Kinetic
The orb itself: its speed, size, bounces, throws and catches.
Starting with Kinetic
Pick Kinetic on the circle before a run and the run starts with one of these 2, at random — Kinetic's weakest cards that a fresh run can be dealt.
See choosing a family .
Sharpen your orb's impact. Orb damage +5 per hit.
Explosive launch power. Orb launch force +100.
Traits
Hold 2, 4 and 6 different Kinetic cards for its three tiers. See how traits work .
2 · 4 · 6
2
I Quick Release
Throws leave 20% faster.
4
II Slipcatch
A blink that ends within 3 m of the orb catches it.
6
Capstone Perpetual 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.
Shop boosts
Bought on Kinetic's panel in the Essence Shop , which shows your two most prominent families.
Boost Effect
I Long Arm Your recall pulls the orb home 25% faster.
II Battering Your orb knocks enemies back 30% further.
III Heavy Hands Orb hits and Kinetic cards deal +20% damage.
Cards
All 17 Kinetic cards, rarest last. Each one you own makes the others likelier to be dealt.
Sharpen your orb's impact. Orb damage +5 per hit.
Explosive launch power. Orb launch force +100.
Grow the orb's mass. Size +20%, wider hitbox.
Hollow crystal core. Higher top speed and much faster acceleration.
Brute force. Everything you hit is knocked back 25% harder and takes 10% more damage, per stack.
On the run. Throwing while you run adds twice your running speed to the throw.
Comes back to you. Every throw returns on its own after 0.8s, and that counts as a recall -- but recalling by hand has a 30s cooldown.
Bone-jarring catch. Stopping the orb with your body blasts nearby enemies, harder the faster it was going.
Strike. Enemies your orb knocks back become projectiles. Slammed into scenery, one takes the hit again; slammed into another enemy, it deals that enemy the hit and takes the hit back.
Dense iron core. Bleeds speed faster, but +20 bonus damage on every hit.
Speed becomes power. A moving orb hits harder the faster it travels, with no upper limit -- every point of launch force you own finally counts.
Unstoppable. The orb no longer bounces off enemies -- it ploughs straight through them.
Spectral edge. The first enemy you hit each throw does not stop the orb -- it takes the hit and the orb carries straight on.
Elastic bounce. Orb gains +100 speed every time it bounces off an enemy.
Every second orb that returns to you fires straight back out at the nearest enemy with 50% more force.
Demolition. The orb doubles in size and deals 60% more damage, but flies and comes back 20% slower.
Two of everything. A second orb joins you, hitting 30% harder, and a single swing throws both.
Nothing matches the current filters.
Build names
Leading with Kinetic: Kinetic Marksman, Kinetic Pyromancer, Kinetic Glacier, Kinetic Tempest, Kinetic Walker, Kinetic Prism, Kinetic Reaper, Kinetic Packmaster, Kinetic Sentinel, Kinetic Virtuoso, Kinetic Gambler; alone, a Kinetic Adept .
Kinetic as the runner-up: Deadeye Juggernaut, Blazing Juggernaut, Frost Juggernaut, Storm Juggernaut, Void Juggernaut, Arcane Juggernaut, Blood Juggernaut, Feral Juggernaut, Iron Juggernaut, Rhythm Juggernaut, Wild Juggernaut.
← Wild
All families
Precision →
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