Tyrant Quake
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
Tyrant Quake (Minotaur)
Requirements
- Race:
Minotaur
Numbers
Hits and scaling
| Hit | Type | Multiplier | How often |
|---|---|---|---|
| Pillar Each pillar that hits the target | Blunt | x4.15 | 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
28 nodes on the skill tree upgrade it.
Concussive Quake (Minotaur)
Enraging Quake (Minotaur)
Enraging Quake Increase I (Minotaur),
Enraging Quake Increase II (Minotaur),
Enraging Quake Increase III (Minotaur)
Focused Quake (Minotaur)
Harvesting Quake (Minotaur)
Harvesting Quake Increase I (Minotaur),
Harvesting Quake Increase II (Minotaur),
Harvesting Quake Increase III (Minotaur)
Raging Quake (Minotaur)
Raging Quake Increase I (Minotaur),
Raging Quake Increase II (Minotaur),
Raging Quake Increase III (Minotaur)
Rapid Quake (Minotaur)
Rending Quake (Minotaur)
Rending Quake Increase I (Minotaur),
Rending Quake Increase II (Minotaur),
Rending Quake Increase III (Minotaur)
Reverse Quake (Minotaur)
Tyrant Quake Cooldown Reduction I (Minotaur),
Tyrant Quake Cooldown Reduction II (Minotaur)
Tyrant Quake Cost Reduction I (Minotaur),
Tyrant Quake Cost Reduction II (Minotaur)
Tyrant Quake Damage Increase I (Minotaur),
Tyrant Quake Damage Increase II (Minotaur),
Tyrant Quake Damage Increase III (Minotaur),
Tyrant Quake Damage Increase IV (Minotaur)
What each upgrade changes
Concussive Quake
| Without | With | |
|---|---|---|
| Pillar damage Not with Rapid Quake | x4.15 | x2.905 |
| Stun build-up multiplier No Rage spent; Rage raises it further | x1 | x2.2857 |
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
| Without | With | |
|---|---|---|
| Rage gained per enemy hit Once per enemy per cast | none | 2 |
The cast no longer spends Rage, so the Rage stun bonus, Raging Quake and Rending Quake get no Rage.
Enraging Quake Increase
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Rage gained per enemy hit With Enraging Quake | 2 | 3 | 4 | 5 |
Focused Quake
| Without | With | |
|---|---|---|
| Max charge time Not with Rapid Quake | 2.5 s | 3.75 s |
| Pillar damage | x4.15 | x6.225 |
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
| Without | With | |
|---|---|---|
| Damage per Bleeding consumed | none | 5% |
| Max damage bonus | none | 50% |
Each pillar that hits consumes Bleeding again; the bonus adds to the Damage Increase bonus.
Harvesting Quake Increase
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Damage per Bleeding consumed With Harvesting Quake | 5% | 7% | 9% | 11% |
| Max damage bonus With Harvesting Quake | 50% | 56% | 62% | 68% |
Raging Quake
| Without | With | |
|---|---|---|
| Armor ignored per Rage spent For 3 s after release. Number from the current node text. | none | 4% |
| Most Armor ignored For 3 s after release. Number from the current node text. | none | 40% |
Raging Quake Increase
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| 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
| Without | With | |
|---|---|---|
| Max charge time | 2.5 s | 1 s |
| Pillar damage | x4.15 | x3.1125 |
When taken with Concussive Quake only the Rapid damage penalty (x0.75) applies.
Rending Quake
| Without | With | |
|---|---|---|
| Bleeding per pillar per 3 Rage spent Rage spent / 3, rounded down | none | 1 |
Rending Quake Increase
| Nodes taken | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Extra Bleeding per pillar With Rending Quake and at least 1 Rage spent | 0 | 1 | 2 | 3 |
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 taken | 0 | 1 | 2 |
|---|---|---|---|
| Cooldown | 12 s | 10.8 s | 9.6 s |
Tyrant Quake Cost Reduction
| Nodes taken | 0 | 1 | 2 |
|---|---|---|---|
| Stamina cost | 20 | 19 | 18 |
| Concentration cost | 25 | 24 | 22 |
Tyrant Quake Damage Increase
| Nodes taken | 0 | 1 | 2 | 3 | 4 |
|---|---|---|---|---|---|
| Pillar damage | x4.15 | x4.482 | x4.814 | x5.146 | x5.478 |
Adds to the Focused Quake and Harvesting Quake bonuses before the Rapid or Concussive penalty multiplies the total.
Rank it
Compare it with every other damaging spell on the spell ranking.