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Spells/Tyrant Quake

Tyrant Quake

EarthBlunt

Hold to charge. Release to send consecutive shocks through the ground, each dealing Blunt Damage with increased Stun Build-up.

In the game

On the skill tree

Requirements

Numbers

ElementEarth
Damage4.15
Damage typeBlunt
Radius2
Stamina20
Concentration25
Cooldown12 s
Charge time2.5
TagsDamage, Race, Minotaur Magic

Hits and scaling

HitTypeMultiplierHow often
Pillar
Each pillar that hits the target
Bluntx4.151 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.

How the game works out a hit

What each upgrade changes

Concussive Quake
WithoutWith
Pillar damage
Not with Rapid Quake
x4.15x2.905
Stun build-up multiplier
No Rage spent; Rage raises it further
x1x2.2857

2.2857 = 1.6 / 0.7: the stun of the weaker hit is raised so it builds 1.6 times the stun of an unpenalised hit, which matches the node's +60%.

Enraging Quake
WithoutWith
Rage gained per enemy hit
Once per enemy per cast
none2

The cast no longer spends Rage, so the Rage stun bonus, Raging Quake and Rending Quake get no Rage.

Enraging Quake Increase
Nodes taken0123
Rage gained per enemy hit
With Enraging Quake
2345
Focused Quake
WithoutWith
Max charge time
Not with Rapid Quake
2.5 s3.75 s
Pillar damagex4.15x6.225

The +50% damage applies to every pillar at any charge, not only at full charge. With Rapid Quake the charge time is Rapid's but the +50% stays.

Harvesting Quake
WithoutWith
Damage per Bleeding consumednone5%
Max damage bonusnone50%

Each pillar that hits consumes Bleeding again; the bonus adds to the Damage Increase bonus.

Harvesting Quake Increase
Nodes taken0123
Damage per Bleeding consumed
With Harvesting Quake
5%7%9%11%
Max damage bonus
With Harvesting Quake
50%56%62%68%
Raging Quake
WithoutWith
Armor ignored per Rage spent
For 3 s after release. Number from the current node text.
none4%
Most Armor ignored
For 3 s after release. Number from the current node text.
none40%
Raging Quake Increase
Nodes taken0123
Armor ignored per Rage spent
With Raging Quake. Number from the current node text.
4%6%8%10%
Most Armor ignored
With Raging Quake. Number from the current node text.
40%44%48%52%

Same fraction-sized values as Raging Quake.

Rapid Quake
WithoutWith
Max charge time2.5 s1 s
Pillar damagex4.15x3.1125

When taken with Concussive Quake only the Rapid damage penalty (x0.75) applies.

Rending Quake
WithoutWith
Bleeding per pillar per 3 Rage spent
Rage spent / 3, rounded down
none1
Rending Quake Increase
Nodes taken0123
Extra Bleeding per pillar
With Rending Quake and at least 1 Rage spent
0123

A flat +1 per point per pillar, not +1 per 3 Rage.

Reverse Quake

Pulls enemies to 1 unit from you instead of pushing them 3 units away, and spawns the far row first; the pull distance depends on the target's position

Tyrant Quake Cooldown Reduction
Nodes taken012
Cooldown12 s10.8 s9.6 s
Tyrant Quake Cost Reduction
Nodes taken012
Stamina cost201918
Concentration cost252422
Tyrant Quake Damage Increase
Nodes taken01234
Pillar damagex4.15x4.482x4.814x5.146x5.478

Adds to the Focused Quake and Harvesting Quake bonuses before the Rapid or Concussive penalty multiplies the total.

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Compare it with every other damaging spell on the spell ranking.

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