Build
what cooldown?
elec mastery (-20%) + one-trick (-20%) + west wizard (-30%) + base reduct (-12% )= -82% cooldown! voodo == 1.3hp/sec {{one-trick (-20%) + west wizard (-30%) + base reduct (-12%) = -62%} 25sec. -> 15.5sec. } west wizard is pretty rough, so use lighting bolts on produced mines for a lot of puddles, then spam drain for a lot of candles.
Cosmetics
Hero
Weapons & Grenade
Spells
Jokers
Primary
14 slots- CACTUS DAYFine
+3% chance for a Cactus Mino to spawn when an enemy dies
- CACTUS DAYFine
+3% chance for a Cactus Mino to spawn when an enemy dies
- RUN & RELOADFine
+50% move speed when reloading
- RUN & RELOADFine
+50% move speed when reloading
- HOMING BURSTUnique
Every 8 bullets fired, shoot 2 homing bullets at nearby enemies
- SWIFT SHOTNormal
+10% fire rate when aiming
Secondary
15 slots- EXPLOSIVE ROUNDSPrime
+5% chance to shoot explosive projectiles (Acid)
- CACTUS DAYFine
+3% chance for a Cactus Mino to spawn when an enemy dies
- CACTUS DAYFine
+3% chance for a Cactus Mino to spawn when an enemy dies
- ULTRA DRAWUnique
Charge for 4 seconds to fire a massive explosive arrow. Bend speed reduces charge time
- RAMPAGEPrime
Gain 5% reload speed on kill for 10 seconds, up to 100%
Hero
14 slots- CANTRIP ONE-TRICKLegendary
Spells with base cooldowns of 35s or less have 20% reduced cooldown
- ELEC MASTERYMythic
Gain -10% Elec cooldown per equipped Elec spell
- WEST WIZARDMythic
Gain -30% spell cooldown, but -30% HP
- CUSHION BOOTSNormal
Negates fall damage
Build profile
Build completeness
87%- Loadout100
- Spells100
- Jokers63
- Cosmetics100
- Identity70
Spell schools (3/3 slots)
Joker tiers (15 total)
- 6 on primary
- 5 on secondary
- 4 on hero
- Normal2
- Fine6
- Prime2
- Mythic2
- Legendary1
- Unique2












