
Shadow
Target marking, stealth timing and strong healing reduction.
A stealth skirmisher that marks a chosen enemy, rewards attacks from behind and punishes a target’s ability to recover.
How Shadow Plays
Prepared attacks have a five-second execution window. Costs and cooldowns start when the technique is successfully prepared or activated.
COMPLETE LIVE KIT
Shadow abilities
Prepared attacks have a five-second execution window. Costs and cooldowns start when the technique is successfully prepared or activated.
Open all 4 techniques
Temporarily hides the Shadow and can prime Shadow Opportunity when stealth ends.
- Type
- Active
- Requirement
- Shadow
- Cost
- 15 Stamina
- Cooldown
- 50 sec
- Range
- Self
- Duration
- Up to 2 sec
Your next successful fencing melee hit on the marked player deals +25% direct damage, or +40% from behind. These bonuses do not add together; the weapon damage cap still applies.
- Type
- Active
- Requirement
- Shadow and a fencing weapon
- Cost
- 12 Stamina
- Cooldown
- 30 sec
- Range
- Enemy player within 3 tiles
- Duration
- 5 sec mark
Reduces all supported healing received by 35%.
- Type
- Prepared
- Requirement
- Shadow and a fencing weapon
- Cost
- 15 Stamina
- Cooldown
- 28 sec
- Range
- Next connected fencing hit
- Duration
- 5 sec preparation; 3 sec debuff
The next fencing attack gains 10 percentage points of hit chance.
- Type
- Passive
- Requirement
- Shadow leaving stealth
- Cost
- None
- Cooldown
- 10 sec internal
- Range
- Next fencing attack
- Duration
- 3 sec opportunity
Advanced Values · Ability Table
| Ability | Type | Cost | Cooldown | Range / duration | Effect |
|---|---|---|---|---|---|
| Active | 15 Stamina | 50 sec | Self; Up to 2 sec | Temporarily hides the Shadow and can prime Shadow Opportunity when stealth ends. | |
| Active | 12 Stamina | 30 sec | Enemy player within 3 tiles; 5 sec mark | Your next successful fencing melee hit on the marked player deals +25% direct damage, or +40% from behind. These bonuses do not add together; the weapon damage cap still applies. | |
| Prepared | 15 Stamina | 28 sec | Next connected fencing hit; 5 sec preparation; 3 sec debuff | Reduces all supported healing received by 35%. | |
| Passive | None | 10 sec internal | Next fencing attack; 3 sec opportunity | The next fencing attack gains 10 percentage points of hit chance. |
Important interactions
- Combat Codex effects validate player targets and do not grant their listed PvP effect against creatures.
- Changing weapons cancels a prepared technique when the recorded weapon no longer matches.
- Deep Wound and Mortal Assault do not stack; the stronger active healing reduction is used.
- Movement slows do not add another slow while the target is already controlled by Web Potion.
- The Combat Codex is separate from the Warrior, Archer, Arcane, Beastmaster and Bard PvM Codices.