
Flicker Cloak /
Flicker Cloak absorbs damage equal to 50% of the caster’s Max Health and prevents stagger for 15 seconds. The effect has a 10-second cooldown.
39 source-linked references · 39 with game artwork
39 matching references · Undated entries keep reference order.

Flicker Cloak absorbs damage equal to 50% of the caster’s Max Health and prevents stagger for 15 seconds. The effect has a 10-second cooldown.

Mender’s Aura creates a 2.3-meter healing pool that restores 10 Health per second for 10 seconds.

Rattle Weed summons a decoy with 200 Health that draws aggro from enemies within 10 meters for 10 seconds. It does not affect powerful enemies; maximum one can be active.

Mantle of Thorns reduces incoming melee damage by 20%, reflects 120% of melee damage taken, and reduces stagger when hit. It lasts 60 seconds.

Hot Shot imbues ammunition with fire, increasing its FIRE damage by 15%. Shots have a 100% chance to apply Burning, which deals 100 FIRE damage over 10 seconds; the effect lasts 15 seconds.

Hunter’s Mark marks enemies within 35 meters for the caster and allies. Attacks against marked enemies gain 10% critical chance for 30 seconds.

Seed Caller summons a Root Hollow that deals 50 damage per hit and lasts 30 seconds. Maximum two can be active.

Radioactive Volley fires six radioactive projectiles. Each deals 35 RADIATION damage and bounces off the environment.

Breath of the Desert releases seven radioactive projectiles that seek enemies within 20 meters. Each deals 30 RADIATION damage.

Veil of the Black Tear creates a 5-meter impenetrable energy field for 10 seconds. Heroes inside can shoot outward.

Skewer fires a spike dealing 125 damage and 300% additional stagger damage. It also applies Bleeding, which deals 600 damage over 20 seconds.

Song of Swords creates a 25-meter aura that moves with the caster. Allies inside deal 10% more damage for 30 seconds.

Corrosive Aura moves with the caster in a 5-meter radius and applies Corroded stacks over time. Each stack reduces enemy defense by 5%, up to five stacks; the aura lasts 30 seconds.

Blink Token teleports the caster forward up to 13 meters and creates an electrical blast dealing 210 SHOCK damage within 3 meters.

Swarm releases insects that seek enemies within 20 meters and repeatedly attack for 5 CORROSIVE damage per hit. The effect lasts 15 seconds.

Storm Caller centers an electrical storm on the caster. Lightning strikes nearby enemies within 35 meters for 40 SHOCK damage, while incoming damage is reduced by 50%; it lasts 12 seconds.

Hive Shot fires a projectile that deals 20 CORROSIVE damage within 2.5 meters and releases an insect cloud lasting 12 seconds. The cloud spreads to nearby enemies.

Undying revives its wielder at 50% Health if charged when they die. The revived wielder takes 10% less damage and is immune to status effects for 5 seconds; cooldown is 5 minutes.

Static Field Shot deals 65 SHOCK damage and applies Overloaded. Overloaded enemies explode when within 4 meters of one another, dealing up to 325 SHOCK damage within 5 meters.

Howler’s Immunity creates a 20-meter aura that moves with the caster. Allies inside take 15% less incoming damage for 30 seconds.

Flame Thrower spews flames that ignite targets with Burning, dealing 100 FIRE damage over 10 seconds.

Iron Sentinel summons a full-automatic turret that fires five rounds per second, dealing 5 damage per hit. It lasts 30 seconds; maximum two can be active.

Explosive Shot fires an explosive round that deals up to 240 damage to enemies within 4 meters.

Wildfire Shot launches an arcing fireball dealing 25 FIRE damage. It ignites enemies within 2 meters with Burning, which deals 300 FIRE damage over 10 seconds.

Tentacle Shot summons a tentacle that deals 75 SHOCK damage per hit, steals 1.25% of the hero’s Max Health per hit, and applies Overloaded. It lasts 30 seconds; maximum two can be active.

Spore Shot deals 25 ROT damage within 3 meters and leaves a deadly gas cloud that slows enemies for 7 seconds.

Gravity Core’s projectile deals 50 damage and opens a gravity well for 5 seconds. When unstable, it explodes for up to 500 damage within 5 meters; it adds 300 damage per enemy and divides total damage among all enemies.

Banish sends enemies to another dimension for 4 seconds. On return, they take 1.25 times damage from the Repulsor’s primary fire for 8 seconds. Powerful enemies cannot be banished but take increased damage from the Repulsor.

Vampiric fires four beetles that seek enemies within 10 meters and steal 50 Health over 5 seconds. Once full, each beetle returns to heal the hero.

Rift Walker makes the caster invulnerable for 2.8 seconds, boosts movement speed by 30%, and leaves a clone that draws aggro within 12.5 meters. Exiting detonates it for 250 damage within 5.5 meters; it does not affect powerful enemies and has a 15-second cooldown.

Unstable Quills fires 12 quills. Press F to detonate them for 15 CORROSIVE damage each within 2.5 meters. Shooting an enemy with attached quills until they glow overcharges them, increasing detonation damage to 30 CORROSIVE each.

Seeker summons a beetle that rushes enemies and explodes for 160 CORROSIVE damage within 4 meters. It lasts 30 seconds, with a maximum of 3.

Very Good Boy summons a dog that deals 80 damage per bite. Petting it increases its damage by 5% for 60 seconds. It lasts 60 seconds, with a maximum of 1.

Fan of Knives throws 7 knives, each dealing 20 damage and applying BLEEDING for 200 damage over 20 seconds. It has a maximum of 2 charges.

Frozen Mist fires a projectile for 10 FROST damage and creates a 10-second freezing cloud that applies FROSTBITE within 3 meters. A direct hit applies 3 FROSTBITE stacks. Players walking through the cloud also take damage and FROSTBITE buildup.

Blizzard casts a storm cloud that travels forward up to 30 meters and rains icicles. Each icicle deals 30 FROST damage and applies FROSTBITE to enemies within 2 meters.
Assessment is limited to the supplied Weapon Mods page metadata, headers, and three sample rows. Samples are labeled Base Game; edition or DLC coverage beyond them is not established.
Counts describe the imported source tables. They do not establish complete coverage of every patch, DLC or upgrade variant. Multiple values remain labeled as listed values when the source does not identify their upgrade levels.