Phalanx[]
The Phalanx tree focuses on the protective and offensive abilities of the Kinetic Aspis, as well as providing skills to reduce damage and heal the team.
Skill | Tier | Levels | Effect |
---|---|---|---|
Invictus | 1 | 5 | Increases the damage dealt by the thrown Aspis by +7% per rank. |
Ephodos | 1 | 5 | Increases movement speed and gun damage by +4% per rank while the Aspis is active. |
Vanguard | 2 | 5 | While the Aspis is active, you and nearby friends gain health regeneration based on rank. The health regeneration increases as the Aspis absorbs damage. |
Hold the Line | 2 | 5 | Boosts the maximum duration the Aspis can be held before it is automatically thrown by +1.1 seconds per rank. |
Prismatic Aegis | 3 | 1 | Allows the Kinetic Aspis to store elemental damage types. All different elements striking it are stored, and it deals damage of all stored types when thrown. |
United Front | 4 | 5 | Increases your shield capacity by 4% per rank. 5% of the damage dealt to the Aspis per rank is converted into shields for you and your teammates. |
Clear! | 4 | 1 | Throwing the Kinetic Aspis grants Second Winds to teammates within range. Also increases all damage by +40% while in Fight For Your Life. |
Stalwart | 4 | 5 | Allows the Aspis to absorb +20% damage from your friends' guns per rank. Increases your maximum health by +5% per rank. |
Return Fire | 5 | 5 | The Aspis gains +10% chance to reflect bullets and lasers in addition to absorbing their damage. |
Prepare for Glory | 5 | 5 | Activating the Aspis makes nearby enemies more likely to attack you. Each individual enemy that damages your Aspis grants a stack of Prepare for Glory, each granting +2% gun damage. The stacks last a short time after the Aspis is thrown. |
Wrath of the Goddess | 6 | 1 | Causes the thrown Aspis to ricochet to nearby enemies up to 4 times. Each bounce does 33% less damage than the last. |
Xiphos[]
This tree concentrates primarily on melee damage and abilities, including bonuses that center on causing enemies to bleed with melee attacks.
Skill | Tier | Levels | Effect |
---|---|---|---|
Gun Kata | 1 | 5 | Increases gun damage by +3% per rank. After shooting an enemy, melee damage is increased for a short time by +10% per rank. |
Clarity of Purpose | 1 | 5 | Raises maximum health by +3% and melee damage by +5% per rank. |
Mercurial | 2 | 5 | Killing an enemy increases movement speed by +4% per rank and damage resistance by +[5%, 9%, 13%, 17%, 20%] for a few seconds. |
Omega-Senshu | 2 | 5 | Increases all damage dealt by +7% per rank to enemies with less than 50% health remaining. |
Rend | 3 | 1 | Melee attacks cause enemies to bleed, inflicting non-elemental damage over time for 12 seconds. The damage is increased by up to +100% against higher-health targets, and benefits from melee damage bonuses. |
Bloodlust | 4 | 5 | For each individual enemy that is bleeding, you regenerate +0.8% max health per second per rank. |
Epicenter | 4 | 1 | Causes your Slam attack to generate a Singularity effect, pulling enemies towards you and dealing minor damage. |
Tear | 4 | 5 | Increases gun damage by +7% per rank against bleeding targets. |
You've Got Red on You | 5 | 5 | When an enemy dies from your melee attack or while bleeding, it explodes, dealing damage to nearby enemies in a radius based on rank. |
Fury of the Arena | 5 | 5 | For each bleeding enemy, you gain +2% to fire rate and reload speed per rank. |
Blood Rush | 6 | 1 | Press [melee] to dash towards an enemy and perform a melee attack that deals +40% damage. Has a cooldown of 10 seconds. If the attack kills an enemy or causes it to bleed, the cooldown is reset. |
Ceraunic Storm[]
This skill tree focuses on dealing elemental damage. Fire and Shock damage grant stacks of Maelstrom, providing numerous buffs which increase with the number of stacks.
Skill | Tier | Levels | Effect |
---|---|---|---|
Storm Weaving | 1 | 4 | Swapping weapons increases your elemental effect chance by +25% and fire rate by +7.5% per rank for the next 9 seconds. |
Maelstrom | 1 | 1 | Dealing Incendiary or Shock damage grants you a stack of Maelstrom. All elemental damage is increased by +0.2% per stack per rank. Stacks decay slowly over time, and faster the more stacks you have. |
Gathering Tempest | 2 | 5 | Increases your magazine size by +8% and reload speed by +5% per rank. |
Conduit | 2 | 5 | While you have at least one Electrocute status effect active on an enemy, you regenerate +0.02% of your shields per second per rank for each Maelstrom stack you have. |
Smite | 3 | 1 | When you are airborne and have at least 10 Maelstrom stacks, shooting an enemy will Smite them, causing Incendiary and Shock damage based on your current Maelstrom stacks in a small area. Has a 12 second cooldown. |
Unrelenting | 3 | 5 | When you kill an enemy, your weapon swap speed is increased by +0.08% and your fire rate by +0.06% per rank for each stack of Maelstrom you have for the next few seconds. |
Superconductor | 4 | 5 | The Aspis has a 10% chance per rank to Shock nearby enemies when struck. When this occurs you gain +5 Maelstrom stacks per level. |
Zeus' Rage | 4 | 1 | Throwing the Kinetic Aspis creates a Fire and Lightning storm at the struck location for a few seconds, dealing damage in an area that increases the more damage is absorbed by the Aspis. |
Elemental Barrage | 4 | 5 | While Storm Weaving is active, your weapons have a 6% chance per rank not to consume ammo, plus an additional +0.02% chance per rank per Maelstrom stack. |
Overload | 5 | 5 | Whenever you kill an enemy that is Electrocuted and/or Burning, there is a 9% chance per rank that the status effects will spread to nearby enemies. When this happens, you gain +4 Maelstrom stacks per rank (double if it had both status effects). |
Flash Freeze | 5 | 5 | When you freeze an enemy, you gain Flash Freeze for 1 second per rank, during which you can neither gain nor lose Maelstrom stacks. |
Hades' Shackles | 6 | 1 | Performing a Slam attack links you to nearby enemies with a Shock Tether, electrocuting them for 3 seconds. You gain +20 Maelstrom stacks for each enemy affected. After 3 seconds or if an enemy dies, each target releases an Incendiary Nova. The tether is broken prematurely if you lose line of sight to an enemy. |