Epoch

**Epoch** is the final calendar class. It is obtained by using a calendar code from 2018 onwards, which also gives you an accompanying Artifact for the year.

Epoch's defining feature is having multiple variants, that are tied to specific years:

* Eternal Epoch (2018)
* Corrupted Doom Epoch (2019)
* Underworld Epoch (2020)
* Dragonbyte Epoch (2021)
* Starting with the 2022 calendars, Epoch variants are reskinned, starting from Eternal Epoch. For the sake of brevity, the following information assumes the original variants.

All Epochs uses a special mechanic known as **Momentum**, which is generated by some skills and consumed to empower other skills.

* Base Epoch
* Eternal Epoch
* Corrupted Doom Epoch
* Underworld Epoch
* Dragonbyte Epoch

**Base Epoch** is Epoch without any of its Artifacts equipped.

## 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.
	+ At 0 Momentum, inflicts 'Shattered' for 1 turn, a stun.
	+ At 1 Momentum, inflicts 'Shattered' for 2 turns, a stun.
	+ At 2 Momentum, inflicts 'Shattered' for 3 turns, a stun.
	+ At 3+ Momentum, inflicts 'Shattered' for 4 turns, a stun.

* Laser Slice
	+ 30 MP, 14 CD
	+ Consumes up to 3 Momentum.
	+ Attacks for 6 hits of 25% damage (150% total).
	+ At 0 Momentum, inflicts 'Sliced' for 5 turns inclusive.
		- -5 All.
	+ At 1 Momentum, inflicts 'Sliced' for 5 turns inclusive.
		- -15 All.
	+ At 2 Momentum, inflicts 'Sliced' for 5 turns inclusive.
		- -30 All.
	+ At 3+ Momentum, inflicts 'Sliced' for 5 turns inclusive.
		- -45 All.

* Laser Blades
	+ 25 MP, 5 CD
	+ Generates 1 Momentum.
	+ Attacks for 3 hits of 50% damage (150% total).
	+ Inflicts 'Bleeding' for 5 turns, a 66.7% weapon + stat damage DoT.

* Fade
	+ 30 MP, 9 CD
	+ Applies 'Fade Boost' for 1 turn inclusive.
		- +200 Melee/Pierce/Magic.

* Ultra Boost
	+ 35 MP, 19 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.
	+ *Empowered: [Power][, Defense][, Aim][, Heal]*
	+ Generates 3 Momentum.
	+ Increases the strength of any active Epoch Boost effects without modifying their durations:
		- Increases 'Power Boost' to +40 Boost.
		- Increases 'Defense Boost' to +80 Melee/Pierce/Magic.
		- Increases 'Aim Boost' to +100 Bonus.
		- Increases 'Health Boost' to a 5% HoT.

* 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.
		- 'Health Boost', a 3% HoT.
			* Due to being a HoT, it only heals the player 6 times.

* 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, 19 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.
	+ *Empowered: [Power][, Defense][, Aim]*
	+ Generates 3 Momentum.
	+ Increases the strength of any currently active Epoch Hex effects. Increases each effect's duration by 1 turn, but disables it for the turn used:
		- Increases 'Power Hex' to -33 Boost.
		- Increases 'Defense Hex' to -75 Melee/Pierce/Magic.
		- Increases 'Aim Hex' to -50 Bonus.

* Timeshift
	+ 50 MP, 24 CD
	+ Requires at least 1 Momentum to use.
	+ *Consumed momentum for X double turns.*
	+ Consumes all Momentum.
	+ Grants 1 extra action each turn for each Momentum consumed, up to 9 extra actions consuming 9 Momentum (see Mechanics for details).
	+ 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 the player's last hit to connect 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 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.
		- +20 Health.
	+ At 2 Momentum, inflicts 'Pierced' for 4 turns inclusive.
		- +40 Health.
	+ At 3+ Momentum, inflicts 'Pierced' for 4 turns inclusive.
		- +60 Health.

* 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 4 hits of 15% damage and 1 hit of 125% damage (185% total).
	+ At 2 Momentum, attacks for 8 hits of 15% damage and 1 hit of 125% damage (245% total).
	+ At 3+ Momentum, attacks for 12 hits of 15% damage and 1 hit of 125% damage (305% total).

* 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 6.25% damage (50% total) with +200 Crit.
	+ At 2 Momentum, attacks for 8 hits of 12.5% damage (100% total) with +200 Crit.
	+ At 3 Momentum, attacks for 8 hits of 18.75% damage (150% total) with +200 Crit.
	+ At 4 Momentum, attacks for 8 hits of 25% damage (200% total) with +200 Crit.
	+ At 5 Momentum, attacks for 8 hits of 31.25% damage (250% total) with +200 Crit.
	+ At 6 Momentum, attacks for 8 hits of 37.5% damage (300% total) with +200 Crit.
	+ At 7 Momentum, attacks for 8 hits of 43.75% damage (350% total) with +200 Crit.
	+ At 8 Momentum, attacks for 8 hits of 50% damage (400% total) with +200 Crit.
	+ At 9 Momentum, attacks for 8 hits of 56.25% damage (450% total) with +200 Crit.

## Mechanics

### Momentum

* Epoch has a Momentum counter that starts at 0 and caps at 9.
* Clicking the Momentum widget above the Attack button allows the player to check their current Momentum.
	+ *Momentum charged: X*
* Using a potion will also generate 1 Momentum.

### Extra Actions

* 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.*
* Base Epoch can gain up to 9 extra actions every 15 turns, resulting in 6 turns of downtime where it can only perform 1 non-Timeshift action per turn.
* Using a potion as the first action will skip the second action for that turn.
	+ Using a potion as the second action has no consequences.
* Using a trinket as the first action will skip the second action for that turn.
* 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

Setup: Blades -> Attack -> Hex x3 -> UHex

1. Shift + Blades
2. Boost + Boost
3. Boost + Boost
4. Slice + UBoost
5. Combo + Combo
6. Combo + Final
7. Blades + Combo
8. Combo + Combo
9. Gunburst + Fade
10. Blades + Potion
11. Attack...

* While generally not very relevant, two consecutive Timeshifts can be chained together by drinking potions/using trinkets for 6 turns after the first Timeshift, which delays your double turns until Timeshift's cooldown is sufficiently reduced to chain it, granting you 18 consecutive double turns.

## Strategy

### Pros

* Powerful and reliable offense, especially burst damage. Deleting half of a boss's HP in one turn can skip what's often the most dangerous part of the fight. Casual +200 Bonus, -45 All, and +60 Health also let you ignore the most common defensive mechanics.
* High uptime defenses. You can stack -50 Bonus for up to 8 turns with a 40/80 MPM shield for another 7 turns every 12-15 turns or less.
* Versatile hitcount allows you to easily proc Ice Scythe for offense, Cobalt Lights for defense, or even juggle multiple specials. Unlike Archivist, you always have the option of low hitcount in Attack and Multi when the situation demands it.

### Cons

* Setup - this is a big one. Without double turns, your cooldowns are twice as long and you deal half as much damage. But to get double turns, Base Epoch needs to facetank for at least 5 turns to hit 9 Momentum from turn 1, which is becoming increasingly difficult to do for newer challenges. Potion and Baby Chimera are highly recommended for surviving the first few turns.
* Complexity - Epochs (at least ones that aren't UWE) can have difficulty juggling Momentum requirements and defenses under pressure.

The general gist of Epoch is to get to max (9) Momentum, Timeshift, start boosting, and unload a ton of damage before restarting. As Base Epoch is strictly inferior to Eternal Epoch, you should only use this class if you do not have access to EE.

### Build

INT/END is recommended due to how much damage Final can output, especially in conjunction with dragon buffs and gearswapping. DEX/END does slightly more in the long run, but loses in burst.

### Questing

Don't use Epoch for questing. If you have to use an Epoch, use Dragonbyte Epoch instead.

To be fair, you have to have a very high IQ to understand Epoch. The combos are extremely subtle, and without a solid grasp of quantum space-time physics most of the rotations will go over a typical player's head. There's also Timeshift's nihilistic effect, which is deftly woven into its utility- the personal philosophy draws heavily from Madeleine L'Engle literature, for instance. The experts understand this stuff; they have the intellectual capacity to truly appreciate the depths of these skills, to realise that they're not just powerful- they say something deep about STRATEGY. As a consequence people who dislike Epoch truly ARE idiots- of course they wouldn't appreciate, for instance, the power in Epoch's existential combo "Slice Epoch Boost Ultra Boost Final," which itself is a cryptic reference to Ascendant's damage epic Staff Book Hammer Scythe Wand. I'm smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as Verlyrus's genius wit unfolds itself on their computer screens. What fools.. how I pity them.

And yes, by the way, I DO have an Epoch tattoo. And no, you cannot see it. It's for the ladies' eyes only- and even then they have to demonstrate that they're within 5 Momentum points of my own (preferably lower) beforehand.

**Eternal Epoch** is the 2018 Epoch variants, enabled by equipping the Eternal Locket. It features an increased Momentum cap, along with an extra effect on Boost and Hex. While the 2018 Calendar is out of stock, it has since been reskinned with the following variant(s):

* **Bardcore Epoch** (2022).

## 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.
	+ At 0 Momentum, inflicts 'Shattered' for 1 turn, a stun.
	+ At 1 Momentum, inflicts 'Shattered' for 2 turns, a stun.
	+ At 2 Momentum, inflicts 'Shattered' for 3 turns, a stun.
	+ At 3+ Momentum, inflicts 'Shattered' for 4 turns, a stun.

* Laser Slice
	+ 30 MP, 14 CD
	+ Consumes up to 3 Momentum.
	+ Attacks for 6 hits of 25% damage (150% total).
	+ At 0 Momentum, inflicts 'Sliced' for 5 turns inclusive.
		- -5 All.
	+ At 1 Momentum, inflicts 'Sliced' for 5 turns inclusive.
		- -15 All.
	+ At 2 Momentum, inflicts 'Sliced' for 5 turns inclusive.
		- -30 All.
	+ At 3+ Momentum, inflicts 'Sliced' for 5 turns inclusive.
		- -45 All.

* Laser Blades
	+ 25 MP, 5 CD
	+ Generates 1 Momentum.
	+ Attacks for 3 hits of 50% damage (150% total).
	+ Inflicts 'Bleeding' for 5 turns, a 66.7% weapon + stat damage DoT.

* Fade
	+ 30 MP, 9 CD
	+ Applies 'Fade Boost' for 1 turn inclusive.
		- +200 Melee/Pierce/Magic.

* Ultra Boost
	+ 35 MP, 19 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.
	+ *Empowered: [Power][, Defense][, Aim][, Heal][, Mana]*
	+ Generates 3 Momentum.
	+ Increases the strength of any active Epoch Boost effects without modifying their durations:
		- Increases 'Power Boost' to +40 Boost.
		- Increases 'Defense Boost' to +80 Melee/Pierce/Magic.
		- Increases 'Aim Boost' to +100 Bonus.
		- Increases 'Health Boost' to a 5% HoT.
		- Increases 'Mana Boost' for a 40 MP HoT.

* 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.
		- 'Health Boost', a 3% HoT.
			* Due to being a HoT, it only heals the player 6 times.
		- 'Mana Boost' a 20 MP HoT.
			* Due to being a HoT, it only heals the player 6 times.
			* Scales off Health + All resistance.

* 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.
		- 'Eternal Hex', -5 All and +5 Health.

* Ultra Hex
	+ 35 MP, 19 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.
	+ *Empowered: [Power][, Defense][, Aim][, Eternal/Bard]*
	+ Generates 3 Momentum.
	+ Increases the strength of any currently active Epoch Hex effects. Increases each effect's duration by 1 turn, but disables it for the turn used:
		- Increases 'Power Hex' to -33 Boost.
		- Increases 'Defense Hex' to -75 Melee/Pierce/Magic.
		- Increases 'Aim Hex' to -50 Bonus.
		- Doubles the duration of 'Eternal Hex', before increasing duration by 1.

* Timeshift
	+ 50 MP, 24 CD
	+ Requires at least 1 Momentum to use.
	+ *Consumed momentum for X double turns.*
	+ Consumes all Momentum.
	+ Grants 1 extra action each turn for each Momentum consumed, up to 12 extra actions consuming 12 Momentum (see Mechanics for details).
	+ 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 the player's last hit to connect 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 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.
		- +20 Health.
	+ At 2 Momentum, inflicts 'Pierced' for 4 turns inclusive.
		- +40 Health.
	+ At 3+ Momentum, inflicts 'Pierced' for 4 turns inclusive.
		- +60 Health.

* 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 4 hits of 15% damage and 1 hit of 125% damage (185% total).
	+ At 2 Momentum, attacks for 8 hits of 15% damage and 1 hit of 125% damage (245% total).
	+ At 3+ Momentum, attacks for 12 hits of 15% damage and 1 hit of 125% damage (305% total).

* 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 6.25% damage (50% total) with +200 Crit.
	+ At 2 Momentum, attacks for 8 hits of 12.5% damage (100% total) with +200 Crit.
	+ At 3 Momentum, attacks for 8 hits of 18.75% damage (150% total) with +200 Crit.
	+ At 4 Momentum, attacks for 8 hits of 25% damage (200% total) with +200 Crit.
	+ At 5 Momentum, attacks for 8 hits of 31.25% damage (250% total) with +200 Crit.
	+ At 6 Momentum, attacks for 8 hits of 37.5% damage (300% total) with +200 Crit.
	+ At 7 Momentum, attacks for 8 hits of 43.75% damage (350% total) with +200 Crit.
	+ At 8 Momentum, attacks for 8 hits of 50% damage (400% total) with +200 Crit.
	+ At 9 Momentum, attacks for 8 hits of 56.25% damage (450% total) with +200 Crit.
	+ At 10 Momentum, attacks for 8 hits of 62.5% damage (500% total) with +200 Crit.
	+ At 11 Momentum, attacks for 8 hits of 68.75% damage (550% total) with +200 Crit.
	+ At 12 Momentum, attacks for 8 hits of 75% damage (600% total) with +200 Crit.

## Mechanics

### Momentum

* Eternal Epoch has a Momentum counter that starts at 0 and caps at 12.
* Clicking the Momentum widget above the Attack button allows the player to check their current Momentum.
	+ *Momentum charged: X*
* Using a potion will also generate 1 Momentum.

### Extra Actions

* Eternal 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.*
* Eternal Epoch can gain up to 12 extra actions every 12 turns, allowing it to permanently loop double turns.
* Using a potion as the first action will skip the second action for that turn.
	+ Using a potion as the second action has no consequences.
* Using a trinket as the first action will skip the second action for that turn.
* 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 have at the end of each turn of the rotation.*

Setup: (Attack x6) or (Hex -> UHex -> Attack x4) or (Hex x3 -> UHex -> Attack x3)

### General Rotation

1. Shift + Blades (1)
2. Combo + Combo (3)
3. Combo + Attack (7)
4. Boost + Boost (9)
5. Boost + Boost (11)
6. Slice + UBoost (11)
7. Blades + Final/Blade of Legends (0)
8. Combo + Combo (2)
9. Combo + Gun (1)
10. Blades + Combo (3)
11. Combo + Combo (6)
12. Attack + Attack (10)
13. Attack + Shift ...

* If you want to gearswap the Final, you can replace Blades on turn 1 with Attack, allowing you to unleash a 12 Momentum Final as the first action of turn 7.
* If you set up with Attack x6, you can replace turn 2 and turn 3 with Hex + Hex -> Hex + UHex.

### 10 Turn "Rotation"

The general idea behind this strategy is to take advantage of Ultra Boost and Ultra Hex having 19 CD, meaning they can be used every 10 turns instead of every 12 for greater survivability. A 12 Momentum Final can be sustained for the first 2 cycles, but subsequent cycles are unable to juggle the Momentum requirements for both Timeshift and Final.

1. Shift + Blades (1)
2. Combo + Combo (3)
3. Combo + Attack (7)
4. Boost + Boost (9)
5. Boost + Boost (11)
6. Slice + UBoost (11)
7. Blades + Final/Blade of Legends (0)
8. Combo + Combo (2)
9. Combo + Multi (5) (breaking off from general rotation)
10. Blades + Combo (7)
11. Combo + Combo (10)
12. Hex + Hex (12)
13. Hex + Shift + UHex (3)
14. Boost + Boost (5)
15. Boost + Boost (7)
16. Slice + UBoost (7)
17. Blades + Combo (9)
18. Combo + Combo (12)
19. Final + Multi (1)
20. Blades + Combo (3)
21. Combo + Combo (6)
22. Hex + Hex (8)
23. Hex + UHex (12)
24. Boost + Boost (12)
25. Boost + Shift + Boost (1)
26. Blades + UBoost (5)
27. Slice + Combo (3)
28. Combo + Combo (6)
29. Attack + Final/Blade of Legends (0)
30. Combo + Combo (2)

## Strategy

Eternal Epoch is a straight upgrade from the original class, gaining an extra effect on Boost and Hex, along with being able to store an extra 3 Momentum. The extra Momentum cap is much more impactful than it might seem:

* A 12 Momentum Final deals even more burst damage.
* A 12 Momentum Timeshift gives enough double turns for Timeshif to have *100%* uptime, so long as every Timeshift uses the full 12 Momentum.

However, as Momentum gain is unchanged over Base Epoch, EE runs into the same issue of the initial setup, except it has to survive one extra turn before it can get going, which is its only true weakness.

The rotations shown above are a great guideline for Momentum management while maximizing damage, but feel free to switch things around according to the fight. That being said, there's a fundamental tension between Ultra Boost and Final + Timeshift:

* Ultra Boost wants to be used every 10 turns to maximize uptime.
* Final wants to be used in the 4 turns after Ultra Boost to maximize damage.

However, Timeshift is used every 12 turns, and Final cannot be used if you have less than 3 double turns left, as you won't have enough time to rebuild your spent Momentum. This means that optimal Eternal Epoch play requires trading off between the high burst damage of Final versus a higher Ultra Boost uptime.

### Build

INT/END is recommended due to how much damage Final can output, especially in conjunction with dragon buffs and gearswapping. DEX/END does slightly more in the long run, but loses in burst.

### Questing

Don't use EE for questing. If you have to use an Epoch, use Dragonbyte Epoch instead.

**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).

## 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.
	+ At 0 Momentum, inflicts 'Shattered' for 1 turn, a stun.
	+ At 1 Momentum, inflicts 'Shattered' for 2 turns, a stun.
	+ At 2 Momentum, inflicts 'Shattered' for 3 turns, a stun.
	+ At 3+ Momentum, inflicts 'Shattered' for 4 turns, a stun.

* 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.
		- -20 All.
	+ At 2 Momentum, inflicts 'Sliced' for 5 turns inclusive.
		- -40 All.
	+ At 3+ Momentum, inflicts 'Sliced' for 5 turns inclusive.
		- -60 All.

* 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 consuming 6 Momentum (see Mechanics for details).
	+ 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 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.
		- +33 Health.
	+ At 2 Momentum, inflicts 'Pierced' for 4 turns inclusive.
		- +66 Health.
	+ At 3+ Momentum, inflicts 'Pierced' for 4 turns inclusive.
		- +99 Health.

* 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 4 hits of 15% damage and 1 hit of 125% damage (185% total).
	+ At 2 Momentum, attacks for 8 hits of 15% damage and 1 hit of 125% damage (245% total).
	+ At 3+ Momentum, attacks for 12 hits of 15% damage and 1 hit of 125% damage (305% total).

* 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 6.25% damage (50% total) with +200 Crit.
	+ At 2 Momentum, attacks for 8 hits of 12.5% damage (100% total) with +200 Crit.
	+ At 3 Momentum, attacks for 8 hits of 18.75% damage (150% total) with +200 Crit.
	+ At 4 Momentum, attacks for 8 hits of 25% damage (200% total) with +200 Crit.
	+ At 5 Momentum, attacks for 8 hits of 31.25% damage (250% total) with +200 Crit.
	+ At 6 Momentum, attacks for 8 hits of 37.5% damage (300% total) with +200 Crit.
	+ At 7 Momentum, attacks for 8 hits of 43.75% damage (350% total) with +200 Crit.
	+ At 8 Momentum, attacks for 8 hits of 50% damage (400% total) with +200 Crit.
	+ At 9 Momentum, attacks for 8 hits of 56.25% damage (450% total) with +200 Crit.

## 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.
	+ *Momentum charged: X*
* 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 as the first action will skip the second action for that turn.
	+ Using a potion as the second action has no consequences.
* Using a trinket as the first action will skip the second action for that turn.
* 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.*

1. Fade (6)
2. Timeshift + Boost (1)
3. Boost + Boost (3)
4. Soundblast + Shockwave (1)
5. Attack + Attack (5)
6. Gunburst + Combo (3)
7. Combo + Ultra Boost (7)
8. Combo + Final (0)
9. Filler
10. 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:

1. Fade (6)
2. Hex (7)
3. Shift + Ultra Hex (4)
4. Boost + Boost (6)
5. Boost + Soundblast (4)
6. Shockwave + Combo (6)
7. Combo + Combo (9)
8. Gun + Ultra (9)
9. Final + Runestone/Cannon (0)
10. Filler
11. 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.

**Underworld Epoch** is the 2020 Epoch variant, enabled by equipping The Eraglass. The Eraglass passively grants an extra action whenever Momentum is above a threshold, but slows the buildup of Momentum, and inflicts progressively worse debuffs with each extra action used.

## 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.
	+ At 0 Momentum, inflicts 'Shattered' for 1 turn, a stun.
	+ At 1 Momentum, inflicts 'Shattered' for 2 turns, a stun.
	+ At 2 Momentum, inflicts 'Shattered' for 3 turns, a stun.
	+ At 3+ Momentum, inflicts 'Shattered' for 4 turns, a stun.

* Laser Slice
	+ 30 MP, 14 CD
	+ Consumes up to 3 Momentum.
	+ Attacks for 6 hits of 25% damage (150% total).
	+ At 0 Momentum, inflicts 'Sliced' for 5 turns inclusive.
		- -5 All.
	+ At 1 Momentum, inflicts 'Sliced' for 5 turns inclusive.
		- -15 All.
	+ At 2 Momentum, inflicts 'Sliced' for 5 turns inclusive.
		- -30 All.
	+ At 3+ Momentum, inflicts 'Sliced' for 5 turns inclusive.
		- -45 All.

* Laser Blades
	+ 25 MP, 5 CD
	+ Generates 1 Momentum.
	+ Attacks for 3 hits of 50% damage (150% total).
	+ Inflicts 'Bleeding' for 5 turns, a 66.7% weapon + stat damage DoT.

* Fade
	+ 30 MP, 9 CD
	+ Applies 'Fade Boost' for 1 turn inclusive.
		- +200 Melee/Pierce/Magic.

* Ultra Boost
	+ 35 MP, 19 CD
	+ Requires at least 1 Epoch Boost effect active to use. Cannot be used as the first action of a turn with 5 or more Momentum.
	+ *Empowered: [Power][, Defense][, Aim][, Heal]*
	+ Generates 1 Momentum.
	+ Increases the strength of any active Epoch Boost effects without modifying their durations:
		- Increases 'Power Boost' to +40 Boost.
		- Increases 'Defense Boost' to +80 Melee/Pierce/Magic.
		- Increases 'Aim Boost' to +100 Bonus.
		- Increases 'Health Boost' to a 5% HoT.

* 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.
		- 'Health Boost', a 3% HoT.
			* Due to being a HoT, it only heals the player 6 times.

* Attack
	+ 0 MP, 0 CD
	+ Heals the player for 15 MP.
	+ Generates 1 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, 19 CD
	+ Requires at least 1 Epoch Hex effect active to use. Cannot be used as the first action of a turn with 5 or more Momentum.
	+ *Empowered: [Power][, Defense][, Aim]*
	+ Generates 1 Momentum.
	+ Increases the strength of any currently active Epoch Hex effects. Increases each effect's duration by 1 turn, but disables it for the turn used:
		- Increases 'Power Hex' to -33 Boost.
		- Increases 'Defense Hex' to -75 Melee/Pierce/Magic.
		- Increases 'Aim Hex' to -50 Bonus.

* Timeshift
	+ 50 MP, 59 CD, 9 Charge Time (carries between battles)
	+ *Eraglass flipped. Healed 50%, cleansed, and momentum maxed.*
	+ Heals the player for 50% of their maximum HP and MP.
	+ Purges the player of all effects besides 'Stuffed', 'Fade', Epoch Boosts, Underworld's Calls, and permanent effects.
	+ Generates 9 Momentum.
	+ Does not grant any more actions than would be given normally, i.e., an extra action is only given if Timeshift is used as the first action and with 5 or more Momentum at start of turn.

* Combo
	+ 20 MP, 0 CD (2 if combo is finished or interrupted)
	+ Requires the player's last hit to connect 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 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).

* 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.
		- +20 Health.
	+ At 2 Momentum, inflicts 'Pierced' for 4 turns inclusive.
		- +40 Health.
	+ At 3+ Momentum, inflicts 'Pierced' for 4 turns inclusive.
		- +60 Health.

* 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 4 hits of 15% damage and 1 hit of 125% damage (185% total).
	+ At 2 Momentum, attacks for 8 hits of 15% damage and 1 hit of 125% damage (245% total).
	+ At 3+ Momentum, attacks for 12 hits of 15% damage and 1 hit of 125% damage (305% total).

* Final
	+ 50 MP, 19 CD
	+ Requires at least 3 Momentum to use.
	+ At 3-5 Momentum:
		- Consumes 3 Momentum.
		- Applies 'The Death Note' for 4 turns inclusive.
			* +90 Block/Parry/Dodge.
			* +15 All.
			* -30 Health.
		- Attacks for 3 hits of 83.3% damage (250% total) with +200 Crit.
	+ At 6-8 Momentum:
		- Consumes 6 Momentum.
		- Applies 'The Death Note' for 4 turns inclusive.
			* +60 Block/Parry/Dodge.
			* +10 All.
			* -20 Health.
		- Attacks for 3 hits of 116.7% damage (350% total) with +200 Crit.
	+ At 9 Momentum:
		- Consumes 9 Momentum.
		- Applies 'The Death Note' for 4 turns inclusive.
			* +30 Block/Parry/Dodge.
			* +5 All.
			* -10 Health.
		- Attacks for 3 hits of 150% damage (450% total) with +200 Crit.

## Mechanics

### Momentum

* Underworld Epoch has a Momentum counter that starts at 0 and caps at 9.
* Clicking the Momentum widget above the Attack button allows the player to check their current Momentum.
	+ *Momentum charged: X*
* Using a potion will also generate 1 Momentum.

### Extra Actions

* Underworld Epoch passively gains an extra action each turn as long as it begins the turn with 5 or more Momentum and does not fall below 5 Momentum after their first action. A turn where you take an extra action is also known as a double turn.
	+ *The Eraglass turns, sapping your [resistance / Boost / Avoidance]. Attack once again!*
* Underworld Epoch can gain 1 extra action every turn, allowing it to permanently loop double turns.
* Using a potion as the first action will disable the second action for that turn.
	+ Using a potion as the second action has no consequences.
* Using a trinket as the first action will disable the second action for that turn.
	+ Using a trinket as the second action will disable the second action for the *next* turn.
* 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.
* As Underworld Epoch does not have a limited supply of second actions like other Epochs, a disabled second action can never be recovered.

### Underworld's Call

* Each time Underworld Epoch takes a second action, it immediately applies 'Underworld's Call' for 99 turns, a stacking debuff. 'Underworld's Call' consists of three separate debuffs that gradually grow stronger in the following sequence:
	+ *The Eraglass turns, sapping your resistance. Attack once again!*
		- -3X All, capped at -30.
		- +3X Health, capped at +30.
		- +3X Immobility, capped at +30.
	+ *The Eraglass turns, sapping your Boost. Attack once again!*
		- -(3Y) Boost, capped at -30.
	+ *The Eraglass turns, sapping your Avoidance. Attack once again!*
		- -6Z Melee/Pierce/Magic, capped at -60.
	+ After 30 double turns, all 'Underworld's Call' debuffs reach their maximum value.
* If the player is purged of 'Underworld's Call', the next double turn will reapply all three "Underworld's Call" debuffs.

## Rotation

Setup: (Hex x3 -> UHex -> Blades) or (Blades -> Combo x3 -> Attack)

### General Rotation

1. Boost + Boost
2. Boost + Boost
3. Slice + UBoost
4. Blades + Gunburst
5. Combo + Combo
6. Combo + Gunburst
7. Blades + Combo
8. Combo + Combo
9. Hex + Hex
10. Hex + UHex

* Replace Turn 9 and 10 with Gunburst + Chargeburst -> Blades + Combo when offense is important.
* An alternative to Combo on Turn 7 is to use Final and Timeshift the next turn. Timeshifting at 0 Momentum won't grant you an extra action, so you'll need to add a filler turn to accommodate the 19 CD on Ultra Boost and Ultra Hex.
* This rotation works with minor adjustments for almost every single Inn fight.

### Aggressive Rotation

If Health Boost isn't required, the following rotation can be used instead:

1. Boost + Boost
2. Boost + UBoost
3. Slice + Blades
4. Combo + Combo
5. Combo + Gunburst
6. Chargeburst + Combo
7. Combo + Combo
8. Gunburst + Blades
9. Combo + Combo
10. Combo + Gunburst

* Replace Turn 9 and 10 with Hex + Hex -> Hex + UHex when defense is important.

## Strategy

Underworld Epoch essentially sacrifices burst damage and long-term sustain for faster setup and flexibility. Unlike the other Epoch variants, UWE only requires starting the turn with 5 Momentum to gain extra actions. However, to compensate for the passive double turns, UWE has two penalties:

* It only gains 1 Momentum per action, greatly slowing down Momentum gain.
* For each double turn gained, Underworld Epoch gains stacking debuffs.

While the second point may seem threatening, most fights will be over before they become a huge issue.

In addition to normal Epoch things, two other things should be kept in mind to maintain extra actions:

* Only use Momentum skills when 8-9 Momentum is available.
* Final always drains Momentum to below 3, so it always disables extra actions for at least 1 turn. This means that it should be used sparingly, either to kill a boss or with the intention of Timeshifting the following turn. In addition, it should always be used on the 2nd action.

### Boosting

Because the bonus Momentum from Ultra Boosting is absent and the extra turn mechanic is so different, UWE has more flexibility in terms of when Ultra Boost can be used. You generally should boost all the way anyway, though this is not necessary for easier fights.

* If only Power Boost is Ultra Boosted, start the next turn with Laser Blades + Laser Slice to maintain the extra actions.
* If Power and Defense Boosts are used, the next turn should be Blades + Ultra Boost.
* If Power, Defense, and Aim Boost are Ultra Boosted, the next turn should be Laser Slice + Laser Blades.
* By Ultra Boosting all four Boosts, you will have enough Momentum for Laser Slice before the Ultra Boost.

### Build

For consistent damage and survivability with UWE, STR/END is recommended, but DEX/END can give more damage due to Laser Blades having 100% uptime. INT should be avoided, as Final is not used enough to justify the investment.

### Questing

Don't use UWE for questing. If you have to use an Epoch, use Dragonbyte Epoch instead.

**Dragonbyte Epoch** is the 2021 Epoch variant, enabled by equipping the Draconic Glowtooth. The Draconic Glowtooth loses Timeshift and Final, along weakening Slice and Health Boost. In exchange, it grants extra double turns at the start of a fight, has on-demand double turns thanks to the reworked Final, and has greater overall frontloaded damage.

## Skills

* Chargeburst
	+ 30 MP, 0 CD
	+ Generates 1 Momentum.
	+ Attacks all enemies for 1 hit of 165% damage.

* Punch
	+ 30 MP, 18 CD
	+ Consumes up to 3 Momentum.
	+ Attacks for 1 hit of 150% damage.
	+ At 0 Momentum, inflicts 'Shattered' for 1 turn, a stun.
	+ At 1 Momentum, inflicts 'Shattered' for 2 turns, a stun.
	+ At 2 Momentum, inflicts 'Shattered' for 3 turns, a stun.
	+ At 3+ Momentum, inflicts 'Shattered' for 4 turns, a stun.

* Laser Slice
	+ 30 MP, 14 CD
	+ Consumes up to 3 Momentum.
	+ Attacks for 6 hits of 25% damage (150% total).
	+ At 0-1 Momentum, inflicts 'Sliced' for 5 turns inclusive.
		- -5 All.
	+ At 2 Momentum, inflicts 'Sliced' for 5 turns inclusive.
		- -10 All.
	+ At 3+ Momentum, inflicts 'Sliced' for 5 turns inclusive.
		- -15 All.

* Laser Blades
	+ 25 MP, 5 CD
	+ Generates 1 Momentum.
	+ Attacks for 3 hits of 50% damage (150% total).
	+ Inflicts 'Bleeding' for 5 turns, a 66.7% weapon + stat damage DoT.

* Fade
	+ 30 MP, 9 CD
	+ Applies 'Fade Boost' for 1 turn.
		- +200 Melee/Pierce/Magic.

* Ultra Boost
	+ 35 MP, 19 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.
	+ *Empowered: [Power][, Defense][, Aim][, Heal]*
	+ Generates 1 Momentum.
	+ Increases the strength of any active Epoch Boost effects without modifying their durations:
		- Increases 'Power Boost' to +40 Boost.
		- Increases 'Defense Boost' to +80 Melee/Pierce/Magic.
		- Increases 'Aim Boost' to +100 Bonus.
		- Increases 'Health Boost' to a 2.5% HoT.

* 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.
		- 'Health Boost', a 1.5% HoT.
			* Due to being a HoT, it only heals the player 6 times.

* Attack
	+ 0 MP, 0 CD
	+ Heals 15 MP.
	+ Generates 1 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, 19 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.
	+ *Empowered: [Power][, Defense][, Aim]*
	+ Generates 1 Momentum.
	+ Increases the strength of any currently active Epoch Hex effects. Increases each effect's duration by 1 turn, but disables it for the turn used:
		- Increases 'Power Hex' to -33 Boost.
		- Increases 'Defense Hex' to -75 Melee/Pierce/Magic.
		- Increases 'Aim Hex' to -50 Bonus.

* Overdrive
	+ 20 MP, 24 CD
	+ Generates 3 Momentum.
	+ Applies 'Overdrive' for 2 turns inclusive.
		- +75 Boost.

* Combo
	+ 20 MP, 0 CD (2 if combo is finished or interrupted)
	+ Requires the player's last hit to connect 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 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).

* 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.
		- +20 Health.
	+ At 2 Momentum, inflicts 'Pierced' for 4 turns inclusive.
		- +40 Health.
	+ At 3+ Momentum, inflicts 'Pierced' for 4 turns inclusive.
		- +60 Health.

* 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 4 hits of 15% damage and 1 hit of 125% damage (185% total).
	+ At 2 Momentum, attacks for 8 hits of 15% damage and 1 hit of 125% damage (245% total).
	+ At 3+ Momentum, attacks for 12 hits of 15% damage and 1 hit of 125% damage (305% total).

* Hack
	+ 25 MP, 11 CD
	+ Generates 1 Momentum.
	+ Deals 4 hits of 71.25% damage (285% total) with +200 Crit.
	+ Grants 4 turns of extra actions.

## Mechanics

### Momentum

* Dragonbyte Epoch has a Momentum counter that starts at 0 and caps at 9.
* Clicking the Momentum widget above the Attack button allows the player to check their current Momentum.
	+ *Momentum charged: X*
* Using a potion will also generate 1 Momentum.

### Extra Actions

* Dragonbyte Epoch can grant itself extra actions by using Hack, gaining 1 extra action per turn for 4 turns. A turn where you take an extra action is also known as a double turn.
	+ *X double turns remaining.*
* Dragonbyte Epoch starts fights with 2 extra actions.
	+ *Let's get this started! 2 double turns.*
* Dragonbyte Epoch can gain 4 extra actions every 8 turns, resulting in 4 turns of downtime where it can only perform 1 action per turn.
	+ Factoring in the initial 2 extra actions, if Hack is used *immediately* when a fight starts, Dragonbyte Epoch can get 10 extra actions before falling into 4 turns of downtime.
* Using a potion as the first action will skip the second action for that turn.
	+ Using a potion as the second action has no consequences.
* Using a trinket as the first action will skip the second action for that turn.
* 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.

## Rotation

1. Hack + Blades
2. Boost + Boost
3. Boost + Ultra
4. Slice + Blades
5. Combo + Combo
6. Overdrive + Combo
7. Hack + Gunburst
8. Improvise I guess

## Strategy

For greater detail on the overall Epoch strategy, see Epoch.

Dragonbyte Epoch is thematically a more extreme take on Corrupted Doom Epoch, trading anything resembling long-term planning for frontloaded burst. To facilitate this, DBE starts each fight with two double turns, letting it stack damage very quickly. In addition, Timeshift is reworked to provide an extremely large Boost buff along with 3 Momentum, letting any of its Momentum-related skills be used at full power immediately after. Finally, Final has been reworked into Hack, a simple autocrit that doesn't consume any Momentum, and grants an additional 4 double turns immediately after being used. However, all this is not without heavy drawbacks:

* Just like Underworld Epoch, DBE has massively reduced Momentum gain, only gaining 1 per attack. However, because Timeshift and Final are reworked, Momentum does not need to be stockpiled, and can be used freely.
* Slice has been massively weakened, only lowering All by 5 per Momentum consumed, limiting the scalability of its burst.
* Health Boost is half as effective, greatly weakening survivability
* As Timeshift was reworked, Hack is the only way to gain double turns, giving DBE very sporadic double turns.

All in all, in exchange for the great opening burst rotation, DBE has the worst long-term staying power of any Epoch variant, due to having little to no tools available to stay alive inbetween uses of Hack, as Ultra Boost/Hex still have their massive cooldowns, which were balanced around having plentiful double turns.

Because of the frontloaded burst however, DBE is *the* best Epoch variant to use while questing, as it does not need any time at all setting up before it can get going:

* Against packs of mobs, DBE's buffed Chargeburst is the second strongest multi in the entire game, beaten out only by Chaosweaver with Gambit, and the blatantly overpowered DoomKnight Variant One.
* Against single mobs, it can just use its regular burst rotation to bring them down to size.

However, because of how double turns work, DBE struggles farming low HP mobs.