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.
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.
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.
10 exclusive relics. Gold and red define endgame builds.
Each enemy in melee (<120px) raises your damage +12%, stacks up to 5.
Your cone applies bleed: 3% maxHp/sec for 4s.
Hit 3+ enemies in one cone, free shockwave at double radius.
Below 40% HP: fireRate x2 and every hit deals small splash damage.
Every 8s: heal 4% missing HP and AoE damage equal to that amount to nearby enemies.
Each hit taken: +1 permanent armor this run, stacks up to 8.
Below 50% HP: 20% damage reduction and lifesteal x1.5.
At 1 HP: 3s invuln plus x3 damage. Cooldown 30s.
Kills on enemies below 30% HP drop double XP and 25% chance to drop a heal.
+5% shockwave radius per level up (cap +100%). Shockwaves pull enemies inward.
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
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
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