Live data
Build meta
How decks lean on each affinity, and which individual cards show up most — or finish most.
Live data
How decks lean on each affinity, and which individual cards show up most — or finish most.
How much of a typical deck is each affinity (counting card stacks)
Taken in 100.0% of runs · most-picked affinity in 76.9% · those runs clear 100.0%
Taken in 92.3% of runs · most-picked affinity in 7.7% · those runs clear 100.0%
Taken in 100.0% of runs
Taken in 61.5% of runs
Taken in 100.0% of runs
Taken in 69.2% of runs · most-picked affinity in 7.7% · those runs clear 100.0%
Taken in 30.8% of runs
Taken in 23.1% of runs
Taken in 23.1% of runs
Same pick and clear rates as card meta — the cards that shape most builds.
Restore 10 Health every 10 seconds.
Damaging an enemy has a 6% chance to restore 5 Health.
+5% Critical Chance.
Healing has a 6% chance to trigger twice.
Become immune to stuns, slows and debuffs for 5 seconds after falling below 20% Health. 35-second cooldown.
Every 8 seconds, unleash chain lightning that deals 8 Magic Damage and applies Shock to up to 3 enemies, with each jump limited to 400 range.
Shock increases damage taken by an additional 5%.
If an enemy dies from Burning damage, it explodes, dealing 20 Magic Damage and applying Burning to enemies within 200 range.
Restore 10 Health every 10 seconds.
Damaging an enemy has a 6% chance to restore 5 Health.
+5% Critical Chance.
Healing has a 6% chance to trigger twice.