Main Skills
The swing that replaces auto-attack — ranking rules, the level-gated rank cap, and shield-skill fallback.
Main skills replace your auto-attack. Pick one — its damage multiplier and attack-speed profile become the swing your hero spams every interval during combat.
Spend skill points (one per hero level) to raise a skill’s rank. Per-skill cap is rank 20, with one extra gate: maximum rank = hero level − skill level requirement + 1. A skill that unlocks at level 30 reaches rank 1 at level 30, rank 5 at level 34, rank 20 at level 49.
The currently selected main skill is highlighted in the tree. Shield-based skills like Shield Strike and Smite need a shield equipped — if you unequip the shield, the game silently falls back to plain Strike until you re-equip one. Your original choice is preserved.
Every main skill
Rank scaling
A main skill’s damage multiplier grows additively, but not one flat slice per rank. Every rank is worth a number of effect steps, and later ranks are worth more:
effective multiplier = base + S(rank) × perRank
S(rank) is the sum of the step multipliers of ranks 1..rank, from the bracket table:
| Ranks | Steps per rank |
|---|---|
| 1 – 8 | ×1.0 |
| 9 – 16 | ×1.5 |
| 17 – 24 | ×2.0 |
| 25+ | ×2.5 |
So S(1) = 1, S(8) = 8, S(16) = 20, S(20) = 28, S(25) = 38.5. A maxed skill is worth
noticeably more than 20 flat ranks — the last few points into a skill are the strongest ones you can
buy, which is exactly the intent.
Counts, durations and fixed chances stay linear in the raw rank — Rampage’s stack cap equals its
rank, a buff lasts 5 + rank × 1 seconds, Smite’s stun stays 15%. Only magnitudes ride the steps.
For weapon skills the terms are the skill’s damageMultiplier and enhancedDamagePerRank; shield skills (Shield Strike, Smite) use damagePerRank against shield damage instead. A handful of coefficients:
| Skill | Base | Per effect step | Also scales per step |
|---|---|---|---|
| Strike | 1.00× | +0.05× damage | +2.5% Attack Rating |
| Crush | 1.40× | +0.05× damage | crushing blow: 20% at rank 20 (0.20 ÷ 28 per step) |
| Berserk | 1.40× | +0.06× damage | — |
| Zeal | 0.25× (×3 hits) | +0.02× damage | — |
| Rend | 0.80× | +0.03× damage | bleed = 0.20 + 0.019 per step of the hit |
| Shatter | 0.90× | +0.04× damage | −2% enemy Defense per stacking hit (cap = 2% × rank) |
| Shield Strike | 1.00× (shield dmg) | +0.05× damage | — |
| Smite | 0.60× (shield dmg) | +0.03× damage | 15% stun on hit (flat) |
Worked example — Strike. At rank 1 the multiplier is 1.00 + 1 × 0.05 = 1.05 (105% weapon damage). At rank 20 it’s 1.00 + 28 × 0.05 = 2.40 (240%) — the swing hits well over twice as hard purely from ranks, before any of the rage passives layer on.
Effective rank can exceed 20
The per-point cap is rank 20, but “+To Skills” gear stacks on top of it. The game reads an effective rank of base + specific-skill boost + tree boost + all-skill ranks, with no clamp back to 20 — and the ranks past 20 sit in the richest brackets. A rank-20 Strike carrying +3 to Main Skills behaves as rank 23, which is S(23) = 34 steps: 1.00 + 34 × 0.05 = 2.70 (270%). Only the points you spend are capped; itemisation pushes past it — and it pushes harder than it used to.
Remember the level gate from above still bounds your spent rank, and shield skills silently fall back to plain Strike whenever no shield is equipped.