Specializations/Sharpshooter

Sharpshooter

pew pew pew!

Top tags burst · clear · control

ChainRhythmcapped at 10

SpellGenerates
Pew Pew Pew1 Rhythm
Rapid Fire1 Rhythm per tick
SpellConsumes
Trick Shotup to 4 Rhythm, one bounce per point
Headshotthe entire Rhythm bank
Called Shot2–6 Rhythm, the caster's choice

Spells

Spell Tags Consumes k Floor
Pew Pew Pew
  • spread
  • clear
0.23 55%

A three-round burst fired in the time most archers take for one. Each hit generates 1 Rhythm. A shot that resolves without touching an enemy zeroes the bank.

n = enemies struck

Rapid Fire
  • beam
  • burst

Channel a continuous stream of arrows into one target, generating 1 Rhythm per tick. Switching targets ends it. While it runs, nothing else in your loadout fires.

Trick Shot
  • chain
  • clear
up to 4 Rhythm, one bounce per point 0.48 30%

An arrow that ricochets, always seeking the nearest target it has not yet hit. Consumes up to 4 Rhythm, one bounce per point.

n = bodies struck across the whole ricochet chain

Headshot
  • projectile
  • burst
the entire Rhythm bank

A single charged shot that consumes your entire Rhythm bank, damage scaling linearly with the points spent. Guaranteed critical at 8 or above. Single target.

Called Shot
  • rider
  • support
2–6 Rhythm, the caster's choice

Consumes 2–6 Rhythm, your choice. Mark an enemy Called, a public state: every projectile any player lands on it deals increased damage, paying into the delivery-keyed Vulnerability bucket. Magnitude and duration scale with the Rhythm spent. Called never stacks. 3 party-wide.

Suppressing Volley
  • ground
  • control
0.93 10%

A high arc that rains arrows over an area for several seconds, applying a slow and an interrupt to everything beneath it. Steep falloff. 2 volleys per caster, 6 party-wide.

n = enemies under it

Kite
  • buff
  • mobility

Move at full speed while firing single shots, with a stated damage bonus while you are moving backwards. Channels are excluded. Rapid Fire still roots you.

Trip Wire
  • trap
  • control

An armed line across the ground. The first enemy through it is knocked prone and the wire is spent. The trigger counts as a hit, generating 1 Rhythm. 2 wires per caster, 8 party-wide.

Falloff: per-target damage × n^-k down to Floor, where n is targets hit. k = 0 is no falloff, and is a spell that states none.