
BOMB BARRAGE
ActiveDeals [500-600-700-800-950]% damage distributed amongst all remaining enemies and for each target hit, gains [3-5-7-10-15]% Attack for 2 rounds and has a [3-5-7-10-15]% chance to apply Molten Fury. Additionally, if Teryx has a Dino Orb, begin a second attack which deals [300-400-500-600-750]% damage to the two enemies with the highest Attack and has a [10-15-20-25-30]% chance to Stun them for 2 rounds. Lastly, if Teryx has two Dino Orbs, begin a third attack, which deals [400-500-600-700-850]% damage to the enemy with the lowest HP and has a [10-20-30-40-50]% chance to reduce the target's Armor and Damage Reduction by [10-15-20-25-30]% for 3 rounds. (Molten Fury: Increases damage dealt to the target from Finishers by 15%. Additionally, deals 300% Burn damage each time the target attacks. After 3 rounds, deals [500-600-700-800-900]% Burn damage and then the Molten Fury is removed.)
Mode Rankings
Dino-Electric Orbs deal 300% DoT each round that ignores shields, providing massive sustained single-target damage. Voltage Vigor's permanent +25% ATK per Finisher ally and +50% ATK base make him one of the hardest-hitting carries in the game.
His ability to revive a fallen ally (while he stays alive), plus the 15% self-heal on orb summon, adds meaningful team and personal durability across long fights.
Bomb Barrage's three-phase attack combines AoE pressure, Stun CC, and a finishing blow to the lowest HP target. Dino-Electric Orb can revive a fallen ally while Teryx stays alive, which is extremely strong in team PvP formats.
The +25% ATK aura for all Finisher allies when both orbs are active provides excellent team synergy. Molten Fury application from basic attacks adds persistent pressure.
Exceptional burst potential through Bomb Barrage's 600% finisher on the lowest HP enemy, combined with Stun and Armor/DR shred. Speed 1355 is very high, letting him act before most opponents and apply early CC pressure.
His ally-revive can bring a fallen teammate back to swing close matches. Immunity to all DoT effects neutralizes Burn/Bleed/Poison strategies entirely.
Bomb Barrage hits multiple random targets for minion wave clear while its third attack finishes the lowest HP enemy, giving him both AoE and single-target coverage. Dino-Electric Orbs provide consistent boss DPS every round that ignores shields.
His ally-revive helps the team endure the punishing boss phases in Hard Mode. Permanent Finisher ATK stacking makes him scale well in longer encounters.
Dino-Electric Orb self-healing (15% per summon) and his ally-revive provide outstanding attrition durability across multiple Sewer waves. Bomb Barrage's multi-target spread handles wave clearing efficiently.
The permanent +25% ATK per Finisher ally buff from having both orbs active compounds across fights, making him stronger the longer the run goes. DoT immunity prevents chip damage from accumulating between waves.
Top-tier campaign carry. Bomb Barrage provides excellent AoE wave clear across three attack phases, while Dino-Electric Orbs add free damage every round. His ally-revive keeps the team intact across multi-stage encounters.
Self-sustain from orb summoning, permanent ATK scaling from Finisher allies, and full DoT immunity make him nearly self-sufficient. Tricera Reinforcement's enhanced basics with orbs active ensure strong damage even between skill uses.





