Combat Codex
Necro
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Necro hero
Cobra factionMage
Necro
Necro card
Level
LEVEL280/280
Power
POWER34,756
Cobra
FACTIONCOBRA
Mage
CLASSMAGE

DARK MIND

Active

Deals [175-200-250-350-450]% damage to 4 random enemies and has a [75]% chance to apply Dark Corruption for 3 rounds. (Dark Corruption: Corrupted targets take 20% extra damage from all sources.)

Skills — Click to Preview

Mode Rankings

Strong mech damage amplifier. Dark Mind's 75% Dark Corruption makes the boss take 20% extra damage from all sources for 3 rounds, effectively buffing the entire team's DPS. Void Touch's basic attacks hit for 125% with 125% Curse DoT and -40% Crit Chance, adding sustained debuff pressure.

Dark Bond's 45% DR and 50%+ Skill Damage (scaling with ally Mages) keep him alive and hitting hard. Beyond the Grave's first-death revive at 100% HP with full purify provides a safety net. Falls short of SS due to moderate personal DPS and reliance on team composition for Mage scaling.

Underwhelming in Smash. Dark Mind hits 4 random enemies for 450% with Dark Corruption, but 75% application rate is unreliable in team fights. Void Touch's 2-target basic with Curse and -40% Crit Chance provides some debuff value, but the -50% Heal Effect from Curse is redundant if Nyx is already applying it.

Beyond the Grave's single revive is modest compared to Nyx's full-team revive. No CC, no team buffs, no tag-in synergy. Dark Bond's Mage scaling requires specific team composition that may not align with optimal Smash lineups.

Limited PvP impact. Dark Corruption's 20% extra damage taken is valuable in theory, but Dark Mind only hits 4 random targets at 75% application rate — unreliable against priority targets. Void Touch's Curse DoT and -40% Crit Chance are slow-acting debuffs in a burst-oriented PvP meta.

Beyond the Grave's single revive provides one extra life but lacks the fight-warping power of Nyx's full-team revive or Raja's death-triggered team buffs. No speed advantage, no burst, no CC. Dark Bond's 45% DR and Control Resist help him survive, but surviving without threatening is not enough at the top level.

Effective hard-mode debuffer. Dark Mind's AoE Dark Corruption makes all affected enemies take 20% extra damage from the entire team, significantly amplifying total team DPS against bosses and minions alike. Hitting 4 random targets helps control minion waves.

Void Touch's Curse DoT (-50% Heal Effect) shuts down boss healing phases, and -40% Crit Chance reduces incoming burst. Beyond the Grave's first-death revive keeps him contributing through tough boss phases. Dark Bond's Mage-scaling Skill Damage rewards Mage-heavy compositions. Falls short of SS due to moderate personal AoE damage and reliance on team to capitalize on Dark Corruption.

Functional sewer debuffer with solid durability. Dark Mind's Dark Corruption on 4 targets amplifies team damage across waves, and 450% base damage provides reasonable AoE clear. Void Touch's Curse DoT and -40% Crit Chance add persistent debuffs that accumulate value in sustained sewer fights.

Beyond the Grave's first-death revive at 100% HP adds attrition resilience. Dark Bond's 45% DR and Curse/Dark Corruption immunity make him durable. However, his AoE clear is modest compared to dedicated wave-clearers, and his damage amplification requires teammates alive to capitalize on it.

Decent campaign debuffer. Dark Mind's Dark Corruption on 4 targets provides team-wide damage amplification across stages, and Void Touch's Curse DoT (-50% Heal Effect) prevents enemy healing in prolonged fights. The -40% Crit Chance debuff reduces incoming burst damage.

Beyond the Grave's single revive provides multi-stage staying power. Dark Bond's 45% DR, Control Resist, and Curse immunity keep him alive through late-campaign CC. Mage-scaling Skill Damage rewards dedicated compositions. Limited by moderate personal damage output and the 4-target cap on Dark Mind in larger waves.