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Interactions

How items and systems work together. Each line names the rule that makes it work; the rules themselves are on Combat, Elements and Stats and stacking.

What multiplies what

Offence has three layers, and they multiply each other:

  1. The damage bucket (Whetstone, Glass Fang, levels, Might, the build meter, Enhanced perks). Everything in it adds, so piling on more of it gives less and less relative gain.
  2. Situational bonuses (War Drum +40%, Windrunner Sash, Umbral Mantle +100%). These also add to each other.
  3. Multipliers: crit (up to 50% chance x up to 2.5x damage), stun x1.3, Shock (+6% per stack), the element chart (up to 1.5x), element boosts, Prism Lens, Ambush Charm, Counterweight. These are where burst comes from.

So once your bucket is large, a crit item or a way to stun or Shock is worth more than another Whetstone.

Combos

Crowd control into damage

  • Parry → stun → anything. A parried melee attacker is stunned and takes 1.3x. Hunter's Mark adds crit chance against it, Counterweight makes your next hit stronger and ready at once.
  • Rime Shard / Frostbound → freeze. Five Chill stacks freeze an enemy (a stun). The freeze is followed by 4 s of no Chill and 1.5 s of stun immunity, so it can't be chained.
  • Warlord's Brand stuns on every melee hit, but the stun immunity after each stun limits it to about a quarter of the time on regular enemies and almost nothing on bosses.
  • Storm Acorn + Shock: Shock raises everyone's damage on the target, not only yours. Good in a group.

Elements

  • Two elements + Grimoire: any second element on a foe sets off a blast. Ember Fang + Viper Gland is the cheapest way in.
  • Ember Fang + Cinder Heart: burning packs pass their fire on as they die.
  • Rime Shard + Shatterglass: Chilled foes explode on death (and those blasts can chain once).
  • Viper Gland + Plague Bearer: one poisoned enemy spreads it to the whole camp.
  • Any element + Prism Heart: stronger statuses, harder Storm arcs, and a much stronger Lich drain.
  • An attunement + Prism Lens: pick the element the arena's enemies are weak to (fire against Frostbloom's frost enemies, earth... see the ring) and every hit gets 1.5x plus the lens.
  • Turncoat: every hit is a weakness hit, so Prism Lens always applies.

Kill chains

  • Wisp Lantern + Surge Coil + Quickening Charm: kills explode, refresh your attack and your roll. The explosion chain stops after 2 links.
  • Shatterglass + Wisp Lantern: both chain from the same kill.

Rolls

  • Ambush Charm + roll cooldown (Featherstep, Quickening Charm, Duelist's Sash, Gale Boots): roll, then hit hard, as often as the roll is ready.
  • Spur Boots + Springroot / Gravity Coil: longer rolls pass through more enemies.
  • Umbral Mantle + Ambush Charm: both bonuses on the hit out of hiding.

Parries

  • Mirror Shard + Parry Bell + Riposte Blade: one parry bounces every shot nearby, heals, and fires a ring of blades.
  • Bramble Mail + Thornshell: reflect up to 100% of what you take (never more).

Shots

  • Splitting Seed + Blasting Powder: every side shot explodes too.
  • Seeker Moth + spread weapons: the Drifter's fan curves into its target.
  • Echo Chamber repeats the whole volley, side shots included.
  • Perpetual Barrel + attack-speed items: Barrel ignores attack speed for its fire rate, so Hair Trigger and Frenzy turn into proc chance instead. Best with on-hit items.

Luck

  • Luck multiplies every proc after its cap: with Four-Leaf Clovers and Rabbit's Feet, capped items go further.
  • Black Cat and Cracked Mirror cost a lot of Luck: they weaken every proc item you hold.

Healing

  • Lifesteal + Leech Seed + Reaper's Eye + Regeneration Coil stack freely, but Poison cuts all of it by 50%, and Hunger Pact cuts every heal except kill heals by 40%.

Summoner

  • Wisps fire through your shot items: Splitting Seed, Seeker Moth, Blasting Powder and the element items all work on wisps (at proc coefficient 0.5).
  • An attunement sets your wisps' element.
  • Spyglass widens your wisps' guard and leash range.

Counters

Threat Counter Limit
Burst damage Phoenix Feather (once per copy), Iron Plating, Tough Bark, Aegis Cloak Bark never below 60%
Many small hits (blades, Lich, wisps) Iron Plating (flat per hit) Plating takes at most half a hit, physical hits only
Elements Element resistances, Warding Mantle, Spirit Veil, Cleansing Spring, Not Quite Stoppable Resistances cap at 75%
Stuns and slows Steadfast Boots, Not Quite Stoppable, Aegis Cloak Boots never below 40%
Lifesteal and healing Poison (Viper Gland, Venomheart) Needs a stack on them
Tanks Rending Thorn (ignores Bark and Plating), Poison, crits Rending Thorn only matters against players
Reflect Fight from range, or burst them Reflect never above 100%
Wisps Melee swats and parries daze them; area damage kills them
Hiding Any damage reveals; blasts and the Lich's beam hit the bush
A boss's unparriable moves Roll, Shadowstep, Prism Orbit, Stormsliders

Things that don't work together

  • Dueling Oath stops rolling, so every roll item is wasted with it.
  • Skewer Rounds are never offered to the Lich or Summoner, but printers can still print them for you (they don't check).
  • Brittle Hourglass shortens every cooldown but its damage penalty grows 1.5x per copy with no cap.
  • Perpetual Barrel on the Lich: the drain stream stops scaling with attack speed; it raises the drain's proc chance instead.
  • Rending Thorn does nothing against enemies (they have no Bark or Plating).
  • Echo (an Enhanced Hex item's second roll) only helps Ember Fang and Viper Gland: Rime Shard is a Speed item.