Drum

Blood Berserker
Melee, low-HP scaling, AoE cone

The drum goes into a frenzy with two hits left. The lower the HP, the harder it hits, the faster it fires, the more it heals. Its passive rewards the aggressive player who knows how to dance on the edge of KO.

Base stats

Max HP
140
Damage Mult
0.75x
Fire Rate
3.5
Range
0.5x (melee)
Speed
0.90x
Shape
Cone (3 notes)
Spread
0.5 rad
Min Shot
400 ms

Scaling stat: Missing HP

damageMult = 1 + missingHp% * 2

At full HP no bonus, at 0% HP 3x damage. Identity of the drum: playing on the edge makes you lethal. Combine with blood-pact (T5) to reach 4.5x.

Passive: Blood Rhythm

Damage bonus: scales with missing HP: missingHp% * 0.5 * bloodPactMult. Up to +50% without relic, +75% with blood-pact.
Fire rate bonus: missingHp% * 0.5. Up to +50% attack speed at 0% HP.
Life steal: 0.02 base + missingHp% * 0.03. From 2% to 5%.
Shockwave radius: + missingHp% * 0.5. AoE grows up to +50% when near death.

Attack vs dummies

The drum fires a 3-note cone (side notes at 0.5 rad spread). In melee each hit applies damage plus shockwave if the build allows. The cone grows as HP drops.

Live rendered attack, ~2.4s loop

Drum character relics

10 exclusive relics. Gold and red define endgame builds.

War Drum Cadence
Green Offensive

Each enemy in melee (<120px) raises your damage +12%, stacks up to 5.

+12% per enemy, cap +60%
Hemorrhage
Blue Offensive

Your cone applies bleed: 3% maxHp/sec for 4s.

3%/s x 4s = 12% maxHp, no ICD
Thunderclash
Gold Offensive

Hit 3+ enemies in one cone, free shockwave at double radius.

trigger 3+ hits, radius x2, no CD
Percussive Overdrive
Red Offensive

Below 40% HP: fireRate x2 and every hit deals small splash damage.

HP <40%, FR x2, splash 50px
Blood Pulse
Green Defensive

Every 8s: heal 4% missing HP and AoE damage equal to that amount to nearby enemies.

8s timer, heal 4% missing, AoE 200px
Battle Scar
Blue Defensive

Each hit taken: +1 permanent armor this run, stacks up to 8.

+1 armor/hit, cap +8
Rhythmic Resilience
Gold Defensive

Below 50% HP: 20% damage reduction and lifesteal x1.5.

HP <50%, DR 20%, LS x1.5
Death March
Red Defensive

At 1 HP: 3s invuln plus x3 damage. Cooldown 30s.

1 HP trigger, 3s invuln, dmg x3, CD 30s
Rally Cry
Green Utility

Kills on enemies below 30% HP drop double XP and 25% chance to drop a heal.

enemy HP <30%, x2 XP, 25% heal drop
Fortissimo Beat
Blue Utility

+5% shockwave radius per level up (cap +100%). Shockwaves pull enemies inward.

+5%/level, cap +100%, pull 240px

Talent tree

Blood
Char, LifeSteal
1
+2% lifeSteal
2
+3% lifeSteal
3
+4% damage
4
+5% damage
5
Blood Pact: damage scales x1.5 with missing HP
Unbreakable
Char, Armor/HP
1
+1 armor
2
+4% maxHp
3
+2 armor
4
+6% maxHp
5
Unbreakable: survive one-shot at 1 HP, +200% dmg 3s, 1/run
Shadow
Elem, Shockwave
1
+2% dmg / +5% shockwave
2
+3% dmg / +10% shockwave
3
+4% radius / +20% shockwave
4
+5% radius / +35% shockwave
5
Void Crush: shockwaves x2 damage
Fire
Elem, Crit/Burn
1
+2% crit / 5% burn 1s
2
+3% crit / 15% burn 1.5s
3
+4% critDmg / 30% burn 2s
4
+5% critDmg / 50% burn 2.5s
5
Inferno Crit: crit shockwaves ignite ground 3s

Recommended builds

Berserker Vampire

Sustain, low-HP loop

Stack missing-HP scaling with blood-pact, rhythmicResilience, bloodPulse, deathMarch. Live at 20-40% HP healing with every hit.

Picks: lifeSteal upgrades, damage, blood-pact (T5 Blood), rhythmicResilience, deathMarch, bloodPulse, finalChorus

Wall Tank

HP/Armor stack

maxHp, armor cap, battleScar, ironSkin, peacefulGiant, crowdSurf. 70% effective DR plus 600 HP. You lose damage scaling but laugh at endgame.

Picks: maxHp, armor, damageReduction, battleScar, unbreakable (T5), peacefulGiant

Shockwave Nuke

AoE screen clear

Shadow tree, fortissimoBeat, thunderclash, neonSynthesizer, vinylFeedbackLoop. Each cone fires a cascade of shockwaves.

Picks: damage, areaSize, splashRadius, void-crush (T5 Shadow), thunderclash, fortissimoBeat, moshPit