BlazBlue Entropy Effect/Tactics

== What are Tactics? ==
Tactics are classified in two different ways. Every Tactic belongs to a specific element (Fire, Ice, Electric, Toxin, Umbra, Light, and Blade.) Elements are important to keep track of, because room selections will give you an element to choose from when Tactic choices appear.  
Tactics also fall into an activation classification. (Attack, Skill, Dash, Legacy, and Summon). It is important to keep track of Activation classifications for Tactics, because there are rules to the Tactics that you can obtain in a run.
Rule 1: You may only have one Tactic of each Activation type. For example, if you have Attack Lightwave, you cannot also have Attack Chain Lightning.
Rule 2: This also applies to Tactics of the same name, even if they have different activation slots. For example, you cannot have both Attack Chain Lightning and Skill Chain Lightning at the same time. For reference, you can always check the Tactics Codex. If a Tactic has multiple Tier 1 (First Row) options, that means you can only have one of them.
Rule 3: If you only have the Tier 1 Tactic in one of the five Activation slots, you might get the chance to swap it for another when choosing a new Tactic. Once you've obtained a Tier 2 Tactic, you will no longer get the chance to switch out your Tier 1 Tactic. Tactics will then appear in four different rarities, Common -> Uncommon -> Rare -> Legendary, with each rarity being an upgraded version that increases the utility of what the Tactic does, such as increasing the damage or duration. These Tactics can be upgraded to the next rarity via a Tactic Ascension found in various places.
Additionally, Tactics have three stages going from Tier 1, Tier 2, and then the Tier 3 upgrade. The Tier 2 upgrades are always a choice between different upgrades to make it unique and the Tier 3 upgrade only has one option. Once you have three Tactics in one Tactic Slot, the only way to continue to upgrade that slot is with Tactic Ascensions and Double Tactics.
Double Tactics are a combination of two Tactics from different Tactic Trees and/or Elements. These Tactics combine the attributes of the two Tactics to make a powerful one that goes in the fourth slot in your Tactic slots. These Tactics require you to plan ahead by viewing the Tactics Codex and looking at the Tactic Tree to see what Doubles are possible with that Tactic. In order to obtain a Double, you'll need to obtain the three Tactics from the main Tactic and the Tier 1 tactic from the other required Tactic. Only then will the Double appear as an option in the respective element.
== Inheriting Tactics ==
When passing down Tactics via a saved Evotype, any Tier 1 Tactic will be automatically equipped when you start a new run. Tier 2, Tier 3, and Double Tactics will not be equipped until you obtain the necessary Tier 1 Tactics. Double Tactics, when being passed down, have the unique property of often only needing the base Tactic associated with it, allowing you to get a Double that only requires one Tactic Slot be filled and creating a new combination in the now open slot.
Once you've filled in the first five Tier 1 slots, you'll only see Tactics of those Tactics' respective element, allowing you to only focus on upgrades at that point. Inheriting certain elements allows you to manipulate how likely you are to see a certain element without sacrificing any Mind Crystal slots. When attempting to get the "1+1>2" achievement, this significantly helps steer your five Doubles in the right direction.
== Fire ==
<tabber>
|-|Burn=
Name 	Description 	Slot 	Tier	Note
Skill Burn 	When your Skill lands a hit, inflicts Burn on the enemy for 5 seconds, dealing 190/230/270/310 damage per second.	Skill 	T1 	
Attack Burn 	When your Attack lands a hit, inflicts Burn on the enemy for 5 seconds, dealing 100/120/130/150 damage per second.	Attack 	T1 	
Dash Burn 	Dashing inflicts Burn on nearby enemies for 5 seconds, dealing 100/120/130/150 damage per second. 	Dash 	T1 	
Durable Burn 	Burn now lasts 3 seconds longer and the Burning damage is increased by 38/45/53/60%. 	Skill, Attack, Dash	T2 	
Conflagration	For every enemy inflicted by Burn, the next Burn inflicted deals 18/22/26/30% more damage. 	Skill, Attack, Dash	T2 	
Catching Fire	Burning enemies will spread the fire to nearby enemies while also increasing the Burn damage by 35/40/45/55%. 	Skill, Attack, Dash	T2 	
Flamewalker 	Dodging will temporarily generate a Trail of Fire as you move. That trail deals 150/180/210/240 damage per second.	Dash 	T2 	Only possible if you have Dash Burn.
Powerful Burn	Burn damage ticks happen 25/30/35/40% faster. 	Skill, Attack, Dash	T3 	
Burn is a DoT (Damage over Time) tactic that specializes at chipping away at the enemy's health. Unfortunately, Burn's damage across the board is essentially negligible. A common trend amongst the Fire Tactics is that their utility and damage tends to be outclassed by other elemental tactics.
|-|Fire Projectile=
Name 	Description 	Slot 	Tier	Note
Skill Fire Projectile 	Upon using a Skill, shoots 10 Fire Projectiles outward, each dealing 170/210/240/280 damage. This damage decreases against the same enemy with each projectile that hits them. 	Skill 	T1 	
Legacy Fire Projectile 	Upon using your Legacy, shoots 10 Fire Projectiles outward, each dealing 120/150/170/200 damage. This damage decreases against the same enemy with each projectile that hits them.	Legacy 	T1 	
Focused Fire Projectile	The Fire Projectiles are now fired in a 45-degree sector, and deals 5/6/7/8% more damage. 	Skill, Legacy	T2 	
Fire Projectile Bounce 	Fire Projectiles can bounce and deal 19/23/26/30% more damage. 	Skill, Legacy	T2 	
Fire Projectile Upgrade	The Fire Projectiles become larger and deal 38/45/53/60% more damage. 	Skill, Legacy	T2 	
Multi Fire Projectiles 	The number of max Fire Projectiles is increased by 4, and deals 13/15/18/20% more damage. 	Skill, Legacy	T3 	
Fire Projectiles is a tactic that, when used, shoots 10 projectiles outward in a circle formation. Unfortunately, most of the time, enemies will be in front or behind you, meaning most of the projectiles will completely miss. This means that if you wish to capitalize on each of the projectiles, you either need to be right next to a large enemy or use the Tier 2 Tactic, Focused Fire Projectile, which focuses the projectiles into a 45 degree cone in the way you're facing.
|-|Ring of Fire=
Name 	Description 	Slot 	Tier	Note
Legacy Ring of Fire 	Upon using your Legacy, Spawns Rings of Fire, dealing 480/580/670/770 damage to enemies. 	Legacy	T1 	
Large Ring of Fire 	Rings of Fire become larger and deal 30/36/42/48% more damage. 	Legacy	T2 	
Transformative Ring of Fire	Rings of Fire shapeshift and deal 38/45/53/60% more damage. 	Legacy	T2 	
Struck Ring of Fire 	Upon taking a hit, conjures a Ring of Fire that deals 670/810/940/1080 damage. 	Legacy	T2 	
Double Rings of Fire 	Ring of Fire is now upgraded to Double Rings of Fire. The second one deals 590/710/830/950 damage.	Legacy	T3 	
Ring of Fire works as a burst of damage around you when you use your Legacy Skill. While not bad in an enclosed space, utilizing this Tactic requires a form of crowd control to lock enemies in place for it to hit.
|-|Mine=
Name 	Description 	Slot 	Tier	Note
Place Mine 	Crouching will place 1 Mine. By default, each mine deals 360/430/500/570 damage. This damage increases over time.	Summon	T1 	You can place multiple mines over time.
Mine Upgrade 	Mines have a larger explosion and deal 30/36/42/48% more damage. 	Summon	T2 	
Splashing Mines 	Upon exploding, Mines send out 6 shrapnel, each dealing 290/350/400/460 damage. 	Summon	T2 	
Efficient Mine Placing	The cooldown of Place Mine is reduced by 1/1.3/1.5/1.8 second(s). 	Summon	T3 	
Mines are a very lackluster Summon Tactic that have minimal damage and an unfortunate method of summoning them. Unlike all other Summons, Mines must be placed manually by crouching, where they'll then stay until they expire or an enemy walks over them. Even with their unique property of getting stronger the longer it sits, the damage it gains does not justify the amount of time it takes to babysit it to that point.
|-|Fire Spirit=
Name 	Description 	Slot 	Tier	Note
Fire Spirit Assist 	Spawns a Fire Spirit that assists you in combat. Over time, more and more Fire Spirits will spawn. When your Attack hits an enemy, they will hunt that enemy, each dealing 120/140/170/190 damage.	Attack	T1 	
Fire Spirit Upgrade	Fire Spirits shapeshift and deal 38/45/53/60% more damage. 	Attack	T2 	
Fire Spirit Combo 	When a Fire Spirit hits the same enemy, the damage is increased by 11/13/15/17% with each hit. 	Attack	T2 	
Quick Split 	Fire Spirits now split 38/45/53/60% faster. 	Attack	T2 	
Durable Split 	Fire Spirits split 1 more time and deal 109/111/113/115% more damage. 	Attack	T3 	
Fire Spirit Assist are most likely Fire's best Tactic. Acting like a Summon Tactic that fills your Attack slot, they spawn around your character over time. Because of the ability to focus their attention onto a specific enemy when you attack them, they have consistent damage against high HP enemies and bosses. All three T2 Tactics can be useful against bosses and common enemies. 
</tabber>
==Ice ==
<tabber>
|-|Cold=
Name 	Description 	Slot 	Tier	Note
Cold Attack	Attacks deal 29/34/40/46% more damage and inflict 1 stack of Cold on enemies, causing them to slow down.	Attack	T1 	Because of the damage boost given by the T1 Cold Tactics, taking into consideration what attacks your character uses more is important.
Skill Cold 	Skills deal 30/35/41/47% more damage and inflict 2 stacks of Cold on enemies, causing them to slow down.	Skill 	T1 	
After choosing your T1 tactic for Cold, you're forced between two T2 options that will lock you out the other T3 and Double Tactics.
Name 	Description 	Slot 	Tier	Note
Frost Burst 	At max stacks of Cold, they burst and deal 610/740/860/980 damage. 	Attack, Skill	T2 	
Freezing Cold 	When more than 5 enemies are inflicted with Cold, the enemies in range become Frozen. Breaking a Frozen enemy deals 1000/1200/1400/1600 damage.	Attack, Skill	T2 	
Frost Explosion 	Frost Burst becomes 20% larger in range and deals 73/88/103/117% more damage. 	Attack, Skill	T3 	Requires Frost Burst as your T2 choice.
Powerful Icebreaker	When breaking a Frozen enemy, deals 800/1000/1200/1400 extra damage. 	Attack, Skill	T3 	Requires Freezing Cold as your T2 choice.
The Cold Tactics are most likely your best options as Attack and Skill Tactics. At Legendary rarity, they give an unconditional 46/47% damage buff to their respective slots. Additionally, they inflict the Cold status which slows enemies, giving you an edge over bosses with quick movement. All four T2 and T3 tactics present even more instances of the Cold status and damage, even being able to Freeze hordes of enemies. Finally, essentially every Double Tactic that it's a part of is extremely good.
|-|Icicle=
Name 	Description 	Slot 	Tier	Note
Icicle Dash 	Dashing summons Icicles, dealing 90/110/130/150 damage and inflicting 1 stack of Cold on enemies, causing them to slow down. 	Dash 	T1 	
Legacy Icicle 	Upon using your Legacy, generates Two-Way Icicles on the ground that deal 270/330/380/440 damage to enemies and inflict 2 stacks of Cold.	Legacy 	T1 	
Icicle Upgrade 	The Icicles shapeshift and deal 38/45/53/60% more damage. 	Dash, Legacy	T2 	
Dodging Icicle 	Upon dodging, the Icicles generated become Two-Way Icicles, dealing 110/130/150/180 damage to enemies. 	Dash, Legacy	T2 	
Reactive Icicle	Upon taking a hit, summons Icicles at where the hit comes from, dealing 670/800/940/1080 damage. 	Dash, Legacy	T2 	
Random Icicle 	Icicles spawn at random to attack enemies, each dealing 170/200/240/270 damage. 	Dash, Legacy	T3 	
While Icicle is not nearly as powerful the Cold line, it still manages to be useful for its synergy with other Ice Tactics and standalone with its ability to apply the Cold status. Having Icicle Dash is a "fits all scenarios" tactic that doesn't need to compete with other Dash tactics. Legacy Icicle however has very strong competition, and is not necessarily worth using over Dash Icicle.
|-|Ice Spike=
Name 	Description 	Slot 	Tier	Note
Summon Ice Spike 	Automatically generates Ice Spikes, each dealing 140/170/190/220 damage and inflicting 1 stack of Cold on enemies, causing them to slow down.	Summon	T1 	
Ice Spike Upgrade 	The Ice Spikes become larger and deal 40/45/55/60% more damage. 	Summon	T2 	
Precision Ice Spike	Ice Spikes prioritize attacking non-Cold enemies and deal 34/41/48/55% more damage. 	Summon	T2 	
Freezing Blade 	Ice Spikes can penetrate enemies and deal 30/35/40/45% more damage. 	Summon	T2 	
Multi Ice Spikes 	Upon generating Ice Spikes, you can generate 2/3/4/5 more. 	Summon	T3 	
Ice Spike as a standalone Tactic deals consistent damage and applies the Cold status to slow enemies. It has little competition with other Summon Tactics and has amazing Double Tactics that increase the sheer amount of damage and Cold status it dishes out.
</tabber>
==Electric==
<tabber>
|-|Lightning Mark=
Name 	Description 	Slot 	Tier	Note
Skill Lightning 	When your Skill hits an enemy, inflicts Lightning on them. When that enemy is eliminated, unleashes an Impulse, dealing 670/810/940/1080 damage. 	Skill 	T1 	
Legacy Lightning 	When your Legacy hits an enemy, inflicts Lightning on them. When that enemy is eliminated, unleashes an Impulse, dealing 470/580/660/780 damage. 	Legacy 	T1 	
Impulse Upgrade 	Impulse shapeshifts and deals 37.5/45/52.5/60% more damage. 	Skill, Legacy	T2 	
Large Pulse 	Impulse becomes larger in range and deal 30/36/42/48% more damage. 	Skill, Legacy	T2 	
Impulse Paralysis	The Impulses can paralyze enemies for 1.5/2/2.5/3 seconds, rendering them immobile. 	Skill, Legacy	T2 	
Pulsing Lightning	When your Impulse hits an enemy, inflicts Lightning on them for 6 seconds. When that enemy is eliminated, unleashes an Impulse, dealing 630/760/880/1010 damage.	Skill, Legacy	T3 	
The Lightning Mark tree has good utility and excellent damage against hordes of enemies, yet struggles to be useful against Elites as it doesn't get to utilize the Lightning status. The Lightning status causes inflicted enemies to emit an AoE (Area of Effect) damage called an Impulse, eventually being able to inflict Lightning on other enemies with the T3 Tactic. Because of said T3 Tactic, the Impulse can rapidly chew through many enemies. Characters with huge Skills can capitalize on Skill Lighting's screen clearing effect very nicely, but Legacy Lightning fails to compete with the other Legacy tactics.
|-|Lightning Chain=
Name 	Description 	Slot 	Tier	Note
Attack Lighting 	When you have landed 5 hits with your Attack, conjures a Lightning Chain, dealing 320/380/450/510 damage with each link. 	Attack 	T1 	
Thunderstorm 	Using your Legacy conjures a Lightning Cloud that keeps shooting Lightning Chains. Each link deals 100/120/130/150 damage, up to 5 links.	Legacy 	T1 	
Skill Lightning 	When you land a hit with your Skills, conjures a Lightning Chain to nearby enemies, dealing 670/810/940/1080 damage with each link. 	Skill 	T1 	
Lightning Overloaded	The last link of a Lightning Chain additionally deals 180/220/250/290 damage. 	Attack, Dash, Skill	T2 	
Lightning Upgrade 	The Lightning Chain becomes thicker and now deals 37.5/45/52.5/60% more damage. 	Attack, Dash, Skill	T2 	
Thunder Bounce 	The Lightning Chain can bounce. The damage is reduced by 65/58/51/45% after 3 bounces. 	Attack, Dash, Skill	T2 	
Extended Lightning 	The Lightning Chain can chain up to 1/2/3/4 times. 	Attack, Dash, Skill	T3 	
In the same department as the Lightning Mark tree, Lightning Chain specializes in clearing hordes of enemies while struggling to deal with Elites. It pairs very nicely Lightning Mark to clear hordes of enemies even faster, but the lack of multiple enemies against Elites means the damage drops off significantly. Not a bad option for your Attack and Skill slots, but Legacy Thunderstorm struggles to compete with other Legacy Tactics.
|-|Thunderbolt=
Name 	Description 	Slot	Tier	Note
Dash Thunderbolt 	Dashing summons Thunderbolts, dealing 380/460/540/610 damage. 	Dash	T1 	
Counter Thunderbolt 	Upon taking a hit, summons a Thunderbolt at where the hit comes from, dealing 670/810/940/1080 damage. 	Dash	T2 	
Dodge Thunderbolt 	Upon dodging, summons multiple Thunderbolts, each dealing 190/230/270/310 damage. 	Dash	T2 	
Thunderbolt Upgrade 	The Thunderbolts become larger and deal 37.5/45/52.5/60% more damage. 	Dash	T2 	
Thunderbolt Paralysis	The Thunderbolts can paralyze enemies by 1/1.5/2/2.5 seconds, rendering them immobile. 	Dash	T2 	*Test this on Elites
Double Thunderbolts 	When a Thunderbolt strikes, there is a chance for 1 more Thunderbolt to strike, dealing 680/810/950/1080 damage.	Dash	T3 	
Thunderbolt forgoes with being locked to crowds of enemies and instead just hits everything consistently. Being locked to just your Dash slot and being connected to a great amount of powerful Double Tactics, Dash Thunderbolt is one of the best options to fill the Dash slot as an all rounder Tactic. With most of the T2 slots being straight damage upgrades or giving you access to the Paralysis status to immobilize enemies, this Tactic only gets strong as you get its upgrades.
|-|Lightning Orb=
Name 	Description 	Slot 	Tier	Note
Orbiting Lightning Orb 	When enemies are nearby, generate 3 Lightning Orbs that orbit around you for 10 seconds. The Lightning Orbs deal 140/170/200/230 damage to enemies upon impact.	Summon	T1 	
Large Lightning Orb 	Lightning Orbs become bigger in size and deal 37.5/45/52.5/60% more damage. 	Summon	T2 	
Durable Lightning Orbs 	The Lightning Orbs orbit around you for 30/40/50/60% longer. 	Summon	T2 	
Expanded Lightning Orb 	The Lightning Orbs periodically orbit in a larger range, dealing 37.5/45/52.5/60% more damage. 	Summon	T2 	
Clustered Lightning Orbs	Upon generating Lightning Orbs, you generate 1 more and deal 35/40/50/55% more damage. 	Summon	T3 	
Lightning Orb is another is a good contender for your Summon slot as it is just consistent damage that follows you, similar to Hibiki's Oblivion Glaive upgrade. While it lacks any special statuses, it has to the Double Tactic Shadow Lightning Orb, which lets you dish out a considerable amount of damage.
</tabber>
== Toxin ==
<tabber>
|-|Poison=
Name 	Description 	Slot 	Tier	Note
Attack Miasma 	Upon eliminating an enemy, Attacks inflict Poison on enemies in range, which can kill them after a while depending on their current HP. The higher the quality, the shorter the killing time. 	Attack 	T1 	The rate at which rarity changes the "killing time" is currently unknown.
Skill Poison Ring 	When your Skill lands a hit, spawns a Poison Ring, inflicting Poison on enemies, which can kill them after a while depending on their current HP. The higher the quality, the shorter the killing time.	Skill 	T1 	The rate at which rarity changes the "killing time" is currently unknown.
Reactive Miasma 	Upon taking a hit, inflict Poison on the enemies in range. 	Attack 	T2 	Only possible if you have Attack Miasma. Currently unknown as to what rarity changes.
Poison Contamination	The Poisoned enemy will be stunned for 1.5/2/2.5/3 seconds after 1 second. 	Attack, Skill	T2 	When you inflict poison on an enemy, there is a 1 second delay before the enemy is stunned.
Potent Poison 	Poison's efficiency is increased by 38/45/53/60%. 	Attack, Skill	T2 	Efficiency refers to rate at which it will kill the enemy.
Spreading Toxin 	When a Poisoned enemy is eliminated, inflict Poison on 2/3/4/5 enemies in range. 	Attack, Skill	T2 	
Reactive Poison Ring	Upon taking a hit, spawns a Poison Ring that surrounds you, inflicting Poison on enemies. 	Skill 	T2 	Only possible if you have Skill Poison Ring. Currently unknown as to what rarity changes.
Acute Poison 	Poison takes 2/3/4/5 less seconds to take effect. 	Attack, Skill	T3 	
Poison is a Tactic that appears good on paper until you take the time to break it down in practice. Poison is a status effect that, upon inflicting it on an enemy, starts a timer before dealing a chunk of damage to the afflicted enemy. The main issues to discuss here are the timer and the damage. When you inflict Poison on an enemy, a Toxin sigil appears over their head that gradually fills up. In most cases however, the time it would take for the damage to hit is more than enough time for all characters to kill the enemy themselves. Against Elites, its less likely that you'd kill the boss before triggering Poison, so what about its damage? Unfortunately, the damage is significantly weaker than the time warranted. Averaging 2500-5000 damage over the ~10 second period is very poor considering most characters can deal that damage several times over. Poison's only saving grace is its access to the Double Tactic Frost Miasma, that creates a fog around enemies that then Freezes them.
|-|Slime=
Name 	Description 	Slot 	Tier	Note
Summon Slime	When enemies are nearby, summon Slimes that automatically attack enemies and deal 240/290/340/380 damage.	Summon	T1 	
After choosing your T1 tactic for Slime, you're forced between two T2 options that will lock you out the other T3 and Double Tactics.
Name 	Description 	Slot 	Tier	Note
Self-Destructing Slime	When a Slime expires, it explodes, dealing 580/690/810/920 damage.	Summon	T2 	
Lasting Slime 	Slimes now last 3/4/5/6 seconds longer. 	Summon	T2 	
Large Slime 	Slimes become larger in size and deal 38/45/53/60% more damage. 	Summon	T3 	Only possible if you have Self-Destructing Slime.
Fast Slime 	Slimes attack 25/30/35/40% faster. 	Summon	T3 	Only possible if you have Lasting Slime. Both sides have their merits, so it doesn't matter which side path you take.
Summon Slime is another Summon Tactic that struggles to pull its weight against other Summon Tactics. Slimes will spawn as enemies appear, they'll then move across the ground and attack enemies. Their damage however is pretty minimal, even with the T2 and T3 upgrades. With no notable Double Tactics to abuse, Slime is hard to justify using.
|-|Virulent Bomb=
Name 	Description 	Slot	Tier	Note
Dash Virulent Bomb 	Upon Dashing, spawns Virulent Bombs at the starting location, dealing 240/290/340/390 damage. 	Dash	T1 	
Intense Virulent Bomb 	The explosion of a Virulent Bomb inflicts Poison on enemies. Attention: You need a prerequisite Toxin Tactic to activate this.	Dash	T2 	This Tactic requires that you have Attack Miasma or Skill Poison Ring to activate the poison. Essentially a Double Tactic.
Dodge Virulent Bomb 	Upon dodging, summons more Virulent Bombs, each dealing 290/350/400/460 damage. 	Dash	T2 	
Condensed Virulent Bomb	Virulent Bombs explode after a delay but deal 65/80/95/110% more damage. 	Dash	T2 	
Spreading Virulent Bomb	Virulent Bombs become larger in explosion range and deal 20/24/28/32% more damage. 	Dash	T3 	
|-|Venom=
Name 	Description 	Slot 	Tier	Note
Legacy Venom 	Upon using your Legacy, spawns Venom, dealing 80/90/110/120 damage every 0.5 seconds over 6 seconds. 	Legacy 	T1 	
Skill Venom 	Upon using your Skill, spawns Venom, dealing 110/130/150/170 damage every 0.5 seconds over 6 seconds. 	Skill 	T1 	
Lasting Venom 	Venom now lasts 20/40/60/80% longer. 	Legacy, Skill	T2 	
Spreading Venom 	Venom becomes 20% larger in range and deals 30/36/42/48% more damage. 	Legacy, Skill	T2 	
Intense Venom 	Venom inflicts Poison on enemies. Attention: You need a prerequisite Toxin Tactic to activate this. 	Legacy, Skill	T2 	This Tactic requires that you have Attack Miasma or Skill Poison Ring to activate the poison. Essentially a Double Tactic.
Accumulative Venom	When Venom damages the same enemy multiple times, the damage is increased by 5/6/7/8% with each instance.	Legacy, Skill	T3 	
</tabber>
== Umbra==
<tabber>
|-|Tentacle=
Name 	Description 	Slot 	Tier	Note
Summon Tentacle 	Summons Umbra Tentacles that automatically attack for 15 seconds, dealing 190/230/270/310 damage with each hit. There can be up to 1 Umbra Tentacle at the same time.	Summon	T1 	
Large Tentacle 	Umbra Tentacles attack in a larger range and deal 30/35/40/45% more damage. 	Summon	T2 	
Fast Tentacle 	Umbra Tentacles now attack 22.5/27/31.5/36% faster. 	Summon	T2 	
Tentacle Cluster	There can now be 1 more Umbra Tentacles at the same time, and deals 5/7/9/11% more damage. 	Summon	T2 	
Combo Tentacle 	Umbra Tentacles now attack 4 times and deal 90/110/120/140% more damage in total. 	Summon	T3 	
|-|Shadow=
Name 	Description 	Slot	Tier	Note
Dashing Shadow 	Dashing summons 1 Shadow, dealing 190/230/270/310 damage. 	Dash	T1 	Es and Kokonoe can abuse Dashing Shadow as their dashes have unique attributes.
Shadow Kickback 	After Dashing, a Shadow has a 38/45/53/60% chance to Dash one more time. 	Dash	T2 	
Shadow Enhancement	Shadows Dash across a longer distance and deal 30/35/40/50% more damage. 	Dash	T2 	
Dodging Shadow 	Upon Dodging, nearby enemies summon their Shadows that Dash, each dealing 350/410/480/550 damage.	Dash	T2 	
Multiple Shadows 	Upon Dashing, there is a 55/65/75/90% chance to spawn 2 Shadows that Dash as well. 	Dash	T3 	
|-|Shadow Spike=
Name 	Description 	Slot 	Tier	Note
Attack Shadow Spike 	When your Attack hits an enemy, their Shadow turns into a Shadow Spike that deals 210/260/300/340 damage. 	Attack 	T1 	
Skill Shadow Spike 	When your Skill hits an enemy, their Shadow turns into a Shadow Spike that deals 450/540/630/720) damage. 	Skill 	T1 	
Ranged Shadow Spike 	Shadow Spikes attack in a larger range and deal 30/36/42/48% more damage. 	Attack, Skill	T2 	
Death Shadow Spike 	When enemies are eliminated, their Shadow turns into a Shadow Spike instantly and deals 21/25/30/34% more damage.	Attack, Skill	T2 	
Reactive Shadow Spike	Upon taking a hit, summons a Shadow Spike at where the hit comes from, dealing 670/810/940/1080 damage. 	Attack, Skill	T2 	
Shadow Spike Upgrade 	The Shadow Spikes now deal damage multiple times instead and deal 55/66/77/88% more damage. 	Attack, Skill	T3 	
|-|Blackhole=
Name 	Description 	Slot 	Tier	Note
Legacy Blackhole 	Upon using your Legacy, spawns a Blackhole, pulling enemies and dealing 130/150/180/200 damage per second.	Legacy	T1 	The unique ability to have on demand crowd control is extremely valuable as you get to position enemies anywhere twice, including most bosses.
Large Blackhole 	Blackholes become 20% larger in range and deal 30/36/42/48% more damage. 	Legacy	T2 	
Blackhole Explosion	When a Blackhole expires, it explodes and deals 580/690/810/920 damage. 	Legacy	T2 	
Durable Blackhole 	Blackholes now last 1/2/3/4 seconds longer. 	Legacy	T2 	Arguably the best T2 option for prolonged crowd control, letting you cycle between your two Legacy Skills more freely.
Blackhole Feast 	For every 1 units in the range of a Blackhole, it deals 15/20/25/30% more damage. 	Legacy	T3 	
</tabber>
== Light==
<tabber>
|-|Light Spear=
Name 	Description 	Slot 	Tier	Note
Legacy Light Spear 	Upon using your Legacy, spawns 2 Light Spears, each dealing 600/720/840/960 damage. 	Legacy 	T1 	
Skill Light Spear 	Upon using a Skill, spawns 2 Light Spears, each dealing 840/1010/1180/1340 damage. 	Skill 	T1 	
Holy Light Spear 	When a Light Spear expires, it turns into a holy light that deals 500/600/710/810 damage.	Legacy, Skill	T2 	Assuming equal rarities, Holy Light Spear has the best damage of the T2 Light Spear Tactics.
Light Spear Root 	Light Spears can root enemies and deal 26/32/37/42% more damage. 	Legacy, Skill	T2 	*Test if this works on Elites.
Light Spear Upgrade	Light Spears become bigger in size and deal 38/45/53/60% more damage. 	Legacy, Skill	T2 	
Multi Light Spear 	There are now 2 more Light Spears and they deal 44/53/62/70% more damage. 	Legacy, Skill	T3 	
|-|Flash=
Name 	Description 	Slot 	Tier	Note
Legacy Flash 	Upon using your Legacy, generate Flash to Blind enemies for 1/1.5/2/2.5 seconds.	Legacy	T1 	Blind is a unique mechanic that gives enemies a chance to completely miss you. Works on bosses as well.
Flash Enhancement	Flash deals 290/350/400/460 damage to enemies. 	Legacy	T2 	
Wide Flash 	Flash becomes 80/90/110/120% larger in range. 	Legacy	T2 	
Reactive Flash 	Upon taking a hit, generate Flash to Blind enemies for 2.5/3/3.5/4 seconds. 	Legacy	T2 	
Blinding Extended	Flash now Blinds enemies for 0.5/1/1.5/2 more seconds. 	Legacy	T3 	Lets you prolong Blindness longer by alternating between your Legacy Skills.
|-|Lightwave=
Name 	Description 	Slot 	Tier	Note
Attack Lightwave 	When your Attack hits an enemy, spawns a Lightwave that deals 142/154/180/216% damage of this Attack. It will be respawned again after 5s while you are not attacking.	Attack	T1 	Unique mechanic that when you attack with a move that hits multiple times in one instance, deals an insane amount of burst damage.
Lightwave Upgrade 	The Lightwave becomes larger in range and deals 30/36/42/48% more damage. 	Attack	T2 	
Lightwave Stun 	The Lightwave can stun enemies for 1 second and deal 25/30/35/40 	T2 	 	
Flexible Charging 	Lightwave can now charge even while you are attacking, and it deals 20/24/28/32% more damage. 	Attack	T2 	Because the other T2 options limit you to only 1 Lightwave per encounter, this upgrade is the best option for pure damage.
Empowered Lightwave	Lightwave takes 1 more second to charge, but it deals 60/75/90/105% more damage. 	Attack	T3 	
|-|Radiance=
Name 	Description 	Slot 	Tier	Note
Summon Radiance 	Summons Radiance for 5 seconds. While in the range of Radiance, you deal 25/30/35/40% more damage. 	Summon	T1 	
Radiance Blind 	When Radiance activates Blinds enemies for 1/1.5/2/2.5 seconds. 	Summon	T2 	Blind is a unique mechanic that gives enemies a chance to completely miss you. Works on bosses as well.
Protection of Radiance	While in the range of Radiance, you take 10/12/14/17% less damage. 	Summon	T2 	
Radiance Damage Boost 	For every 1 enemies present within the range of Radiance, the damage boost is increased by 8/9/11/12%.	Summon	T2 	
Large Radiance 	Radiance becomes 30/36/42/48% larger in range. 	Summon	T3 	
|-|Holy Mark=
Name 	Description 	Slot	Tier	Note
Holy Mark 	While Dashing, inflicts a Holy Mark on each enemy you pass through. Breaking the Holy Mark will deal 190/220/250/310 damage.	Dash	T1 	
Stable Mark 	Holy Mark deals 60/50/40/30% less damage, but it can take effect multiple times. 	Dash	T2 	
Mark Boost 	Holy Mark now deals AoE damage and damage is increased by 30/35/40/45%. 	Dash	T2 	
Random Mark 	Every 1 second, inflicts Holy Mark on a random enemy. That Holy Mark deals 120/140/160/180) damage. 	Dash	T2 	
Mark Resonance	When the Holy Mark on an enemy is triggered, the Holy Marks on other enemies are also triggered. 	Dash	T3 	Currently unknown as to what rarity changes.
</tabber>
== Blade ==
<tabber>
|-|Daggers=
Name 	Description 	Slot	Tier	Note
Dash Daggers 	After Dashing, conjures 2 Daggers that stab enemies, each dealing 120/140/170/190 damage. 	Dash	T1 	Daggers appear where the dash started and don't move. There is an internal cooldown to prevent spamming daggers.
Long Traveling Daggers	Daggers travel across a longer distance and deal 38/45/53/60% more damage. 	Dash	T2 	
Bloodstained Daggers 	For every 2 hits landed by the Daggers, the damage is increased by 12/14/16/18%. 	Dash	T2 	
Dodge Daggers 	Upon dodging, conjures additional Daggers in the front, each dealing 380/460/540/610 damage.	Dash	T2 	
Multi Daggers 	There are now 3 Daggers, and each deals 24/29/33/38% more damage. 	Dash	T3 	
|-|Rend=
Name 	Description 	Slot 	Tier	Note
Attack Rend 	When your Attack has hit the same enemy 4 times, it inflicts Rend on them. While it is active, whenever that enemy moves, they take 110/130/160/180 damage. 	Attack 	T1 	
Skill Rend 	When your Skill lands a hit, it inflicts Rend on the enemy. While it is active, whenever that enemy moves, they take 110/130/160/180 damage. 	Skill 	T1 	
Shorter Ranged Rend	The distance required to trigger a Rend damage tick is reduced by 20/30/40/50%. 	Attack, Skill	T2 	Very important against enemies that hardly move or cannot be moved.
Rend Boost 	The damage ticks of Rend are increased by 25/30/35/40 with every tick. 	Attack, Skill	T2 	
Rending Impact 	Enemies inflicted with Rend lose their Super Armor for 5 seconds and take extra 15/18/21/24% damage. 	Attack, Skill	T2 	
Fatal Rend 	Attacking an Enemy that has less than 20/25/30/35% HP with Rend will instantly eliminate them. This also works on Elite Enemies when their HP is lower than x/x/~5.5/x%.	Attack, Skill	T3 	The HP threshold for bosses is not specified in-game. Numbers are from testing.
|-|Blade Ring=
Name 	Description 	Slot 	Tier	Note
Summon Blade Ring 	When there are enemies nearby, Blade Rings automatically spawn and start cutting them, dealing 130/150/180/200 damage each time.	Summon	T1 	
Precision Cut 	The Blade Rings attack in a more clustered manner and deal 38/45/53/60% more damage in total. 	Summon	T2 	
Large Blade Ring 	Blade Rings become larger in range and deal 30/36/42/48% more damage. 	Summon	T2 	
Blade Ring Pull 	Blade Rings pull enemies and deal 26/32/37/42% more damage. 	Summon	T2 	
Struck Blade Ring 	Upon taking a hit, conjures a Blade Ring that deals 670/810/940/1080) damage. 	Summon	T2 	
Double Blade Rings	When generating Blade Rings, generate 1 more, dealing 110/130/160/180 damage this time. 	Summon	T3 	
|-|Bladestorm=
Name 	Description 	Slot 	Tier	Note
Legacy Bladestorm 	Upon using your Legacy, spawns a Bladestorm that deals 30/40/50/60 damage with each cut.	Legacy 	T1 	*In-game name is "Legacy Storm"
Skill Bladestorm 	Upon using a Skill, spawns a Bladestorm that deals 70/80/90/110 damage with each cut. 	Skill 	T1 	*In-game name is "Storm of Skills"
Pulling Bladestorm 	The Bladestorm pulls enemies and deals 38/45/53/60% more damage. 	Legacy, Skill	T2 	*In-game name is "Pulling Storm"
Enlarged Bladestorm 	Bladestorm cuts enemies in a larger range and deals 30/36/42/48% more damage. 	Legacy, Skill	T2 	*In-game name is "Enlarged Storm"
Seeking Bladestorm 	The Bladestorm seeks enemies horizontally and deals 38/45/53/60% more damage. 	Legacy, Skill	T2 	*In-game name is "Seeking Bladestorm"
Reactive Bladestorm 	Upon taking a hit, spawns Bladestorm that deals 80/100/120/140 damage with each cut. 	Legacy, Skill	T2 	*In-game name is "Reactive Storm"
Accelerating Bladestorm	The Bladestorm spins 40% faster, and deals 9/11/13/15% more damage. 	Legacy, Skill	T3 	*In-game name is "Accelerating Storm"
</tabber>
==Double Tactics==
<tabber>
|-|Fire=
Name 	Description 	Slot 	Required Tactics	Note
Ring of Fire Burn 	Ring of Fire can inflict Burn on enemies so they take 400 damage per second. 	Legacy 	Attack/Skill/Dash Burn
Legacy Ring of FIre	
Fire Dagger 	Dagger is now upgraded to Fire Dagger. Upon hitting an enemy, inflicts Burn on them so they take 170 damage per second. 	Dash 	Attack/Skill Burn
Dash Daggers	Not possible with Dash Burn.
Bursting Fire Projectile 	Fire Projectiles deal 100% more damage to Burning enemies. 	Skill, Legacy	Skill/Legacy Fire Projectile
Attack/Skill/Dash Burn	Overlapping Tactics on Skill. Plan accordingly.
Thundercloud Fire Projectile	Thundercloud additionally fires Fire Projectiles, each dealing 220 damage. 	Legacy 	Skill Fire Projectile
Legacy Thunderstorm	Not possible with Legacy Fire Projectile or Skill Lightning.
Storm Ring of Fire 	Bladestorm spawns Rings of Fire, dealing 1200 damage. 	Legacy, Skill	Legacy Ring of Fire
Storm of Skills	
Devouring Ring of Fire 	The Ring of Fire can devour projectiles, generating protective Flames that encircle and intercept incoming projectiles. These Flames deal 300 damage when making contact with an enemy.	Legacy 	Legacy Ring of Fire
Summon Blade Ring	
Flame Mine 	Upon detonation, a Mine leaves behind flames and deals 300 damage per second to the passing enemies. 	Summon 	Place Mine
Attack/Skill/Dash Burn	
Flash Mine 	Upon detonation, a Mine generates a Flash. 	Summon 	Place Mine
Legacy Flash	
Fire Spirit Detonation 	Upon hitting a Burning enemy, Fire Spirits have a 50% chance to make them explode, dealing 1150 damage. 	Attack 	Fire Spirit Assist
Skill/Dash Burn	Not possible with Attack Burn.
Fire Projectile Fire Spirit 	Upon hitting or killing an enemy, the Fire Projectiles spawn Fire Spirits, each dealing 300 damage. 	Skill/Legacy 	Fire Spirit Assist
Skill/Legacy Fire Projectile	
Fire Spirit Bounce 	Fire Spirits can bounce between enemies and deal 280 damage with each bounce. 	Attack 	Fire Spirit Assist
Skill Lightning/Legacy Thunderstorm	
|-|Ice=
Name 	Description 	Slot 	Required Tactics	Note
Freezing Icicle 	When an Icicle inflicts Cold on an enemy, their stacks of Cold is increased by 4. 	Dash, Legacy 	Frost Burst
Dash/Legacy Icicle	There's two Freezing Icicles. This one is found in the Cold tree.
Frost Impulse 	Frost Burst is now upgraded to a Frost Impulse that deals 36% more damage and Paralyzes enemies. 	Attack, Skill	Frost Burst
Skill Lightning	Overlapping Tactics on Skill. Plan accordingly.
Frost Miasma 	Miasma is now upgraded to a Frost Miasma that can Freeze enemies. 	Attack 	Freezing Cold
Attack Miasma	Not possible with Attack Cold or Skill Poison Ring.
Light Spear Icicle	When a Light Spear pierces into the ground, spawns Icicles nearby, dealing 600 damage. 	Legacy, Skill	Dash/Legacy Icicle
Skill/Legacy Light Spear	Overlapping Tactics on Legacy. Plan accordingly.
Freezing Icicle 	When an enemy is Frozen, Icicles start to spread, dealing 500 damage. 	Attack, Skill	Dash/Legacy Icicle
Freezing Cold	There's two Freezing Icicles. This one is found in the Icicle tree.
Endless Ice Spikes	Ice Spikes spawn over time and can seek enemies from farther away. Each Ice Spike deals 90 damage.	Summon 	Summon Ice Spike
Freezing Cold	
Ice Spike Respawn 	When an Ice Spike hits an enemy that has no Cold stacks, generates 3 more Ice Spikes. 	Summon 	Summon Ice Spike
Frost Burst	
Shadow Ice Spike 	When you have Ice Spikes, your Shadow also has Ice Spikes. 	Dash 	Summon Ice Spike
Dashing Shadow	
|-|Electric=
Name 	Description 	Slot 	Required Tactics	Note
Thunder and Lightning 	When a Lightning Chain links to an enemy inflicted with Lightning, instantly triggers an Impulse. 	Attack, Legacy, Skill	Skill/Legacy Lightning Mark
Attack/Legacy/Skill Lightning Chain	Overlapping Tactics on Skill and Legacy. Plan accordingly.
Blackhole Impulse 	When a Blackhole spawns or despawns, triggers an Impulse, dealing 430 damage. 	Legacy 	Skill Lightning Mark
Legacy Blackhole	Not possible with Legacy Lightning Mark.
Lightning Orb Thunder 	Upon hitting an enemy, Lightning Orbs conjure a Lighting Chain that chains to nearby enemies, dealing 260 damage each time. 	Summon 	Skill/Legacy/Attack Lightning Chain
Orbiting Lightning Orb	
Tentacle Lightning 	For every 3 hits the Tentacles land, triggers Lightning Chains. Each link deals 340 damage. 	Summon 	Skill/Legacy/Attack Lightning Chain
Summon Tentacles	
Light Spear Thunderbolt 	When a Light Spear pierces into the ground, summons Thunderbolts, dealing 1200 damage. 	Legacy, Skill 	Dash Thunderbolt
Skill/Legacy Light Spear	*Test if thunder spawns on spears or on player
Lightning Orb Thunderbolt	Upon hitting an enemy, Lightning Orbs summon Thunderbolts, dealing 320 damage. 	Summon 	Dash Thunderbolt
Orbiting Lightning Orb	
Intimidating Thunderbolt 	When an enemy has been hit by a Shadow Spike, that enemy gets struck by a Thunderbolt that deals 900 damage every time they attack. 	Attack, Skill 	Dash Thunderbolt
Attack/Skill Shadow Spike	
Seeker Thunderbolt 	Thunderbolts seek enemies inflicted with Lightning and deal 40% more damage. 	Dash 	Dash Thunderbolt
Skill/Legacy Lightning Mark	
Lightning Orb Shot 	The Lightning Orbs explode upon hitting an enemy, dealing 400 damage. When they expire, the Lightning Orbs spread out, each dealing 1000 damage.	Summon 	Orbiting Lightning Orb
Skill/Legacy Fire Projectile	
Shadow Lightning Orb 	When generating Lightning Orbs, you generate the same amount of Shadow Lightning Orbs. 	Summon 	Orbiting Lightning Orb
Dashing Shadow	
|-|Toxin=
Name 	Description 	Slot 	Required Tactics	Note
Electric Detoxification	Lightning Chain inflicts Poison on enemies. 	Attack, Legacy, Skill	Attack/Skill Poison
Attack/Legacy/Skill Lightning Chain	Overlapping Tactics on Attack and Skill. Plan accordingly.
Poison Slime 	Slimes inflict Poison on enemies. 	Summon 	Attack/Skill Poison
Summon Slime	
Splitting Slimes 	Slimes can split. 	Summon 	Summon Slime
Fire Spirit Assist	
Sticky Slime 	Slime will stick to the enemy after hitting, causing 580 damage per second until it disappears.	Summon 	Summon Slime
Dash Holy Mark	
Team Slime 	Summons 2 Slimes at a time. 	Summon 	Summon Slime
Skill/Legacy Venom	
Poison Virulent Bomb 	When a Poisoned enemy takes from the Poison, they drop a Virulent Bomb that deals 1720 damage. 	Attack, Skill 	Dash Virulent Bomb
Attack/Skill Poison	
Splitting Virulent Bomb	Upon landing, a Virulent Bomb splits into 2, each dealing 430 damage. 	Dash 	Dash Virulent Bomb
Fire Spirit Assist	
Lingering Venom 	After exploding, a Virulent Bomb leaves behind Venom, dealing 160 damage every 0.5 seconds. 	Dash 	Skill/Legacy Venom
Dash Virulent Bomb	
Mine Venom 	When a Mine explodes, spawns Venom, dealing 160 damage every 0.5 seconds. 	Summon 	Skill/Legacy Venom
Place Mine	
|-|Umbra=
Name 	Description 	Slot 	Required Tactics	Note
Violent Tentacle 	The Umbra Tentacles expire 8 seconds faster, but when they do, the final attack deals 180% more damage and can break Super Armor.	Summon 	Summon Tentacle
Attack/Skill Shadow Spike	
Tentacle Devouring 	The Umbra Tentacles can devour standard enemies that are Blinded. 	Summon 	Summon Tentacle
Legacy Flash	
Shadow Blade Dash 	Shadow Dash is now upgrades to a Shadow Blade Dash that deals 110% more damage. 	Dash 	Dashing Shadow
Summon Blade Ring	
Chance Shadow Explosion	Your Shadow has a 50% chance to cause a Shadow Explosion, dealing 700 damage. 	Dash 	Dashing Shadow
Legacy Blackhole	
Shadow Puncture 	Your Shadow becomes a Shadow Spike that deals 340 damage. 	Dash 	Attack/Skill Shadow Spike
Dashing Shadow	
Shadow Conversion 	When there are enemies nearby, the Shadows become Shadow Spikes and deal 110% more damage. 	Attack, Skill	Attack/Skill Shadow Spike
Place Mine	
Collapsing Tentacle 	When Tentacles spawn, they also spawn a Blackhole with them that deals 300 damage per second. 	Summon 	Legacy Blackhole
Summon Tentacle	Very strong Double Tactic that provides an extreme amount of crowd control.
Blackhole Slow 	All enemies and projectiles within the range of a Blackhole are slowed. 	Legacy 	Legacy Blackhole
Freezing Cold	Undoubtedly one of, if not, the strongest Double Tactics in the game at the moment. It drastically slows all enemies, including bosses. Trivializes the entire game with the right setups.
|-|Light=
Name 	Description 	Slot 	Required Tactics	Note
Thunderbolt Light Spear	When your Thunderbolt hits an enemy, spawns a Light Spear that travels to that enemy and deals 340 damage. 	Dash 	Legacy/Skill Light Spear
Dash Thunderbolt	
Flash Light Spear 	When a Flash spawns, shoots light spears toward it, dealing 900 damage. 	Legacy 	Skill Light Spear
Legacy Flash	Not possible with Legacy Light Spear.
Fire Projectile Flash 	A Flash spawns along with the Fire Projectiles that blind enemies for 3 seconds. 	Skill, Legacy	Legacy Flash
Skill Fire Projectile	Despite what the Tactic Tree says, you cannot have Legacy Fire Projectile and Legacy Flash at the same time.
Mark Flash 	Enemies inflicted with a Holy Mark have a chance to trigger a Flash when they attack or take a hit. 	Dash 	Legacy Flash
Dash Holy Mark	
Light Spear Flash 	Upon landing, Light Spears spawn a Flash, which Blinds enemies for 3 seconds. 	Legacy, Skill	Legacy Flash
Skill Light Spear	Once again, despite what the Tactic Tree says, you cannot have Legacy Light Spear and Legacy Flash at the same time.
Lightwave Spread 	Upon hitting an enemy, the Lightwave moves on to another enemy, dealing 20% less damage with each transfer.	Attack 	Attack Lightwave
Legacy/Skill Lightning Chain	
Lightwave Fast Charging	While in the range of Radiance, Lightwave takes 2.5 less seconds to charge up. 	Attack 	Attack Lightwave
Summon Radiance	
Light Spear Lightwave 	When Light Spears hit an enemy, activates a Lightwave that deals 1200 damage. 	Legacy, Skill	Attack Lightwave
Skill/Legacy Light Spear	Unlike a normal Attack Lightwave, this does not have the same scaling, meaning it doesn't have access to the huge damage numbers.
Radiance Pull 	When Radiance activates, pulls enemies to its center. 	Summon 	Summon Radiance
Legacy Blackhole	
Sustained Radiance 	Spawning a Flash inside a Radiance makes the Radiance last 3 seconds longer. 	Legacy 	Summon Radiance
Legacy Flash	
Supreme Mark 	Lightwave can trigger Holy Marks and Holy Marks deal 110% more damage. 	Attack 	Dash Holy Mark
Attack Lightwave	
Ice Spike Mark 	The Ice Spike can inflict Holy Mark on enemies and trigger them, dealing 190 damage. 	Summon 	Dash Holy Mark
Summon Ice Spike	
|-|Blade=
Name 	Description 	Slot 	Required Tactics	Note
Bloodthirsty Dagger 	Upon hitting an enemy inflicted with Rend, Daggers deal 700 extra damage. 	Dash 	Dash Dagger
Attack/Skill Rend	
Two-Way Dagger 	2 Dagger portals spawn facing each other after dashing. Their basic damage is increased by 340. 	Dash 	Dash Dagger
Fire Spirit Assist	
Targeted Shadow Spike 	When enemies inflicted with Rend are hit by a Shadow Spike, they take an additional 1000 damage but lose the Rend status effect. 	Attack, Skill	Attack/Skill Rend
Attack/Skill Shadow Spike	Overlapping Tactics on Attack and Skill. Plan accordingly.
Rending Radiance 	Enemies take 100% more Rend damage within the Radiance. 	Attack, Skill	Attack/Skill Rend
Summon Radiance	
Summon Whirling Blade 	Blade Rings are now upgraded to Whirling Blades. They automatically fly toward enemies and cut them, dealing 540 damage each time. 	Summon 	Summon Blade Ring
Dash Dagger	
Bloodthirsty Blade Ring	When Blade Rings deal damage to enemies inflicted with Rend, they deal 500 extra damage. 	Summon 	Summon Blade Ring
Attack/Skill Shadow Spike	
Consecutive Blade Rings	When a Poison Ring is active, the Blade Ring stays out as long as enemy is within the Poison Ring's range. The Blade Ring deals 80 damage per hit.	Skill 	Summon Blade Ring
Skill Poison Ring	
Bloodthirsty Bladestorm	Upon hitting an enemy inflicted with Rend, the Bladestorm deals 100 extra damage. 	Legacy, Skill	Legacy/Skill Bladestorm
Attack/Skill Rend	Overlapping Tactics on Skill. Plan accordingly.
Blackhole Bladestorm 	Bladestorms spawn near Blackholes, dealing 60 damage with each cut. 	Legacy 	Skill Bladestorm
Legacy Blackhole	Not possible with Legacy Bladestorm.
</tabber>