Corrupted Doom Epoch

For the base version, see Epoch.
Corrupted Doom Epoch is the 2019 Epoch variant, enabled by equipping the Corrupted Doom Cassette. The Corrupted Doom Cassette grants greater and faster burst damage, at the cost of uptime on buffs and Timeshift. While the 2019 Calendar is out of stock, it has since been reskinned with the following variant(s):
* Timeless Destiny Epoch (2023)
All Epochs use a special mechanic known as Momentum, which is generated by some skills and consumed to empower other skills.
==Skills==
* Chargeburst
** 30 MP, 0 CD
** Generates 1 Momentum.
** Attacks all enemies for 1 hit of 140% damage.
* Punch
** 30 MP, 18 CD
** Consumes up to 3 Momentum.
** Attacks for 1 hit of 150% damage.
** Inflicts 'Shattered' for (X + 1) turns, a stun.
** X is equal to consumed Momentum.
* Soundblast
** 50 MP, 18 CD
** Consumes up to 3 Momentum.
** Attacks for 5 hits of 35% damage (175% total).
** At 0 Momentum, inflicts 'Sliced' for 5 turns inclusive.
*** -5 All.
** At 1+ Momentum, inflicts 'Sliced' for 5 turns inclusive.
*** -20X All (max 60).
*** X is equal to consumed Momentum.
* Shockwave
** 45 MP, 8 CD
** Generates 1 Momentum.
** Attacks for 4 hits of 43.75% damage (175% total).
** Inflicts 'Shaken' for 3 turns.
*** -10 Boost.
* Fade
** 30 MP, 14 CD
** Applies 'Fade Boost' for 2 turns inclusive.
*** +200 Melee/Pierce/Magic.
* Ultra Boost
** 35 MP, 17 CD
** Requires at least 1 Epoch Boost effect active to use. Cannot be used as the first action of a turn if Timeshift is active.
** Overloaded: [Power][, Defense][, Aim]
** Generates 3 Momentum.
** Overloads currently active Epoch Boost effect(s), replacing them with variants that last for 3 turns inclusive.
*** Replaces 'Power Boost' with 'Power Boost Overload', +75 Boost.
**** This effect only lasts for 2 turns inclusive (effectively 1 turn due to being the last action you can do in a turn).
*** Replaces 'Defense Boost' with 'Defense Boost Overload', +160 Melee/Pierce/Magic.
*** Replaces 'Aim Boost' with 'Aim Boost Overload', +150 Bonus.
* Epoch Boost
** 20 MP, 0 CD (14 when all effects are applied)
** Generates 1 Momentum.
** Applies 1 of the following Epoch Boost effects for 7 turns inclusive. Always applies the earliest effect in the sequence that is not currently applied.
*** 'Power Boost', +20 Boost.
*** 'Defense Boost', +40 Melee/Pierce/Magic.
*** 'Aim Boost', +40 Bonus.
* Attack
** 0 MP, 0 CD
** Heals the player for 15 MP.
** Generates 2 Momentum.
** Attacks for 1 hit of 100% damage.
* Epoch Hex
** 20 MP, 0 CD (14 when all effects are applied)
** Generates 1 Momentum.
** Inflicts 1 of the following Epoch Hex effects for the next 7 turns. Always inflicts the earliest effect in the sequence that is not currently inflicted.
*** 'Power Hex', -10 Boost.
*** 'Defense Hex', -50 Melee/Pierce/Magic.
*** 'Aim Hex', -25 Bonus.
* Ultra Hex
** 35 MP, 17 CD
** Requires at least 1 Epoch Hex effect active to use. Cannot be used as the first action of a turn if Timeshift is active.
** Overloaded Hexes: [Power][, Defense][, Aim]
** Generates 3 Momentum.
** Overloads currently active Epoch Hex effect(s), replacing them with variants that last for the next 2 turns.
*** Replaces 'Power Hex' with 'Power Hex Overload', -66 Boost.
*** Replaces 'Defense Hex' with 'Defense Hex Overload', -150 Melee/Pierce/Magic.
*** Replaces 'Aim Hex' with 'Aim Hex Overload', -100 Bonus.
* Timeshift
** 50 MP, 24 CD, 1 Charge Time
** Requires at least 1 Momentum to use.
** Consumed momentum for X double turns.
** Consumes up to 6 Momentum.
** Grants 1 extra action each turn for each Momentum consumed, up to 6 extra actions at 6+ Momentum (see Mechanics).
** Grants an extra action.
*** If Timeshift is used as the extra action on the final turn of a previous Timeshift, this allows the player to effectively make a third action on that turn.
* Combo
** 20 MP, 0 CD (2 if combo is finished or interrupted)
** Requires successful attack on previous turn for the first use only.
*** Combo sequence is broken if an attack is used in the middle of the combo, but using a non-attack skill will preserve the sequence. However, if the sequence was broken with a trinket/On-Demand attack skill, it will reset without going on cooldown.
** Generates 1 Momentum.
** 1st use: Attacks for 5 hits of 30% damage (150% total).
** 2nd use: Attacks for 5 hits of 40% damage (200% total).
** 3rd use: Attacks for 6 hits of 50% damage (300% total). Generates 1 extra Momentum (2 total).
* Pierce
** 20 MP, 12 CD
** Consumes up to 3 Momentum.
** Attacks for 7 hits of 21.4% damage (150% total).
** At 0 Momentum, inflicts 'Pierced' for 4 turns inclusive.
*** +10 Health.
** At 1 Momentum, inflicts 'Pierced' for 4 turns inclusive.
*** +33X Health.
*** X is equal to consumed Momentum.
* Gunburst
** 20 MP, 3 CD
** Consumes up to 3 Momentum.
** At 0 Momentum, attacks for 1 hit of 125% damage.
** At 1+ Momentum, attacks for 4X hits of 15% damage and 1 hit of 125% damage ((60X + 125)% total) (max 305%).
** X is equal to consumed Momentum.
* Final
** 50 MP, 14 CD
** Consumes all Momentum.
** At 0 Momentum, attacks for 8 hits of 4.5% damage (36% total) with +200 Crit.
** At 1+ Momentum, attacks for 8 hits of 6.25X% damage (50X% total) with +200 Crit (max 400%).
** X is equal to consumed Momentum.
==Mechanics==
=== Momentum ===
* Corrupted Doom Epoch has a Momentum counter that starts at 6 and caps at 9.
* Clicking the Momentum widget above the Attack button allows the player to check their current Momentum and the remaining extra actions.
** Momentum charged: X[, double turns remaining: Y]
* Using a potion will also generate 1 Momentum.
=== Extra Actions ===
* Corrupted Doom Epoch can grant itself extra actions by using Timeshift, gaining 1 extra action per turn for each Momentum consumed. A turn where you take an extra action is also known as a double turn.
** X double turns remaining.
* Corrupted Doom Epoch can gain up to 6 extra actions every 18 turns, resulting in 12 turns of downtime where it can only perform 1 non-Timeshift action per turn.
* Using a potion, trinket, or an On-Demand special as the first action will skip the second action for that turn.
** Using a potion, trinket, or an On-Demand special as the second action has no consequences.
* Defeating a monster as the first action will skip the second action for that turn.
** If using Chargeburst, you will retain your second action if the last enemy damaged is not killed.
* Skipping a second action does not reduce the total number of extra actions given by Timeshift. You still get the number of extra actions equal to Momentum consumed, but they are all delayed a turn.
==Rotation==
Note: The number within the parentheses refers to how much momentum you will have during each turn of the rotation.
# Fade (6)
# Timeshift + Boost (1)
# Boost + Boost (3)
# Soundblast + Shockwave (1)
# Attack + Attack (5)
# Gunburst + Combo (3)
# Combo + Ultra Boost (7)
# Combo + Final (0)
# Filler
# Fade
Then mess around for 11 more turns until Timeshift is off CD again.
With Runestone or Defender Cannon, you can delay Timeshift by 1 turn in exchange for more burst damage, overall damage, and moving Final to the first action for free gearswapping:
# Fade (6)
# Hex (7)
# Shift + Ultra Hex (4)
# Boost + Boost (6)
# Boost + Soundblast (4)
# Shockwave + Combo (6)
# Combo + Combo (9)
# Gun + Ultra (9)
# Final + Runestone/Cannon (0)
# Filler
# Fade
==Strategy==
Corrupted Doom Epoch possesses the second highest 1-turn burst out out of all classes, beaten only by DoomKnight's Dark Favor -> Inner Darkness combo. By starting with 6 Momentum, it also eliminates setup time, the largest weakness on base and Eternal Epoch. With Overloaded Bursts and Hexes, you're even more protected during your burst period than Eternal Epoch.
However, the poor double turn uptime and lack of healing skills result in CDE struggling with anything that survives the first burst cycle, with a downtime of at least 12 turns between burst cycles (realistically 15 to fit in Fade immediately before and after every cycle). While you're stuck without double turns, you can rely on Hex/Shockwave for slight mitigation and Fade/Ultra Hex as panic buttons.
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