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:
- 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.
- Situational bonuses (War Drum +40%, Windrunner Sash, Umbral Mantle +100%). These also add to each other.
- 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.