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Shaman

Element: Mystic · Signature meter: 👻 Spirited (Communion)

Shaman plays through one of three specializationsChanneler (Striker), Totem (Anchor), and Ancestor (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 spirit-charge that fills 0–100 and plays in five brackets — 20 / 40 / 60 / 80 / 100. Each bracket you reach turns on its own per-turn Communion pulse, and the layers are cumulative: the higher your charge, the more fire at once (one effect at 20; all five at a full 100). A non-attack channel builds the charge (+20), and the Anchor also banks it by tanking (weathering hits). Casting a payoff — an attack or a heal — dumps a chunk, dropping you down brackets.

So the Shaman is a positional meter class: instead of stack-and-unload, you're always weighing "do I need this layer now, or hold and climb for the next one?" — a bit more depth than the other classes. The five layers are transposed per role (the Striker leans offense, the Anchor guard, the Mender mending):

SpiritedBracketThe pulse each turn (adds on top of the lower brackets)
20Kindleda first Communion pulse (Striker lashes enemies · Anchor wards the party · Mender mends)
40Communiona second, cross-cut layer (offense picks up support; guard picks up mending)
60Wardeda third layer
80Ascendanta fourth layer
100Convergencethe fifth — every layer fires at once

The Spirited spend skills (Spirit Bulwark, the Convergence finisher, Communion of Souls / Ancestral Rite, Vengeful Spirits) still cash the charge for a burst — but doing so drops your brackets, so it's a genuine choice.

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.

Reading a tree

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 👻 Spirited.

⚔️ Channeler — Striker

the always-on charge-scaled AoE pulse chips every enemy each turn AND withers their tempo, sapping enemy Speed off your own (the dead's weight on the living). Breathes with the build→unload cadence

Core — always fielded:

SlotSkillWhat it does
🔧 BuilderSpirit LanceA lance of spirit; heals the team for 5% of the damage dealt, split across the party.
a lance of spirit → +Spirited; heals the team for a share of the damage — the Channeler's strike is itself an act of communion, filling the bank while it feeds the party
💥 SpenderAncestral FuryAncestral fury unloads ALL your Spirited — +power for every point spent; the whole team heals 8 each and both allies gain +10% ATK. Requires 20 Spirited.
the marquee button — unload ALL Spirited (+power per point spent); the whole team heals 8 and both allies gain +ATK as it lands. The strike IS the communion (requires 20)
♾️ PassiveWithering PulseEach turn a pulse of restless spirits washes over every enemy (damage scaling with your banked Spirited) AND withers their vigor — sapping every foe’s Speed by a slice (1% → 3% by your ATK) of YOUR Speed. The dead weigh on the living.
the always-on charge-scaled AoE pulse chips every enemy each turn AND withers their tempo, sapping enemy Speed off your own (the dead's weight on the living). Breathes with the build→unload cadence

Talent tree — climb five rungs (⭐ = milestone); Fork = choose one, Grant = given:

RungUnlocksTypeOption — best whenEffect
1tier 10Fork🎯 Active Communionyou're the carry / low party DPS — spin from the BUILD side: Channel Power empowers the next hit, ramping the charge-fed aura toward a bigger unloadChannel the spirits — your next skill strikes for +50% power.
🎯 Active Soulbrandsingle-boss DPS race — spin from the UNLOAD side: brand the foe's soul with decay (+15% damage taken) so the pulse and every detonate land heavierBrand a foe’s soul with decay — it takes +15% damage from all sources, so the pulse and every communed unload bite deeper.
2tier 20Grant🎯 Active Spirit StormA storm of spirits; the team gains +10% ATK per enemy struck.
3tier 30Fork🎯 Active Ancestral Furya team DPS race — the party-facing detonate: heals + arms the team as it strikes (the support-burst default)Ancestral fury unloads ALL your Spirited — +power for every point spent; the whole team heals 8 each and both allies gain +10% ATK. Requires 20 Spirited.
🎯 Active Ancestral Wratha single-boss DPS race — the selfish-max unload: pure +power per point on the marked/debuffed target (the striker's offense opt-out)Ancestral wrath unloads ALL your Spirited — +power for every point spent; +10 vs marked/debuffed targets. Requires 20 Spirited.
🎯 Active Ancestral Reckoningpacks with a buffed party — spend into the AoE that grows +10 per active team buff (cash the party's own buffs into the nuke)A reckoning that grows +10 per buff currently active on the team.
4tier 40Grant🎯 Active Soul FireSpreading soul-fire — armor-ignoring damage over time on every enemy.
5tier 50Fork🎯 Active Spirit Snarea tempo/kite fight — a speed snare to peel (bosses resist)A snaring spirit that saps 20% speed for 3 rounds — but bosses and elites shrug it off, resisting to just a quarter of the slow.
🎯 Active Hexa bursty enemy you must blunt — the multi-stat hobble (speed + ATK)A crippling hex — saps 20% speed and 20% ATK for 3 rounds.
🎯 Active Spirit Walka charge-cadence fight — act first so the build→unload rhythm never stalls (the folded tempo passive)Walk the spirit road — this Avatar acts first next round.

🛡️ Totem — Anchor

struck → commune the blow as a party heal AND the ancestral spirits SEIZE the attacker (a DEF-scaled Speed grasp off your own). The hoard, the give and the grasp are one event; the anti-Warlock party-facing core

Core — always fielded:

SlotSkillWhat it does
🔧 BuilderSpirit BoltA spectral bolt; both allies’ next attacks deal +10% ATK.
strike → +Spirited (build by acting), both allies' next attacks +ATK — the communion drip that fills the bank between blows
💥 SpenderSpirit BulwarkDetonate the hoarded communion into a warding bulwark of spirits — unload ALL your Spirited into a party shield (growing with every point spent) that holds for 6 turns then breaks, while the caster bristles with vengeful spirits and attackers of any warded ally are seized by the dead (−5 Speed per hit). Requires 40 Spirited.
the marquee button — detonate the whole bank: unload ALL Spirited into a party shield that grows per point spent + holds 6 turns, while the caster bristles with self-spikes (requires 40)
♾️ PassiveSpirit LinkWhen struck, 35% chance to commune the blow into a party heal for 5% of your Max HP (banking Spirited) — and the ancestral spirits seize the attacker, dragging their Speed down by a slice (0.1% → 1% by your DEF) of YOURS. The pain is given to the dead; the dead grasp the one who dealt it.
struck → commune the blow as a party heal AND the ancestral spirits SEIZE the attacker (a DEF-scaled Speed grasp off your own). The hoard, the give and the grasp are one event; the anti-Warlock party-facing core

Talent tree — climb five rungs (⭐ = milestone); Fork = choose one, Grant = given:

RungUnlocksTypeOption — best whenEffect
1tier 10Fork🎯 Active Lodestoneone ally getting focus-bursted — spin from the INPUT side: redirect ALL ally damage onto the Totem; every redirected hit banks Spirited AND fires Spirit Link (manufacture the suffering to hoard)Ancestral bond: redirect ALL ally damage for 1 round at 50% reduction.
🎯 Active Conduitadd-heavy / many attackers — spin from the OUTPUT side: Thornspirit Totem (team thorns, doubling on hit) punishes attackers so they keep striking you → more hits taken → more SpiritedA totem bristling with vengeful spirits; the whole party gains thorns 12 — attackers take 12 damage per hit. The Shaman itself, when struck, briefly DOUBLES its own thorns for 3 turns (3-turn cooldown) — the more it is focused, the more it reflects.
2tier 20Grant🎯 Active Standing StoneStrongest team DEF buff — a totem of stone.
3tier 30Fork🎯 Active Sanctuarya telegraphed party-wide burst — dump the bank into the party shield + self-spikes (the durability default)Detonate the hoarded communion into a warding bulwark of spirits — unload ALL your Spirited into a party shield (growing with every point spent) that holds for 6 turns then breaks, while the caster bristles with vengeful spirits and attackers of any warded ally are seized by the dead (−5 Speed per hit). Requires 40 Spirited.
🎯 Active Ancestral Answera long single-boss focus fight — route the detonate through Vengeful Spirits, spending Spirited as OFFENSE (the anchor's opt-out into threat)The ancestors answer in force — +N power scaling with the banked Spirited charge; a strike on the Totem hardens its own guard.
🎯 Active Communal Wardone ally being spiked to death — concentrate the whole detonate as a ward on the MOST-PRESSURED ally + a lingering Spirit-Link over-heal (targeted altruistic spend)Spend all banked Spirited (needs 40) to pour the communed spirits into your most-pressured ally — a large heal that grows per point spent; any overheal lingers as a warding shell.
4tier 40Grant🎯 Active Warding TotemThe warding totem stands: the whole party takes 25% less damage for 3 rounds — the ancestors soak and share.
5tier 50Fork♾️ Passive Ancestral AegisSOAK — sustained pressure: every blow you take is banked as a spirit ward — the Totem does not fall, the dead hold it upEvery blow you soak hardens into an ancestral ward worth 8% of your max HP (2 rounds) — under fire, the dead close ranks around you.
♾️ Passive Vengeful TotemCOUNTER — melee attackers: strike the Totem and the spirits lash back, a counter that heals you for half its damageWhen struck, 50% chance to hit the attacker for 70 and heal yourself for half that damage.
🎯 Active Warding CommunionTEAM — protecting the line: open the communion as a shield, steeling the WHOLE party in ancestral resolve (+DEF)Give the whole party +16 DEF for 3 rounds.

✨ Ancestor — Mender

shield-on-heal: every heal weaves a DEF-scaled ancestral ward onto the most-hurt ally (stronger resolve → bigger ward). The Ancestor's mercy always leaves shelter behind — a shelter woven from the dead

Core — always fielded:

SlotSkillWhat it does
🔧 BuilderSpirit BondA spirit-bond over the whole party — mends every ally each round for 3 rounds, scaling with your Power (the roster’s only team-wide HoT).
the roster's only team-wide HoT → +Spirited; sustained MaxHP-scaled mending that fills the bank while it keeps the party up
💥 SpenderAncestral RiteThe ancestral rite answers — the whole party is healed (the heal grows with the banked Spirited charge), allies below 25% HP are healed double, and any overheal becomes shield.
the marquee button — the party is healed (grows with the banked Spirited), allies below 25% HP healed double, and any overheal becomes shield (the wound channeled back to the living)
♾️ PassiveSpirit WeaveEvery heal you land also weaves an ancestral ward onto your most-hurt ally, worth 2% of your Max HP and growing with your DEF (up to 8%). Mercy always leaves shelter — a shelter woven from the dead.
shield-on-heal: every heal weaves a DEF-scaled ancestral ward onto the most-hurt ally (stronger resolve → bigger ward). The Ancestor's mercy always leaves shelter behind — a shelter woven from the dead

Talent tree — climb five rungs (⭐ = milestone); Fork = choose one, Grant = given:

RungUnlocksTypeOption — best whenEffect
1tier 10Fork🎯 Active Renewalsteady attrition — spin from the REGEN side: a MaxHP-scaled HoT, doubled below 30% HP (sustained mending)A renewing totem; the ally’s heals over time are amplified — heal over time, doubled while below 30% HP.
🎯 Active CleansingDoT/debuff-spam — spin from the BURST side: unload Spirited for a party heal that cleanses (grows per point, toward the full-bank payoff)A communion unloads ALL your Spirited into a party heal that cleanses one debuff — the heal (and cleanse) grow with every point spent; at a FULL 100 charge every ally gains +20% ATK. Requires 40 Spirited.
2tier 20Grant🎯 Active Spirit ShellShell the whole party; 50% of the shield value also splashes onto both allies.
3tier 30Fork🎯 Active Ancestral Ritea 'someone will die' spike — the biggest party wave heal + overheal→shield (the default)The ancestral rite answers — the whole party is healed (the heal grows with the banked Spirited charge), allies below 25% HP are healed double, and any overheal becomes shield.
🎯 Active Communion of Soulsa raw-throughput check — the cleanse-and-arm unload: at a FULL 100 charge the whole team gains +20% ATK (the loud full-bank payoff)A communion unloads ALL your Spirited into a party heal that cleanses one debuff — the heal (and cleanse) grow with every point spent; at a FULL 100 charge every ally gains +20% ATK. Requires 40 Spirited.
🎯 Active Spirit Surgea burn/DPS-check where the healer must also damage — spend Spirited as offensive chip that still team-heals (the mender's opt-toward-offense)A lance of spirit that unloads ALL your Spirited — +power for every point spent; heals the team for 5% of the damage dealt, split across the party. Requires 40 Spirited.
4tier 40Grant🎯 Active Ancestral BlessingBless the whole party; also extends each ally’s active buffs by 1 round.
5tier 50Fork🎯 Active Warding AncestorsWARD — spike damage on the party: ward everyone in ancestral spirits, set any overmending into a lingering shield, and let the dead seize attackers of the warded (nothing the dead give is wasted)Ward the whole party in ancestral spirits for 18; any overhealing lingers as a shield, and attackers of a warded ally are seized by the dead, losing 6 Speed per hit.
🎯 Active Ancestral RenewalTHROUGHPUT — someone will die: call the ancestors to one failing soul for a big clutch heal, bigger the lower they areHeal a failing ally for 60, plus 20 more when they are below 30% HP.
🎯 Active Communion SurgeTEAM — a damage race: let the communion swell outward to embolden the WHOLE party (+ATK)Give the whole party +14 ATK 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.