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)
  1. 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
  2. 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

  3. 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

  4. 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

  5. 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

  6. Rewired Detonator max 4

    Detonation costs less mana.

    • -25% Detonation Mana Cost

    Requires Remote Detonator

  7. Freezing Blast max 5

    All explosions have a higher chance to freeze enemies.

    • +50% Freeze Rate Multiplier

    Requires Frostfire Powder

  8. Stuffed max 3

    Decoy can cause additional small explosions.

    • +2 Max Small Explosions

    Requires 2 points in Explosive Charges

  9. 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

  10. Embedded Spikes max 5

    Decoy reflects a percentage of damage to attackers.

    • 10% Damage Reflected
  11. Into the Shadows max 4

    You have additional dodge chance while the decoy exists.

    • +50 Dodge Rating With Active Decoy

    Requires Lasting Presence

  12. 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

  13. 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.

  14. Kelthan Oil max 4

    The Decoy has increased ignite frequency.

    • +50% Ignite Frequency

    Requires On Fire

  15. 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.

  16. Backup Buddy max 1

    Decoy can store an additional charge.

    • +1 Maximum Decoy Charges

    Requires 4 points in Embedded Spikes

  17. Efficient Construction max 3

    Decoy costs less mana.

    • +30% Mana Efficiency
  18. 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

  19. Warning Sound max 5

    Sonic Wave grants Haste to you and your allies hit for a duration.

    • +1 Haste Duration (seconds)

    Requires Sonic Detonation

  20. 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

  21. 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.

  22. 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

  23. 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

  24. Shrouded Core max 1

    Decoy leaves a Shadow in its place after detonating.

    • 1 Shadow Created

    Requires 3 points in Short Fuse

  25. Burning Oil max 5

    Decoy's final explosion ignites enemies.

    • +1 Ignite Stacks Applied

    Requires 2 points in Short Fuse

  26. 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

  27. 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.

More skills: Rogue

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