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This is a list of Mods you can find in Outriders. Learn what Mods are found in the game, what types of Mods appear, their effects and bonuses, and how to get each of them below!
Mods in Outriders are obtained from any Rare gear or better and are divided into 5 different Mod types.
Weapon Mods can be found on any weapon, though Legendary weapons have exclusive Weapon Mods that you won't find on any other weapons. This goes the same for mods obtained from Armor, except some of these Mods are class-specific as they enhance one of the many exclusive skills.
Mod Types | |
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Technomancer Mods | Pyromancer Mods |
Trickster Mods | Devastator Mods |
Weapon Mods | Armor Mods |
Best Mods to Equip | Best Defensive Mods |
You can obtain mods by dismantling the weapons and armor you obtained from enemy drops, chests, or quest rewards.
● Tier 1 mods are found on Rare or better gear.
● Tier 2 mods are found on Epic or better gear.
● Tier 3 mods are found on Legendary gear, and are exclusive to the weapon or armor you found it attached on.
If you see a square icon on the right side of the mod while viewing a weapon or armor, it means that you already unlocked that mod and is available to use for crafting.
No square icon on the right side means you can obtain that mod by dismantling the weapon or armor.
A red icon on the right side of a mod means you already have that mod on one of your equipped armor. Mods with the same name cannot be stacked, though some mods allow stacking of the same effect as long as they don't have identical names.
Weapon Mods affect different aspects of your gun's capability to deal damage, from inflicting status conditions to dealing additional collateral damage.
Class-Specific Mods are tailor-made to enhance the Skills of your chosen Class. These enhancements include, but are not limited to, additional skill damage, delayed cooldowns, extended durations, etc.
We highly recommend experimenting with different weapon and class-specific mods and choosing the mods that fit your unique playstyle.
Mod | Tier | Description |
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I | Critical shots spawn an Anomaly energy clast that deals damage in 1.5 meter radius. |
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I | Shots inflict Ash on enemies |
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I | Shots inflict Bleed on enemies. |
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I | Shots inflict Burn on enemies. |
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I | Reloading weapon creates a shockwave, dealing damage to enemies within 5 meter radius. |
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I | There is a 20% chance that critical shots do not consume ammo. |
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I | Increases the chance of scoring a critical shot by 15%. |
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I | Shots regenerate your Health. |
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I | Shots create an explosion that deals damage to enemies within a 6 meter radius. |
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I | The first shot after every reload hits with Armor Piercing increased by 30%. |
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I | Shots inflict Freeze on enemies |
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I | Shots create a fusion blast dealing additional damage within a 5 meter radius. |
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I | Shots pass through enemies whose health is below 50% ricocheting to 3 enemies within a 5 meter radius and inflicting Burn. |
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I | Killing shots replenish Health to allies within a 5 meter radius of the target. |
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I | Reloading restores points of your Health for each enemy killed since your last reload without changing your weapon. |
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I | Shots on enemies afflicted by a status condition inflict that status to the nearest enemy. |
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I | Shots ricochet to another enemy within a 5 meter radius of the initial target. |
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I | Killing shots increase Weapon Leech by 20% for 20 seconds. |
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I | Shots generate Shield. |
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I | Killing Shots replenish Health. |
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I | Shots inflict Slow on enemies. Cooldown of 8 seconds. |
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I | Shots inflict Toxic on enemies. Cooldown of 8 seconds. |
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I | Killing shots grant Skill Leech boost for 20 seconds. |
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I | Shots inflict Vulnerable on enemies. |
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I | Shots inflict Weakness on enemies |
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II | Receive a passive Firepower boost equal to a percentage of your Anomaly Power |
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II | Killing shots detonate the enemy's bones, turning them into shrapnel that inflicts Bleed on nearby enemies |
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II | Critical shots do not consume ammo. |
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II | Shots damage an enemy with an Anomaly Blade. |
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II | When your magazine has 50% or less ammo left, you can roll to quickly reload all your equipped weapons. |
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II | Killing shots create an explosion that inflicts Ash on enemies within a 7-meter radius. |
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II | Shots link up to 4 enemies, sharing a percentage of Weapon Damage and Anomaly Damage dealt. |
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II | Shots entangle an enemy with chains, dealing damage over 3 seconds. |
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II | Critical shots increase your Critical Damage by 50% for 5 seconds. |
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II | Killing shots against frozen enemies make them explode, dealing damage. |
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II | Shots inflict Ash on enemies. |
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II | Shots inflict Bleed on enemies. |
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II | Shots inflict Burn on enemies. |
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II | Shots inflict Freeze on enemies. |
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II | Shots inflict Slow on enemies. Cooldown of 4 seconds. |
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II | Shots inflict Toxic on enemies. Cooldown of 4 seconds. |
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II | Shots inflcit Vulnerable on enemies. Cooldown of 4 seconds. |
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II | Shots inflict Weakness on enemies. |
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II | Reloading weapon inflicts Burn on enemies previously wounded by this weapon without changing it. |
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II | Killing shots spawn explosives around your target, each deals damage in a 5 meter radius. |
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II | You instantly replenish your magazine if you kill an enemy with 35% or less ammo remaining in your magazine. |
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II | Shots break down your target's Resistance by 35% for 6 seconds. |
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II | Reloading weapon inflicts Freeze on enemies previously wounded by this weapon without changing it. |
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II | Shots bring down lightning on an enemy dealing damage. Cooldown of 2 seconds |
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II | A percentage of Critical Damage is returned to you as Health. |
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II | Reloading weapon inflicts Slow on enemies previously wounded by this weapon without changing it. Cooldown of 1 second. |
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III | Shots on enemies afflicted by any status condition multiplicates and mutates it into a different one. 1s Cooldown. |
Body Snatcher | III | Killing shots teleport another enemy to the place where the previous one died, works within a 25 meter radius of the target. |
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III | Killing shots turn enemies into an Anomaly bomb dealing damage. Cooldown of 5 seconds. |
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III | Critical shots cause explosions that inflict Toxic on enemies within a 5 meter radius. 1s Cooldown. |
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III | Shots damage 4 enemies within a 6 meter radius with Anomaly Blades, dealing damage. |
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III | Killing shots cause enemies to explode dealing 5 795 multiplied by the maximum number of 6 enemies within a 5 meter radius around the original target. |
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III | During combat, your weapon drains up to 50% of your Max Health, in exchange for 75% Weapon Damage bonus. |
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III | Critical shots activate an unstable Anomaly effect in your enemy causing him to explode, dealing damage to other enemies within a 5 meter radius. |
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III | Killing shots summon a bullet-stopping dome for 5 seconds. 5s Cooldown. |
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III | For 8 seconds after a killing shot all following shots will be critical shots. |
Fortress | III | Receive up to 43% damage bonus based on your Armor. |
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III | Killing shots grant you a protective Golem effect for 3 seconds. 1s Cooldown. |
Grand Opening | III | Landing a hit with the first bullet in a magazine creates a powerful explosion, dealing damage in a 5 meter radius. |
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III | Shots mark enemies. When reloading, deal 3 times your Weapon Damage to every marked enemy. Marks are removed when you change your weapon. 3s Cooldown. |
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III | Killing shots increases damage by 50% for this weapon for 30 seconds. Bonus deteriorates with time and stacks up to 5 times. |
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III | Shots create a seismic shock around you dealing damage in a 5 meter radius. |
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III | Critical shots spawn explosives around your target, each deals damage in a 5 meter radius. 5s Cooldown. |
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III | Killing shots create a blast that restores Health to players. |
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III | Releasing creates a strong blast around you, dealing damage to enemies in range of 8 meters. |
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III | Every critical shot ricochets to enemies within a 5 meter radiius, dealing weapon's double base damage. |
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III | Reloading causes a small explosion that inflicts Vulnerable and deals damage to enemies within a 5 meter radius. |
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III | Shots create a swarm of locusts dealing damage over 10 seconds and inflicting Weakness to enemies remaining within a 6 meter radius of the target. 8s Cooldown. |
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III | Shots conjure a standstorm dealing damage over 5 seconds. 5s Cooldown. |
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III | The first shot after reload becomes an Anomaly projectile dealing damage in a 5 meter radius. 1s Cooldown. |
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III | Shots call down a comet dealing damage to enemies in a 3.5 meter radius. |
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III | Killing shots create an Anomaly singularity. When destroyed, the singularity explodes dealing damage to enemies within a 6.5 meter radius. |
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III | Shots link up to 5 enemies within a 5 meter radius of the target and deal electrical damage to each of them. |
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III | Critical shots spawn an Anomaly energy blast that deals damage in a 2 meter radius. 1s Cooldown. |
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III | Shots inflict Ash on enemies. 1s Cooldown. |
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III | Shots inflict Bleed on enemies. |
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III | Critical shots detonate the enemy's bones and turning them into shrapnel that deals damage and inflicts Bleed on enemies within a 5 meter radius. Cooldown of 3 seconds. |
Ultimate Burning Bullets | III | Shots inflict Burn on enemies. |
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III | Shots link up to 3 enmies. sharing 30% of their Weapon Damage dealt and 10% of their Anomaly Damage dealt. |
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III | Shots inflict Freeze on enemies. |
Ultimate Stiffening | III | Shots inflict Slow on enemies. |
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III | Shots bring down lightning on an enemy dealing damage. 1s Cooldown. |
Ultimate Toxic Bullets | III | Shots inflict Toxic on enemies. |
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III | Shots inflict Vulnerable on enemies. |
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III | Shots inflict Weakness on enemies. |
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III | Shots cause explosions, dealing damage and inflicting Weakness on enemies within a 5 meter radius of the target. |
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III | Shots inflict Time Rift on enemies. Time Rift raises the enemy into the air for 5 seconds. 1s Cooldown. |
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III | Critical shots create an icy blast that inflicts Freeze on enemies within a 4 meter radius. |
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III | Critical hits cause an explosion dealing damage and inflicting Burn on enemies within a 5 meter radius. Cooldown of 3 seconds. |
Mod | Tier | Description |
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I | Pain Launcher: Every rocket deals more damage. |
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I | Blighted Turret: The turret reduces the Armor of each enemy it hits by 30%. Effect lasts for 5 seconds. |
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I | Tool of Destruction: Activating the skill grants a 100% base ammo increase for the selected tool. |
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I | Blighted Turret: Increases the turret's duration by 50%. |
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I | Cryo Turret: Extend the turret's duration. |
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I | Fixing Wave: Activating the skill removes negative statuses from allies and grants 5 seconds immunity from harm. |
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I | Cold Snap: Skill activation removes negative statuses from you and all your allies in range and receive negative stautses immunity for 5 seconds. |
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I | Blighted Rounds: Increases Critical Damage by 30%. |
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I | Tool of Destruction: Each rocket deals more damage. |
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I | Tool of Destruction: 3% of the damage dealt using the Minigun heals you after the ability ends. |
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I | Scrapnel: Increases the detection and explosion radius. |
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I | Fixing Wave: Activating the skill increases Health Regeneration by 5% of Max Health for you and your allies for 8 seconds. |
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I | Tool of Destruction: Active Minigun grants Armor Bonus. |
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I | Pain Launcher: Inflict Freeze on enemies affected by each rocket explosion. |
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I | Cold Snap: While Frozen by the skill, enemies have reduced Armor for the duration of the status. |
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I | Cryo Turret: Increase the turret's damage based on your Status Power. |
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I | Blighted Turret: The turret now inflicts Freeze instead of Toxic. |
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I | Cold Snap: Enemies already afflicetd with Freeze will receive extra damage from this skill. |
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I | Cryo Turret: The turret heals allies by 30% Max Health within a 4 meter radius when the ability ends. |
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I | Cryo Turret: Every turret's shot deals extra damage. |
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I | Pain Launcher: Increases the skill's range. |
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I | Pain Launcher: Causes a small explosion, dealing damage in a 5 meter radius when the skill is activated. |
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I | Blighted Turret: The turret creates an explosion when deployed, dealing damage to enemies within a 6 meter radius. |
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I | Cold Snap: Increases the radius of the skill by 66%. |
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I | Tool of Destruction: Each enemy killed with the Minigun gives Anomaly Power bonus for 6 seconds. |
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I | Scrapnel: Increases the skill's damage. |
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I | Scrapnel: 1 additional mine can be thrown before triggering the cooldown. |
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I | Fixing Wave: Activating the skill grants you and your allies 100% Armor and 30% Resistance bonuses for 5 seconds. |
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I | Blighted Rounds: When the skill ends, 40% of damage dealt by the skill is turned into healing and spread equally among allies. |
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I | Cold Snap: Applies extra damage to all enemies affected by the skill. |
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I | Tool of Destruction: You can fire additional rockets. |
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I | Pain Launcher: Decreases the skill's cooldown. |
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I | Blighted Rounds: The skill is effective for one additional magazine before triggering the cooldown. |
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I | Scrapnel: 1 additional mine can be thrown before triggering the cooldown. |
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I | Cryo Turret: The turret explodes before being destroyed, dealing damage in a 6 meter radius. |
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I | Blighted Rounds: While the skill is active, killing shots grants you 30% extra bullets in your mag. |
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I | Tool Of Destruction: Activating the Minigun grants 15% Resistance bonus. |
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I | Tool of Destruction: Active Minigun grants 30% Resistance Piercing bonus. |
Bigger Sector | III | Pain Launcher: Launched rockets cover 45% more area. |
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III | Fixing Wave: Reduces the skill's cooldown. |
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III | Pain Launcher: Increases the number of rockets launched by 10, |
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III | Cryo Turret: Decrease the skill's Cooldown by 50%. |
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III | Blighted Turret: Increases the turret's damage. |
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III | Cold Snap: Killing enemies Freezed by the skill makes them explode dealing damage in a 5 meter radius. |
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III | Blighted Turret: The turret replenishes 35% of Max Health to each ally within a 20 meter radius around itself when destroyed. |
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III | Fixing Wave: Activating the skill replenishes one weapon magazine for each ally. |
Rocket Man | III | Tool Of Destruction: You can fire 3 additional rockets. |
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III | Tool of Destruction: Increase the rockets' explosion radius by 33%. |
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III | Blighted Rounds: Increases the splash effect radius of successful shots by 50%. |
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III | Blighted Rounds: When the skill is activated, increase Anomaly Power by 30% for 15 seconds. |
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III | Scrapnel: Doubles the number of mines that can be thrown before triggering the cooldown. |
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III | Cryo Turret: Two turrets can be placed before triggerring the cooldown. |
Mod | Tier | Description |
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I | Feed the Flames: Increase the skill's damage by the value of your Skill Leech. |
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I | Volcanic Rounds: Decrease the target's Armor. |
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I | Ash Blast: Decrease enemy armor by 50% for 5 seconds. |
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I | Thermal Bomb: Inflict Ash on enemies within a 5 meter radius of an enemy that is about to explode from Thermal Bomb |
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I | Ash Blast: Increase the skill's range by 100% |
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I | Thermal Bomb: Increase explosion radius by 20% |
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I | Overheat: Each status condition consumed by the skill grants armor bonus for 8 seconds. |
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I | Feed the Flames: Replenishes 20% of ammo in your magazine for every enemy affected by the skill. |
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I | Thermal Bomb: Exploding targets leave behind a patch of burning ground. All enemies within this area are afflicted with Burn and will receive additional damage over 10 seconds. |
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I | Heatwave: Damaged enemies take 35% more damage for 8 seconds. |
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I | Overheat: The skill consumes Ash instead of Burn. |
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I | Eruption: Throws damaging debris at enemies dealing additional damage. |
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I | Overheat: Each status consumed by skill increases your Resistance by 10% for 10 seconds. Stacks up to 5 times. |
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I | Ash Blast: Skills add additional damage. |
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I | Ash Blast: Apply damage to an enemy afflicted with Burn and consume the status. |
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I | Volcanic Rounds: The skill is effective for one additional magazine before triggering the cooldown. |
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I | Feed the Flames: Health drain efficiency is increased by 25%. |
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I | Feed the Flames: Increases Health drain efficiency against targets afflicted with Burn by 150%. |
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I | Thermal Bomb: The skill can be activated 1 more time before triggering the cooldown. |
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I | F.A.S.E.R. Beam: Reduces the skill's cooldown by 30%. |
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I | Eruption: Increases the skill's radius by 100%. |
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I | F.A.S.E.R Beam: Boosts your Health Regeneration by 50% for 5 seconds after the skill ends. |
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I | Heatwave: Increase Skill Leech by 10% for 5 seconds after using this skill. |
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I | Heatwave: If the skill damages 3 enemies all subsequent enemies will receive additional damage. |
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I | Eruption: Increase the skill's duration by 50%. |
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I | Heatwave: Increase damage dealt to enemies from Heatwave. |
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I | Heatwave: Inflicts Weakness on enemies affected by the skill. |
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I | Thermal Bomb: Increases the time in which killling an affected enemy will cause an explosion. |
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I | Volcanic Rounds: Increase your Anomaly Power while the skill is active. |
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I | Eruption: Increases the lava's damage over time. |
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I | Feed the Flames: Increases skill's range by 100%. |
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I | Overheat: Increase damage to enemies who where damaged by the skill but did not have their statuses consumed. |
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I | Overheat: Earn additional Anomaly Power per status consumed by the skill for 8 seconds. Stacks up to 10 times. |
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I | Eruption: The skill can be activated 1 more time before triggering the cooldown. |
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I | F.A.S.E.R. Beam: Increases the skill's damage. |
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I | Volcanic Rounds: Enemies damaged with the skill are inflicted with Weakness. |
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I | Volcanic Rounds: A powerful, 50% Weapon Power bonus is granted after the skill ends for 5 seconds. |
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I | Heatwave: The skill can be activated 1 more time before triggering the Cooldown. |
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I | F.A.S.E.R. Beam: Increases beam radius by 100%. |
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I | Overheat: Increase damage to enemies that have their statuses consumed by the skill. |
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I | Overheat: Increase Weapon Damage against enemies damaged by the skill by 25% for 8 seconds. |
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I | Heatwave: The skill can be activated 1 more time before triggering the Cooldown. |
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I | Thermal Bomb: Increases explosion damage. |
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I | F.A.S.E.R Beam: Reduces incoming Anomaly Damage by 50% and Weapon Damge by 50% when skill is active. |
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I | Eruption: Inflict Ash on enemies within a 5 meter radius of the targeted enemy. |
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I | Feed the Flames: Enables absorption of one additional target. |
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I | Thermal Bomb: The skill inflicts Burn on every enemy damaged by the explosion. |
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III | F.A.S.E.R. Beam: Inflicts Ash on enemies instead of Burn. Each enemy hit boosts your Anomaly Power by 15% for 10 seconds. Stacks up to 5 times. |
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III | Ash Blast: Using the skill increases your Weapon Leech for a time. |
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III | Thermal Bomb: Enemies affected by the skill recieve more damage. |
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III | Ash Blast: Your Weapon Damage and Anomaly Damage against enemies affected by the skill are increased. |
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III | Overheat: Decreases the skill's cooldown by 50%. |
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III | Thermal Bomb: The skill can affect two targets |
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III | Eruption: The skill can be activated 1 more time before triggering the cooldown. |
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III | Heatwave: Increase the width of the fire wall. |
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III | Feed the Flames: Enables absorption of two additional targets |
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III | Eruption: Increases explosion damage. |
Master Consumer | III | Overheat: The skill consumes either Fire or Ash status to deal damage. Consuming both at once increases the damage by 150%. |
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III | Heatwave: Using the skill grants 8 seconds 10% Weapon Damage bonus for each affected enemy. |
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III | Volcanic Rounds: Decrease the target's Resistance of enemies damaged by the skill. |
Mod | Tier | Description |
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I | Time Rift: Using this skill deals damage over time to affected targets. |
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I | Twisted Rounds: The skill is effective for 2 magazines before triggering the cooldown. |
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I | Twisted Rounds: Receive Resistance Piercing bonus while the skill is active. |
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I | Venator's Knife: Shots on the enemies marked by the knife receive Anomaly damage. |
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I | Temporal Blade: Killing enemies with Temporal Blade grants 5% of Shield. |
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I | Borrowed Time: Activating the skill increases your Armor by 100% for 10 seconds. |
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I | Hunt The Prey: Using the skill deals additional damage to the enemy you teleport behind. |
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I | Slow Trap: Increases the sphere's range by 1 meter. |
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I | Twisted Rounds: Receive Weapon Leech Bonus while the skill is active. |
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I | Temporal Blade: Reduces the skill's cooldown by 20% |
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I | Hunt The Prey: Decrease the skill's cooldown by 20%. |
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I | Temporal Blade: Increases the duration of the inflicted paralysis by 100%. |
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I | Time Rift: Enemies are suspended in the air longer. |
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I | Cyclone Slice: Adds 5 seconds to the skill's duration. |
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I | Venator's Knife: Adds 2 more bounces in the ricochet path. |
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I | Time Rift: Every enemy affected by the wave receives Vulnerable status. |
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I | Cyclone Slice: Using the skill reduces incoming Weapon Damage and Anomaly Damage. |
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I | Borrowed Time: Receive Firepower bonus while the skill is active |
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I | Cyclone Slice: Receive Health for each enemy killed with the skill. |
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I | Time Rift: Triples the skill's range. |
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I | Venator's Knife: Increases the skill's mark duration by 100%. |
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I | Venator's Knife: Increases the skill's effective range between targets by 25%. |
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I | Hunt The Prey: Inflict Weakness on the enemy you teleport behind. |
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I | Venator's Knife: Increases the skill's damage. |
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I | Cyclone Slice: Killing enemies with the skill grants 5% Shield. |
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I | Borrowed Time: Reduces the skill's Cooldown. |
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I | Temporal Blade: The skill can be activated 1 more time before triggering a cooldown. |
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I | Slow Trap: Allies within the sphere receive 2% movement speed bonus. |
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I | Cyclone Slice: Allows 25% faster movement while the skill is active. |
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I | Borrowed Time: Increase the skill's Duration by 100%. |
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I | Temporal Blade: Increase the skill's damage. |
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I | Twisted Rounds: While the skill is active increases weapon's Firepower by an additional 15%. |
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I | Slow Trap: Receive 100% Shield when the skill ends. |
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I | Time Rift: Enemies affected by this skill have their Armor and Resistance decreased for a short period of time. |
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I | Borrowed Time: Receive Armor and Resistance bonus while the skill is active. |
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I | Hunt The Prey: Apply Slow in a 5 meter radius around the enemy you teleport behind. |
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I | Twisted Rounds: Receive Critical Damage bonus while the skill is active. |
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I | Slow Trap: Increases the sphere's range by 2 meters. |
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I | Hunt The Prey: Interrupt and inflict Weakness to the enemy you teleport behind. |
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I | Slow Trap: Enemies entering the sphere are afflicted with Weakness. |
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I | Cyclone Slice: Inflicts Weakness on enemies hit by the skill. |
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I | Cyclone Slice: Increase the skill's damage. |
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III | Borrowed Time: Reverting time creates an explosion around you that inflicts damage to all enemies in a range of 8 meters |
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III | Twisted Rounds: While the skill is active, killing shots replenish 20% of ammo in your magazine. |
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III | Time Rift: Shots on enemies affected by the skill do not consume ammo. |
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III | Venator's Knife: After the initial ricochet, the knife will repeat its path and damage enemies a second time. |
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III | Slow Trap: Allies within the sphere receive 40% less damage. |
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III | Borrowed Time: Killing enemies while Borrowed Time is active reduces incoming Weapon Damage by 10% and Anomaly Damage by 10% for 10 seconds. Buff is removed at the end of the skill. Stacks up to 4 times. |
Delivery On Time | III | Slow Trap: Activating the skill replenishes ammo for every allies' current weapon in the sphere's range. |
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III | Temporal Blade: Damaged enemies are additionally cut with an Anomalic slice dealing 50% damage. |
Instant Reload | III | Hunt the Prey: Teleporting instantly replenishes magazine in your current weapon. |
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III | Twisted Rounds: While the skill is active, killing shots heal you by 15% of your target's health. |
Pain Transfer | III | Time Rift: 10% of Weapon damage and 30% of Anomaly damage dealt to one affected enemy will be transferred to another affected enemy. |
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III | Cyclone Slice: Activating the skill reflects 50% of incoming bullets back at the enemy. |
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III | Twisted Rounds: When the skill ends, add 15% of your Maximum Health as Shield for each enemy killed by the skill. |
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III | Venator's Knife: Increases the skill's range by 50% |
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III | Temporal Blade: Boosts armor by 75% for each affected enemy. Lasts 10 seconds. Stacks up to 8 times. |
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III | Cyclone Slice: Adds 10 seconds to the skill's duration. |
Mod | Tier | Description |
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I | Earthquake: grants you Armor points for each enemy affected by the skill. Effect lasts up to 8s. Stacks up to 10 times. |
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I | Reflect Bullets: You can now fight while the skill is active, but you cannot manually deactive the skill. It only negates 50% of the damage |
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I | Endless Mass: Inflicts Bleed on the enemies pulled by the skill. |
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I | Golem: When the skill is active, spawn radial impulses that inflict bleed on nearby enemies within a 6 meter radius. Frequency of 2 seconds. |
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I | Reflect Bullets: All the reflected bullets apply Bleed status. |
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I | Earthquake: Inflicts Bleed on enemies damaged by the skill. |
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I | Gravity Leap: Inflict Bleed on enemies damaged by the skill. |
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I | Endless Mass: Increases the skill's damage. |
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I | Reflect Bullets: Increases the damage of reflected bullets. |
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I | Tremor: Receive 2 more additional explosions. |
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I | Earthquake: Increases the skill's range. |
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I | Earthquake: The skill can be activated 1 more time before triggering the Cooldown. |
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I | Reflect Bullets: Increases the skill's duration by 50%. |
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I | Tremor: Receive 1 more additional explosion. |
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I | Golem: When the skill is active, extend its duration by 1.5 seconds for each enemy killed. |
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I | Earthquake: Increases the skill's base damage. |
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I | Earthquake: Each enemy killed with the skill restores 10% of Max Health to all allies in a 20 meter radius around you. |
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I | Reflect Bullets: All the reflected bullets apply Vulnerability status. |
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I | Gravity Leap: Increases the skill's damage. |
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I | Tremor: Receive Health Regeneration and Armor while the skill is active. |
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I | Impale: The skill can be activated 1 more time before triggering the Cooldown. |
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I | Gravity Leap: Heal for 100% of damage dealt. If your target dies, heal for 200% of damage dealt. |
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I | Endless Mass: Inflicts Vulnerable on the enemies pulled by the willow. |
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I | Earthquake: Damaging enemies with the skill steals 33% of their Armor. Effect lasts for 5 seconds. |
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I | Golem: Increases the skill's duration by 100%. |
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I | Boulderdash: Every enemy damaged by the skill increases its damage by 10 seconds for 3 seconds. Stacks up to 5 times. |
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I | Boulderdash: Inflicts Bleed on all damaged enemies. |
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I | Boulderdash: Increases the skill's damage. |
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I | Boulderdash: Reduces the skill's Cooldown by 50%. |
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I | Golem: When the skill is active, increase your Resistance by 35%. |
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I | Impale: Impaled enemies generate 5% Health Regeneration bonus for all the players. |
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I | Impale: Increase the skill damage by 50% to enemies affected with Bleed. |
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I | Impale: The skill deals more damage. |
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I | Endless Mass: Increases Weapon Damage against affected enemies by 20% for 10 seconds. |
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I | Impale: The skill can strike 1 more additional target. |
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I | Tremor: Increases the percentage healed per affected enemy by 6%. |
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I | Reflect Bullets: The enemy with the most health takes 50% more damage. |
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I | Impale: Increases the skill's range by 25%. |
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III | Earthquake: Using the skill permanently reduces the Armor of affected enemies by 20%. |
Despair | III | Gravity Leap: Enemies within the damage radius of Gravity Leap will receive 1.5 times more Anomaly damage for 5 seconds. |
Double Jump | III | Gravity Leap: Skill can be used twice before triggering the cooldown. |
Golem Squad | III | Golem: Increases the skill's duration by 20% and casts a 25% shorter version of Golem on your allies. |
Grand Blast | III | Tremor: Increases the radius of each explosion by 20%. |
High Intensity | III | Endless Mass: Anomaly Damage against affected targets is increased by 33% for 5 seconds. |
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III | Reflect Bullets: Increases the skill's duration. |
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III | Golem: When the skill is active, incoming bullets have 33% chance to ricochet back at the enemy dealing 1414 damage. |
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III | Impale: The skill can strike 2 more targets. |
Power of the Stones | III | Tremor: When the skill is active, alles are given a 40% Weapon Damage bonus for 8 seconds. |
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III | Boulderdash: Double your Armor when the skill ends. |
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III | Boulderdash: Every enemy damaged by the skill increases your Weapon Damage. Stacks up to 5 times. |
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III | Boulderdash: Each enemy you damage increases your Maximum Health. Stacks up to 5 times. |
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III | Boulderdash: Permanently reduces Resistance of all damaged enemies. |
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III | Earthquake:The skill can be activated 1 more time before triggering the cooldown. |
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III | Impale: The skill can be activated 2 more times before triggerring the cooldown. |
Ultimate Impaler | III | Impale: The skill can be activated 2 more times before triggering the cooldown. |
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III | Endless Mass: Increases the skill's radius by 25%. |
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You are missing Tier III Ultimate Storm Whip.