Flute

Wind Walker
Speedster, tornado invuln, wind trails

The flutist runs. Passive charges a Tempest Meter from movement, then fires a Tornado that does AoE damage AND makes you invulnerable during its duration. Damage scales with speed. The definition of mobile carry.

Base stats

Max HP
95
Damage Mult
0.95x
Fire Rate
2.8
Range
1.3x
Speed
1.15x (fastest)
Spiral
2 notes
Tornado
3000 ms (+1000 with PG)

Scaling stat: Speed

damageMult = 1 + speed * 2

Speed cap 2 means 5x damage. Speed also accelerates tempest charge (move more, charge faster, more tornadoes). tailwindCrescendo adds +8%/sec moving capped at +80% damage. Speed is triple-stat: damage plus mobility plus charge rate.

Passive: Tempest Charge

Charge on move: 0.15 unit per pixel. Cap 300 base (400 with tempestCapacity talents +100).
Drain standing still: -8/sec. perpetualGale T5 removes drain plus 8/sec passive charge.
Tornado on full: 3000ms duration. Tick every 500ms: (1 + damage * 3) * 2.0.
Invuln during tornado: isFluteInvulnerable, full damage gate. Cycle ~9.7s moving = 41% invuln uptime.
Pull 120px/s: tornado sucks enemies inward. With double-tornado T5: 2 tornadoes (50% dmg the second).

Attack vs dummies

Spiral of 2 continuous notes plus periodic tornado AoE.

Live rendered attack, ~2.4s loop

Flute character relics

10 exclusive relics. Gold and red define endgame builds.

Gale Scythe
Blue Offensive

Orbit notes +100% damage to enemies below 40% HP. Executioner.

target HP <40%, orbit dmg x2
Tempest Overdrive
Gold Offensive

Burst 16 projectiles (vs 8) +50% dmg, requires +50% charge.

burst projectiles x2, dmg +50%, charge cost +50%
Tailwind Crescendo
Red Offensive

+8%/sec of continuous movement to all damage. Cap +80%. Stop resets.

+8%/sec moving, cap +80%, reset on stop
Vortex Shred
Blue Offensive

Tornado strips -2 armor/tick from enemies inside plus -60% speed 3s post-exit.

-2 armor/tick, slow 60%, 3s afterglow
Slipstream
Gold Defensive

While moving +20% evasion. Each dodge +10% tempest charge.

moving, +0.20 evasion, dodge +10% charge
Zephyr Barrier
Blue Defensive

Orbit notes deflect enemy projectiles, return 50% dmg to nearest.

orbit deflect, return 50% dmg
Cyclone Aegis
Green Defensive

During tornado orbit x2 radius plus 50% DR for 3s post-tornado.

orbit x2, post-tornado DR 50%, 3s
Jetstream Surge
Green Utility

Burst dashes forward x3 speed 1s, wind corridor damages behind.

burst dash, speed x3, 1s corridor
Harmattan
Green Utility

Wind trails x2 duration, vacuum pickups, slowed enemies drop +50% XP.

trails x2, pickup vacuum, +50% XP slowed kills
Perpetual Gale
Red Utility

Meter does not drain standing still plus 8/sec passive charge plus tornado +1000ms.

no drain, +8/sec passive, tornado +1s

Talent tree

Storm
Char, TempestCharge/Cap
1
+5% tempestCharge
2
+15 capacity
3
+10% tempestCharge
4
+25 capacity
5
Eye of Storm: invuln 1.5s after Tempest Burst
Fleet
Char, Speed/Trail
1
+3% speed
2
+0.3s trail
3
+4% speed
4
+0.5s trail
5
Gale Force: trail 3 dmg/tick, slow 60%
Wind
Elem, OrbitRadius/Dmg
1
+5% orbitRadius
2
+3% orbitDamage
3
+8% orbitRadius
4
+5% orbitDamage
5
Double Tornado: 2 tornadoes at once
Ice
Elem, Chill/OrbitVsSlow
1
15% chillOnBurst
2
+8% orbit vs slow
3
+20% chillOnBurst
4
+12% orbit vs slow
5
Blizzard: frozen shatter AoE on death

Recommended builds

Tornado Cycle

Max invuln uptime

tempestOverdrive, perpetualGale, Eye of Storm T5. Tornado 4s plus 1.5s post-burst invuln plus cycloneAegis 3s 50% DR is ~72% mitigation uptime.

Picks: tempestCharge, tempestCapacity, perpetualGale, Eye of Storm (T5), cycloneAegis

Speed Berserker

Damage from speed

speed cap, tailwindCrescendo +80%, speedDemon +60%. Damage scales with speed and tailwind compounded.

Picks: speed, tailwindCrescendo, speedDemon, jetstreamSurge, damage

Trail Master

Zone control

Gale Force T5, harmattan, Double Tornado T5, Blizzard T5. Wind trails damage, slow and vacuum. Mobility as attack.

Picks: Gale Force (T5), harmattan, Double Tornado (T5), Blizzard (T5), trailDuration