One branch is chosen on each tier.
Dash splash behind the target.
Dash deals 20% damage to targets behind the main victim.
Guaranteed critical more often.
Guaranteed critical interval drops from 6s to 4s.
Criticals heal.
Critical hits heal for 5% + Strength*0.1% of damage dealt. Works well with guaranteed criticals.
Dash deals x2 to every victim.
Dash deals x2 damage to every hit victim. The next hit against a player within 1.5s also deals x2.
Critical empowers hits for 3s.
After a critical hit, following hits for 3s gain +20% damage.
Crit damage ×1.25.
Critical attack damage ×1.25. Exhaustion disables this.
Dash is cheaper and more frequent.
Dash cost is reduced from 400 to 200 stamina, and cooldown from 6s to 3s.
Duel passive is stronger and more frequent.
Duel passive cap 20→35. Lone mobs grant +0.2 damage. Passive CD 90s.
Precise melee fighter: guaranteed criticals, counterattacks, and stamina dash for finishing targets.