Ricochet Ritualwiki

Families

Twelve families. You pick one to start a run with, every card belongs to one, and holding enough of one switches its traits on.

Choosing a family

The last step before a run is a circle of the twelve families, like the one below. The run starts with one card from the family you pick — one of its weakest: the lowest rarity it has among the cards a fresh run can be dealt, so nothing that needs another card, a companion or an ability first. Where several share that rarity, one of them is picked at random.

Hover a family to see what it is and what it starts you with. Click it for its page.
Kinetic The orb itself: its speed, size, bounces, throws and catches. Starts with one of Striking Force or Whiplash
Precision Crits, long shots and executions: every hit chosen. Starts with one of Carom, Keen Eye, Marksman or Trick Shot
Fire Burning, explosions and craters. Starts with one of Firewalk, Hot Coals, Blazing Trail or Pyre
Frost Chills, freezes, and what shatters afterwards. Starts with one of Cold Return, Freezing Shot, Frozen Court or Hoarfrost
Storm Lightning that arcs from one body to the next. Starts with one of Arc Spark, Capacitor or Thunderhead
Void Gravity, time, pulses, and stepping through space. Starts with one of Magnetic Grip, Pocket, Void Drag or Wormhole
Arcane Echoes and copies: mirror shards, phantoms, links. Starts with one of Glint or Imprint
Blood Kills, bleeding, and power drawn from your own wounds. Starts with Open Wound
Beast Companions that fight beside you. Starts with Goat Companion
Guardian Health, armour, shields and retaliation. Starts with Vitality
Combo Cards that feed on, or pay out, the combo meter. Starts with one of Backhand, Head Start, Metronome, Showboat or Tip Jar
Wild The unaligned: speed, economy, and deals with a catch. Starts with one of Deep Pockets or Swift Steps
Kinetic Precision Fire Frost Storm Void Arcane Blood Beast Guardian Combo Wild

The twelve families

Every card belongs to exactly one family. Each card you own in a family multiplies the draw weight of that family's other cards by +30%, up to 5 cards' worth (×2.5 at most). Rarity, the difficulty's odds and family all multiply together, so a family you lean into still keeps its legendaries rare. Your two leading families also name the build.

Kinetic17 cards
The orb itself: its speed, size, bounces, throws and catches.
Starts a run with Striking Force or Whiplash
Traits: Quick Release · Slipcatch · Perpetual Motion
Precision15 cards
Crits, long shots and executions: every hit chosen.
Starts a run with Carom or Keen Eye or Marksman or Trick Shot
Traits: Long Shot · Exit Wound · Marked
Fire15 cards
Burning, explosions and craters.
Starts a run with Firewalk or Hot Coals or Blazing Trail or Pyre
Traits: Long Burn · Flashpoint · Wildfire
Frost15 cards
Chills, freezes, and what shatters afterwards.
Starts a run with Cold Return or Freezing Shot or Frozen Court or Hoarfrost
Traits: Lingering Cold · Ice Rink · Frostbite
Storm15 cards
Lightning that arcs from one body to the next.
Starts a run with Arc Spark or Capacitor or Thunderhead
Traits: Long Arc · Conductor · Seek the Weak
Void15 cards
Gravity, time, pulses, and stepping through space.
Starts a run with Magnetic Grip or Pocket or Void Drag or Wormhole
Traits: Wake · Undertow · Collapse Point
Arcane15 cards
Echoes and copies: mirror shards, phantoms, links.
Starts a run with Glint or Imprint
Traits: Resonant Copies · Phantom · Playback
Blood16 cards
Kills, bleeding, and power drawn from your own wounds.
Starts a run with Open Wound
Traits: Contagion · Tap the Vein · Bloodbath
Beast17 cards
Companions that fight beside you.
Starts a run with Goat Companion
Traits: Eager · Pack Tactics · Apex Pack
Guardian16 cards
Health, armour, shields and retaliation.
Starts a run with Vitality
Traits: Small Shield · Bulwark · Reckoning
Combo15 cards
Cards that feed on, or pay out, the combo meter.
Starts a run with Backhand or Head Start or Metronome or Showboat or Tip Jar
Traits: Metronome · Crescendo · Encore
Wild15 cards
The unaligned: speed, economy, and deals with a catch.
Starts a run with Deep Pockets or Swift Steps
Traits: Light Feet · Jack of Trades · Wildcard

Traits

Hold 3, 5 and 7 (Frost and Void 3, 4 and 7; Kinetic 2, 4 and 6) different cards of one family and its three tiers switch on — a second copy of a card does not count: bronze, silver, and the gold capstone. They are never bought or picked: they follow your cards, and a card given up (Transmute, the Collector) takes its tier with it. In a run, the column on the right of the screen shows every family you hold and how far it is to the next tier, and hovering a row shows all three. A card that would complete a tier says so above it on the card screen.

Kinetic

2 · 4 · 6
  1. 2
    IQuick Release
    Throws leave 20% faster.
  2. 4
    IISlipcatch
    A blink that ends within 3 m of the orb catches it.
  3. 6
    CapstonePerpetual Motion
    The orb loses speed half as fast in flight, and an orb that slows to a crawl away from you glides back on its own.

Precision

3 · 5 · 7
  1. 3
    ILong Shot
    Hits 6 m or more from where you threw get +10% crit chance.
  2. 5
    IIExit Wound
    A critical hit sprays out behind the enemy: everything in a 3 m cone past it takes half the hit.
  3. 7
    CapstoneMarked
    Every hit marks an enemy for 5s. A direct hit on a marked enemy, before the throw has bounced off any enemy, deals 2.5x damage.

Fire

3 · 5 · 7
  1. 3
    ILong Burn
    Every burn lasts 2s longer.
  2. 5
    IIFlashpoint
    An orb hit on a burning enemy sets off the rest of its burn at once, then sets it burning again.
  3. 7
    CapstoneWildfire
    When a burning enemy dies, everything within 3 m catches fire, and can spread it again.

Frost

3 · 4 · 7
  1. 3
    ILingering Cold
    Your chills last 2s longer.
  2. 4
    IIIce Rink
    The orb loses no speed bouncing off frozen enemies.
  3. 7
    CapstoneFrostbite
    A frozen enemy that dies bursts into an ice nova that freezes everything near it, so it chains through a frozen crowd.

Storm

3 · 5 · 7
  1. 3
    ILong Arc
    Every lightning chain jumps 1 m farther.
  2. 5
    IIConductor
    An enemy killed by lightning passes it on: the chain jumps from the body to up to 3 more enemies.
  3. 7
    CapstoneSeek the Weak
    Chain Lightning jumps to the lowest-health enemies within 6 m, and kills any it leaves under 10% health.

Void

3 · 4 · 7
  1. 3
    IWake
    Blinking tugs enemies within 2 m of where you left 1 m inward.
  2. 4
    IIUndertow
    An orb at rest slowly pulls enemies within 3 m toward it.
  3. 7
    CapstoneCollapse Point
    Your blink leaves a rift where you started. Blink back to it before it fades and everything within 5 m collapses into it for 200% orb damage.

Arcane

3 · 5 · 7
  1. 3
    IResonant Copies
    Arcane cards (echoes, copies and shards) deal 15% more damage.
  2. 5
    IIPhantom
    When the orb kills, a phantom of it leaps from the body to the nearest enemy for 40% of the hit.
  3. 7
    CapstonePlayback
    A ghost orb follows your orb's path 5s behind it, passing through enemies for half damage.

Blood

3 · 5 · 7
  1. 3
    IContagion
    Enemies that die bleeding spread their bleed to the 4 nearest within 2 m.
  2. 5
    IITap the Vein
    An orb hit on a bleeding enemy deals its remaining bleed twice over at once, then bleeds the 2 nearest enemies within 4 m.
  3. 7
    CapstoneBloodbath
    Every bleed deals double damage, and any damage, not only a direct orb hit, starts a bleed on an enemy that is not already bleeding.

Beast

3 · 5 · 7
  1. 3
    IEager
    Companions move 15% faster.
  2. 5
    IIPack Tactics
    Companions go for whatever your orb hit last.
  3. 7
    CapstoneApex Pack
    Every companion gains a power. Owl: its bolts hit everything within 1.5 m, and every 4th stuns. Demon: an enemy dying within 4s of its claws bursts into flame. Angel: heals you 1 HP every 3s. Goat: Stampede, 30% faster and harder rams that shove further and carry on in a cone behind the target.

Guardian

3 · 5 · 7
  1. 3
    ISmall Shield
    A 15-point shield that comes back after 4s without being hit.
  2. 5
    IIBulwark
    A hit your Ward or Spinning Guard stops stuns the attacker for 0.5s.
  3. 7
    CapstoneReckoning
    Taking damage sets off a 4 m nova for 200% orb damage that stuns for 1s. Once every 5s.

Combo

3 · 5 · 7
  1. 3
    IMetronome
    Your combo window is 1s longer.
  2. 5
    IICrescendo
    Hits 5, 15, 25 ... of a combo send out a free void ring.
  3. 7
    CapstoneEncore
    When a combo of 10 or more would drop, it falls to half instead (once a streak), and the lost half flies as a combo bomb at the biggest crowd on screen. Bosses take a quarter.

Wild

3 · 5 · 7
  1. 3
    ILight Feet
    +8% walk speed.
  2. 5
    IIJack of Trades
    Each Wild card also counts toward your leading family's traits.
  3. 7
    CapstoneWildcard
    Each wave you borrow the third tier of a random family you have not completed.