🇺🇸
Spear Hatchet
0
- Published on
Role:
Melee
Made For:
Siege (General)
Attributes (187)
65
Strength
250
Dexterity
5
Intelligence
5
Focus
200
Constitution
3D Model
Abilities
Berserker
Enraged Strikes
Abilities and heavy attacks deal 20% more damage to targets below 30% health.
6
Berserk
Enter a berserk mode that increases all attack damage by 20% for 12s. (Cooldown for this ability will not start until the mode ends.)
Taunt Gem Compatible: If you have a Carnelian gem equipped in your hatchet, activating this ability inflicts taunt for 8s to all enemies within 8m. (Taunt causes monsters to focus only on you.)
Taunt Gem Compatible: If you have a Carnelian gem equipped in your hatchet, activating this ability inflicts taunt for 8s to all enemies within 8m. (Taunt causes monsters to focus only on you.)
Cooldown
18.0
1
Accumulated Power
After 3 successful light attacks or aimed throws against the same target, gain empower, granting a 20% damage increase for 3s or until the next attack.
7
Feral Rush
Leap forward and strike twice.
First Hit: 80% weapon damage and staggers.
Second Hit: 130% weapon damage.
First Hit: 80% weapon damage and staggers.
Second Hit: 130% weapon damage.
Cooldown
12.0
On The Hunt
While Berserk is active, your movement speed is increased by 20%.
Cooldown
18.0
2
Against All Odds
Increase base damage by 10% for every enemy within 5m. (Max 5 targets.)
8
Berserking Refresh
While Berserk is active, all attacks gain 5% lifesteal.
Cooldown
18.0
3
Crippling Strikes
If Feral Rush hits a target in the back, it inflicts root, immobilizing the target for 2s.
Cooldown
12.0
Berserking Purge
Remove all stuns, slows, and roots from yourself when you activate Berserk.
Cooldown
18.0
4
Fortifying Strikes
Hitting a target with a heavy attack grants fortify, increasing armor by 15% for 3s.
9
Frenzied Purge
Remove all bleed, burn, and poison effects from yourself if you hit an enemy while your health is below 30%. (Cooldown 60s.)
10
Uninterruptible Berserk
While Berserk is active, your attacks are uninterruptible and you can't be staggered.
Cooldown
18.0
5
Defy Death
When you receive lethal damage, avoid death and become invulnerable for 0.5s and restore 500 HP + 50% of your base health upon activation. (60s cooldown.)
11
Throwing
Rending Throw
Throw a hatchet up to 25m, dealing 110% weapon damage and applying rend, reducing target's armor by 20% for 10s.
Cooldown
8.0
Aimed Throw
Replaces block with an aimed throw that deals 100% weapon damage. Hold block to enter aimed stance and press light attack to throw.
Critical Throw
Increased critical hit chance of all melee attacks by 5%.
Increased critical hit chance of all ranged attacks by 10%.
Increased critical hit chance of all ranged attacks by 10%.
12
Social Distancing
Throw a hatchet up to 25m forward, dealing 115% weapon damage and inflicting 30% slow for 5s. (Slow reduces target's movement speed.)
If standing still or moving backwards, you will dodge backwards obtaining momentary invulnerability. If moving sideways or forwards, you will continue moving unhindered.
If standing still or moving backwards, you will dodge backwards obtaining momentary invulnerability. If moving sideways or forwards, you will continue moving unhindered.
Cooldown
18.0
14
Rejuvenating Crits
Critical hits with light attacks and aimed throws regenerate 10 stamina.
13
Opportunistic
If Rending Throw hits a target with an active debuff, it deals an additional 20% damage.
Cooldown
8.0
Refreshing Throws
Thrown hatchets that hit targets with an active debuff reduce all hatchet ability cooldowns by 5%.
Quick Power
If Social Distancing hits a target with an active debuff, gain haste, increasing your movement speed by 20% for 6s.
Cooldown
18.0
15
Infected Throw
Leap into the air and throw a hatchet that deals 140% weapon damage.
This attack inflicts 30% disease and 10% weaken to your target for 10s.
(Disease reduces target's incoming healing efficiency.)
(Weaken reduces target's outgoing damage.)
This attack inflicts 30% disease and 10% weaken to your target for 10s.
(Disease reduces target's incoming healing efficiency.)
(Weaken reduces target's outgoing damage.)
Cooldown
15.0
17
Stay Back
Social Distancing hits apply a 1s root to targets.
Cooldown
18.0
16
Exploitation
All attacks deal 10% additional damage to targets with an active debuff.
19
Second Wind
If Rending Throw hits a target with an active debuff, its cooldown is reduced by 20%.
Cooldown
8.0
Hurling Force
Thrown hatchets deal additional damage based on distance from the target. Up to a max of 20% additional damage at 20m or greater.
Adrenaline Rush
Dodging within 2s of hitting a target with an ability consumes 25% less stamina.
18
Items
Consumables
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