Tambourine

Fortune Dancer
Luck based, bouncing shots, casino

Each hit is a roll. Hot streak amplifies, pity guarantees jackpots after bad runs, lucky negates heal plus invuln. The more luck you stack, the more DPS. Bouncing shots, 2 bounces base, scalable to 5+.

Base stats

Max HP
95
Damage Mult
0.9x
Fire Rate
2.6
Range
1.2x
Speed
1.08x
Bounces
2
Min Shot
300 ms

Scaling stat: Luck

damageMult = 1 + luck * 2

Luck cap 2, damage 5x. Luck also raises lucky-negate chance (cap 75%), duplicate drops, jackpot chance and level-up rarity rolls. It is THE stat.

Passive: Lucky Streak

Lucky negate: 0.05 + luck * 0.5 + streak, cap 0.75. 75% of hits negated.
Hot streak: each lucky proc adds +2% damage. Cap 20% (40% with fever T5).
Jackpot chance: base 10%, pity +3% per bounce without jackpot, cap 95%. Jackpot applies 4 effects (double dmg, freeze, split, heal).
Duplicate drops: 10% base, scales with luck, duplicates an XP/coin drop.

Attack vs dummies

Single shot that bounces 2 times. Each bounce rolls a die. On jackpot mega-proc.

Live rendered attack, ~2.4s loop

Tambourine character relics

10 exclusive relics. Gold and red define endgame builds.

Loaded Dice
Red Offensive

Jackpot bounces trigger a second jackpot for free. Chainable up to 2 per shot.

jackpot trigger, chain x2 max
Double Down
Gold Offensive

Each bounce rolls 2 effects. If both match, x4 damage.

match chance 25%, dmg x4 on match
Lucky Shrapnel
Blue Offensive

Crits drop 3 homing fragments with random bounce effects.

crit, 3 fragments, 50% bullet dmg
Hot Hand
Blue Offensive

With streak >= 50%, fireRate x1.7 and +2 max bounces.

streak >= 0.13 (x2 fever), FR x1.7, +2 bounces
Gamblers Fortune
Gold Defensive

Lucky negates heal 15% maxHp plus 1.5s invuln. CD 4s between procs.

heal +15% maxHp, invuln 1.5s, CD 4000ms
Jingling Shroud
Blue Defensive

Every 5 bounces create a shield ring that absorbs the next hit. Cap 5 charges.

every 5 bounces, 1 hit absorb, cap 5 charges
Lucky Step
Green Defensive

Evasion equals current hotStreakBonus. Dodges add +5% streak instead of resetting.

evasion = streak, dodge +5% streak
Coin Shower
Green Utility

Jackpot bounces drop 8 extra coins. Each coin pickup during streak +1%.

jackpot, +8 coins, coin pickup +1% streak
Rhythm Gambit
Gold Utility

Level up always has 1 option at +2 rarity tiers.

1 option per level, +2 rarity tiers
Ricochet Rhythm
Green Utility

Bounces on the beat (100ms window) deal x2 damage and force a jackpot.

window 100/500ms, dmg x2, jackpot forced

Talent tree

Streak
Char, FR/Crit
1
+2% fireRate
2
+2% crit
3
+4% fireRate
4
+4% crit
5
Fever: streak max x2, decay halved
Fortune
Char, Luck/Coin
1
+2% luck
2
+3% coinBonus
3
+4% luck
4
+5% coinBonus
5
Jackpot: every 10th pickup worth x5
Lightning
Elem, Dmg/CritDmg
1
+2% damage
2
+3% critDmg
3
+4% damage
4
+5% critDmg
5
Storm Dance: streak kills split into 2 sparks
Wind
Elem, Speed/Evasion
1
+2% speed
2
+3% evasion
3
+4% speed
4
+5% evasion
5
Mirage: dodges leave damaging afterimage

Recommended builds

Lucky God

Negate plus heal loop

luck cap, luckyCharm, gamblersFortune. 75% hits negated plus 15% heal every 4s. Near-immortal vs spread hits.

Picks: luck, gamblersFortune, luckyStep, jinglingShroud, Fever (T5), Jackpot (T5)

Bounce Nuke

Casino chains

hotHand, ricochetRiff, loadedDice, doubleBounce. Each shot 5 bounces and jackpot chain x3.

Picks: luck, damage, multiHit, hotHand, loadedDice, doubleBounce, ricochetRiff

XP Snowball

Run scaler

xpGain, coinShower, Jackpot T5, doubleFeature. Level 1 to 50 in 2 min, build hits cap before Hell phase.

Picks: luck, xpGain, coinShower, Jackpot (T5), doubleFeature, rhythmGambit, corruptedHarvest