Trickster Class Guide (Rev. 24)

History

The Trickster is the third dagger class introduced, also using leather armor. Often seen as a cooperative version of the Rogue, her Prism allows her to avoid enemy fire both via teleport and via decoy, which helps the whole group in the process. She is a medium-ranged class with average defense, so she must avoid being attacked as much as possible. This class is not recommended for beginners. See her stat gains, caps, and averages here.

 

Equipment and Stats

Along with the Rogue and Assassin, Tricksters wear leather armor and wield daggers. Daggers are comparatively poor, neither great in range or damage, but this is made up with the Trickster’s speed and DEX.

Dagger of Foul MalevolenceDagger of Sinister DeedsDagger of Dire Hatred
Tiered daggers are solid options, having decent damage and range.

The Dagger of Foul Malevolence, Dagger of Sinister Deeds, and Dagger of Dire Hatred Soulbound are the best daggers around. With increasing damage, but increasingly hard drop locations, they are very simple in their damage and range.

Spirit Dagger Symbiotic Ripper
These daggers are alternates to tiered options, with similar damage and some unique traits.

The Spirit Dagger is a tradable sidegrade to the T12 Foul Malevolence; slightly lower range, but overall higher DPS. It fires wavy shots and has an inconsistent damage range, which is a double-edged sword; you kill minions less reliably, but generally deal with DEF better.

The Symbiotic Ripper has the same range as tiered, trading damage for firerate (for approximate T12 DPS). The drawback is the incredibly slow shot velocity, which makes it hard to shoot erratic targets, but can be helpful for kiting predictable enemies.

Queen's Stinger
The Queen’s Stinger specailizes in two things: armor piercing and enemy piercing. It is great against crowds or high DEF, but lacks a little in raw DPS. It drops from the Killer Bee Queen.

Dirk of CronusEtherite DaggerCorruption Cutter
These daggers sacrifice range for higher damage, often surpassing the tiered daggers.

The Dirk of Cronus is a magnificent dagger that sacrifices little range for some of the highest damage in the game, only really beaten by the Avarice. It is a ridiciously rare drop from a Cube God.

The Etherite Dagger is like the CDirk’s little brother, with a short 4 tile range and weaker damage. But it is much more accessible, dropping in the Haunted Cemetery with a slightly weaker tradable legacy version.

The Corruption Cutter from the Cursed Library carries the unique trait among daggers of firing two shots. Sporting the true highest damage against low DEF enemies, the true range is actually quite short, and is harder to actually use.

Carved Golem Remains
The Carved Golem Remains is the safest option for any dagger user, sacrificing damage for a large 6.3 tile range. It’s also part of the Lost Golem Set, from the Lost Halls.

Avarice
Avarice fires extremely strong shots with a range increase, though as the shots have an amplitude, they start to converge only at the end of its range. If you can get used to the Sword of the Colossus-like shot pattern, this is a very powerful Oryx’s Sanctuary drop.

Ability

The Trickster’s ability is the Prism. When the ability is used, you teleport to the location of your cursor when activated. A decoy appears where you were before the activation, and walks towards the way you were moving (if you teleport while stationary it goes in a random direction or stays still), causing enemies to attack it, if it’s close enough. The MP cost and duration of the decoy rises as you go through the tiers.
Note: Decoy walks about 8 cells (sometime less) and stops. If you change direction just on a small fraction of second before teleport decoy would ignore it and go to the previous direction.

The Prism is considered by many players the hardest ability item to master, but can be used in many different situations by improvising. Executing the ability properly can yield many rewards, such as increased soulbound drops, effective dungeon rushing and essentially providing a cloak for your entire party. Nevertheless, the Prism remains flexible to suit any particular situation.

A huge mistake many players (including the experienced) make is accidentally teleporting on an enemy and end up getting instakilled. It is very important to watch where your cursor is before pressing the spacebar
(Note- You could also keep the cursor on your player so that you are in the same spot while the decoy moves past you so you don’t sit on a ice sphere/any other enemy.)

Decoy Prism
The Decoy Prism is the starting prism. With a low cost of 60 MP, and a low duration of 3 seconds for the decoy, this is considered the best prism to use if the user wishes to solely teleport to another location or rush different areas, and it is thus not recommended to be used for decoy purposes.

Prism of PhantomsPrism of ApparitionsPrism of Reveries
The Prism of Phantoms, Prism of Apparitions, and Prism of Reveries, as opposed to the starting prism, are suitable Prisms to be used where the decoy is a concern for the Trickster. These prisms provide the longest duration of 8, 9, and 10 seconds for the decoy to last, allowing the Trickster to attack the enemy as long as possible whilst the decoy is deployed.

Ghostly Prism
The Ghostly Prism, revamped in Build 7.0.0, costs only 65 MP to use, and the bomb it drops explodes 6 times in a row. The bomb takes 3 seconds to detonate (twice as long as before) and each explosion deals 320-480 damage each (1920-2880 damage total). This can do very large damage relating to the Trickster however to maximise this ability’s function the timing of the bomb needs to be precise.

Prism of Dancing Swords
The Prism of Dancing Swords is an unique untiered prism that contains two decoys, but is without the teleport feature. It costs 95 MP to use, and each decoy lasts for 6 seconds, allowing for plays focused around diverting bosses/enemies with decoys. This prism can be very useful in situations that requires clearing something near enemies, such as destroying a Derelict Monument in The Shatters, or Cavern Crystals within the Fungal and Crystal Cavern. This can also come in handy when rushing a dungeon with breakable walls in-between rooms, such as the Mad Lab or Parasite Chambers.

Prism of Dire Instability
The Prism of Dire Instability is an interesting prism that combines the power of a spell and a decoy. Instead of teleporting the user it will send a decoy that detonates after 3 seconds, while attracting enemies towards it. This makes it a more accurate version of the Ghostly Prism, altough rarer, a bit more mana-consuming and without the teleporting ability. This is especially effective against enemies that attempt to sit on players such as Glupord the Slime God in his final phase or the Marble Colossus during his jumping phases.

Echoes Prism
The Echoes Prism is a rare and unique prism that hosts the ability the mark a location and teleport back to it. On the first activation a location is marked, on the second activation you teleport back to that target. The mark will reset upon changing location or waiting 30 seconds. This can be useful when attempting to rush and to keep a safe exit if things get sketchy. An example where this could be used is rushing a Derelict Monument in The Shatters and after killing the Derelict Monument, teleporting back instead of rushing back.

Brain of the Golem
The Brain of the Golem is considered a must have for Tricksters. It has no teleport and places a stationary decoy that explodes after 7 seconds, inflicting Yellow Swirl Dazed on enemies within 1.75 tiles. This is incredibly valuable as it is one of only two abilities (along with the Quiver of Thunder) that inflcits dazed on the enemy. This is useful when fighting stationary enemies such as the Agonized Titan or Crystal Entity (if you can get close enough). It is part of the Lost Golem Set meaning it can be worn in conjunction with the other three pieces, the Carved Golem Remains, Golem Garments and Rusty Cuffs. Providing a powerful set with valuable set bonuses.

Prism of Shattered Light
The Prism of Shattered Light has no teleport but has 3 uses. It’s main use is the +15 ATT boost for 4 seconds when used above 450 HP, this is the DPS option that only requires the accuracy of your weapon shots unlike the decoy placement of the Ghostly and Dire Instability prisms.
Then there’s the 6 second invisiblity when used below 450 HP which allows you to survive suddenly dangerous moments.
Lastly there’s the decoy that moves faster than any other prism but when you’re moving then the decoy moves in the opposite direction and when you’re standing still then the decoy moves in a random direction.

Gambler's Fate
The Gambler’s Fate puts a stationary coin decoy on the cursor’s location allowing Tricksters to be far more precise with their decoy placements than with any other prism. The maximum duration of the decoy is 2 seconds or higher but minimum duration is always 2 seconds. It also gives potent offensive stats to boost Trickster’s damage output but has no teleport.

Leather Armor

Hydra Skin ArmorWyrmhide ArmorLeviathan Armor
The tiered armors are great choices for the Trickster, providing moderate defense and good DPS boosts with their DEX. The Hydra Skin Armor and Wyrmhide Armor are the best tradeable leather armors. The Hydraskin Armor drops mainly from Oryx the Mad God 2, making it more accessible as it is a fairly easy boss, while the Wyrmhide Armor drops from the Void Entity, a much more difficult endgame boss. Meanwhile, the Leviathan Armor is the best tiered leather armor, but is both soulbound and drops from The Forgotten King and Oryx the Mad God 3, which are very difficult endgame bosses.

Spectral Cloth Armor
The Spectral Cloth Armor from Davy Jones is a balance between offense, defense, and mobility, giving both ATT, DEX, DEF, and SPD respectively. This can be a good choice if one wishes for a balanced playstyle on the Trickster.

Beehmoth Armors
The Beehemoth Armors are best used for rushing, as they give a high +5 SPD. This allows the Trickster more mobility, and is best used for when movement is a concern.

Harlequin Armor
The Harlequin Armor dropping from The Puppet Master is a more MP focused leather armor, similar to the Resurrected Warrior’s Armor and the Tlatoani’s Shroud. Giving a small +14 DEF, a high +80 MP, along with a small +5 WIS and +3 SPD, essentially making it a leather armor for people who love to spam their abilities. It can see use on a Trickster as the armor allows more use of the Trickster’s prism. It could also act as a pseudo mobility boosting armor, as this allows the Trickster to teleport more.

Vest of Abandoned ShadowsArmor of Nil
These leather armors are great for defense.
The Vest of Abandoned Shadows is a rare drop from various minions within The Shatters. Similar to the Leaf Dragon Hide Armor from the Lair of Draconis, it has a proc that gives armored, although when in combat instead of upon ability use. The Vest of Abandoned Shadows also gives a high +15 VIT and a moderate +50 HP, making the loss of DEF more negligeble. This can be good on a Trickster that takes a lot of damage. Meanwhile, the Armor of Nil from the Void Entity is one of the best and possibly more preferable defensive leather armors in the game. Giving a whopping +26 DEF with the disadvantage of -3 SPD and no DEX bonus, hampering both mobility and DPS. However, the Trickster already has a high SPD and DEX cap, making the Armor of Nil an excellent option.

Luminous Armor
The Luminous Armor, dropping from various minions within the Crystal Cavern, is a different take on defensive stats. Instead of DEF, it completely lacks any DEF increase for an insanely high +200 HP boost, along with +5 SPD and +5 VIT. This armor is the leather armor equivalent of the Breastplate of New Life, with a much greater loss in DEF for HP. Most people prefer HP over DEF due to HP generally providing more survivability. However, this armor is a risky choice due to the entire lack of DEF, whereas the Breastplate of New Life at least gave some DEF. The Trickster can benefit from this armor especially from the high HP bonus, but is quite risky as the Trickster has low DEF, and will not be able to compensate.

Accessory

Ring of Exalted HealthRing of Unbound HealthRing of Decades
The tiered health rings are great for boosting general survivability, particularly the Ring of Exalted Health, Ring of Unbound Health, and the Ring of Decades. These are just overall good choices for boosting the Trickster’s survivability.

Ring of Unbound Defense
The Ring of Unbound Defense, while a less popular choice, can still fine use on a Trickster. The class has a low 25 DEF, so using a DEF boosting ring is not a bad idea. However, it is more preferable to use tiered health rings than tiered defense rings.

Ring of Unbound MagicThe Twilight Gemstone
Due to the usefulness of the Trickster’s ability, some players may seek out more MP focused rings. The Ring of Unbound Magic is great for increasing the usage of the Trickster’s prism. Meanwhile, The Twilight Gemstone is more focused on discounting the MP cost of abilities, while also increasing MP and adding some DEF. The Ring of Unbound Magic should be used for pure ability usage, while The Twilight Gemstone should be for when one uses a lot of MP but still wants to maintain survivability.

Ring of the NileBracer of the GuardianOmnipotence RingDivine CoronationSourcestone
These rings are great for boosting general stats on classes. The Omnipotence Ring gives a small boost to every single, stat, while the Ring of the Nile focuses more on balancing survivablity, utilty, DPS, and mobility. The Bracer of the Guardian trades off the mobility from Ring of the Nile for a little more HP and MP, while also providing DEF. The Divine Coronation serves are a more offensive and survivability focused version of the Bracer of the Guardian, giving more HP, a little less MP, and more DEX than ATT. Finally, the Sourcestone is a more survivability and utility balanced ring than the Ring of the Nile, sacrificing DPS for more HP and MP.

The Forgotten CrownMagical Lodestone
The Forgotten Crown and the Magical Lodestone are excellent general DPS rings, as they add both moderate DPS and defensive stats. The Forgotten Crown gives HP, while the Magical Lodestone instead gives DEF and SPD. While The Forgotten Crown is more sought after due to HP generally being more helpful in survivability than DEF, the Trickster can still benefit from the DEF boost. Also, the +6 SPD from the Magical Lodestone helps improve the Trickster’s mobility.

Chancellor's Cranium
The Chancellor’s Cranium is a more focused DPS ring, as it gives high HP, moderate DEF, a bit of DEX, and a proc that allows for more damage if the wearer also takes damage. This fits in well with the Trickster as it is a melee class, meaning it will most likely tank more shots when pushing in for damage.

Strengths and Weaknesses

Tricksters are perhaps the de facto rushing class. While Rogues might be safer, the Trickster teleport makes them faster than every other class, including Ninja. They also sport pretty decent damage while being slightly bulkier thanks to leather armors. Unlike the Rogue, Tricksters are also useful in group boss fights thanks to the decoy. Finally, the ability to teleport anywhere is potentially incredibly useful for survival.

However, this is only potential, as Trickster is one of the hardest classes to master. It takes lots of skill and knowledge to effectively dodge via teleportation, and rushing is noticably more dangerous than the aformentioned Rogue. It takes a similar amount of effort to get a useful decoy out.

Finally, Trix is not an especially damaging class. And in order to deal said damage, Tricksters have to get in fairly close, which leather armor does not fully compensate for.

Group Role

The Trickster is a valuable team fighter in battles involving enemies that shoot in one direction. Her ability to spawn decoy allows the boss/enemy to not fire at her or her teammates, and, unlike the cloak, does not suffer in effectiveness with the arrival of other players. Tricksters are great when teamed up with Knights, who can take advantage of a trickster’s decoy to safely get in and stun a dangerous boss, allowing both of them to rack up damage in relative safety.

 

Event and Dungeon Bosses

Tricksters, due to their high DPS and teleport, do excellently in tombs, where the teleport can allow an instantaneous escape to safety over quicksand in the face of a mad tomb boss. The decoy is immensely useful for attracting the attention of a charging Nut or a raging Bes, and is useful for “pushing” Geb into a corner as well. Skilled tricksters can rush tombs effectively, using the teleport to escape jackals, scarabs, and other monsters in the way.

Against events the trickster is a slightly more difficult to use. Typically, the trickster’s decoy is thrown behind a skull or cube in order to divert its fire as the trickster makes a hit-and-run; the minions, however, may continue to fire at the trickster, especially if they’re spread out. The prism is much more useful at pentaracts - the combination of high DPS, high speed, and teleports allow tricksters to quickly and efficiently grind pentaracts to dust.

Against large events (sphinx, hermit, landlord), the significant DPS of the Trickster gives it an edge over other dagger classes. The decoy can be used in order to draw secondary fire (e.g. landlord minions, reapers, or in the case of the hermit, the main boss itself) but primarily, the Trickster, in this situation, functions as a raw DPS machine.

 

Summary

The Trickster is a high risk, high reward class that takes skill to play, but can yield multiple rewards when used properly. Much like a more team-oriented rogue, it is capable of serving a variety of roles - team support, solo role, damage dealer, and rusher. Its high speed and dexterity make it easier for the Trickster to get around, and her only real weakness is her average defense and lack of healing, alongside an inferior solo cloak in comparison to the Rogue. This class is for those who prefer to play the role of a fast, powerful, team-oriented dagger user.