
DRACONIC ARTILLERY
ActiveDeals [200-250-300-350-400]% damage to 4 random enemies and has a [10-12-15-20-25]% chance to apply Dynamite Mark to each target. Additionally, increase Skill Damage of self by [5-10-15-20-25]% for 5 rounds. Also, if any allies are Frozen, cleanse the Freeze and increase their Skill Damage by [10-15-20-30-40]% for 3 rounds. (Dynamite Mark: At the end of the round, if the target has full Energy, the marked target will explode, dealing [100-200-300-400-500]% damage to all enemies in its row, and inflicting an additional [100-200-300-400-500]% Burn damage over 3 rounds. Additionally, reduce Energy by [10-20-30-40-50] from the target.)
Mode Rankings
Core of the standard META mech team (Ruby/Zura/Zemus front, Spekkio/Otto/Laguna back). Energy provider for Spekkio — crits grant +20 Energy to all allies at GM4. Typically the 3rd fighter invested in for the mode.
Block build (Teryx/Dax) has largely supplanted the Ruby build at peak endgame, but she remains the freeze mech boss counter and the most accessible mech carry. Needs 270+ for Trigger Happy; unusable before 240.
Primary Kodiak mage for faction-locked club smash. Draconic Artillery's 4-target AoE and escalating crit stacking from Trigger Happy provide the damage output that the Flint+Karma survivability core needs.
Dragon Shell's AoE Burn on break punishes enemies who focus her. Strong Kodiak pick, but not the meta-defining piece — the Flint+Karma synergy is what carries Kodiak in this mode.
In the alt reference PvP team (Laguna/Ruby/Scythe front, Raja/Nyx/Pyra back). Trigger Happy's row-wide buffs (+40 Speed, then Crit Chance/Crit Damage) make her row dominant from round 1. After round 3, permanent +40% ATK/Crit and 100 Energy per skill lets her cycle Draconic Artillery constantly.
Dragon Shell absorbs the opening burst. Freeze immunity counters freeze-heavy comps. Can substitute for Nyx in some builds.
Solid hard-mode damage dealer with a slow ramp. Draconic Artillery hits 4 random enemies for 400% with a 25% chance to apply Dynamite Mark — a delayed 500% row explosion plus 500% Burn — providing AoE wave clearing, but Trigger Happy doesn't fully activate until round 3, leaving her a moderate contributor during the critical early minion phases. Once online, the permanent +40% ATK/Crit and 100 Energy per skill enable powerful round-by-round cycling.
Dragon Shell starts her with a 60% max HP shield that retaliates with 250% AoE Burn and 40 team Energy when broken. Burn and Freeze immunity plus a Frozen-ally cleanse counter freeze comps. She has no CC of any kind, which limits her hard-mode utility — strong damage output after round 3, but the lack of crowd control and team support beyond row buffs keeps her below top-tier picks.
Core Kodiak sewer mage — the only dedicated AoE magic damage dealer in the faction. Draconic Artillery hits 4 targets, can plant Dynamite Mark for row explosions, and scales with stacking Skill Damage and Crit bonuses. Trigger Happy's permanent self-buff after round 3 turns her into a skill-cycling powerhouse with +40% ATK/Crit and 100 Energy per skill use.
Dragon Shell's 60% max HP shield provides early survivability and erupts for 250% AoE Burn plus 40 team Energy when broken. The Frozen-ally cleanse protects Kodiak allies, and energy generation — 40 Energy on basics against burning enemies plus a 25% chance to grant all allies 20 Energy on skill crits — accelerates the team's skill cycles. Irreplaceable in the Kodiak sewer lineup.
Viable campaign mage with AoE wave clear and delayed burst. Draconic Artillery's 4-target AoE handles waves, and Trigger Happy's permanent +40% ATK/Crit with 100 Energy per skill creates strong sustained damage after round 3. Dynamite Mark's 500% row explosion plus 500% Burn helps chunk grouped campaign enemies.
Dragon Shell's 60% max HP shield and its 250% AoE Burn on break provide multi-stage survivability and energy. Row-wide Crit/Speed buffs support the team. However, the 3-round ramp before Trigger Happy activates slows her early contribution, and the complete lack of CC limits her value past stage 1500 where crowd control becomes essential.





