

DRACONIC ARTILLERY
Active skill - Deals 400% damage to 4 random enemies and has a 25% chance to apply Dynamite Mark to each target. Additionally, increase Skill Damage of self by 25% for 5 rounds. Also, if any allies are Frozen, cleanse the Freeze and increase their Skill Damage by 40% for 3 rounds. (Dynamite Mark: At the end of the round, if the target has full Energy, the marked target will explode, dealing 500% damage to all enemies in its row, and inflicting an additional 500% Burn damage over 3 rounds. Additionally, reduce Energy by 50 from the target.)
Core of the standard META mech team (Ruby/Zura/Zemus front, Spekkio/Otto/Laguna back). Energy provider for Spekkio — crits grant +20 Energy to all allies at GM4. Typically the 3rd fighter invested in for the mode.
Block build (Teryx/Dax) has largely supplanted the Ruby build at peak endgame, but she remains the freeze mech boss counter and the most accessible mech carry. Needs 270+ for Trigger Happy; unusable before 240.
Primary Kodiak mage for faction-locked club smash. Draconic Artillery's 4-target AoE and escalating crit stacking from Trigger Happy provide the damage output that the Flint+Karma survivability core needs.
Dragon Shell's AoE Burn on break punishes enemies who focus her. Strong Kodiak pick, but not the meta-defining piece — the Flint+Karma synergy is what carries Kodiak in this mode.
In the alt reference PvP team (Laguna/Ruby/Scythe front, Raja/Nyx/Pyra back). Trigger Happy's row-wide buffs (+40 Speed, then Crit Chance/Crit Damage) make her row dominant from round 1. After round 3, permanent +40% ATK/Crit and 100 Energy per skill lets her cycle Draconic Artillery constantly.
Dragon Shell absorbs the opening burst. Freeze immunity counters freeze-heavy comps. Can substitute for Nyx in some builds.
Solid hard-mode damage dealer with a slow ramp. Draconic Artillery's 400% × 4 targets provides AoE wave clearing, but Trigger Happy doesn't activate until round 3 — leaving her as a moderate contributor during the critical early minion phases. Once online, the permanent +40% ATK/Crit and 100 Energy per skill enable powerful round-by-round cycling.
Wyrmfire Shot's 1000–1500% execute on the last enemy helps finish bosses. Dragon Shell absorbs early damage and retaliates with 250% AoE Burn on break. No CC of any kind (50% stun only vs Mantis) limits her hard-mode utility. Strong damage output after round 3 but the lack of crowd control and team support beyond row buffs keeps her below top-tier picks.
Core Kodiak sewer mage — the only dedicated AoE magic damage dealer in the faction. Draconic Artillery hits 4 targets and scales with stacking Skill Damage and Crit bonuses. Trigger Happy's permanent self-buff after round 3 turns her into a skill-cycling powerhouse with +40% ATK/Crit and 100 Energy per skill use.
Dragon Shell's 60% HP shield provides early survivability, and the 60% chance to regenerate at 75% HP when low keeps her alive. Freeze cleanse protects Kodiak allies, and energy generation via crits accelerates the team's skill cycles. Irreplaceable in the Kodiak sewer lineup.
Viable campaign mage with AoE wave clear and scaling execution. Draconic Artillery's 4-target AoE handles waves, and Trigger Happy's permanent +40% ATK/Crit with 100 Energy per skill creates strong sustained damage after round 3. Wyrmfire Shot's 1000–1500% execute on the last enemy helps break through tanky campaign bosses.
Dragon Shell's shield and 60% regeneration chance provide multi-stage survivability. Row-wide Crit/Speed buffs support the team. However, the 3-round ramp before Trigger Happy activates slows her early contribution, and the complete lack of CC (stun only vs Mantis at 50%) limits her value past stage 1500 where crowd control becomes essential.
