<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://wiki.dungeondefenders2.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sushi3462</id>
		<title>Dungeon Defenders 2 Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://wiki.dungeondefenders2.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sushi3462"/>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/wiki/Special:Contributions/Sushi3462"/>
		<updated>2026-05-10T13:32:12Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.27.1</generator>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Ogres&amp;diff=11782</id>
		<title>Ogres</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Ogres&amp;diff=11782"/>
				<updated>2019-10-23T15:08:50Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Rewrote this page, as it was a stub.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This article is about the regular Ogre. For the cannon variety, see [[Cannon Ogre|Cannon Ogre.]]  For the frost variant, the Yeti, see [[Frost Enemies|Frost Enemies.]]''&lt;br /&gt;
&lt;br /&gt;
Ogres are strong [[Special Enemies|minibosses]] that have a variety of unique abilities at their disposal.  It is important to know the characteristics of each ability so you can defeat one without too much difficulty.&lt;br /&gt;
&lt;br /&gt;
Ogres move at average speed and deal high melee damage.  Their attacks can cleave - the AOE radius of their attacks is around average.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Ogres have two abilities: Slime Toss and Seismic Slam.&lt;br /&gt;
&lt;br /&gt;
Slime Toss is used when your hero or a defense is far away from an ogre.  Heroes are prioritized over defenses.  The ogre attacks by spitting out icky slime from their mouth, then throwing it at you.  Upon contact with the ground or a target, the slime ball explodes, applying a movement speed debuff in an AOE radius around its impact point, slowing everyone hit to a crawl.  It is possible to avoid the AOE radius if your hero is fast enough, but it can be tricky.&lt;br /&gt;
&lt;br /&gt;
Despite ogres targeting towers and blockades with this ability, none of your defenses suffer from this ability, as it only harms movement speed - not attack speed.&lt;br /&gt;
&lt;br /&gt;
Seismic Slam is used when a hero approaches an ogre.  It functions very similar to the [[Squire|Squire's]] Seismic Slam, except it does not stun anything hit by it.&lt;br /&gt;
&lt;br /&gt;
This move deals very high damage to anything hit, but can easily be avoided by jumping.  However, your towers will have a much harder time jumping than your hero does, so be careful where you approach an ogre!&lt;br /&gt;
&lt;br /&gt;
Additionally, any defenses will not trigger this move.  If an ogre is already near your defenses, it might be best to stay out of range or else they will destroy all nearby defenses.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
*[[Cannonball Tower|Cannonball Towers]] deal high damage to a single target, making them ideal against almost all minibosses.&lt;br /&gt;
*Any form of [[Stun]] will interrupt the ogre's abilities, should one be in the middle of using it.  Interrupting Seismic Slam can make ogres much easier to approach.&lt;br /&gt;
*Seismic Slam cannot damage traps, auras, or nodes.  This makes these defenses ideal for assisting your hero (though towers also work from long range).&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Freeze&amp;diff=11781</id>
		<title>Freeze</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Freeze&amp;diff=11781"/>
				<updated>2019-10-22T15:16:40Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Added a page about the Freeze debuff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Freeze is a status effect that [[Stun|Stuns]] the affected target.  It also carries unique properties not present in other stun effects.&lt;br /&gt;
&lt;br /&gt;
All heroes, defenses, and enemies that are not immune to crowd-control can be frozen.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
When a target is frozen, they are encased in ice and cannot move or attack.  The target becomes extremely vulnerable to crushing damage.&lt;br /&gt;
&lt;br /&gt;
Crushing damage shatters the ice and frees the frozen target, but the attack/projectile that dealt the crushing damage receives a heavy damage multiplier - and is often lethal.&lt;br /&gt;
&lt;br /&gt;
Frozen targets can also take fall damage, should they be frozen in the air.  This counts as crushing damage, making even the smallest fall deal considerable damage.  This property, unlike other stuns, is capable of dragging flying enemies to the ground and making them susceptible to ground defenses.&lt;br /&gt;
&lt;br /&gt;
Sources of crushing damage include, but are not limited to:&lt;br /&gt;
*Cannonballs from a [[Cannonball Tower]] or [[Cannon Ogre|Cannon Ogre.]]&lt;br /&gt;
*Explosions from an [[Explosive Trap]] or an -boom/-servo [[Mods|Mod.]]&lt;br /&gt;
*Most sources of earth damage (unless it comes from an elemental mod), like the [[Earthshatter Tower]] or a seismic slam from an [[Ogre]] or the [[Squire|Squire.]]&lt;br /&gt;
*Fall damage - the farther the fall, the more damage the victim takes.&lt;br /&gt;
&lt;br /&gt;
== Freeze Sources ==&lt;br /&gt;
The following are capable of applying the freeze combo:&lt;br /&gt;
*[[Frost Enemies|Ice Mages.]]&lt;br /&gt;
*[[Frost Enemies|Yetis.]]&lt;br /&gt;
*The [[Drakenlord|Drakenlord's]] frost aura.&lt;br /&gt;
*Combining the [[Chill]] and [[Drenched|Drench]] debuffs (most commonly done when a [[Frostbite Tower]] targets a drenched enemy).&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Lava_Guardians&amp;diff=11779</id>
		<title>Lava Guardians</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Lava_Guardians&amp;diff=11779"/>
				<updated>2019-10-18T16:44:11Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Finished this page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
The Lava Guardians are a melee [[Orcs|Orc]] [[Enemies|enemy]] that is extremely tough and has massive health - about as much as a [[Special Enemies|Boss.]]  This enemy can only appear in [[Onslaught]] floor 28 or higher, or the Demon Lord [[Incursions|Incursion.]]&lt;br /&gt;
&lt;br /&gt;
Lava Guardians deal high melee damage and can spawn a fissure that erupts in a straight line directly in front of the guardian.  If the lava guardian is attacking a blockade, this fissure is capable of damaging towers directly behind the blockade, instantly destroying them in many cases.  If your hero is also hit by this fissure, you will be [[Knock-Up|Knocked Up]] into the air and stunned until you land on the ground.&lt;br /&gt;
&lt;br /&gt;
Whenever a lava guardian dies, a lava orb will be left in their place.  Running over this orb with your hero will cause you to collect it and give you a status effect that boosts your hero's damage and movement speed.  This buff will last until your hero dies or you swap to another hero (your original hero will not keep the orb in either case).  On the Demon Lord Incursion, placing the lava orb onto the catapult also removes the buff.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
Lava Guardians are another variant of Orcs and take on a lot of their traits - including a lack of movement speed.  This makes crowd-control builds very effective, as the lava guardian's slow movement speed can make it difficult to escape.  A [[Poison Dart Tower]] paired with an [[Earthshatter Tower]] is a great way to [[Petrify]] lava guardians and provide moderate damage as well.&lt;br /&gt;
&lt;br /&gt;
[[Cannonball Tower|Cannonball Towers]] or other single-targeting defenses are great, since lava guardians usually spawn alone or in pairs.  Most single-target defenses deal more DPS than multi-target or AOE defenses do, so it's a great way to counter their high health.  However, other enemies usually spawn along with lava guardians, so you will most likely want some form of AOE damage as well.&lt;br /&gt;
&lt;br /&gt;
In Onslaught, only certain lanes will spawn lava guardians, and many of these lanes don't spawn any until later waves, so you might not have to prepare for them if you don't have enough defense mana.  Hold your shift key to see if one will spawn or not.&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Lava_Guardians&amp;diff=11778</id>
		<title>Lava Guardians</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Lava_Guardians&amp;diff=11778"/>
				<updated>2019-10-18T15:15:45Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: I'm planning on completely rewriting this page to give a precise description of this enemy (it's a WIP).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
The Lava Guardians are a melee [[Orcs|Orc]] [[Enemies|enemy]] that is extremely tough and has massive health - about as much as a [[Special Enemies|Boss.]]  This enemy can only appear in [[Onslaught]] floor 28 or higher, or the Demon Lord [[Incursions|Incursion.]]&lt;br /&gt;
&lt;br /&gt;
Lava Guardians deal high melee damage and can spawn a fissure that erupts in a straight line directly in front of the guardian.  If the lava guardian is attacking a blockade, this fissure is capable of damaging towers directly behind the blockade, instantly destroying them in many cases.  If your hero is also hit by this fissure, you will be [[Knock-Up|Knocked Up]] into the air and stunned until you land on the ground.&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Onslaught&amp;diff=11777</id>
		<title>Onslaught</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Onslaught&amp;diff=11777"/>
				<updated>2019-10-18T15:07:36Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Fixed a major error with Bullet Sponge.  Also cleaned up certain areas on this page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Onslaught is one of the gamemodes in Dungeon Defenders 2, which features stronger enemies as you progress.  It is available as soon as you complete the [[Campaign]].&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Onslaught has many special rules that aren't present in other gamemodes.  Here is a list of the special ruleset:&lt;br /&gt;
&lt;br /&gt;
=== Rule 1 ===&lt;br /&gt;
The further you progress through floors in Onslaught, the higher level enemies will become.  This seems straightforward on the surface, but you can end up with enemies far stronger than in [[Chaos|chaos 7]] difficulty on floors above 30.&lt;br /&gt;
&lt;br /&gt;
=== Rule 2 ===&lt;br /&gt;
Every lane has special conditions as to which monsters can spawn from it.  The name of the lane will also change as well to indicate what will spawn there.  A list of common names for lanes is listed below.&lt;br /&gt;
&lt;br /&gt;
=== Rule 3 ===&lt;br /&gt;
Enemies can be affected by lane mutators.  You will probably encounter your first lane mutator at floor 3.  Lane mutators can be viewed by holding shift and will appear below the list of enemies.  The further you go in Onslaught, the more mutators that will appear in each game.  Each lane is limited to 2 mutators at a time, and which mutators appear is completely random (re-rolling an onslaught floor will re-roll mutators again).  A list of lane mutators can also be found below.&lt;br /&gt;
&lt;br /&gt;
== Spawning Conditions ==&lt;br /&gt;
These are common prefixes, suffixes, and names that will appear on a lane and determine what spawns from it.  [[Bosses]] are not affected by special spawning conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The first category determines what type of non-[[Chaos|chaos]] monsters will spawn.'''&lt;br /&gt;
&lt;br /&gt;
=== Fodder ===&lt;br /&gt;
Any monsters can spawn in this lane.&lt;br /&gt;
&lt;br /&gt;
=== Wompers ===&lt;br /&gt;
Only melee monsters can spawn here, like [[Warboars]] and [[Orcs]].&lt;br /&gt;
&lt;br /&gt;
=== Throwers ===&lt;br /&gt;
Only ranged monsters can spawn here, like [[Javelin Throwers]] and [[Drakins]].&lt;br /&gt;
&lt;br /&gt;
=== Healers ===&lt;br /&gt;
[[Dark Mages]] will spawn here.&lt;br /&gt;
&lt;br /&gt;
=== Crippling ===&lt;br /&gt;
[[Witherbeasts|Wither Beasts]] will spawn here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following will determine what [[Chaos|chaos]] monsters will spawn.  The prefixes/suffixes/names must be listed in a lane in order for said monster to spawn:'''&lt;br /&gt;
&lt;br /&gt;
=== Vanguard / -Guard ===&lt;br /&gt;
[[Vanguards]] will spawn from this lane.  [[Cannonball Tower|Cannonball Towers,]] [[Poison Dart Tower|Poison Dart Towers,]] and other projectile-based towers will not be very effective against them in these lanes.  Consider using traps, auras, AOE towers, or even [[Earthshatter Tower|Earthshatter Towers]] if you need long-range targeting.&lt;br /&gt;
&lt;br /&gt;
=== Cy- ===&lt;br /&gt;
[[Cyborks]] will appear.  Auras, traps, and nodes used in this lane are at risk of being disabled.  If you wish to use any of them, a tenacity [[Mods|servo]] can help mitigate stuns.&lt;br /&gt;
&lt;br /&gt;
=== Geo- ===&lt;br /&gt;
[[Geodes]] will spawn here.  They protect all enemies within its barrier from projectile attacks.  Counter them in a similar way that you would deal with [[Vanguards|vanguards.]]&lt;br /&gt;
&lt;br /&gt;
=== Zerker- ===&lt;br /&gt;
[[Berserker Orcs]] will charge out of the lane and will usually run in front of the pack.  It is fairly common for them to escape crowd control builds and leak through your defenses.  [[Cannonball Tower|Cannonball Towers]] are a great method for dealing with leaks.&lt;br /&gt;
&lt;br /&gt;
=== Stabby- ===&lt;br /&gt;
This only appears in a flyer lane.  [[Assassins|Dark Assassins]] will spawn and try to assassinate you.  They never appear alone in a flyer lane, so don't ignore anti-air defenses!&lt;br /&gt;
&lt;br /&gt;
=== Hex- ===&lt;br /&gt;
[[Hex Throwers]] will appear.  These guys are great at sniping your towers, and in some maps, can even snipe a core or sub-objective from the spawn.  A [[Reflect Beam]] is great at protecting anything vulnerable to snipers, and can also cause them to waste time trying to pick off their target.&lt;br /&gt;
&lt;br /&gt;
=== EMP- ===&lt;br /&gt;
These guys also only appear in flyer lanes.  Just like [[Kobold Flier|Kobold Flyers,]] [[Kobolts]] will attempt to dive-bomb any nearby defenses or anything if their health drops too low.  Traps, auras, and nodes cannot be stunned by kobolts, but multiple [[Sky Guard Tower|Sky Guard Towers]] can take them out before they have the chance to dive-bomb.  Extra range on your sky guards can reduce the chance of a successful dive-bomb attempt.&lt;br /&gt;
&lt;br /&gt;
=== Frosty- ===&lt;br /&gt;
[[Frost Enemies]] can be seen here.  This will only appear at [[Chaos]] 7 difficulty or higher (floor 28+).  The Yeti [[Incursions|incursion]] will introduce you to these mobs.&lt;br /&gt;
&lt;br /&gt;
=== Lava- ===&lt;br /&gt;
[[Lava Guardians]] will spawn here.  This also only appears at [[Chaos]] 7+ difficulty (floor 28 or higher).  If you are having trouble dealing with these guys, they can also be found in the Demon Lord [[Incursions|incursion]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The third category contains names that appear in flyer lanes:'''&lt;br /&gt;
&lt;br /&gt;
=== Dargons ===&lt;br /&gt;
[[Wyverns]] will spawn here.  If the name were corrected to &amp;quot;dragons&amp;quot;, these lanes would probably be a lot scarier.&lt;br /&gt;
&lt;br /&gt;
=== Zappers ===&lt;br /&gt;
[[Lightning Bugs]] will appear.  They prefer to destroy your towers and blockades rather than head straight for your cores.&lt;br /&gt;
&lt;br /&gt;
=== Kami- / Kamikaze ===&lt;br /&gt;
[[Kobold Flier|Kobold Flyers]] will spawn and attempt to dive-bomb your defenses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The last category has special names that heavily change spawning conditions for the lane.  None of the names above will be combined with any of these names:'''&lt;br /&gt;
&lt;br /&gt;
=== Floppy Arms and Pig Bois ===&lt;br /&gt;
Only Goblin enemies and [[Warboars]] will appear here.  This name is usually only present in lower-level floors of Onslaught.&lt;br /&gt;
&lt;br /&gt;
=== Air Raid ===&lt;br /&gt;
Hence the name, this will only appear in flyer lanes.  This causes all types of enemies to spawn - usually in a larger quantity than usual.  Heavy anti-air is highly recommended, but careful not to spend too many Defense Units!&lt;br /&gt;
&lt;br /&gt;
=== The Front Line ===&lt;br /&gt;
[[Vanguards]] will spawn here in huge quantities along with a few [[Geodes]], making projectile-based towers essentially useless, possibly even with a piercer [[Mods|servo.]]&lt;br /&gt;
&lt;br /&gt;
This lane can easily be dealt with by using [[Flame Aura|Flame Auras]] or by crowd-controlling enemies with nodes.&lt;br /&gt;
&lt;br /&gt;
=== Sparks And Shields ===&lt;br /&gt;
This lane specializes with [[Vanguards]] and [[Cyborks]], but unlike The Front Line, vanguards won't appear in as big of quantities.  This lane can be tricky, since vanguards will block projectiles from towers, and cyborks will disable and traps, auras, and nodes they come across.&lt;br /&gt;
&lt;br /&gt;
One strategy is to try and pick off the cyborks with towers; then, use an aura/node setup behind your towers to deal with the vanguards.  Alternatively, [[Earthshatter Tower|Earthshatter Towers]] can bypass shields while not attracting the attention of cyborks and getting disabled.&lt;br /&gt;
&lt;br /&gt;
Also unlike The Front Line, this lane won't solely spawn vanguards and cyborks.  Support troops like [[Dark Mages]] and [[Kobolds]] may also be seen, especially in later rounds.&lt;br /&gt;
&lt;br /&gt;
=== Orcish Horde ===&lt;br /&gt;
Any assortment of mobs can spawn here, but only if they're orcs.  This ranges from [[Orcs|regular orcs]] to [[Cyborks]] to [[Berserker Orcs]].  The anti-orc or orc-boom [[Mods|servos]] are great counters for these lanes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Omega Squad X ===&lt;br /&gt;
Omega Squad lanes specialize in spawning [[Chaos]] monsters.  The types of chaos enemies that spawn in omega squad lanes depends on what greek letter replaces &amp;quot;X&amp;quot; in the name (e.g. Alpha, Beta, Epsilon, etc.).  Plan accordingly to what spawns.&lt;br /&gt;
&lt;br /&gt;
=== Dreadbones' Crew ===&lt;br /&gt;
A random assortment of monsters will spawn with pirate outfits.  [[Captain Dreadbones]] will also spawn here every wave.&lt;br /&gt;
&lt;br /&gt;
=== Timmy's Revenge ===&lt;br /&gt;
A random assortment of monsters will spawn.  [[Timmy]] also spawns once every wave.&lt;br /&gt;
&lt;br /&gt;
=== Game Ogre ===&lt;br /&gt;
Only [[Ogres]] will spawn in this lane.  Unlike most ogres, these guys can range from smaller ogres to regular-sized ogres.  Because nothing else spawns in this lane, [[Cannonball Tower|Cannonball Towers]] or other single-targeting defenses work well.&lt;br /&gt;
&lt;br /&gt;
=== Just Timmy ===&lt;br /&gt;
[[Timmy]] spawns multiple times.  Just like with Game-Ogre, single-targeting defenses are great for handling this lane.&lt;br /&gt;
&lt;br /&gt;
=== High Roller ===&lt;br /&gt;
Only [[Goblin Siege Roller|Goblin Siege Rollers]] will spawn.  Unlike Game Ogre, there are no miniature seige rollers that will appear.&lt;br /&gt;
&lt;br /&gt;
Goblin Siege Rollers move very slowly, so don't worry about them making huge progress to your core(s) if another lane needs your attention.  If you want to use defenses against this lane, you will need to use ones that can specifically target the back of rollers.  Siege Rollers take double damage when hit from behind, but they can absorb 90% damage dealt to them when hit anywhere else.  If you can't find a good spot for a [[Cannonball Tower]] or a [[Poison Dart Tower]], consider using [[Reflect Beam|Reflect Beams]] as their explosions can hit the roller's weak point once the roller passes the node.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can actively defend in this lane.  Keep in mind that siege rollers will shoot rockets at you, so don't stop moving unless you like to explode.  Don't accidentally move in front of a roller either, because their roller attacks deals heavy damage and can kill you in seconds.&lt;br /&gt;
&lt;br /&gt;
== Lane Mutators ==&lt;br /&gt;
'''Lane mutators can change enemy mechanics, such as health, resistances, and even immunities.  Lane mutators usually don't appear until floor 3, but the further you go in Onslaught, the more mutators you will see.  Each lane may have a maximum of 2 mutators altering it.'''&lt;br /&gt;
&lt;br /&gt;
'''Here is a list of the possible mutators that can be found:'''&lt;br /&gt;
&lt;br /&gt;
=== Proximity ===&lt;br /&gt;
The closer your hero or your defense is to an enemy with this mutator, the more damage said hero/defense deals.  Traps are extremely effective in these lanes due to most of them requiring close proximity, but auras and nodes can do some decent work, too.  If you're in an earlier onslaught floor, blockades also work well.&lt;br /&gt;
&lt;br /&gt;
=== Long Shot ===&lt;br /&gt;
This is the opposite of Proximity - the farther you or your defense is from an enemy, the more damage the enemy will take.  Towers benefit most from this mutator.  [[Poison Dart Tower|Poison Dart Towers]] and [[Earthshatter Tower|Earthshatter Towers]] make a great combo for Long Shot lanes as you can [[Petrify|petrify]] enemies while hitting them from a long distance.&lt;br /&gt;
&lt;br /&gt;
=== Armored ===&lt;br /&gt;
This mutator causes enemies to take less physical damage, but more magical damage.  You will want to avoid using any of the [[Squire|Squire's]] defenses as they all deal physical damage.  [[Explosive Trap|Explosive Traps]] will also be less effective.  All of the [[Apprentice|Apprentice's]] and [[Monk|Monk's]] defenses deal magical damage, so consider using them when building this lane.&lt;br /&gt;
&lt;br /&gt;
If you wish to use a tower that normally deals physical damage, you can apply an elemental [[Mods|servo]] to convert the tower to magical damage.  All elements will do the trick.&lt;br /&gt;
&lt;br /&gt;
If you want to know whether or not your tower deals physical or magical damage, look at the damage numbers that appear when enemies take damage.  While numbers are physical damage, purple numbers are magical, and red numbers are critical hits (can be physical or magical).&lt;br /&gt;
&lt;br /&gt;
=== Spellbreaker ===&lt;br /&gt;
Just like how the Armored mutator reduces physical damage and increases magical damage, this mutator does the opposite.  The [[Squire's]] defenses are highly recommended, but [[Explosive Trap|Explosive Traps]] are great source of AOE damage while still dealing physical damage.&lt;br /&gt;
&lt;br /&gt;
Because the [[Sky Guard Tower]] shoots magical bolts, this mutator can be a nightmare on air lanes, as you're essentially to use [[Cannonball Tower|Cannonball Towers]] or [[Ballista|Ballistas]] to effectively deal any considerable damage to flyers with this mutator.&lt;br /&gt;
&lt;br /&gt;
=== Power Block ===&lt;br /&gt;
Enemies with this mutator are immune to hero abilities.  However, they take extra damage from your weapons.  If you are actively defending in a lane with this mutator, you will want to use a hero with high Hero Damage but low Ability Power.&lt;br /&gt;
&lt;br /&gt;
=== Brittle ===&lt;br /&gt;
Brittle enemies spawn with more health, but receive a resistance debuff when hit by any of your hero abilities.  It is ideal for you to actively defend in this lane, so your defenses don't have to deal with the extra health.  However it won't be really useful if you don't use active abilities very often or abilities that can be toggled.  Don't ignore your other lanes, either!&lt;br /&gt;
&lt;br /&gt;
=== Soft Spot ===&lt;br /&gt;
Enemies receive less damage from all sources, except when they're attacked from their weak point.  Unfortunately, there aren't many enemies that have weakpoints, making this mutator rather annoying.  If you're lucky enough to have a [[Goblin Siege Roller]] spawn with this mutator, however, you can utilize it's weak point to destroy it very quickly.&lt;br /&gt;
&lt;br /&gt;
=== Unstoppable ===&lt;br /&gt;
Unstoppable enemies are immune to [[Slow|slow]] debuffs.  This does not affect [[Berserker Orcs]] or [[Frost Enemy|Frost Enemies]] as they are already immune to slow effects.  While unstoppable enemies cannot be slowed, they are still vulnerable to [[Stun|stuns.]]&lt;br /&gt;
&lt;br /&gt;
=== Headstrong ===&lt;br /&gt;
Instead of being immune to [[Slow|slows,]] Headstrong enemies are immune to [[Stun|stuns.]]  You will want to use [[Frostbite Tower|Frostbite Towers,]] [[Proton Beam|Proton Beams,]] or [[Boost Aura|Boost Auras]] with a [[Shards|Boosted Grasp shard]] to help control these monsters.&lt;br /&gt;
&lt;br /&gt;
Air lanes usually don't benefit from being headstrong, as most flyers move very slowly.  However, should you encounter a headstrong [[Dark Assassin|assassin,]] taking them off of you can be extremely difficult.  Without the ability to stun, your only options are to either kill the assassin quickly with high DPS, or wait out the bind.  If you have a [[Barbarian]] in your deck, Turtle Stance can prevent assassins from binding you in the first place.&lt;br /&gt;
&lt;br /&gt;
If you're unlucky enough to end up with a headstrong [[Berserker Orc]] or [[Frost Enemy]] on a high-level floor, it essentially becomes impossible to control the lane, because the enemies will be too strong for any blockades to handle.  You can try to distract these enemies with a melee hero, but at a high level, they can easily kill you with a single blow.  If you aren't confident that you can defend against headstrong beserkers or frost mobs, your best option is to intentionally lose and re-roll the level.&lt;br /&gt;
&lt;br /&gt;
=== Pain Aura ===&lt;br /&gt;
Enemies will emit a pain aura that constantly damages nearby heroes.  It is best to not actively defend in this lane unless necessary, and let your defenses handle the job, as these auras cannot damage any of your defenses.&lt;br /&gt;
&lt;br /&gt;
=== Maximum Effort ===&lt;br /&gt;
Enemies start with more health, but lose resistance every time they are hit with a different defense.  In these lanes, it's best to use a variety of defenses than to stick to a single type.  For example, spamming [[Flame Aura|Flame Auras]] will only count as 1 type of defense, so it won't be very effective.&lt;br /&gt;
&lt;br /&gt;
=== Bullet Sponge ===&lt;br /&gt;
This gives monsters a shield that reflects any projectiles that hit it, essentially giving all monsters in that lane the same properties that [[Geodes]] have.  However, unlike Geodes, these shields will break in a single hit from a non-projectile attack - either from your hero or from a defense.&lt;br /&gt;
&lt;br /&gt;
Traps, auras, and nodes are all great for removing bullet sponges.  AOE towers like the [[Flamethrower Tower]] and the [[Skeletal Ramster]] are also capable of removing bullet sponge.  Once this mutator is removed from an enemy, it becomes vulnerable to all projectile attacks.&lt;br /&gt;
&lt;br /&gt;
=== Detonator ===&lt;br /&gt;
Enemies in this lane explode upon death.  Blockades, and short-range towers like the [[Flamethrower Tower]] are not recommended, as this mutator can cause such defenses to take massive damage.  Traps, auras, and nodes don't take damage from these explosions, but be wary about using them if [[Cyborks]] are spawning from this lane.&lt;br /&gt;
&lt;br /&gt;
=== Toxi-kaze ===&lt;br /&gt;
Any [[Kobolds]] that are killed (doesn't matter if they successfully kamikaze their target) release a patch of red mushrooms that damage any heroes standing on them.  Be cautious about using melee heroes to defend in this lane.&lt;br /&gt;
&lt;br /&gt;
=== Cursi-kaze ===&lt;br /&gt;
Instead of releasing mushrooms that damage heroes, cursi-kaze causes [[Kobolds]] to curse nearby defenses.  Cursed defenses have their attack damage and range reduced.  Cursi-kaze can affect any defense, including traps, auras, and nodes.  Therefore, long-range towers are the best way to deal with them.&lt;br /&gt;
&lt;br /&gt;
Cursi-kaze is capable of stacking, should multiple kobolds be defeated at the same time.  This can result in nonexistent damage and range on your defenses, effectively rendering them useless.  Be careful!&lt;br /&gt;
&lt;br /&gt;
If you boost a defense's range far past its range cap, it can become resistant to this mutator and reduce (or even completely nullify) the range debuff.  However, your defense's range can still be easily overwhelmed should multiple curse zones stack, so it's not a permanent solution to this mutator.&lt;br /&gt;
&lt;br /&gt;
=== Controlled Burn ===&lt;br /&gt;
This is arguably the scariest lane mutator in Onslaught, as enemies are completely invincible if they don't have status effect.  Any status effect works, so crowd control builds won't suffer from this mutator.  If you want to be able to damage these enemies with your hero, [[Shards|Drenching Strikes]] will allow you to damage them (this also sets up the [[Electrocute]] combo should enemies take storm damage afterwards).  [[Shards|Burning Strikes]] also works effectively, but it doesn't activate as often as drenching strikes does.&lt;br /&gt;
&lt;br /&gt;
If you do not have a decent crowd control build, consider using [[Poison Dart Tower|Poison Dart Towers.]]  [[Geyser Trap|Geyser Traps]] applies [[Drenched|drench]] to enemies, which not only allows them to take damage, but it also slows them.  However, geyser traps have one of the smallest ranges in the game and a very long recharge, so it is not a reliable way to deal with controlled burn.&lt;br /&gt;
&lt;br /&gt;
[[Frostbite Tower|Frostbite Towers]] will chill enemies, which also counts as a status effect.  However, frostbite towers alone cannot deal damage, so be sure to pair it with another defense while the frostbite if focused on a group of enemies.  If you also manage to drench enemies as well, your Frostbite can [[Freeze]] them solid.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Onslaught used to be much harder before it was temporarily removed in the Trials update.  Each floor required you to beat multiple maps to pass it - usually around 3 per floor.  Additionally, should one of your main cores get destroyed, Onslaught was much less forgiving.  Instead of being able to restart at the wave you lost to, you had to start back on the first wave AND on the first map!  [[Mods]] weren't featured in the game at that time either, meaning it was much harder to attune a defense to a specific element and use said defense to apply elemental combos.&lt;br /&gt;
&lt;br /&gt;
From the 19.0 [https://dungeondefenders.com/2/blog/142955/trials-the-endgame-update-out-now-full-patch-notes Patch notes], &amp;quot;Onslaught is finally taking the rest we’ve been talking about. In the future, we have plans for an Onslaught revamp or for a new system to take its place. It shall be reborn!&amp;quot;&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Onslaught&amp;diff=11775</id>
		<title>Onslaught</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Onslaught&amp;diff=11775"/>
				<updated>2019-10-07T15:05:14Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Fixed a broken link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Onslaught is one of the gamemodes in Dungeon Defenders 2, which features stronger enemies as you progress.  It is available as soon as you complete the [[Campaign]].&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Onslaught has many special rules that aren't present in other gamemodes.  Here is a list of the special ruleset:&lt;br /&gt;
&lt;br /&gt;
=== Rule 1 ===&lt;br /&gt;
The further you progress through floors in Onslaught, the higher level enemies will become.  This seems straightforward on the surface, but you can end up with enemies far stronger than in [[Chaos|chaos 7]] difficulty on floors 30+.&lt;br /&gt;
&lt;br /&gt;
=== Rule 2 ===&lt;br /&gt;
Every lane has special conditions as to which monsters can spawn from it.  The name of the lane will also change as well to indicate what will spawn there.  A list of common names for lanes is listed below.&lt;br /&gt;
&lt;br /&gt;
=== Rule 3 ===&lt;br /&gt;
Enemies can be affected by lane mutators.  You will probably encounter your first lane mutator at floor 3.  Lane mutators can be viewed by holding shift and will appear below the list of enemies.  The further you go in Onslaught, the more mutators that will appear in each game.  Each lane is limited to 2 mutators at a time, and which mutators appear is completely random (re-rolling an onslaught floor will re-roll mutators again).  A list of lane mutators can also be found below.&lt;br /&gt;
&lt;br /&gt;
== Spawning Conditions ==&lt;br /&gt;
These are common prefixes, suffixes, and names that will appear on a lane and determine what spawns from it.  [[Bosses]] are not affected by special spawning conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The first category determines what type of non-[[Chaos|chaos]] monsters will spawn.'''&lt;br /&gt;
&lt;br /&gt;
=== Fodder ===&lt;br /&gt;
Any monsters can spawn in this lane.&lt;br /&gt;
&lt;br /&gt;
=== Wompers ===&lt;br /&gt;
Only melee monsters can spawn here, like [[Warboars]] and [[Orcs]].&lt;br /&gt;
&lt;br /&gt;
=== Throwers ===&lt;br /&gt;
Only ranged monsters can spawn here, like [[Javelin Throwers]] and [[Drakins]].&lt;br /&gt;
&lt;br /&gt;
=== Healers ===&lt;br /&gt;
[[Dark Mages]] will spawn here.&lt;br /&gt;
&lt;br /&gt;
=== Crippling ===&lt;br /&gt;
[[Witherbeasts|Wither Beasts]] will spawn here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following will determine what [[Chaos|chaos]] monsters will spawn.  The prefixes/suffixes/names must be listed in a lane in order for said monster to spawn:'''&lt;br /&gt;
&lt;br /&gt;
=== Vanguard / -Guard ===&lt;br /&gt;
[[Vanguards]] will spawn from this lane.  [[Cannonball Tower|Cannonball Towers,]] [[Poison Dart Tower|Poison Dart Towers,]] and other projectile-based towers will not be very effective against them in these lanes.  Consider using traps, auras, AOE towers, or even [[Earthshatter Tower|Earthshatter Towers]] if you need long-range targeting.&lt;br /&gt;
&lt;br /&gt;
=== Cy- ===&lt;br /&gt;
[[Cyborks]] will appear.  Auras, traps, and nodes used in this lane are at risk of being disabled.  If you wish to use any of them, a tenacity [[Mods|servo]] can help mitigate stuns.&lt;br /&gt;
&lt;br /&gt;
=== Geo- ===&lt;br /&gt;
[[Geodes]] will spawn here.  They protect all enemies within its barrier from projectile attacks.  Counter them in a similar way that you would deal with [[Vanguards|vanguards.]]&lt;br /&gt;
&lt;br /&gt;
=== Zerker- ===&lt;br /&gt;
[[Berserker Orcs]] will charge out of the lane and will usually run in front of the pack.  It is fairly common for them to escape crowd control builds and leak through your defenses.  [[Cannonball Tower|Cannonball Towers]] are a great method for dealing with leaks.&lt;br /&gt;
&lt;br /&gt;
=== Stabby- ===&lt;br /&gt;
This only appears in a flyer lane.  [[Assassins|Dark Assassins]] will spawn and try to assassinate you.  They never appear alone in a flyer lane, so don't ignore anti-air defenses!&lt;br /&gt;
&lt;br /&gt;
=== Hex- ===&lt;br /&gt;
[[Hex Throwers]] will appear.  These guys are great at sniping your towers, and in some maps, can even snipe a core or sub-objective from the spawn.  A [[Reflect Beam]] is great at protecting anything vulnerable to snipers, and can also cause them to waste time trying to pick off their target.&lt;br /&gt;
&lt;br /&gt;
=== EMP- ===&lt;br /&gt;
These guys also only appear in flyer lanes.  Just like [[Kobold Flier|Kobold Flyers,]] [[Kobolts]] will attempt to dive-bomb any nearby defenses or anything if their health drops too low.  Traps, auras, and nodes cannot be stunned by kobolts, but multiple [[Sky Guard Tower|Sky Guard Towers]] can take them out before they have the chance to dive-bomb.  Extra range on your sky guards can reduce the chance of a successful dive-bomb attempt.&lt;br /&gt;
&lt;br /&gt;
=== Frosty- ===&lt;br /&gt;
[[Frost Enemies]] can be seen here.  This will only appear around floor 30 and beyond.  The Yeti [[Incursions|incursion]] will introduce you to these mobs.&lt;br /&gt;
&lt;br /&gt;
=== Lava- ===&lt;br /&gt;
[[Lava Guardians]] will spawn here.  This also only appears around floor 30+.  If you are having trouble dealing with these guys, they can also be found in the Demon Lord [[Incursions|incursion]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The third category contains names that appear in flyer lanes:'''&lt;br /&gt;
&lt;br /&gt;
=== Dargons ===&lt;br /&gt;
[[Wyverns]] will spawn here.  If the name were corrected to &amp;quot;dragons&amp;quot;, these lanes would probably be a lot scarier.&lt;br /&gt;
&lt;br /&gt;
=== Zappers ===&lt;br /&gt;
[[Lightning Bugs]] will appear.  They prefer to destroy your towers and blockades rather than head straight for your cores.&lt;br /&gt;
&lt;br /&gt;
=== Kami- / Kamikaze ===&lt;br /&gt;
[[Kobold Flier|Kobold Flyers]] will spawn and attempt to dive-bomb your defenses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The last category has special names that heavily change spawning conditions for the lane.  None of the names above will be combined with any of these names:'''&lt;br /&gt;
&lt;br /&gt;
=== Floppy Arms and Pig Bois ===&lt;br /&gt;
Only Goblin enemies and [[Warboars]] will appear here.  This name is usually only present in lower-level floors of Onslaught.&lt;br /&gt;
&lt;br /&gt;
=== Air Raid ===&lt;br /&gt;
Hence the name, this will only appear in flyer lanes.  This causes all types of enemies to spawn - usually in a larger quantity than usual.  Heavy anti-air is highly recommended, but careful not to spend too many Defense Units!&lt;br /&gt;
&lt;br /&gt;
=== The Front Line ===&lt;br /&gt;
[[Vanguards]] will spawn here in huge quantities along with a few [[Geodes]], making projectile-based towers essentially useless, possibly even with a piercer [[Mods|servo.]]&lt;br /&gt;
&lt;br /&gt;
This lane can easily be dealt with by using [[Flame Aura|Flame Auras]] or by crowd-controlling enemies with nodes.&lt;br /&gt;
&lt;br /&gt;
=== Sparks And Shields ===&lt;br /&gt;
This lane specializes with [[Vanguards]] and [[Cyborks]], but unlike The Front Line, vanguards won't appear in as big of quantities.  This lane can be tricky, since vanguards will block projectiles from towers, and cyborks will disable and traps, auras, and nodes they come across.&lt;br /&gt;
&lt;br /&gt;
One strategy is to try and pick off the cyborks with towers; then, use an aura/node setup behind your towers to deal with the vanguards.  Alternatively, [[Earthshatter Tower|Earthshatter Towers]] can bypass shields while not attracting the attention of cyborks and getting disabled.&lt;br /&gt;
&lt;br /&gt;
Also unlike The Front Line, this lane won't solely spawn vanguards and cyborks.  Support troops like [[Dark Mages]] and [[Kobolds]] may also be seen, especially in later rounds.&lt;br /&gt;
&lt;br /&gt;
=== Orcish Horde ===&lt;br /&gt;
Any assortment of mobs can spawn here, but only if they're orcs.  This ranges from [[Orcs|regular orcs]] to [[Cyborks]] to [[Berserker Orcs]].  The anti-orc or orc-boom [[Mods|servos]] are great counters for these lanes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Omega Squad X ===&lt;br /&gt;
Omega Squad lanes specialize in spawning [[Chaos]] monsters.  The types of chaos enemies that spawn in omega squad lanes depends on what greek letter replaces &amp;quot;X&amp;quot; in the name (e.g. Alpha, Beta, Epsilon, etc.).  Plan accordingly to what spawns.&lt;br /&gt;
&lt;br /&gt;
=== Dreadbones' Crew ===&lt;br /&gt;
A random assortment of monsters will spawn with pirate outfits.  [[Captain Dreadbones]] will also spawn here every wave.&lt;br /&gt;
&lt;br /&gt;
=== Timmy's Revenge ===&lt;br /&gt;
A random assortment of monsters will spawn.  [[Timmy]] also spawns once every wave.&lt;br /&gt;
&lt;br /&gt;
=== Game Ogre ===&lt;br /&gt;
Only [[Ogres]] will spawn in this lane.  Unlike most ogres, these guys can range from smaller ogres to regular-sized ogres.  Because nothing else spawns in this lane, [[Cannonball Tower|Cannonball Towers]] or other single-targeting defenses work well.&lt;br /&gt;
&lt;br /&gt;
=== Just Timmy ===&lt;br /&gt;
[[Timmy]] spawns multiple times.  Just like with Game-Ogre, single-targeting defenses are great for handling this lane.&lt;br /&gt;
&lt;br /&gt;
=== High Roller ===&lt;br /&gt;
Only [[Goblin Siege Roller|Goblin Siege Rollers]] will spawn.  Unlike Game Ogre, there are no miniature seige rollers that will appear.&lt;br /&gt;
&lt;br /&gt;
Goblin Siege Rollers move very slowly, so don't worry about them making huge progress to your core(s) if another lane needs your attention.  If you want to use defenses against this lane, you will need to use ones that can specifically target the back of rollers.  Siege Rollers take double damage when hit from behind, but they can absorb 90% damage dealt to them when hit anywhere else.  If you can't find a good spot for a [[Cannonball Tower]] or a [[Poison Dart Tower]], consider using [[Reflect Beam|Reflect Beams]] as their explosions can hit the roller's weak point once the roller passes the node.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can actively defend in this lane.  Keep in mind that siege rollers will shoot rockets at you, so don't stop moving unless you like to explode.  Don't accidentally move in front of a roller either, because their roller attacks deals heavy damage and can kill you in seconds.&lt;br /&gt;
&lt;br /&gt;
== Lane Mutators ==&lt;br /&gt;
'''Lane mutators can change enemy mechanics, such as health, resistances, and even immunities.  Lane mutators usually don't appear until floor 3, but the further you go in Onslaught, the more mutators you will see.  Each lane may have a maximum of 2 mutators altering it.'''&lt;br /&gt;
&lt;br /&gt;
'''Here is a list of the possible mutators that can be found:'''&lt;br /&gt;
&lt;br /&gt;
=== Proximity ===&lt;br /&gt;
The closer your hero or your defense is to an enemy with this mutator, the more damage said hero/defense deals.  Traps are extremely effective in these lanes due to most of them requiring close proximity, but auras and nodes can do some decent work, too.  If you're in an earlier onslaught floor, blockades also work well.&lt;br /&gt;
&lt;br /&gt;
=== Long Shot ===&lt;br /&gt;
This is the opposite of Proximity - the farther you or your defense is from an enemy, the more damage the enemy will take.  Towers benefit most from this mutator.  [[Poison Dart Tower|Poison Dart Towers]] and [[Earthshatter Tower|Earthshatter Towers]] make a great combo for Long Shot lanes as you can [[Petrify|petrify]] enemies while hitting them from a long distance.&lt;br /&gt;
&lt;br /&gt;
=== Armored ===&lt;br /&gt;
This mutator causes enemies to take less physical damage, but more magical damage.  You will want to avoid using any of the [[Squire|Squire's]] defenses as they all deal physical damage.  [[Explosive Trap|Explosive Traps]] will also be less effective.  All of the [[Apprentice|Apprentice's]] and [[Monk|Monk's]] defenses deal magical damage, so consider using them when building this lane.&lt;br /&gt;
&lt;br /&gt;
If you wish to use a tower that normally deals physical damage, you can apply an elemental [[Mods|servo]] to convert the tower to magical damage.  All elements will do the trick.&lt;br /&gt;
&lt;br /&gt;
If you want to know whether or not your tower deals physical or magical damage, look at the damage numbers that appear when enemies take damage.  While numbers are physical damage, purple numbers are magical, and red numbers are critical hits (can be physical or magical).&lt;br /&gt;
&lt;br /&gt;
=== Spellbreaker ===&lt;br /&gt;
Just like how the Armored mutator reduces physical damage and increases magical damage, this mutator does the opposite.  The [[Squire's]] defenses are highly recommended, but [[Explosive Trap|Explosive Traps]] are great source of AOE damage while still dealing physical damage.&lt;br /&gt;
&lt;br /&gt;
Because the [[Sky Guard Tower]] shoots magical bolts, this mutator can be a nightmare on air lanes, as you're essentially to use [[Cannonball Tower|Cannonball Towers]] or [[Ballista|Ballistas]] to effectively deal any considerable damage to flyers with this mutator.&lt;br /&gt;
&lt;br /&gt;
=== Power Block ===&lt;br /&gt;
Enemies with this mutator are immune to hero abilities.  However, they take extra damage from your weapons.  If you are actively defending in a lane with this mutator, you will want to use a hero with high Hero Damage but low Ability Power.&lt;br /&gt;
&lt;br /&gt;
=== Brittle ===&lt;br /&gt;
Brittle enemies spawn with more health, but receive a resistance debuff when hit by any of your hero abilities.  It is ideal for you to actively defend in this lane, so your defenses don't have to deal with the extra health.  However it won't be really useful if you don't use active abilities very often or abilities that can be toggled.  Don't ignore your other lanes, either!&lt;br /&gt;
&lt;br /&gt;
=== Soft Spot ===&lt;br /&gt;
Enemies receive less damage from all sources, except when they're attacked from their weak point.  Unfortunately, there aren't many enemies that have weakpoints, making this mutator rather annoying.  If you're lucky enough to have a [[Goblin Siege Roller]] spawn with this mutator, however, you can utilize it's weak point to destroy it very quickly.&lt;br /&gt;
&lt;br /&gt;
=== Unstoppable ===&lt;br /&gt;
Unstoppable enemies are immune to [[Slow|slow]] debuffs.  This does not affect [[Berserker Orcs]] or [[Frost Enemy|Frost Enemies]] as they are already immune to slow effects.  While unstoppable enemies cannot be slowed, they are still vulnerable to [[Stun|stuns.]]&lt;br /&gt;
&lt;br /&gt;
=== Headstrong ===&lt;br /&gt;
Instead of being immune to [[Slow|slows,]] Headstrong enemies are immune to [[Stun|stuns.]]  You will want to use [[Frostbite Tower|Frostbite Towers,]] [[Proton Beam|Proton Beams,]] or [[Boost Aura|Boost Auras]] with a [[Shards|Boosted Grasp shard]] to help control these monsters.&lt;br /&gt;
&lt;br /&gt;
Air lanes usually don't benefit from being headstrong, as most flyers move very slowly.  However, should you encounter a headstrong [[Dark Assassin|assassin,]] taking them off of you can be extremely difficult.  Without the ability to stun, your only options are to either kill the assassin quickly with high DPS, or wait out the bind.  If you have a [[Barbarian]] in your deck, Turtle Stance can prevent assassins from binding you in the first place.&lt;br /&gt;
&lt;br /&gt;
If you're unlucky enough to end up with a headstrong [[Berserker Orc]] or [[Frost Enemy]] on a high-level floor, it essentially becomes impossible to control the lane, because the enemies will be too strong for any blockades to handle.  You can try to distract these enemies with a melee hero, but at a high level, they can easily kill you with a single blow.  If you aren't confident that you can defend against headstrong beserkers or frost mobs, your best option is to intentionally lose and re-roll the level.&lt;br /&gt;
&lt;br /&gt;
=== Pain Aura ===&lt;br /&gt;
Enemies will emit a pain aura that constantly damages nearby heroes.  It is best to not actively defend in this lane unless necessary, and let your defenses handle the job, as these auras cannot damage any of your defenses.&lt;br /&gt;
&lt;br /&gt;
=== Maximum Effort ===&lt;br /&gt;
Enemies start with more health, but lose resistance every time they are hit with a different defense.  In these lanes, it's best to use a variety of defenses than to stick to a single type.  For example, spamming [[Flame Aura|Flame Auras]] will only count as 1 type of defense, so it won't be very effective.&lt;br /&gt;
&lt;br /&gt;
=== Bullet Sponge ===&lt;br /&gt;
This gives monsters a shield that reflects any projectiles that hit it, essentially giving all monsters in that lane the same properties that [[Geodes]] have.  However, unlike Geodes, these shields can break with enough punishment, so don't completely avoid projectile-based towers if you have to use one.&lt;br /&gt;
&lt;br /&gt;
An [[Earthshatter Tower]] is great for long-range targeting and ignoring the shield at the same time.  If you need to use another defense, a piercer [[Mods|servo]] allows projectiles to penetrate through shields at the cost of less damage.&lt;br /&gt;
&lt;br /&gt;
=== Detonator ===&lt;br /&gt;
Enemies in this lane explode upon death.  Blockades, and short-range towers like the [[Flamethrower Tower]] are not recommended, as this mutator can cause such defenses to take massive damage.  Traps, auras, and nodes don't take damage from these explosions, but be wary about using them if [[Cyborks]] are spawning from this lane.&lt;br /&gt;
&lt;br /&gt;
=== Toxi-kaze ===&lt;br /&gt;
Any [[Kobolds]] that are killed (doesn't matter if they successfully kamikaze their target) release a patch of red mushrooms that damage any heroes standing on them.  Be cautious about using melee heroes to defend in this lane.&lt;br /&gt;
&lt;br /&gt;
=== Cursi-kaze ===&lt;br /&gt;
Instead of releasing mushrooms that damage heroes, cursi-kaze causes [[Kobolds]] to curse nearby defenses.  Cursed defenses have their attack damage and range reduced.  Cursi-kaze can affect any defense, including traps, auras, and nodes.  Therefore, long-range towers are the best way to deal with them.&lt;br /&gt;
&lt;br /&gt;
Cursi-kaze is capable of stacking, should multiple kobolds be defeated at the same time.  This can result in nonexistent damage and range on your defenses, effectively rendering them useless.  Be careful!&lt;br /&gt;
&lt;br /&gt;
=== Controlled Burn ===&lt;br /&gt;
This is arguably the scariest lane mutator in Onslaught, as enemies are completely invincible if they don't have status effect.  Any status effect works, so crowd control builds won't suffer from this mutator.  If you want to be able to damage these enemies with your hero, [[Shards|Drenching Strikes]] will allow you to damage them (this also sets up the [[Electrocute]] combo should enemies take storm damage afterwards).  [[Shards|Burning Strikes]] also works effectively, but it doesn't activate as often as drenching strikes does.&lt;br /&gt;
&lt;br /&gt;
If you do not have a decent crowd control build, consider using [[Poison Dart Tower|Poison Dart Towers.]]  [[Geyser Trap|Geyser Traps]] applies [[Drenched|drench]] to enemies, which not only allows them to take damage, but it also slows them.  However, geyser traps have one of the smallest ranges in the game and a very long recharge, so it is not a reliable way to deal with controlled burn.&lt;br /&gt;
&lt;br /&gt;
[[Frostbite Tower|Frostbite Towers]] will chill enemies, which also counts as a status effect.  However, frostbite towers alone cannot deal damage, so be sure to pair it with another defense while the frostbite if focused on a group of enemies!&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Onslaught was taken out of the game during the Trials update.&lt;br /&gt;
Onslaught has been brought back with the recent update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the 19.0 [https://dungeondefenders.com/2/blog/142955/trials-the-endgame-update-out-now-full-patch-notes Patch notes], &amp;quot;Onslaught is finally taking the rest we’ve been talking about. In the future, we have plans for an Onslaught revamp or for a new system to take its place. It shall be reborn!&amp;quot;&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Strategies:_Onslaught&amp;diff=11768</id>
		<title>Strategies: Onslaught</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Strategies:_Onslaught&amp;diff=11768"/>
				<updated>2019-10-03T17:39:38Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Fixed a few links that didn't redirect to the correct page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This page lists recommended builds for use in Onslaught.  For information about the game mode itself, see [[Onslaught]].''&lt;br /&gt;
&lt;br /&gt;
In the [[Campaign|Campaign,]] the game recommends you use blockades to prevent enemies from reaching your core.  This works throughout most of the game and in all [[Chaos]] tiers, but Onslaught mode (and Prime [[Incursions]]) can feature enemies much stronger than your defenses are used to.  This can result in your defenses being overwhelmed very quickly.  It's not common for blockades to get destroyed in seconds when you're on a higher level floor, essentially defeating the sole purpose of your blockade.&lt;br /&gt;
&lt;br /&gt;
Because of this, many defenses used in Onslaught differ heavily than those of other game modes; this, sadly, also means that you're more limited on what you can use to defend a lane.&lt;br /&gt;
&lt;br /&gt;
Despite the limitations, there are plenty of different builds you can use, which are listed below.  Many of these builds use [[Shards]] and [[Mods]] - and some builds may even require specific ones to be used.&lt;br /&gt;
&lt;br /&gt;
== [[Poison Dart Tower]] + [[Earthshatter Tower]] ==&lt;br /&gt;
This build can be used very early on, as you already have access to [[Petrify]] without the need for any shards or mods.  You first want to poison enemies with the Poison Dart Tower (PDT), and then petrify them with the Earthshatter Tower (ES).&lt;br /&gt;
&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
&lt;br /&gt;
*This build has no required shards or mods, and can be used anytime.&lt;br /&gt;
*The PDT and ES have the longest ranges in the game, which is what separates this build from other Onslaught builds.&lt;br /&gt;
*Cannot be stunned by [[Cyborks|Cyborks.]]&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
*Both the PDT and ES are towers, which means enemies can destroy them if placed improperly.  This also makes the build highly vulnerable to [[Kobolts|EMP fliers.]]&lt;br /&gt;
*The PDT's darts can be blocked by [[Vanguards]] and/or [[Geodes]] (a piercer [[Mods|servo]] can fix this issue).&lt;br /&gt;
*Can be overwhelmed by large hordes of enemies.&lt;br /&gt;
&lt;br /&gt;
'''[[Mods|Mods:]]'''&lt;br /&gt;
&lt;br /&gt;
No mods are required, but a shatterquake servo can apply continuous earth damage to a single area, which allows PDTs to instantly petrify enemies in the area of effect.&lt;br /&gt;
&lt;br /&gt;
Defense Range servos can augment the already-impressive range of both towers, so it's highly recommended.&lt;br /&gt;
&lt;br /&gt;
'''[[Shards|Shards:]]'''&lt;br /&gt;
&lt;br /&gt;
No shards are required.  Defense Rate and Deadly Strikes, however, are great augments for any tower, and the PDT and ES are no exceptions.&lt;br /&gt;
&lt;br /&gt;
Earth Toss is a highly recommended shard for your ES.  The knock-up provided isn't necessary since you're already petrifying enemies, but this shard also increases the AOE radius of each earth spike, which makes it much easier to petrify a group of enemies.  Alternatively, since the ES has the longest range of any defense in the game, stacking Vicious Strikes with Deadly Strikes can make this tower a perfect sniper.&lt;br /&gt;
&lt;br /&gt;
Destruction may seem like a good choice your your PDT's last shard, but you will probably get more benefit from increasing poison damage instead.  If you have a spare Vicious Strikes hyper shard, you can stack it with Deadly Strikes to achieve massive range on your PDT if extra suits you more, but you will need 155 stars in [[Mastery]] mode to obtain this shard (will be available soon in Prime [[Incursions]]).&lt;br /&gt;
&lt;br /&gt;
== [[Reflect Beam]] + [[Proton Beam]] or [[Weapon Manufacturer]]==&lt;br /&gt;
This build can be difficult to prepare, but carries multiple benefits with it when used properly as well as being able to [[Petrify]] enemies just as effectively.  This is a very common build for players in the hundreds in Onslaught.  As such, it is also capable of holding its ground in Prime [[Incursions|Incursions.]]&lt;br /&gt;
&lt;br /&gt;
'''Strengths (Overall):'''&lt;br /&gt;
&lt;br /&gt;
*Cannot be damaged by enemies.&lt;br /&gt;
*Can distract [[Kobold Flier|Kobold Fliers]] and encourage them to dive-bomb to no avail (doesn't work with [[Kobolts]]).&lt;br /&gt;
*Using the proper shards/mods can allow this build to defeat [[Cyborks]] before giving them the chance to disable anything.&lt;br /&gt;
*Can be adjusted to provide multiple ways to [[Stun]] or [[Slow]] enemies, and even stack them.  This also essentially allows this build to laugh at most lane mutators, like Controlled Burn.&lt;br /&gt;
*Because this build is entirely dependent on nodes, it can vary in cost depending on how many nodes you place.  Average cost is around 90 DU with proton beams, or 110 DU with weapon manufacturers.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses (Overall):'''&lt;br /&gt;
&lt;br /&gt;
*Can be disabled by [[Cyborks|Cyborks,]] even when using decent shards and mods (though using them will make the build less likely to be disabled).&lt;br /&gt;
*Cannot tackle every lane mutator.  For example, this build suffers heavily against Cursi-kaze.&lt;br /&gt;
*Because of their fast movement speed and immunity to [[Slow]] debuffs, [[Berserker Orcs]] are notorious for running past this build and will ruin your day if not taken care of quickly.&lt;br /&gt;
*Putting extra range on your [[Reflect Beam|Reflect Beams]] can help to prevent leaks, but the already small range of the torpedo explosions causes range multipliers to be extremely inefficient.  [[Shards|Vicious Strikes]] adds a set amount of range, so it is much more viable for adding range on reflect beams.&lt;br /&gt;
*Requires lots of investment in time and in-game resources to create an effective build.&lt;br /&gt;
&lt;br /&gt;
'''Strengths (w/ Proton Beam):'''&lt;br /&gt;
&lt;br /&gt;
*Usually slightly cheaper than using Weapon Manufacturers.&lt;br /&gt;
*Slows enemies that are in contact with the beam.&lt;br /&gt;
*Can also [[Freeze]] enemies if you're using the Frosty Beams [[Shards|shard.]]  The extra stun makes it less likely for berserkers or tanky bosses to leak as well.&lt;br /&gt;
 &lt;br /&gt;
'''Weaknesses (w/ Proton Beam):'''&lt;br /&gt;
&lt;br /&gt;
*Requires direct contact with the beam to poison enemies.  This is usually mitigated by the beam's ability to slow enemies in contact with it, but the build becomes prone to [[Cyborks|Cyborks.]]&lt;br /&gt;
*Depending on where you're building, ranged enemies might not walk into the proton beams.  This is most common with [[Hex Thrower|Hex Throwers,]] who love to snipe blockades and/or cores.&lt;br /&gt;
&lt;br /&gt;
'''Strengths (w/ Weapon Manufacturer):'''&lt;br /&gt;
&lt;br /&gt;
*Radiates poison in a decent radius.  [[Shards|Deadly Strikes]] can improve this ability.  Large radius also allows your reflect beams to stun [[Cyborks]] before they are given the chance to disable your nodes.&lt;br /&gt;
*Produces a weapon for [[Series EV2]] to use.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses (w/ Weapon Manufacturer):'''&lt;br /&gt;
&lt;br /&gt;
*Slightly more expensive than using proton beams.&lt;br /&gt;
*Doesn't give an additional slow or stun, making it easier for berserkers and tanky bosses to leak.&lt;br /&gt;
&lt;br /&gt;
'''[[Mods|Mods:]]'''&lt;br /&gt;
&lt;br /&gt;
A poison servo is required on your proton beam or weapon manufacturer in order to apply [[Petrify]] to enemies.&lt;br /&gt;
&lt;br /&gt;
A range servo works well on your weapon manufacturer, but poorly on proton &amp;amp; reflect beams.&lt;br /&gt;
&lt;br /&gt;
A Defense Rate servo is required on your Reflect Beams if you do not have a gilded Defense Rate shard.  You can skip the shard entirely if you use a 10/10 servo, but it must also be chaos 8 tier to provide enough speed to reach the speed cap.&lt;br /&gt;
&lt;br /&gt;
'''[[Shards|Shards:]]'''&lt;br /&gt;
&lt;br /&gt;
Despite not being attuned to any element, Reflect Beams will not accept elemental servos.  Because of this, Shattering Torpedo is required to make your reflect beams deal the earth damage required to petrify enemies.  Unfortunately, Shattering Torpedo is a Chaos 8 shard, so you will most likely have to purchase it.&lt;br /&gt;
&lt;br /&gt;
Maximizing attack speed on your Reflect Beams is a must in order to produce a steady supply of torpedoes to petrify enemies.  A gilded Defense Rate shard will bring you to the speed cap, but if you do not have Defense Rate gilded, combining a standard shard with a Defense Rate servo will reach the cap as well.&lt;br /&gt;
&lt;br /&gt;
Reflect Beam torpedoes have an explosion radius of 300 units, which is the same as an [[Explosive Trap]] without extra range.  Because of its small range, Deadly Strikes will, sadly, provide a poor range modifier.  Vicious Strikes is required to add any decent range to your beams, but it requires 155 stars in [[Mastery]] mode to obtain.  Hyper Shards cost 2 million gold to fully upgrade, but the range cap on Reflect Beams is 800 units (2.67x larger than normal), so you only need a partially upgraded shard to reach this cap (though a fully upgraded one can help resist Cursi-Kaze).&lt;br /&gt;
&lt;br /&gt;
Vicious Strikes is not required; however, your build is more likely to leak enemies without the extra range.  A single [[Cannonball Tower]] is simple and cheap, but nonetheless effective at cleaning up stragglers.&lt;br /&gt;
&lt;br /&gt;
== Anti-Frost [[Fissure of Embermount|Fissures]] ==&lt;br /&gt;
This is not a generic build for Onslaught, but rather, a build that specializes in wiping out [[Frost Enemies]] by utilizing their weakness to fire damage.  [[Flame Aura|Flame Auras]] are also effective, but they don't have quite as much range as fissures do (see below to find out why range is important).&lt;br /&gt;
&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
&lt;br /&gt;
*Designing your fissures to maximize DPS along with utilizing its ability to deal 2x damage against all frost enemies allows this build to (literally) melt them near instantly, even in very high Onslaught floors.&lt;br /&gt;
*Can also provide decent damage to regular enemies as well.&lt;br /&gt;
*Each fissure/flame aura only requires 30 Defense Units.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
&lt;br /&gt;
*Frost Orcs can slow your fissures/flame auras if they are close enough, removing a solid chunk of DPS (this is why you want extra range).&lt;br /&gt;
*If [[Cyborks]] also appear in the same lane, your fissures are at risk of being disabled if they cannot kill the cyborks fast enough.  This can leave the lane extremely vulnerable.&lt;br /&gt;
&lt;br /&gt;
'''[[Mods|Mods:]]'''&lt;br /&gt;
&lt;br /&gt;
The Anti-Frost servo is essential, hence the fact that this build is specialized for frost enemies.  Not only will the servo allow you to deal extra damage to frost enemies, the use of fire damage causes the damage multiplier to DOUBLE along with the base damage!&lt;br /&gt;
&lt;br /&gt;
Either Frost-Boom or Anti-Orc is recommended for your second mod slot.  Anti-Orc will help to kill Frost Orcs faster, which can prevent your fissures from being slowed, while frost-boom adds extra overall damage.  Use whichever one suits you best.&lt;br /&gt;
&lt;br /&gt;
Defense Range will help even further to prevent Frost Orcs from slowing your fissures.&lt;br /&gt;
&lt;br /&gt;
'''[[Shards|Shards:]]'''&lt;br /&gt;
&lt;br /&gt;
Defense Rate and Destruction will maximize DPS.  You can swap out Destruction with Mass Destruction, but it is not recommended to give up Deadly Strikes to stack both destruction shards.&lt;br /&gt;
&lt;br /&gt;
Just like with the Defense Range servo, Deadly Strikes will help combat frost orcs.  Vicious Strikes can also be used, but the Deadly Strikes multiplier already works well on fissures.  Therefore, it is recommended to save Vicious Strikes for another defense that poorly benefits from range multipliers.&lt;br /&gt;
&lt;br /&gt;
== Clean-Up [[Cannonball Tower|Cannons]] ==&lt;br /&gt;
This build helps to deal with leaks, but the high damage that cannons deal to single targets also makes this build viable against [[Special Enemies|Bosses]] as well.&lt;br /&gt;
&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
&lt;br /&gt;
*Cheap - only 30 DU per cannon.&lt;br /&gt;
*Very high DPS.&lt;br /&gt;
*Can [[Stun]] enemies that tank multiple hits.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
&lt;br /&gt;
*Completely useless against [[Vanguards]] and [[Geodes]] (unless you use a piercer [[Mods|servo]]).&lt;br /&gt;
*Cannons can only damage one target at a time; can easily be overwhelmed by a massive horde.&lt;br /&gt;
*Can be disabled by [[Kobolts]] or even destroyed if they do not have enough health.  EMPs move way too fast for a single cannon or two to handle, and even a whole group is at risk of getting disabled.&lt;br /&gt;
*Stuns aren't guaranteed to work (faster attack speed can increase the chance).&lt;br /&gt;
&lt;br /&gt;
'''[[Mods|Mods:]]'''&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to raise your cannonball tower to the speed cap.  If you do not have a gilded Defense Rate shard, you can use a Defense Rate servo to reach the cap.  The faster your cannon attacks, the more DPS it can deal, and the more likely it will stun its target.&lt;br /&gt;
&lt;br /&gt;
Even a single cannon can chew through a [[Special Enemies|Boss.]]  The Anti-Miniboss servo can be used to improve this.&lt;br /&gt;
&lt;br /&gt;
[[Berserker Orcs]] are the most common enemies that end up leaking through a crowd-control build due to their fast movement speed and immunity to all [[Slow]] debuffs.  The Anti-Orc, Anti-Melee, and Anti-Chaos servos will all increase damage dealt to berserkers.  If they become a problem, you can even stack these servos together to multiply the damage bonus against them!&lt;br /&gt;
&lt;br /&gt;
'''[[Shards|Shards:]]'''&lt;br /&gt;
&lt;br /&gt;
Defense Rate is highly recommended to reach the speed cap.  Mod slots are generally more valuable in this build, so it's better to use a shard slot to increase attack speed than to use a mod slot.&lt;br /&gt;
&lt;br /&gt;
Cannon Stun is required to allow your cannons to stun enemies.  The more you upgrade this shard, the more likely it is to successfully stun.  Improving attack speed will also give this shard more attempts to stun its target.&lt;br /&gt;
&lt;br /&gt;
Either Deadly Strikes or Destruction can be used for the last shard slot, depending on which suits you more.  If you want to use this build against a group of enemies, the Heavy Cannonball shard gives a chance to fire a massive cannonball.  Heavy cannonballs travel slowly, but can pierce through multiple targets.&lt;br /&gt;
&lt;br /&gt;
== Aerial Squirt Gun ==&lt;br /&gt;
The [[Sky Guard Tower]] already slows enemies it hits, but this build also utilizes [[Drenched|drenching]] to further slow airborne enemies to a crawl... except they can't crawl.&lt;br /&gt;
&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
*Brings flyers almost to a complete stop.  This can make it difficult for [[Kobolts]] to get in range of your sky guard or another tower to dive-bomb it.&lt;br /&gt;
*Sky Guards can be modified to have an extremely long range, making the tower even harder to dive-bomb.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
*Costs 50 DU - considering the strength of this tower, it would normally be very cost-efficient, but it cannot attack ground units unless they are knocked up.&lt;br /&gt;
*Can be disabled by [[Kobolts|Kobolts.]]  The long range and double-stacking of slows can make this difficult, but they can still pull off their dive-bomb if they're tanky enough.&lt;br /&gt;
*Completely useless against flyer lanes with the Unstoppable mutator.&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Frost_Enemies&amp;diff=11748</id>
		<title>Frost Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Frost_Enemies&amp;diff=11748"/>
				<updated>2019-09-26T17:55:31Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Created a page describing frost enemies.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For a list of regular enemies, see [[Enemies|Enemies.]]''&lt;br /&gt;
&lt;br /&gt;
Frost Enemies are a special variant of the normal monsters you see in the game.  They are found in the Yeti's Revenge [[Incursions|Incursion]] and also make occasional appearances in Onslaught floors 28 and beyond.&lt;br /&gt;
&lt;br /&gt;
All frosty variants of enemies are capable of [[Slow|Slowing]] your defenses, or maybe even [[Freeze|Freezing]] them.  They are also immune to all [[Slow|Slowing]] debuffs.  However, they can still be [[Stun|Stunned.]]&lt;br /&gt;
&lt;br /&gt;
Despite their strengths, all frost enemies are weak to fire, taking double damage from any source of fire, hero or defense.  This makes [[Flame Aura|Flame Auras,]] [[Flamethrower Tower|Flamethrower Towers,]] [[Fissure of Embermount|Fissures,]] or even a fire [[Mods|Mod]] ideal for tackling these enemies.&lt;br /&gt;
&lt;br /&gt;
An anti-frost build can be found on [[Strategies: Onslaught]] if these guys are causing you trouble.&lt;br /&gt;
&lt;br /&gt;
The Yeti's Revenge incursion will explain what frost monsters are capapble of, or you can look at the list below:&lt;br /&gt;
&lt;br /&gt;
== Frost Goblins ==&lt;br /&gt;
Frost Goblins are the first enemy introduces in the Yeti Incursion.  They move much faster than usual (about the same speed as [[Berserker Orcs]]), and slow you or your defenses on hit.  Both the fighters and bombers have frost variants, so your defenses will need to support both melee and ranged mobs.&lt;br /&gt;
&lt;br /&gt;
These guys aren't much stronger than your average goblin, so they shouldn't be too much of a threat.  Don't play with them, however, or else their ability to slow on hit could allow them to overwhelm you!&lt;br /&gt;
&lt;br /&gt;
== Frost Orcs ==&lt;br /&gt;
These guys are just as slow as your average orc, but they still pose a threat.  Any nearby defenses will be slowed and lose DPS - and that's just from exposure.&lt;br /&gt;
&lt;br /&gt;
The best way to tackle these guys is from long range.  You can't slow frost orcs, but you can stun them.  Pairing a [[Poison Dart Tower]] with an [[Earthshatter Tower]] is a decent way to [[Petrify]] these guys and stop them in their tracks.&lt;br /&gt;
&lt;br /&gt;
== Frost Mages ==&lt;br /&gt;
Frost Mages function very similarly to your average mage, but their attacks freeze on hit.  [[Dark Mages]] are support enemies, so they don't attack frequently - frost mages included.  Because of this, you normally don't have to worry about them freezing your defenses, but they can be problematic if multiple appear at a time or if one of them manages to freeze a valuable defense!&lt;br /&gt;
&lt;br /&gt;
== Drakin Skeletons ==&lt;br /&gt;
There's not much special here, as Drakin Skeletons function exactly the same as normal [[Drakins]] but with the additional ability to slow on hit.  Spamming [[Flame Aura|Flame Auras]] can finish these guys off effortlessly.&lt;br /&gt;
&lt;br /&gt;
== Yetis ==&lt;br /&gt;
These are frost variants of your average [[Ogre|Ogre,]] making Yetis the hardest frost enemy in the game.  Instead of throwing slime at you to [[Slow|Slow,]] they throw snowballs to [[Freeze]] you solid.  If you're frozen in mid-air or next to the Yeti, you will likely die in one hit to the shatter combo.  If you get frozen elsewhere, you will likely not get one-shot, unlike when [[Drakenlord]] freezes you.&lt;br /&gt;
&lt;br /&gt;
Also unlike your average ogre, yetis do not ground-pound, so you don't have to worry about all your towers getting destroyed in an area at once.&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Strategies:_Onslaught&amp;diff=11747</id>
		<title>Strategies: Onslaught</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Strategies:_Onslaught&amp;diff=11747"/>
				<updated>2019-09-26T15:14:25Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Finished frost fissures, added a cannon build, and currently working on an anti-air build.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This page lists recommended builds for use in Onslaught.  For information about the game mode itself, see [[Onslaught]].''&lt;br /&gt;
&lt;br /&gt;
In the [[Campaign|Campaign,]] the game recommends you use blockades to prevent enemies from reaching your core.  This works throughout most of the game and in all [[Chaos]] tiers, but Onslaught mode (and Prime [[Incursions]]) can feature enemies much stronger than your defenses are used to.  This can result in your defenses being overwhelmed very quickly.  It's not common for blockades to get destroyed in seconds when you're on a higher level floor, essentially defeating the sole purpose of your blockade.&lt;br /&gt;
&lt;br /&gt;
Because of this, many defenses used in Onslaught differ heavily than those of other game modes; this, sadly, also means that you're more limited on what you can use to defend a lane.&lt;br /&gt;
&lt;br /&gt;
Despite the limitations, there are plenty of different builds you can use, which are listed below.  Many of these builds use [[Shards]] and [[Mods]] - and some builds may even require specific ones to be used.&lt;br /&gt;
&lt;br /&gt;
== [[Poison Dart Tower]] + [[Earthshatter Tower]] ==&lt;br /&gt;
This build can be used very early on, as you already have access to [[Petrify]] without the need for any shards or mods.  You first want to poison enemies with the Poison Dart Tower (PDT), and then petrify them with the Earthshatter Tower (ES).&lt;br /&gt;
&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
&lt;br /&gt;
*This build has no required shards or mods, and can be used anytime.&lt;br /&gt;
*The PDT and ES have the longest ranges in the game, which is what separates this build from other Onslaught builds.&lt;br /&gt;
*Cannot be stunned by [[Cyborks|Cyborks.]]&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
*Both the PDT and ES are towers, which means enemies can destroy them if placed improperly.  This also makes the build highly vulnerable to [[Kobolts|EMP fliers.]]&lt;br /&gt;
*The PDT's darts can be blocked by [[Vanguards]] and/or [[Geodes]] (a piercer [[Mods|servo]] can fix this issue).&lt;br /&gt;
*Can be overwhelmed by large hordes of enemies.&lt;br /&gt;
&lt;br /&gt;
'''[[Mods|Mods:]]'''&lt;br /&gt;
&lt;br /&gt;
No mods are required, but a shatterquake servo can apply continuous earth damage to a single area, which allows PDTs to instantly petrify enemies in the area of effect.&lt;br /&gt;
&lt;br /&gt;
Defense Range servos can augment the already-impressive range of both towers, so it's highly recommended.&lt;br /&gt;
&lt;br /&gt;
'''[[Shards|Shards:]]'''&lt;br /&gt;
&lt;br /&gt;
No shards are required.  Defense Rate and Deadly Strikes, however, are great augments for any tower, and the PDT and ES are no exceptions.&lt;br /&gt;
&lt;br /&gt;
Earth Toss is a highly recommended shard for your ES.  The knock-up provided isn't necessary since you're already petrifying enemies, but this shard also increases the AOE radius of each earth spike, which makes it much easier to petrify a group of enemies.  Alternatively, since the ES has the longest range of any defense in the game, stacking Vicious Strikes with Deadly Strikes can make this tower a perfect sniper.&lt;br /&gt;
&lt;br /&gt;
Destruction may seem like a good choice your your PDT's last shard, but you will probably get more benefit from increasing poison damage instead.  If you have a spare Vicious Strikes hyper shard, you can stack it with Deadly Strikes to achieve massive range on your PDT if extra suits you more, but you will need 155 stars in [[Mastery]] mode to obtain this shard (will be available soon in Prime [[Incursions]]).&lt;br /&gt;
&lt;br /&gt;
== [[Reflect Beam]] + [[Proton Beam]] or [[Weapon Manufacturer]]==&lt;br /&gt;
This build can be difficult to prepare, but carries multiple benefits with it when used properly as well as being able to [[Petrify]] enemies just as effectively.  This is a very common build for players in the hundreds in Onslaught.  As such, it is also capable of holding its ground in Prime [[Incursions|Incursions.]]&lt;br /&gt;
&lt;br /&gt;
'''Strengths (Overall):'''&lt;br /&gt;
&lt;br /&gt;
*Cannot be damaged by enemies.&lt;br /&gt;
*Can distract [[Kobold Flier|Kobold Fliers]] and encourage them to dive-bomb to no avail (doesn't work with [[Kobolts]]).&lt;br /&gt;
*Using the proper shards/mods can allow this build to defeat [[Cyborks]] before giving them the chance to disable anything.&lt;br /&gt;
*Can be adjusted to provide multiple ways to [[Stun]] or [[Slow]] enemies, and even stack them.  This also essentially allows this build to laugh at most lane mutators, like Controlled Burn.&lt;br /&gt;
*Because this build is entirely dependent on nodes, it can vary in cost depending on how many nodes you place.  Average cost is around 90 DU with proton beams, or 110 DU with weapon manufacturers.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses (Overall):'''&lt;br /&gt;
&lt;br /&gt;
*Can be disabled by [[Cyborks|Cyborks,]] even when using decent shards and mods (though using them will make the build less likely to be disabled).&lt;br /&gt;
*Cannot tackle every lane mutator.  For example, this build suffers heavily against Cursi-kaze.&lt;br /&gt;
*Because of their fast movement speed and immunity to [[Slow]] debuffs, [[Berserker Orcs]] are notorious for running past this build and will ruin your day if not taken care of quickly.&lt;br /&gt;
*Putting extra range on your [[Reflect Beam|Reflect Beams]] can help to prevent leaks, but the already small range of the torpedo explosions causes range multipliers to be extremely inefficient.  [[Shards|Vicious Strikes]] adds a set amount of range, so it is much more viable for adding range on reflect beams.&lt;br /&gt;
*Requires lots of investment in time and in-game resources to create an effective build.&lt;br /&gt;
&lt;br /&gt;
'''Strengths (w/ Proton Beam):'''&lt;br /&gt;
&lt;br /&gt;
*Usually slightly cheaper than using Weapon Manufacturers.&lt;br /&gt;
*Slows enemies that are in contact with the beam.&lt;br /&gt;
*Can also [[Freeze]] enemies if you're using the Frosty Beams [[Shards|shard.]]  The extra stun makes it less likely for berserkers or tanky bosses to leak as well.&lt;br /&gt;
 &lt;br /&gt;
'''Weaknesses (w/ Proton Beam):'''&lt;br /&gt;
&lt;br /&gt;
*Requires direct contact with the beam to poison enemies.  This is usually mitigated by the beam's ability to slow enemies in contact with it, but the build becomes prone to [[Cyborks|Cyborks.]]&lt;br /&gt;
*Depending on where you're building, ranged enemies might not walk into the proton beams.  This is most common with [[Hex Thrower|Hex Throwers,]] who love to snipe blockades and/or cores.&lt;br /&gt;
&lt;br /&gt;
'''Strengths (w/ Weapon Manufacturer):'''&lt;br /&gt;
&lt;br /&gt;
*Radiates poison in a decent radius.  [[Shards|Deadly Strikes]] can improve this ability.  Large radius also allows your reflect beams to stun [[Cyborks]] before they are given the chance to disable your nodes.&lt;br /&gt;
*Produces a weapon for [[Series EV2]] to use.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses (w/ Weapon Manufacturer):'''&lt;br /&gt;
&lt;br /&gt;
*Slightly more expensive than using proton beams.&lt;br /&gt;
*Doesn't give an additional slow or stun, making it easier for berserkers and tanky bosses to leak.&lt;br /&gt;
&lt;br /&gt;
'''[[Mods|Mods:]]'''&lt;br /&gt;
&lt;br /&gt;
A poison servo is required on your proton beam or weapon manufacturer in order to apply [[Petrify]] to enemies.&lt;br /&gt;
&lt;br /&gt;
A range servo works well on your weapon manufacturer, but poorly on proton &amp;amp; reflect beams.&lt;br /&gt;
&lt;br /&gt;
A Defense Rate servo is required on your Reflect Beams if you do not have a gilded Defense Rate shard.  You can skip the shard entirely if you use a 10/10 servo, but it must also be chaos 8 tier to provide enough speed to reach the speed cap.&lt;br /&gt;
&lt;br /&gt;
'''[[Shards|Shards:]]'''&lt;br /&gt;
&lt;br /&gt;
Despite not being attuned to any element, Reflect Beams will not accept elemental servos.  Because of this, Shattering Torpedo is required to make your reflect beams deal the earth damage required to petrify enemies.  Unfortunately, Shattering Torpedo is a Chaos 8 shard, so you will most likely have to purchase it.&lt;br /&gt;
&lt;br /&gt;
Maximizing attack speed on your Reflect Beams is a must in order to produce a steady supply of torpedoes to petrify enemies.  A gilded Defense Rate shard will bring you to the speed cap, but if you do not have Defense Rate gilded, combining a standard shard with a Defense Rate servo will reach the cap as well.&lt;br /&gt;
&lt;br /&gt;
Reflect Beam torpedoes have an explosion radius of 300 units, which is the same as an [[Explosive Trap]] without extra range.  Because of its small range, Deadly Strikes will, sadly, provide a poor range modifier.  Vicious Strikes is required to add any decent range to your beams, but it requires 155 stars in [[Mastery]] mode to obtain.  Hyper Shards cost 2 million gold to fully upgrade, but the range cap on Reflect Beams is 800 units (2.67x larger than normal), so you only need a partially upgraded shard to reach this cap (though a fully upgraded one can help resist Cursi-Kaze).&lt;br /&gt;
&lt;br /&gt;
Vicious Strikes is not required; however, your build is more likely to leak enemies without the extra range.  A single [[Cannonball Tower]] is simple and cheap, but nonetheless effective at cleaning up stragglers.&lt;br /&gt;
&lt;br /&gt;
== Anti-Frost [[Fissure of Embermount|Fissures]] ==&lt;br /&gt;
This is not a generic build for Onslaught, but rather, a build that specializes in wiping out [[Frost Enemies]] by utilizing their weakness to fire damage.  [[Flame Aura|Flame Auras]] are also effective, but they don't have quite as much range as fissures do (see below to find out why range is important).&lt;br /&gt;
&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
&lt;br /&gt;
*Designing your fissures to maximize DPS along with utilizing its ability to deal 2x damage against all frost enemies allows this build to (literally) melt them near instantly, even in very high Onslaught floors.&lt;br /&gt;
*Can also provide decent damage to regular enemies as well.&lt;br /&gt;
*Each fissure/flame aura only requires 30 Defense Units.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
&lt;br /&gt;
*Frost Orcs can slow your fissures/flame auras if they are close enough, removing a solid chunk of DPS (this is why you want extra range).&lt;br /&gt;
*If [[Cyborks]] also appear in the same lane, your fissures are at risk of being disabled if they cannot kill the cyborks fast enough.  This can leave the lane extremely vulnerable.&lt;br /&gt;
&lt;br /&gt;
'''[[Mods|Mods:]]'''&lt;br /&gt;
&lt;br /&gt;
The Anti-Frost servo is essential, hence the fact that this build is specialized for frost enemies.  Not only will the servo allow you to deal extra damage to frost enemies, the use of fire damage causes the damage multiplier to DOUBLE along with the base damage!&lt;br /&gt;
&lt;br /&gt;
Either Frost-Boom or Anti-Orc is recommended for your second mod slot.  Anti-Orc will help to kill Frost Orcs faster, which can prevent your fissures from being slowed, while frost-boom adds extra overall damage.  Use whichever one suits you best.&lt;br /&gt;
&lt;br /&gt;
Defense Range will help even further to prevent Frost Orcs from slowing your fissures.&lt;br /&gt;
&lt;br /&gt;
''[[Shards|Shards:]]'''&lt;br /&gt;
&lt;br /&gt;
Defense Rate and Destruction will maximize DPS.  You can swap out Destruction with Mass Destruction, but it is not recommended to give up Deadly Strikes to stack both destruction shards.&lt;br /&gt;
&lt;br /&gt;
Just like with the Defense Range servo, Deadly Strikes will help combat frost orcs.  Vicious Strikes can also be used, but the Deadly Strikes multiplier already works well on fissures.  Therefore, it is recommended to save Vicious Strikes for another defense that poorly benefits from range multipliers.&lt;br /&gt;
&lt;br /&gt;
== Clean-Up [[Cannonball Tower|Cannons]] ==&lt;br /&gt;
This build helps to deal with leaks, but the high damage that cannons deal to single targets also makes this build viable against [[Bosses]] as well.&lt;br /&gt;
&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
&lt;br /&gt;
*Cheap - only 30 DU per cannon.&lt;br /&gt;
*Very high DPS.&lt;br /&gt;
*Can [[Stun]] enemies that tank multiple hits.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
&lt;br /&gt;
*Completely useless against [[Vanguards]] and [[Geodes]] (unless you use a piercer [[Mods|servo]]).&lt;br /&gt;
*Cannons can only damage one target at a time; can easily be overwhelmed by a massive horde.&lt;br /&gt;
*Can be disabled by [[Kobolts]] or even destroyed if they do not have enough health.  EMPs move way too fast for a single cannon or two to handle, and even a whole group is at risk of getting disabled.&lt;br /&gt;
*Stuns aren't guaranteed to work (faster attack speed can increase the chance).&lt;br /&gt;
&lt;br /&gt;
'''[[Mods|Mods:]]'''&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to raise your cannonball tower to the speed cap.  If you do not have a gilded Defense Rate shard, you can use a Defense Rate servo to reach the cap.  The faster your cannon attacks, the more DPS it can deal, and the more likely it will stun its target.&lt;br /&gt;
&lt;br /&gt;
Even a single cannon can chew through a [[Bosses|Boss.]]  The Anti-Miniboss servo can be used to improve this.&lt;br /&gt;
&lt;br /&gt;
[[Berserker Orcs]] are the most common enemies that end up leaking through a crowd-control build due to their fast movement speed and immunity to all [[Slow]] debuffs.  The Anti-Orc, Anti-Melee, and Anti-Chaos servos will all increase damage dealt to berserkers.  If they become a problem, you can even stack these servos together to multiply the damage bonus against them!&lt;br /&gt;
&lt;br /&gt;
'''[[Shards|Shards:]]'''&lt;br /&gt;
&lt;br /&gt;
Defense Rate is highly recommended to reach the speed cap.  Mod slots are generally more valuable in this build, so it's better to use a shard slot to increase attack speed than to use a mod slot.&lt;br /&gt;
&lt;br /&gt;
Cannon Stun is required to allow your cannons to stun enemies.  The more you upgrade this shard, the more likely it is to successfully stun.  Improving attack speed will also give this shard more attempts to stun its target.&lt;br /&gt;
&lt;br /&gt;
Either Deadly Strikes or Destruction can be used for the last shard slot, depending on which suits you more.  If you want to use this build against a group of enemies, the Heavy Cannonball shard gives a chance to fire a massive cannonball.  Heavy cannonballs travel slowly, but can pierce through multiple targets.&lt;br /&gt;
&lt;br /&gt;
== Aerial Squirt Gun ==&lt;br /&gt;
The [[Sky Guard Tower]] already slows enemies it hits, but this build also utilizes [[Drenched|drenching]] to further slow airborne enemies to a crawl... except they can't crawl.&lt;br /&gt;
&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
*Brings flyers almost to a complete stop.  This can make it difficult for [[Kobolts]] to get in range of your sky guard or another tower to dive-bomb it.&lt;br /&gt;
*Sky Guards can be modified to have an extremely long range, making the tower even harder to dive-bomb.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
*Costs 50 DU - considering the strength of this tower, it would normally be very cost-efficient, but it cannot attack ground units unless they are knocked up.&lt;br /&gt;
*Can be disabled by [[Kobolts|Kobolts.]]  The long range and double-stacking of slows can make this difficult, but they can still pull off their dive-bomb if they're tanky enough.&lt;br /&gt;
*Completely useless against flyer lanes with the Unstoppable mutator.&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Strategies:_Onslaught&amp;diff=11733</id>
		<title>Strategies: Onslaught</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Strategies:_Onslaught&amp;diff=11733"/>
				<updated>2019-09-25T15:16:05Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Couldn't add much, but I was able to add recommended mods for the frost build.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This page lists recommended builds for use in Onslaught.  For information about the game mode itself, see [[Onslaught]].''&lt;br /&gt;
&lt;br /&gt;
In the [[Campaign|Campaign,]] the game recommends you use blockades to prevent enemies from reaching your core.  This works throughout most of the game and in all [[Chaos]] tiers, but Onslaught mode (and Prime [[Incursions]]) can feature enemies much stronger than your defenses are used to.  This can result in your defenses being overwhelmed very quickly.  It's not common for blockades to get destroyed in seconds when you're on a higher level floor, essentially defeating the sole purpose of your blockade.&lt;br /&gt;
&lt;br /&gt;
Because of this, many defenses used in Onslaught differ heavily than those of other game modes; this, sadly, also means that you're more limited on what you can use to defend a lane.&lt;br /&gt;
&lt;br /&gt;
Despite the limitations, there are plenty of different builds you can use, which are listed below.  Many of these builds use [[Shards]] and [[Mods]] - and some builds may even require specific ones to be used.&lt;br /&gt;
&lt;br /&gt;
== [[Poison Dart Tower]] + [[Earthshatter Tower]] ==&lt;br /&gt;
This build can be used very early on, as you already have access to [[Petrify]] without the need for any shards or mods.  You first want to poison enemies with the Poison Dart Tower (PDT), and then petrify them with the Earthshatter Tower (ES).&lt;br /&gt;
&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
&lt;br /&gt;
*This build has no required shards or mods, and can be used anytime.&lt;br /&gt;
*The PDT and ES have the longest ranges in the game, which is what separates this build from other Onslaught builds.&lt;br /&gt;
*Cannot be stunned by [[Cyborks|Cyborks.]]&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
*Both the PDT and ES are towers, which means enemies can destroy them if placed improperly.  This also makes the build highly vulnerable to [[Kobolts|EMP fliers.]]&lt;br /&gt;
*The PDT's darts can be blocked by [[Vanguards]] and/or [[Geodes]] (a piercer [[Mods|servo]] can fix this issue).&lt;br /&gt;
*Can be overwhelmed by large hordes of enemies.&lt;br /&gt;
&lt;br /&gt;
'''[[Mods|Mods:]]'''&lt;br /&gt;
&lt;br /&gt;
No mods are required, but a shatterquake servo can apply continuous earth damage to a single area, which allows PDTs to instantly petrify enemies in the area of effect.&lt;br /&gt;
&lt;br /&gt;
Defense Range servos can augment the already-impressive range of both towers, so it's highly recommended.&lt;br /&gt;
&lt;br /&gt;
'''[[Shards|Shards:]]'''&lt;br /&gt;
&lt;br /&gt;
No shards are required.  Defense Rate and Deadly Strikes, however, are great augments for any tower, and the PDT and ES are no exceptions.&lt;br /&gt;
&lt;br /&gt;
Earth Toss is a highly recommended shard for your ES.  The knock-up provided isn't necessary since you're already petrifying enemies, but this shard also increases the AOE radius of each earth spike, which makes it much easier to petrify a group of enemies.  Alternatively, since the ES has the longest range of any defense in the game, stacking Vicious Strikes with Deadly Strikes can make this tower a perfect sniper.&lt;br /&gt;
&lt;br /&gt;
Destruction may seem like a good choice your your PDT's last shard, but you will probably get more benefit from increasing poison damage instead.  If you have a spare Vicious Strikes hyper shard, you can stack it with Deadly Strikes to achieve massive range on your PDT if extra suits you more, but you will need 155 stars in [[Mastery]] mode to obtain this shard (will be available soon in Prime [[Incursions]]).&lt;br /&gt;
&lt;br /&gt;
== [[Reflect Beam]] + [[Proton Beam]] or [[Weapon Manufacturer]]==&lt;br /&gt;
This build can be difficult to prepare, but carries multiple benefits with it when used properly as well as being able to [[Petrify]] enemies just as effectively.  This is a very common build for players in the hundreds in Onslaught.  As such, it is also capable of holding its ground in Prime [[Incursions|Incursions.]]&lt;br /&gt;
&lt;br /&gt;
'''Strengths (Overall):'''&lt;br /&gt;
&lt;br /&gt;
*Cannot be damaged by enemies.&lt;br /&gt;
*Can distract [[Kobold Flier|Kobold Fliers]] and encourage them to dive-bomb to no avail (doesn't work with [[Kobolts]]).&lt;br /&gt;
*Using the proper shards/mods can allow this build to defeat [[Cyborks]] before giving them the chance to disable anything.&lt;br /&gt;
*Can be adjusted to provide multiple ways to [[Stun]] or [[Slow]] enemies, and even stack them.  This also essentially allows this build to laugh at most lane mutators, like Controlled Burn.&lt;br /&gt;
*Because this build is entirely dependent on nodes, it can vary in cost depending on how many nodes you place.  Average cost is around 90 DU with proton beams, or 110 DU with weapon manufacturers.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses (Overall):'''&lt;br /&gt;
&lt;br /&gt;
*Can be disabled by [[Cyborks|Cyborks,]] even when using decent shards and mods (though using them will make the build less likely to be disabled).&lt;br /&gt;
*Cannot tackle every lane mutator.  For example, this build suffers heavily against Cursi-kaze.&lt;br /&gt;
*Because of their fast movement speed and immunity to [[Slow]] debuffs, [[Berserker Orcs]] are notorious for running past this build and will ruin your day if not taken care of quickly.&lt;br /&gt;
*Putting extra range on your [[Reflect Beam|Reflect Beams]] can help to prevent leaks, but the already small range of the torpedo explosions causes range multipliers to be extremely inefficient.  [[Shards|Vicious Strikes]] adds a set amount of range, so it is much more viable for adding range on reflect beams.&lt;br /&gt;
*Requires lots of investment in time and in-game resources to create an effective build.&lt;br /&gt;
&lt;br /&gt;
'''Strengths (w/ Proton Beam):'''&lt;br /&gt;
&lt;br /&gt;
*Usually slightly cheaper than using Weapon Manufacturers.&lt;br /&gt;
*Slows enemies that are in contact with the beam.&lt;br /&gt;
*Can also [[Freeze]] enemies if you're using the Frosty Beams [[Shards|shard.]]  The extra stun makes it less likely for berserkers or tanky bosses to leak as well.&lt;br /&gt;
 &lt;br /&gt;
'''Weaknesses (w/ Proton Beam):'''&lt;br /&gt;
&lt;br /&gt;
*Requires direct contact with the beam to poison enemies.  This is usually mitigated by the beam's ability to slow enemies in contact with it, but the build becomes prone to [[Cyborks|Cyborks.]]&lt;br /&gt;
*Depending on where you're building, ranged enemies might not walk into the proton beams.  This is most common with [[Hex Thrower|Hex Throwers,]] who love to snipe blockades and/or cores.&lt;br /&gt;
&lt;br /&gt;
'''Strengths (w/ Weapon Manufacturer):'''&lt;br /&gt;
&lt;br /&gt;
*Radiates poison in a decent radius.  [[Shards|Deadly Strikes]] can improve this ability.  Large radius also allows your reflect beams to stun [[Cyborks]] before they are given the chance to disable your nodes.&lt;br /&gt;
*Produces a weapon for [[Series EV2]] to use.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses (w/ Weapon Manufacturer):'''&lt;br /&gt;
&lt;br /&gt;
*Slightly more expensive than using proton beams.&lt;br /&gt;
*Doesn't give an additional slow or stun, making it easier for berserkers and tanky bosses to leak.&lt;br /&gt;
&lt;br /&gt;
'''[[Mods|Mods:]]'''&lt;br /&gt;
&lt;br /&gt;
A poison servo is required on your proton beam or weapon manufacturer in order to apply [[Petrify]] to enemies.&lt;br /&gt;
&lt;br /&gt;
A range servo works well on your weapon manufacturer, but poorly on proton &amp;amp; reflect beams.&lt;br /&gt;
&lt;br /&gt;
A Defense Rate servo is required on your Reflect Beams if you do not have a gilded Defense Rate shard.  You can skip the shard entirely if you use a 10/10 servo, but it must also be chaos 8 tier to provide enough speed to reach the speed cap.&lt;br /&gt;
&lt;br /&gt;
'''[[Shards|Shards:]]'''&lt;br /&gt;
&lt;br /&gt;
Despite not being attuned to any element, Reflect Beams will not accept elemental servos.  Because of this, Shattering Torpedo is required to make your reflect beams deal the earth damage required to petrify enemies.  Unfortunately, Shattering Torpedo is a Chaos 8 shard, so you will most likely have to purchase it.&lt;br /&gt;
&lt;br /&gt;
Maximizing attack speed on your Reflect Beams is a must in order to produce a steady supply of torpedoes to petrify enemies.  A gilded Defense Rate shard will bring you to the speed cap, but if you do not have Defense Rate gilded, combining a standard shard with a Defense Rate servo will reach the cap as well.&lt;br /&gt;
&lt;br /&gt;
Reflect Beam torpedoes have an explosion radius of 300 units, which is the same as an [[Explosive Trap]] without extra range.  Because of its small range, Deadly Strikes will, sadly, provide a poor range modifier.  Vicious Strikes is required to add any decent range to your beams, but it requires 155 stars in [[Mastery]] mode to obtain.  Hyper Shards cost 2 million gold to fully upgrade, but the range cap on Reflect Beams is 800 units (2.67x larger than normal), so you only need a partially upgraded shard to reach this cap (though a fully upgraded one can help resist Cursi-Kaze).&lt;br /&gt;
&lt;br /&gt;
Vicious Strikes is not required; however, your build is more likely to leak enemies without the extra range.  A single [[Cannonball Tower]] is simple and cheap, but nonetheless effective at cleaning up stragglers.&lt;br /&gt;
&lt;br /&gt;
== Anti-Frost [[Fissure of Embermount|Fissures]] ==&lt;br /&gt;
This is not a generic build for Onslaught, but rather, a build that specializes in wiping out [[Frost Enemies]] by utilizing their weakness to fire damage.  [[Flame Aura|Flame Auras]] are also effective, but they don't have quite as much range as fissures do (see below to find out why range is important).&lt;br /&gt;
&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
&lt;br /&gt;
*Designing your fissures to maximize DPS along with utilizing its ability to deal 2x damage against all frost enemies allows this build to (literally) melt them near instantly, even in very high Onslaught floors.&lt;br /&gt;
*Can also provide decent damage to regular enemies as well.&lt;br /&gt;
*Each fissure/flame aura only requires 30 Defense Units.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
&lt;br /&gt;
*Frost Orcs can slow your fissures/flame auras if they are close enough, removing a solid chunk of DPS (this is why you want extra range).&lt;br /&gt;
*If [[Cyborks]] also appear in the same lane, your fissures are at risk of being disabled if they cannot kill the cyborks fast enough.  This can leave the lane extremely vulnerable.&lt;br /&gt;
&lt;br /&gt;
'''[[Mods|Mods:]]'''&lt;br /&gt;
&lt;br /&gt;
The Anti-Frost servo is essential, hence the fact that this build is specialized for frost enemies.  Not only will the servo allow you to deal extra damage to frost enemies, the use of fire damage causes the damage multiplier to DOUBLE along with the base damage!&lt;br /&gt;
&lt;br /&gt;
Either Frost-Boom or Anti-Orc is recommended for your second mod slot.  Anti-Orc will help to kill Frost Orcs faster, which can prevent your fissures from being slowed, while frost-boom adds extra overall damage.  Use whichever one suits you best.&lt;br /&gt;
&lt;br /&gt;
Defense Range will help even further to prevent Frost Orcs from slowing your fissures.&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Strategies:_Onslaught&amp;diff=11732</id>
		<title>Strategies: Onslaught</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Strategies:_Onslaught&amp;diff=11732"/>
				<updated>2019-09-23T15:42:09Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: I'm pretty much finished with generic onslaught builds.  Now I'm working on specialized ones.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This page lists recommended builds for use in Onslaught.  For information about the game mode itself, see [[Onslaught]].''&lt;br /&gt;
&lt;br /&gt;
In the [[Campaign|Campaign,]] the game recommends you use blockades to prevent enemies from reaching your core.  This works throughout most of the game and in all [[Chaos]] tiers, but Onslaught mode (and Prime [[Incursions]]) can feature enemies much stronger than your defenses are used to.  This can result in your defenses being overwhelmed very quickly.  It's not common for blockades to get destroyed in seconds when you're on a higher level floor, essentially defeating the sole purpose of your blockade.&lt;br /&gt;
&lt;br /&gt;
Because of this, many defenses used in Onslaught differ heavily than those of other game modes; this, sadly, also means that you're more limited on what you can use to defend a lane.&lt;br /&gt;
&lt;br /&gt;
Despite the limitations, there are plenty of different builds you can use, which are listed below.  Many of these builds use [[Shards]] and [[Mods]] - and some builds may even require specific ones to be used.&lt;br /&gt;
&lt;br /&gt;
== [[Poison Dart Tower]] + [[Earthshatter Tower]] ==&lt;br /&gt;
This build can be used very early on, as you already have access to [[Petrify]] without the need for any shards or mods.  You first want to poison enemies with the Poison Dart Tower (PDT), and then petrify them with the Earthshatter Tower (ES).&lt;br /&gt;
&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
&lt;br /&gt;
*This build has no required shards or mods, and can be used anytime.&lt;br /&gt;
*The PDT and ES have the longest ranges in the game, which is what separates this build from other Onslaught builds.&lt;br /&gt;
*Cannot be stunned by [[Cyborks|Cyborks.]]&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
*Both the PDT and ES are towers, which means enemies can destroy them if placed improperly.  This also makes the build highly vulnerable to [[Kobolts|EMP fliers.]]&lt;br /&gt;
*The PDT's darts can be blocked by [[Vanguards]] and/or [[Geodes]] (a piercer [[Mods|servo]] can fix this issue).&lt;br /&gt;
*Can be overwhelmed by large hordes of enemies.&lt;br /&gt;
&lt;br /&gt;
'''[[Mods|Mods:]]'''&lt;br /&gt;
&lt;br /&gt;
No mods are required, but a shatterquake servo can apply continuous earth damage to a single area, which allows PDTs to instantly petrify enemies in the area of effect.&lt;br /&gt;
&lt;br /&gt;
Defense Range servos can augment the already-impressive range of both towers, so it's highly recommended.&lt;br /&gt;
&lt;br /&gt;
'''[[Shards|Shards:]]'''&lt;br /&gt;
&lt;br /&gt;
No shards are required.  Defense Rate and Deadly Strikes, however, are great augments for any tower, and the PDT and ES are no exceptions.&lt;br /&gt;
&lt;br /&gt;
Earth Toss is a highly recommended shard for your ES.  The knock-up provided isn't necessary since you're already petrifying enemies, but this shard also increases the AOE radius of each earth spike, which makes it much easier to petrify a group of enemies.  Alternatively, since the ES has the longest range of any defense in the game, stacking Vicious Strikes with Deadly Strikes can make this tower a perfect sniper.&lt;br /&gt;
&lt;br /&gt;
Destruction may seem like a good choice your your PDT's last shard, but you will probably get more benefit from increasing poison damage instead.  If you have a spare Vicious Strikes hyper shard, you can stack it with Deadly Strikes to achieve massive range on your PDT if extra suits you more, but you will need 155 stars in [[Mastery]] mode to obtain this shard (will be available soon in Prime [[Incursions]]).&lt;br /&gt;
&lt;br /&gt;
== [[Reflect Beam]] + [[Proton Beam]] or [[Weapon Manufacturer]]==&lt;br /&gt;
This build can be difficult to prepare, but carries multiple benefits with it when used properly as well as being able to [[Petrify]] enemies just as effectively.  This is a very common build for players in the hundreds in Onslaught.  As such, it is also capable of holding its ground in Prime [[Incursions|Incursions.]]&lt;br /&gt;
&lt;br /&gt;
'''Strengths (Overall):'''&lt;br /&gt;
&lt;br /&gt;
*Cannot be damaged by enemies.&lt;br /&gt;
*Can distract [[Kobold Flier|Kobold Fliers]] and encourage them to dive-bomb to no avail (doesn't work with [[Kobolts]]).&lt;br /&gt;
*Using the proper shards/mods can allow this build to defeat [[Cyborks]] before giving them the chance to disable anything.&lt;br /&gt;
*Can be adjusted to provide multiple ways to [[Stun]] or [[Slow]] enemies, and even stack them.  This also essentially allows this build to laugh at most lane mutators, like Controlled Burn.&lt;br /&gt;
*Because this build is entirely dependent on nodes, it can vary in cost depending on how many nodes you place.  Average cost is around 90 DU with proton beams, or 110 DU with weapon manufacturers.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses (Overall):'''&lt;br /&gt;
&lt;br /&gt;
*Can be disabled by [[Cyborks|Cyborks,]] even when using decent shards and mods (though using them will make the build less likely to be disabled).&lt;br /&gt;
*Cannot tackle every lane mutator.  For example, this build suffers heavily against Cursi-kaze.&lt;br /&gt;
*Because of their fast movement speed and immunity to [[Slow]] debuffs, [[Berserker Orcs]] are notorious for running past this build and will ruin your day if not taken care of quickly.&lt;br /&gt;
*Putting extra range on your [[Reflect Beam|Reflect Beams]] can help to prevent leaks, but the already small range of the torpedo explosions causes range multipliers to be extremely inefficient.  [[Shards|Vicious Strikes]] adds a set amount of range, so it is much more viable for adding range on reflect beams.&lt;br /&gt;
*Requires lots of investment in time and in-game resources to create an effective build.&lt;br /&gt;
&lt;br /&gt;
'''Strengths (w/ Proton Beam):'''&lt;br /&gt;
&lt;br /&gt;
*Usually slightly cheaper than using Weapon Manufacturers.&lt;br /&gt;
*Slows enemies that are in contact with the beam.&lt;br /&gt;
*Can also [[Freeze]] enemies if you're using the Frosty Beams [[Shards|shard.]]  The extra stun makes it less likely for berserkers or tanky bosses to leak as well.&lt;br /&gt;
 &lt;br /&gt;
'''Weaknesses (w/ Proton Beam):'''&lt;br /&gt;
&lt;br /&gt;
*Requires direct contact with the beam to poison enemies.  This is usually mitigated by the beam's ability to slow enemies in contact with it, but the build becomes prone to [[Cyborks|Cyborks.]]&lt;br /&gt;
*Depending on where you're building, ranged enemies might not walk into the proton beams.  This is most common with [[Hex Thrower|Hex Throwers,]] who love to snipe blockades and/or cores.&lt;br /&gt;
&lt;br /&gt;
'''Strengths (w/ Weapon Manufacturer):'''&lt;br /&gt;
&lt;br /&gt;
*Radiates poison in a decent radius.  [[Shards|Deadly Strikes]] can improve this ability.  Large radius also allows your reflect beams to stun [[Cyborks]] before they are given the chance to disable your nodes.&lt;br /&gt;
*Produces a weapon for [[Series EV2]] to use.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses (w/ Weapon Manufacturer):'''&lt;br /&gt;
&lt;br /&gt;
*Slightly more expensive than using proton beams.&lt;br /&gt;
*Doesn't give an additional slow or stun, making it easier for berserkers and tanky bosses to leak.&lt;br /&gt;
&lt;br /&gt;
'''[[Mods|Mods:]]'''&lt;br /&gt;
&lt;br /&gt;
A poison servo is required on your proton beam or weapon manufacturer in order to apply [[Petrify]] to enemies.&lt;br /&gt;
&lt;br /&gt;
A range servo works well on your weapon manufacturer, but poorly on proton &amp;amp; reflect beams.&lt;br /&gt;
&lt;br /&gt;
A Defense Rate servo is required on your Reflect Beams if you do not have a gilded Defense Rate shard.  You can skip the shard entirely if you use a 10/10 servo, but it must also be chaos 8 tier to provide enough speed to reach the speed cap.&lt;br /&gt;
&lt;br /&gt;
'''[[Shards|Shards:]]'''&lt;br /&gt;
&lt;br /&gt;
Despite not being attuned to any element, Reflect Beams will not accept elemental servos.  Because of this, Shattering Torpedo is required to make your reflect beams deal the earth damage required to petrify enemies.  Unfortunately, Shattering Torpedo is a Chaos 8 shard, so you will most likely have to purchase it.&lt;br /&gt;
&lt;br /&gt;
Maximizing attack speed on your Reflect Beams is a must in order to produce a steady supply of torpedoes to petrify enemies.  A gilded Defense Rate shard will bring you to the speed cap, but if you do not have Defense Rate gilded, combining a standard shard with a Defense Rate servo will reach the cap as well.&lt;br /&gt;
&lt;br /&gt;
Reflect Beam torpedoes have an explosion radius of 300 units, which is the same as an [[Explosive Trap]] without extra range.  Because of its small range, Deadly Strikes will, sadly, provide a poor range modifier.  Vicious Strikes is required to add any decent range to your beams, but it requires 155 stars in [[Mastery]] mode to obtain.  Hyper Shards cost 2 million gold to fully upgrade, but the range cap on Reflect Beams is 800 units (2.67x larger than normal), so you only need a partially upgraded shard to reach this cap (though a fully upgraded one can help resist Cursi-Kaze).&lt;br /&gt;
&lt;br /&gt;
Vicious Strikes is not required; however, your build is more likely to leak enemies without the extra range.  A single [[Cannonball Tower]] is simple and cheap, but nonetheless effective at cleaning up stragglers.&lt;br /&gt;
&lt;br /&gt;
== Anti-Frost [[Fissure of Embermount|Fissures]] ==&lt;br /&gt;
This is not a generic build for Onslaught, but rather, a build that specializes in wiping out [[Frost Enemies]] by utilizing their weakness to fire damage.  [[Flame Aura|Flame Auras]] are also effective, but they don't have quite as much range as fissures do (see below to find out why range is important).&lt;br /&gt;
&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
&lt;br /&gt;
*Designing your fissures to maximize DPS along with utilizing its ability to deal 2x damage against all frost enemies allows this build to (literally) melt them near instantly, even in very high Onslaught floors.&lt;br /&gt;
*Can also provide decent damage to regular enemies as well.&lt;br /&gt;
*Each fissure/flame aura only requires 30 Defense Units.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
&lt;br /&gt;
*Frost Orcs can slow your fissures/flame auras if they are close enough, removing a solid chunk of DPS (this is why you want extra range).&lt;br /&gt;
*If [[Cyborks]] also appear in the same lane, your fissures are at risk of being disabled if they cannot kill the cyborks fast enough.  This can leave the lane extremely vulnerable.&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Strategies:_Onslaught&amp;diff=11731</id>
		<title>Strategies: Onslaught</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Strategies:_Onslaught&amp;diff=11731"/>
				<updated>2019-09-20T15:00:27Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Even more progress, but still far from completion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This page lists recommended builds for use in Onslaught.  For information about the game mode itself, see [[Onslaught]].''&lt;br /&gt;
&lt;br /&gt;
In the [[Campaign|Campaign,]] the game recommends you use blockades to prevent enemies from reaching your core.  This works throughout most of the game and in all [[Chaos]] tiers, but Onslaught mode (and Prime [[Incursions]]) can feature enemies much stronger than your defenses are used to.  This can result in your defenses being overwhelmed very quickly.  It's not common for blockades to get destroyed in seconds when you're on a higher level floor, essentially defeating the sole purpose of your blockade.&lt;br /&gt;
&lt;br /&gt;
Because of this, many defenses used in Onslaught differ heavily than those of other game modes; this, sadly, also means that you're more limited on what you can use to defend a lane.&lt;br /&gt;
&lt;br /&gt;
Despite the limitations, there are plenty of different builds you can use, which are listed below.  Many of these builds use [[Shards]] and [[Mods]] - and some builds may even require specific ones to be used.&lt;br /&gt;
&lt;br /&gt;
== [[Poison Dart Tower]] + [[Earthshatter Tower]] ==&lt;br /&gt;
This build can be used very early on, as you already have access to [[Petrify]] without the need for any shards or mods.  You first want to poison enemies with the Poison Dart Tower (PDT), and then petrify them with the Earthshatter Tower (ES).&lt;br /&gt;
&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
&lt;br /&gt;
*This build has no required shards or mods, and can be used anytime.&lt;br /&gt;
*The PDT and ES have the longest ranges in the game, which is what separates this build from other Onslaught builds.&lt;br /&gt;
*Cannot be stunned by [[Cyborks|Cyborks.]]&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
*Both the PDT and ES are towers, which means enemies can destroy them if placed improperly.  This also makes the build highly vulnerable to [[Kobolts|EMP fliers.]]&lt;br /&gt;
*The PDT's darts can be blocked by [[Vanguards]] and/or [[Geodes]] (a piercer [[Mods|servo]] can fix this issue).&lt;br /&gt;
*Can be overwhelmed by large hordes of enemies.&lt;br /&gt;
&lt;br /&gt;
'''[[Mods|Mods:]]'''&lt;br /&gt;
&lt;br /&gt;
No mods are required, but a shatterquake servo can apply continuous earth damage to a single area, which allows PDTs to instantly petrify enemies in the area of effect.&lt;br /&gt;
&lt;br /&gt;
Defense Range servos can augment the already-impressive range of both towers, so it's highly recommended.&lt;br /&gt;
&lt;br /&gt;
'''[[Shards|Shards:]]'''&lt;br /&gt;
&lt;br /&gt;
No shards are required.  Defense Rate and Deadly Strikes, however, are great augments for any tower, and the PDT and ES are no exceptions.&lt;br /&gt;
&lt;br /&gt;
Earth Toss is a highly recommended shard for your ES.  The knock-up provided isn't necessary since you're already petrifying enemies, but this shard also increases the AOE radius of each earth spike, which makes it much easier to petrify a group of enemies.  Alternatively, since the ES has the longest range of any defense in the game, stacking Vicious Strikes with Deadly Strikes can make this tower a perfect sniper.&lt;br /&gt;
&lt;br /&gt;
Destruction may seem like a good choice your your PDT's last shard, but you will probably get more benefit from increasing poison damage instead.  If you have a spare Vicious Strikes hyper shard, you can stack it with Deadly Strikes to achieve massive range on your PDT if extra suits you more, but you will need 155 stars in [[Mastery]] mode to obtain this shard (will be available soon in Prime [[Incursions]]).&lt;br /&gt;
&lt;br /&gt;
== [[Reflect Beam]] + [[Proton Beam]] or [[Weapon Manufacturer]]==&lt;br /&gt;
This build can be difficult to prepare, but carries multiple benefits with it when used properly as well as being able to [[Petrify]] enemies just as effectively.  This is a very common build for players in the hundreds in Onslaught.  As such, it is also capable of holding its ground in Prime [[Incursions|Incursions.]]&lt;br /&gt;
&lt;br /&gt;
'''Strengths (Overall):'''&lt;br /&gt;
&lt;br /&gt;
*Cannot be damaged by enemies.&lt;br /&gt;
*Can distract [[Kobold Flier|Kobold Fliers]] and encourage them to dive-bomb to no avail (doesn't work with [[Kobolts]]).&lt;br /&gt;
*Using the proper shards/mods can allow this build to defeat [[Cyborks]] before giving them the chance to disable anything.&lt;br /&gt;
*Can be adjusted to provide multiple ways to [[Stun]] or [[Slow]] enemies, and even stack them.  This also essentially allows this build to laugh at most lane mutators, like Controlled Burn.&lt;br /&gt;
*Because this build is entirely dependent on nodes, it can vary in cost depending on how many nodes you place.  Average cost is around 90 DU with proton beams, or 110 DU with weapon manufacturers.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses (Overall):'''&lt;br /&gt;
&lt;br /&gt;
*Can be disabled by [[Cyborks|Cyborks,]] even when using decent shards and mods (though using them will make the build less likely to be disabled).&lt;br /&gt;
*Cannot tackle every lane mutator.  For example, this build suffers heavily against Cursi-kaze.&lt;br /&gt;
*Because of their fast movement speed and immunity to [[Slow]] debuffs, [[Berserker Orcs]] are notorious for running past this build and will ruin your day if not taken care of quickly.&lt;br /&gt;
*Putting extra range on your [[Reflect Beam|Reflect Beams]] can help to prevent leaks, but the already small range of the torpedo explosions causes range multipliers to be extremely inefficient.  [[Shards|Vicious Strikes]] adds a set amount of range, so it is much more viable for adding range on reflect beams.&lt;br /&gt;
*Requires lots of investment in time and in-game resources to create an effective build.&lt;br /&gt;
&lt;br /&gt;
'''Strengths (w/ Proton Beam):'''&lt;br /&gt;
&lt;br /&gt;
*Usually slightly cheaper than using Weapon Manufacturers.&lt;br /&gt;
*Slows enemies that are in contact with the beam.&lt;br /&gt;
*Can also [[Freeze]] enemies if you're using the Frosty Beams [[Shards|shard.]]  The extra stun makes it less likely for berserkers or tanky bosses to leak as well.&lt;br /&gt;
 &lt;br /&gt;
'''Weaknesses (w/ Proton Beam):'''&lt;br /&gt;
&lt;br /&gt;
*Requires direct contact with the beam to poison enemies.  This is usually mitigated by the beam's ability to slow enemies in contact with it, but the build becomes prone to [[Cyborks|Cyborks.]]&lt;br /&gt;
*Depending on where you're building, ranged enemies might not walk into the proton beams.  This is most common with [[Hex Thrower|Hex Throwers,]] who love to snipe blockades and/or cores.&lt;br /&gt;
&lt;br /&gt;
'''Strengths (w/ Weapon Manufacturer)'''&lt;br /&gt;
&lt;br /&gt;
*Radiates poison in a decent radius.  [[Shards|Deadly Strikes]] can improve this ability.  Large radius also allows your reflect beams to stun [[Cyborks]] before they are given the chance to disable your nodes.&lt;br /&gt;
*Produces a weapon for [[Series EV2]] to use.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses (w/ Weapon Manufacturer)'''&lt;br /&gt;
&lt;br /&gt;
*Slightly more expensive than using proton beams.&lt;br /&gt;
*Doesn't give an additional slow or stun, making it easier for berserkers and tanky bosses to leak.&lt;br /&gt;
&lt;br /&gt;
'''[[Mods|Mods:]]'''&lt;br /&gt;
&lt;br /&gt;
A poison servo is required on your proton beam or weapon manufacturer in order to apply [[Petrify]] to enemies.&lt;br /&gt;
&lt;br /&gt;
A range servo works well on your weapon manufacturer, but poorly on proton &amp;amp; reflect beams.&lt;br /&gt;
&lt;br /&gt;
'''[[Shards|Shards:]]'''&lt;br /&gt;
&lt;br /&gt;
Shattering Torpedo is required on your reflect beams to deal earth damage.&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Strategies:_Onslaught&amp;diff=11730</id>
		<title>Strategies: Onslaught</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Strategies:_Onslaught&amp;diff=11730"/>
				<updated>2019-09-19T15:16:00Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Still WIP.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This page lists recommended builds for use in Onslaught.  For information about the game mode itself, see [[Onslaught]].''&lt;br /&gt;
&lt;br /&gt;
In the [[Campaign|Campaign,]] the game recommends you use blockades to prevent enemies from reaching your core.  This works throughout most of the game and in all [[Chaos]] tiers, but Onslaught mode (and Prime [[Incursions]]) can feature enemies much stronger than your defenses are used to.  This can result in your defenses being overwhelmed very quickly.  It's not common for blockades to get destroyed in seconds when you're on a higher level floor, essentially defeating the sole purpose of your blockade.&lt;br /&gt;
&lt;br /&gt;
Because of this, many defenses used in Onslaught differ heavily than those of other game modes; this, sadly, also means that you're more limited on what you can use to defend a lane.&lt;br /&gt;
&lt;br /&gt;
Despite the limitations, there are plenty of different builds you can use, which are listed below.  Many of these builds use [[Shards]] and [[Mods]] - and some builds may even require specific ones to be used.&lt;br /&gt;
&lt;br /&gt;
== [[Poison Dart Tower]] + [[Earthshatter Tower]] ==&lt;br /&gt;
This build can be used very early on, as you already have access to [[Petrify]] without the need for any shards or mods.  You first want to poison enemies with the Poison Dart Tower (PDT), and then petrify them with the Earthshatter Tower (ES).&lt;br /&gt;
&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
&lt;br /&gt;
*This build has no required shards or mods, and can be used anytime.&lt;br /&gt;
*The PDT and ES have the longest ranges in the game, which is what separates this build from other Onslaught builds.&lt;br /&gt;
*Cannot be stunned by [[Cyborks|Cyborks.]]&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
*Both the PDT and ES are towers, which means enemies can destroy them if placed improperly.  This also makes the build highly vulnerable to [[Kobolts|EMP fliers.]]&lt;br /&gt;
*The PDT's darts can be blocked by [[Vanguards]] and/or [[Geodes]] (a piercer [[Mods|servo]] can fix this issue).&lt;br /&gt;
*Can be overwhelmed by large hordes of enemies.&lt;br /&gt;
&lt;br /&gt;
'''[[Mods|Mods:]]'''&lt;br /&gt;
&lt;br /&gt;
No mods are required, but a shatterquake servo can apply continuous earth damage to a single area, which allows PDTs to instantly petrify enemies in the area of effect.&lt;br /&gt;
&lt;br /&gt;
Defense Range servos can augment the already-impressive range of both towers, so it's highly recommended.&lt;br /&gt;
&lt;br /&gt;
'''[[Shards|Shards:]]'''&lt;br /&gt;
&lt;br /&gt;
No shards are required.  Defense Rate and Deadly Strikes, however, are great augments for any tower, and the PDT and ES are no exceptions.&lt;br /&gt;
&lt;br /&gt;
Earth Toss is a highly recommended shard for your ES.  The knock-up provided isn't necessary since you're already petrifying enemies, but this shard also increases the AOE radius of each earth spike, which makes it much easier to petrify a group of enemies.  Alternatively, since the ES has the longest range of any defense in the game, stacking Vicious Strikes with Deadly Strikes can make this tower a perfect sniper.&lt;br /&gt;
&lt;br /&gt;
Destruction may seem like a good choice your your PDT's last shard, but you will probably get more benefit from increasing poison damage instead.  If you have a spare Vicious Strikes hyper shard, you can stack it with Deadly Strikes to achieve massive range on your PDT if extra suits you more, but you will need 155 stars in [[Mastery]] mode to obtain this shard (will be available soon in Prime [[Incursions]]).&lt;br /&gt;
&lt;br /&gt;
== [[Reflect Beam]] + [[Proton Beam]] or [[Weapon Manufacturer]]==&lt;br /&gt;
This build can be difficult to prepare, but carries multiple benefits with it when used properly as well as being able to [[Petrify]] enemies just as effectively.  This is a very common build for players in the hundreds in Onslaught.  As such, it is also capable of holding its ground in Prime [[Incursions|Incursions.]]&lt;br /&gt;
&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
&lt;br /&gt;
*Cannot be damaged by enemies.&lt;br /&gt;
*Can distract [[Kobold Flier|Kobold Fliers]] and encourage them to dive-bomb to no avail (doesn't work with [[Kobolts]]).&lt;br /&gt;
*Using the proper shards/mods can allow this build to defeat [[Cyborks]] before giving them the chance to disable anything.&lt;br /&gt;
*Can be adjusted to provide multiple ways to [[Stun]] or [[Slow]] enemies, and even stack them.  This also essentially allows this build to laugh at most lane mutators, like Controlled Burn.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
*Can be disabled by [[Cyborks|Cyborks,]] even when using decent shards and mods (though using them will make the build less likely to be disabled).&lt;br /&gt;
*Cannot tackle every lane mutator.  For example, this build suffers heavily against Cursi-kaze.&lt;br /&gt;
*[[Berserker Orcs]] can charge through this build.&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Strategies:_Onslaught&amp;diff=11729</id>
		<title>Strategies: Onslaught</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Strategies:_Onslaught&amp;diff=11729"/>
				<updated>2019-09-18T15:15:34Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Started a strategy page for Onslaught - still a work in progress!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This page lists recommended builds for use in Onslaught.  For information about the game mode itself, see [[Onslaught]].''&lt;br /&gt;
&lt;br /&gt;
In the [[Campaign|Campaign,]] the game recommends you use blockades to prevent enemies from reaching your core.  This works throughout most of the game and in all [[Chaos]] tiers, but Onslaught mode (and Prime [[Incursions]]) can feature enemies much stronger than your defenses are used to.  This can result in your defenses being overwhelmed very quickly.  It's not common for blockades to get destroyed in seconds when you're on a higher level floor, essentially defeating the sole purpose of your blockade.&lt;br /&gt;
&lt;br /&gt;
Because of this, many defenses used in Onslaught differ heavily than those of other game modes; this, sadly, also means that you're more limited on what you can use to defend a lane.&lt;br /&gt;
&lt;br /&gt;
Despite the limitations, there are plenty of different builds you can use, which are listed below.  Many of these builds use [[Shards]] and [[Mods]] - and some builds may even require specific ones to be used.&lt;br /&gt;
&lt;br /&gt;
== [[Poison Dart Tower]] + [[Earthshatter Tower]] ==&lt;br /&gt;
This build can be used very early on, as you already have access to [[Petrify]] without the need for any shards or mods.  You first want to poison enemies with the Poison Dart Tower (PDT), and then petrify them with the Earthshatter Tower (ES).&lt;br /&gt;
&lt;br /&gt;
The Defense Rate and Deadly Strikes [[Shards|shards]] are highly recommended.  Defense Rate allows you to petrify enemies more often, while Deadly Strikes will hugely benefit range on both the PDT and ES; this is also what separates this build from other common Onslaught builds (other builds are WIP).&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Onslaught&amp;diff=11728</id>
		<title>Onslaught</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Onslaught&amp;diff=11728"/>
				<updated>2019-09-17T15:15:04Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Added info on Controlled Burn.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Onslaught is one of the gamemodes in Dungeon Defenders 2, which features stronger enemies as you progress.  It is available as soon as you complete the [[Campaign]].&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Onslaught has many special rules that aren't present in other gamemodes.  Here is a list of the special ruleset:&lt;br /&gt;
&lt;br /&gt;
=== Rule 1 ===&lt;br /&gt;
The further you progress through floors in Onslaught, the higher level enemies will become.  This seems straightforward on the surface, but you can end up with enemies far stronger than in [[Chaos|chaos 7]] difficulty on floors 30+.&lt;br /&gt;
&lt;br /&gt;
=== Rule 2 ===&lt;br /&gt;
Every lane has special conditions as to which monsters can spawn from it.  The name of the lane will also change as well to indicate what will spawn there.  A list of common names for lanes is listed below.&lt;br /&gt;
&lt;br /&gt;
=== Rule 3 ===&lt;br /&gt;
Enemies can be affected by lane mutators.  You will probably encounter your first lane mutator at floor 3.  Lane mutators can be viewed by holding shift and will appear below the list of enemies.  The further you go in Onslaught, the more mutators that will appear in each game.  Each lane is limited to 2 mutators at a time, and which mutators appear is completely random (re-rolling an onslaught floor will re-roll mutators again).  A list of lane mutators can also be found below.&lt;br /&gt;
&lt;br /&gt;
== Spawning Conditions ==&lt;br /&gt;
These are common prefixes, suffixes, and names that will appear on a lane and determine what spawns from it.  [[Bosses]] are not affected by special spawning conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The first category determines what type of non-[[Chaos|chaos]] monsters will spawn.'''&lt;br /&gt;
&lt;br /&gt;
=== Fodder ===&lt;br /&gt;
Any monsters can spawn in this lane.&lt;br /&gt;
&lt;br /&gt;
=== Wompers ===&lt;br /&gt;
Only melee monsters can spawn here, like [[Warboars]] and [[Orcs]].&lt;br /&gt;
&lt;br /&gt;
=== Throwers ===&lt;br /&gt;
Only ranged monsters can spawn here, like [[Javelin Throwers]] and [[Drakins]].&lt;br /&gt;
&lt;br /&gt;
=== Healers ===&lt;br /&gt;
[[Dark Mages]] will spawn here.&lt;br /&gt;
&lt;br /&gt;
=== Crippling ===&lt;br /&gt;
[[Witherbeasts|Wither Beasts]] will spawn here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following will determine what [[Chaos|chaos]] monsters will spawn.  The prefixes/suffixes/names must be listed in a lane in order for said monster to spawn:'''&lt;br /&gt;
&lt;br /&gt;
=== Vanguard / -Guard ===&lt;br /&gt;
[[Vanguards]] will spawn from this lane.  [[Cannonball Tower|Cannonball Towers,]] [[Poison Dart Tower|Poison Dart Towers,]] and other projectile-based towers will not be very effective against them in these lanes.  Consider using traps, auras, AOE towers, or even [[Earthshatter Tower|Earthshatter Towers]] if you need long-range targeting.&lt;br /&gt;
&lt;br /&gt;
=== Cy- ===&lt;br /&gt;
[[Cyborks]] will appear.  Auras, traps, and nodes used in this lane are at risk of being disabled.  If you wish to use any of them, a tenacity [[Mods|servo]] can help mitigate stuns.&lt;br /&gt;
&lt;br /&gt;
=== Geo- ===&lt;br /&gt;
[[Geodes]] will spawn here.  They protect all enemies within its barrier from projectile attacks.  Counter them in a similar way that you would deal with [[Vanguards|vanguards.]]&lt;br /&gt;
&lt;br /&gt;
=== Zerker- ===&lt;br /&gt;
[[Berserker Orcs]] will charge out of the lane and will usually run in front of the pack.  It is fairly common for them to escape crowd control builds and leak through your defenses.  [[Cannonball Tower|Cannonball Towers]] are a great method for dealing with leaks.&lt;br /&gt;
&lt;br /&gt;
=== Stabby- ===&lt;br /&gt;
This only appears in a flyer lane.  [[Assassins|Dark Assassins]] will spawn and try to assassinate you.  They never appear alone in a flyer lane, so don't ignore anti-air defenses!&lt;br /&gt;
&lt;br /&gt;
=== Hex- ===&lt;br /&gt;
[[Hex Throwers]] will appear.  These guys are great at sniping your towers, and in some maps, can even snipe a core or sub-objective from the spawn.  A [[Reflect Beam]] is great at protecting anything vulnerable to snipers, and can also cause them to waste time trying to pick off their target.&lt;br /&gt;
&lt;br /&gt;
=== EMP- ===&lt;br /&gt;
These guys also only appear in flyer lanes.  Just like [[Kobold Flier|Kobold Flyers,]] [[Kobolts]] will attempt to dive-bomb any nearby defenses or anything if their health drops too low.  Traps, auras, and nodes cannot be stunned by kobolts, but multiple [[Sky Guard Tower|Sky Guard Towers]] can take them out before they have the chance to dive-bomb.  Extra range on your sky guards can reduce the chance of a successful dive-bomb attempt.&lt;br /&gt;
&lt;br /&gt;
=== Frosty- ===&lt;br /&gt;
Any [[Frost Enemy|frost enemies]] can be seen here.  This will only appear around floor 30 and beyond.  The Yeti [[Incursions|incursion]] will introduce you to these mobs.&lt;br /&gt;
&lt;br /&gt;
=== Lava- ===&lt;br /&gt;
[[Lava Guardians]] will spawn here.  This also only appears around floor 30+.  If you are having trouble dealing with these guys, they can also be found in the Demon Lord [[Incursions|incursion]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The third category contains names that appear in flyer lanes:'''&lt;br /&gt;
&lt;br /&gt;
=== Dargons ===&lt;br /&gt;
[[Wyverns]] will spawn here.  If the name were corrected to &amp;quot;dragons&amp;quot;, these lanes would probably be a lot scarier.&lt;br /&gt;
&lt;br /&gt;
=== Zappers ===&lt;br /&gt;
[[Lightning Bugs]] will appear.  They prefer to destroy your towers and blockades rather than head straight for your cores.&lt;br /&gt;
&lt;br /&gt;
=== Kami- / Kamikaze ===&lt;br /&gt;
[[Kobold Flier|Kobold Flyers]] will spawn and attempt to dive-bomb your defenses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The last category has special names that heavily change spawning conditions for the lane.  None of the names above will be combined with any of these names:'''&lt;br /&gt;
&lt;br /&gt;
=== Floppy Arms and Pig Bois ===&lt;br /&gt;
Only Goblin enemies and [[Warboars]] will appear here.  This name is usually only present in lower-level floors of Onslaught.&lt;br /&gt;
&lt;br /&gt;
=== Air Raid ===&lt;br /&gt;
Hence the name, this will only appear in flyer lanes.  This causes all types of enemies to spawn - usually in a larger quantity than usual.  Heavy anti-air is highly recommended, but careful not to spend too many Defense Units!&lt;br /&gt;
&lt;br /&gt;
=== The Front Line ===&lt;br /&gt;
[[Vanguards]] will spawn here in huge quantities along with a few [[Geodes]], making projectile-based towers essentially useless, possibly even with a piercer [[Mods|servo.]]&lt;br /&gt;
&lt;br /&gt;
This lane can easily be dealt with by using [[Flame Aura|Flame Auras]] or by crowd-controlling enemies with nodes.&lt;br /&gt;
&lt;br /&gt;
=== Sparks And Shields ===&lt;br /&gt;
This lane specializes with [[Vanguards]] and [[Cyborks]], but unlike The Front Line, vanguards won't appear in as big of quantities.  This lane can be tricky, since vanguards will block projectiles from towers, and cyborks will disable and traps, auras, and nodes they come across.&lt;br /&gt;
&lt;br /&gt;
One strategy is to try and pick off the cyborks with towers; then, use an aura/node setup behind your towers to deal with the vanguards.  Alternatively, [[Earthshatter Tower|Earthshatter Towers]] can bypass shields while not attracting the attention of cyborks and getting disabled.&lt;br /&gt;
&lt;br /&gt;
Also unlike The Front Line, this lane won't solely spawn vanguards and cyborks.  Support troops like [[Dark Mages]] and [[Kobolds]] may also be seen, especially in later rounds.&lt;br /&gt;
&lt;br /&gt;
=== Orcish Horde ===&lt;br /&gt;
Any assortment of mobs can spawn here, but only if they're orcs.  This ranges from [[Orcs|regular orcs]] to [[Cyborks]] to [[Berserker Orcs]].  The anti-orc or orc-boom [[Mods|servos]] are great counters for these lanes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Omega Squad X ===&lt;br /&gt;
Omega Squad lanes specialize in spawning [[Chaos]] monsters.  The types of chaos enemies that spawn in omega squad lanes depends on what greek letter replaces &amp;quot;X&amp;quot; in the name (e.g. Alpha, Beta, Epsilon, etc.).  Plan accordingly to what spawns.&lt;br /&gt;
&lt;br /&gt;
=== Dreadbones' Crew ===&lt;br /&gt;
A random assortment of monsters will spawn with pirate outfits.  [[Captain Dreadbones]] will also spawn here every wave.&lt;br /&gt;
&lt;br /&gt;
=== Timmy's Revenge ===&lt;br /&gt;
A random assortment of monsters will spawn.  [[Timmy]] also spawns once every wave.&lt;br /&gt;
&lt;br /&gt;
=== Game Ogre ===&lt;br /&gt;
Only [[Ogres]] will spawn in this lane.  Unlike most ogres, these guys can range from smaller ogres to regular-sized ogres.  Because nothing else spawns in this lane, [[Cannonball Tower|Cannonball Towers]] or other single-targeting defenses work well.&lt;br /&gt;
&lt;br /&gt;
=== Just Timmy ===&lt;br /&gt;
[[Timmy]] spawns multiple times.  Just like with Game-Ogre, single-targeting defenses are great for handling this lane.&lt;br /&gt;
&lt;br /&gt;
=== High Roller ===&lt;br /&gt;
Only [[Goblin Siege Roller|Goblin Siege Rollers]] will spawn.  Unlike Game Ogre, there are no miniature seige rollers that will appear.&lt;br /&gt;
&lt;br /&gt;
Goblin Siege Rollers move very slowly, so don't worry about them making huge progress to your core(s) if another lane needs your attention.  If you want to use defenses against this lane, you will need to use ones that can specifically target the back of rollers.  Siege Rollers take double damage when hit from behind, but they can absorb 90% damage dealt to them when hit anywhere else.  If you can't find a good spot for a [[Cannonball Tower]] or a [[Poison Dart Tower]], consider using [[Reflect Beam|Reflect Beams]] as their explosions can hit the roller's weak point once the roller passes the node.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can actively defend in this lane.  Keep in mind that siege rollers will shoot rockets at you, so don't stop moving unless you like to explode.  Don't accidentally move in front of a roller either, because their roller attacks deals heavy damage and can kill you in seconds.&lt;br /&gt;
&lt;br /&gt;
== Lane Mutators ==&lt;br /&gt;
'''Lane mutators can change enemy mechanics, such as health, resistances, and even immunities.  Lane mutators usually don't appear until floor 3, but the further you go in Onslaught, the more mutators you will see.  Each lane may have a maximum of 2 mutators altering it.'''&lt;br /&gt;
&lt;br /&gt;
'''Here is a list of the possible mutators that can be found:'''&lt;br /&gt;
&lt;br /&gt;
=== Proximity ===&lt;br /&gt;
The closer your hero or your defense is to an enemy with this mutator, the more damage said hero/defense deals.  Traps are extremely effective in these lanes due to most of them requiring close proximity, but auras and nodes can do some decent work, too.  If you're in an earlier onslaught floor, blockades also work well.&lt;br /&gt;
&lt;br /&gt;
=== Long Shot ===&lt;br /&gt;
This is the opposite of Proximity - the farther you or your defense is from an enemy, the more damage the enemy will take.  Towers benefit most from this mutator.  [[Poison Dart Tower|Poison Dart Towers]] and [[Earthshatter Tower|Earthshatter Towers]] make a great combo for Long Shot lanes as you can [[Petrify|petrify]] enemies while hitting them from a long distance.&lt;br /&gt;
&lt;br /&gt;
=== Armored ===&lt;br /&gt;
This mutator causes enemies to take less physical damage, but more magical damage.  You will want to avoid using any of the [[Squire|Squire's]] defenses as they all deal physical damage.  [[Explosive Trap|Explosive Traps]] will also be less effective.  All of the [[Apprentice|Apprentice's]] and [[Monk|Monk's]] defenses deal magical damage, so consider using them when building this lane.&lt;br /&gt;
&lt;br /&gt;
If you wish to use a tower that normally deals physical damage, you can apply an elemental [[Mods|servo]] to convert the tower to magical damage.  All elements will do the trick.&lt;br /&gt;
&lt;br /&gt;
If you want to know whether or not your tower deals physical or magical damage, look at the damage numbers that appear when enemies take damage.  While numbers are physical damage, purple numbers are magical, and red numbers are critical hits (can be physical or magical).&lt;br /&gt;
&lt;br /&gt;
=== Spellbreaker ===&lt;br /&gt;
Just like how the Armored mutator reduces physical damage and increases magical damage, this mutator does the opposite.  The [[Squire's]] defenses are highly recommended, but [[Explosive Trap|Explosive Traps]] are great source of AOE damage while still dealing physical damage.&lt;br /&gt;
&lt;br /&gt;
Because the [[Sky Guard Tower]] shoots magical bolts, this mutator can be a nightmare on air lanes, as you're essentially to use [[Cannonball Tower|Cannonball Towers]] or [[Ballista|Ballistas]] to effectively deal any considerable damage to flyers with this mutator.&lt;br /&gt;
&lt;br /&gt;
=== Power Block ===&lt;br /&gt;
Enemies with this mutator are immune to hero abilities.  However, they take extra damage from your weapons.  If you are actively defending in a lane with this mutator, you will want to use a hero with high Hero Damage but low Ability Power.&lt;br /&gt;
&lt;br /&gt;
=== Brittle ===&lt;br /&gt;
Brittle enemies spawn with more health, but receive a resistance debuff when hit by any of your hero abilities.  It is ideal for you to actively defend in this lane, so your defenses don't have to deal with the extra health.  However it won't be really useful if you don't use active abilities very often or abilities that can be toggled.  Don't ignore your other lanes, either!&lt;br /&gt;
&lt;br /&gt;
=== Soft Spot ===&lt;br /&gt;
Enemies receive less damage from all sources, except when they're attacked from their weak point.  Unfortunately, there aren't many enemies that have weakpoints, making this mutator rather annoying.  If you're lucky enough to have a [[Goblin Siege Roller]] spawn with this mutator, however, you can utilize it's weak point to destroy it very quickly.&lt;br /&gt;
&lt;br /&gt;
=== Unstoppable ===&lt;br /&gt;
Unstoppable enemies are immune to [[Slow|slow]] debuffs.  This does not affect [[Berserker Orcs]] or [[Frost Enemy|Frost Enemies]] as they are already immune to slow effects.  While unstoppable enemies cannot be slowed, they are still vulnerable to [[Stun|stuns.]]&lt;br /&gt;
&lt;br /&gt;
=== Headstrong ===&lt;br /&gt;
Instead of being immune to [[Slow|slows,]] Headstrong enemies are immune to [[Stun|stuns.]]  You will want to use [[Frostbite Tower|Frostbite Towers,]] [[Proton Beam|Proton Beams,]] or [[Boost Aura|Boost Auras]] with a [[Shards|Boosted Grasp shard]] to help control these monsters.&lt;br /&gt;
&lt;br /&gt;
Air lanes usually don't benefit from being headstrong, as most flyers move very slowly.  However, should you encounter a headstrong [[Dark Assassin|assassin,]] taking them off of you can be extremely difficult.  Without the ability to stun, your only options are to either kill the assassin quickly with high DPS, or wait out the bind.  If you have a [[Barbarian]] in your deck, Turtle Stance can prevent assassins from binding you in the first place.&lt;br /&gt;
&lt;br /&gt;
If you're unlucky enough to end up with a headstrong [[Berserker Orc]] or [[Frost Enemy]] on a high-level floor, it essentially becomes impossible to control the lane, because the enemies will be too strong for any blockades to handle.  You can try to distract these enemies with a melee hero, but at a high level, they can easily kill you with a single blow.  If you aren't confident that you can defend against headstrong beserkers or frost mobs, your best option is to intentionally lose and re-roll the level.&lt;br /&gt;
&lt;br /&gt;
=== Pain Aura ===&lt;br /&gt;
Enemies will emit a pain aura that constantly damages nearby heroes.  It is best to not actively defend in this lane unless necessary, and let your defenses handle the job, as these auras cannot damage any of your defenses.&lt;br /&gt;
&lt;br /&gt;
=== Maximum Effort ===&lt;br /&gt;
Enemies start with more health, but lose resistance every time they are hit with a different defense.  In these lanes, it's best to use a variety of defenses than to stick to a single type.  For example, spamming [[Flame Aura|Flame Auras]] will only count as 1 type of defense, so it won't be very effective.&lt;br /&gt;
&lt;br /&gt;
=== Bullet Sponge ===&lt;br /&gt;
This gives monsters a shield that reflects any projectiles that hit it, essentially giving all monsters in that lane the same properties that [[Geodes]] have.  However, unlike Geodes, these shields can break with enough punishment, so don't completely avoid projectile-based towers if you have to use one.&lt;br /&gt;
&lt;br /&gt;
An [[Earthshatter Tower]] is great for long-range targeting and ignoring the shield at the same time.  If you need to use another defense, a piercer [[Mods|servo]] allows projectiles to penetrate through shields at the cost of less damage.&lt;br /&gt;
&lt;br /&gt;
=== Detonator ===&lt;br /&gt;
Enemies in this lane explode upon death.  Blockades, and short-range towers like the [[Flamethrower Tower]] are not recommended, as this mutator can cause such defenses to take massive damage.  Traps, auras, and nodes don't take damage from these explosions, but be wary about using them if [[Cyborks]] are spawning from this lane.&lt;br /&gt;
&lt;br /&gt;
=== Toxi-kaze ===&lt;br /&gt;
Any [[Kobolds]] that are killed (doesn't matter if they successfully kamikaze their target) release a patch of red mushrooms that damage any heroes standing on them.  Be cautious about using melee heroes to defend in this lane.&lt;br /&gt;
&lt;br /&gt;
=== Cursi-kaze ===&lt;br /&gt;
Instead of releasing mushrooms that damage heroes, cursi-kaze causes [[Kobolds]] to curse nearby defenses.  Cursed defenses have their attack damage and range reduced.  Cursi-kaze can affect any defense, including traps, auras, and nodes.  Therefore, long-range towers are the best way to deal with them.&lt;br /&gt;
&lt;br /&gt;
Cursi-kaze is capable of stacking, should multiple kobolds be defeated at the same time.  This can result in nonexistent damage and range on your defenses, effectively rendering them useless.  Be careful!&lt;br /&gt;
&lt;br /&gt;
=== Controlled Burn ===&lt;br /&gt;
This is arguably the scariest lane mutator in Onslaught, as enemies are completely invincible if they don't have status effect.  Any status effect works, so crowd control builds won't suffer from this mutator.  If you want to be able to damage these enemies with your hero, [[Shards|Drenching Strikes]] will allow you to damage them (this also sets up the [[Electrocute]] combo should enemies take storm damage afterwards).  [[Shards|Burning Strikes]] also works effectively, but it doesn't activate as often as drenching strikes does.&lt;br /&gt;
&lt;br /&gt;
If you do not have a decent crowd control build, consider using [[Poison Dart Tower|Poison Dart Towers.]]  [[Geyser Trap|Geyser Traps]] applies [[Drenched|drench]] to enemies, which not only allows them to take damage, but it also slows them.  However, geyser traps have one of the smallest ranges in the game and a very long recharge, so it is not a reliable way to deal with controlled burn.&lt;br /&gt;
&lt;br /&gt;
[[Frostbite Tower|Frostbite Towers]] will chill enemies, which also counts as a status effect.  However, frostbite towers alone cannot deal damage, so be sure to pair it with another defense while the frostbite if focused on a group of enemies!&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Onslaught was taken out of the game during the Trials update.&lt;br /&gt;
Onslaught has been brought back with the recent update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the 19.0 [https://dungeondefenders.com/2/blog/142955/trials-the-endgame-update-out-now-full-patch-notes Patch notes], &amp;quot;Onslaught is finally taking the rest we’ve been talking about. In the future, we have plans for an Onslaught revamp or for a new system to take its place. It shall be reborn!&amp;quot;&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Onslaught&amp;diff=11727</id>
		<title>Onslaught</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Onslaught&amp;diff=11727"/>
				<updated>2019-09-16T16:34:55Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Added a few more special lane names.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Onslaught is one of the gamemodes in Dungeon Defenders 2, which features stronger enemies as you progress.  It is available as soon as you complete the [[Campaign]].&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Onslaught has many special rules that aren't present in other gamemodes.  Here is a list of the special ruleset:&lt;br /&gt;
&lt;br /&gt;
=== Rule 1 ===&lt;br /&gt;
The further you progress through floors in Onslaught, the higher level enemies will become.  This seems straightforward on the surface, but you can end up with enemies far stronger than in [[Chaos|chaos 7]] difficulty on floors 30+.&lt;br /&gt;
&lt;br /&gt;
=== Rule 2 ===&lt;br /&gt;
Every lane has special conditions as to which monsters can spawn from it.  The name of the lane will also change as well to indicate what will spawn there.  A list of common names for lanes is listed below.&lt;br /&gt;
&lt;br /&gt;
=== Rule 3 ===&lt;br /&gt;
Enemies can be affected by lane mutators.  You will probably encounter your first lane mutator at floor 3.  Lane mutators can be viewed by holding shift and will appear below the list of enemies.  The further you go in Onslaught, the more mutators that will appear in each game.  Each lane is limited to 2 mutators at a time, and which mutators appear is completely random (re-rolling an onslaught floor will re-roll mutators again).  A list of lane mutators can also be found below.&lt;br /&gt;
&lt;br /&gt;
== Spawning Conditions ==&lt;br /&gt;
These are common prefixes, suffixes, and names that will appear on a lane and determine what spawns from it.  [[Bosses]] are not affected by special spawning conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The first category determines what type of non-[[Chaos|chaos]] monsters will spawn.'''&lt;br /&gt;
&lt;br /&gt;
=== Fodder ===&lt;br /&gt;
Any monsters can spawn in this lane.&lt;br /&gt;
&lt;br /&gt;
=== Wompers ===&lt;br /&gt;
Only melee monsters can spawn here, like [[Warboars]] and [[Orcs]].&lt;br /&gt;
&lt;br /&gt;
=== Throwers ===&lt;br /&gt;
Only ranged monsters can spawn here, like [[Javelin Throwers]] and [[Drakins]].&lt;br /&gt;
&lt;br /&gt;
=== Healers ===&lt;br /&gt;
[[Dark Mages]] will spawn here.&lt;br /&gt;
&lt;br /&gt;
=== Crippling ===&lt;br /&gt;
[[Witherbeasts|Wither Beasts]] will spawn here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following will determine what [[Chaos|chaos]] monsters will spawn.  The prefixes/suffixes/names must be listed in a lane in order for said monster to spawn:'''&lt;br /&gt;
&lt;br /&gt;
=== Vanguard / -Guard ===&lt;br /&gt;
[[Vanguards]] will spawn from this lane.  [[Cannonball Tower|Cannonball Towers,]] [[Poison Dart Tower|Poison Dart Towers,]] and other projectile-based towers will not be very effective against them in these lanes.  Consider using traps, auras, AOE towers, or even [[Earthshatter Tower|Earthshatter Towers]] if you need long-range targeting.&lt;br /&gt;
&lt;br /&gt;
=== Cy- ===&lt;br /&gt;
[[Cyborks]] will appear.  Auras, traps, and nodes used in this lane are at risk of being disabled.  If you wish to use any of them, a tenacity [[Mods|servo]] can help mitigate stuns.&lt;br /&gt;
&lt;br /&gt;
=== Geo- ===&lt;br /&gt;
[[Geodes]] will spawn here.  They protect all enemies within its barrier from projectile attacks.  Counter them in a similar way that you would deal with [[Vanguards|vanguards.]]&lt;br /&gt;
&lt;br /&gt;
=== Zerker- ===&lt;br /&gt;
[[Berserker Orcs]] will charge out of the lane and will usually run in front of the pack.  It is fairly common for them to escape crowd control builds and leak through your defenses.  [[Cannonball Tower|Cannonball Towers]] are a great method for dealing with leaks.&lt;br /&gt;
&lt;br /&gt;
=== Stabby- ===&lt;br /&gt;
This only appears in a flyer lane.  [[Assassins|Dark Assassins]] will spawn and try to assassinate you.  They never appear alone in a flyer lane, so don't ignore anti-air defenses!&lt;br /&gt;
&lt;br /&gt;
=== Hex- ===&lt;br /&gt;
[[Hex Throwers]] will appear.  These guys are great at sniping your towers, and in some maps, can even snipe a core or sub-objective from the spawn.  A [[Reflect Beam]] is great at protecting anything vulnerable to snipers, and can also cause them to waste time trying to pick off their target.&lt;br /&gt;
&lt;br /&gt;
=== EMP- ===&lt;br /&gt;
These guys also only appear in flyer lanes.  Just like [[Kobold Flier|Kobold Flyers,]] [[Kobolts]] will attempt to dive-bomb any nearby defenses or anything if their health drops too low.  Traps, auras, and nodes cannot be stunned by kobolts, but multiple [[Sky Guard Tower|Sky Guard Towers]] can take them out before they have the chance to dive-bomb.  Extra range on your sky guards can reduce the chance of a successful dive-bomb attempt.&lt;br /&gt;
&lt;br /&gt;
=== Frosty- ===&lt;br /&gt;
Any [[Frost Enemy|frost enemies]] can be seen here.  This will only appear around floor 30 and beyond.  The Yeti [[Incursions|incursion]] will introduce you to these mobs.&lt;br /&gt;
&lt;br /&gt;
=== Lava- ===&lt;br /&gt;
[[Lava Guardians]] will spawn here.  This also only appears around floor 30+.  If you are having trouble dealing with these guys, they can also be found in the Demon Lord [[Incursions|incursion]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The third category contains names that appear in flyer lanes:'''&lt;br /&gt;
&lt;br /&gt;
=== Dargons ===&lt;br /&gt;
[[Wyverns]] will spawn here.  If the name were corrected to &amp;quot;dragons&amp;quot;, these lanes would probably be a lot scarier.&lt;br /&gt;
&lt;br /&gt;
=== Zappers ===&lt;br /&gt;
[[Lightning Bugs]] will appear.  They prefer to destroy your towers and blockades rather than head straight for your cores.&lt;br /&gt;
&lt;br /&gt;
=== Kami- / Kamikaze ===&lt;br /&gt;
[[Kobold Flier|Kobold Flyers]] will spawn and attempt to dive-bomb your defenses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The last category has special names that heavily change spawning conditions for the lane.  None of the names above will be combined with any of these names:'''&lt;br /&gt;
&lt;br /&gt;
=== Floppy Arms and Pig Bois ===&lt;br /&gt;
Only Goblin enemies and [[Warboars]] will appear here.  This name is usually only present in lower-level floors of Onslaught.&lt;br /&gt;
&lt;br /&gt;
=== Air Raid ===&lt;br /&gt;
Hence the name, this will only appear in flyer lanes.  This causes all types of enemies to spawn - usually in a larger quantity than usual.  Heavy anti-air is highly recommended, but careful not to spend too many Defense Units!&lt;br /&gt;
&lt;br /&gt;
=== The Front Line ===&lt;br /&gt;
[[Vanguards]] will spawn here in huge quantities along with a few [[Geodes]], making projectile-based towers essentially useless, possibly even with a piercer [[Mods|servo.]]&lt;br /&gt;
&lt;br /&gt;
This lane can easily be dealt with by using [[Flame Aura|Flame Auras]] or by crowd-controlling enemies with nodes.&lt;br /&gt;
&lt;br /&gt;
=== Sparks And Shields ===&lt;br /&gt;
This lane specializes with [[Vanguards]] and [[Cyborks]], but unlike The Front Line, vanguards won't appear in as big of quantities.  This lane can be tricky, since vanguards will block projectiles from towers, and cyborks will disable and traps, auras, and nodes they come across.&lt;br /&gt;
&lt;br /&gt;
One strategy is to try and pick off the cyborks with towers; then, use an aura/node setup behind your towers to deal with the vanguards.  Alternatively, [[Earthshatter Tower|Earthshatter Towers]] can bypass shields while not attracting the attention of cyborks and getting disabled.&lt;br /&gt;
&lt;br /&gt;
Also unlike The Front Line, this lane won't solely spawn vanguards and cyborks.  Support troops like [[Dark Mages]] and [[Kobolds]] may also be seen, especially in later rounds.&lt;br /&gt;
&lt;br /&gt;
=== Orcish Horde ===&lt;br /&gt;
Any assortment of mobs can spawn here, but only if they're orcs.  This ranges from [[Orcs|regular orcs]] to [[Cyborks]] to [[Berserker Orcs]].  The anti-orc or orc-boom [[Mods|servos]] are great counters for these lanes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Omega Squad X ===&lt;br /&gt;
Omega Squad lanes specialize in spawning [[Chaos]] monsters.  The types of chaos enemies that spawn in omega squad lanes depends on what greek letter replaces &amp;quot;X&amp;quot; in the name (e.g. Alpha, Beta, Epsilon, etc.).  Plan accordingly to what spawns.&lt;br /&gt;
&lt;br /&gt;
=== Dreadbones' Crew ===&lt;br /&gt;
A random assortment of monsters will spawn with pirate outfits.  [[Captain Dreadbones]] will also spawn here every wave.&lt;br /&gt;
&lt;br /&gt;
=== Timmy's Revenge ===&lt;br /&gt;
A random assortment of monsters will spawn.  [[Timmy]] also spawns once every wave.&lt;br /&gt;
&lt;br /&gt;
=== Game Ogre ===&lt;br /&gt;
Only [[Ogres]] will spawn in this lane.  Unlike most ogres, these guys can range from smaller ogres to regular-sized ogres.  Because nothing else spawns in this lane, [[Cannonball Tower|Cannonball Towers]] or other single-targeting defenses work well.&lt;br /&gt;
&lt;br /&gt;
=== Just Timmy ===&lt;br /&gt;
[[Timmy]] spawns multiple times.  Just like with Game-Ogre, single-targeting defenses are great for handling this lane.&lt;br /&gt;
&lt;br /&gt;
=== High Roller ===&lt;br /&gt;
Only [[Goblin Siege Roller|Goblin Siege Rollers]] will spawn.  Unlike Game Ogre, there are no miniature seige rollers that will appear.&lt;br /&gt;
&lt;br /&gt;
Goblin Siege Rollers move very slowly, so don't worry about them making huge progress to your core(s) if another lane needs your attention.  If you want to use defenses against this lane, you will need to use ones that can specifically target the back of rollers.  Siege Rollers take double damage when hit from behind, but they can absorb 90% damage dealt to them when hit anywhere else.  If you can't find a good spot for a [[Cannonball Tower]] or a [[Poison Dart Tower]], consider using [[Reflect Beam|Reflect Beams]] as their explosions can hit the roller's weak point once the roller passes the node.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can actively defend in this lane.  Keep in mind that siege rollers will shoot rockets at you, so don't stop moving unless you like to explode.  Don't accidentally move in front of a roller either, because their roller attacks deals heavy damage and can kill you in seconds.&lt;br /&gt;
&lt;br /&gt;
== Lane Mutators ==&lt;br /&gt;
'''Lane mutators can change enemy mechanics, such as health, resistances, and even immunities.  Lane mutators usually don't appear until floor 3, but the further you go in Onslaught, the more mutators you will see.  Each lane may have a maximum of 2 mutators altering it.'''&lt;br /&gt;
&lt;br /&gt;
'''Here is a list of the possible mutators that can be found:'''&lt;br /&gt;
&lt;br /&gt;
=== Proximity ===&lt;br /&gt;
The closer your hero or your defense is to an enemy with this mutator, the more damage said hero/defense deals.  Traps are extremely effective in these lanes due to most of them requiring close proximity, but auras and nodes can do some decent work, too.  If you're in an earlier onslaught floor, blockades also work well.&lt;br /&gt;
&lt;br /&gt;
=== Long Shot ===&lt;br /&gt;
This is the opposite of Proximity - the farther you or your defense is from an enemy, the more damage the enemy will take.  Towers benefit most from this mutator.  [[Poison Dart Tower|Poison Dart Towers]] and [[Earthshatter Tower|Earthshatter Towers]] make a great combo for Long Shot lanes as you can [[Petrify|petrify]] enemies while hitting them from a long distance.&lt;br /&gt;
&lt;br /&gt;
=== Armored ===&lt;br /&gt;
This mutator causes enemies to take less physical damage, but more magical damage.  You will want to avoid using any of the [[Squire|Squire's]] defenses as they all deal physical damage.  [[Explosive Trap|Explosive Traps]] will also be less effective.  All of the [[Apprentice|Apprentice's]] and [[Monk|Monk's]] defenses deal magical damage, so consider using them when building this lane.&lt;br /&gt;
&lt;br /&gt;
If you wish to use a tower that normally deals physical damage, you can apply an elemental [[Mods|servo]] to convert the tower to magical damage.  All elements will do the trick.&lt;br /&gt;
&lt;br /&gt;
If you want to know whether or not your tower deals physical or magical damage, look at the damage numbers that appear when enemies take damage.  While numbers are physical damage, purple numbers are magical, and red numbers are critical hits (can be physical or magical).&lt;br /&gt;
&lt;br /&gt;
=== Spellbreaker ===&lt;br /&gt;
Just like how the Armored mutator reduces physical damage and increases magical damage, this mutator does the opposite.  The [[Squire's]] defenses are highly recommended, but [[Explosive Trap|Explosive Traps]] are great source of AOE damage while still dealing physical damage.&lt;br /&gt;
&lt;br /&gt;
Because the [[Sky Guard Tower]] shoots magical bolts, this mutator can be a nightmare on air lanes, as you're essentially to use [[Cannonball Tower|Cannonball Towers]] or [[Ballista|Ballistas]] to effectively deal any considerable damage to flyers with this mutator.&lt;br /&gt;
&lt;br /&gt;
=== Power Block ===&lt;br /&gt;
Enemies with this mutator are immune to hero abilities.  However, they take extra damage from your weapons.  If you are actively defending in a lane with this mutator, you will want to use a hero with high Hero Damage but low Ability Power.&lt;br /&gt;
&lt;br /&gt;
=== Brittle ===&lt;br /&gt;
Brittle enemies spawn with more health, but receive a resistance debuff when hit by any of your hero abilities.  It is ideal for you to actively defend in this lane, so your defenses don't have to deal with the extra health.  However it won't be really useful if you don't use active abilities very often or abilities that can be toggled.  Don't ignore your other lanes, either!&lt;br /&gt;
&lt;br /&gt;
=== Soft Spot ===&lt;br /&gt;
Enemies receive less damage from all sources, except when they're attacked from their weak point.  Unfortunately, there aren't many enemies that have weakpoints, making this mutator rather annoying.  If you're lucky enough to have a [[Goblin Siege Roller]] spawn with this mutator, however, you can utilize it's weak point to destroy it very quickly.&lt;br /&gt;
&lt;br /&gt;
=== Unstoppable ===&lt;br /&gt;
Unstoppable enemies are immune to [[Slow|slow]] debuffs.  This does not affect [[Berserker Orcs]] or [[Frost Enemy|Frost Enemies]] as they are already immune to slow effects.  While unstoppable enemies cannot be slowed, they are still vulnerable to [[Stun|stuns.]]&lt;br /&gt;
&lt;br /&gt;
=== Headstrong ===&lt;br /&gt;
Instead of being immune to [[Slow|slows,]] Headstrong enemies are immune to [[Stun|stuns.]]  You will want to use [[Frostbite Tower|Frostbite Towers,]] [[Proton Beam|Proton Beams,]] or [[Boost Aura|Boost Auras]] with a [[Shards|Boosted Grasp shard]] to help control these monsters.&lt;br /&gt;
&lt;br /&gt;
Air lanes usually don't benefit from being headstrong, as most flyers move very slowly.  However, should you encounter a headstrong [[Dark Assassin|assassin,]] taking them off of you can be extremely difficult.  Without the ability to stun, your only options are to either kill the assassin quickly with high DPS, or wait out the bind.  If you have a [[Barbarian]] in your deck, Turtle Stance can prevent assassins from binding you in the first place.&lt;br /&gt;
&lt;br /&gt;
If you're unlucky enough to end up with a headstrong [[Berserker Orc]] or [[Frost Enemy]] on a high-level floor, it essentially becomes impossible to control the lane, because the enemies will be too strong for any blockades to handle.  You can try to distract these enemies with a melee hero, but at a high level, they can easily kill you with a single blow.  If you aren't confident that you can defend against headstrong beserkers or frost mobs, your best option is to intentionally lose and re-roll the level.&lt;br /&gt;
&lt;br /&gt;
=== Pain Aura ===&lt;br /&gt;
Enemies will emit a pain aura that constantly damages nearby heroes.  It is best to not actively defend in this lane unless necessary, and let your defenses handle the job, as these auras cannot damage any of your defenses.&lt;br /&gt;
&lt;br /&gt;
=== Maximum Effort ===&lt;br /&gt;
Enemies start with more health, but lose resistance every time they are hit with a different defense.  In these lanes, it's best to use a variety of defenses than to stick to a single type.  For example, spamming [[Flame Aura|Flame Auras]] will only count as 1 type of defense, so it won't be very effective.&lt;br /&gt;
&lt;br /&gt;
=== Bullet Sponge ===&lt;br /&gt;
This gives monsters a shield that reflects any projectiles that hit it, essentially giving all monsters in that lane the same properties that [[Geodes]] have.  However, unlike Geodes, these shields can break with enough punishment, so don't completely avoid projectile-based towers if you have to use one.&lt;br /&gt;
&lt;br /&gt;
An [[Earthshatter Tower]] is great for long-range targeting and ignoring the shield at the same time.  If you need to use another defense, a piercer [[Mods|servo]] allows projectiles to penetrate through shields at the cost of less damage.&lt;br /&gt;
&lt;br /&gt;
=== Detonator ===&lt;br /&gt;
Enemies in this lane explode upon death.  Blockades, and short-range towers like the [[Flamethrower Tower]] are not recommended, as this mutator can cause such defenses to take massive damage.  Traps, auras, and nodes don't take damage from these explosions, but be wary about using them if [[Cyborks]] are spawning from this lane.&lt;br /&gt;
&lt;br /&gt;
=== Toxi-kaze ===&lt;br /&gt;
Any [[Kobolds]] that are killed (doesn't matter if they successfully kamikaze their target) release a patch of red mushrooms that damage any heroes standing on them.  Be cautious about using melee heroes to defend in this lane.&lt;br /&gt;
&lt;br /&gt;
=== Cursi-kaze ===&lt;br /&gt;
Instead of releasing mushrooms that damage heroes, cursi-kaze causes [[Kobolds]] to curse nearby defenses.  Cursed defenses have their attack damage and range reduced.  Cursi-kaze can affect any defense, including traps, auras, and nodes.  Therefore, long-range towers are the best way to deal with them.&lt;br /&gt;
&lt;br /&gt;
Cursi-kaze is capable of stacking, should multiple kobolds be defeated at the same time.  This can result in nonexistent damage and range, effectively rendering your defenses useless.  Be careful!&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Onslaught was taken out of the game during the Trials update.&lt;br /&gt;
Onslaught has been brought back with the recent update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the 19.0 [https://dungeondefenders.com/2/blog/142955/trials-the-endgame-update-out-now-full-patch-notes Patch notes], &amp;quot;Onslaught is finally taking the rest we’ve been talking about. In the future, we have plans for an Onslaught revamp or for a new system to take its place. It shall be reborn!&amp;quot;&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Shards&amp;diff=11726</id>
		<title>Shards</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Shards&amp;diff=11726"/>
				<updated>2019-09-16T16:12:56Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Updated Thunderstruck hyper shard - it can now be obtained by completing all incursions in Prime 3.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shards are gemlike artifacts that slot into your Relics, Armor, and Weapons. Shards replaced [[Skill Spheres]] system and item [[Passives]] (while some items with unique passives still drop but have only one shard slot). Shards give your hero or your defenses extra stats or abilities, all green shards can buff only defenses and can be placed only in [[Relics]], while blue shards will buff your hero and can be placed in [[Weapon]] and [[Armor]]. Shards can be moved between pieces of gear and be upgraded straight from your inventory. A weapon or piece of armor allows to hold up to 3 Shards and can only equip Hero (blue) Shards and relics can hold up to 3 Defense (green) Shards. Blue shards give you hero new abilities or stats while they are placed in any item currently equipped by that hero, but green (defenses) shards strengthen only that tower, where relic containing them is equipped.&lt;br /&gt;
&lt;br /&gt;
==Shards Packs==&lt;br /&gt;
Shards drop from shard packs obtained from victory chest at the end of every map, you will get Standard shard pack after completing any Campaign and Chaos map, those packs can drop shards associated with Campaign packs. After completing Trials on Chaos difficulty, you will get guaranteed Shard pack from that difficulty and one Shard Pack from any previous difficulty (for example, if you beat Chaos III Trials, you’ll receive 1 Chaos III Shard Pack and 1 Chaos II, Chaos I or Standard Shard Pack). &lt;br /&gt;
Once you win 3 consecutive random maps in a row in Trials, you’ll activate the Shard consecutive bonus. On your 4th consecutive victory onward, you’ll earn an extra Shard Pack for as long as the streak continues. This extra Shard Pack is a guaranteed Shard Pack from that difficulty. That means once you activate the win bonus, you’ll get 3 Shards guaranteed every victory (2 Shard Packs of that difficulty, 1 Shard Pack from previous difficulties) until one of your crystals break or you leave the game.&lt;br /&gt;
&lt;br /&gt;
Any shard can be purchased from [[Non Playable Characters|Gran Ma'ster]] for 1000 Defender Medals or 250 Gems. A shard pack containing 5 random shards can also be purchased for 500 Defender Medals or 125 Gems. These shard packs will give you 5 random shards from a single difficulty (e.g. 5 random Chaos V shards).&lt;br /&gt;
&lt;br /&gt;
==Shard Dust==&lt;br /&gt;
As of the Protean Shift update, you may disenchant shards (press 's' when hovering over a shard) which will turn the shard into shard dust of the same tier. Ten shard dust can be exchanged with [[Tavern#War_Recruiter|War Recruiter]] to obtain one new shard pack.&lt;br /&gt;
&lt;br /&gt;
==Shards list==&lt;br /&gt;
Most of '''drop locations are confirmed by [[File:Trendy-logo-final.png|80px]]''' (up to C5). Chaos 8 Shards (like Chaos 8 Ampoules) only drop in Onslaught or Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
[[File:c8.png|100px|link=C8 Shards]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:15%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:45%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Shard Pack&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Weapon&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Shield&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Helmet&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Chest &lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Gloves&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Boots&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Relic&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Defensive Critical Damage}} || Increases the Defense Crit Damage of the affected tower by '''4-20%'''. || 16 || Campaign || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Fortification}} || Increases Defense Health of the affected tower by '''2-34%'''. || 16 || Campaign || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Concussive Chi}} || Secondary attacks have a '''1-25%''' chance to stun targets for '''1-4.6''' seconds. || 12 || Campaign || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Concussive Shock}} || Increases the stun duration of Concussive Shot by '''4-40%'''. || 12 || Campaign || {{Valid for Huntress}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Construction}} || Increases repair and upgrade speed during Combat Phase by '''25-75%'''. || 20 || Campaign || {{Valid for ALL}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Fortification}} || Armor buff of Dryad’s Blessing is increased by '''4-40%''' in purification form. || 12 || Campaign || {{Valid for Dryad}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Drenching Strikes}} || Your primary attacks have a '''2-30%''' chance on hit to drench enemies for '''3-7''' seconds. || 14 || Campaign || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Tornado}} || Increases the knockup duration of Tornado by '''1-6''' seconds. || 10 || Campaign || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enhanced Decoy}} || Death From Above's decoy deals an extra '''20-420%''' damage to enemies. || 20 || Campaign || {{Valid for SeriesEV2}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Fountain Of Speed}} || Abyss Fountain increases allied movement speed by '''50-650''' for '''5''' seconds. || 12 || Campaign || {{Valid for AbyssLord}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Retribution}} || When you take damage, you have a '''2-20%''' chance of dealing '''125-425%''' of your Armor as damage to your attacker. || 20 || Campaign || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Speed Boost}} || Increases your movement speed by '''100-500'''. || 8 || Campaign || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Support Magic Specialist}} || Decreases the cost of Broom Vault and Book Drop by '''4-40%'''. || 12 || Campaign || {{Valid for Gunwitch}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Swift Provocation}} || Provoke movement speed buff increased by '''10-154'''. || 12 || Campaign || {{Valid for Squire}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Worm Scarf}} || Reduces the damage you take from enemies by '''3-15%'''. || 12 || Campaign || {{Valid for ALL}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Zephyr's Warpath}} || Increase movement speed in Whirlwind by '''5%-105%'''. || 20 || Campaign || {{Valid for Barbarian}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Crumbling Stone}} || Enemies petrified by Maw of the Earth Drake receive '''2-20%''' more damage and explode on death for '''10-250%''' Defense Power magical damage. || 20 || Chaos 1 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Destruction}} || Increases Defense Power of the affected tower by '''2-34%'''. || 16 || Chaos 1 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Electric Fingers}} || Skeletal Orcs have '''3-30%''' chance on hit to deal an additional '''40-400%''' of their Defense Health as storm damage. Bounces '''3''' times. || 18 || Chaos 1 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowered Flame}} || Flamethrower tower has a '''1-15%''' chance to hit the target again for '''55-275%''' damage. || 20 || Chaos 1 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Enduring Bubble}} || Increases Viper's Fang bubble duration by '''1-2''' seconds. || 10 || Chaos 1 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Laser Boost}} || Picking up Mega Death Laser increases EV2's movements speed by '''50-350''' and Hero Damage by '''4-40%''' for '''15''' seconds. || 20 || Chaos 1 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Rippling Explosions}} || Enemies that die inside the boost aura have a '''5-25%''' chance to detonate, dealing '''20-80%''' of the Boost aura's Tower Damage stat as damage in a small area around the enemy. || 20 || Chaos 1 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Stun Fire}} || Cannonball Tower has a '''11-25%''' chance on hit to stun target for '''1.6-3''' seconds. || 14 || Chaos 1 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Annoyance}} || Taunts nearby enemies for '''1-4''' seconds every '''8''' seconds. || 10 || Chaos 1 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Bots Of Oil}} || Exploding Grav Bots now oil enemies for '''1-8''' second(s). If ignited by fire, deals  '''20-220%''' Ability Power as fire damage per second for '''1-5''' second(s). || 20 || Chaos 1 || {{Valid for SeriesEV2}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Broomnado Power}} || Increases Broom Nado damage by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Gunwitch}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Bulwark}} || Increases armor by '''4-40%'''. || 12 || Chaos 1 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Concussive Power}} || Increases the damage of Concussive Shots by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Huntress}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Crane Stance}} || Each secondary attack increases the damage of the next primary attack by '''10-90%.''' Stacks up to '''6''' times. || 20 || Chaos 1 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Critical Strike}} || Increases your Hero Crit Chance by '''3-10%'''. || 7 || Chaos 1 || {{Valid for ALL}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Haunting}} || Primary attacks generate '''1''' ghost stack. At '''10''' stacks you unleash ghosts for '''3''' seconds, each dealing '''10-250%''' of your Ability Power as damage. The effect has a cooldown of '''5''' seconds. || 20 || Chaos 1 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Lashing Power}} || Increases Lash Out damage by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Mystic}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Molten Striker}} || Molten Core deals more impact damage the farther it travels, up to +20-200% more damage. || 20 || Chaos 1 || {{Valid for Lavamancer}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Volley}} || Increases the damage of Arcane Volley by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Apprentice}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shroom Doom}} || Damage of Powder Toss while in Corrupt Form increased by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Dryad}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Thundering Call}} || Increases Call to Madness range by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Withering Fountain}} || Abyss Fountain withers enemies inside it reducing the damage they deal by '''2-20%'''. || 9 || Chaos 1 || {{Valid for AbyssLord}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Full Shell Ahead}} || Increases movement speed while in Turtle Stance by '''25-525'''. || 20 || Chaos 1 || {{Valid for Barbarian}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Atomic Capacity}} || This shard gives your Atomic Launcher an additional missile when the shard is upgraded to '''4/8''' and then another at '''8/8'''. || 8 || Chaos 2 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Berserk Master}} || Increases the duration of Direct Command on your Skeletal Orcs by '''1-5''' seconds. || 8 || Chaos 2 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Blazing Phoenix}} || Shortly after a Blaze Balloon triggers, a Phoenix emerges dealing '''1000-5000%''' Defense Power as magical fire damage. || 20 || Chaos 2 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Combined Power}} || Serpent's Coil deals '''25-385%''' Defense Power as magical damage each second when an enemy is also affected by Sand Viper. || 18 || Chaos 2 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Defensive Critical Strike}} || Increases the Defense Crit Chance of the affected tower by an additional '''2-15%'''. || 12 || Chaos 2 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Encroaching Flames}} || Flame aura has a '''5-30%''' chance to deal '''4-60%''' more damage. || 12 || Chaos 2 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Frosty Duet}} || The Frostbite tower can hit an additional target, but its Range is reduced by '''60-35%.''' || 10 || Chaos 2 || {{Valid for Apprentice}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Magma Maelstrom}} || Rate at which Fissures of Embermount generate Molten Power reduced by '''4-40%'''. || 12 || Chaos 2 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Panic Fire}} || When the affected tower takes damage, it has a '''5-15%''' chance to increase it's Attack Rate by '''50%''' for '''1-4''' seconds. Does not work with Auras and Traps. || 10 || Chaos 2 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Power Bolts}} || Ballista has a '''4-40%''' chance on hit to deal '''15-60%''' extra magical damage. || 15 || Chaos 2 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Press Your Luck}} || When the affected tower takes damage, it has a '''5-15%''' chance to increase it's Critical Hit Chance by '''30%''' for '''1-4''' seconds. Does not work with Auras and Traps. || 10 || Chaos 2 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|World Tree Mcbufferson}} || Every '''20''' seconds, the world tree places a leafy shield on a blockade within its influence that absorbs '''10-210%''' of the Dryad's Defense Health stat and lasts '''10''' seconds. || 20 || Chaos 2 || {{Valid for Dryad}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Batter Up}} || Increases the damage of Molten Core by '''4-40%''' each time it is redirected. Happens '''3''' times. || 12 || Chaos 2 || {{Valid for Lavamancer}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Harmony}} || Reduces Corruption form’s Celestial Power drain by '''-1''' to '''-3'''. || 10 || Chaos 2 || {{Valid for Dryad}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Critical Restoration}} || Primary Attack critical hits restore '''1-5''' Broom Power. || 8 || Chaos 2 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Dewey Deathimal System}} || Book drop duration is increased '''1-3''' second and the extra damage they take is increased '''5-15%''' while under it's effect. || 20 || Chaos 2 || {{Valid for Gunwitch}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Dragon Stance}} || Each melee primary attack increases the damage of the next ranged secondary attack by '''10-90%.''' Stacks up to '''6''' times. || 20 || Chaos 2 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Dummies And Bots}} || The Death From Above ability now spawns '''4''' grav Bots that each deal '''20-220%''' of your Ability as damage in a '''100-500''' radius. These do not count towards the cap on the number of Bots she can hold. || 20 || Chaos 2 || {{Valid for SeriesEV2}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Empowered Mark}} || Increases the max number of the marked targets this hero may have by '''2-30'''. || 28 || Chaos 2 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Harbinger’s Slam Power}} || During Provoke, Seismic Slam damage increased by '''130-410%''' of your Ability Power stat. || 20 || Chaos 2 || {{Valid for Squire}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Inspiration}} || Reduces the cooldown of your abilities by '''4-40%'''. || 12 || Chaos 2 || {{Valid for ALL}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Piercing}} || Concussive Shots also fires a piercing shard dealing '''50-350%''' of Ability Power as damage, then explodes dealing '''25-225%''' of Ability Power as unresisted damage. || 20 || Chaos 2 || {{Valid for Huntress}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Of The Knight}} || Increases the damage of Knight of the Abyss by '''4-40%'''. || 12 || Chaos 2 || {{Valid for AbyssLord}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Quake}} || You have a '''10-30%''' chance when landing to deal '''50-250%''' of your Ability Power as earth damage to nearby enemies. || 20 || Chaos 2 || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Serpent’s Appeasement}} || Increases Appeasement gained by '''60-300%'''. || 12 || Chaos 2 || {{Valid for Mystic}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Turtle Power}} || Increase Damage Protection while in Turtle Stance by '''1%-21%'''. || ? || Chaos 2 || {{Valid for Barbarian}} || {{Valid for Boot}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Boosted Grasp}} || Enemies move at '''90-60%''' speed when they are within the Boost Aura. || 10 || Chaos 3 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Deadly Strikes}} || Increases the Defense Range of the affected tower by '''4-40%'''. || 12 || Chaos 3 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Drenched}} || After your Geyser Trap drenches an enemy, the next source of damages deals an additional '''3-35%''' damage. || 16 || Chaos 3 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowered Bolts}} || Ballista has a '''5-30%''' chance on hit to deal full damage to all targets pierced for the next '''10-40''' seconds. || 10 || Chaos 3 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowered Frostbite}} || Frostbite has a '''5-45%''' chance to freeze the target for '''1-7''' seconds. || 20 || Chaos 3 || {{Valid for Apprentice}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowering Blasphemy}} || Obelisk Hero Stat boost increased to '''10-50%''' and polymorph duration increased by '''1-6''' seconds. || 10 || Chaos 3 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Numerous Reflection}} || Increases the nodes of EV2’s Reflect Beam can sustain by '''1-6'''. || 5 || Chaos 3 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Oil Spill}} || Gives oil geyser a '''5-30%''' chance to stun all enemies hit for '''2s'''. || 10 || Chaos 3 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Rain Of Oil}} || Skeletal Archer's Direct Command now oils enemies, slowing them by '''50%''' for '''2-12''' seconds. If an oiled enemy is hit by fire damage, the oil ignites, dealing '''20-600%''' of its Defense Power in fire damage over '''1-11''' seconds. || 20 || Chaos 3 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Shielding Guard}} || When the affected tower takes damage, it has a '''5-25%''' chance to gain a shield for '''50-250%''' of it's Defense Health for '''5''' seconds. Does not work with Auras or Traps. || 20 || Chaos 3 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Abyss Knight’s Bargain}} || Reduces the mana cost of Knight of the Abyss by '''4-40%'''. || 12 || Chaos 3 || {{Valid for AbyssLord}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Abyss Stone Attunement}} || Reduces the mana cost of Abyss Stone by '''1-15%'''. || 14 || Chaos 3 || {{Valid for AbyssLord}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Aerial Mastery}} || Increases Death From Above’s Duration by '''1-6''' seconds. || 10 || Chaos 3 || {{Valid for SeriesEV2}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Betsy’s Curse}} || Primary attacks leave a curse zone that reduces the damage enemies deal by '''5-25%.''' You can place up to '''3''' zones and each zones lasts '''20-100''' seconds. || 20 || Chaos 3 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Betsy’s Empowered Lightning}} || Every '''8''' seconds, secondary attacks spawn a lightning balldealing '''125-325%''' Ability Power as storm damage '''2.5''' times per second  for '''1''' seconds. || 20 || Chaos 3 || {{Valid for Monk}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Bewitching Hour}} || Each Snipe hit adds '''4-40%''' to the damage of the next Primary Attack hit. Stacks up to '''5''' times. || 12 || Chaos 3 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Big Boy}} || The first Grav Bot placed will always be a Big Boy. Big Boy mines do an additional '''100-1100%'''  of hero Damage as damage to enemies in double the area. || 20 || Chaos 3 || {{Valid for SeriesEV2}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Cataclysm}} || Increases Eruption damage by '''4-40%'''. || 12 || Chaos 3 || {{Valid for Lavamancer}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Channel}} || Restores '''1-15''' of your ability resources every '''5''' seconds. || 14 || Chaos 3 || {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Huntress}}{{Valid for Monk}}{{Valid for Initiate}}{{Valid for AbyssLord}}{{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Bargain}} || When this shard is fully upgraded, Dryad's Blessing costs no celestial power in purification form and costs '''1''' celestial power power per second instead of '''2''' in corruption form. || 10 || Chaos 3 || {{Valid for Dryad}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Blessing}} || Damage of Dryad's Blessing is increase by '''4-40%''' in corrupt form. || 12 || Chaos 3 || {{Valid for Dryad}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Fight Me Not}} || Defenses will deal '''5-25%''' more damage to enemies targetting the Squire. || 20 || Chaos 3 || {{Valid for Squire}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Jackpot}} || You have a '''2-10%''' chance when picking up gold to quadruple the amaunt. || 8 || Chaos 3 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Lava Floor}} || Eruption spawns a lava field dealing '''150-1150%''' Ability Power as Fire magic damage each second for '''5s'''. || 20 || Chaos 3 || {{Valid for Lavamancer}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Oil Slick}} || Increases the duration of oil flask by '''1-9%'''. || 8 || Chaos 3 || {{Valid for Huntress}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Overwhelm}} || Your primary attacks have a '''7-15%''' chance to stun enemies for '''1-3''' seconds. || 8 || Chaos 3 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Overwhelming Buster}} || Adds '''0.5-4.5s''' to Blunder Broom Buster duration. || 8 || Chaos 3 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Tormented Power}} || Increases Dark Torment damage by '''4-40%'''. || 12 || Chaos 3 || {{Valid for Mystic}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Echoing Shout}} || Increases the duration of Staggering Shout debuffs by 0.5s-4.5s. || 10 || Chaos 3 || {{Valid for Barbarian}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Defense Rate}} || Increases the Attack Rate of the affected tower by '''9-33%'''. || 12 || Chaos 4 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Earth Toss}} || Earthshatter tower has a '''28-100%''' chance on hit to knock targets into the air. || 18 || Chaos 4 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowering Flames}} || Flame Aura increases the damage of heroes standing inside it by '''5-25%'''. || 20 || Chaos 4 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Surprise}} || Geyser Trap has a '''10-50%''' chance to fire an exploding shard dealing '''200-1200%''' Defense Power as damage in an area. || 20 || Chaos 4 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Lateral Blast}} || Volcano attacks spawn three random meteors that drop nearby, each dealing '''750-2250%''' Defense Power as magical Fire damage. || 20 || Chaos 4 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Power Transfer}} || Increases the Defense Crit Chance of the affected tower by '''4-30%''' and reduces the Defense Power by -10%. || 14 || Chaos 4 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Puncturing Bolts}} || Ballista can now pierce an additional '''1-4''' targets. || 6 || Chaos 4 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Sandstorm Warrior}} || The Snaking Sands sandstorm increases Hero Damage and Ability Power by '''101-125%''' for '''1-25''' seconds. || 12 || Chaos 4 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Abyssal Mandate}} || Reduces the mana cost of Direct Command by '''4-40%'''. || 12 || Chaos 4 || {{Valid for AbyssLord}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Beacon Of The Storm}} || Once per second your primary attack spawns a lightning ball that deals '''10-50%''' of your Hero Damage as storm damage. Bounces up to '''3''' times. || 20 || Chaos 4 || {{Valid for ALL}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Betsy’s Empowered Beam}} || Primary attacks fire a piercing sonic projectile that deals '''105-150%''' Hero Damage as magical damage. || 15 || Chaos 4 || {{Valid for Squire}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Call Of The Kobold}} || Defeating an enemy grants a charge. Secondary attacks consume charges and shoots a firework at your target for '''20%-320%''' of your ability power. || 20 || Chaos 4 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Caustic Oil}} || Increases the damage of Oil Flask by '''4-40%'''. || 12 || Chaos 4 || {{Valid for Huntress}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Celestial Attunement}} || The dyrad can hold '''1-4''' more stacks of starfall. || 6 || Chaos 4 || {{Valid for Dryad}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Charge Blast V2}} || Reduces the cost of EV2’s secondary attacks by '''5-95%'''. || 18 || Chaos 4 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Darkest Syphon}} || Increases the angle of Dark Syphon by '''3-30'''. || 9 || Chaos 4 || {{Valid for AbyssLord}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Electric Retribution}} || When you take damage, you have a '''2-25%''' chance of dealing '''125-450%''' of your Armour as storm damage to your attacker. || 20 || Chaos 4 || {{Valid for ALL}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Drop}} || Increases Book Drop duration by '''0.5-7.5s'''. || 14 || Chaos 4 || {{Valid for Gunwitch}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Lash}} || Increases Lash Out poison duration by '''0.5-4.5''' s. || 8 || Chaos 4 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Fan Of Knights}} || Skeletal Knight also fires two additional Knights that deal '''20-500%''' of your Ability Power in damage. || 20 || Chaos 4 || {{Valid for AbyssLord}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Freeze Buster}} || Blunder Broom Buster has a '''1-5%''' chance to also freeze enemies for '''1-4s''', allowing them to be shattered by Crushing damage. || 10 || Chaos 4 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Frozen Core}} || Increases Ice Needle damage by '''4-40%'''. || 12 || Chaos 4 || {{Valid for Gunwitch}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Hemolytic Poison}} || Lashout cooldown increased to '''200-160%''' of what it was but allows it to stack '''0-2''' times and increases its duration by '''3-7''' seconds. || 20 || Chaos 4 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Inspiring Strikes}} || Primary attacks reduce the cooldown of your abilities by '''-0.1-0.3''' seconds. || 4 || Chaos 4 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Insulated Decoy}} || Decreases heat generated from Death from Above by '''4-40%'''. || 12 || Chaos 4 || {{Valid for SeriesEV2}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Let’s Rock}} || Activating Harden/Inflame gives the Lavamancer a shield lasting for '''6-30''' seconds that absorbs '''20-140%''' Hero Health incoming damage. || 12 || Chaos 4 || {{Valid for Lavamancer}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Manabomb’s Aid}} || Manabomb places a shield on you that lasts '''20''' seconds that absorbs '''150-750%''' of your Ability Power Stat. Enemies that hit the shield are burned for a total of '''150-550%''' of your Ability Power over '''3''' seconds. || 20 || Chaos 4 || {{Valid for Apprentice}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Mine Blast Radius}} || Anti Gravity Bots damage radius increased by '''4-40%'''. || 12 || Chaos 4 || {{Valid for SeriesEV2}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Piercing Power}} || Increases the damage of Piercing Shot by '''4-40%'''. || 12 || Chaos 4 || {{Valid for Huntress}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shroom Bloom}} || The mushrooms created by Powder Toss last '''1-6''' seconds longer. || 10 || Chaos 4 || {{Valid for Dryad}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shroom Gloom}} || Slow intensity of Powder Toss in Purification Form increased by '''4-40%'''. || 12 || Chaos 4 || {{Valid for Dryad}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Smashing Fists}} || Pole Smash or Chi Stomp spawns a Fist dealing '''20-220%''' Ability Power as damage. After a short delay, another Fist emerges dealing '''20-420%''' Ability Power as damage. || 20 || Chaos 4 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Draining Strikes}} || Increase the healing from Siphon Stance by '''5%-25%'''. || ? || Chaos 4 || {{Valid for Barbarian}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Boosted Blockade}} || Boost Aura increases blockade health by '''2-20%'''. || 12 || Chaos 5 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Cthulu’s Influence}} || While under the effects of corruption, Angry Nimbus has a '''3-27%''' chance to charm enemies for '''1-7''' seconds. || 12 || Chaos 5 || {{Valid for Dryad}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Arrows}} || Skeletal Archers have a '''15-30%''' chance on hit to fire an explosive arrow dealing an additional '''150-450%''' of their Defense Power in damage. || 20 || Chaos 5 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Guard}} || When the affected tower takes damage, it has '''3-35%''' chance to trigger an explosion and deal '''140-500%''' of its Defense Health as damage to nearby enemies. Does not work with Auras or Traps. This does not destroy the tower. || 18 || Chaos 5 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Poison}} || If an enemy poisoned by the Poison Dart Tower is killed , it detonates dealing '''10%-150%''' of the tower’s damage stat as damage in a small area around the enemy. || 20 || Chaos 5 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Fire For Effect}} || Your explosive Trap has a '''15-45%''' chance to detonate twice without consuming an additional charge. || 20 || Chaos 5 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Frosty Beams}} || 25% chance for Proton Node to freeze all enemies it touches for '''1-2''' seconds. || 20 || Chaos 5 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Frosty Bind}} || Frostbite slow strength increased by '''1-10%'''. || 12 || Chaos 5 || {{Valid for Apprentice}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Heavy Cannonball}} || Cannonball tower has a '''5-20%''' chance to spawn a heavy cannonball that pierces up to '''1-10''' target(s) stunning them for '''1-2''' second and dealing '''120-1250%''' of the Cannonball tower's damage. || 20 || Chaos 5 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Snakes On A Plane}} || Obelisk spawns a snake every '''3s''' that flies into an enemy dealing '''25-3000%''' Defense Power as magical Earth damage. || 20 || Chaos 5 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Split Vipers}} || Sand Viper may target up to '''1-2''' additional enemies, but has '''40-20%''' less Defense Power and does not ramp-up damage. || 10 || Chaos 5 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Vampiric Empowerment}} || Increases the Defense Power of the affected tower by '''4-60%''' of its Defense Health. || 14 || Chaos 5 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Volcanic Shock}} || Volcano has a '''2-20%''' chance to stun all enemies hit for '''1-2.8s'''. || 12 || Chaos 5 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Anti Air}} || Deals '''4-40%''' additional damage to flying enemies. || 12 || Chaos 5 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Betsy Cluster Nades}} || When attacking flying enemies, you have a '''10-50%''' chance on hit to drop a bomb beneath them that deals '''110-310%''' of your Ability Power stat an Damage in a small area. || 20 || Chaos 5 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Burning Strikes}} || 2-20% chance on hit to burn target for '''20-180%''' of your Hero Damage stat as magical fire damage each second for '''1-5''' seconds. || 20 || Chaos 5 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Chi Burst}} || Increases Talisman of Empowerment's Critical Damage boost by '''2-20%'''. || 12 || Chaos 5 || {{Valid for Initiate}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Embrace}} || Starfall damage is increased by '''4-40%''' in corrupt form. || 12 || Chaos 5 || {{Valid for Dryad}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Debilitating Madness}} || Call to Madness increase the target's damage taken by '''3-45%'''. || 14 || Chaos 5 || {{Valid for Mystic}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Drenching Broomnado}} || Broom Nado damage increased by '''4-40%''' and its hits have '''1-25%''' chance to drench enemies and slow them by '''30%''' for '''1-5''' seconds. || 12 || Chaos 5 || {{Valid for Gunwitch}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Empowered Beam}} || After the Sword Beam collides with '''5''' targets, it spawns an additional Sword Beam that travels in the same direction as the first dealing '''125-425%''' of your Ability Power stat as damage to each target hit. After colliding with '''5''' targets it returns to the Squire dealing '''125-425%''' of your Ability Power stat as damage in an area around Squire. || 20 || Chaos 5 || {{Valid for Squire}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Provocation}} || Provoke lasts an additional '''0.5-7.5''' seconds. || 14 || Chaos 5 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enhanced Launcher}} || Anti Gravity Bot Launcher can store an additional '''1-15''' Anti Gravity Bots. || 14 || Chaos 5 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Flaming Knight}} || Knight of the Abyss is now imbued with fire, causing enemies hit to burn for '''50-500%''' of your Ability Power in fire damage over '''5''' seconds. || 18 || Chaos 5 || {{Valid for AbyssLord}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Heroic Power}} || Increases Heroic Wave’s hero damage boost by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Monk}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Madness’ Embrace}} || Increases Call to Madness duration by '''0.5-7.5s'''. || 14 || Chaos 5 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Mana Leech}} || Dark Syphon drains '''4-40%''' additional mana. || 12 || Chaos 5 || {{Valid for AbyssLord}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Manabomb Power}} || Increases the damage of Manabomb by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Apprentice}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Meteor Rain}} || Manabomb opens a portal overhead that spawns meteor that deal '''30-550%''' of your Ability Power stat as damage to enemies they affect. || 20 || Chaos 5 || {{Valid for Apprentice}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Mine Heat Compensator}} || The cost of EV2’s Anti Gravity Bots is reduced by '''4-40%'''. || 12 || Chaos 5 || {{Valid for SeriesEV2}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Molten Charge Power}} || Increases Molten Charge damage by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Lavamancer}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Molten Stun}} || Increases Molten Charge stun duration by '''0.5-4.5s'''. || 8 || Chaos 5 || {{Valid for Lavamancer}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|One With Chi}} || Increases the damage of Chi Blast by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Monk}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Poison Leaves}} || Dryad’s poison attacks deal '''2-20%''' more damage. || 12 || Chaos 5 || {{Valid for Dryad}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Read Or Die}} || Scatter Sweep and Broom Vault have an '''1-21%''' chance to transmogrify enemies into books for '''3s'''. Transmogrified enemies take increased damage. || 10 || Chaos 5 || {{Valid for Gunwitch}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Scatter Power}} || Increases Scatter Sweep damage by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Gunwitch}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Maelstrom}} || While Lightning Stance is active, the Barbarian's attacks have a '''5%-25%''' chance to drench enemies, stunning them for '''1.5s-3.5s.''' || ? || Chaos 5 || {{Valid for Barbarian}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Talon Strike}} || Hawk Strike now stuns for '''2s-4.5'''. || ? || Chaos 5 || {{Valid for Barbarian}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Boosted Power}} || Increases the power of the Boost Aura by '''2-20%'''. || 18 || Chaos 6 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Colossal Fissure}} || Your Colossus' Direct Command now rips the earth unleashing a fissure that lingers and deals '''50-2050%''' of your Ability Power in damage over '''6''' seconds, but increases the mana cost of Direct Command by '''30-70%.''' Usable once every '''60''' seconds. || 20 || Chaos 6 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Enhanced Poison}} || Increases the rate of the Poison Dart Tower's poison by '''4-40%'''. || 12 || Chaos 6 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Flaming Death}} || EV2’s mega death laser sets enemies it hits on fire dealing '''50-2''',050% of EV2’s Ability Power stat as damage over '''10''' seconds. || 20 || Chaos 6 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Frosty Power}} || Frostbite tower passes '''10-50%''' of its Defense Power stat to defenses within its frost aura. || 20 || Chaos 6 || {{Valid for Apprentice}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Health Pylon}} || Increases the Defense Health of nearby defenses to '''102-130%.''' Note: Requires a Blockade but this shard does not buff the Blockade that equips this shard. || 20 || Chaos 6 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Mark Targets}} || This defence has a '''5-45%''' chance to place an Apprentice Mark on its target. || 20 || Chaos 6 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Megarock}} || Volcano launches a huge rock dealing '''1000-4000%''' Defense Power damage once every '''3''' volleys. || 20 || Chaos 6 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Serpent God’s Protection}} || Towers and Blockades near the Obelisk take '''-1%''' to '''-10%''' damage. || 9 || Chaos 6 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Sharpened Spikes}} || Blockade has a '''2-30%''' chance to stun enemies hit for '''1-3''' seconds. || 14 || Chaos 6 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Brain Of Confusion}} || When you take damage you have a '''3-15%''' chance to confuse nearby enemies for '''3''' seconds. This effect has a '''15''' second cooldown. || 12 || Chaos 6 || {{Valid for ALL}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Flaming Retribution}} || When you take damage, you have a '''2-20%''' chance of dealing '''125-425%''' of your Armor as fire damage to your attacker. || 20 || Chaos 6 || {{Valid for ALL}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Heat Dispenser Module}} || EV2 upgrades her gun with a new heat dispenser module that drains '''4-40%''' more heat with each primary attack. || 12 || Chaos 6 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Howling Feast}} || Your Primary attacks generate '''1''' Feast stack, while at '''10''' stacks, increase your Hero Damage by '''2-30%.''' One stack wears off every '''3''' seconds. || 14 || Chaos 6 || {{Valid for Dryad}}{{Valid for Squire}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Molten Core Power}} || Increases Molten Core damage by '''4-40%'''. || 12 || Chaos 6 || {{Valid for Lavamancer}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Nightmare Fuel}} || Enemies affected by Lash Out poison take '''20-320%''' Hero Damage as magical damage when hit by Dark Torment. || 20 || Chaos 6 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Pole Power}} || Increases the damage of Pole Smash or Chi Stomp by '''4-40%'''. || 12 || Chaos 6 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Of Storms}} || You have a '''4-10%''' chance on hit to restore '''20''' mana per second for '''1-3''' seconds. '''10''' seconds cooldown. || 12 || Chaos 6 || {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Huntress}}{{Valid for Monk}}{{Valid for Initiate}}{{Valid for AbyssLord}}{{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Scatter Striker}} || Increases the range of Scatter Sweep by '''4-40%'''. || 12 || Chaos 6 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shattering Stones}} || After an Abyss Stone expires, it detonates dealing '''40-400%''' of your Ability Power as crushing damage to nearby enemies. || 18 || Chaos 6 || {{Valid for AbyssLord}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Snipe Critical Strike}} || Increases the Crit Chance of Snipe by '''2-30%'''. || 14 || Chaos 6 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Unholy Fire}} || Blocking unleashes flames that deal '''150-750%''' of your ability power stat as damage to enemies in a cone in front of the hero at a rate of twice per second. || 20 || Chaos 6 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Boiling Blood}} || Causes the Barbarian to take '''20%-2%''' of his Max Health as damage, every 5s during combat phase gaining Fury. || 18 || Chaos 6 || {{Valid for Barbarian}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shellshock}} || While Turtle Stance is active the Barbarian's attacks wither enemies hit for '''3-13''' seconds reducing their damage to '''75%-35%'''. || 18 || Chaos 6 || {{Valid for Barbarian}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Manufacturer’s Overcharge}} || Weapon Manufacturer charges '''4-40%''' faster. || 12 || Chaos 7 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Node Increase}} || EV2 can create '''1-4''' extra node(s) in any single Weapon Manufacturer chain. || 6 || Chaos 7 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Obelisk Shield}} || Obelisk Shield absorption increased to '''10-70%'''. || 15 || Chaos 7 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Oily Entrapment}} || Increases Oil Geyser slow rate by '''3-15%'''. || 12 || Chaos 7 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Power Pylon}} || Increases the Defense Power of nearby defenses to '''102-120%.''' Note: Requires a Blockade but this shard does not buff the Blockade that equips this shard. || 18 || Chaos 7 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Splody Harpoon}} || Ballista projictiles have a '''10-30%''' chance to detonate on each target hit dealing '''150-350%''' of the Ballista's defence power stat as extra damage in small area. || 20 || Chaos 7 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Charged Shot}} || Your primary attacks have a '''5-15%''' chance to fire a fully charged secondary attack. || 10 || Chaos 7 || {{Valid for Huntress}}{{Valid for Apprentice}}{{Valid for SeriesEV2}}{{Valid for Adept}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Chi Supercharge}} || Increases Talisman of Empowerment's Defense Power boost by '''2-20%'''. || 12 || Chaos 7 || {{Valid for Initiate}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Constrictor}} || Defeating an enemy adds a constrictor stack. At '''10''' stacks, unleashes a bed of constrictor snakes that stun nearby targets for '''1-5s'''. While stunned, enemies take '''50-450%''' Ability Power as magical damage each second for '''3''' seconds. || 20 || Chaos 7 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Slam}} || Seismic Slam stun duration increased by '''0.5-5''' seconds. || 15 || Chaos 7 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Fiery Brimstone}} || Adds '''4-12%''' Hero Damage to Your Attacks as Magical Fire Damage. || 10 || Chaos 7 || {{Valid for AbyssLord}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Heroic Boost}} || Increases Heroic Wave's healing done by '''4-40%'''. || 12 || Chaos 7 || {{Valid for Monk}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Life Leech}} || Your primary attacks heal you for '''0.2-1%''' of your max health. || 20 || Chaos 7 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Mana Capacitor}} || Increases your maximum ability resource by '''10-100'''. || 18 || Chaos 7 || {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Huntress}}{{Valid for Monk}}{{Valid for Initiate}}{{Valid for SeriesEV2}}{{Valid for AbyssLord}}{{Valid for Lavamancer}}{{Valid for Dryad}}{{Valid for Gunwitch}}{{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Gambit}} || Increases your Hero Damage by '''10-50%''', but increase damage taken from enemies by '''60-20%'''. || 20 || Chaos 7 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Proton Canon Insulator}} || Reduces the heat generation rate of Proton Charge by '''2-20%'''. || 12 || Chaos 7 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Proton Supercharge}} || EV2's Proton Charge deals an extra '''10-210%''' of your ability power stat as damage while its max range is increased by '''5-25%'''. || 20 || Chaos 7 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Ramster Power}} || Increases the damage of Ramster Direct Command by '''5-35%'''. || 10 || Chaos 7 || {{Valid for AbyssLord}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Ravenhost}} || Your primary attacks generate Raven stacks. Once you reach '''10''' stacks, the stacks are depleted to fire a magical Raven dealing '''10-210%''' of your Ability Power as damage. Bounces '''5''' times. || 20 || Chaos 7 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Restoring Snipe}} || Snipe critical hits restore '''4-40''' Broom Power. || 18 || Chaos 7 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Serpent’s Kiss}} || Secondary Attacks inflict poison on enemies, dealing '''10-210%''' of Hero Health as damage per second for '''1-5''' seconds. || 20 || Chaos 7 || {{Valid for Mystic}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Snipe Critical Power}} || Increases the total critical damage of Snipe by '''104-140%'''. || 12 || Chaos 7 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Tectonic Breaker}} || While Hardened, deal '''10-370%''' Armor Stat as crushing Earth damage every '''3'''rd primary attack. While Inflamed deal '''10-370%''' Hero Damage as Fire damage every '''3'''rd primary attack. || 20 || Chaos 7 || {{Valid for Lavamancer}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Ride the Lightning}} || Increase the damage bonus of Lightning Stance by '''1%-21%'''. || ? || Chaos 7 || {{Valid for Barbarian}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Wreckless}} || The Barbarian deals up to '''0.5%-20.5%''' bonus damage based upon current Wrath. || ?|| Chaos 7 || {{Valid for Barbarian}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Wither Bubble}} || Arcane Bubble withers enemies inside it increasing the damage they take by '''X-15%'''. || 9 || Chaos 1 || {{Valid for Adept}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Sanctuary}} || Heroes inside the Arcane Bubble shield heal '''5-15'''% of their health per second during the duration of the bubble. || 10 || Chaos 2 || {{Valid for Adept}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Icefall}} || Hailstorm Tower attacks have a '''2-5%''' chance on hit to freeze enemies for 2 seconds. || 15 || Chaos 2 || {{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Thunderwave}} || Arc Lightning deals '''X-1250%''' Ability Power as damage to all enemies around you. || 20 || Chaos 3 || {{Valid for Adept}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Arc Shielding}} || Arc Lightning places a shield on you lasting 20 seconds and absorbing '''180-780%''' Ability Power of damage. Enemies that hit the shield are damaged for a total of '''200-1000%''' of your Ability Power over 3 seconds. || 20 || Chaos 4 || {{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Marking Bubble}} || Arcane Bubble will place a Mark on all enemies in the initial spawn area and increases Mark count '''1-6'''. || 5 || Chaos 4 || {{Valid for Adept}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Thunderbolts and Lightning}} || Increases the damage of Arc Lightning by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Adept}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Explosive Finale}} || Upon completion, the Arcane Bubble explodes dealing '''X-2000%''' Ability Power damage to all enemies in and around the bubble. || 20 || Chaos 6 || {{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Glacier}} || Every 10 attacks, Hailstorm Tower fires an icy boulder that explodes on impact dealing '''750-2750%''' Defense Power as damage in a small area. || 20 || Chaos 7 || {{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Withering Blast}} || Enemies damaged by Arcane Barrier take '''5-20%''' increased damage for '''1.5-3''' seconds. || 15 || Revenge of the Yeti Incursion || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Twice As Bright}} || Eruption now increases Defense Power to '''10-70%''', but the duration is reduced by '''-5''' seconds. || 20 || Chaos 7 || {{Valid for Lavamancer}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Wave Of The Storm}} || You have a '''4-40%''' chance when landing on the ground to deal '''50-350%''' of your Ability Power as storm damage to nearby enemies. || 20 || Chaos 8 || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Oily Harpoon}} || Ballista has a '''4-40%''' chance to oil targets on hit slowing them by '''40%''' for '''2''' seconds. If hit by a fire soure, the oil will be consumed and burn the target for '''150-600%''' of your Defense Power stat every second for '''5''' seconds. || 18 || Chaos 8 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Block Power}} || Increases the blocking power of the shield by '''5-25%'''. || 20 || Chaos 8 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Harbinger’s Powered Block}} || Blocking reduces the cooldown of Seismic Slam by '''-0.2''' to '''-0.7''' seconds. Happens a max of '''3''' times a second. || 10 || Chaos 8 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power of Embermount}} || Increases the amount of Molten Power gained by '''4-40%'''. || 12 || Chaos 8 || {{Valid for Lavamancer}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Overwhelming}} || Increases your Ability Power by '''10-30%''', but increase your ability resource cost by '''100-70%'''. || 20 || Chaos 8 || {{Valid for AbyssLord}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Price Of Power}} || Increases damage of Two at Twice the Price by '''4-40%'''. || 12 || Chaos 8 || {{Valid for Gunwitch}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Regeneration}} || Restores '''1.5-3%''' of your Max Health every '''3s'''. || 10 || Chaos 8 || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Submerging Blast}} || Increases Submerge's Emerge damage by '''4-40%'''. || 12 || Chaos 8 || {{Valid for Lavamancer}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Sundering Blow}} || Your primary Attacks reduce enemy's resistances to '''95-80%''' increasing damage dealt to them. ||  || Chaos 8 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Superconductor}} || Reduces ability costs by '''2-20%'''. || 18 || Chaos 8 || {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Monk}}{{Valid for Huntress}}{{Valid for AbyssLord}}{{Valid for SeriesEV2}}{{Valid for Gunwitch}}{{Valid for Lavamancer}}{{Valid for Adept}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Tempered Anger}} || Mystic loses appeasement '''4-40%''' slower and take '''0-100%''' less appeasement damage when at '''0''' appeasement. || 12 || Chaos 8 || {{Valid for Mystic}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Torpedo Striker}} || Increases the radius of the Reflect Beam's Torpedo Detonation by '''4-40%'''. || 12 || Chaos 8 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Price}} || Two at Twice the Price lasts '''1-7s''' longer. || 12 || Chaos 8 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Lingering Core}} || Increases Molten Core lifespan by '''1-8''' seconds. || 14 || Chaos 8 || {{Valid for Lavamancer}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Vengeance}} || 4-40% of the damage taken by the Spike Blockade is returned in its next attack. || 18 || Chaos 8 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Proton Cannon Boost}} || Width of Proton Charge increased by '''4-40%'''. || 12 || Chaos 8 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Pumpkinator}} || Primary attacks Pumpkin enemies. When enemy Dies explode doing '''10-210%''' ability power as damage. Melee attacks against pumkined enemy increase Crit by '''3-30''' for '''5''' sec. || 20 || Chaos 8 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Snake Bomb}} || When a Dark Torment serpent expires, it explodes dealing '''20-1''',020% Ability Power as magical damage to nearby enemies. || 20 || Chaos 8 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Submerging Speed}} || Increases movement speed while Submerged by '''4-40%''' and adds a knockup on Emerge. || 12 || Chaos 8 || {{Valid for Lavamancer}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Zero Entropy}} || Ice Needle only affects a single target, but damage is increased by '''4-40%''' and duration is increased by '''1-7''' seconds. || 12 || Chaos 8 || {{Valid for Gunwitch}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Shattering Torpedo}} || Ev2's torpedo's are imbued with earth magic. Upon detonation they deal an additional '''20-500%''' defense power as crushing earth damage. || 20 || Chaos 8 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Water Elemental}} || The affected tower has has '''5-25%''' chance on hit to deal '''3-30%''' additional damage and drench enemies for '''5''' seconds. || 20 || Chaos 8 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Death’s Grasp}} || When you defeat an enemy gain a charge, up to a maximum of '''5.''' When you block with your shield all charges are then consumed. Each unleashing a fireball Dealing '''10-210%''' ability power. || 20 || Chaos 8 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Lightning Touch}} || Your primary attacks deal an additional '''4-40%''' of your Hero Damage as storm damage. || 12 || Chaos 4 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Proton Flame Charge}} || EV2's Proton Cannon is upgraded with a flaming core dealing an extra '''4-25%''' fire damage to enemies it hits. || 14 || Chaos 8 || {{Valid for SeriesEV2}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Taser Suit}} || When you take damage you have a '''1-16%''' chance to electrocute enemies in a small area around you, stunning them for '''1-5''' second. || 15 || Chaos 8 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Harbinger’s Exile}} || Training Dummy has a '''1-9%''' chance to teleport targets back to spawner. || 20 || Chaos 8 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Skeletal Bind}} || When you defeat an enemy, you generate a charge. Your next fully-charged secondary attack summons a skeletal hand that traps each target hit for '''1-6''' seconds, draining one charge for each enemy hit. You can have a max of '''5''' charges. || 10 || Chaos 8 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Spider’s Kiss}} || Snipe hits inflict poison, dealing '''50-450%''' Ability Power as magical earth damage per second for '''5s'''. || 20 || Chaos 8 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapons with Fixed Shards==&lt;br /&gt;
The weapons in the list below drop with fixed Shards. These Shards are locked in one of the Shard slots and can't be removed. Some of them also can't be upgraded. They are sold by [[The Wayfarer]] for 500 [[Defender Medals]].&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Item name &lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Passive name &lt;br /&gt;
! style=&amp;quot;width:45%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Obtained from&lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Usable by&lt;br /&gt;
|-&lt;br /&gt;
| Ghastly Halberd || Ghastly Weapon || Secondary attacks summon up to 1-3 Ghastly Halberds which swing for 50-150% of your Ability Power as damage, twice per second, for 15 seconds. || 20 || The Wayfarer || {{Valid for Apprentice}}{{Valid for Adept}}&lt;br /&gt;
|-&lt;br /&gt;
| Molten Tome || Molten Brimstone || Secondary Attacks summons meteors that deal 100-130% of Ability Power as damage. Charge to summon 1-7 lava fissures for 110-710% of Ability Power as Magical Fire Damage burning enemies for 110-150% of Hero Damage for 6s. || 20 || The Wayfarer || {{Valid for AbyssLord}}&lt;br /&gt;
|-&lt;br /&gt;
| Celebration!!! || Celebration!!! || Fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over small area. || 0 || The Wayfarer || {{Valid for SeriesEV2}}&lt;br /&gt;
|-&lt;br /&gt;
| Tsunami || Chlorophyte Arrows || Fires a column of Chlorophyte Arrows that deal 5-25% bonus magical earth damage and may reflect off one surface. || 20 || The Wayfarer || {{Valid for Huntress}} &lt;br /&gt;
|-&lt;br /&gt;
| Megashark || Meteor Bullets || Rapidly fires meteor bullets that pierce one additional target or reflect off one surface for 50% damage. || 0 || The Wayfarer || {{Valid for Gunwitch}}&lt;br /&gt;
|-&lt;br /&gt;
| Bone Glove || Bone Glove || Primary Attacks fire piercing bones doing 5-25% Hero Damage as magical damage.  The bones reflect off surfaces and can hit 1-3 times. || 20 || The Wayfarer || {{Valid for Lavamancer}}&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Portal Staff || Lunar Portal || Secondary Attacks summon up to 1-3 lunar portals from a far away land that deal 50-300% ability power as damage for 5-25 seconds. || 20 || The Wayfarer || {{Valid for Apprentice}}{{Valid for Adept}}&lt;br /&gt;
|-&lt;br /&gt;
| Shadowflame Knife || Shadowflame Knife|| Secondary Attacks hurl a Shadowflame Knife dealing 75-250% Hero Damage as magical damage and will bounce hit up to 2-4 targets. || 20 || The Wayfarer || {{Valid for Mystic}}&lt;br /&gt;
|-&lt;br /&gt;
| Demon Scythe || Demon Scythe || Secondary Attacks summons the Demon Scythe that pierces 5 targets dealing 140% Ability Power as magical damage. Charged attacks summon a bigger scythe that pieces 10 targets and deals 500% Ability Power as magical damage. || 20 || The Wayfarer || {{Valid for AbyssLord}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hyper Shards==&lt;br /&gt;
With the introduction of mastery mode, several new hyper shards have been introduced to the game.  Shards unlock as you earn stars in mastery mode.&lt;br /&gt;
Each hyper shard can only be obtained once in Mastery mode.&lt;br /&gt;
&lt;br /&gt;
As of the Prime Incursion Update, completing all maps within a prime region awards a hyper shard.  Completing all six regions awards the last hyper shard.  This allows you to obtain a second set of all the shards.&lt;br /&gt;
Note that the order that you obtain hyper shards in Prime Incursions is different than that of Mastery mode (e.g. the first prime region doesn't award Mass Destruction).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:10%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:40%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Stars Needed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Prime Region&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Weapon&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Shield&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Helmet&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Chest &lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Gloves&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Boots&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Relic&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Mass Destruction}} || Increases the Defense Power of the affected tower by 2-70% . || 34 || 50 Stars || N/A || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Vicious Strikes}} || Increases the Defense Range of the affected tower by x-2275 units. || 12 || 155 Stars || N/A || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Radiant Critical Power}} || Increases the Defense Critical Damage of nearby defenses by 0-5% and Defense Critical Chance of nearby defenses by 3%. || 5 || 260 Stars || N/A || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Shielding Guard}} || When the affected tower takes damage, it has a 3-35% chance to gain a shield for 50-250% of its Defense Health for 5 seconds and to trigger an explosion that deals 140-500% of its Defense Health as damage to nearby enemies. Does not work with Auras and Traps. This does not destroy the tower. Does not stack with Shielding Guard or Explosive Guard. || 20 || 365 Stars || Prime 2 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Thunderstruck}} || Your primary attacks have a 26% chance on hit to drench enemies for 7 seconds and your primary attacks deal an additional 40% damage as storm. || 12 || 470 Stars || Prime 3 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Destructive Pylon}} || Increases the Defense Power of nearby defenses to 120% and increases the Defense Power of the affected tower by 34%. Does not stack with Destruction or Power Pylon. || ? || 575 Stars || Prime 1 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Automation}} || Each time your defense attacks, it heals for 2% of its max health. Cooldown of 0.7 seconds. || 20 || 680 Stars || N/A || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|- style=&amp;quot;opacity:.5&amp;quot;&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Onslaught&amp;diff=11707</id>
		<title>Onslaught</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Onslaught&amp;diff=11707"/>
				<updated>2019-09-13T15:16:06Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Added more lane mutators (almost done!)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Onslaught is one of the gamemodes in Dungeon Defenders 2, which features stronger enemies as you progress.  It is available as soon as you complete the [[Campaign]].&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Onslaught has many special rules that aren't present in other gamemodes.  Here is a list of the special ruleset:&lt;br /&gt;
&lt;br /&gt;
=== Rule 1 ===&lt;br /&gt;
The further you progress through floors in Onslaught, the higher level enemies will become.  This seems straightforward on the surface, but you can end up with enemies far stronger than in [[Chaos|chaos 7]] difficulty on floors 30+.&lt;br /&gt;
&lt;br /&gt;
=== Rule 2 ===&lt;br /&gt;
Every lane has special conditions as to which monsters can spawn from it.  The name of the lane will also change as well to indicate what will spawn there.  A list of common names for lanes is listed below.&lt;br /&gt;
&lt;br /&gt;
=== Rule 3 ===&lt;br /&gt;
Enemies can be affected by lane mutators.  You will probably encounter your first lane mutator at floor 3.  Lane mutators can be viewed by holding shift and will appear below the list of enemies.  The further you go in Onslaught, the more mutators that will appear in each game.  Each lane is limited to 2 mutators at a time, and which mutators appear is completely random (re-rolling an onslaught floor will re-roll mutators again).  A list of lane mutators can also be found below.&lt;br /&gt;
&lt;br /&gt;
== Spawning Conditions ==&lt;br /&gt;
These are common prefixes, suffixes, and names that will appear on a lane and determine what spawns from it.  [[Bosses]] are not affected by special spawning conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The first category determines what type of non-[[Chaos|chaos]] monsters will spawn.'''&lt;br /&gt;
&lt;br /&gt;
=== Fodder ===&lt;br /&gt;
Any monsters can spawn in this lane.&lt;br /&gt;
&lt;br /&gt;
=== Wompers ===&lt;br /&gt;
Only melee monsters can spawn here, like [[Warboars]] and [[Orcs]].&lt;br /&gt;
&lt;br /&gt;
=== Throwers ===&lt;br /&gt;
Only ranged monsters can spawn here, like [[Javelin Throwers]] and [[Drakins]].&lt;br /&gt;
&lt;br /&gt;
=== Healers ===&lt;br /&gt;
[[Dark Mages]] will spawn here.&lt;br /&gt;
&lt;br /&gt;
=== Crippling ===&lt;br /&gt;
[[Witherbeasts|Wither Beasts]] will spawn here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following will determine what [[Chaos|chaos]] monsters will spawn.  The prefixes/suffixes/names must be listed in a lane in order for said monster to spawn:'''&lt;br /&gt;
&lt;br /&gt;
=== Vanguard / -Guard ===&lt;br /&gt;
[[Vanguards]] will spawn from this lane.  [[Cannonball Tower|Cannonball Towers,]] [[Poison Dart Tower|Poison Dart Towers,]] and other projectile-based towers will not be very effective against them in these lanes.  Consider using traps, auras, AOE towers, or even [[Earthshatter Tower|Earthshatter Towers]] if you need long-range targeting.&lt;br /&gt;
&lt;br /&gt;
=== Cy- ===&lt;br /&gt;
[[Cyborks]] will appear.  Auras, traps, and nodes used in this lane are at risk of being disabled.  If you wish to use any of them, a tenacity [[Mods|servo]] can help mitigate stuns.&lt;br /&gt;
&lt;br /&gt;
=== Geo- ===&lt;br /&gt;
[[Geodes]] will spawn here.  They protect all enemies within its barrier from projectile attacks.  Counter them in a similar way that you would deal with [[Vanguards|vanguards.]]&lt;br /&gt;
&lt;br /&gt;
=== Zerker- ===&lt;br /&gt;
[[Berserker Orcs]] will charge out of the lane and will usually run in front of the pack.  It is fairly common for them to escape crowd control builds and leak through your defenses.  [[Cannonball Tower|Cannonball Towers]] are a great method for dealing with leaks.&lt;br /&gt;
&lt;br /&gt;
=== Stabby- ===&lt;br /&gt;
This only appears in a flyer lane.  [[Assassins|Dark Assassins]] will spawn and try to assassinate you.  They never appear alone in a flyer lane, so don't ignore anti-air defenses!&lt;br /&gt;
&lt;br /&gt;
=== Hex- ===&lt;br /&gt;
[[Hex Throwers]] will appear.  These guys are great at sniping your towers, and in some maps, can even snipe a core or sub-objective from the spawn.  A [[Reflect Beam]] is great at protecting anything vulnerable to snipers, and can also cause them to waste time trying to pick off their target.&lt;br /&gt;
&lt;br /&gt;
=== EMP- ===&lt;br /&gt;
These guys also only appear in flyer lanes.  Just like [[Kobold Flier|Kobold Flyers,]] [[Kobolts]] will attempt to dive-bomb any nearby defenses or anything if their health drops too low.  Traps, auras, and nodes cannot be stunned by kobolts, but multiple [[Sky Guard Tower|Sky Guard Towers]] can take them out before they have the chance to dive-bomb.  Extra range on your sky guards can reduce the chance of a successful dive-bomb attempt.&lt;br /&gt;
&lt;br /&gt;
=== Frosty- ===&lt;br /&gt;
Any [[Frost Enemy|frost enemies]] can be seen here.  This will only appear around floor 30 and beyond.  The Yeti [[Incursions|incursion]] will introduce you to these mobs.&lt;br /&gt;
&lt;br /&gt;
=== Lava- ===&lt;br /&gt;
[[Lava Guardians]] will spawn here.  This also only appears around floor 30+.  If you are having trouble dealing with these guys, they can also be found in the Demon Lord [[Incursions|incursion]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The third category contains names that appear in flyer lanes:'''&lt;br /&gt;
&lt;br /&gt;
=== Dargons ===&lt;br /&gt;
[[Wyverns]] will spawn here.  If the name were corrected to &amp;quot;dragons&amp;quot;, these lanes would probably be a lot scarier.&lt;br /&gt;
&lt;br /&gt;
=== Zappers ===&lt;br /&gt;
[[Lightning Bugs]] will appear.  They prefer to destroy your towers and blockades rather than head straight for your cores.&lt;br /&gt;
&lt;br /&gt;
=== Kami- / Kamikaze ===&lt;br /&gt;
[[Kobold Flier|Kobold Flyers]] will spawn and attempt to dive-bomb your defenses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The last category has special names that heavily change spawning conditions for the lane.  None of the names above will be combined with any of these names:'''&lt;br /&gt;
&lt;br /&gt;
=== Floppy Arms and Pig Bois ===&lt;br /&gt;
Only Goblin enemies and [[Warboars]] will appear here.  This name is usually only present in lower-level floors of Onslaught.&lt;br /&gt;
&lt;br /&gt;
=== Air Raid ===&lt;br /&gt;
Hence the name, this will only appear in flyer lanes.  This causes all types of enemies to spawn - usually in a larger quantity than usual.  Heavy anti-air is highly recommended, but careful not to spend too many Defense Units!&lt;br /&gt;
&lt;br /&gt;
=== Orcish Horde ===&lt;br /&gt;
Any assortment of mobs can spawn here, but only if they're orcs.  This ranges from [[Orcs|regular orcs]] to [[Cyborks]] to [[Berserker Orcs]].  The anti-orc or orc-boom [[Mods|servos]] are great counters for these lanes.&lt;br /&gt;
&lt;br /&gt;
=== Dreadbones' Crew ===&lt;br /&gt;
A random assortment of monsters will spawn with pirate outfits.  [[Captain Dreadbones]] will also spawn here every wave.&lt;br /&gt;
&lt;br /&gt;
=== Timmy's Revenge ===&lt;br /&gt;
A random assortment of monsters will spawn.  [[Timmy]] also spawns once every wave.&lt;br /&gt;
&lt;br /&gt;
=== Game Ogre ===&lt;br /&gt;
Only [[Ogres]] will spawn in this lane.  Unlike most ogres, these guys can range from smaller ogres to regular-sized ogres.  Because nothing else spawns in this lane, [[Cannonball Tower|Cannonball Towers]] or other single-targeting defenses work well.&lt;br /&gt;
&lt;br /&gt;
=== Just Timmy ===&lt;br /&gt;
[[Timmy]] spawns multiple times.  Just like with Game-Ogre, single-targeting defenses are great for handling this lane.&lt;br /&gt;
&lt;br /&gt;
== Lane Mutators ==&lt;br /&gt;
'''Lane mutators can change enemy mechanics, such as health, resistances, and even immunities.  Lane mutators usually don't appear until floor 3, but the further you go in Onslaught, the more mutators you will see.  Each lane may have a maximum of 2 mutators altering it.'''&lt;br /&gt;
&lt;br /&gt;
'''Here is a list of the possible mutators that can be found:'''&lt;br /&gt;
&lt;br /&gt;
=== Proximity ===&lt;br /&gt;
The closer your hero or your defense is to an enemy with this mutator, the more damage said hero/defense deals.  Traps are extremely effective in these lanes due to most of them requiring close proximity, but auras and nodes can do some decent work, too.  If you're in an earlier onslaught floor, blockades also work well.&lt;br /&gt;
&lt;br /&gt;
=== Long Shot ===&lt;br /&gt;
This is the opposite of Proximity - the farther you or your defense is from an enemy, the more damage the enemy will take.  Towers benefit most from this mutator.  [[Poison Dart Tower|Poison Dart Towers]] and [[Earthshatter Tower|Earthshatter Towers]] make a great combo for Long Shot lanes as you can [[Petrify|petrify]] enemies while hitting them from a long distance.&lt;br /&gt;
&lt;br /&gt;
=== Armored ===&lt;br /&gt;
This mutator causes enemies to take less physical damage, but more magical damage.  You will want to avoid using any of the [[Squire|Squire's]] defenses as they all deal physical damage.  [[Explosive Trap|Explosive Traps]] will also be less effective.  All of the [[Apprentice|Apprentice's]] and [[Monk|Monk's]] defenses deal magical damage, so consider using them when building this lane.&lt;br /&gt;
&lt;br /&gt;
If you wish to use a tower that normally deals physical damage, you can apply an elemental [[Mods|servo]] to convert the tower to magical damage.  All elements will do the trick.&lt;br /&gt;
&lt;br /&gt;
If you want to know whether or not your tower deals physical or magical damage, look at the damage numbers that appear when enemies take damage.  While numbers are physical damage, purple numbers are magical, and red numbers are critical hits (can be physical or magical).&lt;br /&gt;
&lt;br /&gt;
=== Spellbreaker ===&lt;br /&gt;
Just like how the Armored mutator reduces physical damage and increases magical damage, this mutator does the opposite.  The [[Squire's]] defenses are highly recommended, but [[Explosive Trap|Explosive Traps]] are great source of AOE damage while still dealing physical damage.&lt;br /&gt;
&lt;br /&gt;
Because the [[Sky Guard Tower]] shoots magical bolts, this mutator can be a nightmare on air lanes, as you're essentially to use [[Cannonball Tower|Cannonball Towers]] or [[Ballista|Ballistas]] to effectively deal any considerable damage to flyers with this mutator.&lt;br /&gt;
&lt;br /&gt;
=== Power Block ===&lt;br /&gt;
Enemies with this mutator are immune to hero abilities.  However, they take extra damage from your weapons.  If you are actively defending in a lane with this mutator, you will want to use a hero with high Hero Damage but low Ability Power.&lt;br /&gt;
&lt;br /&gt;
=== Brittle ===&lt;br /&gt;
Brittle enemies spawn with more health, but receive a resistance debuff when hit by any of your hero abilities.  It is ideal for you to actively defend in this lane, so your defenses don't have to deal with the extra health.  However it won't be really useful if you don't use active abilities very often or abilities that can be toggled.  Don't ignore your other lanes, either!&lt;br /&gt;
&lt;br /&gt;
=== Soft Spot ===&lt;br /&gt;
Enemies receive less damage from all sources, except when they're attacked from their weak point.  Unfortunately, there aren't many enemies that have weakpoints, making this mutator rather annoying.  If you're lucky enough to have a [[Goblin Siege Roller]] spawn with this mutator, however, you can utilize it's weak point to destroy it very quickly.&lt;br /&gt;
&lt;br /&gt;
=== Unstoppable ===&lt;br /&gt;
Unstoppable enemies are immune to [[Slow|slow]] debuffs.  This does not affect [[Berserker Orcs]] or [[Frost Enemy|Frost Enemies]] as they are already immune to slow effects.  While unstoppable enemies cannot be slowed, they are still vulnerable to [[Stun|stuns.]]&lt;br /&gt;
&lt;br /&gt;
=== Headstrong ===&lt;br /&gt;
Instead of being immune to [[Slow|slows,]] Headstrong enemies are immune to [[Stun|stuns.]]  You will want to use [[Frostbite Tower|Frostbite Towers,]] [[Proton Beam|Proton Beams,]] or [[Boost Aura|Boost Auras]] with a [[Shards|Boosted Grasp shard]] to help control these monsters.&lt;br /&gt;
&lt;br /&gt;
Air lanes usually don't benefit from being headstrong, as most flyers move very slowly.  However, should you encounter a headstrong [[Dark Assassin|assassin,]] taking them off of you can be extremely difficult.  Without the ability to stun, your only options are to either kill the assassin quickly with high DPS, or wait out the bind.  If you have a [[Barbarian]] in your deck, Turtle Stance can prevent assassins from binding you in the first place.&lt;br /&gt;
&lt;br /&gt;
If you're unlucky enough to end up with a headstrong [[Berserker Orc]] or [[Frost Enemy]] on a high-level floor, it essentially becomes impossible to control the lane, because the enemies will be too strong for any blockades to handle.  You can try to distract these enemies with a melee hero, but at a high level, they can easily kill you with a single blow.  If you aren't confident that you can defend against headstrong beserkers or frost mobs, your best option is to intentionally lose and re-roll the level.&lt;br /&gt;
&lt;br /&gt;
=== Pain Aura ===&lt;br /&gt;
Enemies will emit a pain aura that constantly damages nearby heroes.  It is best to not actively defend in this lane unless necessary, and let your defenses handle the job, as these auras cannot damage any of your defenses.&lt;br /&gt;
&lt;br /&gt;
=== Maximum Effort ===&lt;br /&gt;
Enemies start with more health, but lose resistance every time they are hit with a different defense.  In these lanes, it's best to use a variety of defenses than to stick to a single type.  For example, spamming [[Flame Aura|Flame Auras]] will only count as 1 type of defense, so it won't be very effective.&lt;br /&gt;
&lt;br /&gt;
=== Bullet Sponge ===&lt;br /&gt;
This gives monsters a shield that reflects any projectiles that hit it, essentially giving all monsters in that lane the same properties that [[Geodes]] have.  However, unlike Geodes, these shields can break with enough punishment, so don't completely avoid projectile-based towers if you have to use one.&lt;br /&gt;
&lt;br /&gt;
An [[Earthshatter Tower]] is great for long-range targeting and ignoring the shield at the same time.  If you need to use another defense, a piercer [[Mods|servo]] allows projectiles to penetrate through shields at the cost of less damage.&lt;br /&gt;
&lt;br /&gt;
=== Detonator ===&lt;br /&gt;
Enemies in this lane explode upon death.  Blockades, and short-range towers like the [[Flamethrower Tower]] are not recommended, as this mutator can cause such defenses to take massive damage.  Traps, auras, and nodes don't take damage from these explosions, but be wary about using them if [[Cyborks]] are spawning from this lane.&lt;br /&gt;
&lt;br /&gt;
=== Toxi-kaze ===&lt;br /&gt;
Any [[Kobolds]] that are killed (doesn't matter if they successfully kamikaze their target) release a patch of red mushrooms that damage any heroes standing on them.  Be cautious about using melee heroes to defend in this lane.&lt;br /&gt;
&lt;br /&gt;
=== Cursi-kaze ===&lt;br /&gt;
Instead of releasing mushrooms that damage heroes, cursi-kaze causes [[Kobolds]] to curse nearby defenses.  Cursed defenses have their attack damage and range reduced.  Cursi-kaze can affect any defense, including traps, auras, and nodes.  Therefore, long-range towers are the best way to deal with them.&lt;br /&gt;
&lt;br /&gt;
Cursi-kaze is capable of stacking, should multiple kobolds be defeated at the same time.  This can result in nonexistent damage and range, effectively rendering your defenses useless.  Be careful!&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Onslaught was taken out of the game during the Trials update.&lt;br /&gt;
Onslaught has been brought back with the recent update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the 19.0 [https://dungeondefenders.com/2/blog/142955/trials-the-endgame-update-out-now-full-patch-notes Patch notes], &amp;quot;Onslaught is finally taking the rest we’ve been talking about. In the future, we have plans for an Onslaught revamp or for a new system to take its place. It shall be reborn!&amp;quot;&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Onslaught&amp;diff=11706</id>
		<title>Onslaught</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Onslaught&amp;diff=11706"/>
				<updated>2019-09-12T15:16:28Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Added lane mutators, but I'm not finished adding all of them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Onslaught is one of the gamemodes in Dungeon Defenders 2, which features stronger enemies as you progress.  It is available as soon as you complete the [[Campaign]].&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Onslaught has many special rules that aren't present in other gamemodes.  Here is a list of the special ruleset:&lt;br /&gt;
&lt;br /&gt;
=== Rule 1 ===&lt;br /&gt;
The further you progress through floors in Onslaught, the higher level enemies will become.  This seems straightforward on the surface, but you can end up with enemies far stronger than in [[Chaos|chaos 7]] difficulty on floors 30+.&lt;br /&gt;
&lt;br /&gt;
=== Rule 2 ===&lt;br /&gt;
Every lane has special conditions as to which monsters can spawn from it.  The name of the lane will also change as well to indicate what will spawn there.  A list of common names for lanes is listed below.&lt;br /&gt;
&lt;br /&gt;
=== Rule 3 ===&lt;br /&gt;
Enemies can be affected by lane mutators.  You will probably encounter your first lane mutator at floor 3.  Lane mutators can be viewed by holding shift and will appear below the list of enemies.  The further you go in Onslaught, the more mutators that will appear in each game.  Each lane is limited to 2 mutators at a time, and which mutators appear is completely random (re-rolling an onslaught floor will re-roll mutators again).  A list of lane mutators can also be found below.&lt;br /&gt;
&lt;br /&gt;
== Spawning Conditions ==&lt;br /&gt;
These are common prefixes, suffixes, and names that will appear on a lane and determine what spawns from it.  [[Bosses]] are not affected by special spawning conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The first category determines what type of non-[[Chaos|chaos]] monsters will spawn.'''&lt;br /&gt;
&lt;br /&gt;
=== Fodder ===&lt;br /&gt;
Any monsters can spawn in this lane.&lt;br /&gt;
&lt;br /&gt;
=== Wompers ===&lt;br /&gt;
Only melee monsters can spawn here, like [[Warboars]] and [[Orcs]].&lt;br /&gt;
&lt;br /&gt;
=== Throwers ===&lt;br /&gt;
Only ranged monsters can spawn here, like [[Javelin Throwers]] and [[Drakins]].&lt;br /&gt;
&lt;br /&gt;
=== Healers ===&lt;br /&gt;
[[Dark Mages]] will spawn here.&lt;br /&gt;
&lt;br /&gt;
=== Crippling ===&lt;br /&gt;
[[Witherbeasts|Wither Beasts]] will spawn here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following will determine what [[Chaos|chaos]] monsters will spawn.  The prefixes/suffixes/names must be listed in a lane in order for said monster to spawn:'''&lt;br /&gt;
&lt;br /&gt;
=== Vanguard / -Guard ===&lt;br /&gt;
[[Vanguards]] will spawn from this lane.  [[Cannonball Tower|Cannonball Towers,]] [[Poison Dart Tower|Poison Dart Towers,]] and other projectile-based towers will not be very effective against them in these lanes.  Consider using traps, auras, AOE towers, or even [[Earthshatter Tower|Earthshatter Towers]] if you need long-range targeting.&lt;br /&gt;
&lt;br /&gt;
=== Cy- ===&lt;br /&gt;
[[Cyborks]] will appear.  Auras, traps, and nodes used in this lane are at risk of being disabled.  If you wish to use any of them, a tenacity [[Mods|servo]] can help mitigate stuns.&lt;br /&gt;
&lt;br /&gt;
=== Geo- ===&lt;br /&gt;
[[Geodes]] will spawn here.  They protect all enemies within its barrier from projectile attacks.  Counter them in a similar way that you would deal with [[Vanguards|vanguards.]]&lt;br /&gt;
&lt;br /&gt;
=== Zerker- ===&lt;br /&gt;
[[Berserker Orcs]] will charge out of the lane and will usually run in front of the pack.  It is fairly common for them to escape crowd control builds and leak through your defenses.  [[Cannonball Tower|Cannonball Towers]] are a great method for dealing with leaks.&lt;br /&gt;
&lt;br /&gt;
=== Stabby- ===&lt;br /&gt;
This only appears in a flyer lane.  [[Assassins|Dark Assassins]] will spawn and try to assassinate you.  They never appear alone in a flyer lane, so don't ignore anti-air defenses!&lt;br /&gt;
&lt;br /&gt;
=== Hex- ===&lt;br /&gt;
[[Hex Throwers]] will appear.  These guys are great at sniping your towers, and in some maps, can even snipe a core or sub-objective from the spawn.  A [[Reflect Beam]] is great at protecting anything vulnerable to snipers, and can also cause them to waste time trying to pick off their target.&lt;br /&gt;
&lt;br /&gt;
=== EMP- ===&lt;br /&gt;
These guys also only appear in flyer lanes.  Just like [[Kobold Flier|Kobold Flyers,]] [[Kobolts]] will attempt to dive-bomb any nearby defenses or anything if their health drops too low.  Traps, auras, and nodes cannot be stunned by kobolts, but multiple [[Sky Guard Tower|Sky Guard Towers]] can take them out before they have the chance to dive-bomb.  Extra range on your sky guards can reduce the chance of a successful dive-bomb attempt.&lt;br /&gt;
&lt;br /&gt;
=== Frosty- ===&lt;br /&gt;
Any [[Frost Enemy|frost enemies]] can be seen here.  This will only appear around floor 30 and beyond.  The Yeti [[Incursions|incursion]] will introduce you to these mobs.&lt;br /&gt;
&lt;br /&gt;
=== Lava- ===&lt;br /&gt;
[[Lava Guardians]] will spawn here.  This also only appears around floor 30+.  If you are having trouble dealing with these guys, they can also be found in the Demon Lord [[Incursions|incursion]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The third category contains names that appear in flyer lanes:'''&lt;br /&gt;
&lt;br /&gt;
=== Dargons ===&lt;br /&gt;
[[Wyverns]] will spawn here.  If the name were corrected to &amp;quot;dragons&amp;quot;, these lanes would probably be a lot scarier.&lt;br /&gt;
&lt;br /&gt;
=== Zappers ===&lt;br /&gt;
[[Lightning Bugs]] will appear.  They prefer to destroy your towers and blockades rather than head straight for your cores.&lt;br /&gt;
&lt;br /&gt;
=== Kami- / Kamikaze ===&lt;br /&gt;
[[Kobold Flier|Kobold Flyers]] will spawn and attempt to dive-bomb your defenses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The last category has special names that heavily change spawning conditions for the lane.  None of the names above will be combined with any of these names:'''&lt;br /&gt;
&lt;br /&gt;
=== Floppy Arms and Pig Bois ===&lt;br /&gt;
Only Goblin enemies and [[Warboars]] will appear here.  This name is usually only present in lower-level floors of Onslaught.&lt;br /&gt;
&lt;br /&gt;
=== Air Raid ===&lt;br /&gt;
Hence the name, this will only appear in flyer lanes.  This causes all types of enemies to spawn - usually in a larger quantity than usual.  Heavy anti-air is highly recommended, but careful not to spend too many Defense Units!&lt;br /&gt;
&lt;br /&gt;
=== Orcish Horde ===&lt;br /&gt;
Any assortment of mobs can spawn here, but only if they're orcs.  This ranges from [[Orcs|regular orcs]] to [[Cyborks]] to [[Berserker Orcs]].  The anti-orc or orc-boom [[Mods|servos]] are great counters for these lanes.&lt;br /&gt;
&lt;br /&gt;
=== Dreadbones' Crew ===&lt;br /&gt;
A random assortment of monsters will spawn with pirate outfits.  [[Captain Dreadbones]] will also spawn here every wave.&lt;br /&gt;
&lt;br /&gt;
=== Timmy's Revenge ===&lt;br /&gt;
A random assortment of monsters will spawn.  [[Timmy]] also spawns once every wave.&lt;br /&gt;
&lt;br /&gt;
=== Game Ogre ===&lt;br /&gt;
Only [[Ogres]] will spawn in this lane.  Unlike most ogres, these guys can range from smaller ogres to regular-sized ogres.  Because nothing else spawns in this lane, [[Cannonball Tower|Cannonball Towers]] or other single-targeting defenses work well.&lt;br /&gt;
&lt;br /&gt;
=== Just Timmy ===&lt;br /&gt;
[[Timmy]] spawns multiple times.  Just like with Game-Ogre, single-targeting defenses are great for handling this lane.&lt;br /&gt;
&lt;br /&gt;
== Lane Mutators ==&lt;br /&gt;
'''Lane mutators can change enemy mechanics, such as health, resistances, and even immunities.  Lane mutators usually don't appear until floor 3, but the further you go in Onslaught, the more mutators you will see.  Each lane may have a maximum of 2 mutators altering it.'''&lt;br /&gt;
&lt;br /&gt;
'''Here is a list of the possible mutators that can be found:'''&lt;br /&gt;
&lt;br /&gt;
=== Proximity ===&lt;br /&gt;
The closer your hero or your defense is to an enemy with this mutator, the more damage said hero/defense deals.  Traps are extremely effective in these lanes due to most of them requiring close proximity, but auras and nodes can do some decent work, too.  If you're in an earlier onslaught floor, blockades also work well.&lt;br /&gt;
&lt;br /&gt;
=== Long Shot ===&lt;br /&gt;
This is the opposite of Proximity - the farther you or your defense is from an enemy, the more damage the enemy will take.  Towers benefit most from this mutator.  [[Poison Dart Tower|Poison Dart Towers]] and [[Earthshatter Tower|Earthshatter Towers]] make a great combo for Long Shot lanes as you can [[Petrify|petrify]] enemies while hitting them from a long distance.&lt;br /&gt;
&lt;br /&gt;
=== Armored ===&lt;br /&gt;
This mutator causes enemies to take less physical damage, but more magical damage.  You will want to avoid using any of the [[Squire|Squire's]] defenses as they all deal physical damage.  [[Explosive Trap|Explosive Traps]] will also be less effective.  All of the [[Apprentice|Apprentice's]] and [[Monk|Monk's]] defenses deal magical damage, so consider using them when building this lane.&lt;br /&gt;
&lt;br /&gt;
If you wish to use a tower that normally deals physical damage, you can apply an elemental [[Mods|servo]] to convert the tower to magical damage.  All elements will do the trick.&lt;br /&gt;
&lt;br /&gt;
If you want to know whether or not your tower deals physical or magical damage, look at the damage numbers that appear when enemies take damage.  While numbers are physical damage, purple numbers are magical, and red numbers are critical hits (can be physical or magical).&lt;br /&gt;
&lt;br /&gt;
=== Spellbreaker ===&lt;br /&gt;
Just like how the Armored mutator reduces physical damage and increases magical damage, this mutator does the opposite.  The [[Squire's]] defenses are highly recommended, but [[Explosive Trap|Explosive Traps]] are great source of AOE damage while still dealing physical damage.&lt;br /&gt;
&lt;br /&gt;
Because the [[Sky Guard Tower]] shoots magical bolts, this mutator can be a nightmare on air lanes, as you're essentially to use [[Cannonball Tower|Cannonball Towers]] or [[Ballista|Ballistas]] to effectively deal any considerable damage to flyers with this mutator.&lt;br /&gt;
&lt;br /&gt;
=== Power Block ===&lt;br /&gt;
Enemies with this mutator are immune to hero abilities.  However, they take extra damage from your weapons.  If you are actively defending in a lane with this mutator, you will want to use a hero with high Hero Damage but low Ability Power.&lt;br /&gt;
&lt;br /&gt;
=== Brittle ===&lt;br /&gt;
Brittle enemies spawn with more health, but receive a resistance debuff when hit by any of your hero abilities.  It is ideal for you to actively defend in this lane, so your defenses don't have to deal with the extra health.  However it won't be really useful if you don't use active abilities very often or abilities that can be toggled.  Don't ignore your other lanes, either!&lt;br /&gt;
&lt;br /&gt;
=== Soft Spot ===&lt;br /&gt;
Enemies receive less damage from all sources, except when they're attacked from their weak point.  Unfortunately, there aren't many enemies that have weakpoints, making this mutator rather annoying.  If you're lucky enough to have a [[Goblin Siege Roller]] spawn with this mutator, however, you can utilize it's weak point to destroy it very quickly.&lt;br /&gt;
&lt;br /&gt;
=== Unstoppable ===&lt;br /&gt;
Unstoppable enemies are immune to [[Slow|slow]] debuffs.  This does not affect [[Berserker Orcs]] or [[Frost Enemy|Frost Enemies]] as they are already immune to slow effects.  While unstoppable enemies cannot be slowed, they are still vulnerable to [[Stun|stuns.]]&lt;br /&gt;
&lt;br /&gt;
=== Headstrong ===&lt;br /&gt;
Instead of being immune to [[Slow|slows,]] Headstrong enemies cannot be [[Stun|stunned.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Onslaught was taken out of the game during the Trials update.&lt;br /&gt;
Onslaught has been brought back with the recent update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the 19.0 [https://dungeondefenders.com/2/blog/142955/trials-the-endgame-update-out-now-full-patch-notes Patch notes], &amp;quot;Onslaught is finally taking the rest we’ve been talking about. In the future, we have plans for an Onslaught revamp or for a new system to take its place. It shall be reborn!&amp;quot;&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Onslaught&amp;diff=11705</id>
		<title>Onslaught</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Onslaught&amp;diff=11705"/>
				<updated>2019-09-11T15:10:56Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Little more cleanup to make the page a tad easier to read.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Onslaught is one of the gamemodes in Dungeon Defenders 2, which features stronger enemies as you progress.  It is available as soon as you complete the [[Campaign]].&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Onslaught has many special rules that aren't present in other gamemodes.  Here is a list of the special ruleset:&lt;br /&gt;
&lt;br /&gt;
=== Rule 1 ===&lt;br /&gt;
The further you progress through floors in Onslaught, the higher level enemies will become.  This seems straightforward on the surface, but you can end up with enemies far stronger than in [[Chaos|chaos 7]] difficulty on floors 30+.&lt;br /&gt;
&lt;br /&gt;
=== Rule 2 ===&lt;br /&gt;
Every lane has special conditions as to which monsters can spawn from it.  The name of the lane will also change as well to indicate what will spawn there.  A list of common names for lanes is listed below.&lt;br /&gt;
&lt;br /&gt;
=== Rule 3 ===&lt;br /&gt;
Enemies can be affected by lane mutators.  You will probably encounter your first lane mutator at floor 3.  Lane mutators can be viewed by holding shift and will appear below the list of enemies.  The further you go in Onslaught, the more mutators that will appear in each game.  Each lane is limited to 2 mutators at a time, and which mutators appear is completely random (re-rolling an onslaught floor will re-roll mutators again).  A list of lane mutators can also be found below.&lt;br /&gt;
&lt;br /&gt;
== Spawning Conditions ==&lt;br /&gt;
These are common prefixes, suffixes, and names that will appear on a lane and determine what spawns from it.  [[Bosses]] are not affected by special spawning conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The first category determines what type of non-[[Chaos|chaos]] monsters will spawn.'''&lt;br /&gt;
&lt;br /&gt;
=== Fodder ===&lt;br /&gt;
Any monsters can spawn in this lane.&lt;br /&gt;
&lt;br /&gt;
=== Wompers ===&lt;br /&gt;
Only melee monsters can spawn here, like [[Warboars]] and [[Orcs]].&lt;br /&gt;
&lt;br /&gt;
=== Throwers ===&lt;br /&gt;
Only ranged monsters can spawn here, like [[Javelin Throwers]] and [[Drakins]].&lt;br /&gt;
&lt;br /&gt;
=== Healers ===&lt;br /&gt;
[[Dark Mages]] will spawn here.&lt;br /&gt;
&lt;br /&gt;
=== Crippling ===&lt;br /&gt;
[[Witherbeasts|Wither Beasts]] will spawn here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following will determine what [[Chaos|chaos]] monsters will spawn.  The prefixes/suffixes/names must be listed in a lane in order for said monster to spawn:'''&lt;br /&gt;
&lt;br /&gt;
=== Vanguard / -Guard ===&lt;br /&gt;
[[Vanguards]] will spawn from this lane.  [[Cannonball Tower|Cannonball Towers,]] [[Poison Dart Tower|Poison Dart Towers,]] and other projectile-based towers will not be very effective against them in these lanes.  Consider using traps, auras, AOE towers, or even [[Earthshatter Tower|Earthshatter Towers]] if you need long-range targeting.&lt;br /&gt;
&lt;br /&gt;
=== Cy- ===&lt;br /&gt;
[[Cyborks]] will appear.  Auras, traps, and nodes used in this lane are at risk of being disabled.  If you wish to use any of them, a tenacity [[Mods|servo]] can help mitigate stuns.&lt;br /&gt;
&lt;br /&gt;
=== Geo- ===&lt;br /&gt;
[[Geodes]] will spawn here.  They protect all enemies within its barrier from projectile attacks.  Counter them in a similar way that you would deal with [[Vanguards|vanguards.]]&lt;br /&gt;
&lt;br /&gt;
=== Zerker- ===&lt;br /&gt;
[[Berserker Orcs]] will charge out of the lane and will usually run in front of the pack.  It is fairly common for them to escape crowd control builds and leak through your defenses.  [[Cannonball Tower|Cannonball Towers]] are a great method for dealing with leaks.&lt;br /&gt;
&lt;br /&gt;
=== Stabby- ===&lt;br /&gt;
This only appears in a flyer lane.  [[Assassins|Dark Assassins]] will spawn and try to assassinate you.  They never appear alone in a flyer lane, so don't ignore anti-air defenses!&lt;br /&gt;
&lt;br /&gt;
=== Hex- ===&lt;br /&gt;
[[Hex Throwers]] will appear.  These guys are great at sniping your towers, and in some maps, can even snipe a core or sub-objective from the spawn.  A [[Reflect Beam]] is great at protecting anything vulnerable to snipers, and can also cause them to waste time trying to pick off their target.&lt;br /&gt;
&lt;br /&gt;
=== EMP- ===&lt;br /&gt;
These guys also only appear in flyer lanes.  Just like [[Kobold Flier|Kobold Flyers,]] [[Kobolts]] will attempt to dive-bomb any nearby defenses or anything if their health drops too low.  Traps, auras, and nodes cannot be stunned by kobolts, but multiple [[Sky Guard Tower|Sky Guard Towers]] can take them out before they have the chance to dive-bomb.  Extra range on your sky guards can reduce the chance of a successful dive-bomb attempt.&lt;br /&gt;
&lt;br /&gt;
=== Frosty- ===&lt;br /&gt;
Any [[Frost Enemies|frost enemies]] can be seen here.  This will only appear around floor 30 and beyond.  The Yeti [[Incursions|incursion]] will introduce you to these mobs.&lt;br /&gt;
&lt;br /&gt;
=== Lava- ===&lt;br /&gt;
[[Lava Guardians]] will spawn here.  This also only appears around floor 30+.  If you are having trouble dealing with these guys, they can also be found in the Demon Lord [[Incursions|incursion]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The third category contains names that appear in flyer lanes:'''&lt;br /&gt;
&lt;br /&gt;
=== Dargons ===&lt;br /&gt;
[[Wyverns]] will spawn here.  If the name were corrected to &amp;quot;dragons&amp;quot;, these lanes would probably be a lot scarier.&lt;br /&gt;
&lt;br /&gt;
=== Zappers ===&lt;br /&gt;
[[Lightning Bugs]] will appear.  They prefer to destroy your towers and blockades rather than head straight for your cores.&lt;br /&gt;
&lt;br /&gt;
=== Kami- / Kamikaze ===&lt;br /&gt;
[[Kobold Flier|Kobold Flyers]] will spawn and attempt to dive-bomb your defenses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The last category has special names that heavily change spawning conditions for the lane.  None of the names above will be combined with any of these names:'''&lt;br /&gt;
&lt;br /&gt;
=== Floppy Arms and Pig Bois ===&lt;br /&gt;
Only Goblin enemies and [[Warboars]] will appear here.  This name is usually only present in lower-level floors of Onslaught.&lt;br /&gt;
&lt;br /&gt;
=== Air Raid ===&lt;br /&gt;
Hence the name, this will only appear in flyer lanes.  This causes all types of enemies to spawn - usually in a larger quantity than usual.  Heavy anti-air is highly recommended, but careful not to spend too many Defense Units!&lt;br /&gt;
&lt;br /&gt;
=== Orcish Horde ===&lt;br /&gt;
Any assortment of mobs can spawn here, but only if they're orcs.  This ranges from [[Orcs|regular orcs]] to [[Cyborks]] to [[Berserker Orcs]].  The anti-orc or orc-boom [[Mods|servos]] are great counters for these lanes.&lt;br /&gt;
&lt;br /&gt;
=== Dreadbones' Crew ===&lt;br /&gt;
A random assortment of monsters will spawn with pirate outfits.  [[Captain Dreadbones]] will also spawn here every wave.&lt;br /&gt;
&lt;br /&gt;
=== Timmy's Revenge ===&lt;br /&gt;
A random assortment of monsters will spawn.  [[Timmy]] also spawns once every wave.&lt;br /&gt;
&lt;br /&gt;
=== Game Ogre ===&lt;br /&gt;
Only [[Ogres]] will spawn in this lane.  Unlike most ogres, these guys can range from smaller ogres to regular-sized ogres.  Because nothing else spawns in this lane, [[Cannonball Tower|Cannonball Towers]] or other single-targeting defenses work well.&lt;br /&gt;
&lt;br /&gt;
=== Just Timmy ===&lt;br /&gt;
[[Timmy]] spawns multiple times.  Just like with Game-Ogre, single-targeting defenses are great for handling this lane.&lt;br /&gt;
&lt;br /&gt;
== Lane Mutators ==&lt;br /&gt;
WIP :(&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Onslaught was taken out of the game during the Trials update.&lt;br /&gt;
Onslaught has been brought back with the recent update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the 19.0 [https://dungeondefenders.com/2/blog/142955/trials-the-endgame-update-out-now-full-patch-notes Patch notes], &amp;quot;Onslaught is finally taking the rest we’ve been talking about. In the future, we have plans for an Onslaught revamp or for a new system to take its place. It shall be reborn!&amp;quot;&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Onslaught&amp;diff=11704</id>
		<title>Onslaught</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Onslaught&amp;diff=11704"/>
				<updated>2019-09-11T15:09:08Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Cleaned up the page and added a link to a frost enemy page (will create the page soon).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Onslaught is one of the gamemodes in Dungeon Defenders 2, which features stronger enemies as you progress.  It is available as soon as you complete the [[Campaign]].&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Onslaught has many special rules that aren't present in other gamemodes.  Here is a list of the special ruleset:&lt;br /&gt;
&lt;br /&gt;
=== Rule 1 ===&lt;br /&gt;
The further you progress through floors in Onslaught, the higher level enemies will become.  This seems straightforward on the surface, but you can end up with enemies far stronger than in [[Chaos|chaos 7]] difficulty on floors 30+.&lt;br /&gt;
&lt;br /&gt;
=== Rule 2 ===&lt;br /&gt;
Every lane has special conditions as to which monsters can spawn from it.  The name of the lane will also change as well to indicate what will spawn there.  A list of common names for lanes is listed below.&lt;br /&gt;
&lt;br /&gt;
=== Rule 3 ===&lt;br /&gt;
Enemies can be affected by lane mutators.  You will probably encounter your first lane mutator at floor 3.  Lane mutators can be viewed by holding shift and will appear below the list of enemies.  The further you go in Onslaught, the more mutators that will appear in each game.  Each lane is limited to 2 mutators at a time, and which mutators appear is completely random (re-rolling an onslaught floor will re-roll mutators again).  A list of lane mutators can also be found below.&lt;br /&gt;
&lt;br /&gt;
== Spawning Conditions ==&lt;br /&gt;
These are common prefixes, suffixes, and names that will appear on a lane and determine what spawns from it.  [[Bosses]] are not affected by special spawning conditions.&lt;br /&gt;
&lt;br /&gt;
'''The first category determines what type of non-[[Chaos|chaos]] monsters will spawn.'''&lt;br /&gt;
&lt;br /&gt;
=== Fodder ===&lt;br /&gt;
Any monsters can spawn in this lane.&lt;br /&gt;
&lt;br /&gt;
=== Wompers ===&lt;br /&gt;
Only melee monsters can spawn here, like [[Warboars]] and [[Orcs]].&lt;br /&gt;
&lt;br /&gt;
=== Throwers ===&lt;br /&gt;
Only ranged monsters can spawn here, like [[Javelin Throwers]] and [[Drakins]].&lt;br /&gt;
&lt;br /&gt;
=== Healers ===&lt;br /&gt;
[[Dark Mages]] will spawn here.&lt;br /&gt;
&lt;br /&gt;
=== Crippling ===&lt;br /&gt;
[[Witherbeasts|Wither Beasts]] will spawn here.&lt;br /&gt;
&lt;br /&gt;
'''The following will determine what [[Chaos|chaos]] monsters will spawn.  The prefixes/suffixes/names must be listed in a lane in order for said monster to spawn:'''&lt;br /&gt;
&lt;br /&gt;
=== Vanguard / -Guard ===&lt;br /&gt;
[[Vanguards]] will spawn from this lane.  [[Cannonball Tower|Cannonball Towers,]] [[Poison Dart Tower|Poison Dart Towers,]] and other projectile-based towers will not be very effective against them in these lanes.  Consider using traps, auras, AOE towers, or even [[Earthshatter Tower|Earthshatter Towers]] if you need long-range targeting.&lt;br /&gt;
&lt;br /&gt;
=== Cy- ===&lt;br /&gt;
[[Cyborks]] will appear.  Auras, traps, and nodes used in this lane are at risk of being disabled.  If you wish to use any of them, a tenacity [[Mods|servo]] can help mitigate stuns.&lt;br /&gt;
&lt;br /&gt;
=== Geo- ===&lt;br /&gt;
[[Geodes]] will spawn here.  They protect all enemies within its barrier from projectile attacks.  Counter them in a similar way that you would deal with [[Vanguards|vanguards.]]&lt;br /&gt;
&lt;br /&gt;
=== Zerker- ===&lt;br /&gt;
[[Berserker Orcs]] will charge out of the lane and will usually run in front of the pack.  It is fairly common for them to escape crowd control builds and leak through your defenses.  [[Cannonball Tower|Cannonball Towers]] are a great method for dealing with leaks.&lt;br /&gt;
&lt;br /&gt;
=== Stabby- ===&lt;br /&gt;
This only appears in a flyer lane.  [[Assassins|Dark Assassins]] will spawn and try to assassinate you.  They never appear alone in a flyer lane, so don't ignore anti-air defenses!&lt;br /&gt;
&lt;br /&gt;
=== Hex- ===&lt;br /&gt;
[[Hex Throwers]] will appear.  These guys are great at sniping your towers, and in some maps, can even snipe a core or sub-objective from the spawn.  A [[Reflect Beam]] is great at protecting anything vulnerable to snipers, and can also cause them to waste time trying to pick off their target.&lt;br /&gt;
&lt;br /&gt;
=== EMP- ===&lt;br /&gt;
These guys also only appear in flyer lanes.  Just like [[Kobold Flier|Kobold Flyers,]] [[Kobolts]] will attempt to dive-bomb any nearby defenses or anything if their health drops too low.  Traps, auras, and nodes cannot be stunned by kobolts, but multiple [[Sky Guard Tower|Sky Guard Towers]] can take them out before they have the chance to dive-bomb.  Extra range on your sky guards can reduce the chance of a successful dive-bomb attempt.&lt;br /&gt;
&lt;br /&gt;
=== Frosty- ===&lt;br /&gt;
Any [[Frost Enemies|frost enemies]] can be seen here.  This will only appear around floor 30 and beyond.  The Yeti [[Incursions|incursion]] will introduce you to these mobs.&lt;br /&gt;
&lt;br /&gt;
=== Lava- ===&lt;br /&gt;
[[Lava Guardians]] will spawn here.  This also only appears around floor 30+.  If you are having trouble dealing with these guys, they can also be found in the Demon Lord [[Incursions|incursion]].&lt;br /&gt;
&lt;br /&gt;
'''The third category contains names that appear in flyer lanes:'''&lt;br /&gt;
&lt;br /&gt;
=== Dargons ===&lt;br /&gt;
[[Wyverns]] will spawn here.  If the name were corrected to &amp;quot;dragons&amp;quot;, these lanes would probably be a lot scarier.&lt;br /&gt;
&lt;br /&gt;
=== Zappers ===&lt;br /&gt;
[[Lightning Bugs]] will appear.  They prefer to destroy your towers and blockades rather than head straight for your cores.&lt;br /&gt;
&lt;br /&gt;
=== Kami- / Kamikaze ===&lt;br /&gt;
[[Kobold Flier|Kobold Flyers]] will spawn and attempt to dive-bomb your defenses.&lt;br /&gt;
&lt;br /&gt;
'''The last category has special names that heavily change spawning conditions for the lane.  None of the names above will be combined with any of these names:'''&lt;br /&gt;
&lt;br /&gt;
=== Floppy Arms and Pig Bois ===&lt;br /&gt;
Only Goblin enemies and [[Warboars]] will appear here.  This name is usually only present in lower-level floors of Onslaught.&lt;br /&gt;
&lt;br /&gt;
=== Air Raid ===&lt;br /&gt;
Hence the name, this will only appear in flyer lanes.  This causes all types of enemies to spawn - usually in a larger quantity than usual.  Heavy anti-air is highly recommended, but careful not to spend too many Defense Units!&lt;br /&gt;
&lt;br /&gt;
=== Orcish Horde ===&lt;br /&gt;
Any assortment of mobs can spawn here, but only if they're orcs.  This ranges from [[Orcs|regular orcs]] to [[Cyborks]] to [[Berserker Orcs]].  The anti-orc or orc-boom [[Mods|servos]] are great counters for these lanes.&lt;br /&gt;
&lt;br /&gt;
=== Dreadbones' Crew ===&lt;br /&gt;
A random assortment of monsters will spawn with pirate outfits.  [[Captain Dreadbones]] will also spawn here every wave.&lt;br /&gt;
&lt;br /&gt;
=== Timmy's Revenge ===&lt;br /&gt;
A random assortment of monsters will spawn.  [[Timmy]] also spawns once every wave.&lt;br /&gt;
&lt;br /&gt;
=== Game Ogre ===&lt;br /&gt;
Only [[Ogres]] will spawn in this lane.  Unlike most ogres, these guys can range from smaller ogres to regular-sized ogres.  Because nothing else spawns in this lane, [[Cannonball Tower|Cannonball Towers]] or other single-targeting defenses work well.&lt;br /&gt;
&lt;br /&gt;
=== Just Timmy ===&lt;br /&gt;
[[Timmy]] spawns multiple times.  Just like with Game-Ogre, single-targeting defenses are great for handling this lane.&lt;br /&gt;
&lt;br /&gt;
== Lane Mutators ==&lt;br /&gt;
WIP :(&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Onslaught was taken out of the game during the Trials update.&lt;br /&gt;
Onslaught has been brought back with the recent update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the 19.0 [https://dungeondefenders.com/2/blog/142955/trials-the-endgame-update-out-now-full-patch-notes Patch notes], &amp;quot;Onslaught is finally taking the rest we’ve been talking about. In the future, we have plans for an Onslaught revamp or for a new system to take its place. It shall be reborn!&amp;quot;&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Berserker_Orc&amp;diff=11681</id>
		<title>Berserker Orc</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Berserker_Orc&amp;diff=11681"/>
				<updated>2019-09-05T16:52:34Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Cleaned up this page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Berserker Orcs, also known as Lady Orcs, are [[Chaos]] [[Enemies]] that make their first appearance in Chaos 4. These enemies should not be confused with the Lady Orc mini-bosses found in the [[Campaign]].&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Berserker Orcs are female [[Orcs]], known for their fast movement speed, immunity to slow debuffs, and heavy melee damage.&lt;br /&gt;
&lt;br /&gt;
===Boss Variant===&lt;br /&gt;
The mini-boss variant for Berserker Orc is Gnash the Flame Lance, a larger Berserker Orc who wields a flaming blade that can set your heroes or defenses on fire, dealing extra damage over time.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Berserker Orcs are notorious for running past barricades and other distractions, quickly reaching and killing any objectives. As a result, they can easily catch unaware players off guard and killing the objectives before players have time to react. This can be prevented by sealing up lanes with barricades, so that enemies are unable to simply walk around them. If a barricade goes down, act quickly to rebuild the barricade before Berserker Orcs leak through.&lt;br /&gt;
&lt;br /&gt;
Due to their fast movement speed and heavy damage, they are also very effective at destroying barricades. Traps and nodes capable of stunning are commonly used to control and counter them - just because they're immune to slow effects doesn't mean they can't be stunned. Make sure that there are defences to quickly kill Berserker Orcs that do reach the barricades. The Shielding Guard and Sharpened Spikes [[shards]] are often used as well to keep the barricades alive until the defences can kill them.&lt;br /&gt;
&lt;br /&gt;
When dealing with Berserker Orcs head-on with a melee-oriented hero, be wary of their heavy melee damage. Keep a distance whenever possible, and back up when they swing.&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]]&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Onslaught&amp;diff=11626</id>
		<title>Onslaught</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Onslaught&amp;diff=11626"/>
				<updated>2019-09-04T17:37:09Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Added much more info about Onslaught.  I decided to keep what was already on this page before I changed it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Onslaught is one of the gamemodes in Dungeon Defenders 2, which features stronger enemies as you progress.  It is available as soon as you complete the [[Campaign]].&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Onslaught has many special rules that aren't present in other gamemodes.  Here is a list of the special ruleset:&lt;br /&gt;
&lt;br /&gt;
=== Rule 1 ===&lt;br /&gt;
The further you progress through floors in Onslaught, the higher level enemies will become.  This seems straightforward on the surface, but you can end up with enemies far stronger than in [[Chaos|chaos 7]] difficulty on floors 30+.&lt;br /&gt;
&lt;br /&gt;
=== Rule 2 ===&lt;br /&gt;
Every lane has special conditions as to which monsters can spawn from it.  The name of the lane will also change as well to indicate what will spawn there.  A list of common names for lanes is listed below.&lt;br /&gt;
&lt;br /&gt;
=== Rule 3 ===&lt;br /&gt;
Enemies can be affected by lane mutators.  You will probably encounter your first lane mutator at floor 3.  Lane mutators can be viewed by holding shift and will appear below the list of enemies.  The further you go in Onslaught, the more mutators that will appear in each game.  Each lane is limited to 2 mutators at a time, and which mutators appear is completely random (re-rolling an onslaught floor will re-roll mutators again).  A list of lane mutators can also be found below.&lt;br /&gt;
&lt;br /&gt;
== Spawning Conditions ==&lt;br /&gt;
These are common prefixes, suffixes, and names that will appear on a lane and determine what spawns from it.  [[Bosses]] are not affected by special spawning conditions.&lt;br /&gt;
&lt;br /&gt;
The first category determines what type of non-[[Chaos|chaos]] monsters will spawn.&lt;br /&gt;
&lt;br /&gt;
=== Fodder ===&lt;br /&gt;
Any monsters can spawn in this lane.&lt;br /&gt;
&lt;br /&gt;
=== Wompers ===&lt;br /&gt;
Only melee monsters can spawn here, like [[Warboars]] and [[Orcs]].&lt;br /&gt;
&lt;br /&gt;
=== Throwers ===&lt;br /&gt;
Only ranged monsters can spawn here, like [[Javelin Throwers]] and [[Drakins]].&lt;br /&gt;
&lt;br /&gt;
=== Healers ===&lt;br /&gt;
[[Dark Mages]] will spawn here.&lt;br /&gt;
&lt;br /&gt;
=== Crippling ===&lt;br /&gt;
[[Witherbeasts|Wither Beasts]] will spawn here.&lt;br /&gt;
&lt;br /&gt;
The following will determine what [[Chaos|chaos]] monsters will spawn.  The prefixes/suffixes/names must be listed in a lane in order for said monster to spawn:&lt;br /&gt;
&lt;br /&gt;
=== Vanguard / -Guard ===&lt;br /&gt;
[[Vanguards]] will spawn from this lane.  [[Cannonball Tower|Cannonball Towers,]] [[Poison Dart Tower|Poison Dart Towers,]] and other projectile-based towers will not be very effective against them in these lanes.  Consider using traps, auras, AOE towers, or even [[Earthshatter Tower|Earthshatter Towers]] if you need long-range targeting.&lt;br /&gt;
&lt;br /&gt;
=== Cy- ===&lt;br /&gt;
[[Cyborks]] will appear.  Auras, traps, and nodes used in this lane are at risk of being disabled.  If you wish to use any of them, a tenacity [[Mods|servo]] can help mitigate stuns.&lt;br /&gt;
&lt;br /&gt;
=== Geo- ===&lt;br /&gt;
[[Geodes]] will spawn here.  They protect all enemies within its barrier from projectile attacks.  Counter them in a similar way that you would deal with [[Vanguards|vanguards.]]&lt;br /&gt;
&lt;br /&gt;
=== Zerker- ===&lt;br /&gt;
[[Berserker Orcs]] will charge out of the lane and will usually run in front of the pack.  It is fairly common for them to escape crowd control builds and leak through your defenses.  [[Cannonball Tower|Cannonball Towers]] are a great method for dealing with leaks.&lt;br /&gt;
&lt;br /&gt;
=== Stabby- ===&lt;br /&gt;
This only appears in a flyer lane.  [[Assassins|Dark Assassins]] will spawn and try to assassinate you.  They never appear alone in a flyer lane, so don't ignore anti-air defenses!&lt;br /&gt;
&lt;br /&gt;
=== Hex- ===&lt;br /&gt;
[[Hex Throwers]] will appear.  These guys are great at sniping your towers, and in some maps, can even snipe a core or sub-objective from the spawn.  A [[Reflect Beam]] is great at protecting anything vulnerable to snipers, and can also cause them to waste time trying to pick off their target.&lt;br /&gt;
&lt;br /&gt;
=== EMP- ===&lt;br /&gt;
These guys also only appear in flyer lanes.  Just like [[Kobold Flier|Kobold Flyers,]] [[Kobolts]] will attempt to dive-bomb any nearby defenses or anything if their health drops too low.  Traps, auras, and nodes cannot be stunned by kobolts, but multiple [[Sky Guard Tower|Sky Guard Towers]] can take them out before they have the chance to dive-bomb.  Extra range on your sky guards can reduce the chance of a successful dive-bomb attempt.&lt;br /&gt;
&lt;br /&gt;
=== Frosty- ===&lt;br /&gt;
Any frost mobs will appear.  This will only appear around floor 30 and beyond.  The Yeti [[Incursions|incursion]] will introduce you to these mobs.&lt;br /&gt;
&lt;br /&gt;
=== Lava- ===&lt;br /&gt;
[[Lava Guardians]] will spawn here.  This also only appears around floor 30+.  If you are having trouble dealing with these guys, they can also be found in the Demon Lord [[Incursions|incursion]].&lt;br /&gt;
&lt;br /&gt;
The third category contains names that appear in flyer lanes:&lt;br /&gt;
&lt;br /&gt;
=== Dargons ===&lt;br /&gt;
[[Wyverns]] will spawn here.  If the name were corrected to &amp;quot;dragons&amp;quot;, these lanes would probably be a lot scarier.&lt;br /&gt;
&lt;br /&gt;
=== Zappers ===&lt;br /&gt;
[[Lightning Bugs]] will appear.  They prefer to destroy your towers and blockades rather than head straight for your cores.&lt;br /&gt;
&lt;br /&gt;
=== Kami- / Kamikaze ===&lt;br /&gt;
[[Kobold Flier|Kobold Flyers]] will spawn and attempt to dive-bomb your defenses.&lt;br /&gt;
&lt;br /&gt;
The last category has special names that heavily change spawning conditions for the lane.  None of the names above will be combined with any of these names:&lt;br /&gt;
&lt;br /&gt;
=== Floppy Arms and Pig Bois ===&lt;br /&gt;
Only Goblin enemies and [[Warboars]] will appear here.  This name is usually only present in lower-level floors of Onslaught.&lt;br /&gt;
&lt;br /&gt;
=== Air Raid ===&lt;br /&gt;
Hence the name, this will only appear in flyer lanes.  This causes all types of enemies to spawn - usually in a larger quantity than usual.  Heavy anti-air is highly recommended, but careful not to spend too many Defense Units!&lt;br /&gt;
&lt;br /&gt;
=== Orcish Horde ===&lt;br /&gt;
Any assortment of mobs can spawn here, but only if they're orcs.  This ranges from [[Orcs|regular orcs]] to [[Cyborks]] to [[Berserker Orcs]].  The anti-orc or orc-boom [[Mods|servos]] are great counters for these lanes.&lt;br /&gt;
&lt;br /&gt;
=== Dreadbones' Crew ===&lt;br /&gt;
A random assortment of monsters will spawn with pirate outfits.  [[Captain Dreadbones]] will also spawn here every wave.&lt;br /&gt;
&lt;br /&gt;
=== Timmy's Revenge ===&lt;br /&gt;
A random assortment of monsters will spawn.  [[Timmy]] also spawns once every wave.&lt;br /&gt;
&lt;br /&gt;
=== Game Ogre ===&lt;br /&gt;
Only [[Ogres]] will spawn in this lane.  Unlike most ogres, these guys can range from smaller ogres to regular-sized ogres.  Because nothing else spawns in this lane, [[Cannonball Tower|Cannonball Towers]] or other single-targeting defenses work well.&lt;br /&gt;
&lt;br /&gt;
=== Just Timmy ===&lt;br /&gt;
[[Timmy]] spawns multiple times.  Just like with Game-Ogre, single-targeting defenses are great for handling this lane.&lt;br /&gt;
&lt;br /&gt;
== Lane Mutators ==&lt;br /&gt;
WIP :(&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Onslaught was taken out of the game during the Trials update.&lt;br /&gt;
Onslaught has been brought back with the recent update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the 19.0 [https://dungeondefenders.com/2/blog/142955/trials-the-endgame-update-out-now-full-patch-notes Patch notes], &amp;quot;Onslaught is finally taking the rest we’ve been talking about. In the future, we have plans for an Onslaught revamp or for a new system to take its place. It shall be reborn!&amp;quot;&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Petrify&amp;diff=11620</id>
		<title>Petrify</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Petrify&amp;diff=11620"/>
				<updated>2019-09-03T16:14:30Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Added a few redirects in certain areas.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Petrify is an elemental combo in Dungeon Defenders 2.  It is applied by dealing magical earth damage to poisoned enemies.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Petrified enemies are stunned and receive 5% more damage.  However, petrified enemies don't lose health until the petrify condition ends.  This effectively stacks damage onto the target and applies all of the damage the target receives at once, making this a great combo for clogging up lanes.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
=== [[Poison Dart Tower]] + [[Earthshatter]] ===&lt;br /&gt;
This is the easiest way to apply the petrify combo, being available at the start of the game and requiring no MODs.  Use the Poison Dart Tower to poison enemies; then, strike them with an Earthshatter.&lt;br /&gt;
&lt;br /&gt;
Despite being an easy way to access the petrify combo, this requires at least 100 Defense Units to build one PDT and Earthshatter.&lt;br /&gt;
&lt;br /&gt;
The PDT + Earthshatter combo is great for tackling on minibosses, but can get mowed down by hordes of enemies.  Using an Earth Toss shard will slightly increase the AOE radius of the earthshatter's spikes.&lt;br /&gt;
&lt;br /&gt;
If you're looking to use towers to apply petrify, but you need to do so to a large group of enemies, consider using a [[Skeletal Ramster]] with a poison servo instead of a PDT - or, if you have enough DU left, you can use both!  Despite how great their attacks are at AOE, ramsters have poor range and cost 10 more DU than a PDT.  Don't forget to bear those things in mind if you decide to switch!&lt;br /&gt;
=== Shattering Torpedo [[Reflect Beam|Reflect Beams]] ===&lt;br /&gt;
The Shattering Torpedo shard causes Reflect Beams to deal crushing earth damage - all without the use of a MOD!  Any defense can be used to poison enemies.  The PDT is a decent and fairly cheap tower for applying poison, but you may want to use a defense that is better at AOE damage, like the Skeletal Ramster or Weapon Manufacturer.  The reflect beams themselves are also cheap too, and their torpedoes can hit enemies from a fair distance away.  They can even provide protection from any monsters wanting to poke your defenses from afar.&lt;br /&gt;
&lt;br /&gt;
While this combo is relatively cheap in terms of DU, it requires a chaos 8 shard, which can only be obtained from onslaught floor 30+, prime incursions, or the Gran Ma'ster.  Cyborks can also disable your reflect beams, and depending on what setup and shards/mods you're using, berserkers can charge through your defenses.  Vicious Strikes can help deal with these 2 enemies, but you can only obtain this shard by obtaining 155 stars in Mastery (you will eventually be able to obtain a second one in Prime Incursions). &lt;br /&gt;
&lt;br /&gt;
If Vicious Strikes isn't available, you can use cannons or another single-targeting defense to handle berserker leaks.  It's rare to end up with more than 2-3 berserkers leaking at a time, so you shouldn't need any AOE towers.&lt;br /&gt;
&lt;br /&gt;
== Petrify or [[Electrocute]]? ==&lt;br /&gt;
Both elemental combos are great at providing crowd control to enemy lanes, and are very similar to each other.  However, there's a few key differences:&lt;br /&gt;
&lt;br /&gt;
Petrified enemies receive 5% more damage, and the status effect used to apply petrify is poison.  This is great for adding insult to injury and dealing extra damage.&lt;br /&gt;
&lt;br /&gt;
The status effect used to apply electrocute is [[Drenched|drench]], which can aid at crowd control even further.  If you aren't able to apply storm damage to electrocute an enemy, you might at least end up with them being slowed.&lt;br /&gt;
&lt;br /&gt;
What this essentially boils down to is personal preference.  If you need more crowd control, use electrocute.  However, if you doing just fine in the crowd control department, petrify can help you kill enemies faster.  It's recommended to start with petrify, and determine from there if you need to switch to electrocute.&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Petrify&amp;diff=11619</id>
		<title>Petrify</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Petrify&amp;diff=11619"/>
				<updated>2019-09-03T16:07:34Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Added more info to this page, including comparisons and contrasts with electrocute.  Also cleaned up areas that were incorrect or needed a little more info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Petrify is an elemental combo in Dungeon Defenders 2.  It is applied by dealing magical earth damage to poisoned enemies.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Petrified enemies are stunned and receive 5% more damage.  However, petrified enemies don't lose health until the petrify condition ends.  This effectively stacks damage onto the target and applies all of the damage the target receives at once, making this a great combo for clogging up lanes.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
=== Poison Dart Tower + Earthshatter ===&lt;br /&gt;
This is the easiest way to apply the petrify combo, being available at the start of the game and requiring no MODs.  Use the Poison Dart Tower to poison enemies; then, strike them with an Earthshatter.&lt;br /&gt;
&lt;br /&gt;
Despite being an easy way to access the petrify combo, this requires at least 100 Defense Units to build one PDT and Earthshatter.&lt;br /&gt;
&lt;br /&gt;
The PDT + Earthshatter combo is great for tackling on minibosses, but can get mowed down by hordes of enemies.  Using an Earth Toss shard will slightly increase the AOE radius of the earthshatter's spikes.&lt;br /&gt;
&lt;br /&gt;
If you're looking to use towers to apply petrify, but you need to do so to a large group of enemies, consider using a Skeletal Ramster with a poison servo instead of a PDT - or, if you have enough DU left, you can use both!  Despite how great their attacks are at AOE, ramsters have poor range and cost 10 more DU than a PDT.  Don't forget to bear those things in mind if you decide to switch!&lt;br /&gt;
=== Shattering Torpedo Reflect Beams ===&lt;br /&gt;
The Shattering Torpedo shard causes Reflect Beams to deal crushing earth damage - all without the use of a MOD!  Any defense can be used to poison enemies.  The PDT is a decent and fairly cheap tower for applying poison, but you may want to use a defense that is better at AOE damage, like the Skeletal Ramster or Weapon Manufacturer.  The reflect beams themselves are also cheap too, and their torpedoes can hit enemies from a fair distance away.  They can even provide protection from any monsters wanting to poke your defenses from afar.&lt;br /&gt;
&lt;br /&gt;
While this combo is relatively cheap in terms of DU, it requires a chaos 8 shard, which can only be obtained from onslaught floor 30+, prime incursions, or the Gran Ma'ster.  Cyborks can also disable your reflect beams, and depending on what setup and shards/mods you're using, berserkers can charge through your defenses.  Vicious Strikes can help deal with these 2 enemies, but you can only obtain this shard by obtaining 155 stars in Mastery (you will eventually be able to obtain a second one in Prime Incursions). &lt;br /&gt;
&lt;br /&gt;
If Vicious Strikes isn't available, you can use cannons or another single-targeting defense to handle berserker leaks.  It's rare to end up with more than 2-3 berserkers leaking at a time, so you shouldn't need any AOE towers.&lt;br /&gt;
&lt;br /&gt;
== Petrify or Electrocute? ==&lt;br /&gt;
Both elemental combos are great at providing crowd control to enemy lanes, and are very similar to each other.  However, there's a few key differences:&lt;br /&gt;
&lt;br /&gt;
Petrified enemies receive 5% more damage, and the status effect used to apply petrify is poison.  This is great for adding insult to injury and dealing extra damage.&lt;br /&gt;
&lt;br /&gt;
The status effect used to apply electrocute is drench, which can aid at crowd control even further.  If you aren't able to apply storm damage to electrocute an enemy, you might at least end up with them being slowed.&lt;br /&gt;
&lt;br /&gt;
What this essentially boils down to is personal preference.  If you need more crowd control, use electrocute.  However, if you doing just fine in the crowd control department, petrify can help you kill enemies faster.  It's recommended to start with petrify, and determine from there if you need to switch to electrocute.&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Petrify&amp;diff=11601</id>
		<title>Petrify</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Petrify&amp;diff=11601"/>
				<updated>2019-08-30T18:00:56Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Added a page on petrify with strategies - feel free to add any more strategies that you use!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Petrify is an elemental combo in Dungeon Defenders 2.  It is applied by dealing magical earth damage to poisoned enemies.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Petrified enemies are stunned and receive 5% more damage.  However, petrified enemies don't lose health until the petrify condition ends.  This effectively stacks damage onto the target and applies all of the damage the target receives at once, making this a great combo for clogging up lanes.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
=== Poison Dart Tower + Earthshatter ===&lt;br /&gt;
This is the easiest way to apply the petrify combo, being available at the start of the game and requiring no MODs.  Use the Poison Dart Tower to poison enemies; then, strike them with an Earthshatter.&lt;br /&gt;
&lt;br /&gt;
Despite being an easy way to access the petrify combo, this requires at least 100 Defense Units to build one PDT and Earthshatter.  Additionally, Earthshatters are only single target, meaning multiple will be required to effectively block a lane.&lt;br /&gt;
&lt;br /&gt;
The PDT + Earthshatter combo is great for tackling on minibosses, but can get mowed down by hordes of enemies.&lt;br /&gt;
=== Shattering Torpedo Reflect Beams ===&lt;br /&gt;
The Shattering Torpedo shard causes Reflect Beams to deal crushing earth damage - all without the use of a MOD!  Any defense can be used to poison enemies.  The PDT is a decent and fairly cheap tower for applying poison, but you may want to use a defense that is better at AOE damage, like the Skeletal Ramster or Weapon Manufacturer.  The reflect beams themselves are also cheap too, and their torpedoes can hit enemies from a fair distance away.  They can even provide protection from any monsters wanting to poke your defenses from afar.&lt;br /&gt;
&lt;br /&gt;
While this combo is relatively cheap in terms of DU, it requires a chaos 8 shard, which can only be obtained from onslaught floor 30+, prime incursions, or the Gran Ma'ster.  Cyborks can also disable your reflect beams, and depending on what setup you're using to apply poison, berserkers can charge through your defenses.&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Shards&amp;diff=11600</id>
		<title>Shards</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Shards&amp;diff=11600"/>
				<updated>2019-08-30T15:08:04Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Somehow didn't save the change about now being able to purchase C8 shards... :/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shards are gemlike artifacts that slot into your Relics, Armor, and Weapons. Shards replaced [[Skill Spheres]] system and item [[Passives]] (while some items with unique passives still drop but have only one shard slot). Shards give your hero or your defenses extra stats or abilities, all green shards can buff only defenses and can be placed only in [[Relics]], while blue shards will buff your hero and can be placed in [[Weapon]] and [[Armor]]. Shards can be moved between pieces of gear and be upgraded straight from your inventory. A weapon or piece of armor allows to hold up to 3 Shards and can only equip Hero (blue) Shards and relics can hold up to 3 Defense (green) Shards. Blue shards give you hero new abilities or stats while they are placed in any item currently equipped by that hero, but green (defenses) shards strengthen only that tower, where relic containing them is equipped.&lt;br /&gt;
&lt;br /&gt;
==Shards Packs==&lt;br /&gt;
Shards drop from shard packs obtained from victory chest at the end of every map, you will get Standard shard pack after completing any Campaign and Chaos map, those packs can drop shards associated with Campaign packs. After completing Trials on Chaos difficulty, you will get guaranteed Shard pack from that difficulty and one Shard Pack from any previous difficulty (for example, if you beat Chaos III Trials, you’ll receive 1 Chaos III Shard Pack and 1 Chaos II, Chaos I or Standard Shard Pack). &lt;br /&gt;
Once you win 3 consecutive random maps in a row in Trials, you’ll activate the Shard consecutive bonus. On your 4th consecutive victory onward, you’ll earn an extra Shard Pack for as long as the streak continues. This extra Shard Pack is a guaranteed Shard Pack from that difficulty. That means once you activate the win bonus, you’ll get 3 Shards guaranteed every victory (2 Shard Packs of that difficulty, 1 Shard Pack from previous difficulties) until one of your crystals break or you leave the game.&lt;br /&gt;
&lt;br /&gt;
Any shard can be purchased from [[Non Playable Characters|Gran Ma'ster]] for 1000 Defender Medals or 250 Gems. A shard pack containing 5 random shards can also be purchased for 500 Defender Medals or 125 Gems. These shard packs will give you 5 random shards from a single difficulty (e.g. 5 random Chaos V shards).&lt;br /&gt;
&lt;br /&gt;
==Shard Dust==&lt;br /&gt;
As of the Protean Shift update, you may disenchant shards (press 's' when hovering over a shard) which will turn the shard into shard dust of the same tier. Ten shard dust can be exchanged with [[Tavern#War_Recruiter|War Recruiter]] to obtain one new shard pack.&lt;br /&gt;
&lt;br /&gt;
==Shards list==&lt;br /&gt;
Most of '''drop locations are confirmed by [[File:Trendy-logo-final.png|80px]]''' (up to C5). Chaos 8 Shards (like Chaos 8 Ampoules) only drop in Onslaught or Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
[[File:c8.png|100px|link=C8 Shards]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:15%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:45%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Shard Pack&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Weapon&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Shield&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Helmet&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Chest &lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Gloves&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Boots&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Relic&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Defensive Critical Damage}} || Increases the Defense Crit Damage of the affected tower by '''4-20%'''. || 16 || Campaign || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Fortification}} || Increases Defense Health of the affected tower by '''2-34%'''. || 16 || Campaign || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Concussive Chi}} || Secondary attacks have a '''1-25%''' chance to stun targets for '''1-4.6''' seconds. || 12 || Campaign || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Concussive Shock}} || Increases the stun duration of Concussive Shot by '''4-40%'''. || 12 || Campaign || {{Valid for Huntress}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Construction}} || Increases repair and upgrade speed during Combat Phase by '''25-75%'''. || 20 || Campaign || {{Valid for ALL}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Fortification}} || Armor buff of Dryad’s Blessing is increased by '''4-40%''' in purification form. || 12 || Campaign || {{Valid for Dryad}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Drenching Strikes}} || Your primary attacks have a '''2-30%''' chance on hit to drench enemies for '''3-7''' seconds. || 14 || Campaign || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Tornado}} || Increases the knockup duration of Tornado by '''1-6''' seconds. || 10 || Campaign || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enhanced Decoy}} || Death From Above's decoy deals an extra '''20-420%''' damage to enemies. || 20 || Campaign || {{Valid for SeriesEV2}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Fountain Of Speed}} || Abyss Fountain increases allied movement speed by '''50-650''' for '''5''' seconds. || 12 || Campaign || {{Valid for AbyssLord}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Retribution}} || When you take damage, you have a '''2-20%''' chance of dealing '''125-425%''' of your Armor as damage to your attacker. || 20 || Campaign || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Speed Boost}} || Increases your movement speed by '''100-500'''. || 8 || Campaign || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Support Magic Specialist}} || Decreases the cost of Broom Vault and Book Drop by '''4-40%'''. || 12 || Campaign || {{Valid for Gunwitch}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Swift Provocation}} || Provoke movement speed buff increased by '''10-154'''. || 12 || Campaign || {{Valid for Squire}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Worm Scarf}} || Reduces the damage you take from enemies by '''3-15%'''. || 12 || Campaign || {{Valid for ALL}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Zephyr's Warpath}} || Increase movement speed in Whirlwind by '''5%-105%'''. || 20 || Campaign || {{Valid for Barbarian}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Crumbling Stone}} || Enemies petrified by Maw of the Earth Drake receive '''2-20%''' more damage and explode on death for '''10-250%''' Defense Power magical damage. || 20 || Chaos 1 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Destruction}} || Increases Defense Power of the affected tower by '''2-34%'''. || 16 || Chaos 1 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Electric Fingers}} || Skeletal Orcs have '''3-30%''' chance on hit to deal an additional '''40-400%''' of their Defense Health as storm damage. Bounces '''3''' times. || 18 || Chaos 1 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowered Flame}} || Flamethrower tower has a '''1-15%''' chance to hit the target again for '''55-275%''' damage. || 20 || Chaos 1 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Enduring Bubble}} || Increases Viper's Fang bubble duration by '''1-2''' seconds. || 10 || Chaos 1 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Laser Boost}} || Picking up Mega Death Laser increases EV2's movements speed by '''50-350''' and Hero Damage by '''4-40%''' for '''15''' seconds. || 20 || Chaos 1 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Rippling Explosions}} || Enemies that die inside the boost aura have a '''5-25%''' chance to detonate, dealing '''20-80%''' of the Boost aura's Tower Damage stat as damage in a small area around the enemy. || 20 || Chaos 1 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Stun Fire}} || Cannonball Tower has a '''11-25%''' chance on hit to stun target for '''1.6-3''' seconds. || 14 || Chaos 1 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Annoyance}} || Taunts nearby enemies for '''1-4''' seconds every '''8''' seconds. || 10 || Chaos 1 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Bots Of Oil}} || Exploding Grav Bots now oil enemies for '''1-8''' second(s). If ignited by fire, deals  '''20-220%''' Ability Power as fire damage per second for '''1-5''' second(s). || 20 || Chaos 1 || {{Valid for SeriesEV2}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Broomnado Power}} || Increases Broom Nado damage by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Gunwitch}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Bulwark}} || Increases armor by '''4-40%'''. || 12 || Chaos 1 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Concussive Power}} || Increases the damage of Concussive Shots by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Huntress}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Crane Stance}} || Each secondary attack increases the damage of the next primary attack by '''10-90%.''' Stacks up to '''6''' times. || 20 || Chaos 1 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Critical Strike}} || Increases your Hero Crit Chance by '''3-10%'''. || 7 || Chaos 1 || {{Valid for ALL}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Haunting}} || Primary attacks generate '''1''' ghost stack. At '''10''' stacks you unleash ghosts for '''3''' seconds, each dealing '''10-250%''' of your Ability Power as damage. The effect has a cooldown of '''5''' seconds. || 20 || Chaos 1 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Lashing Power}} || Increases Lash Out damage by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Mystic}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Molten Striker}} || Molten Core deals more impact damage the farther it travels, up to +20-200% more damage. || 20 || Chaos 1 || {{Valid for Lavamancer}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Volley}} || Increases the damage of Arcane Volley by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Apprentice}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shroom Doom}} || Damage of Powder Toss while in Corrupt Form increased by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Dryad}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Thundering Call}} || Increases Call to Madness range by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Withering Fountain}} || Abyss Fountain withers enemies inside it reducing the damage they deal by '''2-20%'''. || 9 || Chaos 1 || {{Valid for AbyssLord}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Full Shell Ahead}} || Increases movement speed while in Turtle Stance by '''25-525'''. || 20 || Chaos 1 || {{Valid for Barbarian}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Atomic Capacity}} || This shard gives your Atomic Launcher an additional missile when the shard is upgraded to '''4/8''' and then another at '''8/8'''. || 8 || Chaos 2 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Berserk Master}} || Increases the duration of Direct Command on your Skeletal Orcs by '''1-5''' seconds. || 8 || Chaos 2 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Blazing Phoenix}} || Shortly after a Blaze Balloon triggers, a Phoenix emerges dealing '''1000-5000%''' Defense Power as magical fire damage. || 20 || Chaos 2 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Combined Power}} || Serpent's Coil deals '''25-385%''' Defense Power as magical damage each second when an enemy is also affected by Sand Viper. || 18 || Chaos 2 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Defensive Critical Strike}} || Increases the Defense Crit Chance of the affected tower by an additional '''2-15%'''. || 12 || Chaos 2 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Encroaching Flames}} || Flame aura has a '''5-30%''' chance to deal '''4-60%''' more damage. || 12 || Chaos 2 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Frosty Duet}} || The Frostbite tower can hit an additional target, but its Range is reduced by '''60-35%.''' || 10 || Chaos 2 || {{Valid for Apprentice}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Magma Maelstrom}} || Rate at which Fissures of Embermount generate Molten Power reduced by '''4-40%'''. || 12 || Chaos 2 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Panic Fire}} || When the affected tower takes damage, it has a '''5-15%''' chance to increase it's Attack Rate by '''50%''' for '''1-4''' seconds. Does not work with Auras and Traps. || 10 || Chaos 2 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Power Bolts}} || Ballista has a '''4-40%''' chance on hit to deal '''15-60%''' extra magical damage. || 15 || Chaos 2 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Press Your Luck}} || When the affected tower takes damage, it has a '''5-15%''' chance to increase it's Critical Hit Chance by '''30%''' for '''1-4''' seconds. Does not work with Auras and Traps. || 10 || Chaos 2 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|World Tree Mcbufferson}} || Every '''20''' seconds, the world tree places a leafy shield on a blockade within its influence that absorbs '''10-210%''' of the Dryad's Defense Health stat and lasts '''10''' seconds. || 20 || Chaos 2 || {{Valid for Dryad}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Batter Up}} || Increases the damage of Molten Core by '''4-40%''' each time it is redirected. Happens '''3''' times. || 12 || Chaos 2 || {{Valid for Lavamancer}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Harmony}} || Reduces Corruption form’s Celestial Power drain by '''-1''' to '''-3'''. || 10 || Chaos 2 || {{Valid for Dryad}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Critical Restoration}} || Primary Attack critical hits restore '''1-5''' Broom Power. || 8 || Chaos 2 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Dewey Deathimal System}} || Book drop duration is increased '''1-3''' second and the extra damage they take is increased '''5-15%''' while under it's effect. || 20 || Chaos 2 || {{Valid for Gunwitch}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Dragon Stance}} || Each melee primary attack increases the damage of the next ranged secondary attack by '''10-90%.''' Stacks up to '''6''' times. || 20 || Chaos 2 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Dummies And Bots}} || The Death From Above ability now spawns '''4''' grav Bots that each deal '''20-220%''' of your Ability as damage in a '''100-500''' radius. These do not count towards the cap on the number of Bots she can hold. || 20 || Chaos 2 || {{Valid for SeriesEV2}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Empowered Mark}} || Increases the max number of the marked targets this hero may have by '''2-30'''. || 28 || Chaos 2 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Harbinger’s Slam Power}} || During Provoke, Seismic Slam damage increased by '''130-410%''' of your Ability Power stat. || 20 || Chaos 2 || {{Valid for Squire}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Inspiration}} || Reduces the cooldown of your abilities by '''4-40%'''. || 12 || Chaos 2 || {{Valid for ALL}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Piercing}} || Concussive Shots also fires a piercing shard dealing '''50-350%''' of Ability Power as damage, then explodes dealing '''25-225%''' of Ability Power as unresisted damage. || 20 || Chaos 2 || {{Valid for Huntress}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Of The Knight}} || Increases the damage of Knight of the Abyss by '''4-40%'''. || 12 || Chaos 2 || {{Valid for AbyssLord}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Quake}} || You have a '''10-30%''' chance when landing to deal '''50-250%''' of your Ability Power as earth damage to nearby enemies. || 20 || Chaos 2 || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Serpent’s Appeasement}} || Increases Appeasement gained by '''60-300%'''. || 12 || Chaos 2 || {{Valid for Mystic}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Turtle Power}} || Increase Damage Protection while in Turtle Stance by '''1%-21%'''. || ? || Chaos 2 || {{Valid for Barbarian}} || {{Valid for Boot}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Boosted Grasp}} || Enemies move at '''90-60%''' speed when they are within the Boost Aura. || 10 || Chaos 3 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Deadly Strikes}} || Increases the Defense Range of the affected tower by '''4-40%'''. || 12 || Chaos 3 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Drenched}} || After your Geyser Trap drenches an enemy, the next source of damages deals an additional '''3-35%''' damage. || 16 || Chaos 3 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowered Bolts}} || Ballista has a '''5-30%''' chance on hit to deal full damage to all targets pierced for the next '''10-40''' seconds. || 10 || Chaos 3 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowered Frostbite}} || Frostbite has a '''5-45%''' chance to freeze the target for '''1-7''' seconds. || 20 || Chaos 3 || {{Valid for Apprentice}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowering Blasphemy}} || Obelisk Hero Stat boost increased to '''10-50%''' and polymorph duration increased by '''1-6''' seconds. || 10 || Chaos 3 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Numerous Reflection}} || Increases the nodes of EV2’s Reflect Beam can sustain by '''1-6'''. || 5 || Chaos 3 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Oil Spill}} || Gives oil geyser a '''5-30%''' chance to stun all enemies hit for '''2s'''. || 10 || Chaos 3 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Rain Of Oil}} || Skeletal Archer's Direct Command now oils enemies, slowing them by '''50%''' for '''2-12''' seconds. If an oiled enemy is hit by fire damage, the oil ignites, dealing '''20-600%''' of its Defense Power in fire damage over '''1-11''' seconds. || 20 || Chaos 3 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Shielding Guard}} || When the affected tower takes damage, it has a '''5-25%''' chance to gain a shield for '''50-250%''' of it's Defense Health for '''5''' seconds. Does not work with Auras or Traps. || 20 || Chaos 3 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Abyss Knight’s Bargain}} || Reduces the mana cost of Knight of the Abyss by '''4-40%'''. || 12 || Chaos 3 || {{Valid for AbyssLord}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Abyss Stone Attunement}} || Reduces the mana cost of Abyss Stone by '''1-15%'''. || 14 || Chaos 3 || {{Valid for AbyssLord}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Aerial Mastery}} || Increases Death From Above’s Duration by '''1-6''' seconds. || 10 || Chaos 3 || {{Valid for SeriesEV2}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Betsy’s Curse}} || Primary attacks leave a curse zone that reduces the damage enemies deal by '''5-25%.''' You can place up to '''3''' zones and each zones lasts '''20-100''' seconds. || 20 || Chaos 3 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Betsy’s Empowered Lightning}} || Every '''8''' seconds, secondary attacks spawn a lightning balldealing '''125-325%''' Ability Power as storm damage '''2.5''' times per second  for '''1''' seconds. || 20 || Chaos 3 || {{Valid for Monk}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Bewitching Hour}} || Each Snipe hit adds '''4-40%''' to the damage of the next Primary Attack hit. Stacks up to '''5''' times. || 12 || Chaos 3 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Big Boy}} || The first Grav Bot placed will always be a Big Boy. Big Boy mines do an additional '''100-1100%'''  of hero Damage as damage to enemies in double the area. || 20 || Chaos 3 || {{Valid for SeriesEV2}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Cataclysm}} || Increases Eruption damage by '''4-40%'''. || 12 || Chaos 3 || {{Valid for Lavamancer}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Channel}} || Restores '''1-15''' of your ability resources every '''5''' seconds. || 14 || Chaos 3 || {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Huntress}}{{Valid for Monk}}{{Valid for Initiate}}{{Valid for AbyssLord}}{{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Bargain}} || When this shard is fully upgraded, Dryad's Blessing costs no celestial power in purification form and costs '''1''' celestial power power per second instead of '''2''' in corruption form. || 10 || Chaos 3 || {{Valid for Dryad}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Blessing}} || Damage of Dryad's Blessing is increase by '''4-40%''' in corrupt form. || 12 || Chaos 3 || {{Valid for Dryad}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Fight Me Not}} || Defenses will deal '''5-25%''' more damage to enemies targetting the Squire. || 20 || Chaos 3 || {{Valid for Squire}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Jackpot}} || You have a '''2-10%''' chance when picking up gold to quadruple the amaunt. || 8 || Chaos 3 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Lava Floor}} || Eruption spawns a lava field dealing '''150-1150%''' Ability Power as Fire magic damage each second for '''5s'''. || 20 || Chaos 3 || {{Valid for Lavamancer}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Oil Slick}} || Increases the duration of oil flask by '''1-9%'''. || 8 || Chaos 3 || {{Valid for Huntress}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Overwhelm}} || Your primary attacks have a '''7-15%''' chance to stun enemies for '''1-3''' seconds. || 8 || Chaos 3 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Overwhelming Buster}} || Adds '''0.5-4.5s''' to Blunder Broom Buster duration. || 8 || Chaos 3 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Tormented Power}} || Increases Dark Torment damage by '''4-40%'''. || 12 || Chaos 3 || {{Valid for Mystic}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Echoing Shout}} || Increases the duration of Staggering Shout debuffs by 0.5s-4.5s. || 10 || Chaos 3 || {{Valid for Barbarian}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Defense Rate}} || Increases the Attack Rate of the affected tower by '''9-33%'''. || 12 || Chaos 4 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Earth Toss}} || Earthshatter tower has a '''28-100%''' chance on hit to knock targets into the air. || 18 || Chaos 4 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowering Flames}} || Flame Aura increases the damage of heroes standing inside it by '''5-25%'''. || 20 || Chaos 4 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Surprise}} || Geyser Trap has a '''10-50%''' chance to fire an exploding shard dealing '''200-1200%''' Defense Power as damage in an area. || 20 || Chaos 4 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Lateral Blast}} || Volcano attacks spawn three random meteors that drop nearby, each dealing '''750-2250%''' Defense Power as magical Fire damage. || 20 || Chaos 4 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Power Transfer}} || Increases the Defense Crit Chance of the affected tower by '''4-30%''' and reduces the Defense Power by -10%. || 14 || Chaos 4 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Puncturing Bolts}} || Ballista can now pierce an additional '''1-4''' targets. || 6 || Chaos 4 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Sandstorm Warrior}} || The Snaking Sands sandstorm increases Hero Damage and Ability Power by '''101-125%''' for '''1-25''' seconds. || 12 || Chaos 4 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Abyssal Mandate}} || Reduces the mana cost of Direct Command by '''4-40%'''. || 12 || Chaos 4 || {{Valid for AbyssLord}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Beacon Of The Storm}} || Once per second your primary attack spawns a lightning ball that deals '''10-50%''' of your Hero Damage as storm damage. Bounces up to '''3''' times. || 20 || Chaos 4 || {{Valid for ALL}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Betsy’s Empowered Beam}} || Primary attacks fire a piercing sonic projectile that deals '''105-150%''' Hero Damage as magical damage. || 15 || Chaos 4 || {{Valid for Squire}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Call Of The Kobold}} || Defeating an enemy grants a charge. Secondary attacks consume charges and shoots a firework at your target for '''20%-320%''' of your ability power. || 20 || Chaos 4 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Caustic Oil}} || Increases the damage of Oil Flask by '''4-40%'''. || 12 || Chaos 4 || {{Valid for Huntress}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Celestial Attunement}} || The dyrad can hold '''1-4''' more stacks of starfall. || 6 || Chaos 4 || {{Valid for Dryad}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Charge Blast V2}} || Reduces the cost of EV2’s secondary attacks by '''5-95%'''. || 18 || Chaos 4 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Darkest Syphon}} || Increases the angle of Dark Syphon by '''3-30'''. || 9 || Chaos 4 || {{Valid for AbyssLord}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Electric Retribution}} || When you take damage, you have a '''2-25%''' chance of dealing '''125-450%''' of your Armour as storm damage to your attacker. || 20 || Chaos 4 || {{Valid for ALL}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Drop}} || Increases Book Drop duration by '''0.5-7.5s'''. || 14 || Chaos 4 || {{Valid for Gunwitch}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Lash}} || Increases Lash Out poison duration by '''0.5-4.5''' s. || 8 || Chaos 4 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Fan Of Knights}} || Skeletal Knight also fires two additional Knights that deal '''20-500%''' of your Ability Power in damage. || 20 || Chaos 4 || {{Valid for AbyssLord}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Freeze Buster}} || Blunder Broom Buster has a '''1-5%''' chance to also freeze enemies for '''1-4s''', allowing them to be shattered by Crushing damage. || 10 || Chaos 4 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Frozen Core}} || Increases Ice Needle damage by '''4-40%'''. || 12 || Chaos 4 || {{Valid for Gunwitch}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Hemolytic Poison}} || Lashout cooldown increased to '''200-160%''' of what it was but allows it to stack '''0-2''' times and increases its duration by '''3-7''' seconds. || 20 || Chaos 4 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Inspiring Strikes}} || Primary attacks reduce the cooldown of your abilities by '''-0.1-0.3''' seconds. || 4 || Chaos 4 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Insulated Decoy}} || Decreases heat generated from Death from Above by '''4-40%'''. || 12 || Chaos 4 || {{Valid for SeriesEV2}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Let’s Rock}} || Activating Harden/Inflame gives the Lavamancer a shield lasting for '''6-30''' seconds that absorbs '''20-140%''' Hero Health incoming damage. || 12 || Chaos 4 || {{Valid for Lavamancer}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Manabomb’s Aid}} || Manabomb places a shield on you that lasts '''20''' seconds that absorbs '''150-750%''' of your Ability Power Stat. Enemies that hit the shield are burned for a total of '''150-550%''' of your Ability Power over '''3''' seconds. || 20 || Chaos 4 || {{Valid for Apprentice}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Mine Blast Radius}} || Anti Gravity Bots damage radius increased by '''4-40%'''. || 12 || Chaos 4 || {{Valid for SeriesEV2}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Piercing Power}} || Increases the damage of Piercing Shot by '''4-40%'''. || 12 || Chaos 4 || {{Valid for Huntress}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shroom Bloom}} || The mushrooms created by Powder Toss last '''1-6''' seconds longer. || 10 || Chaos 4 || {{Valid for Dryad}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shroom Gloom}} || Slow intensity of Powder Toss in Purification Form increased by '''4-40%'''. || 12 || Chaos 4 || {{Valid for Dryad}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Smashing Fists}} || Pole Smash or Chi Stomp spawns a Fist dealing '''20-220%''' Ability Power as damage. After a short delay, another Fist emerges dealing '''20-420%''' Ability Power as damage. || 20 || Chaos 4 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Draining Strikes}} || Increase the healing from Siphon Stance by '''5%-25%'''. || ? || Chaos 4 || {{Valid for Barbarian}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Boosted Blockade}} || Boost Aura increases blockade health by '''2-20%'''. || 12 || Chaos 5 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Cthulu’s Influence}} || While under the effects of corruption, Angry Nimbus has a '''3-27%''' chance to charm enemies for '''1-7''' seconds. || 12 || Chaos 5 || {{Valid for Dryad}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Arrows}} || Skeletal Archers have a '''15-30%''' chance on hit to fire an explosive arrow dealing an additional '''150-450%''' of their Defense Power in damage. || 20 || Chaos 5 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Guard}} || When the affected tower takes damage, it has '''3-35%''' chance to trigger an explosion and deal '''140-500%''' of its Defense Health as damage to nearby enemies. Does not work with Auras or Traps. This does not destroy the tower. || 18 || Chaos 5 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Poison}} || If an enemy poisoned by the Poison Dart Tower is killed , it detonates dealing '''10%-150%''' of the tower’s damage stat as damage in a small area around the enemy. || 20 || Chaos 5 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Fire For Effect}} || Your explosive Trap has a '''15-45%''' chance to detonate twice without consuming an additional charge. || 20 || Chaos 5 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Frosty Beams}} || 25% chance for Proton Node to freeze all enemies it touches for '''1-2''' seconds. || 20 || Chaos 5 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Frosty Bind}} || Frostbite slow strength increased by '''1-10%'''. || 12 || Chaos 5 || {{Valid for Apprentice}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Heavy Cannonball}} || Cannonball tower has a '''5-20%''' chance to spawn a heavy cannonball that pierces up to '''1-10''' target(s) stunning them for '''1-2''' second and dealing '''120-1250%''' of the Cannonball tower's damage. || 20 || Chaos 5 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Snakes On A Plane}} || Obelisk spawns a snake every '''3s''' that flies into an enemy dealing '''25-3000%''' Defense Power as magical Earth damage. || 20 || Chaos 5 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Split Vipers}} || Sand Viper may target up to '''1-2''' additional enemies, but has '''40-20%''' less Defense Power and does not ramp-up damage. || 10 || Chaos 5 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Vampiric Empowerment}} || Increases the Defense Power of the affected tower by '''4-60%''' of its Defense Health. || 14 || Chaos 5 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Volcanic Shock}} || Volcano has a '''2-20%''' chance to stun all enemies hit for '''1-2.8s'''. || 12 || Chaos 5 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Anti Air}} || Deals '''4-40%''' additional damage to flying enemies. || 12 || Chaos 5 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Betsy Cluster Nades}} || When attacking flying enemies, you have a '''10-50%''' chance on hit to drop a bomb beneath them that deals '''110-310%''' of your Ability Power stat an Damage in a small area. || 20 || Chaos 5 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Burning Strikes}} || 2-20% chance on hit to burn target for '''20-180%''' of your Hero Damage stat as magical fire damage each second for '''1-5''' seconds. || 20 || Chaos 5 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Chi Burst}} || Increases Talisman of Empowerment's Critical Damage boost by '''2-20%'''. || 12 || Chaos 5 || {{Valid for Initiate}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Embrace}} || Starfall damage is increased by '''4-40%''' in corrupt form. || 12 || Chaos 5 || {{Valid for Dryad}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Debilitating Madness}} || Call to Madness increase the target's damage taken by '''3-45%'''. || 14 || Chaos 5 || {{Valid for Mystic}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Drenching Broomnado}} || Broom Nado damage increased by '''4-40%''' and its hits have '''1-25%''' chance to drench enemies and slow them by '''30%''' for '''1-5''' seconds. || 12 || Chaos 5 || {{Valid for Gunwitch}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Empowered Beam}} || After the Sword Beam collides with '''5''' targets, it spawns an additional Sword Beam that travels in the same direction as the first dealing '''125-425%''' of your Ability Power stat as damage to each target hit. After colliding with '''5''' targets it returns to the Squire dealing '''125-425%''' of your Ability Power stat as damage in an area around Squire. || 20 || Chaos 5 || {{Valid for Squire}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Provocation}} || Provoke lasts an additional '''0.5-7.5''' seconds. || 14 || Chaos 5 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enhanced Launcher}} || Anti Gravity Bot Launcher can store an additional '''1-15''' Anti Gravity Bots. || 14 || Chaos 5 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Flaming Knight}} || Knight of the Abyss is now imbued with fire, causing enemies hit to burn for '''50-500%''' of your Ability Power in fire damage over '''5''' seconds. || 18 || Chaos 5 || {{Valid for AbyssLord}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Heroic Power}} || Increases Heroic Wave’s hero damage boost by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Monk}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Madness’ Embrace}} || Increases Call to Madness duration by '''0.5-7.5s'''. || 14 || Chaos 5 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Mana Leech}} || Dark Syphon drains '''4-40%''' additional mana. || 12 || Chaos 5 || {{Valid for AbyssLord}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Manabomb Power}} || Increases the damage of Manabomb by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Apprentice}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Meteor Rain}} || Manabomb opens a portal overhead that spawns meteor that deal '''30-550%''' of your Ability Power stat as damage to enemies they affect. || 20 || Chaos 5 || {{Valid for Apprentice}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Mine Heat Compensator}} || The cost of EV2’s Anti Gravity Bots is reduced by '''4-40%'''. || 12 || Chaos 5 || {{Valid for SeriesEV2}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Molten Charge Power}} || Increases Molten Charge damage by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Lavamancer}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Molten Stun}} || Increases Molten Charge stun duration by '''0.5-4.5s'''. || 8 || Chaos 5 || {{Valid for Lavamancer}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|One With Chi}} || Increases the damage of Chi Blast by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Monk}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Poison Leaves}} || Dryad’s poison attacks deal '''2-20%''' more damage. || 12 || Chaos 5 || {{Valid for Dryad}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Read Or Die}} || Scatter Sweep and Broom Vault have an '''1-21%''' chance to transmogrify enemies into books for '''3s'''. Transmogrified enemies take increased damage. || 10 || Chaos 5 || {{Valid for Gunwitch}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Scatter Power}} || Increases Scatter Sweep damage by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Gunwitch}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Maelstrom}} || While Lightning Stance is active, the Barbarian's attacks have a '''5%-25%''' chance to drench enemies, stunning them for '''1.5s-3.5s.''' || ? || Chaos 5 || {{Valid for Barbarian}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Talon Strike}} || Hawk Strike now stuns for '''2s-4.5'''. || ? || Chaos 5 || {{Valid for Barbarian}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Boosted Power}} || Increases the power of the Boost Aura by '''2-20%'''. || 18 || Chaos 6 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Colossal Fissure}} || Your Colossus' Direct Command now rips the earth unleashing a fissure that lingers and deals '''50-2050%''' of your Ability Power in damage over '''6''' seconds, but increases the mana cost of Direct Command by '''30-70%.''' Usable once every '''60''' seconds. || 20 || Chaos 6 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Enhanced Poison}} || Increases the rate of the Poison Dart Tower's poison by '''4-40%'''. || 12 || Chaos 6 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Flaming Death}} || EV2’s mega death laser sets enemies it hits on fire dealing '''50-2''',050% of EV2’s Ability Power stat as damage over '''10''' seconds. || 20 || Chaos 6 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Frosty Power}} || Frostbite tower passes '''10-50%''' of its Defense Power stat to defenses within its frost aura. || 20 || Chaos 6 || {{Valid for Apprentice}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Health Pylon}} || Increases the Defense Health of nearby defenses to '''102-130%.''' Note: Requires a Blockade but this shard does not buff the Blockade that equips this shard. || 20 || Chaos 6 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Mark Targets}} || This defence has a '''5-45%''' chance to place an Apprentice Mark on its target. || 20 || Chaos 6 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Megarock}} || Volcano launches a huge rock dealing '''1000-4000%''' Defense Power damage once every '''3''' volleys. || 20 || Chaos 6 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Serpent God’s Protection}} || Towers and Blockades near the Obelisk take '''-1%''' to '''-10%''' damage. || 9 || Chaos 6 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Sharpened Spikes}} || Blockade has a '''2-30%''' chance to stun enemies hit for '''1-3''' seconds. || 14 || Chaos 6 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Brain Of Confusion}} || When you take damage you have a '''3-15%''' chance to confuse nearby enemies for '''3''' seconds. This effect has a '''15''' second cooldown. || 12 || Chaos 6 || {{Valid for ALL}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Flaming Retribution}} || When you take damage, you have a '''2-20%''' chance of dealing '''125-425%''' of your Armor as fire damage to your attacker. || 20 || Chaos 6 || {{Valid for ALL}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Heat Dispenser Module}} || EV2 upgrades her gun with a new heat dispenser module that drains '''4-40%''' more heat with each primary attack. || 12 || Chaos 6 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Howling Feast}} || Your Primary attacks generate '''1''' Feast stack, while at '''10''' stacks, increase your Hero Damage by '''2-30%.''' One stack wears off every '''3''' seconds. || 14 || Chaos 6 || {{Valid for Dryad}}{{Valid for Squire}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Molten Core Power}} || Increases Molten Core damage by '''4-40%'''. || 12 || Chaos 6 || {{Valid for Lavamancer}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Nightmare Fuel}} || Enemies affected by Lash Out poison take '''20-320%''' Hero Damage as magical damage when hit by Dark Torment. || 20 || Chaos 6 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Pole Power}} || Increases the damage of Pole Smash or Chi Stomp by '''4-40%'''. || 12 || Chaos 6 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Of Storms}} || You have a '''4-10%''' chance on hit to restore '''20''' mana per second for '''1-3''' seconds. '''10''' seconds cooldown. || 12 || Chaos 6 || {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Huntress}}{{Valid for Monk}}{{Valid for Initiate}}{{Valid for AbyssLord}}{{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Scatter Striker}} || Increases the range of Scatter Sweep by '''4-40%'''. || 12 || Chaos 6 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shattering Stones}} || After an Abyss Stone expires, it detonates dealing '''40-400%''' of your Ability Power as crushing damage to nearby enemies. || 18 || Chaos 6 || {{Valid for AbyssLord}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Snipe Critical Strike}} || Increases the Crit Chance of Snipe by '''2-30%'''. || 14 || Chaos 6 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Unholy Fire}} || Blocking unleashes flames that deal '''150-750%''' of your ability power stat as damage to enemies in a cone in front of the hero at a rate of twice per second. || 20 || Chaos 6 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Boiling Blood}} || Causes the Barbarian to take '''20%-2%''' of his Max Health as damage, every 5s during combat phase gaining Fury. || 18 || Chaos 6 || {{Valid for Barbarian}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shellshock}} || While Turtle Stance is active the Barbarian's attacks wither enemies hit for '''3-13''' seconds reducing their damage to '''75%-35%'''. || 18 || Chaos 6 || {{Valid for Barbarian}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Manufacturer’s Overcharge}} || Weapon Manufacturer charges '''4-40%''' faster. || 12 || Chaos 7 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Node Increase}} || EV2 can create '''1-4''' extra node(s) in any single Weapon Manufacturer chain. || 6 || Chaos 7 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Obelisk Shield}} || Obelisk Shield absorption increased to '''10-70%'''. || 15 || Chaos 7 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Oily Entrapment}} || Increases Oil Geyser slow rate by '''3-15%'''. || 12 || Chaos 7 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Power Pylon}} || Increases the Defense Power of nearby defenses to '''102-120%.''' Note: Requires a Blockade but this shard does not buff the Blockade that equips this shard. || 18 || Chaos 7 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Splody Harpoon}} || Ballista projictiles have a '''10-30%''' chance to detonate on each target hit dealing '''150-350%''' of the Ballista's defence power stat as extra damage in small area. || 20 || Chaos 7 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Charged Shot}} || Your primary attacks have a '''5-15%''' chance to fire a fully charged secondary attack. || 10 || Chaos 7 || {{Valid for Huntress}}{{Valid for Apprentice}}{{Valid for SeriesEV2}}{{Valid for Adept}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Chi Supercharge}} || Increases Talisman of Empowerment's Defense Power boost by '''2-20%'''. || 12 || Chaos 7 || {{Valid for Initiate}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Constrictor}} || Defeating an enemy adds a constrictor stack. At '''10''' stacks, unleashes a bed of constrictor snakes that stun nearby targets for '''1-5s'''. While stunned, enemies take '''50-450%''' Ability Power as magical damage each second for '''3''' seconds. || 20 || Chaos 7 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Slam}} || Seismic Slam stun duration increased by '''0.5-5''' seconds. || 15 || Chaos 7 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Fiery Brimstone}} || Adds '''4-12%''' Hero Damage to Your Attacks as Magical Fire Damage. || 10 || Chaos 7 || {{Valid for AbyssLord}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Heroic Boost}} || Increases Heroic Wave's healing done by '''4-40%'''. || 12 || Chaos 7 || {{Valid for Monk}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Life Leech}} || Your primary attacks heal you for '''0.2-1%''' of your max health. || 20 || Chaos 7 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Mana Capacitor}} || Increases your maximum ability resource by '''10-100'''. || 18 || Chaos 7 || {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Huntress}}{{Valid for Monk}}{{Valid for Initiate}}{{Valid for SeriesEV2}}{{Valid for AbyssLord}}{{Valid for Lavamancer}}{{Valid for Dryad}}{{Valid for Gunwitch}}{{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Gambit}} || Increases your Hero Damage by '''10-50%''', but increase damage taken from enemies by '''60-20%'''. || 20 || Chaos 7 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Proton Canon Insulator}} || Reduces the heat generation rate of Proton Charge by '''2-20%'''. || 12 || Chaos 7 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Proton Supercharge}} || EV2's Proton Charge deals an extra '''10-210%''' of your ability power stat as damage while its max range is increased by '''5-25%'''. || 20 || Chaos 7 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Ramster Power}} || Increases the damage of Ramster Direct Command by '''5-35%'''. || 10 || Chaos 7 || {{Valid for AbyssLord}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Ravenhost}} || Your primary attacks generate Raven stacks. Once you reach '''10''' stacks, the stacks are depleted to fire a magical Raven dealing '''10-210%''' of your Ability Power as damage. Bounces '''5''' times. || 20 || Chaos 7 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Restoring Snipe}} || Snipe critical hits restore '''4-40''' Broom Power. || 18 || Chaos 7 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Serpent’s Kiss}} || Secondary Attacks inflict poison on enemies, dealing '''10-210%''' of Hero Health as damage per second for '''1-5''' seconds. || 20 || Chaos 7 || {{Valid for Mystic}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Snipe Critical Power}} || Increases the total critical damage of Snipe by '''104-140%'''. || 12 || Chaos 7 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Tectonic Breaker}} || While Hardened, deal '''10-370%''' Armor Stat as crushing Earth damage every '''3'''rd primary attack. While Inflamed deal '''10-370%''' Hero Damage as Fire damage every '''3'''rd primary attack. || 20 || Chaos 7 || {{Valid for Lavamancer}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Ride the Lightning}} || Increase the damage bonus of Lightning Stance by '''1%-21%'''. || ? || Chaos 7 || {{Valid for Barbarian}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Wreckless}} || The Barbarian deals up to '''0.5%-20.5%''' bonus damage based upon current Wrath. || ?|| Chaos 7 || {{Valid for Barbarian}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Wither Bubble}} || Arcane Bubble withers enemies inside it increasing the damage they take by '''X-15%'''. || 9 || Chaos 1 || {{Valid for Adept}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Sanctuary}} || Heroes inside the Arcane Bubble shield heal '''5-15'''% of their health per second during the duration of the bubble. || 10 || Chaos 2 || {{Valid for Adept}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Icefall}} || Hailstorm Tower attacks have a '''2-5%''' chance on hit to freeze enemies for 2 seconds. || 15 || Chaos 2 || {{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Thunderwave}} || Arc Lightning deals '''X-1250%''' Ability Power as damage to all enemies around you. || 20 || Chaos 3 || {{Valid for Adept}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Arc Shielding}} || Arc Lightning places a shield on you lasting 20 seconds and absorbing '''180-780%''' Ability Power of damage. Enemies that hit the shield are damaged for a total of '''200-1000%''' of your Ability Power over 3 seconds. || 20 || Chaos 4 || {{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Marking Bubble}} || Arcane Bubble will place a Mark on all enemies in the initial spawn area and increases Mark count '''1-6'''. || 5 || Chaos 4 || {{Valid for Adept}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Thunderbolts and Lightning}} || Increases the damage of Arc Lightning by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Adept}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Explosive Finale}} || Upon completion, the Arcane Bubble explodes dealing '''X-2000%''' Ability Power damage to all enemies in and around the bubble. || 20 || Chaos 6 || {{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Glacier}} || Every 10 attacks, Hailstorm Tower fires an icy boulder that explodes on impact dealing '''750-2750%''' Defense Power as damage in a small area. || 20 || Chaos 7 || {{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Withering Blast}} || Enemies damaged by Arcane Barrier take '''5-20%''' increased damage for '''1.5-3''' seconds. || 15 || Revenge of the Yeti Incursion || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Twice As Bright}} || Eruption now increases Defense Power to '''10-70%''', but the duration is reduced by '''-5''' seconds. || 20 || Chaos 7 || {{Valid for Lavamancer}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Wave Of The Storm}} || You have a '''4-40%''' chance when landing on the ground to deal '''50-350%''' of your Ability Power as storm damage to nearby enemies. || 20 || Chaos 8 || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Oily Harpoon}} || Ballista has a '''4-40%''' chance to oil targets on hit slowing them by '''40%''' for '''2''' seconds. If hit by a fire soure, the oil will be consumed and burn the target for '''150-600%''' of your Defense Power stat every second for '''5''' seconds. || 18 || Chaos 8 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Block Power}} || Increases the blocking power of the shield by '''5-25%'''. || 20 || Chaos 8 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Harbinger’s Powered Block}} || Blocking reduces the cooldown of Seismic Slam by '''-0.2''' to '''-0.7''' seconds. Happens a max of '''3''' times a second. || 10 || Chaos 8 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power of Embermount}} || Increases the amount of Molten Power gained by '''4-40%'''. || 12 || Chaos 8 || {{Valid for Lavamancer}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Overwhelming}} || Increases your Ability Power by '''10-30%''', but increase your ability resource cost by '''100-70%'''. || 20 || Chaos 8 || {{Valid for AbyssLord}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Price Of Power}} || Increases damage of Two at Twice the Price by '''4-40%'''. || 12 || Chaos 8 || {{Valid for Gunwitch}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Regeneration}} || Restores '''1.5-3%''' of your Max Health every '''3s'''. || 10 || Chaos 8 || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Submerging Blast}} || Increases Submerge's Emerge damage by '''4-40%'''. || 12 || Chaos 8 || {{Valid for Lavamancer}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Sundering Blow}} || Your primary Attacks reduce enemy's resistances to '''95-80%''' increasing damage dealt to them. ||  || Chaos 8 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Superconductor}} || Reduces ability costs by '''2-20%'''. || 18 || Chaos 8 || {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Monk}}{{Valid for Huntress}}{{Valid for AbyssLord}}{{Valid for SeriesEV2}}{{Valid for Gunwitch}}{{Valid for Lavamancer}}{{Valid for Adept}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Tempered Anger}} || Mystic loses appeasement '''4-40%''' slower and take '''0-100%''' less appeasement damage when at '''0''' appeasement. || 12 || Chaos 8 || {{Valid for Mystic}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Torpedo Striker}} || Increases the radius of the Reflect Beam's Torpedo Detonation by '''4-40%'''. || 12 || Chaos 8 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Price}} || Two at Twice the Price lasts '''1-7s''' longer. || 12 || Chaos 8 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Lingering Core}} || Increases Molten Core lifespan by '''1-8''' seconds. || 14 || Chaos 8 || {{Valid for Lavamancer}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Vengeance}} || 4-40% of the damage taken by the Spike Blockade is returned in its next attack. || 18 || Chaos 8 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Proton Cannon Boost}} || Width of Proton Charge increased by '''4-40%'''. || 12 || Chaos 8 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Pumpkinator}} || Primary attacks Pumpkin enemies. When enemy Dies explode doing '''10-210%''' ability power as damage. Melee attacks against pumkined enemy increase Crit by '''3-30''' for '''5''' sec. || 20 || Chaos 8 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Snake Bomb}} || When a Dark Torment serpent expires, it explodes dealing '''20-1''',020% Ability Power as magical damage to nearby enemies. || 20 || Chaos 8 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Submerging Speed}} || Increases movement speed while Submerged by '''4-40%''' and adds a knockup on Emerge. || 12 || Chaos 8 || {{Valid for Lavamancer}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Zero Entropy}} || Ice Needle only affects a single target, but damage is increased by '''4-40%''' and duration is increased by '''1-7''' seconds. || 12 || Chaos 8 || {{Valid for Gunwitch}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Shattering Torpedo}} || Ev2's torpedo's are imbued with earth magic. Upon detonation they deal an additional '''20-500%''' defense power as crushing earth damage. || 20 || Chaos 8 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Water Elemental}} || The affected tower has has '''5-25%''' chance on hit to deal '''3-30%''' additional damage and drench enemies for '''5''' seconds. || 20 || Chaos 8 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Death’s Grasp}} || When you defeat an enemy gain a charge, up to a maximum of '''5.''' When you block with your shield all charges are then consumed. Each unleashing a fireball Dealing '''10-210%''' ability power. || 20 || Chaos 8 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Lightning Touch}} || Your primary attacks deal an additional '''4-40%''' of your Hero Damage as storm damage. || 12 || Chaos 4 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Proton Flame Charge}} || EV2's Proton Cannon is upgraded with a flaming core dealing an extra '''4-25%''' fire damage to enemies it hits. || 14 || Chaos 8 || {{Valid for SeriesEV2}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Taser Suit}} || When you take damage you have a '''1-16%''' chance to electrocute enemies in a small area around you, stunning them for '''1-5''' second. || 15 || Chaos 8 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Harbinger’s Exile}} || Training Dummy has a '''1-9%''' chance to teleport targets back to spawner. || 20 || Chaos 8 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Skeletal Bind}} || When you defeat an enemy, you generate a charge. Your next fully-charged secondary attack summons a skeletal hand that traps each target hit for '''1-6''' seconds, draining one charge for each enemy hit. You can have a max of '''5''' charges. || 10 || Chaos 8 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Spider’s Kiss}} || Snipe hits inflict poison, dealing '''50-450%''' Ability Power as magical earth damage per second for '''5s'''. || 20 || Chaos 8 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapons with Fixed Shards==&lt;br /&gt;
The weapons in the list below drop with fixed Shards. These Shards are locked in one of the Shard slots and can't be removed. Some of them also can't be upgraded. They are sold by [[The Wayfarer]] for 500 [[Defender Medals]].&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Item name &lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Passive name &lt;br /&gt;
! style=&amp;quot;width:45%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Obtained from&lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Usable by&lt;br /&gt;
|-&lt;br /&gt;
| Ghastly Halberd || Ghastly Weapon || Secondary attacks summon up to 1-3 Ghastly Halberds which swing for 50-150% of your Ability Power as damage, twice per second, for 15 seconds. || 20 || The Wayfarer || {{Valid for Apprentice}}{{Valid for Adept}}&lt;br /&gt;
|-&lt;br /&gt;
| Molten Tome || Molten Brimstone || Secondary Attacks summons meteors that deal 100-130% of Ability Power as damage. Charge to summon 1-7 lava fissures for 110-710% of Ability Power as Magical Fire Damage burning enemies for 110-150% of Hero Damage for 6s. || 20 || The Wayfarer || {{Valid for AbyssLord}}&lt;br /&gt;
|-&lt;br /&gt;
| Celebration!!! || Celebration!!! || Fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over small area. || 0 || The Wayfarer || {{Valid for SeriesEV2}}&lt;br /&gt;
|-&lt;br /&gt;
| Tsunami || Chlorophyte Arrows || Fires a column of Chlorophyte Arrows that deal 5-25% bonus magical earth damage and may reflect off one surface. || 20 || The Wayfarer || {{Valid for Huntress}} &lt;br /&gt;
|-&lt;br /&gt;
| Megashark || Meteor Bullets || Rapidly fires meteor bullets that pierce one additional target or reflect off one surface for 50% damage. || 0 || The Wayfarer || {{Valid for Gunwitch}}&lt;br /&gt;
|-&lt;br /&gt;
| Bone Glove || Bone Glove || Primary Attacks fire piercing bones doing 5-25% Hero Damage as magical damage.  The bones reflect off surfaces and can hit 1-3 times. || 20 || The Wayfarer || {{Valid for Lavamancer}}&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Portal Staff || Lunar Portal || Secondary Attacks summon up to 1-3 lunar portals from a far away land that deal 50-300% ability power as damage for 5-25 seconds. || 20 || The Wayfarer || {{Valid for Apprentice}}{{Valid for Adept}}&lt;br /&gt;
|-&lt;br /&gt;
| Shadowflame Knife || Shadowflame Knife|| Secondary Attacks hurl a Shadowflame Knife dealing 75-250% Hero Damage as magical damage and will bounce hit up to 2-4 targets. || 20 || The Wayfarer || {{Valid for Mystic}}&lt;br /&gt;
|-&lt;br /&gt;
| Demon Scythe || Demon Scythe || Secondary Attacks summons the Demon Scythe that pierces 5 targets dealing 140% Ability Power as magical damage. Charged attacks summon a bigger scythe that pieces 10 targets and deals 500% Ability Power as magical damage. || 20 || The Wayfarer || {{Valid for AbyssLord}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hyper Shards==&lt;br /&gt;
With the introduction of mastery mode, several new hyper shards have been introduced to the game.  Shards unlock as you earn stars in mastery mode.&lt;br /&gt;
Each hyper shard can only be obtained once in Mastery mode.&lt;br /&gt;
&lt;br /&gt;
As of the Prime Incursion Update, completing all maps within a prime region awards a hyper shard.  Completing all six regions awards the last hyper shard.  This allows you to obtain a second set of all the shards.&lt;br /&gt;
Note that the order that you obtain hyper shards in Prime Incursions is different than that of Mastery mode (e.g. the first prime region doesn't award Mass Destruction).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:10%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:40%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Stars Needed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Prime Region&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Weapon&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Shield&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Helmet&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Chest &lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Gloves&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Boots&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Relic&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Mass Destruction}} || Increases the Defense Power of the affected tower by 2-70% . || 34 || 50 Stars || N/A || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Vicious Strikes}} || Increases the Defense Range of the affected tower by x-2275 units. || 12 || 155 Stars || N/A || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Radiant Critical Power}} || Increases the Defense Critical Damage of nearby defenses by 0-5% and Defense Critical Chance of nearby defenses by 3%. || 5 || 260 Stars || N/A || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Shielding Guard}} || When the affected tower takes damage, it has a 3-35% chance to gain a shield for 50-250% of its Defense Health for 5 seconds and to trigger an explosion that deals 140-500% of its Defense Health as damage to nearby enemies. Does not work with Auras and Traps. This does not destroy the tower. Does not stack with Shielding Guard or Explosive Guard. || 20 || 365 Stars || Prime 2 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Thunderstruck}} || Your primary attacks have a 26% chance on hit to drench enemies for 7 seconds and your primary attacks deal an additional 40% damage as storm. || 12 || 470 Stars || N/A || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Destructive Pylon}} || Increases the Defense Power of nearby defenses to 120% and increases the Defense Power of the affected tower by 34%. Does not stack with Destruction or Power Pylon. || ? || 575 Stars || Prime 1 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Automation}} || Each time your defense attacks, it heals for 2% of its max health. Cooldown of 0.7 seconds. || 20 || 680 Stars || N/A || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|- style=&amp;quot;opacity:.5&amp;quot;&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Shards&amp;diff=11599</id>
		<title>Shards</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Shards&amp;diff=11599"/>
				<updated>2019-08-30T15:06:55Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Forgot to delete the part about the inability to purchase C8 shards from the Gran Ma'ster, as C8 shards are now purchasable in the new update.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shards are gemlike artifacts that slot into your Relics, Armor, and Weapons. Shards replaced [[Skill Spheres]] system and item [[Passives]] (while some items with unique passives still drop but have only one shard slot). Shards give your hero or your defenses extra stats or abilities, all green shards can buff only defenses and can be placed only in [[Relics]], while blue shards will buff your hero and can be placed in [[Weapon]] and [[Armor]]. Shards can be moved between pieces of gear and be upgraded straight from your inventory. A weapon or piece of armor allows to hold up to 3 Shards and can only equip Hero (blue) Shards and relics can hold up to 3 Defense (green) Shards. Blue shards give you hero new abilities or stats while they are placed in any item currently equipped by that hero, but green (defenses) shards strengthen only that tower, where relic containing them is equipped.&lt;br /&gt;
&lt;br /&gt;
==Shards Packs==&lt;br /&gt;
Shards drop from shard packs obtained from victory chest at the end of every map, you will get Standard shard pack after completing any Campaign and Chaos map, those packs can drop shards associated with Campaign packs. After completing Trials on Chaos difficulty, you will get guaranteed Shard pack from that difficulty and one Shard Pack from any previous difficulty (for example, if you beat Chaos III Trials, you’ll receive 1 Chaos III Shard Pack and 1 Chaos II, Chaos I or Standard Shard Pack). &lt;br /&gt;
Once you win 3 consecutive random maps in a row in Trials, you’ll activate the Shard consecutive bonus. On your 4th consecutive victory onward, you’ll earn an extra Shard Pack for as long as the streak continues. This extra Shard Pack is a guaranteed Shard Pack from that difficulty. That means once you activate the win bonus, you’ll get 3 Shards guaranteed every victory (2 Shard Packs of that difficulty, 1 Shard Pack from previous difficulties) until one of your crystals break or you leave the game.&lt;br /&gt;
&lt;br /&gt;
Any shard can be purchased from [[Non Playable Characters|Gran Ma'ster]] for 1000 Defender Medals or 250 Gems with the exception of Chaos VIII shards. A shard pack containing 5 random shards can also be purchased for 500 Defender Medals or 125 Gems. These shard packs will give you 5 random shards from a single difficulty (e.g. 5 random Chaos V shards).&lt;br /&gt;
&lt;br /&gt;
==Shard Dust==&lt;br /&gt;
As of the Protean Shift update, you may disenchant shards (press 's' when hovering over a shard) which will turn the shard into shard dust of the same tier. Ten shard dust can be exchanged with [[Tavern#War_Recruiter|War Recruiter]] to obtain one new shard pack.&lt;br /&gt;
&lt;br /&gt;
==Shards list==&lt;br /&gt;
Most of '''drop locations are confirmed by [[File:Trendy-logo-final.png|80px]]''' (up to C5). Chaos 8 Shards (like Chaos 8 Ampoules) only drop in Onslaught or Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
[[File:c8.png|100px|link=C8 Shards]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:15%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:45%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Shard Pack&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Weapon&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Shield&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Helmet&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Chest &lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Gloves&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Boots&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Relic&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Defensive Critical Damage}} || Increases the Defense Crit Damage of the affected tower by '''4-20%'''. || 16 || Campaign || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Fortification}} || Increases Defense Health of the affected tower by '''2-34%'''. || 16 || Campaign || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Concussive Chi}} || Secondary attacks have a '''1-25%''' chance to stun targets for '''1-4.6''' seconds. || 12 || Campaign || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Concussive Shock}} || Increases the stun duration of Concussive Shot by '''4-40%'''. || 12 || Campaign || {{Valid for Huntress}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Construction}} || Increases repair and upgrade speed during Combat Phase by '''25-75%'''. || 20 || Campaign || {{Valid for ALL}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Fortification}} || Armor buff of Dryad’s Blessing is increased by '''4-40%''' in purification form. || 12 || Campaign || {{Valid for Dryad}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Drenching Strikes}} || Your primary attacks have a '''2-30%''' chance on hit to drench enemies for '''3-7''' seconds. || 14 || Campaign || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Tornado}} || Increases the knockup duration of Tornado by '''1-6''' seconds. || 10 || Campaign || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enhanced Decoy}} || Death From Above's decoy deals an extra '''20-420%''' damage to enemies. || 20 || Campaign || {{Valid for SeriesEV2}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Fountain Of Speed}} || Abyss Fountain increases allied movement speed by '''50-650''' for '''5''' seconds. || 12 || Campaign || {{Valid for AbyssLord}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Retribution}} || When you take damage, you have a '''2-20%''' chance of dealing '''125-425%''' of your Armor as damage to your attacker. || 20 || Campaign || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Speed Boost}} || Increases your movement speed by '''100-500'''. || 8 || Campaign || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Support Magic Specialist}} || Decreases the cost of Broom Vault and Book Drop by '''4-40%'''. || 12 || Campaign || {{Valid for Gunwitch}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Swift Provocation}} || Provoke movement speed buff increased by '''10-154'''. || 12 || Campaign || {{Valid for Squire}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Worm Scarf}} || Reduces the damage you take from enemies by '''3-15%'''. || 12 || Campaign || {{Valid for ALL}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Zephyr's Warpath}} || Increase movement speed in Whirlwind by '''5%-105%'''. || 20 || Campaign || {{Valid for Barbarian}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Crumbling Stone}} || Enemies petrified by Maw of the Earth Drake receive '''2-20%''' more damage and explode on death for '''10-250%''' Defense Power magical damage. || 20 || Chaos 1 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Destruction}} || Increases Defense Power of the affected tower by '''2-34%'''. || 16 || Chaos 1 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Electric Fingers}} || Skeletal Orcs have '''3-30%''' chance on hit to deal an additional '''40-400%''' of their Defense Health as storm damage. Bounces '''3''' times. || 18 || Chaos 1 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowered Flame}} || Flamethrower tower has a '''1-15%''' chance to hit the target again for '''55-275%''' damage. || 20 || Chaos 1 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Enduring Bubble}} || Increases Viper's Fang bubble duration by '''1-2''' seconds. || 10 || Chaos 1 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Laser Boost}} || Picking up Mega Death Laser increases EV2's movements speed by '''50-350''' and Hero Damage by '''4-40%''' for '''15''' seconds. || 20 || Chaos 1 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Rippling Explosions}} || Enemies that die inside the boost aura have a '''5-25%''' chance to detonate, dealing '''20-80%''' of the Boost aura's Tower Damage stat as damage in a small area around the enemy. || 20 || Chaos 1 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Stun Fire}} || Cannonball Tower has a '''11-25%''' chance on hit to stun target for '''1.6-3''' seconds. || 14 || Chaos 1 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Annoyance}} || Taunts nearby enemies for '''1-4''' seconds every '''8''' seconds. || 10 || Chaos 1 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Bots Of Oil}} || Exploding Grav Bots now oil enemies for '''1-8''' second(s). If ignited by fire, deals  '''20-220%''' Ability Power as fire damage per second for '''1-5''' second(s). || 20 || Chaos 1 || {{Valid for SeriesEV2}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Broomnado Power}} || Increases Broom Nado damage by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Gunwitch}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Bulwark}} || Increases armor by '''4-40%'''. || 12 || Chaos 1 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Concussive Power}} || Increases the damage of Concussive Shots by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Huntress}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Crane Stance}} || Each secondary attack increases the damage of the next primary attack by '''10-90%.''' Stacks up to '''6''' times. || 20 || Chaos 1 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Critical Strike}} || Increases your Hero Crit Chance by '''3-10%'''. || 7 || Chaos 1 || {{Valid for ALL}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Haunting}} || Primary attacks generate '''1''' ghost stack. At '''10''' stacks you unleash ghosts for '''3''' seconds, each dealing '''10-250%''' of your Ability Power as damage. The effect has a cooldown of '''5''' seconds. || 20 || Chaos 1 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Lashing Power}} || Increases Lash Out damage by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Mystic}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Molten Striker}} || Molten Core deals more impact damage the farther it travels, up to +20-200% more damage. || 20 || Chaos 1 || {{Valid for Lavamancer}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Volley}} || Increases the damage of Arcane Volley by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Apprentice}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shroom Doom}} || Damage of Powder Toss while in Corrupt Form increased by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Dryad}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Thundering Call}} || Increases Call to Madness range by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Withering Fountain}} || Abyss Fountain withers enemies inside it reducing the damage they deal by '''2-20%'''. || 9 || Chaos 1 || {{Valid for AbyssLord}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Full Shell Ahead}} || Increases movement speed while in Turtle Stance by '''25-525'''. || 20 || Chaos 1 || {{Valid for Barbarian}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Atomic Capacity}} || This shard gives your Atomic Launcher an additional missile when the shard is upgraded to '''4/8''' and then another at '''8/8'''. || 8 || Chaos 2 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Berserk Master}} || Increases the duration of Direct Command on your Skeletal Orcs by '''1-5''' seconds. || 8 || Chaos 2 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Blazing Phoenix}} || Shortly after a Blaze Balloon triggers, a Phoenix emerges dealing '''1000-5000%''' Defense Power as magical fire damage. || 20 || Chaos 2 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Combined Power}} || Serpent's Coil deals '''25-385%''' Defense Power as magical damage each second when an enemy is also affected by Sand Viper. || 18 || Chaos 2 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Defensive Critical Strike}} || Increases the Defense Crit Chance of the affected tower by an additional '''2-15%'''. || 12 || Chaos 2 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Encroaching Flames}} || Flame aura has a '''5-30%''' chance to deal '''4-60%''' more damage. || 12 || Chaos 2 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Frosty Duet}} || The Frostbite tower can hit an additional target, but its Range is reduced by '''60-35%.''' || 10 || Chaos 2 || {{Valid for Apprentice}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Magma Maelstrom}} || Rate at which Fissures of Embermount generate Molten Power reduced by '''4-40%'''. || 12 || Chaos 2 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Panic Fire}} || When the affected tower takes damage, it has a '''5-15%''' chance to increase it's Attack Rate by '''50%''' for '''1-4''' seconds. Does not work with Auras and Traps. || 10 || Chaos 2 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Power Bolts}} || Ballista has a '''4-40%''' chance on hit to deal '''15-60%''' extra magical damage. || 15 || Chaos 2 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Press Your Luck}} || When the affected tower takes damage, it has a '''5-15%''' chance to increase it's Critical Hit Chance by '''30%''' for '''1-4''' seconds. Does not work with Auras and Traps. || 10 || Chaos 2 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|World Tree Mcbufferson}} || Every '''20''' seconds, the world tree places a leafy shield on a blockade within its influence that absorbs '''10-210%''' of the Dryad's Defense Health stat and lasts '''10''' seconds. || 20 || Chaos 2 || {{Valid for Dryad}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Batter Up}} || Increases the damage of Molten Core by '''4-40%''' each time it is redirected. Happens '''3''' times. || 12 || Chaos 2 || {{Valid for Lavamancer}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Harmony}} || Reduces Corruption form’s Celestial Power drain by '''-1''' to '''-3'''. || 10 || Chaos 2 || {{Valid for Dryad}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Critical Restoration}} || Primary Attack critical hits restore '''1-5''' Broom Power. || 8 || Chaos 2 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Dewey Deathimal System}} || Book drop duration is increased '''1-3''' second and the extra damage they take is increased '''5-15%''' while under it's effect. || 20 || Chaos 2 || {{Valid for Gunwitch}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Dragon Stance}} || Each melee primary attack increases the damage of the next ranged secondary attack by '''10-90%.''' Stacks up to '''6''' times. || 20 || Chaos 2 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Dummies And Bots}} || The Death From Above ability now spawns '''4''' grav Bots that each deal '''20-220%''' of your Ability as damage in a '''100-500''' radius. These do not count towards the cap on the number of Bots she can hold. || 20 || Chaos 2 || {{Valid for SeriesEV2}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Empowered Mark}} || Increases the max number of the marked targets this hero may have by '''2-30'''. || 28 || Chaos 2 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Harbinger’s Slam Power}} || During Provoke, Seismic Slam damage increased by '''130-410%''' of your Ability Power stat. || 20 || Chaos 2 || {{Valid for Squire}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Inspiration}} || Reduces the cooldown of your abilities by '''4-40%'''. || 12 || Chaos 2 || {{Valid for ALL}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Piercing}} || Concussive Shots also fires a piercing shard dealing '''50-350%''' of Ability Power as damage, then explodes dealing '''25-225%''' of Ability Power as unresisted damage. || 20 || Chaos 2 || {{Valid for Huntress}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Of The Knight}} || Increases the damage of Knight of the Abyss by '''4-40%'''. || 12 || Chaos 2 || {{Valid for AbyssLord}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Quake}} || You have a '''10-30%''' chance when landing to deal '''50-250%''' of your Ability Power as earth damage to nearby enemies. || 20 || Chaos 2 || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Serpent’s Appeasement}} || Increases Appeasement gained by '''60-300%'''. || 12 || Chaos 2 || {{Valid for Mystic}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Turtle Power}} || Increase Damage Protection while in Turtle Stance by '''1%-21%'''. || ? || Chaos 2 || {{Valid for Barbarian}} || {{Valid for Boot}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Boosted Grasp}} || Enemies move at '''90-60%''' speed when they are within the Boost Aura. || 10 || Chaos 3 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Deadly Strikes}} || Increases the Defense Range of the affected tower by '''4-40%'''. || 12 || Chaos 3 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Drenched}} || After your Geyser Trap drenches an enemy, the next source of damages deals an additional '''3-35%''' damage. || 16 || Chaos 3 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowered Bolts}} || Ballista has a '''5-30%''' chance on hit to deal full damage to all targets pierced for the next '''10-40''' seconds. || 10 || Chaos 3 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowered Frostbite}} || Frostbite has a '''5-45%''' chance to freeze the target for '''1-7''' seconds. || 20 || Chaos 3 || {{Valid for Apprentice}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowering Blasphemy}} || Obelisk Hero Stat boost increased to '''10-50%''' and polymorph duration increased by '''1-6''' seconds. || 10 || Chaos 3 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Numerous Reflection}} || Increases the nodes of EV2’s Reflect Beam can sustain by '''1-6'''. || 5 || Chaos 3 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Oil Spill}} || Gives oil geyser a '''5-30%''' chance to stun all enemies hit for '''2s'''. || 10 || Chaos 3 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Rain Of Oil}} || Skeletal Archer's Direct Command now oils enemies, slowing them by '''50%''' for '''2-12''' seconds. If an oiled enemy is hit by fire damage, the oil ignites, dealing '''20-600%''' of its Defense Power in fire damage over '''1-11''' seconds. || 20 || Chaos 3 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Shielding Guard}} || When the affected tower takes damage, it has a '''5-25%''' chance to gain a shield for '''50-250%''' of it's Defense Health for '''5''' seconds. Does not work with Auras or Traps. || 20 || Chaos 3 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Abyss Knight’s Bargain}} || Reduces the mana cost of Knight of the Abyss by '''4-40%'''. || 12 || Chaos 3 || {{Valid for AbyssLord}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Abyss Stone Attunement}} || Reduces the mana cost of Abyss Stone by '''1-15%'''. || 14 || Chaos 3 || {{Valid for AbyssLord}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Aerial Mastery}} || Increases Death From Above’s Duration by '''1-6''' seconds. || 10 || Chaos 3 || {{Valid for SeriesEV2}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Betsy’s Curse}} || Primary attacks leave a curse zone that reduces the damage enemies deal by '''5-25%.''' You can place up to '''3''' zones and each zones lasts '''20-100''' seconds. || 20 || Chaos 3 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Betsy’s Empowered Lightning}} || Every '''8''' seconds, secondary attacks spawn a lightning balldealing '''125-325%''' Ability Power as storm damage '''2.5''' times per second  for '''1''' seconds. || 20 || Chaos 3 || {{Valid for Monk}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Bewitching Hour}} || Each Snipe hit adds '''4-40%''' to the damage of the next Primary Attack hit. Stacks up to '''5''' times. || 12 || Chaos 3 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Big Boy}} || The first Grav Bot placed will always be a Big Boy. Big Boy mines do an additional '''100-1100%'''  of hero Damage as damage to enemies in double the area. || 20 || Chaos 3 || {{Valid for SeriesEV2}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Cataclysm}} || Increases Eruption damage by '''4-40%'''. || 12 || Chaos 3 || {{Valid for Lavamancer}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Channel}} || Restores '''1-15''' of your ability resources every '''5''' seconds. || 14 || Chaos 3 || {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Huntress}}{{Valid for Monk}}{{Valid for Initiate}}{{Valid for AbyssLord}}{{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Bargain}} || When this shard is fully upgraded, Dryad's Blessing costs no celestial power in purification form and costs '''1''' celestial power power per second instead of '''2''' in corruption form. || 10 || Chaos 3 || {{Valid for Dryad}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Blessing}} || Damage of Dryad's Blessing is increase by '''4-40%''' in corrupt form. || 12 || Chaos 3 || {{Valid for Dryad}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Fight Me Not}} || Defenses will deal '''5-25%''' more damage to enemies targetting the Squire. || 20 || Chaos 3 || {{Valid for Squire}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Jackpot}} || You have a '''2-10%''' chance when picking up gold to quadruple the amaunt. || 8 || Chaos 3 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Lava Floor}} || Eruption spawns a lava field dealing '''150-1150%''' Ability Power as Fire magic damage each second for '''5s'''. || 20 || Chaos 3 || {{Valid for Lavamancer}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Oil Slick}} || Increases the duration of oil flask by '''1-9%'''. || 8 || Chaos 3 || {{Valid for Huntress}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Overwhelm}} || Your primary attacks have a '''7-15%''' chance to stun enemies for '''1-3''' seconds. || 8 || Chaos 3 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Overwhelming Buster}} || Adds '''0.5-4.5s''' to Blunder Broom Buster duration. || 8 || Chaos 3 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Tormented Power}} || Increases Dark Torment damage by '''4-40%'''. || 12 || Chaos 3 || {{Valid for Mystic}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Echoing Shout}} || Increases the duration of Staggering Shout debuffs by 0.5s-4.5s. || 10 || Chaos 3 || {{Valid for Barbarian}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Defense Rate}} || Increases the Attack Rate of the affected tower by '''9-33%'''. || 12 || Chaos 4 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Earth Toss}} || Earthshatter tower has a '''28-100%''' chance on hit to knock targets into the air. || 18 || Chaos 4 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowering Flames}} || Flame Aura increases the damage of heroes standing inside it by '''5-25%'''. || 20 || Chaos 4 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Surprise}} || Geyser Trap has a '''10-50%''' chance to fire an exploding shard dealing '''200-1200%''' Defense Power as damage in an area. || 20 || Chaos 4 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Lateral Blast}} || Volcano attacks spawn three random meteors that drop nearby, each dealing '''750-2250%''' Defense Power as magical Fire damage. || 20 || Chaos 4 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Power Transfer}} || Increases the Defense Crit Chance of the affected tower by '''4-30%''' and reduces the Defense Power by -10%. || 14 || Chaos 4 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Puncturing Bolts}} || Ballista can now pierce an additional '''1-4''' targets. || 6 || Chaos 4 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Sandstorm Warrior}} || The Snaking Sands sandstorm increases Hero Damage and Ability Power by '''101-125%''' for '''1-25''' seconds. || 12 || Chaos 4 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Abyssal Mandate}} || Reduces the mana cost of Direct Command by '''4-40%'''. || 12 || Chaos 4 || {{Valid for AbyssLord}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Beacon Of The Storm}} || Once per second your primary attack spawns a lightning ball that deals '''10-50%''' of your Hero Damage as storm damage. Bounces up to '''3''' times. || 20 || Chaos 4 || {{Valid for ALL}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Betsy’s Empowered Beam}} || Primary attacks fire a piercing sonic projectile that deals '''105-150%''' Hero Damage as magical damage. || 15 || Chaos 4 || {{Valid for Squire}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Call Of The Kobold}} || Defeating an enemy grants a charge. Secondary attacks consume charges and shoots a firework at your target for '''20%-320%''' of your ability power. || 20 || Chaos 4 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Caustic Oil}} || Increases the damage of Oil Flask by '''4-40%'''. || 12 || Chaos 4 || {{Valid for Huntress}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Celestial Attunement}} || The dyrad can hold '''1-4''' more stacks of starfall. || 6 || Chaos 4 || {{Valid for Dryad}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Charge Blast V2}} || Reduces the cost of EV2’s secondary attacks by '''5-95%'''. || 18 || Chaos 4 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Darkest Syphon}} || Increases the angle of Dark Syphon by '''3-30'''. || 9 || Chaos 4 || {{Valid for AbyssLord}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Electric Retribution}} || When you take damage, you have a '''2-25%''' chance of dealing '''125-450%''' of your Armour as storm damage to your attacker. || 20 || Chaos 4 || {{Valid for ALL}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Drop}} || Increases Book Drop duration by '''0.5-7.5s'''. || 14 || Chaos 4 || {{Valid for Gunwitch}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Lash}} || Increases Lash Out poison duration by '''0.5-4.5''' s. || 8 || Chaos 4 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Fan Of Knights}} || Skeletal Knight also fires two additional Knights that deal '''20-500%''' of your Ability Power in damage. || 20 || Chaos 4 || {{Valid for AbyssLord}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Freeze Buster}} || Blunder Broom Buster has a '''1-5%''' chance to also freeze enemies for '''1-4s''', allowing them to be shattered by Crushing damage. || 10 || Chaos 4 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Frozen Core}} || Increases Ice Needle damage by '''4-40%'''. || 12 || Chaos 4 || {{Valid for Gunwitch}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Hemolytic Poison}} || Lashout cooldown increased to '''200-160%''' of what it was but allows it to stack '''0-2''' times and increases its duration by '''3-7''' seconds. || 20 || Chaos 4 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Inspiring Strikes}} || Primary attacks reduce the cooldown of your abilities by '''-0.1-0.3''' seconds. || 4 || Chaos 4 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Insulated Decoy}} || Decreases heat generated from Death from Above by '''4-40%'''. || 12 || Chaos 4 || {{Valid for SeriesEV2}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Let’s Rock}} || Activating Harden/Inflame gives the Lavamancer a shield lasting for '''6-30''' seconds that absorbs '''20-140%''' Hero Health incoming damage. || 12 || Chaos 4 || {{Valid for Lavamancer}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Manabomb’s Aid}} || Manabomb places a shield on you that lasts '''20''' seconds that absorbs '''150-750%''' of your Ability Power Stat. Enemies that hit the shield are burned for a total of '''150-550%''' of your Ability Power over '''3''' seconds. || 20 || Chaos 4 || {{Valid for Apprentice}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Mine Blast Radius}} || Anti Gravity Bots damage radius increased by '''4-40%'''. || 12 || Chaos 4 || {{Valid for SeriesEV2}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Piercing Power}} || Increases the damage of Piercing Shot by '''4-40%'''. || 12 || Chaos 4 || {{Valid for Huntress}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shroom Bloom}} || The mushrooms created by Powder Toss last '''1-6''' seconds longer. || 10 || Chaos 4 || {{Valid for Dryad}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shroom Gloom}} || Slow intensity of Powder Toss in Purification Form increased by '''4-40%'''. || 12 || Chaos 4 || {{Valid for Dryad}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Smashing Fists}} || Pole Smash or Chi Stomp spawns a Fist dealing '''20-220%''' Ability Power as damage. After a short delay, another Fist emerges dealing '''20-420%''' Ability Power as damage. || 20 || Chaos 4 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Draining Strikes}} || Increase the healing from Siphon Stance by '''5%-25%'''. || ? || Chaos 4 || {{Valid for Barbarian}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Boosted Blockade}} || Boost Aura increases blockade health by '''2-20%'''. || 12 || Chaos 5 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Cthulu’s Influence}} || While under the effects of corruption, Angry Nimbus has a '''3-27%''' chance to charm enemies for '''1-7''' seconds. || 12 || Chaos 5 || {{Valid for Dryad}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Arrows}} || Skeletal Archers have a '''15-30%''' chance on hit to fire an explosive arrow dealing an additional '''150-450%''' of their Defense Power in damage. || 20 || Chaos 5 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Guard}} || When the affected tower takes damage, it has '''3-35%''' chance to trigger an explosion and deal '''140-500%''' of its Defense Health as damage to nearby enemies. Does not work with Auras or Traps. This does not destroy the tower. || 18 || Chaos 5 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Poison}} || If an enemy poisoned by the Poison Dart Tower is killed , it detonates dealing '''10%-150%''' of the tower’s damage stat as damage in a small area around the enemy. || 20 || Chaos 5 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Fire For Effect}} || Your explosive Trap has a '''15-45%''' chance to detonate twice without consuming an additional charge. || 20 || Chaos 5 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Frosty Beams}} || 25% chance for Proton Node to freeze all enemies it touches for '''1-2''' seconds. || 20 || Chaos 5 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Frosty Bind}} || Frostbite slow strength increased by '''1-10%'''. || 12 || Chaos 5 || {{Valid for Apprentice}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Heavy Cannonball}} || Cannonball tower has a '''5-20%''' chance to spawn a heavy cannonball that pierces up to '''1-10''' target(s) stunning them for '''1-2''' second and dealing '''120-1250%''' of the Cannonball tower's damage. || 20 || Chaos 5 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Snakes On A Plane}} || Obelisk spawns a snake every '''3s''' that flies into an enemy dealing '''25-3000%''' Defense Power as magical Earth damage. || 20 || Chaos 5 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Split Vipers}} || Sand Viper may target up to '''1-2''' additional enemies, but has '''40-20%''' less Defense Power and does not ramp-up damage. || 10 || Chaos 5 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Vampiric Empowerment}} || Increases the Defense Power of the affected tower by '''4-60%''' of its Defense Health. || 14 || Chaos 5 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Volcanic Shock}} || Volcano has a '''2-20%''' chance to stun all enemies hit for '''1-2.8s'''. || 12 || Chaos 5 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Anti Air}} || Deals '''4-40%''' additional damage to flying enemies. || 12 || Chaos 5 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Betsy Cluster Nades}} || When attacking flying enemies, you have a '''10-50%''' chance on hit to drop a bomb beneath them that deals '''110-310%''' of your Ability Power stat an Damage in a small area. || 20 || Chaos 5 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Burning Strikes}} || 2-20% chance on hit to burn target for '''20-180%''' of your Hero Damage stat as magical fire damage each second for '''1-5''' seconds. || 20 || Chaos 5 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Chi Burst}} || Increases Talisman of Empowerment's Critical Damage boost by '''2-20%'''. || 12 || Chaos 5 || {{Valid for Initiate}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Embrace}} || Starfall damage is increased by '''4-40%''' in corrupt form. || 12 || Chaos 5 || {{Valid for Dryad}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Debilitating Madness}} || Call to Madness increase the target's damage taken by '''3-45%'''. || 14 || Chaos 5 || {{Valid for Mystic}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Drenching Broomnado}} || Broom Nado damage increased by '''4-40%''' and its hits have '''1-25%''' chance to drench enemies and slow them by '''30%''' for '''1-5''' seconds. || 12 || Chaos 5 || {{Valid for Gunwitch}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Empowered Beam}} || After the Sword Beam collides with '''5''' targets, it spawns an additional Sword Beam that travels in the same direction as the first dealing '''125-425%''' of your Ability Power stat as damage to each target hit. After colliding with '''5''' targets it returns to the Squire dealing '''125-425%''' of your Ability Power stat as damage in an area around Squire. || 20 || Chaos 5 || {{Valid for Squire}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Provocation}} || Provoke lasts an additional '''0.5-7.5''' seconds. || 14 || Chaos 5 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enhanced Launcher}} || Anti Gravity Bot Launcher can store an additional '''1-15''' Anti Gravity Bots. || 14 || Chaos 5 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Flaming Knight}} || Knight of the Abyss is now imbued with fire, causing enemies hit to burn for '''50-500%''' of your Ability Power in fire damage over '''5''' seconds. || 18 || Chaos 5 || {{Valid for AbyssLord}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Heroic Power}} || Increases Heroic Wave’s hero damage boost by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Monk}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Madness’ Embrace}} || Increases Call to Madness duration by '''0.5-7.5s'''. || 14 || Chaos 5 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Mana Leech}} || Dark Syphon drains '''4-40%''' additional mana. || 12 || Chaos 5 || {{Valid for AbyssLord}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Manabomb Power}} || Increases the damage of Manabomb by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Apprentice}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Meteor Rain}} || Manabomb opens a portal overhead that spawns meteor that deal '''30-550%''' of your Ability Power stat as damage to enemies they affect. || 20 || Chaos 5 || {{Valid for Apprentice}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Mine Heat Compensator}} || The cost of EV2’s Anti Gravity Bots is reduced by '''4-40%'''. || 12 || Chaos 5 || {{Valid for SeriesEV2}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Molten Charge Power}} || Increases Molten Charge damage by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Lavamancer}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Molten Stun}} || Increases Molten Charge stun duration by '''0.5-4.5s'''. || 8 || Chaos 5 || {{Valid for Lavamancer}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|One With Chi}} || Increases the damage of Chi Blast by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Monk}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Poison Leaves}} || Dryad’s poison attacks deal '''2-20%''' more damage. || 12 || Chaos 5 || {{Valid for Dryad}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Read Or Die}} || Scatter Sweep and Broom Vault have an '''1-21%''' chance to transmogrify enemies into books for '''3s'''. Transmogrified enemies take increased damage. || 10 || Chaos 5 || {{Valid for Gunwitch}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Scatter Power}} || Increases Scatter Sweep damage by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Gunwitch}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Maelstrom}} || While Lightning Stance is active, the Barbarian's attacks have a '''5%-25%''' chance to drench enemies, stunning them for '''1.5s-3.5s.''' || ? || Chaos 5 || {{Valid for Barbarian}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Talon Strike}} || Hawk Strike now stuns for '''2s-4.5'''. || ? || Chaos 5 || {{Valid for Barbarian}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Boosted Power}} || Increases the power of the Boost Aura by '''2-20%'''. || 18 || Chaos 6 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Colossal Fissure}} || Your Colossus' Direct Command now rips the earth unleashing a fissure that lingers and deals '''50-2050%''' of your Ability Power in damage over '''6''' seconds, but increases the mana cost of Direct Command by '''30-70%.''' Usable once every '''60''' seconds. || 20 || Chaos 6 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Enhanced Poison}} || Increases the rate of the Poison Dart Tower's poison by '''4-40%'''. || 12 || Chaos 6 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Flaming Death}} || EV2’s mega death laser sets enemies it hits on fire dealing '''50-2''',050% of EV2’s Ability Power stat as damage over '''10''' seconds. || 20 || Chaos 6 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Frosty Power}} || Frostbite tower passes '''10-50%''' of its Defense Power stat to defenses within its frost aura. || 20 || Chaos 6 || {{Valid for Apprentice}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Health Pylon}} || Increases the Defense Health of nearby defenses to '''102-130%.''' Note: Requires a Blockade but this shard does not buff the Blockade that equips this shard. || 20 || Chaos 6 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Mark Targets}} || This defence has a '''5-45%''' chance to place an Apprentice Mark on its target. || 20 || Chaos 6 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Megarock}} || Volcano launches a huge rock dealing '''1000-4000%''' Defense Power damage once every '''3''' volleys. || 20 || Chaos 6 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Serpent God’s Protection}} || Towers and Blockades near the Obelisk take '''-1%''' to '''-10%''' damage. || 9 || Chaos 6 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Sharpened Spikes}} || Blockade has a '''2-30%''' chance to stun enemies hit for '''1-3''' seconds. || 14 || Chaos 6 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Brain Of Confusion}} || When you take damage you have a '''3-15%''' chance to confuse nearby enemies for '''3''' seconds. This effect has a '''15''' second cooldown. || 12 || Chaos 6 || {{Valid for ALL}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Flaming Retribution}} || When you take damage, you have a '''2-20%''' chance of dealing '''125-425%''' of your Armor as fire damage to your attacker. || 20 || Chaos 6 || {{Valid for ALL}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Heat Dispenser Module}} || EV2 upgrades her gun with a new heat dispenser module that drains '''4-40%''' more heat with each primary attack. || 12 || Chaos 6 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Howling Feast}} || Your Primary attacks generate '''1''' Feast stack, while at '''10''' stacks, increase your Hero Damage by '''2-30%.''' One stack wears off every '''3''' seconds. || 14 || Chaos 6 || {{Valid for Dryad}}{{Valid for Squire}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Molten Core Power}} || Increases Molten Core damage by '''4-40%'''. || 12 || Chaos 6 || {{Valid for Lavamancer}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Nightmare Fuel}} || Enemies affected by Lash Out poison take '''20-320%''' Hero Damage as magical damage when hit by Dark Torment. || 20 || Chaos 6 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Pole Power}} || Increases the damage of Pole Smash or Chi Stomp by '''4-40%'''. || 12 || Chaos 6 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Of Storms}} || You have a '''4-10%''' chance on hit to restore '''20''' mana per second for '''1-3''' seconds. '''10''' seconds cooldown. || 12 || Chaos 6 || {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Huntress}}{{Valid for Monk}}{{Valid for Initiate}}{{Valid for AbyssLord}}{{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Scatter Striker}} || Increases the range of Scatter Sweep by '''4-40%'''. || 12 || Chaos 6 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shattering Stones}} || After an Abyss Stone expires, it detonates dealing '''40-400%''' of your Ability Power as crushing damage to nearby enemies. || 18 || Chaos 6 || {{Valid for AbyssLord}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Snipe Critical Strike}} || Increases the Crit Chance of Snipe by '''2-30%'''. || 14 || Chaos 6 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Unholy Fire}} || Blocking unleashes flames that deal '''150-750%''' of your ability power stat as damage to enemies in a cone in front of the hero at a rate of twice per second. || 20 || Chaos 6 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Boiling Blood}} || Causes the Barbarian to take '''20%-2%''' of his Max Health as damage, every 5s during combat phase gaining Fury. || 18 || Chaos 6 || {{Valid for Barbarian}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shellshock}} || While Turtle Stance is active the Barbarian's attacks wither enemies hit for '''3-13''' seconds reducing their damage to '''75%-35%'''. || 18 || Chaos 6 || {{Valid for Barbarian}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Manufacturer’s Overcharge}} || Weapon Manufacturer charges '''4-40%''' faster. || 12 || Chaos 7 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Node Increase}} || EV2 can create '''1-4''' extra node(s) in any single Weapon Manufacturer chain. || 6 || Chaos 7 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Obelisk Shield}} || Obelisk Shield absorption increased to '''10-70%'''. || 15 || Chaos 7 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Oily Entrapment}} || Increases Oil Geyser slow rate by '''3-15%'''. || 12 || Chaos 7 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Power Pylon}} || Increases the Defense Power of nearby defenses to '''102-120%.''' Note: Requires a Blockade but this shard does not buff the Blockade that equips this shard. || 18 || Chaos 7 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Splody Harpoon}} || Ballista projictiles have a '''10-30%''' chance to detonate on each target hit dealing '''150-350%''' of the Ballista's defence power stat as extra damage in small area. || 20 || Chaos 7 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Charged Shot}} || Your primary attacks have a '''5-15%''' chance to fire a fully charged secondary attack. || 10 || Chaos 7 || {{Valid for Huntress}}{{Valid for Apprentice}}{{Valid for SeriesEV2}}{{Valid for Adept}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Chi Supercharge}} || Increases Talisman of Empowerment's Defense Power boost by '''2-20%'''. || 12 || Chaos 7 || {{Valid for Initiate}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Constrictor}} || Defeating an enemy adds a constrictor stack. At '''10''' stacks, unleashes a bed of constrictor snakes that stun nearby targets for '''1-5s'''. While stunned, enemies take '''50-450%''' Ability Power as magical damage each second for '''3''' seconds. || 20 || Chaos 7 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Slam}} || Seismic Slam stun duration increased by '''0.5-5''' seconds. || 15 || Chaos 7 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Fiery Brimstone}} || Adds '''4-12%''' Hero Damage to Your Attacks as Magical Fire Damage. || 10 || Chaos 7 || {{Valid for AbyssLord}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Heroic Boost}} || Increases Heroic Wave's healing done by '''4-40%'''. || 12 || Chaos 7 || {{Valid for Monk}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Life Leech}} || Your primary attacks heal you for '''0.2-1%''' of your max health. || 20 || Chaos 7 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Mana Capacitor}} || Increases your maximum ability resource by '''10-100'''. || 18 || Chaos 7 || {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Huntress}}{{Valid for Monk}}{{Valid for Initiate}}{{Valid for SeriesEV2}}{{Valid for AbyssLord}}{{Valid for Lavamancer}}{{Valid for Dryad}}{{Valid for Gunwitch}}{{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Gambit}} || Increases your Hero Damage by '''10-50%''', but increase damage taken from enemies by '''60-20%'''. || 20 || Chaos 7 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Proton Canon Insulator}} || Reduces the heat generation rate of Proton Charge by '''2-20%'''. || 12 || Chaos 7 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Proton Supercharge}} || EV2's Proton Charge deals an extra '''10-210%''' of your ability power stat as damage while its max range is increased by '''5-25%'''. || 20 || Chaos 7 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Ramster Power}} || Increases the damage of Ramster Direct Command by '''5-35%'''. || 10 || Chaos 7 || {{Valid for AbyssLord}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Ravenhost}} || Your primary attacks generate Raven stacks. Once you reach '''10''' stacks, the stacks are depleted to fire a magical Raven dealing '''10-210%''' of your Ability Power as damage. Bounces '''5''' times. || 20 || Chaos 7 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Restoring Snipe}} || Snipe critical hits restore '''4-40''' Broom Power. || 18 || Chaos 7 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Serpent’s Kiss}} || Secondary Attacks inflict poison on enemies, dealing '''10-210%''' of Hero Health as damage per second for '''1-5''' seconds. || 20 || Chaos 7 || {{Valid for Mystic}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Snipe Critical Power}} || Increases the total critical damage of Snipe by '''104-140%'''. || 12 || Chaos 7 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Tectonic Breaker}} || While Hardened, deal '''10-370%''' Armor Stat as crushing Earth damage every '''3'''rd primary attack. While Inflamed deal '''10-370%''' Hero Damage as Fire damage every '''3'''rd primary attack. || 20 || Chaos 7 || {{Valid for Lavamancer}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Ride the Lightning}} || Increase the damage bonus of Lightning Stance by '''1%-21%'''. || ? || Chaos 7 || {{Valid for Barbarian}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Wreckless}} || The Barbarian deals up to '''0.5%-20.5%''' bonus damage based upon current Wrath. || ?|| Chaos 7 || {{Valid for Barbarian}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Wither Bubble}} || Arcane Bubble withers enemies inside it increasing the damage they take by '''X-15%'''. || 9 || Chaos 1 || {{Valid for Adept}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Sanctuary}} || Heroes inside the Arcane Bubble shield heal '''5-15'''% of their health per second during the duration of the bubble. || 10 || Chaos 2 || {{Valid for Adept}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Icefall}} || Hailstorm Tower attacks have a '''2-5%''' chance on hit to freeze enemies for 2 seconds. || 15 || Chaos 2 || {{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Thunderwave}} || Arc Lightning deals '''X-1250%''' Ability Power as damage to all enemies around you. || 20 || Chaos 3 || {{Valid for Adept}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Arc Shielding}} || Arc Lightning places a shield on you lasting 20 seconds and absorbing '''180-780%''' Ability Power of damage. Enemies that hit the shield are damaged for a total of '''200-1000%''' of your Ability Power over 3 seconds. || 20 || Chaos 4 || {{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Marking Bubble}} || Arcane Bubble will place a Mark on all enemies in the initial spawn area and increases Mark count '''1-6'''. || 5 || Chaos 4 || {{Valid for Adept}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Thunderbolts and Lightning}} || Increases the damage of Arc Lightning by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Adept}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Explosive Finale}} || Upon completion, the Arcane Bubble explodes dealing '''X-2000%''' Ability Power damage to all enemies in and around the bubble. || 20 || Chaos 6 || {{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Glacier}} || Every 10 attacks, Hailstorm Tower fires an icy boulder that explodes on impact dealing '''750-2750%''' Defense Power as damage in a small area. || 20 || Chaos 7 || {{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Withering Blast}} || Enemies damaged by Arcane Barrier take '''5-20%''' increased damage for '''1.5-3''' seconds. || 15 || Revenge of the Yeti Incursion || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Twice As Bright}} || Eruption now increases Defense Power to '''10-70%''', but the duration is reduced by '''-5''' seconds. || 20 || Chaos 7 || {{Valid for Lavamancer}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Wave Of The Storm}} || You have a '''4-40%''' chance when landing on the ground to deal '''50-350%''' of your Ability Power as storm damage to nearby enemies. || 20 || Chaos 8 || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Oily Harpoon}} || Ballista has a '''4-40%''' chance to oil targets on hit slowing them by '''40%''' for '''2''' seconds. If hit by a fire soure, the oil will be consumed and burn the target for '''150-600%''' of your Defense Power stat every second for '''5''' seconds. || 18 || Chaos 8 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Block Power}} || Increases the blocking power of the shield by '''5-25%'''. || 20 || Chaos 8 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Harbinger’s Powered Block}} || Blocking reduces the cooldown of Seismic Slam by '''-0.2''' to '''-0.7''' seconds. Happens a max of '''3''' times a second. || 10 || Chaos 8 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power of Embermount}} || Increases the amount of Molten Power gained by '''4-40%'''. || 12 || Chaos 8 || {{Valid for Lavamancer}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Overwhelming}} || Increases your Ability Power by '''10-30%''', but increase your ability resource cost by '''100-70%'''. || 20 || Chaos 8 || {{Valid for AbyssLord}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Price Of Power}} || Increases damage of Two at Twice the Price by '''4-40%'''. || 12 || Chaos 8 || {{Valid for Gunwitch}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Regeneration}} || Restores '''1.5-3%''' of your Max Health every '''3s'''. || 10 || Chaos 8 || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Submerging Blast}} || Increases Submerge's Emerge damage by '''4-40%'''. || 12 || Chaos 8 || {{Valid for Lavamancer}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Sundering Blow}} || Your primary Attacks reduce enemy's resistances to '''95-80%''' increasing damage dealt to them. ||  || Chaos 8 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Superconductor}} || Reduces ability costs by '''2-20%'''. || 18 || Chaos 8 || {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Monk}}{{Valid for Huntress}}{{Valid for AbyssLord}}{{Valid for SeriesEV2}}{{Valid for Gunwitch}}{{Valid for Lavamancer}}{{Valid for Adept}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Tempered Anger}} || Mystic loses appeasement '''4-40%''' slower and take '''0-100%''' less appeasement damage when at '''0''' appeasement. || 12 || Chaos 8 || {{Valid for Mystic}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Torpedo Striker}} || Increases the radius of the Reflect Beam's Torpedo Detonation by '''4-40%'''. || 12 || Chaos 8 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Price}} || Two at Twice the Price lasts '''1-7s''' longer. || 12 || Chaos 8 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Lingering Core}} || Increases Molten Core lifespan by '''1-8''' seconds. || 14 || Chaos 8 || {{Valid for Lavamancer}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Vengeance}} || 4-40% of the damage taken by the Spike Blockade is returned in its next attack. || 18 || Chaos 8 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Proton Cannon Boost}} || Width of Proton Charge increased by '''4-40%'''. || 12 || Chaos 8 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Pumpkinator}} || Primary attacks Pumpkin enemies. When enemy Dies explode doing '''10-210%''' ability power as damage. Melee attacks against pumkined enemy increase Crit by '''3-30''' for '''5''' sec. || 20 || Chaos 8 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Snake Bomb}} || When a Dark Torment serpent expires, it explodes dealing '''20-1''',020% Ability Power as magical damage to nearby enemies. || 20 || Chaos 8 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Submerging Speed}} || Increases movement speed while Submerged by '''4-40%''' and adds a knockup on Emerge. || 12 || Chaos 8 || {{Valid for Lavamancer}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Zero Entropy}} || Ice Needle only affects a single target, but damage is increased by '''4-40%''' and duration is increased by '''1-7''' seconds. || 12 || Chaos 8 || {{Valid for Gunwitch}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Shattering Torpedo}} || Ev2's torpedo's are imbued with earth magic. Upon detonation they deal an additional '''20-500%''' defense power as crushing earth damage. || 20 || Chaos 8 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Water Elemental}} || The affected tower has has '''5-25%''' chance on hit to deal '''3-30%''' additional damage and drench enemies for '''5''' seconds. || 20 || Chaos 8 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Death’s Grasp}} || When you defeat an enemy gain a charge, up to a maximum of '''5.''' When you block with your shield all charges are then consumed. Each unleashing a fireball Dealing '''10-210%''' ability power. || 20 || Chaos 8 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Lightning Touch}} || Your primary attacks deal an additional '''4-40%''' of your Hero Damage as storm damage. || 12 || Chaos 4 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Proton Flame Charge}} || EV2's Proton Cannon is upgraded with a flaming core dealing an extra '''4-25%''' fire damage to enemies it hits. || 14 || Chaos 8 || {{Valid for SeriesEV2}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Taser Suit}} || When you take damage you have a '''1-16%''' chance to electrocute enemies in a small area around you, stunning them for '''1-5''' second. || 15 || Chaos 8 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Harbinger’s Exile}} || Training Dummy has a '''1-9%''' chance to teleport targets back to spawner. || 20 || Chaos 8 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Skeletal Bind}} || When you defeat an enemy, you generate a charge. Your next fully-charged secondary attack summons a skeletal hand that traps each target hit for '''1-6''' seconds, draining one charge for each enemy hit. You can have a max of '''5''' charges. || 10 || Chaos 8 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Spider’s Kiss}} || Snipe hits inflict poison, dealing '''50-450%''' Ability Power as magical earth damage per second for '''5s'''. || 20 || Chaos 8 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapons with Fixed Shards==&lt;br /&gt;
The weapons in the list below drop with fixed Shards. These Shards are locked in one of the Shard slots and can't be removed. Some of them also can't be upgraded. They are sold by [[The Wayfarer]] for 500 [[Defender Medals]].&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Item name &lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Passive name &lt;br /&gt;
! style=&amp;quot;width:45%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Obtained from&lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Usable by&lt;br /&gt;
|-&lt;br /&gt;
| Ghastly Halberd || Ghastly Weapon || Secondary attacks summon up to 1-3 Ghastly Halberds which swing for 50-150% of your Ability Power as damage, twice per second, for 15 seconds. || 20 || The Wayfarer || {{Valid for Apprentice}}{{Valid for Adept}}&lt;br /&gt;
|-&lt;br /&gt;
| Molten Tome || Molten Brimstone || Secondary Attacks summons meteors that deal 100-130% of Ability Power as damage. Charge to summon 1-7 lava fissures for 110-710% of Ability Power as Magical Fire Damage burning enemies for 110-150% of Hero Damage for 6s. || 20 || The Wayfarer || {{Valid for AbyssLord}}&lt;br /&gt;
|-&lt;br /&gt;
| Celebration!!! || Celebration!!! || Fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over small area. || 0 || The Wayfarer || {{Valid for SeriesEV2}}&lt;br /&gt;
|-&lt;br /&gt;
| Tsunami || Chlorophyte Arrows || Fires a column of Chlorophyte Arrows that deal 5-25% bonus magical earth damage and may reflect off one surface. || 20 || The Wayfarer || {{Valid for Huntress}} &lt;br /&gt;
|-&lt;br /&gt;
| Megashark || Meteor Bullets || Rapidly fires meteor bullets that pierce one additional target or reflect off one surface for 50% damage. || 0 || The Wayfarer || {{Valid for Gunwitch}}&lt;br /&gt;
|-&lt;br /&gt;
| Bone Glove || Bone Glove || Primary Attacks fire piercing bones doing 5-25% Hero Damage as magical damage.  The bones reflect off surfaces and can hit 1-3 times. || 20 || The Wayfarer || {{Valid for Lavamancer}}&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Portal Staff || Lunar Portal || Secondary Attacks summon up to 1-3 lunar portals from a far away land that deal 50-300% ability power as damage for 5-25 seconds. || 20 || The Wayfarer || {{Valid for Apprentice}}{{Valid for Adept}}&lt;br /&gt;
|-&lt;br /&gt;
| Shadowflame Knife || Shadowflame Knife|| Secondary Attacks hurl a Shadowflame Knife dealing 75-250% Hero Damage as magical damage and will bounce hit up to 2-4 targets. || 20 || The Wayfarer || {{Valid for Mystic}}&lt;br /&gt;
|-&lt;br /&gt;
| Demon Scythe || Demon Scythe || Secondary Attacks summons the Demon Scythe that pierces 5 targets dealing 140% Ability Power as magical damage. Charged attacks summon a bigger scythe that pieces 10 targets and deals 500% Ability Power as magical damage. || 20 || The Wayfarer || {{Valid for AbyssLord}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hyper Shards==&lt;br /&gt;
With the introduction of mastery mode, several new hyper shards have been introduced to the game.  Shards unlock as you earn stars in mastery mode.&lt;br /&gt;
Each hyper shard can only be obtained once in Mastery mode.&lt;br /&gt;
&lt;br /&gt;
As of the Prime Incursion Update, completing all maps within a prime region awards a hyper shard.  Completing all six regions awards the last hyper shard.  This allows you to obtain a second set of all the shards.&lt;br /&gt;
Note that the order that you obtain hyper shards in Prime Incursions is different than that of Mastery mode (e.g. the first prime region doesn't award Mass Destruction).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:10%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:40%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Stars Needed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Prime Region&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Weapon&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Shield&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Helmet&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Chest &lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Gloves&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Boots&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Relic&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Mass Destruction}} || Increases the Defense Power of the affected tower by 2-70% . || 34 || 50 Stars || N/A || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Vicious Strikes}} || Increases the Defense Range of the affected tower by x-2275 units. || 12 || 155 Stars || N/A || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Radiant Critical Power}} || Increases the Defense Critical Damage of nearby defenses by 0-5% and Defense Critical Chance of nearby defenses by 3%. || 5 || 260 Stars || N/A || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Shielding Guard}} || When the affected tower takes damage, it has a 3-35% chance to gain a shield for 50-250% of its Defense Health for 5 seconds and to trigger an explosion that deals 140-500% of its Defense Health as damage to nearby enemies. Does not work with Auras and Traps. This does not destroy the tower. Does not stack with Shielding Guard or Explosive Guard. || 20 || 365 Stars || Prime 2 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Thunderstruck}} || Your primary attacks have a 26% chance on hit to drench enemies for 7 seconds and your primary attacks deal an additional 40% damage as storm. || 12 || 470 Stars || N/A || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Destructive Pylon}} || Increases the Defense Power of nearby defenses to 120% and increases the Defense Power of the affected tower by 34%. Does not stack with Destruction or Power Pylon. || ? || 575 Stars || Prime 1 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Automation}} || Each time your defense attacks, it heals for 2% of its max health. Cooldown of 0.7 seconds. || 20 || 680 Stars || N/A || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|- style=&amp;quot;opacity:.5&amp;quot;&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Shards&amp;diff=11598</id>
		<title>Shards</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Shards&amp;diff=11598"/>
				<updated>2019-08-30T15:04:58Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Forgot to delete the part about the inability to purchase C8 shards from the Gran Ma'ster, as C8 shards are now purchasable in the new update.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shards are gemlike artifacts that slot into your Relics, Armor, and Weapons. Shards replaced [[Skill Spheres]] system and item [[Passives]] (while some items with unique passives still drop but have only one shard slot). Shards give your hero or your defenses extra stats or abilities, all green shards can buff only defenses and can be placed only in [[Relics]], while blue shards will buff your hero and can be placed in [[Weapon]] and [[Armor]]. Shards can be moved between pieces of gear and be upgraded straight from your inventory. A weapon or piece of armor allows to hold up to 3 Shards and can only equip Hero (blue) Shards and relics can hold up to 3 Defense (green) Shards. Blue shards give you hero new abilities or stats while they are placed in any item currently equipped by that hero, but green (defenses) shards strengthen only that tower, where relic containing them is equipped.&lt;br /&gt;
&lt;br /&gt;
==Shards Packs==&lt;br /&gt;
Shards drop from shard packs obtained from victory chest at the end of every map, you will get Standard shard pack after completing any Campaign and Chaos map, those packs can drop shards associated with Campaign packs. After completing Trials on Chaos difficulty, you will get guaranteed Shard pack from that difficulty and one Shard Pack from any previous difficulty (for example, if you beat Chaos III Trials, you’ll receive 1 Chaos III Shard Pack and 1 Chaos II, Chaos I or Standard Shard Pack). &lt;br /&gt;
Once you win 3 consecutive random maps in a row in Trials, you’ll activate the Shard consecutive bonus. On your 4th consecutive victory onward, you’ll earn an extra Shard Pack for as long as the streak continues. This extra Shard Pack is a guaranteed Shard Pack from that difficulty. That means once you activate the win bonus, you’ll get 3 Shards guaranteed every victory (2 Shard Packs of that difficulty, 1 Shard Pack from previous difficulties) until the streak is broken.&lt;br /&gt;
&lt;br /&gt;
Any shard can be purchased from [[Non Playable Characters|Gran Ma'ster]] for 1000 Defender Medals or 250 Gems. A shard pack containing 5 random shards can also be purchased for 500 Defender Medals or 125 Gems. These shard packs will give you 5 random shards from a single difficulty (e.g. 5 random Chaos V shards).&lt;br /&gt;
&lt;br /&gt;
==Shard Dust==&lt;br /&gt;
As of the Protean Shift update, you may disenchant shards (press 's' when hovering over a shard) which will turn the shard into shard dust of the same tier. Ten shard dust can be exchanged with [[Tavern#War_Recruiter|War Recruiter]] to obtain one new shard pack.&lt;br /&gt;
&lt;br /&gt;
==Shards list==&lt;br /&gt;
Most of '''drop locations are confirmed by [[File:Trendy-logo-final.png|80px]]''' (up to C5). Chaos 8 Shards (like Chaos 8 Ampoules) only drop in Onslaught or Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
[[File:c8.png|100px|link=C8 Shards]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:15%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:45%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Shard Pack&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Weapon&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Shield&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Helmet&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Chest &lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Gloves&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Boots&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Relic&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Defensive Critical Damage}} || Increases the Defense Crit Damage of the affected tower by '''4-20%'''. || 16 || Campaign || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Fortification}} || Increases Defense Health of the affected tower by '''2-34%'''. || 16 || Campaign || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Concussive Chi}} || Secondary attacks have a '''1-25%''' chance to stun targets for '''1-4.6''' seconds. || 12 || Campaign || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Concussive Shock}} || Increases the stun duration of Concussive Shot by '''4-40%'''. || 12 || Campaign || {{Valid for Huntress}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Construction}} || Increases repair and upgrade speed during Combat Phase by '''25-75%'''. || 20 || Campaign || {{Valid for ALL}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Fortification}} || Armor buff of Dryad’s Blessing is increased by '''4-40%''' in purification form. || 12 || Campaign || {{Valid for Dryad}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Drenching Strikes}} || Your primary attacks have a '''2-30%''' chance on hit to drench enemies for '''3-7''' seconds. || 14 || Campaign || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Tornado}} || Increases the knockup duration of Tornado by '''1-6''' seconds. || 10 || Campaign || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enhanced Decoy}} || Death From Above's decoy deals an extra '''20-420%''' damage to enemies. || 20 || Campaign || {{Valid for SeriesEV2}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Fountain Of Speed}} || Abyss Fountain increases allied movement speed by '''50-650''' for '''5''' seconds. || 12 || Campaign || {{Valid for AbyssLord}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Retribution}} || When you take damage, you have a '''2-20%''' chance of dealing '''125-425%''' of your Armor as damage to your attacker. || 20 || Campaign || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Speed Boost}} || Increases your movement speed by '''100-500'''. || 8 || Campaign || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Support Magic Specialist}} || Decreases the cost of Broom Vault and Book Drop by '''4-40%'''. || 12 || Campaign || {{Valid for Gunwitch}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Swift Provocation}} || Provoke movement speed buff increased by '''10-154'''. || 12 || Campaign || {{Valid for Squire}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Worm Scarf}} || Reduces the damage you take from enemies by '''3-15%'''. || 12 || Campaign || {{Valid for ALL}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Zephyr's Warpath}} || Increase movement speed in Whirlwind by '''5%-105%'''. || 20 || Campaign || {{Valid for Barbarian}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Crumbling Stone}} || Enemies petrified by Maw of the Earth Drake receive '''2-20%''' more damage and explode on death for '''10-250%''' Defense Power magical damage. || 20 || Chaos 1 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Destruction}} || Increases Defense Power of the affected tower by '''2-34%'''. || 16 || Chaos 1 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Electric Fingers}} || Skeletal Orcs have '''3-30%''' chance on hit to deal an additional '''40-400%''' of their Defense Health as storm damage. Bounces '''3''' times. || 18 || Chaos 1 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowered Flame}} || Flamethrower tower has a '''1-15%''' chance to hit the target again for '''55-275%''' damage. || 20 || Chaos 1 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Enduring Bubble}} || Increases Viper's Fang bubble duration by '''1-2''' seconds. || 10 || Chaos 1 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Laser Boost}} || Picking up Mega Death Laser increases EV2's movements speed by '''50-350''' and Hero Damage by '''4-40%''' for '''15''' seconds. || 20 || Chaos 1 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Rippling Explosions}} || Enemies that die inside the boost aura have a '''5-25%''' chance to detonate, dealing '''20-80%''' of the Boost aura's Tower Damage stat as damage in a small area around the enemy. || 20 || Chaos 1 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Stun Fire}} || Cannonball Tower has a '''11-25%''' chance on hit to stun target for '''1.6-3''' seconds. || 14 || Chaos 1 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Annoyance}} || Taunts nearby enemies for '''1-4''' seconds every '''8''' seconds. || 10 || Chaos 1 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Bots Of Oil}} || Exploding Grav Bots now oil enemies for '''1-8''' second(s). If ignited by fire, deals  '''20-220%''' Ability Power as fire damage per second for '''1-5''' second(s). || 20 || Chaos 1 || {{Valid for SeriesEV2}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Broomnado Power}} || Increases Broom Nado damage by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Gunwitch}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Bulwark}} || Increases armor by '''4-40%'''. || 12 || Chaos 1 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Concussive Power}} || Increases the damage of Concussive Shots by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Huntress}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Crane Stance}} || Each secondary attack increases the damage of the next primary attack by '''10-90%.''' Stacks up to '''6''' times. || 20 || Chaos 1 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Critical Strike}} || Increases your Hero Crit Chance by '''3-10%'''. || 7 || Chaos 1 || {{Valid for ALL}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Haunting}} || Primary attacks generate '''1''' ghost stack. At '''10''' stacks you unleash ghosts for '''3''' seconds, each dealing '''10-250%''' of your Ability Power as damage. The effect has a cooldown of '''5''' seconds. || 20 || Chaos 1 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Lashing Power}} || Increases Lash Out damage by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Mystic}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Molten Striker}} || Molten Core deals more impact damage the farther it travels, up to +20-200% more damage. || 20 || Chaos 1 || {{Valid for Lavamancer}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Volley}} || Increases the damage of Arcane Volley by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Apprentice}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shroom Doom}} || Damage of Powder Toss while in Corrupt Form increased by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Dryad}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Thundering Call}} || Increases Call to Madness range by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Withering Fountain}} || Abyss Fountain withers enemies inside it reducing the damage they deal by '''2-20%'''. || 9 || Chaos 1 || {{Valid for AbyssLord}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Full Shell Ahead}} || Increases movement speed while in Turtle Stance by '''25-525'''. || 20 || Chaos 1 || {{Valid for Barbarian}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Atomic Capacity}} || This shard gives your Atomic Launcher an additional missile when the shard is upgraded to '''4/8''' and then another at '''8/8'''. || 8 || Chaos 2 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Berserk Master}} || Increases the duration of Direct Command on your Skeletal Orcs by '''1-5''' seconds. || 8 || Chaos 2 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Blazing Phoenix}} || Shortly after a Blaze Balloon triggers, a Phoenix emerges dealing '''1000-5000%''' Defense Power as magical fire damage. || 20 || Chaos 2 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Combined Power}} || Serpent's Coil deals '''25-385%''' Defense Power as magical damage each second when an enemy is also affected by Sand Viper. || 18 || Chaos 2 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Defensive Critical Strike}} || Increases the Defense Crit Chance of the affected tower by an additional '''2-15%'''. || 12 || Chaos 2 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Encroaching Flames}} || Flame aura has a '''5-30%''' chance to deal '''4-60%''' more damage. || 12 || Chaos 2 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Frosty Duet}} || The Frostbite tower can hit an additional target, but its Range is reduced by '''60-35%.''' || 10 || Chaos 2 || {{Valid for Apprentice}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Magma Maelstrom}} || Rate at which Fissures of Embermount generate Molten Power reduced by '''4-40%'''. || 12 || Chaos 2 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Panic Fire}} || When the affected tower takes damage, it has a '''5-15%''' chance to increase it's Attack Rate by '''50%''' for '''1-4''' seconds. Does not work with Auras and Traps. || 10 || Chaos 2 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Power Bolts}} || Ballista has a '''4-40%''' chance on hit to deal '''15-60%''' extra magical damage. || 15 || Chaos 2 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Press Your Luck}} || When the affected tower takes damage, it has a '''5-15%''' chance to increase it's Critical Hit Chance by '''30%''' for '''1-4''' seconds. Does not work with Auras and Traps. || 10 || Chaos 2 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|World Tree Mcbufferson}} || Every '''20''' seconds, the world tree places a leafy shield on a blockade within its influence that absorbs '''10-210%''' of the Dryad's Defense Health stat and lasts '''10''' seconds. || 20 || Chaos 2 || {{Valid for Dryad}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Batter Up}} || Increases the damage of Molten Core by '''4-40%''' each time it is redirected. Happens '''3''' times. || 12 || Chaos 2 || {{Valid for Lavamancer}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Harmony}} || Reduces Corruption form’s Celestial Power drain by '''-1''' to '''-3'''. || 10 || Chaos 2 || {{Valid for Dryad}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Critical Restoration}} || Primary Attack critical hits restore '''1-5''' Broom Power. || 8 || Chaos 2 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Dewey Deathimal System}} || Book drop duration is increased '''1-3''' second and the extra damage they take is increased '''5-15%''' while under it's effect. || 20 || Chaos 2 || {{Valid for Gunwitch}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Dragon Stance}} || Each melee primary attack increases the damage of the next ranged secondary attack by '''10-90%.''' Stacks up to '''6''' times. || 20 || Chaos 2 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Dummies And Bots}} || The Death From Above ability now spawns '''4''' grav Bots that each deal '''20-220%''' of your Ability as damage in a '''100-500''' radius. These do not count towards the cap on the number of Bots she can hold. || 20 || Chaos 2 || {{Valid for SeriesEV2}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Empowered Mark}} || Increases the max number of the marked targets this hero may have by '''2-30'''. || 28 || Chaos 2 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Harbinger’s Slam Power}} || During Provoke, Seismic Slam damage increased by '''130-410%''' of your Ability Power stat. || 20 || Chaos 2 || {{Valid for Squire}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Inspiration}} || Reduces the cooldown of your abilities by '''4-40%'''. || 12 || Chaos 2 || {{Valid for ALL}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Piercing}} || Concussive Shots also fires a piercing shard dealing '''50-350%''' of Ability Power as damage, then explodes dealing '''25-225%''' of Ability Power as unresisted damage. || 20 || Chaos 2 || {{Valid for Huntress}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Of The Knight}} || Increases the damage of Knight of the Abyss by '''4-40%'''. || 12 || Chaos 2 || {{Valid for AbyssLord}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Quake}} || You have a '''10-30%''' chance when landing to deal '''50-250%''' of your Ability Power as earth damage to nearby enemies. || 20 || Chaos 2 || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Serpent’s Appeasement}} || Increases Appeasement gained by '''60-300%'''. || 12 || Chaos 2 || {{Valid for Mystic}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Turtle Power}} || Increase Damage Protection while in Turtle Stance by '''1%-21%'''. || ? || Chaos 2 || {{Valid for Barbarian}} || {{Valid for Boot}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Boosted Grasp}} || Enemies move at '''90-60%''' speed when they are within the Boost Aura. || 10 || Chaos 3 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Deadly Strikes}} || Increases the Defense Range of the affected tower by '''4-40%'''. || 12 || Chaos 3 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Drenched}} || After your Geyser Trap drenches an enemy, the next source of damages deals an additional '''3-35%''' damage. || 16 || Chaos 3 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowered Bolts}} || Ballista has a '''5-30%''' chance on hit to deal full damage to all targets pierced for the next '''10-40''' seconds. || 10 || Chaos 3 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowered Frostbite}} || Frostbite has a '''5-45%''' chance to freeze the target for '''1-7''' seconds. || 20 || Chaos 3 || {{Valid for Apprentice}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowering Blasphemy}} || Obelisk Hero Stat boost increased to '''10-50%''' and polymorph duration increased by '''1-6''' seconds. || 10 || Chaos 3 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Numerous Reflection}} || Increases the nodes of EV2’s Reflect Beam can sustain by '''1-6'''. || 5 || Chaos 3 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Oil Spill}} || Gives oil geyser a '''5-30%''' chance to stun all enemies hit for '''2s'''. || 10 || Chaos 3 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Rain Of Oil}} || Skeletal Archer's Direct Command now oils enemies, slowing them by '''50%''' for '''2-12''' seconds. If an oiled enemy is hit by fire damage, the oil ignites, dealing '''20-600%''' of its Defense Power in fire damage over '''1-11''' seconds. || 20 || Chaos 3 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Shielding Guard}} || When the affected tower takes damage, it has a '''5-25%''' chance to gain a shield for '''50-250%''' of it's Defense Health for '''5''' seconds. Does not work with Auras or Traps. || 20 || Chaos 3 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Abyss Knight’s Bargain}} || Reduces the mana cost of Knight of the Abyss by '''4-40%'''. || 12 || Chaos 3 || {{Valid for AbyssLord}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Abyss Stone Attunement}} || Reduces the mana cost of Abyss Stone by '''1-15%'''. || 14 || Chaos 3 || {{Valid for AbyssLord}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Aerial Mastery}} || Increases Death From Above’s Duration by '''1-6''' seconds. || 10 || Chaos 3 || {{Valid for SeriesEV2}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Betsy’s Curse}} || Primary attacks leave a curse zone that reduces the damage enemies deal by '''5-25%.''' You can place up to '''3''' zones and each zones lasts '''20-100''' seconds. || 20 || Chaos 3 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Betsy’s Empowered Lightning}} || Every '''8''' seconds, secondary attacks spawn a lightning balldealing '''125-325%''' Ability Power as storm damage '''2.5''' times per second  for '''1''' seconds. || 20 || Chaos 3 || {{Valid for Monk}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Bewitching Hour}} || Each Snipe hit adds '''4-40%''' to the damage of the next Primary Attack hit. Stacks up to '''5''' times. || 12 || Chaos 3 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Big Boy}} || The first Grav Bot placed will always be a Big Boy. Big Boy mines do an additional '''100-1100%'''  of hero Damage as damage to enemies in double the area. || 20 || Chaos 3 || {{Valid for SeriesEV2}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Cataclysm}} || Increases Eruption damage by '''4-40%'''. || 12 || Chaos 3 || {{Valid for Lavamancer}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Channel}} || Restores '''1-15''' of your ability resources every '''5''' seconds. || 14 || Chaos 3 || {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Huntress}}{{Valid for Monk}}{{Valid for Initiate}}{{Valid for AbyssLord}}{{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Bargain}} || When this shard is fully upgraded, Dryad's Blessing costs no celestial power in purification form and costs '''1''' celestial power power per second instead of '''2''' in corruption form. || 10 || Chaos 3 || {{Valid for Dryad}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Blessing}} || Damage of Dryad's Blessing is increase by '''4-40%''' in corrupt form. || 12 || Chaos 3 || {{Valid for Dryad}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Fight Me Not}} || Defenses will deal '''5-25%''' more damage to enemies targetting the Squire. || 20 || Chaos 3 || {{Valid for Squire}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Jackpot}} || You have a '''2-10%''' chance when picking up gold to quadruple the amaunt. || 8 || Chaos 3 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Lava Floor}} || Eruption spawns a lava field dealing '''150-1150%''' Ability Power as Fire magic damage each second for '''5s'''. || 20 || Chaos 3 || {{Valid for Lavamancer}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Oil Slick}} || Increases the duration of oil flask by '''1-9%'''. || 8 || Chaos 3 || {{Valid for Huntress}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Overwhelm}} || Your primary attacks have a '''7-15%''' chance to stun enemies for '''1-3''' seconds. || 8 || Chaos 3 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Overwhelming Buster}} || Adds '''0.5-4.5s''' to Blunder Broom Buster duration. || 8 || Chaos 3 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Tormented Power}} || Increases Dark Torment damage by '''4-40%'''. || 12 || Chaos 3 || {{Valid for Mystic}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Echoing Shout}} || Increases the duration of Staggering Shout debuffs by 0.5s-4.5s. || 10 || Chaos 3 || {{Valid for Barbarian}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Defense Rate}} || Increases the Attack Rate of the affected tower by '''9-33%'''. || 12 || Chaos 4 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Earth Toss}} || Earthshatter tower has a '''28-100%''' chance on hit to knock targets into the air. || 18 || Chaos 4 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowering Flames}} || Flame Aura increases the damage of heroes standing inside it by '''5-25%'''. || 20 || Chaos 4 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Surprise}} || Geyser Trap has a '''10-50%''' chance to fire an exploding shard dealing '''200-1200%''' Defense Power as damage in an area. || 20 || Chaos 4 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Lateral Blast}} || Volcano attacks spawn three random meteors that drop nearby, each dealing '''750-2250%''' Defense Power as magical Fire damage. || 20 || Chaos 4 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Power Transfer}} || Increases the Defense Crit Chance of the affected tower by '''4-30%''' and reduces the Defense Power by -10%. || 14 || Chaos 4 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Puncturing Bolts}} || Ballista can now pierce an additional '''1-4''' targets. || 6 || Chaos 4 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Sandstorm Warrior}} || The Snaking Sands sandstorm increases Hero Damage and Ability Power by '''101-125%''' for '''1-25''' seconds. || 12 || Chaos 4 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Abyssal Mandate}} || Reduces the mana cost of Direct Command by '''4-40%'''. || 12 || Chaos 4 || {{Valid for AbyssLord}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Beacon Of The Storm}} || Once per second your primary attack spawns a lightning ball that deals '''10-50%''' of your Hero Damage as storm damage. Bounces up to '''3''' times. || 20 || Chaos 4 || {{Valid for ALL}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Betsy’s Empowered Beam}} || Primary attacks fire a piercing sonic projectile that deals '''105-150%''' Hero Damage as magical damage. || 15 || Chaos 4 || {{Valid for Squire}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Call Of The Kobold}} || Defeating an enemy grants a charge. Secondary attacks consume charges and shoots a firework at your target for '''20%-320%''' of your ability power. || 20 || Chaos 4 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Caustic Oil}} || Increases the damage of Oil Flask by '''4-40%'''. || 12 || Chaos 4 || {{Valid for Huntress}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Celestial Attunement}} || The dyrad can hold '''1-4''' more stacks of starfall. || 6 || Chaos 4 || {{Valid for Dryad}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Charge Blast V2}} || Reduces the cost of EV2’s secondary attacks by '''5-95%'''. || 18 || Chaos 4 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Darkest Syphon}} || Increases the angle of Dark Syphon by '''3-30'''. || 9 || Chaos 4 || {{Valid for AbyssLord}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Electric Retribution}} || When you take damage, you have a '''2-25%''' chance of dealing '''125-450%''' of your Armour as storm damage to your attacker. || 20 || Chaos 4 || {{Valid for ALL}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Drop}} || Increases Book Drop duration by '''0.5-7.5s'''. || 14 || Chaos 4 || {{Valid for Gunwitch}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Lash}} || Increases Lash Out poison duration by '''0.5-4.5''' s. || 8 || Chaos 4 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Fan Of Knights}} || Skeletal Knight also fires two additional Knights that deal '''20-500%''' of your Ability Power in damage. || 20 || Chaos 4 || {{Valid for AbyssLord}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Freeze Buster}} || Blunder Broom Buster has a '''1-5%''' chance to also freeze enemies for '''1-4s''', allowing them to be shattered by Crushing damage. || 10 || Chaos 4 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Frozen Core}} || Increases Ice Needle damage by '''4-40%'''. || 12 || Chaos 4 || {{Valid for Gunwitch}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Hemolytic Poison}} || Lashout cooldown increased to '''200-160%''' of what it was but allows it to stack '''0-2''' times and increases its duration by '''3-7''' seconds. || 20 || Chaos 4 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Inspiring Strikes}} || Primary attacks reduce the cooldown of your abilities by '''-0.1-0.3''' seconds. || 4 || Chaos 4 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Insulated Decoy}} || Decreases heat generated from Death from Above by '''4-40%'''. || 12 || Chaos 4 || {{Valid for SeriesEV2}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Let’s Rock}} || Activating Harden/Inflame gives the Lavamancer a shield lasting for '''6-30''' seconds that absorbs '''20-140%''' Hero Health incoming damage. || 12 || Chaos 4 || {{Valid for Lavamancer}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Manabomb’s Aid}} || Manabomb places a shield on you that lasts '''20''' seconds that absorbs '''150-750%''' of your Ability Power Stat. Enemies that hit the shield are burned for a total of '''150-550%''' of your Ability Power over '''3''' seconds. || 20 || Chaos 4 || {{Valid for Apprentice}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Mine Blast Radius}} || Anti Gravity Bots damage radius increased by '''4-40%'''. || 12 || Chaos 4 || {{Valid for SeriesEV2}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Piercing Power}} || Increases the damage of Piercing Shot by '''4-40%'''. || 12 || Chaos 4 || {{Valid for Huntress}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shroom Bloom}} || The mushrooms created by Powder Toss last '''1-6''' seconds longer. || 10 || Chaos 4 || {{Valid for Dryad}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shroom Gloom}} || Slow intensity of Powder Toss in Purification Form increased by '''4-40%'''. || 12 || Chaos 4 || {{Valid for Dryad}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Smashing Fists}} || Pole Smash or Chi Stomp spawns a Fist dealing '''20-220%''' Ability Power as damage. After a short delay, another Fist emerges dealing '''20-420%''' Ability Power as damage. || 20 || Chaos 4 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Draining Strikes}} || Increase the healing from Siphon Stance by '''5%-25%'''. || ? || Chaos 4 || {{Valid for Barbarian}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Boosted Blockade}} || Boost Aura increases blockade health by '''2-20%'''. || 12 || Chaos 5 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Cthulu’s Influence}} || While under the effects of corruption, Angry Nimbus has a '''3-27%''' chance to charm enemies for '''1-7''' seconds. || 12 || Chaos 5 || {{Valid for Dryad}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Arrows}} || Skeletal Archers have a '''15-30%''' chance on hit to fire an explosive arrow dealing an additional '''150-450%''' of their Defense Power in damage. || 20 || Chaos 5 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Guard}} || When the affected tower takes damage, it has '''3-35%''' chance to trigger an explosion and deal '''140-500%''' of its Defense Health as damage to nearby enemies. Does not work with Auras or Traps. This does not destroy the tower. || 18 || Chaos 5 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Poison}} || If an enemy poisoned by the Poison Dart Tower is killed , it detonates dealing '''10%-150%''' of the tower’s damage stat as damage in a small area around the enemy. || 20 || Chaos 5 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Fire For Effect}} || Your explosive Trap has a '''15-45%''' chance to detonate twice without consuming an additional charge. || 20 || Chaos 5 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Frosty Beams}} || 25% chance for Proton Node to freeze all enemies it touches for '''1-2''' seconds. || 20 || Chaos 5 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Frosty Bind}} || Frostbite slow strength increased by '''1-10%'''. || 12 || Chaos 5 || {{Valid for Apprentice}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Heavy Cannonball}} || Cannonball tower has a '''5-20%''' chance to spawn a heavy cannonball that pierces up to '''1-10''' target(s) stunning them for '''1-2''' second and dealing '''120-1250%''' of the Cannonball tower's damage. || 20 || Chaos 5 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Snakes On A Plane}} || Obelisk spawns a snake every '''3s''' that flies into an enemy dealing '''25-3000%''' Defense Power as magical Earth damage. || 20 || Chaos 5 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Split Vipers}} || Sand Viper may target up to '''1-2''' additional enemies, but has '''40-20%''' less Defense Power and does not ramp-up damage. || 10 || Chaos 5 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Vampiric Empowerment}} || Increases the Defense Power of the affected tower by '''4-60%''' of its Defense Health. || 14 || Chaos 5 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Volcanic Shock}} || Volcano has a '''2-20%''' chance to stun all enemies hit for '''1-2.8s'''. || 12 || Chaos 5 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Anti Air}} || Deals '''4-40%''' additional damage to flying enemies. || 12 || Chaos 5 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Betsy Cluster Nades}} || When attacking flying enemies, you have a '''10-50%''' chance on hit to drop a bomb beneath them that deals '''110-310%''' of your Ability Power stat an Damage in a small area. || 20 || Chaos 5 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Burning Strikes}} || 2-20% chance on hit to burn target for '''20-180%''' of your Hero Damage stat as magical fire damage each second for '''1-5''' seconds. || 20 || Chaos 5 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Chi Burst}} || Increases Talisman of Empowerment's Critical Damage boost by '''2-20%'''. || 12 || Chaos 5 || {{Valid for Initiate}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Embrace}} || Starfall damage is increased by '''4-40%''' in corrupt form. || 12 || Chaos 5 || {{Valid for Dryad}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Debilitating Madness}} || Call to Madness increase the target's damage taken by '''3-45%'''. || 14 || Chaos 5 || {{Valid for Mystic}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Drenching Broomnado}} || Broom Nado damage increased by '''4-40%''' and its hits have '''1-25%''' chance to drench enemies and slow them by '''30%''' for '''1-5''' seconds. || 12 || Chaos 5 || {{Valid for Gunwitch}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Empowered Beam}} || After the Sword Beam collides with '''5''' targets, it spawns an additional Sword Beam that travels in the same direction as the first dealing '''125-425%''' of your Ability Power stat as damage to each target hit. After colliding with '''5''' targets it returns to the Squire dealing '''125-425%''' of your Ability Power stat as damage in an area around Squire. || 20 || Chaos 5 || {{Valid for Squire}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Provocation}} || Provoke lasts an additional '''0.5-7.5''' seconds. || 14 || Chaos 5 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enhanced Launcher}} || Anti Gravity Bot Launcher can store an additional '''1-15''' Anti Gravity Bots. || 14 || Chaos 5 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Flaming Knight}} || Knight of the Abyss is now imbued with fire, causing enemies hit to burn for '''50-500%''' of your Ability Power in fire damage over '''5''' seconds. || 18 || Chaos 5 || {{Valid for AbyssLord}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Heroic Power}} || Increases Heroic Wave’s hero damage boost by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Monk}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Madness’ Embrace}} || Increases Call to Madness duration by '''0.5-7.5s'''. || 14 || Chaos 5 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Mana Leech}} || Dark Syphon drains '''4-40%''' additional mana. || 12 || Chaos 5 || {{Valid for AbyssLord}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Manabomb Power}} || Increases the damage of Manabomb by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Apprentice}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Meteor Rain}} || Manabomb opens a portal overhead that spawns meteor that deal '''30-550%''' of your Ability Power stat as damage to enemies they affect. || 20 || Chaos 5 || {{Valid for Apprentice}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Mine Heat Compensator}} || The cost of EV2’s Anti Gravity Bots is reduced by '''4-40%'''. || 12 || Chaos 5 || {{Valid for SeriesEV2}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Molten Charge Power}} || Increases Molten Charge damage by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Lavamancer}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Molten Stun}} || Increases Molten Charge stun duration by '''0.5-4.5s'''. || 8 || Chaos 5 || {{Valid for Lavamancer}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|One With Chi}} || Increases the damage of Chi Blast by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Monk}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Poison Leaves}} || Dryad’s poison attacks deal '''2-20%''' more damage. || 12 || Chaos 5 || {{Valid for Dryad}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Read Or Die}} || Scatter Sweep and Broom Vault have an '''1-21%''' chance to transmogrify enemies into books for '''3s'''. Transmogrified enemies take increased damage. || 10 || Chaos 5 || {{Valid for Gunwitch}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Scatter Power}} || Increases Scatter Sweep damage by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Gunwitch}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Maelstrom}} || While Lightning Stance is active, the Barbarian's attacks have a '''5%-25%''' chance to drench enemies, stunning them for '''1.5s-3.5s.''' || ? || Chaos 5 || {{Valid for Barbarian}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Talon Strike}} || Hawk Strike now stuns for '''2s-4.5'''. || ? || Chaos 5 || {{Valid for Barbarian}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Boosted Power}} || Increases the power of the Boost Aura by '''2-20%'''. || 18 || Chaos 6 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Colossal Fissure}} || Your Colossus' Direct Command now rips the earth unleashing a fissure that lingers and deals '''50-2050%''' of your Ability Power in damage over '''6''' seconds, but increases the mana cost of Direct Command by '''30-70%.''' Usable once every '''60''' seconds. || 20 || Chaos 6 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Enhanced Poison}} || Increases the rate of the Poison Dart Tower's poison by '''4-40%'''. || 12 || Chaos 6 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Flaming Death}} || EV2’s mega death laser sets enemies it hits on fire dealing '''50-2''',050% of EV2’s Ability Power stat as damage over '''10''' seconds. || 20 || Chaos 6 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Frosty Power}} || Frostbite tower passes '''10-50%''' of its Defense Power stat to defenses within its frost aura. || 20 || Chaos 6 || {{Valid for Apprentice}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Health Pylon}} || Increases the Defense Health of nearby defenses to '''102-130%.''' Note: Requires a Blockade but this shard does not buff the Blockade that equips this shard. || 20 || Chaos 6 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Mark Targets}} || This defence has a '''5-45%''' chance to place an Apprentice Mark on its target. || 20 || Chaos 6 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Megarock}} || Volcano launches a huge rock dealing '''1000-4000%''' Defense Power damage once every '''3''' volleys. || 20 || Chaos 6 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Serpent God’s Protection}} || Towers and Blockades near the Obelisk take '''-1%''' to '''-10%''' damage. || 9 || Chaos 6 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Sharpened Spikes}} || Blockade has a '''2-30%''' chance to stun enemies hit for '''1-3''' seconds. || 14 || Chaos 6 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Brain Of Confusion}} || When you take damage you have a '''3-15%''' chance to confuse nearby enemies for '''3''' seconds. This effect has a '''15''' second cooldown. || 12 || Chaos 6 || {{Valid for ALL}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Flaming Retribution}} || When you take damage, you have a '''2-20%''' chance of dealing '''125-425%''' of your Armor as fire damage to your attacker. || 20 || Chaos 6 || {{Valid for ALL}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Heat Dispenser Module}} || EV2 upgrades her gun with a new heat dispenser module that drains '''4-40%''' more heat with each primary attack. || 12 || Chaos 6 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Howling Feast}} || Your Primary attacks generate '''1''' Feast stack, while at '''10''' stacks, increase your Hero Damage by '''2-30%.''' One stack wears off every '''3''' seconds. || 14 || Chaos 6 || {{Valid for Dryad}}{{Valid for Squire}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Molten Core Power}} || Increases Molten Core damage by '''4-40%'''. || 12 || Chaos 6 || {{Valid for Lavamancer}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Nightmare Fuel}} || Enemies affected by Lash Out poison take '''20-320%''' Hero Damage as magical damage when hit by Dark Torment. || 20 || Chaos 6 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Pole Power}} || Increases the damage of Pole Smash or Chi Stomp by '''4-40%'''. || 12 || Chaos 6 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Of Storms}} || You have a '''4-10%''' chance on hit to restore '''20''' mana per second for '''1-3''' seconds. '''10''' seconds cooldown. || 12 || Chaos 6 || {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Huntress}}{{Valid for Monk}}{{Valid for Initiate}}{{Valid for AbyssLord}}{{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Scatter Striker}} || Increases the range of Scatter Sweep by '''4-40%'''. || 12 || Chaos 6 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shattering Stones}} || After an Abyss Stone expires, it detonates dealing '''40-400%''' of your Ability Power as crushing damage to nearby enemies. || 18 || Chaos 6 || {{Valid for AbyssLord}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Snipe Critical Strike}} || Increases the Crit Chance of Snipe by '''2-30%'''. || 14 || Chaos 6 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Unholy Fire}} || Blocking unleashes flames that deal '''150-750%''' of your ability power stat as damage to enemies in a cone in front of the hero at a rate of twice per second. || 20 || Chaos 6 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Boiling Blood}} || Causes the Barbarian to take '''20%-2%''' of his Max Health as damage, every 5s during combat phase gaining Fury. || 18 || Chaos 6 || {{Valid for Barbarian}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shellshock}} || While Turtle Stance is active the Barbarian's attacks wither enemies hit for '''3-13''' seconds reducing their damage to '''75%-35%'''. || 18 || Chaos 6 || {{Valid for Barbarian}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Manufacturer’s Overcharge}} || Weapon Manufacturer charges '''4-40%''' faster. || 12 || Chaos 7 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Node Increase}} || EV2 can create '''1-4''' extra node(s) in any single Weapon Manufacturer chain. || 6 || Chaos 7 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Obelisk Shield}} || Obelisk Shield absorption increased to '''10-70%'''. || 15 || Chaos 7 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Oily Entrapment}} || Increases Oil Geyser slow rate by '''3-15%'''. || 12 || Chaos 7 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Power Pylon}} || Increases the Defense Power of nearby defenses to '''102-120%.''' Note: Requires a Blockade but this shard does not buff the Blockade that equips this shard. || 18 || Chaos 7 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Splody Harpoon}} || Ballista projictiles have a '''10-30%''' chance to detonate on each target hit dealing '''150-350%''' of the Ballista's defence power stat as extra damage in small area. || 20 || Chaos 7 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Charged Shot}} || Your primary attacks have a '''5-15%''' chance to fire a fully charged secondary attack. || 10 || Chaos 7 || {{Valid for Huntress}}{{Valid for Apprentice}}{{Valid for SeriesEV2}}{{Valid for Adept}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Chi Supercharge}} || Increases Talisman of Empowerment's Defense Power boost by '''2-20%'''. || 12 || Chaos 7 || {{Valid for Initiate}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Constrictor}} || Defeating an enemy adds a constrictor stack. At '''10''' stacks, unleashes a bed of constrictor snakes that stun nearby targets for '''1-5s'''. While stunned, enemies take '''50-450%''' Ability Power as magical damage each second for '''3''' seconds. || 20 || Chaos 7 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Slam}} || Seismic Slam stun duration increased by '''0.5-5''' seconds. || 15 || Chaos 7 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Fiery Brimstone}} || Adds '''4-12%''' Hero Damage to Your Attacks as Magical Fire Damage. || 10 || Chaos 7 || {{Valid for AbyssLord}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Heroic Boost}} || Increases Heroic Wave's healing done by '''4-40%'''. || 12 || Chaos 7 || {{Valid for Monk}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Life Leech}} || Your primary attacks heal you for '''0.2-1%''' of your max health. || 20 || Chaos 7 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Mana Capacitor}} || Increases your maximum ability resource by '''10-100'''. || 18 || Chaos 7 || {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Huntress}}{{Valid for Monk}}{{Valid for Initiate}}{{Valid for SeriesEV2}}{{Valid for AbyssLord}}{{Valid for Lavamancer}}{{Valid for Dryad}}{{Valid for Gunwitch}}{{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Gambit}} || Increases your Hero Damage by '''10-50%''', but increase damage taken from enemies by '''60-20%'''. || 20 || Chaos 7 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Proton Canon Insulator}} || Reduces the heat generation rate of Proton Charge by '''2-20%'''. || 12 || Chaos 7 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Proton Supercharge}} || EV2's Proton Charge deals an extra '''10-210%''' of your ability power stat as damage while its max range is increased by '''5-25%'''. || 20 || Chaos 7 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Ramster Power}} || Increases the damage of Ramster Direct Command by '''5-35%'''. || 10 || Chaos 7 || {{Valid for AbyssLord}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Ravenhost}} || Your primary attacks generate Raven stacks. Once you reach '''10''' stacks, the stacks are depleted to fire a magical Raven dealing '''10-210%''' of your Ability Power as damage. Bounces '''5''' times. || 20 || Chaos 7 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Restoring Snipe}} || Snipe critical hits restore '''4-40''' Broom Power. || 18 || Chaos 7 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Serpent’s Kiss}} || Secondary Attacks inflict poison on enemies, dealing '''10-210%''' of Hero Health as damage per second for '''1-5''' seconds. || 20 || Chaos 7 || {{Valid for Mystic}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Snipe Critical Power}} || Increases the total critical damage of Snipe by '''104-140%'''. || 12 || Chaos 7 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Tectonic Breaker}} || While Hardened, deal '''10-370%''' Armor Stat as crushing Earth damage every '''3'''rd primary attack. While Inflamed deal '''10-370%''' Hero Damage as Fire damage every '''3'''rd primary attack. || 20 || Chaos 7 || {{Valid for Lavamancer}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Ride the Lightning}} || Increase the damage bonus of Lightning Stance by '''1%-21%'''. || ? || Chaos 7 || {{Valid for Barbarian}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Wreckless}} || The Barbarian deals up to '''0.5%-20.5%''' bonus damage based upon current Wrath. || ?|| Chaos 7 || {{Valid for Barbarian}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Wither Bubble}} || Arcane Bubble withers enemies inside it increasing the damage they take by '''X-15%'''. || 9 || Chaos 1 || {{Valid for Adept}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Sanctuary}} || Heroes inside the Arcane Bubble shield heal '''5-15'''% of their health per second during the duration of the bubble. || 10 || Chaos 2 || {{Valid for Adept}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Icefall}} || Hailstorm Tower attacks have a '''2-5%''' chance on hit to freeze enemies for 2 seconds. || 15 || Chaos 2 || {{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Thunderwave}} || Arc Lightning deals '''X-1250%''' Ability Power as damage to all enemies around you. || 20 || Chaos 3 || {{Valid for Adept}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Arc Shielding}} || Arc Lightning places a shield on you lasting 20 seconds and absorbing '''180-780%''' Ability Power of damage. Enemies that hit the shield are damaged for a total of '''200-1000%''' of your Ability Power over 3 seconds. || 20 || Chaos 4 || {{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Marking Bubble}} || Arcane Bubble will place a Mark on all enemies in the initial spawn area and increases Mark count '''1-6'''. || 5 || Chaos 4 || {{Valid for Adept}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Thunderbolts and Lightning}} || Increases the damage of Arc Lightning by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Adept}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Explosive Finale}} || Upon completion, the Arcane Bubble explodes dealing '''X-2000%''' Ability Power damage to all enemies in and around the bubble. || 20 || Chaos 6 || {{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Glacier}} || Every 10 attacks, Hailstorm Tower fires an icy boulder that explodes on impact dealing '''750-2750%''' Defense Power as damage in a small area. || 20 || Chaos 7 || {{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Withering Blast}} || Enemies damaged by Arcane Barrier take '''5-20%''' increased damage for '''1.5-3''' seconds. || 15 || Revenge of the Yeti Incursion || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Twice As Bright}} || Eruption now increases Defense Power to '''10-70%''', but the duration is reduced by '''-5''' seconds. || 20 || Chaos 7 || {{Valid for Lavamancer}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Wave Of The Storm}} || You have a '''4-40%''' chance when landing on the ground to deal '''50-350%''' of your Ability Power as storm damage to nearby enemies. || 20 || Chaos 8 || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Oily Harpoon}} || Ballista has a '''4-40%''' chance to oil targets on hit slowing them by '''40%''' for '''2''' seconds. If hit by a fire soure, the oil will be consumed and burn the target for '''150-600%''' of your Defense Power stat every second for '''5''' seconds. || 18 || Chaos 8 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Block Power}} || Increases the blocking power of the shield by '''5-25%'''. || 20 || Chaos 8 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Harbinger’s Powered Block}} || Blocking reduces the cooldown of Seismic Slam by '''-0.2''' to '''-0.7''' seconds. Happens a max of '''3''' times a second. || 10 || Chaos 8 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power of Embermount}} || Increases the amount of Molten Power gained by '''4-40%'''. || 12 || Chaos 8 || {{Valid for Lavamancer}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Overwhelming}} || Increases your Ability Power by '''10-30%''', but increase your ability resource cost by '''100-70%'''. || 20 || Chaos 8 || {{Valid for AbyssLord}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Price Of Power}} || Increases damage of Two at Twice the Price by '''4-40%'''. || 12 || Chaos 8 || {{Valid for Gunwitch}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Regeneration}} || Restores '''1.5-3%''' of your Max Health every '''3s'''. || 10 || Chaos 8 || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Submerging Blast}} || Increases Submerge's Emerge damage by '''4-40%'''. || 12 || Chaos 8 || {{Valid for Lavamancer}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Sundering Blow}} || Your primary Attacks reduce enemy's resistances to '''95-80%''' increasing damage dealt to them. ||  || Chaos 8 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Superconductor}} || Reduces ability costs by '''2-20%'''. || 18 || Chaos 8 || {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Monk}}{{Valid for Huntress}}{{Valid for AbyssLord}}{{Valid for SeriesEV2}}{{Valid for Gunwitch}}{{Valid for Lavamancer}}{{Valid for Adept}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Tempered Anger}} || Mystic loses appeasement '''4-40%''' slower and take '''0-100%''' less appeasement damage when at '''0''' appeasement. || 12 || Chaos 8 || {{Valid for Mystic}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Torpedo Striker}} || Increases the radius of the Reflect Beam's Torpedo Detonation by '''4-40%'''. || 12 || Chaos 8 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Price}} || Two at Twice the Price lasts '''1-7s''' longer. || 12 || Chaos 8 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Lingering Core}} || Increases Molten Core lifespan by '''1-8''' seconds. || 14 || Chaos 8 || {{Valid for Lavamancer}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Vengeance}} || 4-40% of the damage taken by the Spike Blockade is returned in its next attack. || 18 || Chaos 8 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Proton Cannon Boost}} || Width of Proton Charge increased by '''4-40%'''. || 12 || Chaos 8 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Pumpkinator}} || Primary attacks Pumpkin enemies. When enemy Dies explode doing '''10-210%''' ability power as damage. Melee attacks against pumkined enemy increase Crit by '''3-30''' for '''5''' sec. || 20 || Chaos 8 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Snake Bomb}} || When a Dark Torment serpent expires, it explodes dealing '''20-1''',020% Ability Power as magical damage to nearby enemies. || 20 || Chaos 8 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Submerging Speed}} || Increases movement speed while Submerged by '''4-40%''' and adds a knockup on Emerge. || 12 || Chaos 8 || {{Valid for Lavamancer}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Zero Entropy}} || Ice Needle only affects a single target, but damage is increased by '''4-40%''' and duration is increased by '''1-7''' seconds. || 12 || Chaos 8 || {{Valid for Gunwitch}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Shattering Torpedo}} || Ev2's torpedo's are imbued with earth magic. Upon detonation they deal an additional '''20-500%''' defense power as crushing earth damage. || 20 || Chaos 8 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Water Elemental}} || The affected tower has has '''5-25%''' chance on hit to deal '''3-30%''' additional damage and drench enemies for '''5''' seconds. || 20 || Chaos 8 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Death’s Grasp}} || When you defeat an enemy gain a charge, up to a maximum of '''5.''' When you block with your shield all charges are then consumed. Each unleashing a fireball Dealing '''10-210%''' ability power. || 20 || Chaos 8 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Lightning Touch}} || Your primary attacks deal an additional '''4-40%''' of your Hero Damage as storm damage. || 12 || Chaos 4 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Proton Flame Charge}} || EV2's Proton Cannon is upgraded with a flaming core dealing an extra '''4-25%''' fire damage to enemies it hits. || 14 || Chaos 8 || {{Valid for SeriesEV2}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Taser Suit}} || When you take damage you have a '''1-16%''' chance to electrocute enemies in a small area around you, stunning them for '''1-5''' second. || 15 || Chaos 8 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Harbinger’s Exile}} || Training Dummy has a '''1-9%''' chance to teleport targets back to spawner. || 20 || Chaos 8 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Skeletal Bind}} || When you defeat an enemy, you generate a charge. Your next fully-charged secondary attack summons a skeletal hand that traps each target hit for '''1-6''' seconds, draining one charge for each enemy hit. You can have a max of '''5''' charges. || 10 || Chaos 8 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Spider’s Kiss}} || Snipe hits inflict poison, dealing '''50-450%''' Ability Power as magical earth damage per second for '''5s'''. || 20 || Chaos 8 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapons with Fixed Shards==&lt;br /&gt;
The weapons in the list below drop with fixed Shards. These Shards are locked in one of the Shard slots and can't be removed. Some of them also can't be upgraded. They are sold by [[The Wayfarer]] for 500 [[Defender Medals]].&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Item name &lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Passive name &lt;br /&gt;
! style=&amp;quot;width:45%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Obtained from&lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Usable by&lt;br /&gt;
|-&lt;br /&gt;
| Ghastly Halberd || Ghastly Weapon || Secondary attacks summon up to 1-3 Ghastly Halberds which swing for 50-150% of your Ability Power as damage, twice per second, for 15 seconds. || 20 || The Wayfarer || {{Valid for Apprentice}}{{Valid for Adept}}&lt;br /&gt;
|-&lt;br /&gt;
| Molten Tome || Molten Brimstone || Secondary Attacks summons meteors that deal 100-130% of Ability Power as damage. Charge to summon 1-7 lava fissures for 110-710% of Ability Power as Magical Fire Damage burning enemies for 110-150% of Hero Damage for 6s. || 20 || The Wayfarer || {{Valid for AbyssLord}}&lt;br /&gt;
|-&lt;br /&gt;
| Celebration!!! || Celebration!!! || Fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over small area. || 0 || The Wayfarer || {{Valid for SeriesEV2}}&lt;br /&gt;
|-&lt;br /&gt;
| Tsunami || Chlorophyte Arrows || Fires a column of Chlorophyte Arrows that deal 5-25% bonus magical earth damage and may reflect off one surface. || 20 || The Wayfarer || {{Valid for Huntress}} &lt;br /&gt;
|-&lt;br /&gt;
| Megashark || Meteor Bullets || Rapidly fires meteor bullets that pierce one additional target or reflect off one surface for 50% damage. || 0 || The Wayfarer || {{Valid for Gunwitch}}&lt;br /&gt;
|-&lt;br /&gt;
| Bone Glove || Bone Glove || Primary Attacks fire piercing bones doing 5-25% Hero Damage as magical damage.  The bones reflect off surfaces and can hit 1-3 times. || 20 || The Wayfarer || {{Valid for Lavamancer}}&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Portal Staff || Lunar Portal || Secondary Attacks summon up to 1-3 lunar portals from a far away land that deal 50-300% ability power as damage for 5-25 seconds. || 20 || The Wayfarer || {{Valid for Apprentice}}{{Valid for Adept}}&lt;br /&gt;
|-&lt;br /&gt;
| Shadowflame Knife || Shadowflame Knife|| Secondary Attacks hurl a Shadowflame Knife dealing 75-250% Hero Damage as magical damage and will bounce hit up to 2-4 targets. || 20 || The Wayfarer || {{Valid for Mystic}}&lt;br /&gt;
|-&lt;br /&gt;
| Demon Scythe || Demon Scythe || Secondary Attacks summons the Demon Scythe that pierces 5 targets dealing 140% Ability Power as magical damage. Charged attacks summon a bigger scythe that pieces 10 targets and deals 500% Ability Power as magical damage. || 20 || The Wayfarer || {{Valid for AbyssLord}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hyper Shards==&lt;br /&gt;
With the introduction of mastery mode, several new hyper shards have been introduced to the game.  Shards unlock as you earn stars in mastery mode.&lt;br /&gt;
Each hyper shard can only be obtained once in Mastery mode.&lt;br /&gt;
&lt;br /&gt;
As of the Prime Incursion Update, completing all maps within a prime region awards a hyper shard.  Completing all six regions awards the last hyper shard.  This allows you to obtain a second set of all the shards.&lt;br /&gt;
Note that the order that you obtain hyper shards in Prime Incursions is different than that of Mastery mode (e.g. the first prime region doesn't award Mass Destruction).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:10%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:40%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Stars Needed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Prime Region&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Weapon&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Shield&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Helmet&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Chest &lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Gloves&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Boots&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Relic&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Mass Destruction}} || Increases the Defense Power of the affected tower by 2-70% . || 34 || 50 Stars || N/A || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Vicious Strikes}} || Increases the Defense Range of the affected tower by x-2275 units. || 12 || 155 Stars || N/A || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Radiant Critical Power}} || Increases the Defense Critical Damage of nearby defenses by 0-5% and Defense Critical Chance of nearby defenses by 3%. || 5 || 260 Stars || N/A || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Shielding Guard}} || When the affected tower takes damage, it has a 3-35% chance to gain a shield for 50-250% of its Defense Health for 5 seconds and to trigger an explosion that deals 140-500% of its Defense Health as damage to nearby enemies. Does not work with Auras and Traps. This does not destroy the tower. Does not stack with Shielding Guard or Explosive Guard. || 20 || 365 Stars || Prime 2 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Thunderstruck}} || Your primary attacks have a 26% chance on hit to drench enemies for 7 seconds and your primary attacks deal an additional 40% damage as storm. || 12 || 470 Stars || N/A || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Destructive Pylon}} || Increases the Defense Power of nearby defenses to 120% and increases the Defense Power of the affected tower by 34%. Does not stack with Destruction or Power Pylon. || ? || 575 Stars || Prime 1 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Automation}} || Each time your defense attacks, it heals for 2% of its max health. Cooldown of 0.7 seconds. || 20 || 680 Stars || N/A || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|- style=&amp;quot;opacity:.5&amp;quot;&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	<entry>
		<id>https://wiki.dungeondefenders2.com/index.php?title=Shards&amp;diff=11597</id>
		<title>Shards</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeondefenders2.com/index.php?title=Shards&amp;diff=11597"/>
				<updated>2019-08-30T15:02:27Z</updated>
		
		<summary type="html">&lt;p&gt;Sushi3462: Updated hyper shards to include changes from the Prime Incursion Update.  Please fix any information that is incorrect. :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shards are gemlike artifacts that slot into your Relics, Armor, and Weapons. Shards replaced [[Skill Spheres]] system and item [[Passives]] (while some items with unique passives still drop but have only one shard slot). Shards give your hero or your defenses extra stats or abilities, all green shards can buff only defenses and can be placed only in [[Relics]], while blue shards will buff your hero and can be placed in [[Weapon]] and [[Armor]]. Shards can be moved between pieces of gear and be upgraded straight from your inventory. A weapon or piece of armor allows to hold up to 3 Shards and can only equip Hero (blue) Shards and relics can hold up to 3 Defense (green) Shards. Blue shards give you hero new abilities or stats while they are placed in any item currently equipped by that hero, but green (defenses) shards strengthen only that tower, where relic containing them is equipped.&lt;br /&gt;
&lt;br /&gt;
==Shards Packs==&lt;br /&gt;
Shards drop from shard packs obtained from victory chest at the end of every map, you will get Standard shard pack after completing any Campaign and Chaos map, those packs can drop shards associated with Campaign packs. After completing Trials on Chaos difficulty, you will get guaranteed Shard pack from that difficulty and one Shard Pack from any previous difficulty (for example, if you beat Chaos III Trials, you’ll receive 1 Chaos III Shard Pack and 1 Chaos II, Chaos I or Standard Shard Pack). &lt;br /&gt;
Once you win 3 consecutive random maps in a row in Trials, you’ll activate the Shard consecutive bonus. On your 4th consecutive victory onward, you’ll earn an extra Shard Pack for as long as the streak continues. This extra Shard Pack is a guaranteed Shard Pack from that difficulty. That means once you activate the win bonus, you’ll get 3 Shards guaranteed every victory (2 Shard Packs of that difficulty, 1 Shard Pack from previous difficulties) until the streak is broken.&lt;br /&gt;
&lt;br /&gt;
Any shard can be purchased from [[Non Playable Characters|Gran Ma'ster]] for 1000 Defender Medals or 250 Gems with the exception of Chaos VIII shards. A shard pack containing 5 random shards can also be purchased for 500 Defender Medals or 125 Gems. These shard packs will give you 5 random shards from a single difficulty (e.g. 5 random Chaos V shards).&lt;br /&gt;
&lt;br /&gt;
==Shard Dust==&lt;br /&gt;
As of the Protean Shift update, you may disenchant shards (press 's' when hovering over a shard) which will turn the shard into shard dust of the same tier. Ten shard dust can be exchanged with [[Tavern#War_Recruiter|War Recruiter]] to obtain one new shard pack.&lt;br /&gt;
&lt;br /&gt;
==Shards list==&lt;br /&gt;
Most of '''drop locations are confirmed by [[File:Trendy-logo-final.png|80px]]''' (up to C5). Chaos 8 Shards (like Chaos 8 Ampoules) only drop in Onslaught or Prime Incursions.&lt;br /&gt;
&lt;br /&gt;
[[File:c8.png|100px|link=C8 Shards]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:15%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:45%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Shard Pack&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Weapon&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Shield&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Helmet&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Chest &lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Gloves&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Boots&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Relic&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Defensive Critical Damage}} || Increases the Defense Crit Damage of the affected tower by '''4-20%'''. || 16 || Campaign || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Fortification}} || Increases Defense Health of the affected tower by '''2-34%'''. || 16 || Campaign || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Concussive Chi}} || Secondary attacks have a '''1-25%''' chance to stun targets for '''1-4.6''' seconds. || 12 || Campaign || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Concussive Shock}} || Increases the stun duration of Concussive Shot by '''4-40%'''. || 12 || Campaign || {{Valid for Huntress}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Construction}} || Increases repair and upgrade speed during Combat Phase by '''25-75%'''. || 20 || Campaign || {{Valid for ALL}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Fortification}} || Armor buff of Dryad’s Blessing is increased by '''4-40%''' in purification form. || 12 || Campaign || {{Valid for Dryad}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Drenching Strikes}} || Your primary attacks have a '''2-30%''' chance on hit to drench enemies for '''3-7''' seconds. || 14 || Campaign || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Tornado}} || Increases the knockup duration of Tornado by '''1-6''' seconds. || 10 || Campaign || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enhanced Decoy}} || Death From Above's decoy deals an extra '''20-420%''' damage to enemies. || 20 || Campaign || {{Valid for SeriesEV2}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Fountain Of Speed}} || Abyss Fountain increases allied movement speed by '''50-650''' for '''5''' seconds. || 12 || Campaign || {{Valid for AbyssLord}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Retribution}} || When you take damage, you have a '''2-20%''' chance of dealing '''125-425%''' of your Armor as damage to your attacker. || 20 || Campaign || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Speed Boost}} || Increases your movement speed by '''100-500'''. || 8 || Campaign || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Support Magic Specialist}} || Decreases the cost of Broom Vault and Book Drop by '''4-40%'''. || 12 || Campaign || {{Valid for Gunwitch}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Swift Provocation}} || Provoke movement speed buff increased by '''10-154'''. || 12 || Campaign || {{Valid for Squire}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Worm Scarf}} || Reduces the damage you take from enemies by '''3-15%'''. || 12 || Campaign || {{Valid for ALL}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Zephyr's Warpath}} || Increase movement speed in Whirlwind by '''5%-105%'''. || 20 || Campaign || {{Valid for Barbarian}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Crumbling Stone}} || Enemies petrified by Maw of the Earth Drake receive '''2-20%''' more damage and explode on death for '''10-250%''' Defense Power magical damage. || 20 || Chaos 1 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Destruction}} || Increases Defense Power of the affected tower by '''2-34%'''. || 16 || Chaos 1 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Electric Fingers}} || Skeletal Orcs have '''3-30%''' chance on hit to deal an additional '''40-400%''' of their Defense Health as storm damage. Bounces '''3''' times. || 18 || Chaos 1 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowered Flame}} || Flamethrower tower has a '''1-15%''' chance to hit the target again for '''55-275%''' damage. || 20 || Chaos 1 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Enduring Bubble}} || Increases Viper's Fang bubble duration by '''1-2''' seconds. || 10 || Chaos 1 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Laser Boost}} || Picking up Mega Death Laser increases EV2's movements speed by '''50-350''' and Hero Damage by '''4-40%''' for '''15''' seconds. || 20 || Chaos 1 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Rippling Explosions}} || Enemies that die inside the boost aura have a '''5-25%''' chance to detonate, dealing '''20-80%''' of the Boost aura's Tower Damage stat as damage in a small area around the enemy. || 20 || Chaos 1 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Stun Fire}} || Cannonball Tower has a '''11-25%''' chance on hit to stun target for '''1.6-3''' seconds. || 14 || Chaos 1 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Annoyance}} || Taunts nearby enemies for '''1-4''' seconds every '''8''' seconds. || 10 || Chaos 1 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Bots Of Oil}} || Exploding Grav Bots now oil enemies for '''1-8''' second(s). If ignited by fire, deals  '''20-220%''' Ability Power as fire damage per second for '''1-5''' second(s). || 20 || Chaos 1 || {{Valid for SeriesEV2}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Broomnado Power}} || Increases Broom Nado damage by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Gunwitch}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Bulwark}} || Increases armor by '''4-40%'''. || 12 || Chaos 1 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Concussive Power}} || Increases the damage of Concussive Shots by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Huntress}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Crane Stance}} || Each secondary attack increases the damage of the next primary attack by '''10-90%.''' Stacks up to '''6''' times. || 20 || Chaos 1 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Critical Strike}} || Increases your Hero Crit Chance by '''3-10%'''. || 7 || Chaos 1 || {{Valid for ALL}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Haunting}} || Primary attacks generate '''1''' ghost stack. At '''10''' stacks you unleash ghosts for '''3''' seconds, each dealing '''10-250%''' of your Ability Power as damage. The effect has a cooldown of '''5''' seconds. || 20 || Chaos 1 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Lashing Power}} || Increases Lash Out damage by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Mystic}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Molten Striker}} || Molten Core deals more impact damage the farther it travels, up to +20-200% more damage. || 20 || Chaos 1 || {{Valid for Lavamancer}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Volley}} || Increases the damage of Arcane Volley by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Apprentice}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shroom Doom}} || Damage of Powder Toss while in Corrupt Form increased by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Dryad}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Thundering Call}} || Increases Call to Madness range by '''4-40%'''. || 12 || Chaos 1 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Withering Fountain}} || Abyss Fountain withers enemies inside it reducing the damage they deal by '''2-20%'''. || 9 || Chaos 1 || {{Valid for AbyssLord}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Full Shell Ahead}} || Increases movement speed while in Turtle Stance by '''25-525'''. || 20 || Chaos 1 || {{Valid for Barbarian}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Atomic Capacity}} || This shard gives your Atomic Launcher an additional missile when the shard is upgraded to '''4/8''' and then another at '''8/8'''. || 8 || Chaos 2 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Berserk Master}} || Increases the duration of Direct Command on your Skeletal Orcs by '''1-5''' seconds. || 8 || Chaos 2 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Blazing Phoenix}} || Shortly after a Blaze Balloon triggers, a Phoenix emerges dealing '''1000-5000%''' Defense Power as magical fire damage. || 20 || Chaos 2 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Combined Power}} || Serpent's Coil deals '''25-385%''' Defense Power as magical damage each second when an enemy is also affected by Sand Viper. || 18 || Chaos 2 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Defensive Critical Strike}} || Increases the Defense Crit Chance of the affected tower by an additional '''2-15%'''. || 12 || Chaos 2 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Encroaching Flames}} || Flame aura has a '''5-30%''' chance to deal '''4-60%''' more damage. || 12 || Chaos 2 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Frosty Duet}} || The Frostbite tower can hit an additional target, but its Range is reduced by '''60-35%.''' || 10 || Chaos 2 || {{Valid for Apprentice}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Magma Maelstrom}} || Rate at which Fissures of Embermount generate Molten Power reduced by '''4-40%'''. || 12 || Chaos 2 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Panic Fire}} || When the affected tower takes damage, it has a '''5-15%''' chance to increase it's Attack Rate by '''50%''' for '''1-4''' seconds. Does not work with Auras and Traps. || 10 || Chaos 2 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Power Bolts}} || Ballista has a '''4-40%''' chance on hit to deal '''15-60%''' extra magical damage. || 15 || Chaos 2 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Press Your Luck}} || When the affected tower takes damage, it has a '''5-15%''' chance to increase it's Critical Hit Chance by '''30%''' for '''1-4''' seconds. Does not work with Auras and Traps. || 10 || Chaos 2 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|World Tree Mcbufferson}} || Every '''20''' seconds, the world tree places a leafy shield on a blockade within its influence that absorbs '''10-210%''' of the Dryad's Defense Health stat and lasts '''10''' seconds. || 20 || Chaos 2 || {{Valid for Dryad}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Batter Up}} || Increases the damage of Molten Core by '''4-40%''' each time it is redirected. Happens '''3''' times. || 12 || Chaos 2 || {{Valid for Lavamancer}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Harmony}} || Reduces Corruption form’s Celestial Power drain by '''-1''' to '''-3'''. || 10 || Chaos 2 || {{Valid for Dryad}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Critical Restoration}} || Primary Attack critical hits restore '''1-5''' Broom Power. || 8 || Chaos 2 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Dewey Deathimal System}} || Book drop duration is increased '''1-3''' second and the extra damage they take is increased '''5-15%''' while under it's effect. || 20 || Chaos 2 || {{Valid for Gunwitch}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Dragon Stance}} || Each melee primary attack increases the damage of the next ranged secondary attack by '''10-90%.''' Stacks up to '''6''' times. || 20 || Chaos 2 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Dummies And Bots}} || The Death From Above ability now spawns '''4''' grav Bots that each deal '''20-220%''' of your Ability as damage in a '''100-500''' radius. These do not count towards the cap on the number of Bots she can hold. || 20 || Chaos 2 || {{Valid for SeriesEV2}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Empowered Mark}} || Increases the max number of the marked targets this hero may have by '''2-30'''. || 28 || Chaos 2 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Harbinger’s Slam Power}} || During Provoke, Seismic Slam damage increased by '''130-410%''' of your Ability Power stat. || 20 || Chaos 2 || {{Valid for Squire}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Inspiration}} || Reduces the cooldown of your abilities by '''4-40%'''. || 12 || Chaos 2 || {{Valid for ALL}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Piercing}} || Concussive Shots also fires a piercing shard dealing '''50-350%''' of Ability Power as damage, then explodes dealing '''25-225%''' of Ability Power as unresisted damage. || 20 || Chaos 2 || {{Valid for Huntress}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Of The Knight}} || Increases the damage of Knight of the Abyss by '''4-40%'''. || 12 || Chaos 2 || {{Valid for AbyssLord}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Quake}} || You have a '''10-30%''' chance when landing to deal '''50-250%''' of your Ability Power as earth damage to nearby enemies. || 20 || Chaos 2 || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Serpent’s Appeasement}} || Increases Appeasement gained by '''60-300%'''. || 12 || Chaos 2 || {{Valid for Mystic}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Turtle Power}} || Increase Damage Protection while in Turtle Stance by '''1%-21%'''. || ? || Chaos 2 || {{Valid for Barbarian}} || {{Valid for Boot}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Boosted Grasp}} || Enemies move at '''90-60%''' speed when they are within the Boost Aura. || 10 || Chaos 3 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Deadly Strikes}} || Increases the Defense Range of the affected tower by '''4-40%'''. || 12 || Chaos 3 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Drenched}} || After your Geyser Trap drenches an enemy, the next source of damages deals an additional '''3-35%''' damage. || 16 || Chaos 3 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowered Bolts}} || Ballista has a '''5-30%''' chance on hit to deal full damage to all targets pierced for the next '''10-40''' seconds. || 10 || Chaos 3 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowered Frostbite}} || Frostbite has a '''5-45%''' chance to freeze the target for '''1-7''' seconds. || 20 || Chaos 3 || {{Valid for Apprentice}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowering Blasphemy}} || Obelisk Hero Stat boost increased to '''10-50%''' and polymorph duration increased by '''1-6''' seconds. || 10 || Chaos 3 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Numerous Reflection}} || Increases the nodes of EV2’s Reflect Beam can sustain by '''1-6'''. || 5 || Chaos 3 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Oil Spill}} || Gives oil geyser a '''5-30%''' chance to stun all enemies hit for '''2s'''. || 10 || Chaos 3 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Rain Of Oil}} || Skeletal Archer's Direct Command now oils enemies, slowing them by '''50%''' for '''2-12''' seconds. If an oiled enemy is hit by fire damage, the oil ignites, dealing '''20-600%''' of its Defense Power in fire damage over '''1-11''' seconds. || 20 || Chaos 3 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Shielding Guard}} || When the affected tower takes damage, it has a '''5-25%''' chance to gain a shield for '''50-250%''' of it's Defense Health for '''5''' seconds. Does not work with Auras or Traps. || 20 || Chaos 3 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Abyss Knight’s Bargain}} || Reduces the mana cost of Knight of the Abyss by '''4-40%'''. || 12 || Chaos 3 || {{Valid for AbyssLord}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Abyss Stone Attunement}} || Reduces the mana cost of Abyss Stone by '''1-15%'''. || 14 || Chaos 3 || {{Valid for AbyssLord}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Aerial Mastery}} || Increases Death From Above’s Duration by '''1-6''' seconds. || 10 || Chaos 3 || {{Valid for SeriesEV2}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Betsy’s Curse}} || Primary attacks leave a curse zone that reduces the damage enemies deal by '''5-25%.''' You can place up to '''3''' zones and each zones lasts '''20-100''' seconds. || 20 || Chaos 3 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Betsy’s Empowered Lightning}} || Every '''8''' seconds, secondary attacks spawn a lightning balldealing '''125-325%''' Ability Power as storm damage '''2.5''' times per second  for '''1''' seconds. || 20 || Chaos 3 || {{Valid for Monk}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Bewitching Hour}} || Each Snipe hit adds '''4-40%''' to the damage of the next Primary Attack hit. Stacks up to '''5''' times. || 12 || Chaos 3 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Big Boy}} || The first Grav Bot placed will always be a Big Boy. Big Boy mines do an additional '''100-1100%'''  of hero Damage as damage to enemies in double the area. || 20 || Chaos 3 || {{Valid for SeriesEV2}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Cataclysm}} || Increases Eruption damage by '''4-40%'''. || 12 || Chaos 3 || {{Valid for Lavamancer}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Channel}} || Restores '''1-15''' of your ability resources every '''5''' seconds. || 14 || Chaos 3 || {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Huntress}}{{Valid for Monk}}{{Valid for Initiate}}{{Valid for AbyssLord}}{{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Bargain}} || When this shard is fully upgraded, Dryad's Blessing costs no celestial power in purification form and costs '''1''' celestial power power per second instead of '''2''' in corruption form. || 10 || Chaos 3 || {{Valid for Dryad}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Blessing}} || Damage of Dryad's Blessing is increase by '''4-40%''' in corrupt form. || 12 || Chaos 3 || {{Valid for Dryad}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Fight Me Not}} || Defenses will deal '''5-25%''' more damage to enemies targetting the Squire. || 20 || Chaos 3 || {{Valid for Squire}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Jackpot}} || You have a '''2-10%''' chance when picking up gold to quadruple the amaunt. || 8 || Chaos 3 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Lava Floor}} || Eruption spawns a lava field dealing '''150-1150%''' Ability Power as Fire magic damage each second for '''5s'''. || 20 || Chaos 3 || {{Valid for Lavamancer}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Oil Slick}} || Increases the duration of oil flask by '''1-9%'''. || 8 || Chaos 3 || {{Valid for Huntress}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Overwhelm}} || Your primary attacks have a '''7-15%''' chance to stun enemies for '''1-3''' seconds. || 8 || Chaos 3 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Overwhelming Buster}} || Adds '''0.5-4.5s''' to Blunder Broom Buster duration. || 8 || Chaos 3 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Tormented Power}} || Increases Dark Torment damage by '''4-40%'''. || 12 || Chaos 3 || {{Valid for Mystic}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Echoing Shout}} || Increases the duration of Staggering Shout debuffs by 0.5s-4.5s. || 10 || Chaos 3 || {{Valid for Barbarian}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Defense Rate}} || Increases the Attack Rate of the affected tower by '''9-33%'''. || 12 || Chaos 4 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Earth Toss}} || Earthshatter tower has a '''28-100%''' chance on hit to knock targets into the air. || 18 || Chaos 4 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Empowering Flames}} || Flame Aura increases the damage of heroes standing inside it by '''5-25%'''. || 20 || Chaos 4 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Surprise}} || Geyser Trap has a '''10-50%''' chance to fire an exploding shard dealing '''200-1200%''' Defense Power as damage in an area. || 20 || Chaos 4 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Lateral Blast}} || Volcano attacks spawn three random meteors that drop nearby, each dealing '''750-2250%''' Defense Power as magical Fire damage. || 20 || Chaos 4 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Power Transfer}} || Increases the Defense Crit Chance of the affected tower by '''4-30%''' and reduces the Defense Power by -10%. || 14 || Chaos 4 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Puncturing Bolts}} || Ballista can now pierce an additional '''1-4''' targets. || 6 || Chaos 4 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Sandstorm Warrior}} || The Snaking Sands sandstorm increases Hero Damage and Ability Power by '''101-125%''' for '''1-25''' seconds. || 12 || Chaos 4 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Abyssal Mandate}} || Reduces the mana cost of Direct Command by '''4-40%'''. || 12 || Chaos 4 || {{Valid for AbyssLord}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Beacon Of The Storm}} || Once per second your primary attack spawns a lightning ball that deals '''10-50%''' of your Hero Damage as storm damage. Bounces up to '''3''' times. || 20 || Chaos 4 || {{Valid for ALL}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Betsy’s Empowered Beam}} || Primary attacks fire a piercing sonic projectile that deals '''105-150%''' Hero Damage as magical damage. || 15 || Chaos 4 || {{Valid for Squire}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Call Of The Kobold}} || Defeating an enemy grants a charge. Secondary attacks consume charges and shoots a firework at your target for '''20%-320%''' of your ability power. || 20 || Chaos 4 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Caustic Oil}} || Increases the damage of Oil Flask by '''4-40%'''. || 12 || Chaos 4 || {{Valid for Huntress}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Celestial Attunement}} || The dyrad can hold '''1-4''' more stacks of starfall. || 6 || Chaos 4 || {{Valid for Dryad}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Charge Blast V2}} || Reduces the cost of EV2’s secondary attacks by '''5-95%'''. || 18 || Chaos 4 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Darkest Syphon}} || Increases the angle of Dark Syphon by '''3-30'''. || 9 || Chaos 4 || {{Valid for AbyssLord}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Electric Retribution}} || When you take damage, you have a '''2-25%''' chance of dealing '''125-450%''' of your Armour as storm damage to your attacker. || 20 || Chaos 4 || {{Valid for ALL}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Drop}} || Increases Book Drop duration by '''0.5-7.5s'''. || 14 || Chaos 4 || {{Valid for Gunwitch}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Lash}} || Increases Lash Out poison duration by '''0.5-4.5''' s. || 8 || Chaos 4 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Fan Of Knights}} || Skeletal Knight also fires two additional Knights that deal '''20-500%''' of your Ability Power in damage. || 20 || Chaos 4 || {{Valid for AbyssLord}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Freeze Buster}} || Blunder Broom Buster has a '''1-5%''' chance to also freeze enemies for '''1-4s''', allowing them to be shattered by Crushing damage. || 10 || Chaos 4 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Frozen Core}} || Increases Ice Needle damage by '''4-40%'''. || 12 || Chaos 4 || {{Valid for Gunwitch}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Hemolytic Poison}} || Lashout cooldown increased to '''200-160%''' of what it was but allows it to stack '''0-2''' times and increases its duration by '''3-7''' seconds. || 20 || Chaos 4 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Inspiring Strikes}} || Primary attacks reduce the cooldown of your abilities by '''-0.1-0.3''' seconds. || 4 || Chaos 4 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Insulated Decoy}} || Decreases heat generated from Death from Above by '''4-40%'''. || 12 || Chaos 4 || {{Valid for SeriesEV2}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Let’s Rock}} || Activating Harden/Inflame gives the Lavamancer a shield lasting for '''6-30''' seconds that absorbs '''20-140%''' Hero Health incoming damage. || 12 || Chaos 4 || {{Valid for Lavamancer}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Manabomb’s Aid}} || Manabomb places a shield on you that lasts '''20''' seconds that absorbs '''150-750%''' of your Ability Power Stat. Enemies that hit the shield are burned for a total of '''150-550%''' of your Ability Power over '''3''' seconds. || 20 || Chaos 4 || {{Valid for Apprentice}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Mine Blast Radius}} || Anti Gravity Bots damage radius increased by '''4-40%'''. || 12 || Chaos 4 || {{Valid for SeriesEV2}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Piercing Power}} || Increases the damage of Piercing Shot by '''4-40%'''. || 12 || Chaos 4 || {{Valid for Huntress}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shroom Bloom}} || The mushrooms created by Powder Toss last '''1-6''' seconds longer. || 10 || Chaos 4 || {{Valid for Dryad}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shroom Gloom}} || Slow intensity of Powder Toss in Purification Form increased by '''4-40%'''. || 12 || Chaos 4 || {{Valid for Dryad}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Smashing Fists}} || Pole Smash or Chi Stomp spawns a Fist dealing '''20-220%''' Ability Power as damage. After a short delay, another Fist emerges dealing '''20-420%''' Ability Power as damage. || 20 || Chaos 4 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Draining Strikes}} || Increase the healing from Siphon Stance by '''5%-25%'''. || ? || Chaos 4 || {{Valid for Barbarian}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Boosted Blockade}} || Boost Aura increases blockade health by '''2-20%'''. || 12 || Chaos 5 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Cthulu’s Influence}} || While under the effects of corruption, Angry Nimbus has a '''3-27%''' chance to charm enemies for '''1-7''' seconds. || 12 || Chaos 5 || {{Valid for Dryad}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Arrows}} || Skeletal Archers have a '''15-30%''' chance on hit to fire an explosive arrow dealing an additional '''150-450%''' of their Defense Power in damage. || 20 || Chaos 5 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Guard}} || When the affected tower takes damage, it has '''3-35%''' chance to trigger an explosion and deal '''140-500%''' of its Defense Health as damage to nearby enemies. Does not work with Auras or Traps. This does not destroy the tower. || 18 || Chaos 5 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Poison}} || If an enemy poisoned by the Poison Dart Tower is killed , it detonates dealing '''10%-150%''' of the tower’s damage stat as damage in a small area around the enemy. || 20 || Chaos 5 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Fire For Effect}} || Your explosive Trap has a '''15-45%''' chance to detonate twice without consuming an additional charge. || 20 || Chaos 5 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Frosty Beams}} || 25% chance for Proton Node to freeze all enemies it touches for '''1-2''' seconds. || 20 || Chaos 5 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Frosty Bind}} || Frostbite slow strength increased by '''1-10%'''. || 12 || Chaos 5 || {{Valid for Apprentice}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Heavy Cannonball}} || Cannonball tower has a '''5-20%''' chance to spawn a heavy cannonball that pierces up to '''1-10''' target(s) stunning them for '''1-2''' second and dealing '''120-1250%''' of the Cannonball tower's damage. || 20 || Chaos 5 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Snakes On A Plane}} || Obelisk spawns a snake every '''3s''' that flies into an enemy dealing '''25-3000%''' Defense Power as magical Earth damage. || 20 || Chaos 5 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Split Vipers}} || Sand Viper may target up to '''1-2''' additional enemies, but has '''40-20%''' less Defense Power and does not ramp-up damage. || 10 || Chaos 5 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Vampiric Empowerment}} || Increases the Defense Power of the affected tower by '''4-60%''' of its Defense Health. || 14 || Chaos 5 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Volcanic Shock}} || Volcano has a '''2-20%''' chance to stun all enemies hit for '''1-2.8s'''. || 12 || Chaos 5 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Anti Air}} || Deals '''4-40%''' additional damage to flying enemies. || 12 || Chaos 5 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Betsy Cluster Nades}} || When attacking flying enemies, you have a '''10-50%''' chance on hit to drop a bomb beneath them that deals '''110-310%''' of your Ability Power stat an Damage in a small area. || 20 || Chaos 5 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Burning Strikes}} || 2-20% chance on hit to burn target for '''20-180%''' of your Hero Damage stat as magical fire damage each second for '''1-5''' seconds. || 20 || Chaos 5 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Chi Burst}} || Increases Talisman of Empowerment's Critical Damage boost by '''2-20%'''. || 12 || Chaos 5 || {{Valid for Initiate}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Corruption’s Embrace}} || Starfall damage is increased by '''4-40%''' in corrupt form. || 12 || Chaos 5 || {{Valid for Dryad}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Debilitating Madness}} || Call to Madness increase the target's damage taken by '''3-45%'''. || 14 || Chaos 5 || {{Valid for Mystic}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Drenching Broomnado}} || Broom Nado damage increased by '''4-40%''' and its hits have '''1-25%''' chance to drench enemies and slow them by '''30%''' for '''1-5''' seconds. || 12 || Chaos 5 || {{Valid for Gunwitch}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Empowered Beam}} || After the Sword Beam collides with '''5''' targets, it spawns an additional Sword Beam that travels in the same direction as the first dealing '''125-425%''' of your Ability Power stat as damage to each target hit. After colliding with '''5''' targets it returns to the Squire dealing '''125-425%''' of your Ability Power stat as damage in an area around Squire. || 20 || Chaos 5 || {{Valid for Squire}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Provocation}} || Provoke lasts an additional '''0.5-7.5''' seconds. || 14 || Chaos 5 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enhanced Launcher}} || Anti Gravity Bot Launcher can store an additional '''1-15''' Anti Gravity Bots. || 14 || Chaos 5 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Flaming Knight}} || Knight of the Abyss is now imbued with fire, causing enemies hit to burn for '''50-500%''' of your Ability Power in fire damage over '''5''' seconds. || 18 || Chaos 5 || {{Valid for AbyssLord}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Heroic Power}} || Increases Heroic Wave’s hero damage boost by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Monk}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Madness’ Embrace}} || Increases Call to Madness duration by '''0.5-7.5s'''. || 14 || Chaos 5 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Mana Leech}} || Dark Syphon drains '''4-40%''' additional mana. || 12 || Chaos 5 || {{Valid for AbyssLord}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Manabomb Power}} || Increases the damage of Manabomb by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Apprentice}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Meteor Rain}} || Manabomb opens a portal overhead that spawns meteor that deal '''30-550%''' of your Ability Power stat as damage to enemies they affect. || 20 || Chaos 5 || {{Valid for Apprentice}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Mine Heat Compensator}} || The cost of EV2’s Anti Gravity Bots is reduced by '''4-40%'''. || 12 || Chaos 5 || {{Valid for SeriesEV2}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Molten Charge Power}} || Increases Molten Charge damage by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Lavamancer}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Molten Stun}} || Increases Molten Charge stun duration by '''0.5-4.5s'''. || 8 || Chaos 5 || {{Valid for Lavamancer}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|One With Chi}} || Increases the damage of Chi Blast by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Monk}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Poison Leaves}} || Dryad’s poison attacks deal '''2-20%''' more damage. || 12 || Chaos 5 || {{Valid for Dryad}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Read Or Die}} || Scatter Sweep and Broom Vault have an '''1-21%''' chance to transmogrify enemies into books for '''3s'''. Transmogrified enemies take increased damage. || 10 || Chaos 5 || {{Valid for Gunwitch}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Scatter Power}} || Increases Scatter Sweep damage by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Gunwitch}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Maelstrom}} || While Lightning Stance is active, the Barbarian's attacks have a '''5%-25%''' chance to drench enemies, stunning them for '''1.5s-3.5s.''' || ? || Chaos 5 || {{Valid for Barbarian}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Talon Strike}} || Hawk Strike now stuns for '''2s-4.5'''. || ? || Chaos 5 || {{Valid for Barbarian}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Boosted Power}} || Increases the power of the Boost Aura by '''2-20%'''. || 18 || Chaos 6 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Colossal Fissure}} || Your Colossus' Direct Command now rips the earth unleashing a fissure that lingers and deals '''50-2050%''' of your Ability Power in damage over '''6''' seconds, but increases the mana cost of Direct Command by '''30-70%.''' Usable once every '''60''' seconds. || 20 || Chaos 6 || {{Valid for AbyssLord}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Enhanced Poison}} || Increases the rate of the Poison Dart Tower's poison by '''4-40%'''. || 12 || Chaos 6 || {{Valid for Huntress}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Flaming Death}} || EV2’s mega death laser sets enemies it hits on fire dealing '''50-2''',050% of EV2’s Ability Power stat as damage over '''10''' seconds. || 20 || Chaos 6 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Frosty Power}} || Frostbite tower passes '''10-50%''' of its Defense Power stat to defenses within its frost aura. || 20 || Chaos 6 || {{Valid for Apprentice}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Health Pylon}} || Increases the Defense Health of nearby defenses to '''102-130%.''' Note: Requires a Blockade but this shard does not buff the Blockade that equips this shard. || 20 || Chaos 6 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Mark Targets}} || This defence has a '''5-45%''' chance to place an Apprentice Mark on its target. || 20 || Chaos 6 || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Megarock}} || Volcano launches a huge rock dealing '''1000-4000%''' Defense Power damage once every '''3''' volleys. || 20 || Chaos 6 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Serpent God’s Protection}} || Towers and Blockades near the Obelisk take '''-1%''' to '''-10%''' damage. || 9 || Chaos 6 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Sharpened Spikes}} || Blockade has a '''2-30%''' chance to stun enemies hit for '''1-3''' seconds. || 14 || Chaos 6 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Brain Of Confusion}} || When you take damage you have a '''3-15%''' chance to confuse nearby enemies for '''3''' seconds. This effect has a '''15''' second cooldown. || 12 || Chaos 6 || {{Valid for ALL}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Flaming Retribution}} || When you take damage, you have a '''2-20%''' chance of dealing '''125-425%''' of your Armor as fire damage to your attacker. || 20 || Chaos 6 || {{Valid for ALL}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Heat Dispenser Module}} || EV2 upgrades her gun with a new heat dispenser module that drains '''4-40%''' more heat with each primary attack. || 12 || Chaos 6 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Howling Feast}} || Your Primary attacks generate '''1''' Feast stack, while at '''10''' stacks, increase your Hero Damage by '''2-30%.''' One stack wears off every '''3''' seconds. || 14 || Chaos 6 || {{Valid for Dryad}}{{Valid for Squire}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Molten Core Power}} || Increases Molten Core damage by '''4-40%'''. || 12 || Chaos 6 || {{Valid for Lavamancer}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Nightmare Fuel}} || Enemies affected by Lash Out poison take '''20-320%''' Hero Damage as magical damage when hit by Dark Torment. || 20 || Chaos 6 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Pole Power}} || Increases the damage of Pole Smash or Chi Stomp by '''4-40%'''. || 12 || Chaos 6 || {{Valid for Monk}}{{Valid for Initiate}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Of Storms}} || You have a '''4-10%''' chance on hit to restore '''20''' mana per second for '''1-3''' seconds. '''10''' seconds cooldown. || 12 || Chaos 6 || {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Huntress}}{{Valid for Monk}}{{Valid for Initiate}}{{Valid for AbyssLord}}{{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Scatter Striker}} || Increases the range of Scatter Sweep by '''4-40%'''. || 12 || Chaos 6 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shattering Stones}} || After an Abyss Stone expires, it detonates dealing '''40-400%''' of your Ability Power as crushing damage to nearby enemies. || 18 || Chaos 6 || {{Valid for AbyssLord}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Snipe Critical Strike}} || Increases the Crit Chance of Snipe by '''2-30%'''. || 14 || Chaos 6 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Unholy Fire}} || Blocking unleashes flames that deal '''150-750%''' of your ability power stat as damage to enemies in a cone in front of the hero at a rate of twice per second. || 20 || Chaos 6 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Boiling Blood}} || Causes the Barbarian to take '''20%-2%''' of his Max Health as damage, every 5s during combat phase gaining Fury. || 18 || Chaos 6 || {{Valid for Barbarian}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Shellshock}} || While Turtle Stance is active the Barbarian's attacks wither enemies hit for '''3-13''' seconds reducing their damage to '''75%-35%'''. || 18 || Chaos 6 || {{Valid for Barbarian}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Manufacturer’s Overcharge}} || Weapon Manufacturer charges '''4-40%''' faster. || 12 || Chaos 7 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Node Increase}} || EV2 can create '''1-4''' extra node(s) in any single Weapon Manufacturer chain. || 6 || Chaos 7 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Obelisk Shield}} || Obelisk Shield absorption increased to '''10-70%'''. || 15 || Chaos 7 || {{Valid for Mystic}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Oily Entrapment}} || Increases Oil Geyser slow rate by '''3-15%'''. || 12 || Chaos 7 || {{Valid for Lavamancer}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Power Pylon}} || Increases the Defense Power of nearby defenses to '''102-120%.''' Note: Requires a Blockade but this shard does not buff the Blockade that equips this shard. || 18 || Chaos 7 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Splody Harpoon}} || Ballista projictiles have a '''10-30%''' chance to detonate on each target hit dealing '''150-350%''' of the Ballista's defence power stat as extra damage in small area. || 20 || Chaos 7 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Charged Shot}} || Your primary attacks have a '''5-15%''' chance to fire a fully charged secondary attack. || 10 || Chaos 7 || {{Valid for Huntress}}{{Valid for Apprentice}}{{Valid for SeriesEV2}}{{Valid for Adept}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Chi Supercharge}} || Increases Talisman of Empowerment's Defense Power boost by '''2-20%'''. || 12 || Chaos 7 || {{Valid for Initiate}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Constrictor}} || Defeating an enemy adds a constrictor stack. At '''10''' stacks, unleashes a bed of constrictor snakes that stun nearby targets for '''1-5s'''. While stunned, enemies take '''50-450%''' Ability Power as magical damage each second for '''3''' seconds. || 20 || Chaos 7 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Slam}} || Seismic Slam stun duration increased by '''0.5-5''' seconds. || 15 || Chaos 7 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Fiery Brimstone}} || Adds '''4-12%''' Hero Damage to Your Attacks as Magical Fire Damage. || 10 || Chaos 7 || {{Valid for AbyssLord}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Heroic Boost}} || Increases Heroic Wave's healing done by '''4-40%'''. || 12 || Chaos 7 || {{Valid for Monk}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Life Leech}} || Your primary attacks heal you for '''0.2-1%''' of your max health. || 20 || Chaos 7 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Mana Capacitor}} || Increases your maximum ability resource by '''10-100'''. || 18 || Chaos 7 || {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Huntress}}{{Valid for Monk}}{{Valid for Initiate}}{{Valid for SeriesEV2}}{{Valid for AbyssLord}}{{Valid for Lavamancer}}{{Valid for Dryad}}{{Valid for Gunwitch}}{{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Gambit}} || Increases your Hero Damage by '''10-50%''', but increase damage taken from enemies by '''60-20%'''. || 20 || Chaos 7 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Proton Canon Insulator}} || Reduces the heat generation rate of Proton Charge by '''2-20%'''. || 12 || Chaos 7 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Proton Supercharge}} || EV2's Proton Charge deals an extra '''10-210%''' of your ability power stat as damage while its max range is increased by '''5-25%'''. || 20 || Chaos 7 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Ramster Power}} || Increases the damage of Ramster Direct Command by '''5-35%'''. || 10 || Chaos 7 || {{Valid for AbyssLord}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Ravenhost}} || Your primary attacks generate Raven stacks. Once you reach '''10''' stacks, the stacks are depleted to fire a magical Raven dealing '''10-210%''' of your Ability Power as damage. Bounces '''5''' times. || 20 || Chaos 7 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Restoring Snipe}} || Snipe critical hits restore '''4-40''' Broom Power. || 18 || Chaos 7 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Serpent’s Kiss}} || Secondary Attacks inflict poison on enemies, dealing '''10-210%''' of Hero Health as damage per second for '''1-5''' seconds. || 20 || Chaos 7 || {{Valid for Mystic}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Snipe Critical Power}} || Increases the total critical damage of Snipe by '''104-140%'''. || 12 || Chaos 7 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Tectonic Breaker}} || While Hardened, deal '''10-370%''' Armor Stat as crushing Earth damage every '''3'''rd primary attack. While Inflamed deal '''10-370%''' Hero Damage as Fire damage every '''3'''rd primary attack. || 20 || Chaos 7 || {{Valid for Lavamancer}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Ride the Lightning}} || Increase the damage bonus of Lightning Stance by '''1%-21%'''. || ? || Chaos 7 || {{Valid for Barbarian}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Wreckless}} || The Barbarian deals up to '''0.5%-20.5%''' bonus damage based upon current Wrath. || ?|| Chaos 7 || {{Valid for Barbarian}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Wither Bubble}} || Arcane Bubble withers enemies inside it increasing the damage they take by '''X-15%'''. || 9 || Chaos 1 || {{Valid for Adept}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Sanctuary}} || Heroes inside the Arcane Bubble shield heal '''5-15'''% of their health per second during the duration of the bubble. || 10 || Chaos 2 || {{Valid for Adept}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Icefall}} || Hailstorm Tower attacks have a '''2-5%''' chance on hit to freeze enemies for 2 seconds. || 15 || Chaos 2 || {{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Thunderwave}} || Arc Lightning deals '''X-1250%''' Ability Power as damage to all enemies around you. || 20 || Chaos 3 || {{Valid for Adept}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Arc Shielding}} || Arc Lightning places a shield on you lasting 20 seconds and absorbing '''180-780%''' Ability Power of damage. Enemies that hit the shield are damaged for a total of '''200-1000%''' of your Ability Power over 3 seconds. || 20 || Chaos 4 || {{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Marking Bubble}} || Arcane Bubble will place a Mark on all enemies in the initial spawn area and increases Mark count '''1-6'''. || 5 || Chaos 4 || {{Valid for Adept}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Thunderbolts and Lightning}} || Increases the damage of Arc Lightning by '''4-40%'''. || 12 || Chaos 5 || {{Valid for Adept}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Explosive Finale}} || Upon completion, the Arcane Bubble explodes dealing '''X-2000%''' Ability Power damage to all enemies in and around the bubble. || 20 || Chaos 6 || {{Valid for Adept}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Glacier}} || Every 10 attacks, Hailstorm Tower fires an icy boulder that explodes on impact dealing '''750-2750%''' Defense Power as damage in a small area. || 20 || Chaos 7 || {{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Withering Blast}} || Enemies damaged by Arcane Barrier take '''5-20%''' increased damage for '''1.5-3''' seconds. || 15 || Revenge of the Yeti Incursion || {{Valid for Apprentice}}{{Valid for Adept}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Twice As Bright}} || Eruption now increases Defense Power to '''10-70%''', but the duration is reduced by '''-5''' seconds. || 20 || Chaos 7 || {{Valid for Lavamancer}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Wave Of The Storm}} || You have a '''4-40%''' chance when landing on the ground to deal '''50-350%''' of your Ability Power as storm damage to nearby enemies. || 20 || Chaos 8 || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Oily Harpoon}} || Ballista has a '''4-40%''' chance to oil targets on hit slowing them by '''40%''' for '''2''' seconds. If hit by a fire soure, the oil will be consumed and burn the target for '''150-600%''' of your Defense Power stat every second for '''5''' seconds. || 18 || Chaos 8 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Block Power}} || Increases the blocking power of the shield by '''5-25%'''. || 20 || Chaos 8 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Harbinger’s Powered Block}} || Blocking reduces the cooldown of Seismic Slam by '''-0.2''' to '''-0.7''' seconds. Happens a max of '''3''' times a second. || 10 || Chaos 8 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power of Embermount}} || Increases the amount of Molten Power gained by '''4-40%'''. || 12 || Chaos 8 || {{Valid for Lavamancer}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Power Overwhelming}} || Increases your Ability Power by '''10-30%''', but increase your ability resource cost by '''100-70%'''. || 20 || Chaos 8 || {{Valid for AbyssLord}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Price Of Power}} || Increases damage of Two at Twice the Price by '''4-40%'''. || 12 || Chaos 8 || {{Valid for Gunwitch}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Regeneration}} || Restores '''1.5-3%''' of your Max Health every '''3s'''. || 10 || Chaos 8 || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Submerging Blast}} || Increases Submerge's Emerge damage by '''4-40%'''. || 12 || Chaos 8 || {{Valid for Lavamancer}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Sundering Blow}} || Your primary Attacks reduce enemy's resistances to '''95-80%''' increasing damage dealt to them. ||  || Chaos 8 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Superconductor}} || Reduces ability costs by '''2-20%'''. || 18 || Chaos 8 || {{Valid for Apprentice}}{{Valid for Squire}}{{Valid for Monk}}{{Valid for Huntress}}{{Valid for AbyssLord}}{{Valid for SeriesEV2}}{{Valid for Gunwitch}}{{Valid for Lavamancer}}{{Valid for Adept}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Tempered Anger}} || Mystic loses appeasement '''4-40%''' slower and take '''0-100%''' less appeasement damage when at '''0''' appeasement. || 12 || Chaos 8 || {{Valid for Mystic}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Torpedo Striker}} || Increases the radius of the Reflect Beam's Torpedo Detonation by '''4-40%'''. || 12 || Chaos 8 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Enduring Price}} || Two at Twice the Price lasts '''1-7s''' longer. || 12 || Chaos 8 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Lingering Core}} || Increases Molten Core lifespan by '''1-8''' seconds. || 14 || Chaos 8 || {{Valid for Lavamancer}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Vengeance}} || 4-40% of the damage taken by the Spike Blockade is returned in its next attack. || 18 || Chaos 8 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Proton Cannon Boost}} || Width of Proton Charge increased by '''4-40%'''. || 12 || Chaos 8 || {{Valid for SeriesEV2}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Pumpkinator}} || Primary attacks Pumpkin enemies. When enemy Dies explode doing '''10-210%''' ability power as damage. Melee attacks against pumkined enemy increase Crit by '''3-30''' for '''5''' sec. || 20 || Chaos 8 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Snake Bomb}} || When a Dark Torment serpent expires, it explodes dealing '''20-1''',020% Ability Power as magical damage to nearby enemies. || 20 || Chaos 8 || {{Valid for Mystic}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Submerging Speed}} || Increases movement speed while Submerged by '''4-40%''' and adds a knockup on Emerge. || 12 || Chaos 8 || {{Valid for Lavamancer}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Zero Entropy}} || Ice Needle only affects a single target, but damage is increased by '''4-40%''' and duration is increased by '''1-7''' seconds. || 12 || Chaos 8 || {{Valid for Gunwitch}} || {{Valid for Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Shattering Torpedo}} || Ev2's torpedo's are imbued with earth magic. Upon detonation they deal an additional '''20-500%''' defense power as crushing earth damage. || 20 || Chaos 8 || {{Valid for SeriesEV2}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Water Elemental}} || The affected tower has has '''5-25%''' chance on hit to deal '''3-30%''' additional damage and drench enemies for '''5''' seconds. || 20 || Chaos 8 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Death’s Grasp}} || When you defeat an enemy gain a charge, up to a maximum of '''5.''' When you block with your shield all charges are then consumed. Each unleashing a fireball Dealing '''10-210%''' ability power. || 20 || Chaos 8 || {{Valid for Squire}} || {{Valid for Shield}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Lightning Touch}} || Your primary attacks deal an additional '''4-40%''' of your Hero Damage as storm damage. || 12 || Chaos 4 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Proton Flame Charge}} || EV2's Proton Cannon is upgraded with a flaming core dealing an extra '''4-25%''' fire damage to enemies it hits. || 14 || Chaos 8 || {{Valid for SeriesEV2}} || {{Valid for Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Taser Suit}} || When you take damage you have a '''1-16%''' chance to electrocute enemies in a small area around you, stunning them for '''1-5''' second. || 15 || Chaos 8 || {{Valid for ALL}} || {{Valid for Chest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Harbinger’s Exile}} || Training Dummy has a '''1-9%''' chance to teleport targets back to spawner. || 20 || Chaos 8 || {{Valid for Squire}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Skeletal Bind}} || When you defeat an enemy, you generate a charge. Your next fully-charged secondary attack summons a skeletal hand that traps each target hit for '''1-6''' seconds, draining one charge for each enemy hit. You can have a max of '''5''' charges. || 10 || Chaos 8 || {{Valid for ALL}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hero Shard|Spider’s Kiss}} || Snipe hits inflict poison, dealing '''50-450%''' Ability Power as magical earth damage per second for '''5s'''. || 20 || Chaos 8 || {{Valid for Gunwitch}} || {{Valid for Weapon}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapons with Fixed Shards==&lt;br /&gt;
The weapons in the list below drop with fixed Shards. These Shards are locked in one of the Shard slots and can't be removed. Some of them also can't be upgraded. They are sold by [[The Wayfarer]] for 500 [[Defender Medals]].&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Item name &lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Passive name &lt;br /&gt;
! style=&amp;quot;width:45%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Obtained from&lt;br /&gt;
! style=&amp;quot;width:10%; text-align:center;&amp;quot; | Usable by&lt;br /&gt;
|-&lt;br /&gt;
| Ghastly Halberd || Ghastly Weapon || Secondary attacks summon up to 1-3 Ghastly Halberds which swing for 50-150% of your Ability Power as damage, twice per second, for 15 seconds. || 20 || The Wayfarer || {{Valid for Apprentice}}{{Valid for Adept}}&lt;br /&gt;
|-&lt;br /&gt;
| Molten Tome || Molten Brimstone || Secondary Attacks summons meteors that deal 100-130% of Ability Power as damage. Charge to summon 1-7 lava fissures for 110-710% of Ability Power as Magical Fire Damage burning enemies for 110-150% of Hero Damage for 6s. || 20 || The Wayfarer || {{Valid for AbyssLord}}&lt;br /&gt;
|-&lt;br /&gt;
| Celebration!!! || Celebration!!! || Fires two homing projectiles that detonate in a festive explosion dealing 72% Hero Damage as magical damage over small area. || 0 || The Wayfarer || {{Valid for SeriesEV2}}&lt;br /&gt;
|-&lt;br /&gt;
| Tsunami || Chlorophyte Arrows || Fires a column of Chlorophyte Arrows that deal 5-25% bonus magical earth damage and may reflect off one surface. || 20 || The Wayfarer || {{Valid for Huntress}} &lt;br /&gt;
|-&lt;br /&gt;
| Megashark || Meteor Bullets || Rapidly fires meteor bullets that pierce one additional target or reflect off one surface for 50% damage. || 0 || The Wayfarer || {{Valid for Gunwitch}}&lt;br /&gt;
|-&lt;br /&gt;
| Bone Glove || Bone Glove || Primary Attacks fire piercing bones doing 5-25% Hero Damage as magical damage.  The bones reflect off surfaces and can hit 1-3 times. || 20 || The Wayfarer || {{Valid for Lavamancer}}&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Portal Staff || Lunar Portal || Secondary Attacks summon up to 1-3 lunar portals from a far away land that deal 50-300% ability power as damage for 5-25 seconds. || 20 || The Wayfarer || {{Valid for Apprentice}}{{Valid for Adept}}&lt;br /&gt;
|-&lt;br /&gt;
| Shadowflame Knife || Shadowflame Knife|| Secondary Attacks hurl a Shadowflame Knife dealing 75-250% Hero Damage as magical damage and will bounce hit up to 2-4 targets. || 20 || The Wayfarer || {{Valid for Mystic}}&lt;br /&gt;
|-&lt;br /&gt;
| Demon Scythe || Demon Scythe || Secondary Attacks summons the Demon Scythe that pierces 5 targets dealing 140% Ability Power as magical damage. Charged attacks summon a bigger scythe that pieces 10 targets and deals 500% Ability Power as magical damage. || 20 || The Wayfarer || {{Valid for AbyssLord}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hyper Shards==&lt;br /&gt;
With the introduction of mastery mode, several new hyper shards have been introduced to the game.  Shards unlock as you earn stars in mastery mode.&lt;br /&gt;
Each hyper shard can only be obtained once in Mastery mode.&lt;br /&gt;
&lt;br /&gt;
As of the Prime Incursion Update, completing all maps within a prime region awards a hyper shard.  Completing all six regions awards the last hyper shard.  This allows you to obtain a second set of all the shards.&lt;br /&gt;
Note that the order that you obtain hyper shards in Prime Incursions is different than that of Mastery mode (e.g. the first prime region doesn't award Mass Destruction).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:10%; text-align:center;&amp;quot; | Name &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:40%; text-align:center;&amp;quot; | Effect &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:5%; text-align:center;&amp;quot; | Upgr. levels &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Stars Needed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width:7%; text-align:center;&amp;quot; | Prime Region&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;width:31%; text-align:center;&amp;quot; | Valid for&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Hero&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Weapon&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Shield&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Helmet&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Chest &lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Gloves&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Boots&lt;br /&gt;
! style=&amp;quot;width:3%;&amp;quot; | Relic&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Mass Destruction}} || Increases the Defense Power of the affected tower by 2-70% . || 34 || 50 Stars || N/A || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Vicious Strikes}} || Increases the Defense Range of the affected tower by x-2275 units. || 12 || 155 Stars || N/A || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Radiant Critical Power}} || Increases the Defense Critical Damage of nearby defenses by 0-5% and Defense Critical Chance of nearby defenses by 3%. || 5 || 260 Stars || N/A || {{Valid for ALL}} || {{Valid for Boots}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Explosive Shielding Guard}} || When the affected tower takes damage, it has a 3-35% chance to gain a shield for 50-250% of its Defense Health for 5 seconds and to trigger an explosion that deals 140-500% of its Defense Health as damage to nearby enemies. Does not work with Auras and Traps. This does not destroy the tower. Does not stack with Shielding Guard or Explosive Guard. || 20 || 365 Stars || Prime 2 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Thunderstruck}} || Your primary attacks have a 26% chance on hit to drench enemies for 7 seconds and your primary attacks deal an additional 40% damage as storm. || 12 || 470 Stars || N/A || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Destructive Pylon}} || Increases the Defense Power of nearby defenses to 120% and increases the Defense Power of the affected tower by 34%. Does not stack with Destruction or Power Pylon. || ? || 575 Stars || Prime 1 || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Defense Shard|Automation}} || Each time your defense attacks, it heals for 2% of its max health. Cooldown of 0.7 seconds. || 20 || 680 Stars || N/A || {{Valid for ALL}} || {{Valid for Relic}}&lt;br /&gt;
|- style=&amp;quot;opacity:.5&amp;quot;&lt;/div&gt;</summary>
		<author><name>Sushi3462</name></author>	</entry>

	</feed>