The trumpet throws slow but brutal boomerangs. At full HP it fires double (triple with T5). Its damage scales with lifeSteal: the more you drain, the harder you hit. Short range plus 135 HP, a tank that gets dirty.
Stat cap 1.5, damage 4x. The operational heal cap is 30% (resolve-life-steal.ts:58), separate from the scaler cap. Stack lifeSteal even if heal is already capped, damage keeps growing.
Piercing boomerang that curves and returns. At full HP 2 parallel boomerangs do a double pass.
10 exclusive relics. Gold and red define endgame builds.
Boomerangs that hit 5+ enemies on outbound deal x2 damage on return.
Every 4th shot is heavy: x3 dmg, x2 radius, stun 1s on first hit.
Hits mark enemy 3s. Marked take +25% dmg from all sources.
Below 50% HP, single boomerang becomes a blast x6 dmg in 320px.
Catching a returning boomerang grants 30% DR for 1.5s.
With 3+ boomerangs in flight, incoming dmg -35%.
LifeSteal x3 for 2s after catching a boomerang.
Hit below 25% HP releases shockwave push 150px plus 2s invuln. CD 45s.
+15% move speed while boomerang in flight. Return +40% speed.
Enemy hit by outbound plus return of the same boomerang drops x3 coins.
Sustain factory
lifeSteal stack, vitalityGroove, voidResonance, healingBoost. Each boomerang hits 5-10 enemies, you always heal.
Picks: lifeSteal, vitalityGroove, voidResonance, Triple Shot (T5), brassBarricade
DR stack
Triple Shot plus Orbit Master means 3-9 boomerangs in flight, echoShield 35% DR plus brassBarricade 30% DR simultaneously.
Picks: Triple Shot (T5), Orbit Master (T5), echoShield, brassBarricade, damageReduction
Low-HP nuke
fortissimoCannon at 50% HP is x6 damage in 320px. Combine with peacefulGiant to keep low HP relative.
Picks: damage, fortissimoCannon, lastFanfare, brassOverture, resonantImpact