Twin Suns / Alluring Moons Build

Abilities
Lightning Dash

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.

Critical Capacitor

Your stacks of CRITICAL last 10 seconds longer.

Broadside Bomb

Activate Legendary to drop a large bomb from your airship a short distance in front of you that deals massive damage.

Talents
  • 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
    • Reduce the cooldown on Mag Bombs by 20 seconds.

    • Increase the number of bombs loaded when you activate Mag Bombs by 4.

    • Critical hits reduce the cooldown of Mag Bombs by 3 seconds.

  • Secondary Buff
    • You have 1 additional point of held CRITICAL.
    • Your temp CRITICAL stacks last 10 seconds longer.

    • You have 1 additional point of held CRITICAL.
  • Weapon Passive
    • Increase the duration of CRITICAL stacks by an additional 5 seconds.

    • 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.

Abilities
Lure

Lure two random Chaox to fight at your side for up to 90 seconds.

Call of the Void

Occasionally spawn an orb of umbral energy nearby that can be attacked by any Slayer to send a spray of umbral blasts in a cone, damaging any Behemoth hit.

Leader of the Pack

Call an Umbral Chaox to fight at your side for up to 300 seconds. It deals greater damage than a normal Chaox, and can use abilities of any Chaox.

Assassin's Edge
3

Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of CRITICAL

Energized
3

Increase weapon charge rate for weapons with meter by 30%

Medic
2

When reviving an ally, they are healed an additional 40%. Increases Revive speed by 66%

Assassin's Edge
2

Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of CRITICAL

Drop
2

Gain 4 permanent negative ENDURANCE, while stamina is full, you have 4 permanent SPEED.

Predator
3

After not taking damage for 15 seconds, gain 3 permanent MIGHT. This is lost when you take damage.

Agility
2

Reduce stamina cost of Dodge Roll by 50%

Assassin's Edge
1

Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of CRITICAL

Drop
2

Gain 4 permanent negative ENDURANCE, while stamina is full, you have 4 permanent SPEED.

Predator
2

After not taking damage for 15 seconds, gain 3 permanent MIGHT. This is lost when you take damage.

Agility
2

Reduce stamina cost of Dodge Roll by 50%

Cunning
5

Gain 3 held stacks of CRITICAL.

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.

Umbral Pact

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.

Cooldown: 10s
600
Power
600
Resistance
Perks
Agility
4 / 2

Reduce stamina cost of Dodge Roll by 50%

Assassin's Edge
6 / 6

Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of CRITICAL

Cunning
5 / 5

Gain 3 held stacks of CRITICAL.

Drop
4 / 4

Gain 4 permanent negative ENDURANCE, while stamina is full, you have 4 permanent SPEED.

Energized
3 / 4

Increase weapon charge rate for weapons with meter by 30%

Medic
2 / 2

When reviving an ally, they are healed an additional 40%. Increases Revive speed by 66%

Predator
5 / 5

After not taking damage for 15 seconds, gain 3 permanent MIGHT. This is lost when you take damage.