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
Gear12 lines →
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
Gear15 lines →
Spirit paths26 paths →
Draft cards15 cards →
Storm
Shock charges, chaining and rapid multihit play.
Leaves behindShock · stacks up · 3 stacks · 120 ticks
Builds toOverload
Gear10 lines →
Spirit paths26 paths →
Draft cards15 cards →
Poison
Stacking long-duration Venom and spreading decay.
Leaves behindVenom · stacks up · 10 stacks · 200 ticks
Builds toContagion
Gear13 lines →
Spirit paths26 paths →
Draft cards15 cards →
Blood
Bleed, leech, sacrifice and missing-health execution.
Leaves behindBleed · stacks up · 3 stacks · 60 ticks
Builds toExsanguinate
Gear12 lines →
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
Gear11 lines →
Spirit paths26 paths →
Draft cards15 cards →
Holy
Brand, Ward, healing, cleansing and ally support.
Leaves behindBrand · stacks up · 1 stacks · 240 ticks
Builds toRelease
Gear16 lines →
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
Gear21 lines →
Spirit paths26 paths →
Draft cards15 cards →
The statuses they leave behind
8 statuses · all →
| Status | Affinity | How it works | Numbers | Payoff | What it does |
|---|---|---|---|---|---|
| Burn | Fire | Stacks up | 5 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. |
| Chill | Frost | Fills a bar | threshold 22 decays 0.1 per tick | Freeze | Frost 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. |
| Shock | Storm | Stacks up | 3 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. |
| Venom | Poison | Stacks up | 10 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. |
| Bleed | Blood | Stacks up | 3 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. |
| Crumble | Stone | Fills a bar | threshold 26 decays 0.08 per tick | Sunder | Stone 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. |
| Brand | Holy | Stacks up | 1 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. |
| Distortion | Void | Fills a bar | threshold 30 decays 0.1 per tick | Implosion | Void 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
| Change | What it does | Works on |
|---|---|---|
| Echo | The ability repeats after a short delay at reduced effect. | projectile, burst, nova, melee, beam, support, guard, delayed_impact, summon |
| Reach | The ability reaches farther. | projectile, burst, melee, beam, support, guard, delayed_impact, summon, movement |
| Multiplicity | More projectiles, targets or summons at reduced individual effect. | projectile, melee, beam, support, guard, summon, delayed_impact |
| Area | Wider bursts, arcs and impact zones. | projectile, burst, nova, melee, beam, support, guard, delayed_impact, summon |
| Force | Harder hits: knockback, shove and stagger pressure. | projectile, burst, nova, melee, beam, support, delayed_impact, summon, movement |
| Duration | Statuses, buffs, summons and channels last longer. | projectile, burst, nova, melee, beam, support, guard, delayed_impact, summon, movement |
| Critical | The ability crits more often. | projectile, burst, nova, melee, beam, delayed_impact, summon |