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Showing 32 of 397 items.
Character
Disaster Plants
Arm Wrap
Form passive: a 1.25x-height frame with the left arm wrapped, restricting all melee to the right hand.
- Type
- Passive
Flower Field
Front dashes instead scatter a 25-stud flower field that lingers two seconds and feeds the kit's setups.
- Type
- Passive
Plant Guidance
Aim within 65 studs to mark a glowing zone for a delayed plant attack, castable mid-move.
- Type
- Special
- Cooldown
- 0.5s for mark, 12s for attack
Root Swarm
An arm plunged into the earth grows a 50-stud straight line of roots over two seconds.
- Type
- Skill
- Damage
- 10 for roots, 7 for spike bounce
- Cooldown
- 15s
Surging Thorns
Two thorned wooden balls shove targets in a 35-stud range back into three rising thorn spikes.
- Type
- Skill
- Damage
- 15, 5 per hit
- Cooldown
- 16s
Bud Shot
Chucks two cursed buds 70 studs that latch on and refund 7 seconds of Plant Guidance cooldown.
- Type
- Skill
- Damage
- 8, 4 per bud
- Cooldown
- 16s
Defense Response
A reclined surge into a violent arm smack with short stun knockback.
- Type
- Skill
- Damage
- 12
- Cooldown
- 15s
Unwrap
The Awakening: the wrap comes off, revealing a flower-budded arm and the unrestricted kit.
- Type
- Awakening
Unwrap
Unwrapped, both hands join the fight with a full M1 string again.
- Type
- Passive
Energy Absorb
Draws cursed energy from nearby foliage into a golden-aura boosted state.
- Type
- Special
- Cooldown
- 18s
Root Rampage
Kneels to steer a tangible root line for seven full seconds, guided in any direction.
- Type
- Skill
- Damage
- 5 per hit
- Cooldown
- 16s
Flower Field
The awakened field: an aimed flower carpet that erupts a giant launching spike.
- Type
- Skill
- Damage
- 4 on interruption7 for spike launch, 7 for bounce
- Cooldown
- 16s
Cursed Buds
A massive turret flower fires 15 cursed buds at the nearest enemy.
- Type
- Skill
- Damage
- 26.75, 8 for summon, 1.25 per bud
- Cooldown
- 16s
Shining Sea of Growing Branches
The domain: a lakeside grove that saps foliage energy to supercharge its caster.
- Type
- Domain Expansion
- Damage
- 4 per interruption
- Cooldown
- 120s
Surging Thorns
Finisher: the middle thorn stakes the target through the chest; uppercuts share it.
- Type
- Finisher
- Damage
- Insta-kill
- Cooldown
- 12s
| Image | Name | Description | Type | Damage | Cooldown |
|---|---|---|---|---|---|
| Arm Wrap | Form passive: a 1.25x-height frame with the left arm wrapped, restricting all melee to the right hand. | Passive | - | - | |
| Flower Field | Front dashes instead scatter a 25-stud flower field that lingers two seconds and feeds the kit's setups. | Passive | - | - | |
| Plant Guidance | Aim within 65 studs to mark a glowing zone for a delayed plant attack, castable mid-move. | Special | - | 0.5s for mark, 12s for attack | |
| Root Swarm | An arm plunged into the earth grows a 50-stud straight line of roots over two seconds. | Skill | 10 for roots, 7 for spike bounce | 15s | |
| Surging Thorns | Two thorned wooden balls shove targets in a 35-stud range back into three rising thorn spikes. | Skill | 15, 5 per hit | 16s | |
| Bud Shot | Chucks two cursed buds 70 studs that latch on and refund 7 seconds of Plant Guidance cooldown. | Skill | 8, 4 per bud | 16s | |
| Defense Response | A reclined surge into a violent arm smack with short stun knockback. | Skill | 12 | 15s | |
| Unwrap | The Awakening: the wrap comes off, revealing a flower-budded arm and the unrestricted kit. | Awakening | - | - | |
| Unwrap | Unwrapped, both hands join the fight with a full M1 string again. | Passive | - | - | |
| Energy Absorb | Draws cursed energy from nearby foliage into a golden-aura boosted state. | Special | - | 18s | |
| Root Rampage | Kneels to steer a tangible root line for seven full seconds, guided in any direction. | Skill | 5 per hit | 16s | |
| Flower Field | The awakened field: an aimed flower carpet that erupts a giant launching spike. | Skill | 4 on interruption7 for spike launch, 7 for bounce | 16s | |
| Cursed Buds | A massive turret flower fires 15 cursed buds at the nearest enemy. | Skill | 26.75, 8 for summon, 1.25 per bud | 16s | |
| Shining Sea of Growing Branches | The domain: a lakeside grove that saps foliage energy to supercharge its caster. | Domain Expansion | 4 per interruption | 120s | |
| Surging Thorns | Finisher: the middle thorn stakes the target through the chest; uppercuts share it. | Finisher | Insta-kill | 12s |
Character
Head of the Hei
Projectionism
Form passive: 2-damage M1s and altered movement rules that define the projection playstyle.
- Type
- Passive
Projection Sorcery
Aim within 50 studs to cross the distance in one second, leaving an afterimage behind.
- Type
- Special
- Cooldown
- 18s
Projection Breaker
A 15-stud backdash with melee i-frames spinning back into a heavy throwing kick.
- Type
- Skill
- Damage
- 9
- Cooldown
- 18s
Bleedout
A tanto spin-stab to the abdomen that layers on status effects rather than extending combos.
- Type
- Skill
- Damage
- 5 for stab, 3 per Bleed stack,1.3 per tick for Hemorrhage
- Cooldown
- 20s
Decisive Strike
A 35-stud technique-boosted run into a punch that unloads a flurry on contact.
- Type
- Skill
- Damage
- 6 for first hit, 8 for barrage (0.5 per hit)
- Cooldown
- 18s
Cursory Impact
A speed-boosted quick step reappearing with an immediate backhand smack.
- Type
- Skill
- Damage
- 12, 6.5 for smack, 5.5 for sweep
- Cooldown
- 16s
Vengeance
The Awakening opens with a slowed Bleedout that counters any melee interruption.
- Type
- Awakening
- Damage
- 10 for spikes
Vengeance
The reincarnated form: faster movement and hovering, courtesy of a vengeful curse's physiology.
- Type
- Passive
Acceleration
A rapid spin that damages everything nearby while stacking up movement speed.
- Type
- Special
- Damage
- 7, 1 per spin
- Cooldown
- 9s
Top Speed
Air intakes fire the user forward to crash their shell into whatever stands in the way.
- Type
- Skill
- Damage
- 5, +1.5 for every Acceleration, up to 15
- Cooldown
- 14s
Flash Freezing
Freezes the air into a line of 15 glass frames; each shattered frame damages whoever broke it.
- Type
- Skill
- Damage
- 7 per frame
- Cooldown
- 18s
Tendril Grab
Underground tendrils erupt to grab and hold enemies within 25 studs for about a second.
- Type
- Skill
- Cooldown
- 10s
Time Cell Moon Palace
The handsign expands Time Cell Moon Palace, dropping the curse form back to the base moveset inside the domain.
- Type
- Domain Expansion
- Damage
- Depends on speed
- Cooldown
- 60s, yet ends Awakening
Projection Breaker
Finisher: the post-dash kick lands with everything behind it, sending the target barreling.
- Type
- Finisher
- Damage
- Insta-kill
- Cooldown
- 18s
Bleedout
Finisher: the abdomen stab blitzes into a neck stab, tossing the body aside.
- Type
- Finisher
- Damage
- 3 for toss
- Cooldown
- 20s
Decisive Strike
Finisher: the barrage accelerates until one arm suffices, the other idly fixing their hair.
- Type
- Finisher
- Damage
- 8.5 for extra barrage, 20 for last hit.
- Cooldown
- 18s
Flash Freezing
Finisher: the target shatters along with the glass frames.
- Type
- Finisher
- Damage
- Insta-kill
- Cooldown
- 18s
| Image | Name | Description | Type | Damage | Cooldown |
|---|---|---|---|---|---|
| Projectionism | Form passive: 2-damage M1s and altered movement rules that define the projection playstyle. | Passive | - | - | |
| Projection Sorcery | Aim within 50 studs to cross the distance in one second, leaving an afterimage behind. | Special | - | 18s | |
| Projection Breaker | A 15-stud backdash with melee i-frames spinning back into a heavy throwing kick. | Skill | 9 | 18s | |
| Bleedout | A tanto spin-stab to the abdomen that layers on status effects rather than extending combos. | Skill | 5 for stab, 3 per Bleed stack,1.3 per tick for Hemorrhage | 20s | |
| Decisive Strike | A 35-stud technique-boosted run into a punch that unloads a flurry on contact. | Skill | 6 for first hit, 8 for barrage (0.5 per hit) | 18s | |
| Cursory Impact | A speed-boosted quick step reappearing with an immediate backhand smack. | Skill | 12, 6.5 for smack, 5.5 for sweep | 16s | |
| Vengeance | The Awakening opens with a slowed Bleedout that counters any melee interruption. | Awakening | 10 for spikes | - | |
| Vengeance | The reincarnated form: faster movement and hovering, courtesy of a vengeful curse's physiology. | Passive | - | - | |
| Acceleration | A rapid spin that damages everything nearby while stacking up movement speed. | Special | 7, 1 per spin | 9s | |
| Top Speed | Air intakes fire the user forward to crash their shell into whatever stands in the way. | Skill | 5, +1.5 for every Acceleration, up to 15 | 14s | |
| Flash Freezing | Freezes the air into a line of 15 glass frames; each shattered frame damages whoever broke it. | Skill | 7 per frame | 18s | |
| Tendril Grab | Underground tendrils erupt to grab and hold enemies within 25 studs for about a second. | Skill | - | 10s | |
| Time Cell Moon Palace | The handsign expands Time Cell Moon Palace, dropping the curse form back to the base moveset inside the domain. | Domain Expansion | Depends on speed | 60s, yet ends Awakening | |
| Projection Breaker | Finisher: the post-dash kick lands with everything behind it, sending the target barreling. | Finisher | Insta-kill | 18s | |
| Bleedout | Finisher: the abdomen stab blitzes into a neck stab, tossing the body aside. | Finisher | 3 for toss | 20s | |
| Decisive Strike | Finisher: the barrage accelerates until one arm suffices, the other idly fixing their hair. | Finisher | 8.5 for extra barrage, 20 for last hit. | 18s | |
| Flash Freezing | Finisher: the target shatters along with the glass frames. | Finisher | Insta-kill | 18s |

