Name Description Tier Item
Leeching Explosion Heal for 50% of the damage done but explosion damage is reduced by 30%.
Escalating Explosion Explosion damage is increased by 30% but you take 15% more damage while charging.
Fortifying Form Damage absorption is increased by 10% while active.
Hardened Form Gain an additional 10% damage absorption for 5s per hit taken (+30% max).
Mending Form Heal for 75% rune damage per second while active but outgoing damage is reduced by 20%.
Unstable Form Stone Form explodes when it expires or when you press the Heartgem Ability input again, dealing 200% rune damage within a 3m radius but its duration is reduced by 2s.
Burning Blast Inflicts Burn on successful hits, dealing 10% rune damage per second for 5s.
Penetrating Blast Cannon ball passes through enemies and cannot be blocked.
Concussive Blast Cannon ball knocks enemies down but only deals 30% rune damage.
Explosive Blast Cannon ball explodes on impact, dealing damage within a 3m radius but damage is reduced by 20%.
Enfeebling Vines Inflicts Weaken on successful hits, reducing the target's damage by 20% for 8s.
Leeching Vines Heal for 20% of your damage done to rooted targets.
Resilient Vines Gain Fortify on activation, increasing damage absorption by 20% but reducing outgoing damage by 20% for 5s.
Rending Vines Inflicts Rend on successful hits, reducing the target's damage absorption by 20% for 5s but also reducing your stamina regeneration by 50% for 5s.
Leeching Fall Heal for 100% of the damage done.
Crippling Fall Inflicts Slow on successful hits, reducing target movement speed by 30% for 4s.
Fortifying Fall Gain Fortify on successful hits (3 hits max), increasing damage absorption by 10% but reducing outgoing damage by 10% for 5s per hit.
Empowered Fall Successful hits deal 150% rune damage but no longer stagger.
Leeching Taunt You generate +250% more threat, and gain +30% of your damage as Health.
Leeching Calm You generate 8% less threat, and gain +30% of your damage as Health.
Energized Taunt You generate +250% more threat, and gain +800% of your damage as Stamina.
Energized Calm You generate 8% less threat, and gain +800% of your damage as Stamina.
Siphoning Taunt You generate +250% more threat, and gain +1.5% of your damage as Mana.
Siphoning Calm You generate 8% less threat, and gain +1.5% of your damage as Mana.
Ignited Taunt You generate +250% more threat, and hits inflict Burn, dealing 8% Fire damage per second for 2s.
Ignited Calm You generate undefined% less threat, and your Fire attacks do an additional 2% damage.
Frozen Taunt You generate +250% more threat, and hits inflict Frostburn, dealing 8% Ice damage per second for 2s.
Frozen Calm You generate undefined% less threat, and your Ice attacks do an additional 2% damage.
Abyssal Taunt You generate +250% more threat, and hits inflict Corrosion, dealing 8% Fire damage per second for 2s.
Abyssal Calm You generate undefined% less threat, and your Void attacks do an additional 2% damage.
Electrified Taunt You generate +250% more threat, and hits inflict Surge, dealing 8% Lightning damage per second for 2s.
Electrified Calm You generate undefined% less threat, and your Lightning attacks do an additional 2% damage.
Arboreal Taunt You generate +250% more threat, and hits inflict Poison, dealing 8% Nature damage per second for 2s.
Arboreal Calm You generate undefined% less threat, and your Nature attacks do an additional 2% damage.
Empowered Taunt You generate +250% more threat, and hits inflict Hex, dealing 8% Arcane damage per second for 2s.
Empowered Calm You generate undefined% less threat, and your Arcane attacks do an additional 2% damage.
Punishing Taunt You generate +250% more threat, and your Melee attacks do an additional 2% damage.
Punishing Calm You generate 8% less threat, and your Melee attacks do an additional 2% damage.
Sighted Taunt You generate +250% more threat, and your Ranged attacks do an additional 2% damage.
Sighted Calm You generate 8% less threat, and your Ranged attacks do an additional 2% damage.
Leeching Arboreal 40% of damage is converted to Nature (scales off base weapon stat or FOC, whichever is higher), and gain +50% of your damage as Health.
Leeching Nature Ward +5% Nature Damage Absorption, and gain +50% of your damage as Health.
Energized Arboreal 40% of damage is converted to Nature (scales off base weapon stat or FOC, whichever is higher), and gain +800% of your damage as Stamina.
Energized Nature Ward +5% Nature Damage Absorption, and gain +800% of your damage as Stamina.
Siphoning Arboreal 40% of damage is converted to Nature (scales off base weapon stat or FOC, whichever is higher), and gain +1.5% of your damage as Mana.
Siphoning Nature Ward +5% Nature Damage Absorption, and gain +1.5% of your damage as Mana.
Ignited Arboreal 40% of damage is converted to Nature (scales off base weapon stat or FOC, whichever is higher), and hits inflict Burn, dealing 8% Fire damage per second for 2s.
Ignited Nature Ward +5% Nature Damage Absorption, and your Fire attacks do an additional 2% damage.
Frozen Arboreal 40% of damage is converted to Nature (scales off base weapon stat or FOC, whichever is higher), and hits inflict Frostburn, dealing 8% Ice damage per second for 2s.
Frozen Nature Ward +5% Nature Damage Absorption, and your Ice attacks do an additional 2% damage.