Name Description Tier Item
Electrified Taunt Generate 300% more threat. Hits inflict Surge, dealing 8% Lightning damage per second for 2s.
Arboreal Taunt Generate 300% more threat. Hits inflict Poison, dealing 8% Nature damage per second for 2s.
Empowered Taunt Generate 300% more threat. Hits inflict Hex, dealing 8% Arcane damage per second for 2s.
Punishing Taunt Generate 300% more threat. Your melee attacks deal +2% damage.
Sighted Taunt Generate 300% more threat. Your ranged attacks deal +2% damage.
Leeching Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Heal for 3% of the damage you deal (2s cooldown).
Energized Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). +4 Stamina on hit (3s cooldown).
Siphoning Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). +1.5 Mana on hit (2s cooldown).
Ignited Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Burn, dealing 8% Fire damage per second for 2s.
Frozen Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Frostburn, dealing 8% Ice damage per second for 2s.
Abyssal Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Corrosion, dealing 8% Void damage per second for 2s.
Electrified Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Surge, dealing 8% Lightning damage per second for 2s.
Augmented Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Poison, dealing 8% Nature damage per second for 2s.
Empowered Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Hits inflict Hex, dealing 8% Arcane damage per second for 2s.
Punishing Arboreal Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Your melee attacks deal +2% damage.
Sighted Arboreal Convert 50% of damage dealt to Nature (sIf FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Your ranged attacks deal +2% damage.
Leeching Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Heal for 3% of the damage you deal (2s cooldown).
Energized Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). +4 Stamina on hit (3s cooldown).
Siphoning Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). +1.5 Mana on hit (2s cooldown).
Ignited Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Burn, dealing 8% Fire damage per second for 2s.
Frozen Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Frostburn, dealing 8% Ice damage per second for 2s.
Augmented Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling. Hits inflict Corrosion, dealing 8% Void damage per second for 2s.
Electrified Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Surge, dealing 8% Lightning damage per second for 2s.
Arboreal Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Poison, dealing 8% Nature damage per second for 2s.
Empowered Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Hex, dealing 8% Arcane damage per second for 2s.
Punishing Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Your melee attacks deal +2% damage.
Sighted Abyssal Convert 50% of damage dealt to Void (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Your ranged attacks deal +2% damage.
Leeching Frozen Convert 50% of damage dealt to Ice (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Heal for 3% of the damage you deal (2s cooldown).
Energized Frozen Convert 50% of damage dealt to Ice (If INT is higher, replace weapon scaling with INT, but at 65% scaling). +4 Stamina on hit (3s cooldown).
Siphoning Frozen Convert 50% of damage dealt to Ice (If INT is higher, replace weapon scaling with INT, but at 65% scaling). +1.5 Mana on hit (2s cooldown).
Ignited Frozen Convert 50% of damage dealt to Ice (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Burn, dealing 8% Fire damage per second for 2s.
Augmented Frozen Convert 50% of damage dealt to Ice (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Frostburn, dealing 8% Ice damage per second for 2s.
Abyssal Frozen Convert 50% of damage dealt to Ice (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Corrosion, dealing 8% Void damage per second for 2s.
Electrified Frozen Convert 50% of damage dealt to Ice (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Surge, dealing 8% Lightning damage per second for 2s.
Arboreal Frozen Convert 50% of damage dealt to Ice (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Poison, dealing 8% Nature damage per second for 2s.
Empowered Frozen Convert 50% of damage dealt to Ice (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Hits inflict Hex, dealing 8% Arcane damage per second for 2s.
Punishing Frozen Convert 50% of damage dealt to Ice (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Your melee attacks deal +2% damage.
Sighted Frozen Convert 50% of damage dealt to Ice (If INT is higher, replace weapon scaling with INT, but at 65% scaling). Your ranged attacks deal +2% damage.
Leeching Rally +12% damage and outgoing healing while at full Health. Heal for 3% of the damage you deal (2s cooldown).
Energized Rally +12% damage and outgoing healing while at full Health. +4 Stamina on hit (3s cooldown).
Siphoning Rally +12% damage and outgoing healing while at full Health. +1.5 Mana on hit (2s cooldown).
Ignited Rally +12% damage and outgoing healing while at full Health. Hits inflict Burn, dealing 8% Fire damage per second for 2s.
Frozen Rally +12% damage and outgoing healing while at full Health. Hits inflict Frostburn, dealing 8% Ice damage per second for 2s.
Abyssal Rally +12% damage and outgoing healing while at full Health. Hits inflict Corrosion, dealing 8% Void damage per second for 2s.
Electrified Rally +12% damage and outgoing healing while at full Health. Hits inflict Surge, dealing 8% Lightning damage per second for 2s.
Arboreal Rally +12% damage and outgoing healing while at full Health. Hits inflict Poison, dealing 8% Nature damage per second for 2s.
Empowered Rally +12% damage and outgoing healing while at full Health. Hits inflict Hex, dealing 8% Arcane damage per second for 2s.
Punishing Rally +12% damage and outgoing healing while at full Health. Your melee attacks deal +2% damage.
Sighted Rally +12% damage and outgoing healing while at full Health. Your ranged attacks deal +2% damage.
Leeching Opportunist +13% damage against and +3.5% healing to targets below 50% Health. Heal for 3% of the damage you deal (2s cooldown).