| 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. | — | |