Crits, long shots and executions: every hit chosen.
Starting with Precision
Pick Precision on the circle before a run and the run starts with one of these 4, at random — Precision's weakest cards that a fresh run can be dealt.
See choosing a family.
Hits 6 m or more from where you threw get +10% crit chance.
5
IIExit Wound
A critical hit sprays out behind the enemy: everything in a 3 m cone past it takes half the hit.
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.
Shop boosts
Bought on Precision's panel in the Essence Shop, which shows your two most prominent families.
Boost
Effect
I
Quick Draw
The first direct hit of a throw that has bounced fewer than 2 times, while the orb is still moving fast, snaps the orb back to you four times as fast as a recall. It counts as one.
II
Killing Blow
Critical hits deal 30% more damage.
III
Steady Aim
+20% critical hit chance.
Cards
All 15 Precision cards, rarest last. Each one you own makes the others likelier to be dealt.
Wind it up. Hold the throw to charge it through three levels, release to let it fly -- up to 2.1x launch force and 2.2x damage on the first thing it hits. It never fires on its own.