One branch is chosen on each tier.
Slash critical damage is higher.
Slash critical damage increases from 250% to 325% of normal attack damage.
Battle Trance hits harder.
Battle Trance damage rises from 20% to 25% of normal attack per hit, for 300% total over 12 hits.
Battle Trance grants a 20% max HP barrier.
During Battle Trance, gain a damage-absorbing barrier equal to 20% of maximum health. It lasts for the full trance duration.
Slash hits reduce both cooldowns.
If Slash hits at least one enemy, both Slash and Battle Trance cooldowns are reduced by 2 seconds.
Kills reset both cooldowns.
Killing an enemy fully resets Slash and Battle Trance cooldowns. This can happen once every 15 seconds.
Battle Trance lasts longer.
Battle Trance duration increases by 1.2 seconds to 3.6 seconds, raising total hits from 12 to 18. Immunity and Barrier last for the extended duration.
Slash repeats after 1 second.
One second after Slash, the same area is struck again. The second strike deals 1.6x the normal Slash critical damage.
Battle Trance ramps every hit.
Each successive Battle Trance hit gains +5% damage: +5% on the first hit, +10% on the second, and so on.
Mobile melee fighter: alternates Slash and Battle Trance, ignores target dodge, and rewards aggressive timing.