Quick Jab
Press to cast. Throw a quick jab, dealing Blunt Damage and boosting your Physical Damage for 2 seconds.
In the game
On the skill tree
Quick Jab (Brawler)
Starting spell of
Requirements
- Class:
Brawler
Numbers
Damage1.44
Damage typeBlunt
Stamina3
Cooldown4 s
Cast time0.2 s
Charges2
Charge recharge4 s
TagsDamage, Class
Hits and scaling
| Hit | Type | Multiplier | How often |
|---|---|---|---|
| Jab First jab | Blunt | x1.44 | 1 time per cast |
What it scales with
- Blunt hits use Physical Power.
- Damage bonus: Blunt Damage and Physical Damage from gear and the tree, added together into one bonus.
- Physical Power = Strength x1, Adventure x0.5, Agility x0.5, plus flat Physical Power from gear and the tree. Archetype passives add: Wild Strider Adventure x0.25.
- One hit = power x (1 + bonus / 100) x (1 - the target's defence share) x the hit multiplier, rounded up. A critical hit then adds your Critical Damage.
Upgraded by
18 nodes on the skill tree upgrade it.
Cycling Strikes (Brawler)
Enraging Jab (Brawler)
Enraging Jab Increase I (Brawler),
Enraging Jab Increase II (Brawler),
Enraging Jab Increase III (Brawler)
Quick Jab Damage Increase I (Brawler),
Quick Jab Damage Increase II (Brawler)
Quick Jab Increase Charges I (Brawler),
Quick Jab Increase Charges II (Brawler)
Quick Jab Physical Boost Increase I (Brawler),
Quick Jab Physical Boost Increase II (Brawler),
Quick Jab Physical Boost Increase III (Brawler)
Quick Strikes (Brawler)
Raging Jab (Brawler)
Raging Jab Increase I (Brawler),
Raging Jab Increase II (Brawler),
Raging Jab Increase III (Brawler)
Recovering Strike (Brawler)
What each upgrade changes
Cycling Strikes
| Without | With | |
|---|---|---|
| Cooldown cut on a random spell First enemy hit per jab | none | 1 s |
| Physical Damage bonus for 2 s | 12% | 0% |
The spell is picked among loaded spells on cooldown, not Quick Jab, Dash, Parry, Retaliation or Vanish.
Enraging Jab
| Without | With | |
|---|---|---|
| Rage gained per hit | none | 2 |
| Physical Damage bonus for 2 s | 12% | 0% |
It takes 12 points off the 12% Physical Damage bonus, so the bonus is 0 unless you spend points in Physical Boost Increase.
Enraging Jab Increase
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Rage gained per hit | 2 | 3 | 4 | 5 |
Quick Jab Damage Increase
| Nodes taken | 0 | 1 | 2 |
|---|---|---|---|
| Jab damage | x1.44 | x1.5552 | x1.6704 |
Quick Jab Increase Charges
| Nodes taken | 0 | 1 | 2 |
|---|---|---|---|
| Charges | 2 | 3 | 4 |
Quick Jab Physical Boost Increase
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Physical Damage bonus for 2 s Not with Cycling Strikes | 12% | 18% | 24% | 30% |
Quick Strikes
| Without | With | |
|---|---|---|
| Damage bonus per stack | none | 12% |
| Most stacks | none | 3 |
| Stack duration | none | 2 s |
Multiplies with Damage Increase. A stack is added on each hit, after the damage is sent.
Raging Jab
| Without | With | |
|---|---|---|
| Most extra hits | none | 5 |
| Rage spent per extra hit | none | 2 |
Each extra hit deals the full jab damage, 0.2 s apart.
Raging Jab Increase
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Most extra hits | 5 | 6 | 7 | 8 |
Each extra hit still costs 2 Rage, so the most Rage spent rises to 12, 14, 16.
Recovering Strike
| Without | With | |
|---|---|---|
| Stamina restored per hit | none | 5 |
Rank it
Compare it with every other damaging spell on the spell ranking.