Twin Suns Build
Activate to dash through attacks, performing a spinning counter. Additionally, when meter is full, activate magnetic bombs which stick to Behemoths, and deal greater damage the more parts they hit.
Your stacks of CRITICAL last 10 seconds longer.
Activate Legendary to drop a large bomb from your airship a short distance in front of you that deals massive damage.
- Primary Buff
- You have 1 additional point of held DEFENSE.
- You have 1 additional point of held DEFENSE.
- You have 1 additional point of held DEFENSE.
- Weapon Special
Increase the number of bombs loaded when you activate Mag Bombs by 4.
Gain 1 SPEED when you activate Mag Bombs.
Critical hits reduce the cooldown of Mag Bombs by 3 seconds.
- Secondary Buff
- You have 1 additional point of held CRITICAL.
- You have 1 additional point of held CRITICAL.
- You have 1 additional point of held CRITICAL.
- Weapon Passive
Every 120 seconds, gain a stack of CRITICAL.
When you land a critical hit, pulse 100 shock damage in a small area around you.
When you land a critical hit, you have a 10% chance to reload one ammo instantly.
- Weapon Active
Increase the radius of Broadside Bomb's explosion by 50%.
Drop a second Broadside Bomb a short distance ahead of the first.
Players in the radius of a Broadside Bomb explosion gain 2 SPEED.
Gain 3 held stacks of CRITICAL.
Gain 4 permanent negative ENDURANCE, while stamina is full, you have 4 permanent SPEED.
Dealing damage to the same part 5 times in a row grants you a stack of MIGHT.
Heal for 300 whenever a Behemoth is wounded
Gain 3 held stacks of CRITICAL.
Gain 4 permanent negative ENDURANCE, while stamina is full, you have 4 permanent SPEED.
Dealing damage to the same part 5 times in a row grants you a stack of MIGHT.
Deal 50% increased damage to Wounded parts.
Reduce stamina cost of Dodge Roll by 50%
Gain 4 permanent negative ENDURANCE, while stamina is full, you have 4 permanent SPEED.
After not taking damage for 15 seconds, gain 3 permanent MIGHT. This is lost when you take damage.
Deal 50% increased damage to Wounded parts.
When using an Aether Vent, gain an additional +200 healing and have a 25% chance to not consume a vent charge.
Dealing damage to the same part 5 times in a row grants you a stack of MIGHT.
Deal 50% increased damage to Wounded parts.
Prevents all healing for 15s. When Revenant State ends, recover 115 Health over 10s for each Void Orb you collected, and revert the held and increased maximum stacks of MIGHT gained.
Enter Revenant State, create a Void Orb, and sacrifice up to 500 Health. For every 100 Health lost, create a Tendril that deals 700 umbral damage and spawns a Void Orb on impact.
Void Orb: Touch to gain 1 held stack of MIGHT, increase maximum stacks of MIGHT by 1, and increase Revenant State duration by 1s.
When using an Aether Vent, gain an additional +200 healing and have a 25% chance to not consume a vent charge.
Reduce stamina cost of Dodge Roll by 50%
Gain 3 held stacks of CRITICAL.
Gain 4 permanent negative ENDURANCE, while stamina is full, you have 4 permanent SPEED.
After not taking damage for 15 seconds, gain 3 permanent MIGHT. This is lost when you take damage.
Dealing damage to the same part 5 times in a row grants you a stack of MIGHT.
Deal 50% increased damage to Wounded parts.
Heal for 300 whenever a Behemoth is wounded