Subo

Subo

Mercenaries

Ranged

Skills

Trip Mines

Cooldown: 18 seconds Subo scatters 3 explosive traps that each arm after 1.0 second. When an enemy moves within range of one, it explodes for 300% Physical damage and Knocks Down enemies for 1.5 seconds.

Cover Fire

Cooldown: 20 seconds Subo charges a countless volley of arrows, then unleashes it over your position for 140% Physical damage that Slows enemies by 50% for 4 seconds.

Explosive Charge

Cooldown: 22 seconds Subo fires 4 Explosive Charges that stick to enemies. Each explodes after 6.5 seconds, dealing 60% Physical damage. Explosive Charges detonate early if their target dies or takes Overpower damage.

Snipe

Cooldown: 20 seconds Subo charges a massive piercing bolt, then unleashes it forwards for 450% Physical damage that Knocks Back enemies.

Wire Trap

Cooldown: 10 seconds Subo places a concussive trap that arms after 0.8 seconds. When an enemy moves within range, it explodes for 80% Physical damage and Stuns enemies for 2.0 seconds. Selecting a Mercenary Core Skill alters their wielded Weapon and Basic Attack. Weapon: Bow Basic Attack: Heavy Shot Subo fires a toughened arrow at an enemy, dealing 80% Physical damage with a 30% chance to Stun for 1.0 second.

Molotov

Cooldown: 11 seconds Subo tosses an incendiary at an enemy, dealing 10% Physical damage and Stunning them for 1.0 second before exploding into flames. For the next 5 seconds, enemies within the area repeatedly take 36% Burning damage over 3 seconds. Selecting a Mercenary Core Skill alters their wielded Weapon and Basic Attack. Weapon: Crossbow Basic Attack: Salvo Subo launches 5 bolts at an enemy, each dealing 30% Physical damage. The final bolt explodes, Slowing enemies by 50% for 2 seconds.

Opportunities

Skill Cast

Reinforcement triggers on skill cast

Injured

Reinforcement triggers when injured

Control Impaired

Reinforcement triggers on crowd control

Skill Tree

Skill Tree

Seeker

Active

Cooldown: 20 seconds Passive: Subo reveals all enemies and materials in the area. Active: Subo calls out an enemy target, marking them for 10 seconds. Killing a marked enemy restores 50 of your Primary Resource and reduces Subo's Seeker Cooldown by 10 seconds.

Wire Trap

Active

Cooldown: 10 seconds Subo places a concussive trap that arms after 0.8 seconds. When an enemy moves within range, it explodes for 80% Physical damage and Stuns enemies for 2.0 seconds. Selecting a Mercenary Core Skill alters their wielded Weapon and Basic Attack. Weapon: Bow Basic Attack: Heavy Shot Subo fires a toughened arrow at an enemy, dealing 80% Physical damage with a 30% chance to Stun for 1.0 second.

Molotov

Active

Cooldown: 11 seconds Subo tosses an incendiary at an enemy, dealing 10% Physical damage and Stunning them for 1.0 second before exploding into flames. For the next 5 seconds, enemies within the area repeatedly take 36% Burning damage over 3 seconds. Selecting a Mercenary Core Skill alters their wielded Weapon and Basic Attack. Weapon: Crossbow Basic Attack: Salvo Subo launches 5 bolts at an enemy, each dealing 30% Physical damage. The final bolt explodes, Slowing enemies by 50% for 2 seconds.

Piercing Arrows

Passive

Subo's Heavy Shot now pierces through enemies.

Ready At Hand

Passive

Direct damage to an Elite grants you 20%[+] Movement Speed for 2 seconds.

Scorched Earth

Passive

Subo's initial Molotov explosions cause enemies to take 30%[x] increased Damage Over Time from you for 3 seconds.

Share a Drink

Passive

When one of Subo's Molotovs explodes, it has a 50% chance to drop a Healing Potion for you.

Cover Fire

Active

Cooldown: 20 seconds Subo charges a countless volley of arrows, then unleashes it over your position for 140% Physical damage that Slows enemies by 50% for 4 seconds.

Trip Mines

Active

Cooldown: 18 seconds Subo scatters 3 explosive traps that each arm after 1.0 second. When an enemy moves within range of one, it explodes for 300% Physical damage and Knocks Down enemies for 1.5 seconds.

Explosive Charge

Active

Cooldown: 22 seconds Subo fires 4 Explosive Charges that stick to enemies. Each explodes after 6.5 seconds, dealing 60% Physical damage. Explosive Charges detonate early if their target dies or takes Overpower damage.

Snipe

Active

Cooldown: 20 seconds Subo charges a massive piercing bolt, then unleashes it forwards for 450% Physical damage that Knocks Back enemies.

Pin Cushion

Passive

Subo's Cover Fire also Immobilizes enemies for 3 seconds.

Opening Fire

Passive

You deal 25%[x] increased Critical Strike Damage to enemies hit by Subo's Cover Fire for 4 seconds.

Loaded Munitions

Passive

Subo's Wire Traps and Trip Mines inflict Vulnerable on enemies for 5 seconds.

Mastermind

Passive

Subo's Wire Trap and Trip Mines explosions gain 60% Size. You and Subo gain 25%[+] Crowd Control Duration.

Thrillseeker

Passive

Your active Cooldowns are reduced by 0.5 seconds when an Explosive Charge explodes. Explosive Charges now detonate after only 1.5 seconds.

Bargaining Chips

Passive

Targets stuck with Explosive Charges take 5%[x] increased Overpower Damage per Explosive Charge stuck. Each Explosive Charge can be detonated by an additional 2 4Overpower;Overpowers before expiring.

Incendiary Bolt

Passive

If Subo's Snipe hits the target he originally aimed at, a Molotov explodes on them.

Ambusher

Passive

You gain 20%[x] Lucky Hit Chance against enemies damaged by Subo's Salvo within the last 3 seconds.

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