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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 |
North Star | 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. |
North Star + | 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. |