Updated 7 Sep 2026

Affinities

The eight damage flavours: what each one leaves on the things you hit, and the payoff it builds toward · 8 affinities · 8 statuses

Fire

Burn, ignition, explosions and aggressive damage over time.

Leaves behindBurn · stacks up · 5 stacks · 80 ticks
Builds toIgnite
Spirit paths26 paths →
Draft cards15 cards →

Frost

Chill buildup, Freeze control and Shatter payoffs.

Leaves behindChill · fills a bar · 1 stacks · 1 ticks
Builds toFreeze · 44 ticks
Spirit paths26 paths →
Draft cards15 cards →

Storm

Shock charges, chaining and rapid multihit play.

Leaves behindShock · stacks up · 3 stacks · 120 ticks
Builds toOverload
Spirit paths26 paths →
Draft cards15 cards →

Poison

Stacking long-duration Venom and spreading decay.

Leaves behindVenom · stacks up · 10 stacks · 200 ticks
Builds toContagion
Spirit paths26 paths →
Draft cards15 cards →

Blood

Bleed, leech, sacrifice and missing-health execution.

Leaves behindBleed · stacks up · 3 stacks · 60 ticks
Builds toExsanguinate
Spirit paths26 paths →
Draft cards15 cards →

Stone

Crumble buildup, Stagger, armor break and Fortify.

Leaves behindCrumble · fills a bar · 1 stacks · 1 ticks
Builds toSeismic · 90 ticks
Spirit paths26 paths →
Draft cards15 cards →

Holy

Brand, Ward, healing, cleansing and ally support.

Leaves behindBrand · stacks up · 1 stacks · 240 ticks
Builds toRelease
Spirit paths26 paths →
Draft cards15 cards →

Void

Distortion buildup, displacement and high-risk execution.

Leaves behindDistortion · fills a bar · 1 stacks · 1 ticks
Builds toImplosion
Spirit paths26 paths →
Draft cards15 cards →

The statuses they leave behind

8 statuses · all →
StatusAffinityHow it worksNumbersPayoffWhat it does
BurnFireStacks up5 stacks
80 ticks, ticking every 10
Fire status holding up to 5 independently sourced stacks. Each stack deals 9% of the applying hit every 10 ticks for 80 ticks. Behaves normally on bosses.
ChillFrostFills a barthreshold 22
decays 0.1 per tick
FreezeFrost status filling a meter that decays until its payoff fires. The meter needs status-carrying hits worth 22% of the target's maximum health, decaying 0.1 per tick. Slows by up to 40% at a full meter. Payoff: freeze for 44 ticks (22 on elites). On bosses the threshold becomes Stagger plus a 50-tick window.
ShockStormStacks up3 stacks
120 ticks, ticking every 20
Storm status holding up to 3 independently sourced stacks. Each stack deals 3% of the applying hit every 20 ticks for 120 ticks. Direct hits land 4% harder per stack. Overload chains 4 times within 7 units at 55% damage per jump. Behaves normally on bosses.
VenomPoisonStacks up10 stacks
200 ticks, ticking every 12
Poison status holding up to 10 independently sourced stacks. Each stack deals 5% of the applying hit every 12 ticks for 200 ticks. Behaves normally on bosses.
BleedBloodStacks up3 stacks
60 ticks, ticking every 8
Blood status holding up to 3 independently sourced stacks. Each stack deals 12% of the applying hit every 8 ticks for 60 ticks. Deals 1.5x damage against a moving target. Behaves normally on bosses.
CrumbleStoneFills a barthreshold 26
decays 0.08 per tick
SunderStone status filling a meter that decays until its payoff fires. The meter needs status-carrying hits worth 26% of the target's maximum health, decaying 0.08 per tick. Payoff: sunder for 90 ticks. Sundered targets lose 50% of their armor and take 40 Stagger. Seismic upgrades the payoff into a 3.5-unit shockwave for 160% of the hit. On bosses the threshold becomes Stagger plus a 90-tick window.
BrandHolyStacks up1 stack
240 ticks, ticking every 240
Holy status holding up to 1 independently sourced stack. Lasts 240 ticks. Stores 20% of every hit, released in radius 5. Behaves normally on bosses.
DistortionVoidFills a barthreshold 30
decays 0.1 per tick
ImplosionVoid status filling a meter that decays until its payoff fires. The meter needs status-carrying hits worth 30% of the target's maximum health, decaying 0.1 per tick. Payoff: implosion. Implosion pulls 2.4 units inside radius 4 for 120% of the hit, +50% on low health. On bosses the threshold becomes Stagger plus a 40-tick window.

Ways the draft can bend an ability

7 of them
ChangeWhat it doesWorks on
EchoThe ability repeats after a short delay at reduced effect.projectile, burst, nova, melee, beam, support, guard, delayed_impact, summon
ReachThe ability reaches farther.projectile, burst, melee, beam, support, guard, delayed_impact, summon, movement
MultiplicityMore projectiles, targets or summons at reduced individual effect.projectile, melee, beam, support, guard, summon, delayed_impact
AreaWider bursts, arcs and impact zones.projectile, burst, nova, melee, beam, support, guard, delayed_impact, summon
ForceHarder hits: knockback, shove and stagger pressure.projectile, burst, nova, melee, beam, support, delayed_impact, summon, movement
DurationStatuses, buffs, summons and channels last longer.projectile, burst, nova, melee, beam, support, guard, delayed_impact, summon, movement
CriticalThe ability crits more often.projectile, burst, nova, melee, beam, delayed_impact, summon