
Capacitor | Increases Shock Tower Duration by 0.5 seconds. |
Capacitor + | Increases Shock Tower Duration by 1.5 seconds. |
Electroshock | Increases Shock Tower impact by 67%. |
Electroshock + | Increases Shock Tower impact by 200%. |
Blaze of Glory | Phase Shift increases Pistol Damage by 35% for 4 seconds. |
Blaze of Glory + | Phase Shift increases Pistol Damage by 105% for 4 seconds. |
Fragment Generation | Every 39 eliminations, gain 1 Charge Fragment(s). |
Fragment Generation + | Every 13 eliminations, gain 1 Charge Fragment(s). |
Bear Stare | T.E.D.D.Y. fires lasers (from his eyes!) every 1.65 second(s), dealing 23 base Energy Damage. |
Bear Stare + | T.E.D.D.Y. fires lasers (from his eyes!) every 1.25 second(s), dealing 48 base Energy Damage. |
Phased Out | Decreases Phase Shift Cooldown by 25%. |
Phased Out + | Decreases Phase Shift Cooldown by 62.5%. |
Parting Gift | Phase Shift leaves behind fireworks which deal 7 base Damage every .5 second. |
Parting Gift + | Phase Shift leaves behind fireworks which deal 24 base Damage every .5 second. |
Eye on the Prize | Every 21 headshot eliminations, gain a Charge Fragment. |
Eye on the Prize + | Every 7 headshot eliminations, gain a Charge Fragment. |
In And Outlander | Eliminating 6 enemies within 10 seconds of using Phase Shift grants 1 charge(s). |
In And Outlander + | Eliminating 6 enemies within 10 seconds of using Phase Shift grants 2 charge(s). |
Run And Stun | Dashing through enemies with Phase Shift stuns them for 0.5 seconds. |
Run And Stun + | Dashing through enemies with Phase Shift stuns them for 1.5 seconds. |
Static Cling | Shock Tower applies Affliction which deals 50% Damage per second for 3 seconds. |
Static Cling + | Shock Tower applies Affliction which deals 149% Damage per second for 3 seconds. |
Phase Siphon | Dashing through enemies with Phase Shift heals 12 base Health per enemy passed through. |
Phase Siphon + | Dashing through enemies with Phase Shift heals 24 base Health per enemy passed through. |
Kinetic Punch | Increases Anti-Material Charge Impact by 245% and adds knocks back. |
Kinetic Punch + | Increases Anti-Material Charge Impact by 600% and adds knocks back. |
Overbearing | 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. |
Overbearing + | 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. |
Icy Shot | Sniper critical hits apply Water Affliction, dealing 21 base Water Damage per second for 3 seconds. |
Icy Shot + | Sniper critical hits freeze enemies for 1.6 escond(s) and apply Water Affliction, dealing 21 base Water Damage per second for 3 seconds. |
Cold to the Touch | Increases Damage against frozen enemies by 14%. |
Cold to the Touch + | Increases Damage against frozen enemies by 14%. Seismic Smash freezes enemies for 2.75 seconds. |
Four on the Floor | 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. |
Four on the Floor + | 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. |
Goin' Coconuts | 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 |
Goin' Coconuts + | 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 |
Un-eggs-pected Departure | Phase Shift leaves 3 egg bombs, which deal 18 base Damage to enemies. |
Un-eggs-pected Departure + | Phase Shift leaves 3 egg bombs, which deal 55 base Damage to enemies. |
Saurian Focus | While Shield is depleted, regenerates 4 Energy per second. |
Saurian Focus + | While Shield is depleted, regenerates 12 Energy per second. |
Space Technology | Increases Ability Energy Damage by 15.5%. |
Space Technology + | Increases Ability Energy Damage by 15.5%. Additionally, Shock Tower explodes, dealing 107 Energy Damage to nearby enemies. |
Plasma Arc | Energy Damage has a 20% chance to zap nearby enemies for 58% of damage dealt. |
Plasma Arc + | Energy Damage has a 20% chance to zap nearby enemies for 116% of damage dealt. Additionally T.E.D.D.Y deals Energy Damage. |
Sub Wafers | Harvesting Metal objects has a 32% chance to give Sub Wafers. Consuming Sub Wafers grants Rockin' Riff. |
Sub Wafers + | Harvesting Metal objects has a 100% chance to give Sub Wafers. Consuming Sub Wafers grants Rockin' Riff. |
Ghoulish Cackle | Increase Ability Damage up to 37.5% based on the percentage of your missing Health. |
Ghoulish Cackle + | 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) |
Under Warranty | 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 |
Under Warranty + | 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. |
Seismic Stun | Seismic Smash applies a 3.3 second stun and 1,500 impact. |
Seismic Stun + | 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. |
Gadgeteer | Decreases Gadget Cooldowns by 20%. |
Gadgeteer + | Decreases Gadget Cooldowns by 50%. |
Holiday Surprise | At the end of Phase Shift trigger an explosion, dealing 40 base energy damage in a .75 tile radius. |
Holiday Surprise + | 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). |
Saurian Instinct | Abilities heal for 7.2% of max health when used. |
Saurian Instinct + | Abilities heal for 21.5% of max health when used. |
High Caliber Harvest | Objects destroyed by Anti Material Charge have a 33% chance to drop additional ingredients. |
High Caliber Harvest + | Objects destroyed by Anti Material Charge have a 100% chance to drop additional ingredients. |
Pressing Charges | Increases damage of your Fragment Abilities by 1.3%. |
Pressing Charges + | Increases damage of your Fragment Abilities by 1.3%. Additionally, grants 0.33% chance to not consume Charge Fragment. |
Return To Sender | Seismic Smash returns to its origin point. Decreases Seismic Smash Damage and Impact by 25%. |
Return To Sender + | Seismic Smash returns to its origin point. Increases Seismic Smash Damage and Impact by 125%. |
Phase Cannon | 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. |
Phase Cannon + | 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. |
Sustained Smash | Decreases Seismic Smash Energy Cost by 38%. |
Sustained Smash + | Decreases Seismic Smash Energy Cost by 75%. |
Up The Voltage | Increases Shock Tower Damage by 33%. |
Up The Voltage + | Increases Shock Tower Damage by 108%. |
Bearserker | Increases T.E.D.D.Y Damage by 30%. |
Bearserker + | Increases T.E.D.D.Y Damage by 46% and Fire Rate by 25%. |
Phased And Confused | Increases Phase Shift maximum charges by 1. |
Phased And Confused + | Increases Phase Shift maximum charges by 3. |
Iron Knuckles | Increases Anti-Material Charge Damage to enemies by 75%. |
Iron Knuckles + | Increases Anti-Material Charge Damage to enemies by 225%. |
Strike Cost | Increases Anti-Material Charge heavy attack efficiency by 28%. |
Strike Cost + | Increases Anti-Material Charge heavy attack efficiency by 128%. |
Work, Work | Increases Pickaxe Damage by 17%. |
Work, Work + | Increases Pickaxe Damage by 50%. |
Make It Count | Increases Pistol Critical Damage by 75%. |
Make It Count + | Increases Pistol Critical Damage by 225%. |
Hipshot | Increases Pistol Damage by 17%. |
Hipshot + | Increases Pistol Damage by 50%. |
Avast Mateys | Increases Cannonball Damage by 20% |
Avast Mateys + | Increases Cannonball Damage by 40%. Converts R.O.S.I.E to fire 25 cannonballs |
Quick Fingers | Whenever you use any ability, Quick Fingers reloads your equipped weapon (if it can be reloaded). |
Quick Fingers + | 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%. |
Vital Bond | Tamed Wildlife heals the player for 15% their damage, on attack. |
Vital Bond + | 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. |
Debilitating Bite | Tamed wildlife apply 15% Damage Vulnerability on attack. |
Debilitating Bite + | 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. |
Brain Freeze | 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. |
Brain Freeze + | 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). |
Force Of Nature | An additional Shockwave activates from your tamed pet when used. |
Force Of Nature + | 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. |
Force Of Nature + | 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. |
Prickly | Enemies that land melee attacks take 13 base damage. |
Prickly + | Enemies that land melee attacks take 24 base damage plus an additional 13 base damage per second for 3 seconds. |
Eat My Space Dust + | 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. |
Eat My Space Dust | Sprint stamina is doubled. |
Crossfire + | 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. |
Crossfire | 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. |
T.E.D.D.Y. Spores | T.E.D.D.Y. creates a Spore Cloud when attacking new targets. Spore Clouds cause Energy Affliction to enemies for 2 seconds. |
T.E.D.D.Y. Spores + | 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 |