| 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). | — | |