Staff
Primary magical weapon scaling with Magical Increase for ranged spell damage.
Archetype
- Grip
- Two-handed
- Skills
- 24
- Weapons in catalog
- 49
Wielded by
Skills
All skills →Equipping a Staff weapon unlocks these techniques. Your weapon decides your moveset, so this is the heart of the archetype.
Hold to chant and gain Arcane Armor, increasing Physical Resistance and reducing enemies' Movement Speed.
Use Cryptic Ward to block incoming damage. Successfully executing a Perfect Block will knock back and stun the attacker.
Summon 2 Crystal Icebolts to follow you for a period of time. While active, each time you are attacked by an enemy, one icebolt will automatically launch toward the assailant to deal Magic Damage. Once the follow duration ends, any remaining icebolts will automatically fire forward.
Unleash a wave of frost in a cone in front of you, dealing Magic Damage to enemies hit and reducing their Movement Speed for a period of time.
Hold to chant, then scan all enemy players within a large area. Limited uses per match.
Hold to chant, then launch a fire bolt toward the target direction. The fire bolt explodes upon contact with a target or the ground, dealing Magic Damage and short-term burn damage. If released before chanting completes, it recovers Energy and launches a weaker fire bolt toward the target direction, dealing reduced Magic Damage. Fire Bolt has a relatively short maximum range.
Form a Flameblade in hand to attack forward, dealing Magic Damage to enemies within range and inflicting short-term burn damage over time.
Hold to chant, then summon a Forbidden Gate at the target location, blocking all units that attempt to pass through it while it lasts. The Forbidden Gate devours projectiles from enemies, while projectiles from allies are not blocked by the Forbidden Gate. Forbidden Gate is a Construct. Forbidden Gate is more durable in trio mode.
Hold to chant, then summon a gravitational vortex at the target location. After a delay, the vortex pulls all enemies within range toward its center and deals Magic Damage. If two or more enemies are pulled to the vortex's center, they will also be Stunned.
Hold to chant, then launch a flying star toward the target direction. The star explodes upon contact, dealing Magic Damage. If released before chanting completes, it recovers Energy and launches a weaker flying star toward the target direction, exploding upon contact and dealing reduced Magic Damage.
Hold to chant, then launch multiple meteors forward. The meteors knock up enemies on contact and deal Magic Damage. The meteors shatter upon hitting enemies or obstacles.
Enter Mist Mode where you are unaffected by anything except the Gyldenmist but have greatly reduced Movement Speed. Most actions, excluding Dodge, are prohibited while in Mist Mode.
Hold to chant, then cast Phantom Step, increasing Movement Speed and silencing footsteps. During Phantom Step, falling does not cause damage or trigger stagger.
Hold to chant, then gather rocks at the target location, which explode shortly and deal Magic Damage.
Hold to chant, then cast Shadow Veil to enter Stealth for a period of time. Energy does not regenerate while in Stealth.
Expand a star ring outward, dealing Magic Damage to enemies hit and knocking them back.
Hold to chant, then summon a Stardust Tempest at the target location, dealing Magic Damage to enemies and reducing their Movement Speed for a period of time.
Hold to chant. After chanting, hold to guide a Stardust Torrent toward the target direction, dealing Magic Damage. The Stardust Torrent becomes stronger as guiding continues.
Hold to chant, then throw a thunder spear toward the target direction, dealing Magic Damage to enemies hit. Thunder Pierce has a very long maximum range. If it fails to hit any enemy, it creates an electric field at its destination, dealing continuous Magic Damage to all nearby enemies and reducing their Movement Speed for a period of time. This Slow effect can stack up to 5 times.
Hold to chant, then summon a Thunderstorm Sigil at the target location, triggering a thunderstorm after a short delay, dealing Magic Damage and dazing enemies.
Hold to chant, then summon lightning at the target location, dealing Magic Damage. If released before chanting completes, it recovers Energy and summons lightning with a short delay at the target location, dealing reduced Magic Damage.
Cast Windcraft forward, dealing Magic Damage to enemies hit and knocking them back.
Charged techniques
Held or charged follow-ups that extend the Staff's base skills.
When Elemental Magic hits an enemy, it adds 1 stack of Elemental Mark. When an enemy's Elemental Mark reaches 2 stacks, detonates all Elemental Marks on them, dealing Magic Damage.
Greatly increases Movement Speed while chanting. Recover Energy whenever Stardust Magic hits enemies.