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

Strike
Reliable weapon strike that sharpens your Attack Rating so you rarely miss. Builds 10 Rage on hit.
Current: 105% weapon damage · +2.5% Attack Rating
Next: 110% weapon damage · +5% Attack Rating
Tier 1 · Unlocks at level 1
Flurry
Fast strikes that build attack speed with every hit. Stacks fade a few seconds after your last landed hit. Builds 8 Rage on hit.
Current: 83% weapon damage, +20% attack speed · +1.5% attack speed per hit (up to +1.5%)
Next: 86% weapon damage, +20% attack speed · +1.5% attack speed per hit (up to +3%)
Tier 1 · Unlocks at level 10
Crush
Slow, heavy blows with a growing chance to land a crushing blow — extra damage scaling with the enemy's current health. Builds 13.5 Rage on hit.
Current: 145% weapon damage, -20% attack speed · +0.7% crushing-blow chance
Next: 150% weapon damage, -20% attack speed · +1.4% crushing-blow chance
Tier 1 · Unlocks at level 10
Shield Strike
Bash with your shield at its own speed. Builds 10 Rage on hit. (Needs a shield.)
Current: 105% of shield damage
Next: 110% of shield damage
Tier 1 · Unlocks at level 10
Zeal
Three strikes, each landing a portion of weapon damage. Builds 3.5 Rage per hit.
Current: 3 hits × 27% weapon damage
Next: 3 hits × 29% weapon damage
Tier 2 · Unlocks at level 30
Berserk
Reckless, hard-hitting attacks — but your Defense Rating is reduced by 25% while wielding it. Builds 12 Rage on hit.
Current: 146% weapon damage, +10% attack speed · −25% your Defense Rating
Next: 152% weapon damage, +10% attack speed · −25% your Defense Rating
Tier 2 · Unlocks at level 30
Smite
Hammer with your shield at speed, with a chance to stun on hit. Builds 10 Rage on hit. (Needs a shield.)
Current: 63% of shield damage, +50% attack speed, 15% stun 1s
Next: 66% of shield damage, +50% attack speed, 15% stun 1s
Tier 2 · Unlocks at level 30
Reaver
Draining strikes that heal you for a portion of the damage they deal. Builds 10 Rage on hit.
Current: 90% weapon damage · heals 0.2% of damage dealt
Next: 95% weapon damage · heals 0.3% of damage dealt
Tier 3 · Unlocks at level 50
Rend
Tearing strikes that cause the enemy to bleed, dealing a portion of the hit as physical damage over time. Builds 10 Rage on hit.
Current: 83% weapon damage · bleeds for 21.9% of the hit over time
Next: 86% weapon damage · bleeds for 23.8% of the hit over time
Tier 3 · Unlocks at level 50
Shatter
Each hit shreds the enemy's Defense Rating, stacking through the fight. Builds 10 Rage on hit.
Current: 94% weapon damage · −2% enemy Defense per hit (up to −2%)
Next: 98% weapon damage · −2% enemy Defense per hit (up to −4%)
Tier 3 · Unlocks at level 50

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:

RanksSteps 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:

SkillBasePer effect stepAlso scales per step
Strike1.00×+0.05× damage+2.5% Attack Rating
Crush1.40×+0.05× damagecrushing blow: 20% at rank 20 (0.20 ÷ 28 per step)
Berserk1.40×+0.06× damage
Zeal0.25× (×3 hits)+0.02× damage
Rend0.80×+0.03× damagebleed = 0.20 + 0.019 per step of the hit
Shatter0.90×+0.04× damage−2% enemy Defense per stacking hit (cap = 2% × rank)
Shield Strike1.00× (shield dmg)+0.05× damage
Smite0.60× (shield dmg)+0.03× damage15% 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.