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
+5% chance for a Cactus Mino to spawn when an enemy dies
- CACTUS DAYFine
+5% 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% attack speed when aiming
Secondary
15 slots- EXPLOSIVE HITSPrime
+5% chance for your hits to cause an explosion (Acid)
- CACTUS DAYFine
+5% chance for a Cactus Mino to spawn when an enemy dies
- CACTUS DAYFine
+5% chance for a Cactus Mino to spawn when an enemy dies
- ULTRA DRAWUnique
Charge for 4 sec. to fire a massive explosive arrow. Attack speed reduces charge time
- RAMPAGEPrime
Gain 5% reload speed on kill for 10 sec., up to 100%
Hero
13 slots- CANTRIP ONE-TRICKLegendary
Spells with base cooldowns of 35s or less gain -25% spell cooldown
- ELEC MASTERYMythic
Gain -10% Elec spells cooldown per equipped Elec spell
- WEST WIZARDMythic
Gain -30% spell cooldown, but -30% HP
Build profile
Build completeness
86%- Loadout100
- Spells100
- Jokers58
- Cosmetics100
- Identity70
Spell schools (3/3 slots)
Joker tiers (14 total)
- 6 on primary
- 5 on secondary
- 3 on hero
- Normal1
- Fine6
- Prime2
- Mythic2
- Legendary1
- Unique2












