
dot bleed build
shoot people and then they die, run around slightly fast
Item Set Import Codes
Skills
Arrows
Basic
Light AttackShoot the arrow you currently have equipped, or a normal arrow if none is equipped.
Selected Skills
Barbed ArrowBarbed metal arrows deal Physical Damage on hit. Enemy players hit who use Dodge within a short time take additional Physical Damage. This effect can only trigger a limited number of times, with fewer triggers but higher Physical Damage per trigger in solo mode. Monsters hit continuously take Physical Damage. After Barbed Arrow hits terrain, it creates a barbed trap that applies the same debuff to enemies who touch it.
Bloodfly ArrowThe arrowheads are coated with mysterious corrupted blood to attract blood flies. Deal Physical Damage on hit. The blood flies stay on the enemy continuously dealing Physical Damage, with a portion being True Damage. If Bloodfly Arrow hits the environment near enemies, the blood flies will fly to the nearest target, dealing continuous Physical Damage with a reduced Damage Multiplier.
Spore ArrowArrowheads coated with mushroom spores plant a mushroom when hitting terrain, which eventually grows into a trap. The mushroom trap is a Construct that causes enemies within range to continuously take Physical Damage for a period when touched by enemies or hit by allies. The mushroom trap will be destroyed if attacked by enemies and will automatically disappear after existing for some time. Spore Arrows deal Physical Damage when hitting enemies directly.
Active Skills
Selected Skills
ScattershotCast this skill to fire 7 arrows forward simultaneously, dealing Physical Damage to enemies on hit and knocking them back. Scattershot has a shorter base cooldown in trio mode.
Sky PiercerCast this skill to fully draw the bow and fire a powerful arrow in a straight line toward the crosshairs, dealing Physical Damage on hit. The arrow can pierce 5 units.
Impact GrenadeHold to aim and throw an Impact Grenade, which can stick to characters and the environment. It detonates after a period or when using the skill again. The explosion deals Physical Damage to enemies in range and knocks back all units in the area. Knockback distance increases with proximity to the grenade. Impact Grenade has a shorter base cooldown in trio mode.
Talents
Affixes
Valor
Increases Attack. Upon reaching a certain level, also increases Defense Penetration.
Lv.1 Attack +1.5%.
Lv.2 Attack +3%.
Lv.3 Attack +4.5%.
Lv.4 Attack +6%.
Lv.5 Attack +7.5%. Defense Penetration +1.8%.
Lv.6 Attack +9%. Defense Penetration +1.8%.
Lv.7 Attack +10.5%. Defense Penetration +1.8%.
dps
Focused
Increases Charging Speed. Upon reaching a certain level, increases Movement Speed while charging.
Lv.1 Charging Speed +3%.
Lv.2 Charging Speed +6%.
Lv.3 Charging Speed +9%.
Lv.4 Charging Speed +12%.
Lv.5 Charging Speed +15%. Movement Speed +10%.
Lv.6 Charging Speed +18%. Movement Speed +10%.
Lv.7 Charging Speed +21%. Movement Speed +10%.
cdr
Aegis
Increase Defense. Upon reaching a certain level, increase Physical Resistance.
Lv.1 Defense +15.
Lv.2 Defense +30.
Lv.3 Defense +45.
Lv.4 Defense +60.
Lv.5 Defense +75. Physical Resistance +2.5%.
Lv.6 Defense +90. Physical Resistance +2.5%.
Lv.7 Defense +105. Physical Resistance +2.5%.
def
Seeker
Hitting an enemy increases Movement Speed for 3s. Upon reaching a certain level, the Speed Boost can stack.
Lv.1 Movement Speed +1.5%.
Lv.2 Movement Speed +3%.
Lv.3 Movement Speed +4.5%.
Lv.4 Movement Speed +4.5%, stacking up to 2 times.
Lv.5 Movement Speed +6%, stacking up to 2 times.
ms
Elusive
Reduces Dodge Energy Cost.
Lv.1 Dodge Energy Cost Reduction +4%.
Lv.2 Dodge Energy Cost Reduction +8%.
Lv.3 Dodge Energy Cost Reduction +12%.
Lv.4 Dodge Energy Cost Reduction +16%.
Lv.5 Dodge Energy Cost Reduction +20%.
dash charge
Curse
Increase the duration of Debuffs inflicted by you.
Lv.1 Debuff Duration +5%.
Lv.2 Debuff Duration +10%.
Lv.3 Debuff Duration +15%.
Lv.4 Debuff Duration +20%.
Lv.5 Debuff Duration +25%.
dot duration
Guide
Overview
This build starts from a fact about the class most guides skip past: Black Arrow has the smallest dodge pool in the game and no built-in movement skill, in a game where everything else lunges, dashes, or teleports. Every affix and talent here is either compensating for that or converting it into a win condition.
The levels listed above are pre-drink. After the brew this lands at Valor 7, Focused 7, Aegis 5, Seeker 5, Elusive 5, Curse 3 — and those final numbers are the point, so read the allocation backwards from them. Valor and Focused are the damage engine and they get pushed all the way: Valor clears its defense penetration breakpoint at 5 and keeps climbing, and Focused is the real DPS knob on a class whose damage lives in fully charged shots — every level is more full draws per punish window. Aegis sits at 4 on gear deliberately, because the drink lands it exactly on the 5 breakpoint where it adds defense penetration and physical resistance on top of the raw mitigation. Not a point wasted, not a point short. Seeker and Elusive both cap at 5, and that's the survival budget in full: Elusive isn't a comfort pick, it's parity — every other class can take Elusive too, and they started with more dodges than you. Seeker is there because spacing is this class's health bar. Curse at 3 stretches your DoT durations so the pressure you apply keeps working while you reposition.
How to Play
The core loop is spacing. You win fights by controlling the distance at which they happen — establish a sightline, apply your debuff arrows early, and pressure with fully charged shots while the enemy solves the problem of reaching you. Focused makes those charge windows short; your job is making sure you're always in a position to use one. If an opponent is freely swinging at you in melee range, the build isn't broken — your positioning is. Reset it.
Quick tip that pays for the whole guide: dodging with an arrow equipped fires it instantly at zero charge. The damage is nothing; the debuff application is everything. You can open the engagement off a dash-shot around a corner without ever winning a charged-shot duel to get there.
Lasting Pain deserves its own mention — not as the gameplay loop, but as the enhancement that makes the loop forgiving. Every shot you land extends the duration of every debuff already on that target, so as long as you're maintaining natural pressure, your bleeds and poison stay live well past their listed durations. Stack Curse on top and your DoTs have real staying power through repositions and missed windows. What this buys you in practice is freedom: you don't have to choose between keeping DoTs up and playing your spacing game, because playing your spacing game is keeping DoTs up. Just know the inverse — go quiet for too long and the stack unravels, and you're rebuilding it from the opener.
Now the shroom, because it's the most misunderstood tool in the kit. Most players treat it like a damage skill that happens to make a cloud. It's not. It's furniture. Picture two guys on opposite sides of a table — nobody's throwing hands until someone deals with the table. It only activates on the ground, so stop thinking of it as something you aim at people and start thinking of it as something you build the fight around. Drop it between you and them: now they walk through it and eat the DoT, walk around it and hand you free draw time, or stand there staring at it — also fine, because a Black Arrow at range against a stationary target is not a fair fight.
And it earns its slot even when nobody walks in willingly. When you're playing around your shroom and someone commits onto you anyway, they're eating a guaranteed ~20% chunk from the spore DoT just for the privilege of opening on you. You're not trying to win that exchange outright — you're making sure every exchange costs them, and every arrow you land on the way out keeps that poison ticking longer than they budgeted for.
The part most people don't know: the shroom deploys through walls and through the ground. You do not need line of sight. Footsteps on the other side of a wall means the shroom is already waiting when they round the corner. Someone holding a floor above or below you — their floor is your ceiling, and the shroom doesn't care. This turns audio into damage. You're punishing positions you haven't seen yet.
When melee does reach you — and it will — dodge into the swing, not away from it. Dodging backwards feeds their lunge; dodging through them forces a turn, and a turning melee isn't swinging. Treat every melee like a boss with an animation to read. And when you're caught in a chain, don't panic-Breakaway: good melees do a one-two, pause, and hold their own gap-closer specifically to catch your escape. Eat the stagger, watch for the third hit, break on that.
In the trio you're also the eyes. Call what you see before you shoot at it — your frontline plays completely differently when they know where the threat is, and a called target that lives is worth more than an uncalled kill.
Tips & Tricks
The dash-shot fires your equipped arrow instantly at zero charge. Use it to apply debuffs on the move — it's the cheapest engage the class has.
With Lasting Pain, a landed quick shot beats a whiffed charged one every time — it deals damage and extends everything already ticking. Save the full draws for windows you actually own.
The shroom between you and them is a toll booth. The shroom pre-placed through a wall they haven't rounded yet is a mugging. Learn to do both.
Track your dodges like a resource. Elusive keeps you at parity with the rest of the roster, not ahead of it — fighting at zero dodges isn't a fight, it's a countdown.
Movement-speed slows do nothing against lunges. Don't expect Seeker or any slow effect to save you from a gap-closer — that's what the shroom, your dodge economy, and reading animations are for.
If a fight has gone longer than you wanted, disengage through the shroom and make them start over. Losing a trade isn't losing the fight — this build's whole identity is that it decides when round two starts.
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