Conjurer
Element: Lightning · Signature meter: ⚡ Static (Polarity)
Conjurer plays through one of three specializations — Chain (Striker), Capacitor (Anchor), and Spark (Mender). Each is a talent tree you field to lock in a core (a builder, a spender, and an always-on passive), then climb five rungs, choosing at each fork. This page lists all three in full, pulled straight from the combat engine. For the meter's counterplay and team pairings, see the class card and Team Composition.
The meter
A single signed charge that swings between two poles like AC current: attacking drives the offense pole, healing drives the support pole — and the bigger the swing (|charge|), the bigger the payoff. Strikes also stamp an escalating Thunderstruck damage-amplify mark on the enemy, and a base chance on each skill fires extra strokes scaled by your Speed.
Specializations (talent trees)
All three specializations are live for every player — field one from your Avatar's Roster. Every effect below is pulled straight from the combat engine, so it matches what happens in a fight.
The core three are always fielded. On the rungs, a Fork makes you choose one option (pick by best when); a Grant hands you the skill at that Ascension tier. ⭐ marks the build-defining milestone rung. All powered by ⚡ Static.
⚔️ Chain — Striker
the charge-fed crit aura (crit = the Conjurer's secondary lever); Static builds fastest here, so the edge is always live
Core — always fielded:
| Slot | Skill | What it does |
|---|---|---|
| 🔧 Builder | Arc Bolt | A forked bolt — 30% chance to strike twice; a connecting arc CHARGES the chain (unlocks Thunderstrike). a bolt → banks Static; the strike that charges the bank you conduct into the mark |
| 💥 Spender | Thunderstruck | Brand the foe CONDUCTIVE — a bolt (+8 power per point of Static held) that leaves the target taking +20% damage from all sources. The higher your charge, the harder it lands. NEW — the marquee button: brand the foe CONDUCTIVE (+damage-taken), a bolt that hits harder the fuller your charge |
| ♾️ Passive | Conduction | Passive: the current sharpens the edge — 35% chance on each hit you land to spark +15% crit. Static builds fastest here (you strike most), so the aura is always live. NEW — the charge-fed crit aura (crit = the Conjurer's secondary lever); Static builds fastest here, so the edge is always live |
Talent tree — climb five rungs (⭐ = milestone); Fork = choose one, Grant = given:
| Rung | Unlocks | Type | Option — best when | Effect |
|---|---|---|---|---|
| 1 | tier 10 | Fork | ♾️ Passive Conductor — a team burst window — spin from the MARK side: every blow deepens the conductive brand so the whole team lands harder | Passive: spin from the mark side — every blow you land deepens the conductive brand (50% to leave the struck foe taking +12% damage), spreading the current so the whole team's burst lands harder. |
| 🎯 Active Overclock — a sustained DPS race — spin from the CHARGE side: overclock the bank toward a bigger discharge | Overclock — an ATK buff that grows +4 each round it persists. | |||
| 2 | tier 20 | Grant | 🎯 Active Dancing Static | Forking lightning; +6 per enemy hit — scales with enemy count. |
| 3 ⭐ | tier 30 | Fork | 🎯 Active Thunderchain — packs / add-waves — the chain-lightning unload that leaps between foes | The thunderchain unbroken (needs Thunderstrike’s charge) — arcs onward to two more targets, each at half power. |
| 🎯 Active Thunderstrike — a single armored boss — the hardest single conductive bolt | The mid link of the weave (needs a charged arc) — a focused bolt that arcs to one more target at half power; landing it charges the finisher (unlocks Thunderchain). Against a lone foe it lands in full. | |||
| 🎯 Active Ion Storm — attrition — a lingering ion field that chips the marked pack | An ionizing storm — armor-ignoring damage over time on every enemy. | |||
| 4 | tier 40 | Grant | 🎯 Active Galvanize | Steal 20% ATK for 2 rounds — the caster gains what the target loses. |
| 5 | tier 50 | Fork | 🎯 Active Thunderclap — a single deadly caster — stun the big hitter | A galvanic clap that PRIMES the chain — the strike arcs static onto the target and opens the conduction weave (unlocks Thunderstrike). No longer a stun; the Striker role sheds hard CC. |
| 🎯 Active Short Circuit — a fast pack — sap their tempo | A short circuit that saps speed — on a connecting hit it dampens the target (−8 speed). | |||
| 🎯 Active Conduit — a long single-boss — a lingering conductive damage ramp | Become a conduit — deal +15% damage for 3 rounds. |
🛡️ Capacitor — Anchor
the capacitor generator: acting banks Static + a charge-aura (+ATK); hold to build, or conduct it now
Core — always fielded:
| Slot | Skill | What it does |
|---|---|---|
| 🔧 Builder | Static Counter | A charged arc — +N power per point of built Static (the capacitor’s charge). counter-strike → banks Static (acting charges the capacitor); the drip that fills the bank toward a discharge |
| 💥 Spender | Discharge | The capacitor dumps wide — arcs into every enemy (+N per point of built Static) AND phases the caster: the next 3 incoming attacks are fully dodged, and the damage each would have dealt is banked as a shield for 6 turns. The offensive discharge IS the defense. the marquee button — dump the standing charge as a shock across every enemy, bigger the fuller the bank |
| ♾️ Passive | Static | Passive: acting charges Static — every hit you land banks a point (+8 ATK for 3 rounds), the charge-aura you hold toward a bigger discharge. Hold to build, or conduct it now. NEW — the capacitor generator: acting banks Static + a charge-aura (+ATK); hold to build, or conduct it now |
Talent tree — climb five rungs (⭐ = milestone); Fork = choose one, Grant = given:
| Rung | Unlocks | Type | Option — best when | Effect |
|---|---|---|---|---|
| 1 | tier 10 | Fork | 🎯 Active Overcharge Stance — attrition — spin from the HOLD side: bank harder and hold the charge as a standing aura | Every hit taken charges +10 onto the next attack (the capacitor pool). |
| 🎯 Active Stored Surge — a burst window — spin from the SPEND side: cash the charge as an immediate shock | Release the stored charge — +N power per point of built Static; a strike on the Capacitor still dazzles the attacker (Blind). | |||
| 2 | tier 20 | Grant | 🎯 Active Faraday Cage | Cage the whole party in a charged field — its ward GROUNDS the Capacitor’s built Static (+2 shield per point of built Static) onto every ally. A TEMPORARY ward that decays over 2 rounds (Conjurer shields are timed charge, not a permanent wall). |
| 3 ⭐ | tier 30 | Fork | 🎯 Active Shared Surge — party-wide burst — conduct the whole charge OUTWARD as party wards (altruistic spend) | Conduct the whole bank OUTWARD: dump all Static (needs 1) into a party-wide ward, its size grounded from the charge spent (+4 shield per point). The discharge becomes the team's wall. |
| 🎯 Active Chain Discharge — a world-boss race — spend the charge as OFFENSE, arcing across every enemy (offense opt-out) | Forego the ward: conduct the whole bank as OFFENSE (needs 1), arcing the shock across every enemy (+8 power per point of Static spent) and chaining onward to two more. Race the fight instead of turtling. | |||
| 🎯 Active Insulated Plating — squishy-punishing content — a towering personal ward (the durability default) | Take 25% less damage for 3 rounds. | |||
| 4 | tier 40 | Grant | 🎯 Active Dynamo | A charged dynamo; stores the damage it absorbs and releases all of it on the next attack. The charge decays over 2 rounds. |
| 5 | tier 50 | Fork | ♾️ Passive Supercapacitor — long single-boss — deepen the economy: a standing reservoir ward so the wall never fully empties between discharges | Passive: deepen the economy without raising the cap — each turn a standing reservoir banks a ward worth 6% of your max HP (decaying over 2 rounds), so the wall never fully empties between discharges. |
| 🎯 Active Static Grasp — a single deadly foe — a stun peel | A galvanic grasp that stuns the target for 1 turn. | |||
| 🎯 Active Magnetize — a fast swarm — pull + slow the pack | A magnetic pull that saps 20% speed for 3 rounds. |
✨ Spark — Mender
the Spark generator: healing banks Static + splashes the lowest ally, the chip toward the big discharge
Core — always fielded:
| Slot | Skill | What it does |
|---|---|---|
| 🔧 Builder | Static Field | A restoring static field heals the whole party and cleanses 3 debuffs from each ally. Requires 2 Static. a field heal → banks Static; the restorative chip that fills the bank toward the surge |
| 💥 Spender | Vital Spark | A vital spark leaps through the team — heal the whole party, and the lowest-HP ally is healed double. The capstone DUMPS all charge: requires 3 Static and spends the Spark to zero. the marquee button — conduct the whole charge into a big restorative surge, bigger the fuller the bank |
| ♾️ Passive | Spark Charge | Passive: healing charges Static — each heal you cast also splashes 8 HP to your lowest-health ally, the chip that banks toward the big restorative discharge. NEW — the Spark generator: healing banks Static + splashes the lowest ally, the chip toward the big discharge |
Talent tree — climb five rungs (⭐ = milestone); Fork = choose one, Grant = given:
| Rung | Unlocks | Type | Option — best when | Effect |
|---|---|---|---|---|
| 1 | tier 10 | Fork | ♾️ Passive Insulator — high-incoming AoE — spin from the WARD side: ground the charge into standing party insulation (mitigation lean) | Passive: spin from the ward side — each turn the charge grounds into the party as insulation, banking every ally a ward worth 5% of their max HP (decaying over 2 rounds). Mitigation lean. |
| ♾️ Passive Amplifier — steady attrition — spin from the THROUGHPUT side: the current mends the lowest ally each turn (heal-throughput lean) | Passive: spin from the throughput side — each turn the current mends your lowest-HP ally for 12 HP, steady restorative output that keeps the bank turning over. Heal-throughput lean. | |||
| 2 | tier 20 | Grant | 🎯 Active Charged Barrier | A charged barrier around the whole party. Requires 2 Static. |
| 3 ⭐ | tier 30 | Fork | 🎯 Active Conduit of Life — a raw-throughput check — the discharge that heals AND arms the team at a full charge (the loud dump) | Become a conduit: dump the bank (needs 1) into a party heal that grows with every point spent — and at a full charge the surge ARMS the team, granting all allies +15% ATK for 3 rounds. The discharge restores and empowers at once. |
| 🎯 Active Grounding Grace — one ally about to be spiked — a clutch single-ally ward + debuff immunity | Ground the charge into one ally as a clutch ward (+5 shield per point of Static held) that also renders them DEBUFF-IMMUNE — the single-target save when one teammate is about to be spiked or crippled. | |||
| 🎯 Active Defibrillate — a 'someone will die' beat — the biggest single clutch save | A defibrillating jolt; +15 if the ally is below 30% HP. Requires 2 Static. | |||
| 4 | tier 40 | Grant | 🎯 Active Faraday Field | Cage the whole party in a Faraday field — every ally takes 20% less damage for 3 rounds, the placed beacon that soaks a known burst window. |
| 5 | tier 50 | Fork | 🎯 Active Overcharged Halo — a debuff-heavy burst — the prevent-it-all discharge: a party ward + debuff immunity | Dump the bank (needs 1) into an overcharged halo: a party-wide ward (+4 shield per point of Static spent) that also renders every ally DEBUFF-IMMUNE — the loud, legible prevent-it-all discharge. |
| 🎯 Active Stunning Pulse — a single deadly foe — a stun peel | A stunning pulse that stuns the target for 1 turn. | |||
| 🎯 Active Dampen — a fast caster — sap its tempo | A dampening field that saps 20% speed for 3 rounds. |
See also
- Class Cards — the one-card summary of every class's meter and counterplay.
- Class Kits & Meters — how meters and the combat HUD work.
- Skills — how specializations, cooldowns, and resource gates work.
- Glyphs — the glyph currency you spend to build a specialization.