Decoy
Throw a device to create a Decoy that taunts enemies around it for 2.5 seconds before exploding.
More information
Added throwing attack damage is applied at 600% effectiveness to the explosion.
The Decoy cannot be destroyed before it expires.
Skill tree: Decoy
The skill tree as it appears in game. A specialized skill gains one point per level up to level 20; the number on a connection shows how many points the previous node needs.
Hover or tap a node for its description. The number on a node is its maximum points.
All nodes as a list (27)
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Boom
max 5
Decoy's final explosion deals more damage (multiplicative with other modifiers) and explodes in a larger area.
- +10% Final Explosion Damage
- +20% Final Explosion Area
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Excessive Explosives
max 5
All explosions from Decoy deal more damage (multiplicative with other modifiers).
- +20% All Explosion Damage
Requires 2 points in Boom or 2 points in Explosive Charges
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Explosive Charges
max 3
Decoy has a chance to cause a small explosion when hit, up to a maximum of 2 explosions.
- +15% Small Explosion Chance
Requires Frostfire Powder or 2 points in Excessive Explosives or 2 points in Lasting Presence
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Frostfire Powder
max 1
All explosions' base fire damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to fire damage. Explosions also gain a base freeze rate.
Ignite chance from all sources is converted to chill chance and effects related to ignite now depend on chill instead.- Fire -> Cold Conversion
- Ignite -> Chill Chance
- 60 Freeze Rate
Requires 2 points in Boom or Explosive Charges
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Remote Detonator
max 1
Decoy becomes a combo ability. The first cast creates the decoy, and the second detonates it. The remote detonation costs mana.
Has no effect if Decoy has additional charges.- Remote Detonation
- 40 Detonation Mana Cost fixed
Requires 3 points in Excessive Explosives
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Rewired Detonator
max 4
Detonation costs less mana.
- -25% Detonation Mana Cost
Requires Remote Detonator
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Freezing Blast
max 5
All explosions have a higher chance to freeze enemies.
- +50% Freeze Rate Multiplier
Requires Frostfire Powder
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Stuffed
max 3
Decoy can cause additional small explosions.
- +2 Max Small Explosions
Requires 2 points in Explosive Charges
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Lasting Presence
max 5
Decoy lasts longer, but has a longer cooldown.
- +10% Duration
- +10% Final Explosion Damage
- +10% Cooldown
Requires 2 points in Explosive Charges or Embedded Spikes
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Embedded Spikes
max 5
Decoy reflects a percentage of damage to attackers.
- 10% Damage Reflected
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Into the Shadows
max 4
You have additional dodge chance while the decoy exists.
- +50 Dodge Rating With Active Decoy
Requires Lasting Presence
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Ambush
max 1
When the decoy expires, for the next 4 seconds you have additional critical strike multiplier equal to your dodge chance while the decoy was active.
- Critical Multiplier Per Dodge Chance
Requires 3 points in Into the Shadows
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On Fire
max 1
The Decoy is on fire and ignites nearby enemies each second, but costs more mana.
- Ignites Nearby Enemies
- +15 Mana Cost
Requires 2 points in Into the Shadows
This is not affected by Frostfire Powder.
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Kelthan Oil
max 4
The Decoy has increased ignite frequency.
- +50% Ignite Frequency
Requires On Fire
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Acid Fumes
max 1
Small explosions are replaced by Acid Flask detonations. The final explosion is replaced by three Acid Flasks ejected from the decoy.
On Fire now inflicts poison instead of ignite.- Ignite -> Poison Chance
- Explosions Replaced by Acid Flasks
Requires 3 points in Kelthan Oil
Acid Flasks cannot have extra projectiles when ejected from the Decoy.
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Backup Buddy
max 1
Decoy can store an additional charge.
- +1 Maximum Decoy Charges
Requires 4 points in Embedded Spikes
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Efficient Construction
max 3
Decoy costs less mana.
- +30% Mana Efficiency
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Sonic Detonation
max 3
The Decoy emits a Sonic Wave when it appears, inflicting Frailty and armor shred to nearby enemies.
- +1 Frailty Stacks Applied
- +1 Armor Shred Stacks
Requires 2 points in Efficient Construction
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Warning Sound
max 5
Sonic Wave grants Haste to you and your allies hit for a duration.
- +1 Haste Duration (seconds)
Requires Sonic Detonation
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Ear Shatter
max 5
Sonic Wave inflicts additional stacks of armor shred, and armor shred it applies lasts longer.
- +1 Armor Shred Stacks Applied
- +15% Armor Shred Duration
Requires Sonic Detonation
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Harrowing Noise
max 2
Sonic Wave Fears enemies for a duration.
- +1 Fear Duration (seconds)
Requires Ear Shatter
Fear causes enemies to flee from you and your allies. Enemies can only be affected by Fear once.
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Sound of Flames
max 1
Sonic Wave inflicts fire resistance shred instead of armor shred.
If you have taken Frostfire Powder it instead inflicts cold resistance shred.- Armor -> Fire Res Shred
Requires Ear Shatter
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Short Fuse
max 5
Decoy's final explosion deals more damage (multiplicative with other modifiers), but Decoy has a shorter duration.
- +5% Final Explosion Damage
- -15% Duration
Requires Boom
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Shrouded Core
max 1
Decoy leaves a Shadow in its place after detonating.
- 1 Shadow Created
Requires 3 points in Short Fuse
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Burning Oil
max 5
Decoy's final explosion ignites enemies.
- +1 Ignite Stacks Applied
Requires 2 points in Short Fuse
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Meticulous Construction
max 5
Decoy's final explosion deals more damage (multiplicative with other modifiers), but costs more mana.
- +25% Final Explosion Damage
- +20% Mana Cost
Requires 2 points in Burning Oil
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Grand Diversion
max 2
Throw additional Decoys near the target location. Decoy location is slightly randomised.
- +1 Extra Decoys Thrown
Requires 2 points in Meticulous Construction
Passive nodes for Decoy
These nodes in the class passive tree mention the skill – a click jumps to the node.