Showing 14 of 152 items.
Memory Pool
Shell Memories
One Step, One Kill
Trades attack speed for Attack Damage and critical attacks after a dash or teleport.
- Traveler / Pool
- Shell
- Rarity / Type
- Identity
- Ability Type
- Passive
- Cooldown
- Passive
- Charges
- 1
- Tags
- Attack
- Effect
- Instead of receiving Attack Speed bonuses, your Attack Damage increases by 0.5 for every 1% Additional Attack Speed. After Dash or Teleport, your next Basic Attack will be a critical hit. Killing any Boss restores 200% Health.
Scar of the Wind
Makes Shell's next attack after a dash critical and lets a dodge-powered slash heal her.
- Traveler / Pool
- Shell
- Rarity / Type
- Identity
- Ability Type
- Passive
- Cooldown
- Passive
- Charges
- -
- Tags
- Dark; Melee; Heal; Attack; Mobility
- Effect
- After a Dash or Teleport, Shell's next Basic Attack is a critical hit. Using a Dodge Skill makes the next Basic Attack dash and slash enemies, dealing 75% bonus Dark damage and restoring 11% of Shell's Health per enemy hit.
Death Mark
Fires a piercing spike, marks its last target, then lets Shell teleport to the mark.
- Traveler / Pool
- Shell
- Rarity / Type
- Character
- Ability Type
- Yes
- Cooldown
- 12s
- Charges
- -
- Tags
- Dark; Mobility
- Effect
- Fires a piercing spike that triggers Attack Effects and deals 340% AP Dark damage to enemies. Marks the last enemy hit for up to 3 seconds; while the mark lasts, recast Death Mark to teleport Shell to that enemy. The first time the spike hits an enemy in combat, its cooldown is reduced by 50% and its damage increases by 5%. This bonus damage resets when moving to the next world.
Deception
Teleports into stealth, then damages and knocks back nearby enemies.
- Traveler / Pool
- Shell
- Rarity / Type
- Character
- Ability Type
- Yes
- Cooldown
- 10s
- Charges
- -
- Tags
- Dark; Mobility
- Effect
- Teleports a short distance and becomes Stealthed for up to 3 seconds, gaining 20% Movement Speed. When stealth ends, deals 350% Attack Damage as Dark damage to nearby enemies and knocks them back. Getting too close to an enemy briefly reveals Shell. Casting Memories, performing Basic Attacks, or taking damage ends stealth early.
Flash Step
Quickly moves Shell out of danger.
- Traveler / Pool
- Shell
- Rarity / Type
- Character
- Ability Type
- Yes
- Cooldown
- 3s
- Charges
- 2
- Tags
- Mobility
- Effect
- Move swiftly to dodge enemy attacks.
Laceration
Alternates between two sword forms, each with a different attack.
- Traveler / Pool
- Shell
- Rarity / Type
- Character
- Ability Type
- Yes
- Cooldown
- 7.5s
- Charges
- 1
- Tags
- Dark; Melee; Attack; Mobility
- Effect
- Each basic attack alternates Laceration's form between Red Form and Blue Form. When cast, it unleashes a different effect depending on the current form. Red Form: Dash a short distance, slashing enemies in a narrow area for 155% Dark Damage and triggering Attack Effects. Upon first hitting an enemy, its Cooldown is reduced by 35%. Blue Form: Leap into the air to become briefly Invulnerable, then swing your blade to deal 230% Dark Damage and trigger Attack Effects on all nearby enemies. For each enemy hit, the Cooldown is reduced by 15%, up to a maximum of 60%.
Annihilation Stance
Coats Shell’s blade in Sword Energy and strengthens basic attacks for a short time.
- Traveler / Pool
- Shell
- Rarity / Type
- Character
- Ability Type
- Ultimate
- Cooldown
- 100s
- Charges
- 1
- Tags
- Dark; Melee; Attack
- Effect
- For 10 seconds, envelop your blade with destructive Sword Energy. You can cast other Memories while this is active. Your Attack Range increases slightly, Attack Damage increases by 35%, and Attack Speed increases by 30%; this Attack Speed increase is not affected by One Step, One Kill. Each Basic Attack fires Sword Energy that deals 400% Dark damage. Casting Annihilation Stance restores one Dodge charge.
Memory Pool
Cetus Memories
Charged Anguillian
Builds Ability Power from damage taken or Cold damage, then fires lightning at full charge.
- Traveler / Pool
- Cetus
- Rarity / Type
- Identity
- Ability Type
- Passive
- Cooldown
- Passive
- Charges
- -
- Tags
- Light; Melee
- Effect
- Increases Ability Power by 8. Taking damage or dealing Cold damage grants a Charge stack for 5 seconds, up to 12 stacks. Each stack increases this Memory’s Ability Power bonus by 5%. At 12 stacks, it fires a lightning bolt at 3 nearby enemies every 1.5 seconds, dealing 100% AP Light damage.
Icy Veins
Builds Cold Blood from Cold damage and spends the stacks on an attack that damages and shields Cetus.
- Traveler / Pool
- Cetus
- Rarity / Type
- Identity
- Ability Type
- Passive
- Cooldown
- Passive
- Charges
- -
- Tags
- Cold; Shield
- Effect
- Whenever Cetus deals Cold damage, he gains a stack of Cold Blood, up to 5. His next Attack consumes all Cold Blood stacks for a frost explosion that deals 30% AP Cold damage per stack and grants Cetus a Shield of 9% AP that fades over 3 seconds.
Back Off!
Shields nearby allies, then lets Cetus charge a Cold staff swing that knocks back and stuns.
- Traveler / Pool
- Cetus
- Rarity / Type
- Character
- Ability Type
- Yes
- Cooldown
- 7s
- Charges
- -
- Tags
- Cold; Melee; Hard CC; Attack
- Effect
- Covers nearby allies in thin ice, granting a Shield of 135% AP and 8 Armor for 2 seconds. This effect is 50% stronger on Cetus. Hold the cast key to charge the staff, then swing it to deal 200% Attack Damage + 8% bonus Health to 450% Attack Damage + 22% bonus Health as Cold damage based on charge time, knocking back and stunning enemies for 1 second.
Big Boreal Chunk
Charges and detonates a glacier chunk; longer charges increase its damage and radius.
- Traveler / Pool
- Cetus
- Rarity / Type
- Character
- Ability Type
- Yes
- Cooldown
- 10s
- Charges
- -
- Tags
- Cold
- Effect
- Hold the cast key to create a growing Boreal Chunk. While charging, gain 20 Armor. It can charge for up to 4 seconds, then fires and explodes, dealing 120% AP Cold damage to all enemies and stunning them for 1 second. Each second charged increases explosion damage by 100% and also increases its radius.
Embrace the Chill
Creates a growing Frost Zone that shields allies before bursting with Cold damage.
- Traveler / Pool
- Cetus
- Rarity / Type
- Character
- Ability Type
- Yes
- Cooldown
- 10s
- Charges
- -
- Tags
- Cold; Hard CC; Shield
- Effect
- Creates a growing Frost Zone in the target area for 3 seconds. Allies in the zone gain a Shield of 25% AP that lasts 3 seconds every 0.5 seconds, while enemies take 40% AP Cold damage. When the duration ends, the zone explodes, dealing 200% AP Cold damage and stunning enemies for 1.5 seconds.
Frosty Charge
Dashes forward, dealing Cold damage while dodging attacks.
- Traveler / Pool
- Cetus
- Rarity / Type
- Character
- Ability Type
- Yes
- Cooldown
- 3.3s
- Charges
- -
- Tags
- Cold; Mobility
- Effect
- Dashes forward, dealing 100% AP + 10% bonus Health as Cold damage to enemies and dodging their attacks.
Teaching Manners
Turns attacks into melee strikes and lets Cetus dash and shield allies during the form.
- Traveler / Pool
- Cetus
- Rarity / Type
- Character
- Ability Type
- Yes
- Cooldown
- 13s
- Charges
- -
- Tags
- Cold; Melee; Hard CC; Shield; Attack; Mobility
- Effect
- For 7 seconds, Cetus gains 26% Attack Speed and 18 Armor, cannot cast other Memories, and replaces Basic Attacks with melee attacks that deal 170% Attack Damage + 8% bonus Health as bonus damage. Recasting during this duration dashes forward, knocks enemies back, deals 100% Attack Damage + 3% bonus Health as Cold damage, and grants a Shield of 60% Attack Damage + 2% bonus Health per enemy hit that fades over 3 seconds. Damage and Shield are 200% stronger against bosses.

