Arcane
Echoes and copies: mirror shards, phantoms, links.
Starting with Arcane
Pick Arcane on the circle before a run and the run starts with one of these 2, at random — Arcane's weakest cards that a fresh run can be dealt.
See choosing a family .
Splinter. 10% of direct hits throw off a shard that strikes the nearest other enemy for 25% of the hit.
Left behind. Each throw leaves a copy of the orb where you threw it for 2s, and anything that walks into it takes 30% of a hit.
Traits
Hold 3, 5 and 7 different Arcane cards for its three tiers. See how traits work .
3 · 5 · 7
3
I Resonant Copies
Arcane cards (echoes, copies and shards) deal 15% more damage.
5
II Phantom
When the orb kills, a phantom of it leaps from the body to the nearest enemy for 40% of the hit.
7
Capstone Playback
A ghost orb follows your orb's path 5s behind it, passing through enemies for half damage.
Shop boosts
Bought on Arcane's panel in the Essence Shop , which shows your two most prominent families.
Boost Effect
I Mirror Polish Arcane cards deal +15% damage.
II Echo Direct hits have a 10% chance to echo, striking every other enemy within 2 m for the same damage.
III Double Take Direct hits have a 10% chance to land twice.
Cards
All 15 Arcane cards, rarest last. Each one you own makes the others likelier to be dealt.
Splinter. 10% of direct hits throw off a shard that strikes the nearest other enemy for 25% of the hit.
Left behind. Each throw leaves a copy of the orb where you threw it for 2s, and anything that walks into it takes 30% of a hit.
Lingering magic. Copies, shards and fragments slow what they hit by 25% for 1s.
Spalling. Wall bounces shed two cutting shards that fly off and carve anything they meet.
A shard circles you forever, striking anything it sweeps through. Weaker than your orb, but never stops.
Marked by magic. Anything a copy, shard or fragment hits takes 15% more damage from your orb for 3s.
Wider circle. Mirror Ball radius +0.6 m, covers more ground.
Shards of spite. Enemy kills shatter into 3 homing fragments each dealing 8 damage. Grows with the waves.
More firepower. Another shard joins the ring.
Dizzying spin. Mirror Ball rotation speed increases.
Mirror images. Two ghost orbs flank and mimic the main orb's path.
Two notes, one chord. When both orbs strike the same enemy within 2s, the pair detonates for heavy damage. Grows with the waves.
Bound together. 35% of every hit echoes onto the nearest other enemy.
Twin trajectory. Every throw splits in two; each half deals 75% damage, and they merge back when you catch or recall the orb.
Every copy is real. Ghost orbs, split halves, Mirror Ball shards, imprints, fragments and Glint shards deal double damage, and Glint goes off on every direct hit.
Nothing matches the current filters.
Build names
Leading with Arcane: Arcane Juggernaut, Arcane Marksman, Arcane Pyromancer, Arcane Glacier, Arcane Tempest, Arcane Walker, Arcane Reaper, Arcane Packmaster, Arcane Sentinel, Arcane Virtuoso, Arcane Gambler; alone, a Arcane Adept .
Arcane as the runner-up: Kinetic Prism, Deadeye Prism, Blazing Prism, Frost Prism, Storm Prism, Void Prism, Blood Prism, Feral Prism, Iron Prism, Rhythm Prism, Wild Prism.
← Void
All families
Blood →
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