In Absolvement, mastering powerful skills is cardinal to surviving and thriving successful its ever-shifting world. Each accomplishment constituent brings its ain unsocial personality to combat, offering chopped playstyles and tactical depth. From nan earthy unit of Arcane to nan creeping decay of Disease and nan elusive powerfulness of Shadow, each constituent has its strengths and specialties. Understanding really these forces activity is nan first measurement toward becoming a existent unit connected nan battlefield, truthful travel on pinch my Absolvement Skills tier database and guide and start… Absolving.
Absolvement Skills Tier List

Across each accomplishment types, nan strongest abilities often harvester precocious guidelines harm pinch powerful crowd power aliases utility. Shadowstep, Pestilence with Black Death, and Judgement with Execution Sentence stand retired for their versatility and scaling successful high-level play. Beginners will find worth successful skills for illustration War Banner for squad support, Ice Clone with Polar Caps for safety, and Chain Lightning for elemental but impactful damage. Experienced players tin return afloat advantage of analyzable synergies, specified arsenic Blood Plague with Epidemic or Soul Burst with DoT builds. Overall, astir elements connection viable builds, but Shadow, Disease, and Frost currently connection nan astir elastic and punishing options erstwhile mastered.
Absolvement Physical Skills
Below is simply a complete and elaborate database of each Physical Skills in Absolvement, classed by power:
![]() | Launch a reinforced concatenation towards an enemy, pulling them closer, stunning them for 1.3 seconds. • Chain Rattle 1/1 (Uncommon) – Chain Pull now deals 5 Physical Damage to enemies astir nan area of impact. • Rappelling 1/1 (Rare) – Chain Pull tin now beryllium utilized to propulsion yourself towards terrain. |
![]() | Toss retired a carnivore trap towards your cursor, immoderate force that steps connected it will trigger nan carnivore trap, dealing 10 Physical Damage and Stunning nan force for 2 seconds. • Barbed Teeth 1/1 (Common) – Beartrap will now origin enemies to bleed 4 Physical Damage per 2nd for 3 seconds • Steel Beartrap 1/1 (Rare) – Beartrap is now made retired of reinforced steel, clamping harder and Stunning enemies 1 2nd longer |
![]() | Quickly move to nan broadside and execute a enarthrosis slam straight into your enemy, dealing 14 Physical Damage. • Concussive Slam 1/1 (Uncommon) – Shoulder Slam now pushes nan force backmost erstwhile hit. |
![]() | Arch your front pinch nan intent to pelt nan area marked by your cursor pinch arrows, dealing 4 Damage per 2nd for 6 seconds successful nan area. • Bombardment 2/2 (Advanced) – Area of effect radius is accrued by 2 studs. • Arrow Rain 2/2 (Unique) – Volley lasts 1 further second. |
![]() | Plant your feet firmly successful nan crushed and return aggregate arrows from your quiver, quickly firing them each and doing 5.5 Physical Damage per arrow. • Everlasting Quiver 1/1 (Intermediate) – Rapid Fire now fires an further arrow. • Aggressive Stance 1/1 (Intermediate) – Rapid Fire’s windup is reduced by 10%. |
![]() | Swing successful a slow arc, stunning each enemies for 1.25s and dealing 11 Physical Damage. • Wide Arc 5/5 (Common) – Increase nan scope of Cleave by one stud. • Followup 1/1 (Mythical) – If Cleave hits astatine slightest 2 enemies, you tin now property Cleave again to stomp. |
![]() | Charge astatine nan nearest enemy, rooting them for 0.5s and past stomping instantly after, dealing 10 Physical harm to each enemies deed nearby. • Siesmic Stomp 3/3 (Common) – Increase Rush’s stomp AoE by 2.5 studs. • Shattered Earth 4/4 (Uncommon) – Rush’s Stomp harm accrued by 4%. • Earthquake 1/1 (Rare) – Rush’s Stomp AoE now leaves down an earthquake successful nan rubble, dealing 2% of nan harm each 2nd for 5 seconds. • Double Stomp 1/1 (Unique) – Rush will now stomp an further time. • Blindside 1/1 (Mythical) – Enemies are now stunned alternatively of rooted by Rush. |
![]() | Plunge your fist into your chest, sacrificing 20% of your Maximum Health to imbue yourself pinch blood. • Deep Wound 1/1 (Uncommon) – Bloodbath will now use 1 further Bleed Stack. • Sanguine Returns 1/1 (Unique) – 20% harm you woody pinch Bloodbath returns to you arsenic Healing. |
![]() | Draw your front and return your time, readying to deed nan force successful nan soft spot. This accomplishment trades velocity for accuracy and damage, dealing 13.5 Physical Damage. • Keen Eye 1/1 (Unique) – Focus Shot is now guaranteed to Critically Strike. |
![]() | Attempt to portion your force successful half pinch a vicious slash, dealing 12 Physical Damage if an force is beneath 7.5% Health. Execute will instantly termination them. • Slaughtering Ire 1/1 (Unique) – If Execute successfully KILLS an enemy, its cooldown is reduced by HALF. • Sudden Death 1/1 (Mythical) – All skills now person a 5% chance to afloat reset nan cooldown of Execute. |
![]() | Thrust your limb forward, dealing 10 Physical harm and applying a bleed, dealing 2.33 Damage each 2nd for 6 seconds. • Puncture 4/4 (Intermediate) – Pierce’s Bleed now deals 5% further damage. • Gore ?/? (Advanced) – Pierce Bleed lasts 1 2nd longer. |
![]() | Fire a Serrated Arrow from your bow, dealing 7 Physical Damage and applying Bleed, dealing 3.1 Physical Damage a 2nd for 6 seconds. • Arm and a Leg 6/6 (Common) – Tendon Slice now reduces force harm by 5% whilst they are slowed. • Deep Cut 3/3 (Intermediate) – Increase Slow Duration provided by Tendon Slice by an further 3 seconds. • Achilles Tendon 6/6 (Intermediate) – Tendon Slice reduces force Walkspeed by an further 5%. |
![]() | Fire a Serrated Arrow from your bow, dealing 7 Physical Damage and applying Bleed, dealing 3.1 Physical Damage a 2nd for 6 seconds. • Deep Laceration 4/4 (Common) – Increase Serrated Arrow’s Bleed long by 1 second. • Razor’s Bite 3/3 (Rare) – The Bleed applied by Serrated Arrow deals 5% much Physical Damage. • Cutting Precision 2/2 (Rare) – Serrated Arrow deals 15% much Physical Damage. |
![]() | Overload your front pinch aggregate arrows astatine once, shooting 3 arrows successful a cone pattern. Each arrow deals 4 Physical Damage. • Quickshot 1/1 (Intermediate) – Multi-shot’s windup is reduced by 10%. • Broad Arrow 1/1 (Intermediate) – Multi-shot knocks backmost enemies connected hit. • Arcing Arrows 2/2 (Advanced) – Multi-shot fires an further arrow. • Bodkin Point 1/1 (Advanced) – Multi-shot will pierce done 1 target. |
![]() | Swing astir quickly, slicing down connected your force and dealing 9 Physical Damage. • Precision 3/3 (Advanced) – Increase Reverse Slice Damage by 10%. • Fatal Strike 2/2 (Masterful) – Reverse Slice now deals 5% much harm against Stunned targets. • Reverberating Slash 1/1 (Masterful) – After utilizing Reverse Slice, your adjacent accomplishment will formed Reverse Slice again for 30% of nan original damage. |
Physical skills successful Absolvement attraction connected earthy damage, crowd control, and mobility, utilizing weapons, traps, and brute unit to predominate enemies. Many of these skills use Bleed effects, stuns, aliases area damage, offering some precision and chaos successful combat. Among them, Execute stands retired arsenic 1 of nan astir powerful, instantly finishing disconnected low-health enemies and perchance resetting its ain cooldown pinch nan correct upgrades.
Absolvement Fire Skills
Below is simply a complete and elaborate database of each Fire Skills in Absolvement, classed by power:
![]() | Set yourself ablaze, summoning fireballs done each plaything and granting a insignificant velocity boost astatine nan costs of being burned alive. Use nan move again to extinguish nan flames. • Insulation 1/1 (Uncommon) – If Overheat is active, each freezes past 75% of their original duration • Speed Demon 1/1 (Rare) – Overheat will now summation your locomotion velocity by an further 10% while active • Cauterized Flesh 1/1 (Unique) – Overheat will now woody 10% less harm to you while active • Hellfire 1/1 (Mythical) – Overheat now deals 10% Additional Fire Damage. |
![]() | Twirl pinch heat, casting a fiery tornado that travels distant from you, burning enemies successful its way. Any force that is successful nan measurement will beryllium burned for 3 Fire Damage and will beryllium group connected fire. • High Heat 2/2 (Uncommon) – Whirling Flames now woody 7% much damage. • Accelerated Heat 4/4 (Uncommon) – Whirling Flames now travels 5% Faster. |
![]() | Target an enemy, if they person pain stacks, detonate them, dealing 3.25 Fire harm per pain stack. Additionally, nan blast will harm adjacent enemies, dealing 3 Fire harm and expanding successful radius per pain stack. • Crackling Fire (Common) – Ignition formed clip reduced by 5%. • Firestarter (Rare) – Ignition will group nan force connected fire aft it explodes. • Detonation Switch (Mythical) – Ignition will now instantly formed connected nan force and detonate aft a little hold astatine nan costs of a 25% Damage Reduction. |
![]() | Charge a occurrence blast into your hand, project it guardant astatine precocious speed, woody with 7 occurrence damages, and apply 1 pain stack. • Charred Armor 3/3 (Common) – Fire Blast now ignores 5% of nan enemy’s armor Singed Skin 3/3 (Common) – Fire Blast deals 5% much damage. • Wildfire 3/3 (Rare) – Fire Blast will now dispersed a Burn Stack to a adjacent enemy. • Pyromania 2/2 (Unique) – Fire Blast will now concatenation to different target that was not affected by Fire Blast. |
![]() | Torch your arms successful lively embers and slam your fist straight successful your enemy’s face, dealing 8 Fire damage. • First Degree 1/1 (Common) – Flame Smash now burns nan target for 1 Fire Damage per 2nd for 5 seconds. • Hot Hands 4/4 (Rare) – Flame Smash’s Cooldown is reduced by 1 second. • Fuselighter (Mythical) – Flame Smash now causes nan adjacent occurrence accomplishment to use Two Burn Stacks. |
![]() | Cast down an tremendous meteor astatine your cursor, dealing 12 Fire Damage connected impact. • Celestial Rain 1/1 (Unique) – Smaller Fireballs will rainfall down pinch Cataclysm, dealing 20% of nan main harm if hit. • Cataclysmic Fragmentation 1/1 (Mythical) – Cataclysm will part into aggregate volatile, fiery embers, dealing further damage. |
![]() | Fire an arrow laced pinch a highly explosive material, igniting and detonating upon impact, dealing 8.22 Fire Damage to nan superior target and 5 Fire Damage to enemies nearby. • Nitroglycerine 3/3 (Intermediate) – Explosive Arrow’s blast radius is accrued by 3 studs. |
![]() | Stomp nan crushed aggressively, igniting nan crushed beneath you and releasing a magnitude of ash, dealing 4 Fire harm and leaving a scorched crushed for 5 seconds. • Smoldering Embers (Rare) – Ash Stomp tick harm accrued by 2. • Carbon Monoxide (Uncommon) – Ash Stomp’s Radius now reduces force Walkspeed by 4. • Kindling (Rare) – Ash Stomp lasts 1 2nd longer. |
Fire skills successful Absolvement attraction connected aggressive, high-impact harm and area power done burning effects and explosive force. Many occurrence abilities build astir applying and detonating Burn stacks, creating powerful combos and scatter damage. Ignition stands retired arsenic 1 of nan strongest options, tin of turning pain stacks into devastating bursts that deed aggregate enemies astatine once.
Absolvement Frost Skills
Below is simply a complete and elaborate database of each Frost Skills in Absolvement, classed by power:
![]() | Conjure a snowstorm astir you for 10 seconds, dealing 1.8 frost harm a 2nd and applying a chill stack. If an force has 5 chill stacks, encase them successful coagulated crystal for 2 seconds. • Winter’s Fury 2/2 (Rare) – Expand Everwinter’s AOE by 5 studs. • Eternal Frost 2/2 (Unique) – Extend Freeze long of Everwinter by 0.2 seconds. |
![]() | Channel frost into your limb and quickly stomp connected your enemy’s limb pinch nan intent to break it, dealing 15 Frost Damage and knocking them down. • Chillblains 2/2 (Uncommon) – Frost Femur Breaker causes your target to return 5% More Fire Damage for 10 seconds. • Permafrost 1/1 (Uncommon) – Frost Femur Breaker applies an further Chill Stack. • Frozen Shatter 1/1 (Unique) – If an force is Frozen, Frost Femur Breaker will now instantly region nan freeze, but woody an further 10 Frost Damage. |
![]() | Channel axenic crystal into an crystal leaf to springiness them a stiff uppercut, dealing 10.75 Frost harm and knocking them distant from you. • Ice Slam 3/3 (Common) – Increases Frozen Uppercut’s harm by 5%. • Defrost 1/1 (Uncommon) – Frozen Uppercut nary longer has a windup to summon an ice blade. • Frozen Fist 1/1 (Rare) – Frozen Uppercut will nary longer usage an ice blade to onslaught and will stun enemies for 1 second. |
![]() | Lob an orb of axenic stiff power towards your cursor, dealing 8 Frost harm connected a nonstop hit. Applies 1 Chill Stack. • Deep Freeze 1/1 (Rare) – Frost Nova now freezes enemies for 1.5 seconds longer. • Deep Chill 1/1 (Unique) – Frost Nova now applies 2 stacks of chill. • Frostbite 1/1 (Unique) – Frost Nova deals 15% much harm per chill stack. • Subzero Temperatures 1/1 (Mythical) – Frost Nova nary longer requires your target to beryllium chilled to freeze them. |
![]() | Summon a frosty decoy successful your likeness. When struck by an enemy, nan crystal clone will shatter, dealing 12.47 Frost harm to adjacent enemies and applying Chill Stack. • Polar Caps 1/1 (Common) – Ice Clone will now self-detonate aft 5 seconds. • Frozen Copier 5/5 (Common) – Reduces nan cooldown of Ice Clone by 1 second. • Endothermic Reaction (Uncommon) – Increases Ice Clone’s harm by 10%. • Biofrost (Mythical) – The Ice Clone will now enactment arsenic a summon, capable to conflict for you, parry, and dodge. On use, it spawns pinch a random weapon among each nan obtainable ones. |
![]() | The longer you clasp down nan skill, nan much blades you summon. Use nan move again to sprout them out. Each leaf deals 7 Frost harm and applies 1 stack of Chill. • Frozen Arsenal (Common) – Allows you to formed 1 further ice blade. • Subzero Slice (Uncommon) – Ice Blades harm accrued by 5%. • Chilling Presence (Uncommon) – Decreases Ice Blades’s formed clip by 10%. |
Frost skills successful Absolvement stress control, utility, and buildup effects done nan usage of Chill and Freeze mechanics. These abilities tin slow, stun, aliases immobilize enemies, making them perfect for mounting up combos aliases defending against fierce foes. Many frost skills reward timing and patience, particularly Everwinter, which creates a persistent large wind that freezes enemies aft capable exposure, locking them down for devastating follow-up attacks.
Absolvement Shadow Skills
Below is simply a complete and elaborate database of each Shadow Skills in Absolvement, classed by power:
![]() | Surround yourself successful umbral shadows, obscuring nan position of each wrong nan room for 30 seconds, applying Darkness to EVERYONE successful your vicinity. |
![]() | Conjure a leaf arsenic acheronian arsenic nighttime and effort to butcher your enemies soul, dealing 10 Shadow Damage. If nan first flash connects to flesh, plunge nan voidblade into nan enemy’s torso, causing them to crumble and writhe successful pain, dealing 19 Shadow Damage and applying insanity. |
![]() | Imbue protector harm into your weapon, slashing brutally into your enemy. Deals 6.5 Shadow damage. • Plain Sight ?/? (Rare) – Night Slash’s frontal stab now deals 4% much damage • Umbral Pin 1/1 (Unique) – Night Slash will now onslaught an further protector needle connected backstab proc, dealing much damage |
![]() | Cover an area pinch a acheronian miasma. Any force adjacent nan miasma will person shackles clamped onto them, dealing 8 Shadow Damage connected application. • DarkSteel Wraps 1/1 (Rare) – Shackle’s long accrued by 2 seconds • Oppressive Binding 1/1 (Rare) – Shackle will statesman to propulsion enemies towards nan halfway of nan miasma |
![]() | Meld wrong nan shadows, allowing you to sneak by enemies pinch ease. Taking immoderate shape of harm aliases dealing harm will region stealth. • Nightstalker (Common) – Increase your Walkspeed by 5 while Stealth is active. (Max stacks 1) • Ambush (Rare) – Breaking Stealth pinch an onslaught increases its chance to critically strike by 50% |
![]() | Sap nan vitality and spot retired of a adjacent enemy, decreasing their harm by 20% for 15 seconds. • Greater Enfeeble 3/3 (Basic) – Enfeeble reduces nan harm enemies woody by an further 1%. • Repurposed Strength 1/1 (Mythical) – When successfully enfeebling an enemy, formed an AoE astir yourself, granting nan harm buff to adjacent friends and yourself. |
![]() | Throw a dagger made of protector into your force and statesman corrupting their mind. Over 10 seconds, woody 2 Shadow Damage a second. • Consuming Maw 1/1 (Rare) – Void Dagger harm is accrued by 3% |
![]() | Obscure yourself pinch a protective umbra, nullifying nan adjacent onslaught up to 15 Damage, but still being forced to strengthen immoderate further effects of nan move. • Void 1/1 (Advanced) – Null will now nullify each D.O.T effects truthful agelong arsenic nan first deed was absorbed. • Nothing 1/1 (Advanced) – Null now ignores each moves that use hitstun, stun, and knockback whilst active. • Emptiness 1/1 (Advanced) – Null now nullified 1 further attack. |
![]() | Manifest wraith magic and, aft a short windup, teleport straight down an force target. • Walk In Shadows 1/1 (Advanced) – Shadowstep now grants an further 25% Walkspeed for 3 seconds aft utilizing it. |
Shadow skills successful Absolvement specialize successful stealth, disruption, and psychological pressure, often weakening enemies while mounting up devastating follow-ups. These abilities thrive successful darkness, applying debuffs for illustration Insanity and Darkness while offering devices for evasion, ambush, and control. Reap stands retired arsenic a signature Shadow move, combining burst harm pinch a powerful secondary onslaught that applies Insanity, making it deadly erstwhile utilized astatine nan correct moment.
Absolvement Lightning Skills
Below is simply a complete and elaborate database of each Lightning Skills in Absolvement, classed by power:
![]() | Rapidly blitz your force pinch lightning strikes, dealing 4.25 Lightning Damage per hit. Quick Charge 1/1 (Advanced) – Reduce nan cooldown of Electric Barrage by 0.5 seconds for each lightning accomplishment utilized whilst it’s connected cooldown. • Smite 1/1 (Masterful) – Electric Barrage’s follow-up drawback now summons a Thunderstrike. |
![]() | Electrify your limb and execute a debased expanse onslaught pinch nan intent to sound enemies over, dealing 10 Lightning Damage and ragdolling immoderate force affected by it. • Lightning Reflexes 1/1 (Basic) – Shock Sweep endlag is reduced. • Convulse 1/1 (Unique) – Shock Sweep now applies “Magnetise”, Magnetise will woody 3 Lightning Damage each 3 seconds for 9 seconds, additionally, each proc will concisely Stun nan target. |
![]() | Charge a existent to onslaught a adjacent enemy, dealing 8 Lightning Damage and attempting to spark complete to a caller target to woody 6 Lightning Damage. • Chain Current 2/2 (Rare) – Chain Lightning now chains to 1 further target • Lightning Link 1/1 (Unique) – Chain Lightning tin now re-shock nan aforesaid target 1 further time • Lightning Rod 1/1 (Unique) – If an force is afflicted pinch Magnetise, Chain Lightning will devour nan debuff to Stun nan target for 2 seconds and woody 20 Additional Lightning Damage |
![]() | Lob a grenade astatine your cursor. This grenade will detonate aft 3 seconds and woody 9.25 Lightning damage. • Arc Flash 4/4 (Uncommon) – Shock Grenade harm is accrued by 2% |
![]() | Summon a pulsating magnetic section astatine your location for 12 seconds. It pulses each 3 seconds, dealing 4 lightning harm and applying “Magnetize” to adjacent enemies. • Electrocution 4/4 (Uncommon) – Magnetic Pulse harm is accrued by 3% • Grounding 1/1 (Rare) – Magnetise long accrued by 2 seconds |
![]() | Summon a unreality that follows your cursor. After 2 seconds, it strikes its position, dealing 13.5 lightning harm to enemies below. • Negative Reaction 1/1 (Uncommon) – Thunderstrike formed clip reduced by 50%. • Song of Storms 1/1 (Rare) – Thunderstrike will now summon an Additional bolt wrong nan AoE of nan cloud. Thunderstrike now deals 15% little harm per bolt. • Positive Reinforcement 2/2 (Mythical) – Thunderstrike now applies a 0.5-second stun. |
![]() | Imbue your limb pinch fixed energy, causing your adjacent onslaught to woody 25% prize Lightning harm and stun nan target for 1 second. • Jolt 3/3 (Uncommon) – Increases Static Shock’s harm by 10% • Electrolysis 1/1 (Rare) – Static Shock will now leap to a target wrong 15 studs and woody 66% of nan original damage |
Lightning skills successful Absolvement present fast, electrifying attacks that concatenation betwixt enemies, stun, and use nan unsocial Magnetise debuff for combo potential. These abilities reward fierce play and accomplishment synergy, often chaining effects aliases enhancing follow-ups for maximum impact. Chain Lightning is simply a standout, tin of hitting aggregate targets and dealing immense harm erstwhile mixed pinch Magnetise, making it a halfway prime for controlling groups and punishing clustered enemies.
Absolvement Wind Skills
Below is simply a complete and elaborate database of each Wind Skills in Absolvement, classed by power:
![]() | Suffocate nan target pinch gale magic, choking them and disrupting their breathing. Deals 2.7 Wind harm per deed complete 5 hits. • Wind Crack 3/3 (Intermediate) – Hypoxia now inflicts enemies pinch a 5% slowness debuff. |
![]() | Summon a upwind vortex astir a target, dealing 6.5 Wind harm per second. After 2.5 seconds, if nan target hasn’t escaped, it erupts for 10 Wind harm and knocks backmost enemies inside. |
![]() | Conjure a slow-moving tornado that drifts successful nan guidance you’re facing, pulling successful adjacent enemies and dealing 3 Wind harm per second. Lasts 8 seconds aliases until it hits a wall. Wind Implosion 1/1 (Unique) – Vortex will now emit a sonic boom, dealing further harm whenever it collides pinch a wall. • Never-Ending Tempest 1/1 (Unique) – Vortex lasts 3 seconds longer. |
![]() | Charge up slicing winds to summon hovering gale wisps, pinch much created nan longer you charge. Pressing “Slicing Winds” again launches a wisp astatine a adjacent enemy, dealing 4.72 Wind harm twice. • Shredding Gale 2/2 (Mythic) – Slicing Winds now slices 1 further time. |
![]() | Unleash a forceful gale astatine an enemy, dealing 11 Wind harm and knocking them back. • Wind Cannon 2/2 (Basic) – Wind Blast now has accrued knockback. • Wind Crush 1/1 (Unique) – Wind Blast will now woody 11 Earth Damage if an force collides pinch a wall. |
![]() | Commune pinch nan winds to create a swirling gale astir you for 9 seconds, dealing 1.66 Wind harm per 2nd to adjacent enemies. After 9 seconds, nan winds create a convulsive updraft, launching enemies into nan aerial and dealing an other 6 Wind damage. • Extensive Winds 3/3 (Intermediate) – Increase Updraft uptime by 1 second. • Tempest’s Wrath 1/1 (Unique) – Pull enemies towards nan halfway of Updraft each clip they return damage. • Endless Tempest 1/1 (Unique) – Updraft’s cooldown is reduced by 10% for each force launched into nan air. |
Wind skills successful Absolvement attraction connected control, disruption, and movement, utilizing powerful gales to push, pull, and disorient enemies. Many of these skills tin manipulate positioning aliases use harm complete time, making them perfect for mounting up combos aliases controlling nan battlefield. Updraft stands retired arsenic a top-tier upwind ability, combining dependable AoE harm pinch a powerful motorboat effect and cooldown simplification potential, particularly effective against groups.
Absolvement Water Skills
Below is simply a complete and elaborate database of each Water Skills in Absolvement, classed by power:
![]() | Summon a stationary whirlpool that deals 3.5 Water harm to immoderate force drawn towards it, slow pulling them toward its center. The whirlpool lasts for 10 seconds. • Hurricane 3/3 (Intermediate) – The size of your Whirlpool is accrued by 3 studs. • Waterspout 1/1 (Advanced) – Upon reaching nan epicenter, enemies will beryllium ejected retired of nan Whirlpool. • Rip Current 1/1 (Advanced) – Whirlpool’s scope and propulsion spot are now doubled. |
![]() | Summon a rising h2o existent that floods nan full room for 30 seconds, applying nan “Flood” modifier to everyone inside. • Suffocate 1/1 (Advanced) – Whilst nether nan effect of Flood, enemies will statesman to drown, causing them to return 0.66 Water Damage per second. • Extinguisher 1/1 (Masterful) – Flood reduces All Fire Damage by 20% and increases All Water Damage by 20%. <- currently bugged • Marshwalker 1/1 (Mythical) – While Flood is active, you now summation an further 10% walkspeed. |
![]() | Channel a beam of high-pressure h2o controlled by your cursor, dealing 1.5 Water harm per second. With nan Hydropush upgrade, it applies a flimsy knockback while channeling. • Hydropush 1/1 (Advanced) – Hydrolance now deals knockback. • Pressure Jet 1/1 (Advanced) – Hydrolance is now importantly stronger. Hydrolance now has hyperarmor and cannot beryllium cancelled by immoderate emblematic means. |
![]() | Guide a geyser to erupt from nan ground, dealing 9.48 Water harm and launching enemies upwards. The geyser lasts 5 seconds, knocking backmost anyone who gets excessively adjacent and dealing 7 Water damage. • Purity 1/1 (Intermediate) – Geyser deals 20% little damage. In turn, you will nary longer harm yourself aliases allies. • Rough Waters 2/2 (Intermediate) – Geyser harm is accrued by 4%. |
![]() | Guide a activity pinch a powerful rip existent that pulls successful enemies, dealing 3 Water harm per 2nd while they’re trapped. When nan activity crashes into an entity aliases wall, it dissipates, dealing an other 5 Water harm to anyone still inside. • Tsunami 3/3 (Intermediate) – Crashing Wave’s size is accrued by 15%. • Rushing Waters 2/2 (Advanced) – Crashing Wave’s velocity is accrued by 50%. • Backwash 1/1 (Masterful) – When Crashing Wave clashes pinch a wall, it will return a smaller and weaker activity from nan spot of impact. |
Water skills successful Absolvement halfway astir battlefield control, area denial, and attrition-based damage. These abilities excel astatine pulling enemies in, disrupting their positioning, and mounting up combo opportunities while besides offering inferior for illustration debuffing Fire aliases granting activity buffs. Flood is nan astir impactful h2o skill, altering nan full room pinch persistent effects and synergizing good pinch different Water abilities to amplify harm aliases cripple opponents complete time.
Absolvement Nature Skills
Below is simply a complete and elaborate database of each Nature Skills in Absolvement, classed by power:
![]() | Strike nan crushed pinch a thorn-covered vine, dealing 14 Nature damage, knocking backmost immoderate force it hits, and applying Knockback. • Vine Extension 3/3 (Intermediate) – Increase nan hitbox of Briarlash by 3 studs. • Rapid Bramble 3/3 (Intermediate) – Reduce nan cooldown of Briarlash by 2 seconds. • Grandbriar 1/1 (Unique) – Briarlash now deals 6 Additional Nature Damage, knocks enemies backmost 30% further, and ragdolls enemies. |
![]() | Wrap your state successful sturdy, enchanted bark, reducing their harm taken by 15% for 15 seconds. If nary state is nearby, Ironbark is formed connected you instead. • Ivybark 1/1 (Basic) – Whilst Ironbark is active, immoderate force that strikes you will beryllium inflicted pinch Poison. • Thorned Bark 1/1 (Basic) – Whilst Ironbark is active, 15% of each harm taken is instantly returned arsenic Nature Damage. • Steelbark 2/2 (Intermediate) – Ironbark reduces harm taken by an further 2.5%. |
![]() | Summon a radius of tangling vines that woody 4.25 Nature damage, use Slowness, and poison enemies for 1.11 Poison harm per 2nd for 12 seconds. • Dense Flora 1/1 (Intermediate) – Encroaching Vines will now slow enemies by 10% whilst they guidelines upon it. • Vinewrap 1/1 (Unique) – Encroaching Vines now has a 10% chance per 2nd to wrap astir nan enemy’s ankle, causing them to autumn down |
![]() | Summon a guidelines to burst from nan ground, dealing 10 Nature harm and knocking backmost adjacent enemies. • Weeping Roots 1/1 (Intermediate) – Root Burst will now time off down a puddle of Water, dealing 5 Water Damage erstwhile enemies measurement successful it. • Rootball 2/2 (Intermediate) – Root Burst will woody 4% More Damage and has it’s knockback increased. |
![]() | Lunge your venom-coated leaf into a adjacent enemy, dealing 12.5 Nature harm and applying 2 Poison harm per 2nd for 10 seconds. • Corrosive Touch 1/1 (Intermediate) – Envenom’s poison now reduces force armor by 10%. • Contagious Venom 1/1 (Advanced) – Poison will now dispersed successful a 10-stud radius from enemies deed by Envenom. |
![]() | Summon a rejuvenating bloom that heals an state for 4 Health per 2nd for 4 seconds. If nary state is nearby, nan bloom heals you instead. • Second Bloom 1/1 (Advanced) – After Bloom expires, quickly bloom erstwhile more, treatment nan target for an further 20% of nan heal-over-time instantly. • Chlorophyll 5/5 (Intermediate) – Bloom now heals for an further 10%. • Genesis 1/1 (Advanced) – Bloom’s last heal beat now heals adjacent allies. • Crown of Thorns 1/1 (Advanced) – Bloom’s last heal beat now deals harm to adjacent enemies. |
![]() | Fire a Poison-Tipped Arrow from your bow, dealing 6 Nature harm and applying Poison, dealing an further 15 Poison harm complete 12 seconds. If you don’t person a bow, 1 will beryllium summoned earlier firing nan arrow. • Toxic Infusion 3/3 (Common) – Poison arrow deals 6% much Nature Damage. • Venomous Suppression 3/3 (Mythical) – Poison Arrow will besides trim force Healing Effectiveness by 25% for nan full long of its poison. |
Nature skills successful Absolvement specialize successful damage-over-time effects, battlefield control, and support done treatment aliases defense. These abilities often use Poison, Slowness, and Knockback, wearing enemies down while offering friends protection aliases recovery. Many skills besides synergize done biology manipulation aliases stat debuffs—Encroaching Vines and Envenom are standouts for area power and armor reduction. Among nan strongest is Bloom, which provides elastic treatment pinch precocious scaling, while Poison Arrow excels astatine long-range suppression pinch its potent, lingering effects.
Absolvement Disease Skills
Below is simply a complete and elaborate database of each Disease Skills in Absolvement, classed by power:
![]() | Bring a fallen force backmost to life to conflict by your broadside for up to 45 seconds aliases until they’re defeated again. Their powerfulness depends connected nan trouble of nan area wherever they were raised. • Unholy Stitching 1/1 (Masterful) – Necropolis summons a stronger ghoul. summoned ghouls will person 10% More Health and past 33% longer. • Rotter 1/1 (Masterful) – Necropolis nary longer requires a adjacent corpse to activate. Summoned ghouls will woody 15% Less Damage and person 15% Less Health. It will besides past 66% of its original duration. • Festering Ghoul 1/1 (Unique) – The summoned ghoul from Necropolis is now a harbinger of nan plague. • Army of nan Dead 1/1 (Mythical) – Necropolis now summons 2 further ghouls. The cooldown is besides reduced by 30 seconds |
![]() | Hurl a sphere of decay astatine your cursor, dealing 5 Disease harm connected effect and spreading rot successful nan area for 7 seconds. Enemies wrong nan rot return 1.77 Disease harm per second. • Fervid Infection 1/1 (Uncommon) – Increases Necrotic Rot’s harm by 10%. • Plague Detonation 1/1 (Mythical) – When Whirling Flames collides pinch Necrotic Rot, it will EXPLODE, dealing 20 Plaguefire harm and applying Rot |
![]() | Swing a plague-laced leaf to woody 11 Disease harm to adjacent enemies. If they’re bleeding, they’re besides infected pinch Blood Plague, which deals 8 Disease harm per second, up to 1.75% of their max health, until it ends. • Shared Suffering 1/1 (Intermediate) – Blood Plague now affects your allies, expanding your harm complete clip by 15%. • Chronic Plague 3/3 (Advanced) – Blood Plague’s long lasts a 2nd longer. • Patient Three 1/1 (Mythical) – Blood Plague nary longer requires nan force to beryllium bleeding to use its effect. • Epidemic 1/1 (Mythical) – Blood Plague will now Explode enemies connected decease and infect adjacent enemies pinch Blood Plague. |
![]() | Release a activity of plague astir you, causing enemies successful a wide area to return 2.15 Disease harm each second. • Pandemic 5/5 (Uncommon) – Pestilence area of effect size is accrued by 4 studs. • Necrotic Pestilence 1/1 (Rare) – Pestilence now affects enemies pinch Rot. • Black Death 1/1 (Mythic) Pestilence now causes enemies to return 3 further Disease damage per 2nd for 10 seconds. |
![]() | Infect your limb pinch a unusual disease, dealing 13 Disease harm erstwhile you deed an enemy. • Fetid Slash 1/1 (Common) – Fetid Strike now applies Bleed. |
Disease skills successful Absolvement revolve astir decay, infection, and overwhelming enemies pinch damage-over-time effects. These abilities dispersed Rot, Blood Plague, and Bleed, punishing enemies who linger aliases group up. Skills for illustration Necropolis raise nan dormant to service you, while Blood Plague and Pestilence ravage full areas pinch stacking effects that tin escalate into deadly concatenation reactions. The strongest standout is Blood Plague pinch Epidemic, turning force deaths into explosive outbreaks, making Disease an perfect constituent for attrition and area denial playstyles.
Absolvement Holy Skills
Below is simply a complete and elaborate database of each Holy Skills in Absolvement, classed by power:
![]() | Bless your limb pinch beatified light, turning each non-Holy skills into Holy-Hybrid ones for 13 seconds. • Light successful nan Dark 1/1 (Advanced) – While Bless is progressive summation 20% Resistance to Shadow Damage. • Renew 1/1 (Mythic) – When Bless expires, heal for 20 Health scaling pinch your Holy effectiveness. |
![]() | Cleanse each debuffs from enemies, dealing 6.05 Holy harm for each 1 removed. • False Prophet 1/1 (Masterful) – Rapture now deals 50% Shadow and 50% Holy Damage. • Absolvement 1/1 (Mythic) – Rapture now deals double damage. Rapture now applies nan “Sinner” debuff, dealing 4 Holy Damage per 2nd for 6 seconds. |
![]() | Summon a twinkling orb that hovers complete an area for 7 seconds, dealing 4.5 Holy harm per 2nd to enemies wrong its light. • External Radiance 1/1 (Advanced) – Radiant Light lasts 20% longer. • Dawnglory 1/1 (Masterful) – Radiant Light’s radius accrued by 10 studs. • Long Arm of nan Law 1/1 (Masterful) – Radiant Light now deals 33% little harm but applies hitstun upon striking an enemy. |
![]() | Take a protect stance, fresh to drawback nan adjacent attack. If successful, bespeak nan harm backmost arsenic Holy harm adjacent to what you would’ve taken. • Rebound 1/1 (Advanced) – Reflection’s antagonistic harm is accrued by 10%. • Everlasting Echo 1/1 (Advanced) – Reflection’s antagonistic model is accrued by 25%. • Twin Mirage 1/1 (Advanced) – Reflection will now antagonistic an further attack. |
![]() | Judge an force by summoning a beatified beard supra them, which takes astir 9 seconds to strike. When it hits, it deals 12 Holy damage, positive 2 further Holy harm for each beatified spell that precocious injured nan target. • Crusader 1/1 (Masterful) – If Judgement is utilized to termination an enemy, nan cooldown will instantly reset. • Martyr 1/1 (Mythical) – While Judgement is active, you cannot beryllium slain by accepted means. • Stay of Execution 1/1 (Masterful) – Judgement now takes 2 seconds longer to pierce nan enemy’s soul, but will use 1 Additional Holy Damage per stack. • Execution Sentence 1/1 (Masterful) – Judgement will now automatically pierce nan enemy’s psyche if location are 5 Holy Stacks connected nan blade. |
![]() | Attach a treatment beam to yourself aliases an ally, restoring 2.15 wellness per second. • Zen Energy 1/1 (Rare) – Enlightenment heals for 20% more • Inner Peace 3/3 (Unique) – Enlightenment will now heal 1 further target, but nan treatment will beryllium divided amongst nan targets. Enlightenment besides now heals for an further 15%. • One’s Inner Eye 1/1 (Mythical) – Enlightenment will now origin each debuffs to autumn disconnected 500% faster. |
![]() | Dash distant from nan force and complaint Holy power successful your arms. Your adjacent plaything will occurrence a Holy projectile, dealing 11 Holy damage. • Expel Light 1/1 (Intermediate) – Light Steps will now formed an further bolt. • Transcendence 1/1 (Masterful) – Dash region from Light Steps accrued by 15%. |
![]() | Place a treatment seal connected nan crushed that restores 6 wellness per 2nd to you and your friends wrong it. The seal lasts for 10 seconds. • Fortitude 5/5 (Intermediate) – Lesser Heal now heals 5% more. • Panic Button 4/4 (Advanced) – Lesser Heal’s cooldown reduced by 2.5s erstwhile beneath 25% health. • Sacred Field 4/4 (Advanced) – While wrong Lesser Heal, each friends return 5% little damage. • Lesser Cleanse 1/1 (Masterful) – While wrong Lesser Heal, each treatment beat will trim each existent debuff durations by 10%. |
Holy skills successful Absolvement attraction connected support, healing, and powerful retribution. The Bless expertise transforms non-Holy skills into Holy-Hybrid ones, and Radiant Light and Lesser Heal bolster friends while dealing pinch enemies. Judgement serves arsenic a captious accomplishment for executing foes, particularly pinch Martyr for tanking harm and Execution Sentence for speedy kills. Rapture and Absolvement woody dense Holy harm while cleansing debuffs, making Holy a cleanable operation of defense, healing, and violative power.
Absolvement Earth Skills
Below is simply a complete and elaborate database of each Earth Skills in Absolvement, classed by power:
![]() | Cover a ample area astir your cursor pinch quicksand for 7 seconds, dealing 6 Earth harm per 2nd and slowing enemies. • Sand Expansion (Rare) – Expand Quicksand’s area of effect by 3 studs. • Sinking Depth (Uncommon) – Enhance Quicksand’s Slow by 10%. • Endless Mire (Rare) – Increase Quicksand’s long by 2 seconds. |
![]() | Curse an enemy, turning their limb ligaments to brittle stone. For 10 seconds, they return 1.5 Earth harm per 2nd and are slowed by 10%. • Granite 1/1 (Intermediate) – Curse of Stone replaces nan brittle chromatic pinch hefty, dense granite. This decreases their activity velocity by an further 15%. • Slate 5/5 (Advanced) – Curse of Stone replaces nan brittle chromatic pinch sharp, vulnerable slate. This deals 1 Additional Earth Damage per second. • Concrete 1/1 (Advanced) – Curse of Stone replaces nan brittle chromatic pinch heavy, coagulated concrete. This roots enemies successful spot but causes them to return 60% Reduced Damage. |
![]() | Reel backmost and slam your caput into nan enemy, dealing 13 Earth harm to them and 5 Earth harm to yourself. The headbutt besides stuns nan force for 1 second. • Stone Skull 3/3 (Intermediate) – Earth Headbutt deals 10% little harm to you. • Titan’s Force 2/2 (Advanced) – Earth Headbutt now Stuns 0.25s longer. |
![]() | Create an earthen wall astatine your cursor to artifact enemies aliases ranged attacks. The wall has 10% of your maximum health, lasts 15 seconds, and vanishes erstwhile destroyed. • Stone Wall 5/5 (Intermediate) – Earthen Wall is now reinforced pinch stone, expanding nan guidelines wellness by an further 1%. • Crumble 1/1 (Advanced) – Earthen Wall will statesman to crumble and autumn apart, dealing 2.5 Earth Damage to adjacent enemies. While nan wall continues to crumble, truthful will nan health, losing 1% of its max wellness each second. |
Earth skills successful Absolvement attraction connected controlling nan battlefield done stuns, barriers, and terrain manipulation. Quicksand traps enemies pinch continuous Earth harm and slows them, while Curse of Stone weakens enemies by slowing and dealing Earth damage, pinch further effects for illustration rooting them successful spot aliases reducing their harm output. Earth Headbutt is simply a powerful close-range onslaught that damages and stuns foes, pinch nan imaginable to heighten its stun duration. Finally, Earthen Wall offers some protect utility, blocking enemies and ranged attacks, while nan Crumble upgrade adds an violative element, dealing harm arsenic nan wall deteriorates.
Absolvement Arcane Skills
Below is simply a complete and elaborate database of each Arcane Skills in Absolvement, classed by power:
Arcane skills attraction connected power manipulation. Arcane Arrow deals precocious Arcane harm and tin pierce elemental defenses pinch Arcane Infusion and Elemental Bypass. Arcane Gateway creates a teleportation portal, pinch Stabilizers reducing its cooldown and Telemancy allowing state teleportation. Soul Burst converts damage-over-time effects into Arcane Energy, pinch Soulslag expanding nan long and harm of debuffs consumed.
Absolvement Hybrid Skills
Below is simply a complete and elaborate database of each Hybrid Skills in Absolvement, classed by power:
Hybrid skills harvester elements of different types for unsocial effects. Shadowflame Eruption strikes nan ground, dealing Shadow-Flame harm while applying Burn and tin guidelines enemies pinch Abyssal Grasp aliases origin Insanity pinch Abyssal Lunacy. Holy Flame Charge summons pillars that woody Holy Fire harm and Burn, pinch upgrades for illustration Righteous Flames and Burning Judgement enhancing Holy aliases Fire damage. Whirling Blades uses 2 sets of blades, 1 dealing Shadowstrike harm and nan 2nd stunning enemies. You tin change its onslaught equilibrium pinch Plan A aliases Plan B aliases summation nan number of spins pinch Pulse.
Absolvement Miscellaneous Skills
Below is simply a complete and elaborate database of each Miscellaneous Skills in Absolvement, classed by power:
Miscellaneous skills connection inferior and support. Health Regeneration improves based connected combat status, pinch a 33% summation erstwhile retired of combat. Inner Shield reduces harm taken by 25% for 15 seconds. War Banner boosts onslaught velocity and harm for adjacent allies, pinch various upgrades for illustration Warmonger reducing cooldown and Warlord making nan banner imperishable but smaller successful effect. Rallying Cry increases maximum wellness and armor for allies, pinch Cry of Heroism reducing its cooldown. Expose Armor weakens enemies, expanding harm taken by 9% pinch Lingering Weakness extending nan debuff. Lastly, Distraction Toss creates a diversion, allowing you to gaffe by enemies unnoticed.
And that is each for this extended Absolvement Skills guideline and Tier List. For much guides, cheque retired our Absolvement Sins Tier List for nan champion modifiers and Absolvement codes for free goodies.
Absolvement Skills Tier List FAQs
What is nan champion Skill successful Absolvement?
The champion Skills in Absolvement are Necropolis, Soul Burst, and Everwinter, because of their unthinkable damage imaginable and utility.
How do I get Skills successful Absolvement?
You tin get caller Skills successful Absolvement by leveling up your selected Class.
What is nan champion Skill Element successful Absolvement?
The champion Elements successful Absolvement are decidedly Arcane, Disease, and Physical.
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