Rankings
Who stands where on the live server: the highest characters, the top enemy killers, the latest kills between the nations, the biggest monster hunters and the 2v2 arena ladder. Every number is read from the game server — nothing here is estimated.
Ordered by rebirths first, then level, then experience. max marks a character standing at the level cap.
EKs is every enemy kill a character has ever earned: it does not go down when they are spent. Assists is how many of those EKs came from assists — they are already counted in the total, not added on top.
The latest enemy kills between the nations, newest first. This list refreshes by itself every minute while the tab is open.
Every monster a character has killed, counted across all hunting grounds.
… loading the standings
A character who is playing right now appears as of their last save.
Talents are only half a build: what matters is the pair you run. Each duo below is split by the branches its players took at Rebirth 2, and its tier compares how it fares in PvP against the other duos. Counted over characters seen in the last 30 days.
loading the standings
Explore combinations
Every public pair of talents. The brighter the cell, the more players run that duo; a letter is its tier. Pick a cell to jump to its duo.
EK and deaths with a build count from the day the character set it: learning, forgetting or changing a talent or a branch starts them again from zero. The tier compares the duos that have enough players and enough EK, by EK per player and by PvP K/D. Only totals are published — never who runs which duo.
Branch A:Assassin's Edge
Passive:
- +40% to your chance of charging a Critical Point.
Branch B:Steady Strike
Passive:
- +35% to your combo damage bonus.
Branch A:Duelist's Rhythm
Passive:
- Each hit in a row on the same target adds +3% damage to your next hits, up to +15%.
- A missed hit does not break the streak.
- The streak is lost if you hit another target or go 5s without landing a hit.
- You lose the stances of [Adaptive Guard] and their bonuses.
Branch B:Adaptive Guard
Active:
- Toggle between two stances.
- Offensive stance: +10% damage.
- Defensive stance: +10% Defense Ratio.
- Defensive stance: 10% chance to parry a melee hit and counter for 50% of its damage.
- The counter never kills.
- Bind a key on the HUD ability bar and press it to switch stances.
- Switching stances works with any weapon.
- The Offensive stance cuts the healing you receive by 15%.
Branch A:Extended Blade
Passive:
- Critical hits cleave a 3rd target for 75% damage.
Branch B:Sure Thrust
Passive:
- Instead of an extra target, your critical hits gain +15% direct bonus damage.
Branch A:Deep Sunder
Passive:
- Against players, each Broken Armor stack ignores 8% Physical Absorption instead of 5%.
- Against monsters, each stack cuts -2% Physical Absorption or adds +2% physical damage, whichever deals more.
Branch B:Brutal Blow
Passive:
- Every hit gains +3 flat Crush damage per Broken Armor stack, whether or not it Crushes.
Branch A:Demolisher
Passive:
- [Earthshatter]'s endurance shred rises from 0.10% to 0.15% per hit.
- The Physical Absorption reduction on monsters raises its cap from 75% to 90%.
Branch B:Shockwave
Passive:
- [Earthshatter]'s stun also knocks the target back 1 tile.
Branch A:Side Volley
Passive:
- Your shots hit 1 tile to each side with a 90% chance per side instead of the base 75%, always for full damage.
- Marksman: your shots deal 5% more damage.
Branch B:Elemental Focus
Passive:
- Your shots still hit 1 tile to each side, with a 75% chance per side, and those side hits land for full damage.
Active:
- Toggle between Fire Focus and Ice Focus.
- Ice Focus makes freeze last +50% longer; Fire Focus ignites for one stronger tick worth 37.5% of the hit's damage.
- Bind a key on the HUD ability bar and press it to switch.
- It locks your arrows to the chosen element.
Branch A:Deep Tremor
Passive:
- [Deep Tremor]: the cracked zone pulses faster and one extra time.
- That means 3 pulses at 65% of the spell's damage each.
Branch B:Telluric Drain
Passive:
- [Telluric Drain]: the stamina drain doubles and suppresses the target's regeneration for 4s.
Branch A:Resistance Piercer
Passive:
- [Overcharge] now shreds 3% Resistance per stack instead of 1%, and stops shredding Absorption.
Branch B:Absorption Piercer
Passive:
- [Overcharge] now shreds 3% Absorption per stack instead of 1%, and stops shredding Resistance.
Branch A:Combustion
Passive:
- [Ignite]'s bonus to [Burn] rises from +8% to +15%.
- Only this branch grants Crush: +10% Crush chance, +4% physical Crush damage and +8% magical.
- That Crush chance works on any physical hit, with any weapon.
Branch B:Igneous Corrosion
Passive:
- [Scorch]'s Absorption cut deepens from 10%/8% to 20%/16%.
Branch A:Frostbite Edge
Passive:
- The damage bonus against Frozen targets gains +5% more on players and +8% more on monsters.
Branch B:Frigid Mantle
Passive:
- [Deep Frost]'s cut to Frozen resistance deepens from 8% to 30%.
Branch A:Sacred Bond
Passive:
- The overheal shield cap rises from 20% to 35% of Max HP.
Branch B:Accelerated Recovery
Passive:
- Cast recovery rises from 10% to 25%, and ability cooldown reduction from 25% to 35%.
Branch A:Innate Venom
Passive:
- Your hits carry their own venom, with no Poisoning prefix required.
- It applies 50% of the time with a Poisoning weapon, and 25% with any other.
- The target may still resist.
- Your venom has potency 25, rising to 35 at Reb 6.
- With a Poisoning weapon you keep whichever potency is higher.
Branch B:Weakening Venom
Passive:
- Your venom drains an extra +1% of the target's current health each tick, up from +0.5%.
- It still needs a Poisoning weapon.
Branch A:Frontal Bulwark
Passive:
- Both frontal Absorption bonuses rise from 7% to 12%.
Branch B:Stoneskin
Passive:
- Your chance to fully evade a stun or a Paralyze rises from 25% to 32%.
- Any new Paralyze that lands on you lasts 35% less.
- Your 25% chance to cut 1s off an active Paralyze rises to 32% as well.
Branch A:All-In
Passive:
- Your [Recklessness] cap rises from 20% to 25%.
- You keep both penalties, the one to HP recovery and the one to Health Potions.
Branch B:Precarious Balance
Passive:
- Both penalties, the one to HP recovery and the one to Health Potions, are removed.
- Your [Recklessness] cap drops to 17%.
Branch A:Arcane Edge
Passive:
- Your PvP damage penalty is halved, to -3% physical and -7% magical.
Branch B:Mystic Weave
Passive:
- Cast recovery per point of Magic doubles, from 0.025% to 0.05%.
Branch A:Blood Pact
Passive:
- You gain +1 flat damage, +10% cast speed and +50% Blood Essence generation.
- That +50% adds to [Blood Frenzy]'s +30%: together they give x1.8, not x1.95.
- You permanently lose 15% of your Max HP.
Branch B:Vital Balance
Passive:
- Every 5 points of Blood Essence you gain restore 2% of your current HP and MP, without spending any of your own HP.
- It works off your current values, so the more wounded you are, the less it gives back.
- +3% Health Siphon and +3% Mana Siphon, which restore HP and MP each time you kill a monster.
Branch A:Executioner's Mandate
Passive:
- Your Kloness weapons raise their Reputation damage cap: the Esterk, Blade and Axe from +7 to +9, the Wand from +10 to +12.
- Only the Kloness necklace stays outside that cap.
- Reputation lost by killing players is multiplied x10 instead of x5.
Branch A:Celestial Verdict
Passive:
- Every time you deal damage there is a 5% chance to trigger one of two effects for 8s. Cooldown 30s.
- If your Reputation is below the [Reputation Guard] threshold, it pays its full +8% Defense Ratio instead of +4%.
- If it is at or above, your Kloness weapons cap Reputation damage higher: the melee ones at +11 and the Wand at +14.
- Only the Kloness necklace is never affected.
Branch B:Kloness Mercy
Passive:
- Every Reputation loss is multiplied x3 instead of x5.
- You give up [Celestial Verdict]: this path trades it for keeping your Reputation.
Branch B:Absolution
Passive:
- Once every 30 minutes, a lethal blow from an enemy player leaves you at 1 HP instead of killing you.
- Right after, you get 5s of full immunity to all damage.
- It costs you 1 point of Reputation each time it saves you.
- It never triggers against monsters or allies.
The 2v2 arena ladder. Two fighters enter as a team, no enemy kills are awarded, and nothing but rating is at stake. A team's rating is the average of its two members' ratings — the same number the matchmaker uses.
… loading the standings
provisional a rating with fewer than 5 matches behind it — with a fresh rating deviation the first results move the number a lot, so treat it as an estimate.
