This prism’s light-storing ability make it essential equipment for Oryx’s recon squad, granting them unmatched efficiency in any scenario. |
Tier | UT |
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MP Cost | 85 |
On Equip | +6 SPD |
Effect(s) | No teleport If used when moving, spawns a moving decoy in the opposite direction If used when standing still, spawns a moving decoy in a random direction Upper Hand: ATT boost (+15 ATT) on self for 4 seconds when used above 450 HP Cooldown: 6 seconds Tactical Retreat: Invisible on self for 6 seconds when used below 450 HP Cooldown: 7 seconds |
Decoy Distance | 6 tiles |
Decoy Move Time | 0.8 seconds |
Duration | Total: 6 second(s) |
XP Bonus | 7% |
Feed Power | 700 |
Dismantling Value | 30 / 40 |
Obtained Through | Consuming a stack of 15 Shards of the Intern Exchanging a stack of 30 Shards of the Intern at The Tinkerer |
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Notes
Part of the Agents of Oryx Abilities.
Like the Prism of Dancing Swords, this prism lacks any teleport function, instead spawning a decoy that moves in the opposite direction the user was moving. However, said decoy moves many times faster than any other prism, making them active in their final position much earlier.
In addition, the attack boost offered at high health allows the user to deal a good amount of damage, and its cooldown allows it to perfectly complement the duration of the decoy.
On low health, the user gains an Invisibility effect for 6 seconds - longer than even the Cloak of Ghostly Concealment - while still being able to use other prisms to teleport.
The +6 SPD on equip slightly offsets the lack of a teleport, but using this prism as a swapout can prove to be highly effective - especially considering the lack of a cooldown on actually “using” one’s ability.
Agents of Oryx Abilities | ||
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Prisms | ||
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Limited Edition Prisms | ||