| Claw Shot | Shoot forward a four pronged claw attached to a chain from the muzzle. The projectile will travel up to 14m and cannot pull you upwards more than 3m. If it connects to an enemy it will deal 40% weapon damage and inflict root for 0.7s before quickly pulling you towards them. The pull can be cancelled by any ability use or primary fire. Taunt Gem Compatible: If you have a Carnelian gem equipped in your blunderbuss, this ability inflicts taunt for 4s when it hits. (Taunt causes monsters to focus only on you.) | Blundebuss | Containment | Active |
| In-and-Out | Upon usage, restore 8 stamina every second for 10s. | Blundebuss | Containment | Passive |
| Combat Readiness | Landing a pellet, even if blocked, lowers the cooldown of this ability by 2% each. | Blundebuss | Containment | Passive |
| Mobile Overload | Successful pulls will automatically grant 1 loaded ammunition. If you currently have 2 loaded ammunition this will exceed the max cap and grant a third. | Blundebuss | Containment | Passive |
| Net Shot | Fire a large net out of the blunderbuss that deals 70% weapon damage and slows targets it hits by 40% for 3s. (Slow reduces target's movement speed.) If standing still or moving backwards, the recoil from this attack will knock you further backwards. If moving sideways or forwards, you will continue forward unhindered. | Blundebuss | Containment | Active |
| Fast Hands | If Net Shot hits a target, reduce its cooldown by 20%. | Blundebuss | Containment | Passive |
| Apparatus | The net now inflicts a 50% slow that degrades to normal move speed over 7s. | Blundebuss | Containment | Passive |
| Barbed Netting | Net Shot's initial hit is reduced to 30% weapon damage. However, it now deals 35% additional weapon damage as bleeding each second for 3s. | Blundebuss | Containment | Passive |
| Azoth Shrapnel Blast | Fire 5 shots in a horizontal fan in front of you while pushing yourself backwards. Each shot will deal 45% weapon damage. (Every consecutive hit on the same target will deal 20% less damage than the previous hit.) | Blundebuss | Containment | Active |
| Reach | Increase the range of this attack from 12m to 16m. | Blundebuss | Containment | Passive |
| Discord | Fire 4 additional pellets with each use of this ability. | Blundebuss | Containment | Passive |
| Refresh | Each individual hit from this ability or from the blunderbuss primary fire will lower the cooldown of this ability by 1.5%. | Blundebuss | Containment | Passive |
| Azoth Bomb | Fire a singular bomb down the center of the fan. This bomb will implant itself in the world and explode dealing 100% weapon damage in a 3m area after a 1s delay. | Blundebuss | Containment | Passive |
| Deep Load | The last shot loaded into the blunderbuss will do 15% increased base damage. | Blundebuss | Containment | Passive |
| Fortifying Aggression | Successful hits within 3m grant fortify, increasing armor by 10% for 2s. | Blundebuss | Containment | Passive |
| Future Endeavors | Basic shots restore 1 stamina per pellet hit. | Blundebuss | Containment | Passive |
| Ramp | Reloads give you a damage boost of 4% for 6s. (Max 4 stacks.) | Blundebuss | Containment | Passive |
| Run and Gun | Reloading gives you a 40% haste that lasts for 1s. (Haste increases movement speed.) | Blundebuss | Containment | Passive |
| Unload | The next shot fired within 6s after triggering an ability will have 8 pellets instead of 6. | Blundebuss | Containment | Passive |
| Splitting Grenade | Shoot a grenade out of the blunderbuss that can bounce up to 4 times. The Splitting Grenade will detonate after 1.5s but can be detonated early by reactivating its ability key within this time period. Upon detonation, it will create 3 mini grenades that will disperse and explode 1s after landing, dealing 85% weapon damage in a 3m radius area. (Each successive grenade hit against the same target deals 40% less base damage.) | Blundebuss | Chaos | Active |
| Soften | Deal 25% increased base damage to targets greater than 50% health. | Blundebuss | Chaos | Passive |
| Delayed Escape | Any grenade hit grants haste, increasing movement speed by 20% for 3s. (Multiple hits will refresh the duration.) | Blundebuss | Chaos | Passive |
| Incendiary Bursts | Splitting Grenade explosions inflict burn on hit, dealing 10% weapon damage per second for 10s. (Stacks up to 3 times.) | Blundebuss | Chaos | Passive |
| Mortar Charge | Load the blunderbuss with heavy canisters. For the next 15s or 3 shots, shots will no longer fire multiple pellets but instead will fire a heavy, fast diving, mortar-style canister that causes a tall explosion upon impact, dealing 100% weapon damage in a 3m area. If the target is 10m away or further, they will take 35% increased damage from the mortar. | Blundebuss | Chaos | Active |
| Steady | Each hit grants 7 stamina. | Blundebuss | Chaos | Passive |
| Freedom | Firing grants a 50% haste for 2s. (Haste increases movement speed.) | Blundebuss | Chaos | Passive |
| Streak | Gain an extra canister, you can now fire up to 4 shots. | Blundebuss | Chaos | Passive |
| Blast Shot | Blast immense wind out of the blunderbuss knocking down any target immediately in front of you. Blast Shot deals 50% weapon damage. This ability has grit. (Grit prevents you from being staggered by incoming attacks.) Taunt Gem Compatible: If you have a Carnelian gem equipped in your blunderbuss, hits with this ability inflict taunt for 4s. (Taunt causes monsters to focus only on you.) | Blundebuss | Chaos | Active |
| Preparation | Blast Shot applies 10% rend for 6s to all targets affected by this ability. (Rend reduces target's armor.) | Blundebuss | Chaos | Passive |
| Lingering Flow | The area 10m in front of you remains influenced by wind for the next 8s. You and your allies gain a 25% move speed bonus while in the area. (This effect cannot be dispelled.) | Blundebuss | Chaos | Passive |
| Artillery | Direct base damage from abilities is increased by 15% if the victim is 10m or further away. | Blundebuss | Chaos | Passive |
| Buckshot | Deal 10% increased base damage to any target as long as you have not damaged them in the last 8s. | Blundebuss | Chaos | Passive |
| Future Planning | Using an ability reduces all other ability cooldowns by 4%. | Blundebuss | Chaos | Passive |
| Bite Back | Every pellet that is a headshot reduces all cooldowns by 0.5%. | Blundebuss | Chaos | Passive |
| Extended Chamber | Holding onto 2 loaded ammunition for 2s after a reload will load a 3rd active ammunition. | Blundebuss | Chaos | Passive |
| On a Roll | Triggering an ability grants a 3% fortify for 10s. (Stacks up to 5 times.) (Fortify increases armor.) | Blundebuss | Chaos | Passive |
| Last Chance | Whenever you take a hit and your health is below 50% gain fortify, increasing armor by 30% for 4s. (30s cooldown) | Blundebuss | Chaos | Passive |
| Double Down | Once every 30s, your next ability used will have its cooldown reduced by 50%. | Blundebuss | Chaos | Passive |