Twin Suns / The Golden Claws 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
Gain 1 SPEED when you activate Mag Bombs.
Critical hits reduce the cooldown of Mag Bombs by 3 seconds.
Gain 2 VITALITY when you activate Mag Bombs.
- 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
Gain 1 MIGHT when you drop a Broadside Bomb.
Drop a second Broadside Bomb a short distance ahead of the first.
Players in the radius of a Broadside Bomb explosion gain 2 SPEED.
Activate Special to fire a powerful beam of energy. Deals up to 100% additional damage when Tempest Form and Karma Breaker are active.
Deal 15% increased damage to unbroken parts.
Activate Legendary to gain 2 stacks of SPEED and perform a flash of Radiant energy that immediately inflicts Radiance on a nearby Behemoth.
- Weapon Active
When you Radiant Flash, gain 2 CRITICAL.
Reduce the cooldown of Radiant Flash by 20 seconds.
When you Radiant Flash, gain 1 additional SPEED.
Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of SPEED
+30 part damage.
When you take damage, 35% of it is delayed and instead dealt over 10 seconds. While you take delayed damage, gain 5% lifesteal. Does not apply to damage under 10% of your max HP.
Deal 50% increased damage to Wounded parts.
Gain 3 held stacks of CRITICAL.
After sprinting for 4 seconds, gain 4 permanent SPEED. This speed is lost after 4 seconds.
Deal 50% increased damage to Wounded parts.
For every 400 HP you currently have, you have 1 Permanent MIGHT.
After dodging through an attack, your next attack deals 400 wound damage
Using your Weapon Active Ability also grants 2 temporary SPEED to all Slayers.
Deal 50% increased damage to Wounded parts.
For every 400 HP you currently have, you have 1 Permanent MIGHT.
Gain 3 held stacks of CRITICAL.
When you take damage, 35% of it is delayed and instead dealt over 10 seconds. While you take delayed damage, gain 5% lifesteal. Does not apply to damage under 10% of your max HP.
For every 400 HP you currently have, you have 1 Permanent MIGHT.
Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of SPEED
After dodging through an attack, your next attack deals 400 wound damage
+30 part damage.
Using your Weapon Active Ability also grants 2 temporary SPEED to all Slayers.
Gain 3 held stacks of CRITICAL.
After sprinting for 4 seconds, gain 4 permanent SPEED. This speed is lost after 4 seconds.
When you take damage, 35% of it is delayed and instead dealt over 10 seconds. While you take delayed damage, gain 5% lifesteal. Does not apply to damage under 10% of your max HP.
Deal 50% increased damage to Wounded parts.
For every 400 HP you currently have, you have 1 Permanent MIGHT.