Reaper's Edge / Twin Suns Build
Activate Special to throw your axe. It deals continuous damage over time while in flight, and then returns to you. Reactivate while in flight to teleport to the Axe and perform an Umbral strike in the direction your Slayer is facing.
Attacks have a chance to generate an umbral orb. Each orb increases the damage dealt by attacks by 1.75%. With 5 or more active orbs, the damage bonus per orb is doubled.
Activate Legendary to rip a tear in the fabric of reality and enter Umbral realm. While in it, take reduced damage, and become immune to stagger. For every 300 damage dealt during it give 1 MIGHT to friendly Slayers when it ends.
- Primary Buff
- You have 1 additional point of held SPEED.
Your temp SPEED stacks last 10 seconds longer.
- You have 1 additional point of held SPEED.
- Weapon Special
Gain 1 temporary VITALITY when you perform Reaper's Flight.
Gain 20 Determination meter if you do not re-activate Reaper's Flight mid-flight.
Reaper's Flight performs small bursts of {damage} umbral damage while in flight.
- Secondary Buff
- You have 1 additional point of held VITALITY.
Your temp VITALITY stacks last 10 seconds longer.
- You have 1 additional point of held VITALITY.
- Weapon Passive
Add 50% chance to spawn a second orb whenever you spawn an orb.
Increase the bonus damage gained for each held Orb to 3%.
You have 3 held SPEED when you do not have any active Orbs.
- Weapon Active
Reduce the damage threshold required to grant MIGHT to other slayers by 500.
You have 2 held SPEED during Planar Rip.
Reduce the cooldown of Planar Rip by 20 seconds.
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
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
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
Reduce the cooldown of Broadside Bomb by 20 seconds.
Drop a second Broadside Bomb a short distance ahead of the first.
Players in the radius of a Broadside Bomb explosion gain 2 SPEED.
Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of CRITICAL
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.
Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of CRITICAL
Gain 3 held stacks of CRITICAL.
Increase weapon charge rate for weapons with meter by 30%
Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of CRITICAL
Increase weapon charge rate for weapons with meter by 30%
When reviving an ally, they are healed an additional 40%. Increases Revive speed by 66%
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.
Reduce stamina cost of Dodge Roll by 50%
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.
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.
Reduce stamina cost of Dodge Roll by 50%
Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of CRITICAL
Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of SPEED
+30 part damage.
Gain 3 held stacks of CRITICAL.
Increase weapon charge rate for weapons with meter by 30%
When reviving an ally, they are healed an additional 40%. Increases Revive speed by 66%
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.