Piercing Shot11 mana · range 16
Draw and loose three times over: instantly fire 3 real arrows at your target, ignoring armor entirely, each dealing your normal arrow damage plus 35 bonus damage. They are real attacks, so everything your bow has learned rides along.
Three real arrow shots rather than a flat nuke: each one deals whatever your bow currently deals plus 35, so every damage upgrade you have taken raises all three. Armor is ignored entirely, which makes it the Archer answer to heavily armored enemies that shrug off ordinary arrows. Because they are genuine attacks they follow your targeting setting and re-aim between shots, so a dying enemy does not swallow the whole burst.
Anything your bow does on hit happens three more times, so on-hit upgrades all fire with the burst.
Starts on: Archer · Ranger
Arrow Storm13 mana · range 16
A volley into the densest pack: 120 to the middle of it, and 60 to each of up to 4 others around it.
A volley into the densest pack: 120 to the enemy in the middle of it and 60 to each of up to 4 others around it. This is flat spell damage rather than a weapon burst, so it lands the same amount whatever your bow is currently hitting for. Aim it where the wave is tightest, because a loose group means most of the secondary hits find nothing.
Starts on: Archer · Ranger
Killshot11 mana · range 16
Fire one real rifle shot right now, ignoring armor entirely: your normal shot damage plus 90 bonus damage. The shot is a real attack, so it aims the way your rifle aims and it crits against an enemy your rifle has already marked.
One real rifle shot fired right now, ignoring armor entirely, dealing your normal shot damage plus 90. It is a genuine attack, so it aims the way your rifle aims, and against an enemy your rifle has already marked it crits, which is the largest single hit the Sniper can produce. It does not wait on the rifle's slow 2.5 second cadence, so it is the answer to something that arrives between your shots.
Your rifle marks whatever it is aiming at and gives the whole tower +40% crit chance against that enemy, so the mark is usually already sitting where you want this to land.
Starts on: Archer · Sniper
Frag Round13 mana · range 16
A shell that bursts on impact: 100 damage to every enemy within 2 range of the target.
A shell that bursts on impact for 100 damage to every enemy within 2 range of the target, with no falloff: the full 100 lands on each of them. It is flat spell damage rather than a rifle shot, so it lands the same whatever your rifle is hitting for. Save it for the moments the wave bunches up, since the rifle handles single enemies perfectly well on its own.
Starts on: Archer · Sniper
Bonus Rounds13 mana · range 6
Slap the trigger past its stop: instantly fire 3 bonus rounds at your target. They do not use your magazine, and each deals your normal round damage plus 50 bonus damage.
Three real rounds fired instantly at your target, each dealing your normal round damage plus 50, and none of them come out of your magazine. That is the point: the Gunner falls silent when the magazine empties, and this fires straight through the gap. It also leaves your normal attack cooldown alone, so casting mid-burst costs you nothing.
Starts on: Archer · Gunner
Barrel Sweep11 mana · range 6
Walk the barrel across the whole lane: your current target takes 100 damage, and up to 6 more enemies in range take 50 each.
Flat spell damage across the lane: your current target takes 100 and up to 6 more enemies in range take 50 each. It does not touch your magazine and does not use your gun's damage, so it lands the same whatever state your ammo is in. Its reach is the gun's own short range, so the pack has to be close before the cast is worth making.
It is the only wide answer the Gunner has, since the gun itself saws through one enemy at a time.
Starts on: Archer · Gunner