Trials Survivors Skills and Evolutions Guide – All Combos

If you’ve put any real time into Trials Survivors, you already know the skill system is where the whole game lives or dies — picking the right base skill, evolving it at the right moment, and knowing which patron combos actually work together can be the difference between a clean run and getting swarmed at minute 15.

As of update 0.1.8.3 (July 18, 2026), there are 29 base skills spread across 7 patrons, and each one has between 3 and 6 evolutions. Add it all up and you’re looking at 109 evolutions total, or 138 skills if you count the base versions too. That’s a lot to keep track of, so I put together this full breakdown, patron by patron, skill by skill.

Trials Survivors Skills and Evolutions Guide – All Combos

Before we get into the individual skills, a few mechanics you need to understand:

You start every run with one skill, and you can carry up to five total.

Upgrade a skill six times, and the seventh upgrade lets you evolve it into a different form. Right now there’s no second-stage evolution — once it evolves, that’s as far as it goes.

You can’t hold two copies of the exact same skill. That said, if you evolve a skill, the base version can show up again as a pick, as long as you’ve got a free slot. Example: if you evolve Fireball into Fireball Of Chasing and still have room, Fireball can appear as an option again. What you can’t do is evolve two copies into the same evolution — so that second Fireball could become Fireball Of Bouncing, but not another Fireball Of Chasing.

Most evolutions keep their original patron, but some pull from a different one entirely. Those cross-patron options only show up if you already have at least one skill from that other patron. So if you’re evolving Fireball (a Leo skill) and you’ve already got something from Libra, you might get offered Fireball Of Purification. Just know that taking it switches that skill’s patron over to Libra. And if that was your last Leo skill and your loadout’s full, Leo won’t offer you anything else that run.

Colors tell you the damage type: red/orange is Fire, light blue is Cold, purple is Lightning, and green is Physical. Multi-element skills show multiple colors on their icon, and if an evolution changes the damage type, the color changes with it.

One more thing — everything listed below reflects the base, unenhanced version of each skill exactly as it shows up in the in-game codex, and I’ve kept them in codex order.

Patron: Leo

Leo’s all about fire. These skills love setting enemies ablaze, which means you’re not just dealing upfront damage — you’re stacking damage over time too. The Pyromancer class starts with Fireball as their opening skill.

Rolling Magma

Base: Shoot Rolling Magma projectile(s) that deal area damage upon hitting the ground.

  • Recast: 1.19s | Fire Damage: 30 | Ignite Chance: 25% | Area of Effect: 1.25m² | Bounce Count: 3 | Projectile Count: 1
  • Fires 1 bouncing projectile dealing 30 Fire Damage on impact in a 1.25 AoE. Bounce count equals Pierce count, and it can bounce 3 times.

Rolling Magma Of Enormity — Only shoot 1 Rolling Magma that grows stronger for each additional projectile.

  • Recast: 1.38s | Fire Damage: 100 | Ignite Chance: 67.5% | Area of Effect: 2.8m² | Bounce Count: 3
  • A single, beefed-up bouncing projectile dealing 100 Fire Damage in a 2.79 AoE. Every extra projectile adds 20 base Fire Damage.

Rolling Magma Of Fragmentation — Shoot Rolling Magma projectile(s) that generate 5 projectiles upon impact.

  • Recast: 1.38s | Fire Damage: 100 | Ignite Chance: 67.5% | Area of Effect: 2.8m² | Bounce Count: 3
  • Fires 1 bouncing projectile dealing 37.5 Fire Damage on impact in a 1.39 AoE. Each impact spawns 5 sub-projectiles dealing 9.39 Fire Damage in a 0.559 AoE.

Rolling Magma Of Multitude — Shoot numerous Rolling Magma projectiles all around the player.

  • Recast: 0.01s | Fire Damage: 15.7 | Ignite Chance: 33.7% | Area of Effect: 0.76m² | Bounce Count: 5 | Projectile Count: 72
  • Fires 72 bouncing projectiles in a full 720° arc, each dealing 15.69 Fire Damage in a 0.759 AoE. Cooldown refreshes all ammunition, and each extra projectile grants one more.

Rolling Magma Of Snowball (🏺 Aquarius) — Rolling cold-damage projectiles that pierce all enemies and bounce based on pierce count.

  • Recast: 1.38s | Cold Damage: 30 | Chill Chance: 65% | Projectile Count: 1 | Projectile Speed: 5m/s | Bounce Count: 3 | Projectile Duration: 10sec
  • Fires 1 rolling projectile dealing 30 Cold Damage on impact that pierces everything.

Rolling Magma Of Holy (⚖️ Libra) — Leave a static zone upon each bounce and chain off enemies.

  • Recast: 1.38s | Impact Fire Damage: 37.5 | Over Time Fire Damage: 6.3 | Ground Effect Duration: 0.75sec | Area of Effect: 1.68m²
  • Fires 1 bouncing projectile dealing 37.5 Fire Damage on impact, leaving a 6.3 Fire Damage static zone in a 1.67 AoE for 0.75 seconds.

Fireball

Base: Shoot Fireball(s) in an arc in front of you that can pierce and explode upon impact.

  • Recast: 0.86s | Fire Damage: 37.5 | Ignite Chance: 47.2% | Area of Effect: 1.4m² | Projectile Count: 1 | Pierce Count: 0

Fireball Of Ammunition — Each projectile adds more ammunition, casting Fireballs at an increasing fire rate.

  • Recast: 0.03s | Fire Damage: 10 | Ignite Chance: 67.5% | Area of Effect: 0.84m² | Ammunition Count: 20 | Projectile Speed: 12m/s
  • Fires up to 20 projectiles before reloading, each dealing 10 Fire Damage. Each extra projectile grants 10 more ammunition.

Fireball Of Bouncing — Fireball(s) can now bounce off walls and pierce everything.

  • Recast: 0.86s | Fire Damage: 7.5 | Ignite Chance: 47.2% | Area of Effect: 1.4m²
  • Pierces everything with unlimited bounces.

Fireball Of Chasing — Fireball(s) now chain toward new enemies upon impact.

  • Recast: 0.86s | Fire Damage: 37.5 | Ignite Chance: 47.2% | Area of Effect: 1.4m² | Chain Count: 2 | Chain Distance: 6m²

Fireball Of Purification (⚖️ Libra) — Fireballs consume Ignite, Chill and Shock to deal more damage.

  • Recast: 0.86s | Fire Damage: 25 | Area of Effect: 1.4m² | Projectile Duration: 5sec | Projectile Speed: 6m/s
  • Consumes any ignite, chill, or shock stack on the target to deal the Fire Damage a second time.

Firestorm

Base: Create a Firestorm of meteors falling in a specific area, dealing Fire damage.

  • Recast: 4.14s | Projectiles Per Second: 15 | Ability Duration: 6sec | Fire Damage: 18.8 | Ignite Chance: 33.7% | Area of Effect: 0.84m²

Firestorm Of Apocalypse — Cast enormous meteor(s) that deal very high Fire damage in a large radius.

  • Recast: 0.69s | Fire Damage: 250 | Ignite Chance: 135% | Area of Effect: 6.71m²
  • One gigantic meteor per cast. Every 15 extra projectiles adds 1 more meteor.

Firestorm Of Bombardment — Each additional projectile adds 3 projectiles per second to the Firestorm.

  • Recast: 4.14s | Projectiles Per Second: 60 | Ability Duration: 6sec | Fire Damage: 18.8 | Ignite Chance: 33.7% | Area of Effect: 0.84m²

Firestorm Of Fracture — Each meteor generates smaller fragments; 4 additional projectiles add 1 fragment.

  • Recast: 4.14s | Main Fire Damage: 18.8 | Fragmentation Count: 2.25 | Fragmentation Fire Damage: 8.8 | Fragmentation Area of Effect: 0.37m²

Firestorm Of Chaos (Gemini) — Calls down a meteor rain across the map, creating damage-over-time zones on the ground.

  • Recast: 8.28s | Projectiles Per Second: 16 | Ability Duration: 2sec | Area of Effect: 2.24m² | Fire/Cold/Lightning Damage: 2.5/2/2 | DoT Frequency: 0.34sec, Duration: 2sec

Heat Beam

Base: Stationary projectile that generates fire beams. Explodes Ignited enemies.

  • Recast: 5.52s | Fire Damage: 1.3 | Ignite Chance: 6.7% | Beam Count: 3 | Explosion Damage: 12.5 | Explosion AoE: 1.68m²

Heat Beam Of Chaining — Fire beams now chain between enemies.

  • Recast: 5.52s | Beam Count: 3 | Chain Count: 1 | Chain Distance: 3m | Explosion Damage: 12.5 | Explosion AoE: 1.68m²

Heat Beam Of Firefly — Spawns smaller, longer-lasting projectiles that track a single target.

  • Recast: 2.76s | Fire Damage: 1.3 | Projectile Duration: 6.5sec | Beam Range: 6m | Explosion Damage: 12.5

Heat Beam Of Helios — Generates a miniature sun that burns the ground.

  • Recast: 10.34s | Impact Fire Damage: 15.7 | Sun Duration: 15sec | Over Time Fire Damage: 3.2 | Ability Duration: 2sec

Lava Rift

Base: Creates a lava rift that travels along the ground, dealing fire damage over time.

  • Recast: 2.76s | Impact Fire Damage: 18.8 | Over Time Fire Damage: 7.5 | Ability Duration: 1sec | Ignite Chance: 33.7%

Lava Rift Of Forking — Recursive forking; rift branches have a chance to fork again. Lava Rift Of Fractal — Spawns rifts around the player; extra projectiles create additional rifts (3 base, +1 per 3 extra projectiles). Lava Rift Of Bloom — Creates a ring of fire around the player that lasts longer. Lava Rift Of Cold (🏺 Aquarius) — Rifts now deal Cold damage and last longer.

  • Recast: 2.76s | Impact Cold Damage: 15 | Over Time Cold Damage: 10 | Ability Duration: 4sec | Chill Chance: 35%

Patron: Aquarius

Aquarius deals in water and ice. Chill is the name of the game here — slow enemies down, then clean them up. The Cryomancer starts with Frost Ball.

Frost Ball

Base: Shoot slow-moving Frost Ball(s) that pierce everything and deal Cold damage.

  • Recast: 0.68s | Cold Damage: 31.3 | Chill Chance: 40.5%

Frost Ball Of Chilling — Unlimited wall bounces, higher chill chance, longer duration.

  • Chill Chance: 81% | Duration: 6sec

Frost Ball Of Galaxy — Frost Balls orbit the player; every 3 extra projectiles adds one more orbiter.

  • Cold Damage: 43.8 | Projectile Count: 5.05 | Speed: 0.25m/s (pierces everything, ignores terrain)

Frost Ball Of Orbiting — Frost Balls orbit around the main projectile instead.

  • Main Cold Damage: 31.3 | Orbiting Cold Damage: 12.5 | 3 orbiting balls

Frost Ball Of Stone (🏹 Sagittarius) — Deals Physical damage in an area on hit, limited pierce, bounces off walls.

  • Physical Damage: 12.5 | Area of Effect: 1.25m² | Projectile Count: 9 | Pierce Count: 6

Aqua Nova

Base: Spawn a stationary Aqua Ball that deals area damage.

  • Recast: 2.71s | Cold Damage: 50/sec | Area of Effect: 2m² | Duration: 6sec

Aqua Nova Of Activation — Triggers area damage every time an enemy touches the Aqua Ball (per-enemy cooldown). Aqua Nova Of Multiplication — Spawns 3 Aqua Balls instead of 1. Aqua Nova Of Propagation — Aqua Ball area damage replicates once upon hitting an enemy. Aqua Nova Of Earth (🏹 Sagittarius) — Deals Physical damage in a wider area and can cause bleeding.

  • Physical Damage: 50 | Bleed Chance: 66% | Area of Effect: 2.75m² | Duration: 8sec

Culling Shot

Base: Shoot a salvo of cold projectiles that instantly kill enemies below 15% life.

  • Recast: 0.85s | Cold Damage: 31.3 | Projectile Count: 4

Culling Shot Of Chaining — Projectiles now chain to another enemy (Chain Count: 5, Distance: 5m). Culling Shot Of Execution — Raises the execution threshold to 25% life; Cold Damage: 43.8, Projectile Count: 5. Culling Shot Of Humility — Trades the execution effect for 5% max-life damage against enemies above 80% life; Projectile Count: 12.

Ice Storm

Base: Cold projectiles that deal more damage and can replicate on hitting chilled enemies.

  • Recast: 2.03s | Cold Damage: 25 | Area of Effect: 0.75m² | Projectile Count: 8
  • Deals double damage to chilled enemies and retriggers on a chilled kill.

Ice Storm Of Bombardment — 50% chance to call down another projectile on hitting a chilled enemy. Ice Storm Of Mark — Marks enemies instead of firing directly; a projectile falls when a marked enemy dies (Mark Count: 24, Damage: 37.5). Ice Storm Of Propagation — Retriggers twice instead of once on a chilled kill. Ice Storm Of Earth (🏹 Sagittarius) — Physical damage in a large area, triple damage to bleeding enemies. Physical Damage: 35 | Projectile Count: 6.

Patron: Ursa Major

Ursa Major brings the lightning. These skills love shocking enemies, which makes them take extra damage from everything else. The Electromancer starts with Spark.

Herald Of Thunder

Base: Lightning strikes a random enemy, dealing Lightning damage.

  • Recast: 0.68s | Lightning Damage: 62.5 | Shock Chance: 89.1% | Area of Effect: 0.9m²

Herald Of Thunder Of Duration — Generates lightning every 0.1 seconds for a set duration (2sec). Herald Of Thunder Of Wrath — Strikes 3 random enemies and spawns 3 sub-projectiles (12.5 damage, pierce 3) on impact. Herald Of Thunder Of Repetition — More projectiles mean more simultaneous strikes (Lightning Strike Count: 3).

Spark

Base: Generate zig-zagging Lightning projectiles that can pierce enemies.

  • Recast: 0.86s | Lightning Damage: 10.7 | Projectile Count: 3 | Pierce/Bounce Count: 5

Spark Of Bounciness — Bounces and pierces even more (15 Pierce/Bounce, 5 projectiles, 6sec duration). Spark Of Fracture — A single spark destroys itself on impact, spawning 24 sub-sparks (8.2 damage each). Spark Of Instability — Every impact (not just the first) generates 6 bouncing sub-sparks. Spark Of Explosion (🦁 Leo) — Each zigzag creates a Fire explosion (10 Fire Damage, 1.25 AoE).

Chain Lightning

Base: Cast 1 Lightning Chain that chains off enemies.

  • Recast: 1.38s | Lightning Damage: 31.3 | Chain Count: 7 | Chain Distance: 5m

Chain Lightning Of Chaining — Chaining now spawns 3 sub-chains that each hit an extra enemy (Chain Count: 30, Distance: 8m). Chain Lightning Of Destruction — Fires 7 chains in an arc at once (Damage: 43.8). Chain Lightning Of Splitting — Upon chaining, splits into a new chain carrying the remaining chain count. Chain Lightning Of Purity (⚖️ Libra) — Deals Fire damage instead; chain count scales with Duration, beam count scales with Chain Count. Fire Damage: 35 | Chain Count: 20 | Projectile Count: 3.

Thunder Hammer

Base: Throw Physical Hammer(s) imbued with Lightning that pierce everything.

  • Recast: 1.38s | Lightning Damage: 18.8 | Physical Damage: 15

Thunder Hammer Of Lightning — Impact also generates a Lightning Chain (12.5 damage, chains 3 times). Thunder Hammer Of Orbiting — Orbits outward in a helix pattern around the player. Thunder Hammer Of Thrown Helix — Generates a rotating sub-hammer on impact that lasts 8 seconds. Thunder Hammer Of The Forge (🦁 Leo) — Leaves a trail of delayed Fire explosions and always pierces/bounces. Fire Damage: 15 | Area of Effect: 1m² | Delay: 1.5sec.

Storm Orb

Base: Slow projectile that casts a lightning chain which propagates on enemies.

  • Recast: 1.38s | Lightning Damage: 18.8 | Chain Count: 0 (every 3 extra projectiles adds 1 chain)

Storm Orb Of Galaxy — Two permanent orbiting orbs, each generating 5 chains; more projectiles/duration speeds up the chain frequency. Storm Orb Of Bouncing — Main projectile bounces off walls, duration extended to 7sec. Storm Orb Of Spark — Also spawns 3 spark sub-projectiles on hit (6.25 damage, pierce 1). Storm Orb Of Beam (🦁 Leo) — Generates a beam that hits every enemy near the target (2.5 Fire Damage, 1m AoE).

Patron: Gemini

Gemini’s whole deal is doing a bit of everything — Fire, Cold, and Lightning damage in one package, applying burn, chill, and shock all at once. The Hunter starts with Magic Bolt.

Magic Bolt

Base: Fire a barrage of Magic Bolts that deal Fire, Frost, and Lightning damage and can pierce.

  • Recast: 0.6s | Fire/Cold/Lightning Damage: 3.5 each | Projectile Count: 16

Magic Bolt Of Concentration — Tighter arc, fewer projectiles (12), more pierce (2), faster recast (0.15s). Magic Bolt Of Nova — Deals area damage on impact (17.5 per element, 0.75m² AoE); element chosen by weighted chance. Magic Bolt Of Saturation — Wider arc, 72 projectiles, each extra projectile counts double. Magic Bolt Of Music (🎵 Lyra) — Cold-only barrage that applies a debuff generating more projectiles on repeat hits.

Interlaced Shot

Base: Fire two projectiles that pierce everything and create cascading explosions on walls.

  • Recast: 1.19s | Fire/Cold/Lightning: 10 each | Area of Effect: 1m² | Bounce Count: 20

Interlaced Shot Of Contact — Cascading explosions now trigger on enemies too, not just terrain. Interlaced Shot Of Shockwave — Projectiles periodically explode mid-flight and bounce off walls; generates a shockwave every 0.5 units traveled. Interlaced Shot Of Triplication — Fires three sets of two projectiles instead of one.

Contagious Spread

Base: Inflicts an elemental damaging debuff that spreads to nearby enemies on kill.

  • Recast: 1.19s | Chain Count: 12 | Fire/Cold/Lightning: 2.7 each | Stacks up to 3

Contagious Spread Of Aura — Periodically applies the debuff in an area around the player instead of a single cast (3 casts, Chain Count: 8, AoE: 5.5m²). Contagious Spread Of Projectiles — Throws slow, wave-patterned piercing projectiles that apply the debuff on impact. Contagious Spread Of Proliferation — Debuff has a 33% chance to jump to a nearby enemy when it expires (Chain Count: 25). Contagious Spread Of Nature (🏹 Sagittarius) — Physical debuff that explodes on expiry; duration scales chain count instead of the reverse. Physical Damage: 27 | Chain Count: 37.5.

Black Hole

Base: Create a Black Hole that deals damage and slows enemies in its proximity.

  • Recast: 9.55s | Fire/Cold/Lightning Impact: 25 each | AoE Damage: 5.4 each | Area of Effect: 4m² | Duration: 12.5sec

Black Hole Of Explosion — Travels a set distance, then detonates for a big finishing blast (75 damage per element). Black Hole Of Shattering — Every hit permanently increases the target’s damage taken by 1%. Black Hole Of Orbiting — Small celestial bodies orbit the Black Hole, dealing 16.2 damage per element in a 3m² AoE.

Patron: Libra

Libra’s skills carry a theme of heavenly judgment. No character currently starts with a Libra skill — you have to pick one up mid-run.

Cleansing Fire

Base: Burn enemies all around the player, dealing damage based on Max Player HP.

  • Recast: 0.2s | Fire Damage: 6.8 | Area of Effect: 4m²
  • Base damage equals 5% of Max Health, capped at 50.

Cleansing Fire Of Layering — Applies a stacking DoT instead of direct damage (up to 9 stacks, wider 5.75m² AoE). Cleansing Fire Of Power — Damage scales harder off Max HP (7.5%, capped at 75), wider AoE (5m²). Cleansing Fire Of Weakening — Applies a stacking 35% movement slow on hit, up to 3 stacks.

Holy Ground

Base: Generate 1 static zone that deals damage to enemies inside it.

  • Recast: 4.78s | Fire Damage: 6.8 | Duration: 7.5sec | Area of Effect: 2.75m²

Holy Ground Of Duplication — Generates 2 zones instead of 1 (Damage: 9.5). Holy Ground Of Healing — Standing in the zone also heals you (1 HP every 0.25s). Holy Ground Of Inquisition — Smaller zone (1.25m²) but hits harder (13.5) and lasts longer (10sec).

Cross Judgement

Base: Shoot 4 projectiles in a cross pattern that pierce everything and always bounce.

  • Recast: 1.19s | Lightning Damage: 35 | Projectile Duration: 3.13sec

Cross Judgement Of Navigation — Fires 8 projectiles in a double cross pattern. Cross Judgement Of Proportion — Bigger projectiles, higher damage (50) and shock chance (30%). Cross Judgement Of the Spiral — Rotating pattern that offsets after every cast; limited pierce/bounce (8) but much faster recast (0.07s).

Sword Fall

Base: Fire a barrage of swords that deals area damage in a line.

  • Recast: 4.18s | Physical Damage: 35 | Projectile Count: 91.5

Sword Fall Of Cross — Fires 4 barrages in a cross pattern (411.5 total projectiles). Sword Fall Of Cascade — Casts the barrage three times in a row (274.3 total). Sword Fall Of Saturation — Wider, denser single barrage (384 projectiles).

Patron: Lyra

Lyra’s skills lean into a musical theme. Like Libra, no character starts with a Lyra skill by default.

Crescendo Wave

Base: Generate growing Fire Waves in a sequence of 3 that deal area damage.

  • Recast: 1.19s | Wave 1/2/3 Damage: 45/55/65 | Wave 1/2/3 AoE: 3.5/4.5/5.5m²

Crescendo Wave Of Amplitude — Only casts the largest wave (65 damage, 5.5m² AoE). Crescendo Wave Of Healing — Every wave heals you 4 HP on cast. Crescendo Wave Of Rhythm — Sequence extends to 5 waves (up to 85 damage, 7.5m² AoE). Crescendo Wave Of Explosion (Leo) — Single nova that consumes Ignite for a bonus explosion (30 base, 10 conditional). Crescendo Wave Of Ice (Aquarius) — Same idea but Cold-based, consuming Chill instead (30 base, 12.5 conditional). Crescendo Wave Of Conductivity ( Ursa Major) — Lightning version, consuming Shock (30 base, 7.5 conditional).

Staccato Volley

Base: Fire cold projectiles. The applied debuff generates more projectiles.

  • Recast: 0.24s | Cold Damage: 15 | Projectile Count: 3 | Holds 3 ammo

Staccato Volley Of Chaining — Initial projectiles can now chain between enemies (Chain Count: 3). Staccato Volley Of Nova — Fires all 24 projectiles in a circle around the player instead of forward. Staccato Volley Of Repeat — Doubles ammo capacity to 6 and speeds up the cast.

Blessed Bell

Base: Generates bells that smite enemies and provide temporary buffs on pickup.

  • Recast: 0.9s | Fire Damage: 75 | Bell Duration: 75sec | Buff Duration: 16.88sec
  • Collecting the bell grants one of five random buffs: Area of Effect, Duration, Ability Haste, Regeneration, or Global Damage Multiplier.

Blessed Bell Of Echoing — Generates a nova of 48 musical Cold projectiles and applies the debuff to 96 enemies on pickup. Blessed Bell Of Purification — Grants a 5-second buff that generates 3 Smites every 2.39 seconds; bell lasts 112.5sec. Blessed Bell Of Ramping — Grants a permanent, stackable buff on pickup (up to 99 stacks). Blessed Bell Of Thunder ( Ursa Major) — Lightning version; buff generates a chaining lightning strike every 0.3sec for 5sec.

Patron: Sagittarius

Sagittarius is all weapons — Physical and Fire damage that inflicts Bleed and Ignite respectively, both stacking damage over time. The Dancer starts with Chakram.

Chakram

Base: Shoot returning Chakram(s) that pierce everything.

  • Recast: 0.81s | Physical Damage: 25 | Projectile Speed: 0.31m/s

Chakram Of Burst — Fires 5 alternating chakrams from left and right in quick succession. Chakram Of Helix — Travels in a helix pattern from the throw point, lasting 4sec. Chakram Of Pursuit — A single non-returning chakram that always chains on impact (Chain Distance: 6m). Chakram Of Shuriken ( Ursa Major) — Fires 6 chaining, wall-bouncing projectiles that trigger a small Lightning explosion on impact. Chakram Of Freeze (Aquarius) — Deals Cold damage and triggers a bonus explosion when hitting a chilled enemy.

Explosive Mine

Base: Throw mines around you that deal Fire damage upon being triggered.

  • Recast: 3.23s | Fire Damage: 40 | Mines Count: 12 | Area of Effect: 1.75m²

Explosive Mine Of Compression — More mines (36), smaller blast radius (1.25m²). Explosive Mine Of Physical Trauma — Mines deal Physical damage instead (75), and Fire Damage upgrades also boost this. Explosive Mine Of Projectiles (🏺 Aquarius) — A single mine that, once triggered, launches a rapid stream of Cold projectiles for 4 seconds.

Whirling Knives

Base: Throw piercing knives in a circle around you, dealing physical damage.

  • Recast: 2.58s | Physical Damage: 12.5 | Projectile Count: 60 | Pierce Count: 1

Whirling Knives Of Bleed — Hitting a bleeding enemy triggers a 5-projectile nova. Whirling Knives Of Return — Infinite pierce; knives return to the throw point after hitting a wall or timing out. Whirling Knives Of Saturation — Doubles the knife count to 360. Whirling Knives Of Thunder ( Ursa Major) — Lightning damage instead; hitting a shocked enemy triggers a bonus Lightning Strike (30 damage).

Cluster Grenades

Base: Fire a volley of projectiles that deal fire damage in front of the player.

  • Recast: 0.15s | Fire Damage: 20 | Wave Counts: 8/16/24 | Holds 3 ammo

Cluster Grenades Of Bouncing — Projectiles bounce off the ground before exploding (Bounce Count: 5). Cluster Grenades Of Flare — A single projectile that spawns 8 sub-grenades every 0.16sec during flight. Cluster Grenades Of Repeat — Can fire two full sequences back-to-back; ammo doubled to 6. Cluster Grenades Of Saturation — Wider arc, way more projectiles per wave (28/56/84).

That covers every skill and evolution currently in the game. If you’re planning a build, the cross-patron evolutions (marked with the patron icon) are usually the ones worth building around early, since locking in the right secondary patron determines which late-game evolutions you’ll actually have access to.