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Jabbithole has been updated for WildStar Reloaded. Weekly updates shall resume as usual. Thanks for the patience!
Stalker LAS
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48 ability points left [reset]
55
AMP points
left
[reset]
left
[reset]
Dash Regen I
Cost: 1 AMP point
Increases Dash Regeneration by 7%.
Cooldowns I
Cost: 1 AMP point
Increases Cooldown Reduction by 5%.
CC Duration I
Cost: 1 AMP point
Decreases CC Duration by 5%.
Dash Regen II
Cost: 1 AMP point
Increases Dash Regeneration by 7%.
Cooldowns II
Cost: 1 AMP point
Increases Cooldown Reduction by 5%.
CC Duration II
Cost: 1 AMP point
Decreases CC Duration by 5%.
Dash Regen III
Cost: 1 AMP point
Increases Dash Regeneration by 7%.
Cooldowns III
Cost: 1 AMP point
Increases Cooldown Reduction by 5%.
CC Duration III
Cost: 1 AMP point
Decreases CC Duration by 5%.
Balanced
Cost: 4 AMP points
You can no longer be Dazed.
Killer Instinct
Cost: 4 AMP points
All NonCritical Hits grant 1% Critical Hit Chance for 8s. Your next Critical Hit resets the bonus and grants an Empower.
Empower: Increases Critical Hit Chance by 3% and Critical Hit Severity by 8% for 4s.
While the Empower buff is active NonCritical Hits no longer grant Critical Hit Chance.
Empower: Increases Critical Hit Chance by 3% and Critical Hit Severity by 8% for 4s.
While the Empower buff is active NonCritical Hits no longer grant Critical Hit Chance.
Who's Next?
Cost: 4 AMP points
Exiting Stealth grants an Empower.
Empower: Increases Damage dealt by 4% for 5s.
Empower: Increases Damage dealt by 4% for 5s.
Left in the Dust
Cost: 4 AMP points
Dashing has a 50% chance to Root enemies within 2m for 2.5s. This can only occur every 45s.
Can't Stop This
Cost: 4 AMP points
Dashing has a 100% chance to refund 100% of a Dash Token. This can only occur every 20s.
Stealth Regen
Cost: 6 AMP points
While in Stealth you regenerate 5 health per second.
Bloodthirst
Cost: 2 AMP points
Unlocks the Bloodthirst ability.
Make It Rain
Cost: 6 AMP points
Landing a hit has a 10% chance to spawn a Suit Power Spark which can be picked up to restore 20 Suit Power. Sparks last for 15s. This can only occur every 3s.
Deflect I
Cost: 1 AMP point
Increases Deflect Chance by 1%.
Support Power I
Cost: 1 AMP point
Increases Support Power by 2.5% of your current maximum.
Critical Mitigation I
Cost: 1 AMP point
Increases Critical Mitigation by 4%.
Deflect II
Cost: 1 AMP point
Increases Deflect Chance by 1%.
Support Power II
Cost: 1 AMP point
Increases Support Power by 2.5% of your current maximum.
Critical Mitigation II
Cost: 1 AMP point
Increases Critical Mitigation by 4%.
Deflect III
Cost: 1 AMP point
Increases Deflect Chance by 1%.
Support Power III
Cost: 1 AMP point
Increases Support Power by 2.5% of your current maximum.
Critical Mitigation III
Cost: 1 AMP point
Increases Critical Mitigation by 4%.
Empowered Attack Mastery
Cost: 4 AMP points
Landing a hit while in Nano Skin: Evasive has a 20% chance to restore 13 Shield.
Don't Call it a Comeback
Cost: 4 AMP points
When below 35% Health, summon a clone that deals 3 damage 3 times every 1.25s. The attack generates an additional 40% threat.
While the clone is active damage taken is reduced by 15%. This can only occur every 45s.
While the clone is active damage taken is reduced by 15%. This can only occur every 45s.
Avoidance Mastery
Cost: 4 AMP points
Deflecting an attack grants a Defense.
Defense: Reduces the damage you take by 5% for 6s.
Defense: Reduces the damage you take by 5% for 6s.
Regeneration
Cost: 4 AMP points
Deflecting an attack generates 2 Suit Power every 1s for 6s.
Forbearance
Cost: 4 AMP points
Deflecting an attack grants a stack of Forbearance for 10s.
Forbearance: When the stack count reaches 3, Forbearance is consumed and heals you for 18 health.
This can only occur every 5s.
Forbearance: When the stack count reaches 3, Forbearance is consumed and heals you for 18 health.
This can only occur every 5s.
Last Stand
Cost: 6 AMP points
When dropping below 1% Health you gain an Invulnerability.
Invulnerability: For the next 3s you can't be killed and you recover 18 health every 0.5s for 3s. This can only occur every 2 minutes.
Invulnerability: For the next 3s you can't be killed and you recover 18 health every 0.5s for 3s. This can only occur every 2 minutes.
Amplification Spike
Cost: 2 AMP points
Unlocks the Amplification Spike ability.
That's All You Got?
Cost: 6 AMP points
While above 70% health gain a Defense.
Defense: Reduces Damage Taken by 10%.
Defense: Reduces Damage Taken by 10%.
Critical Hit I
Cost: 1 AMP point
Increases Critical Hit Chance by 2%.
Assault Power I
Cost: 1 AMP point
Increases Assault Power by 2.5% of your current maximum.
Critical Hit Severity I
Cost: 1 AMP point
Increases Critical Hit Severity by 4%.
Critical Hit II
Cost: 1 AMP point
Increases Critical Hit Chance by 2%.
Assault Power II
Cost: 1 AMP point
Increases Assault Power by 2.5% of your current maximum.
Critical Hit Severity II
Cost: 1 AMP point
Increases Critical Hit Severity by 4%.
Critical Hit III
Cost: 1 AMP point
Increases Critical Hit Chance by 2%.
Assault Power III
Cost: 1 AMP point
Increases Assault Power by 2.5% of your current maximum.
Critical Hit Severity III
Cost: 1 AMP point
Increases Critical Hit Severity by 4%.
Precision
Cost: 4 AMP points
After 3s of not attacking, your next attack deals 31 tech damage.
Additionally hitting a foe with a CC ability will mark them. Dealing damage to marked foes will deal an additional 7 tech damage for the next 3s.
Additionally hitting a foe with a CC ability will mark them. Dealing damage to marked foes will deal an additional 7 tech damage for the next 3s.
Onslaught
Cost: 4 AMP points
Landing a hit from Behind has a 100% chance to grant an Empower.
Empower: Increases your Assault Power by 8% of your current maximum for 6s.
Empower: Increases your Assault Power by 8% of your current maximum for 6s.
Brutality Mastery
Cost: 4 AMP points
While above 50% health gain an Empower.
Empower: Increases Damage Dealt by 6%.
Empower: Increases Damage Dealt by 6%.
Blood Rush
Cost: 4 AMP points
When attacking from Stealth you gain an Empower.
Empower: Increases your Critical Hit Chance and Critical Hit Severity by 4% for 6s.
Empower: Increases your Critical Hit Chance and Critical Hit Severity by 4% for 6s.
Devastate
Cost: 4 AMP points
Your Critical Hits deal 27 physical damage to foes below 25% health. Damage pierces 100% Armor.
Fatal Wounds
Cost: 6 AMP points
Critical Hits deal 7 damage every 1s for 8s. Damage Pierces 100% Armor.
Clone
Cost: 2 AMP points
Unlocks the Clone ability.
Battle Mastery
Cost: 6 AMP points
Dropping below 30% Suit Power grants an Empower for 5s.
Empower: Damage is increased by 12%. This can only occur every 15s.
Empower: Damage is increased by 12%. This can only occur every 15s.
Strikethrough I
Cost: 1 AMP point
Increases Strikethrough Chance by 1%.
Lifesteal I
Cost: 1 AMP point
Increases Lifesteal by 2%.
Strikethrough II
Cost: 1 AMP point
Increases Strikethrough Chance by 1%.
Lifesteal II
Cost: 1 AMP point
Increases Lifesteal by 2%.
Strikethrough III
Cost: 1 AMP point
Increases Strikethrough Chance by 1%.
Lifesteal III
Cost: 1 AMP point
Increases Lifesteal by 2%.
Follow Up
Cost: 4 AMP points
When switching stances gain 3 Suit Power every 1s for 6s. This can only occur every 12s.
Additionally switching stances will no longer remove Suit Power.
Additionally switching stances will no longer remove Suit Power.
Stealth Mastery
Cost: 4 AMP points
Reduces the cooldown of your Stealth in all Stances by 3s and increases your Movement Speed in Stealth by 10%.
Riposte
Cost: 4 AMP points
When your attack is Deflected gain an Empower. If your attack is Deflected while under Riposte you will gain 10 Suit Power.
Empower: Strikethrough is increased by 6% for 5s.
Empower: Strikethrough is increased by 6% for 5s.
Unfair Advantage
Cost: 4 AMP points
Attacks that consume Suit Power when used from Stealth cost 8 less Suit Power.
My Turn
Cost: 6 AMP points
Taking direct damage grants 1 stack of My Turn lasting for 8s. Upon reaching 16 stacks, 5 nearby foes will be Stunned for 1s. This can only occur every 30s.
Enabler
Cost: 6 AMP points
Dropping below 25% Suit Power grants a 100% chance to regenerate 5 Suit Power every 1s for 3s.
Armor Pierce I
Cost: 1 AMP point
Increases Armor Pierce by 2%.
PvP Power I
Cost: 1 AMP point
Increases PvP Power by 1%.
Armor Pierce II
Cost: 1 AMP point
Increases Armor Pierce by 2%.
PvP Power II
Cost: 1 AMP point
Increases PvP Power by 1%.
Armor Pierce III
Cost: 1 AMP point
Increases Armor Pierce by 2%.
PvP Power III
Cost: 1 AMP point
Increases PvP Power by 1%.
Iron Man
Cost: 4 AMP points
When hit by a CC, gain 1 Interrupt Armor for 5s and gain a Swiftness for 10s. Can only occur every 20s.
Swiftness: Increases Movement Speed by 7.5%.
Swiftness: Increases Movement Speed by 7.5%.
Crippling Blows
Cost: 4 AMP points
Landing a hit with a Consumer has a 50% chance to apply a Snare to foes.
Snare: Reduces Movement Speed by 35% for 5s. This can only occur once every 10s.
Snare: Reduces Movement Speed by 35% for 5s. This can only occur once every 10s.
Cutthroat
Cost: 4 AMP points
Attacks from Behind add a stack of Cutthroat, at 10 stacks the mark is consumed and deals 21 technology damage. This damage ignores Shields.
Assassin
Cost: 4 AMP points
After 3s, taking damage will no longer break you out of Stealth.
Heavy Impact
Cost: 6 AMP points
Landing a hit has a 25% chance to apply a Weakness to foes.
Weakness: PvP Defense rating is decreased by 6% for 5s.
Weakness: PvP Defense rating is decreased by 6% for 5s.
Keep Up
Cost: 6 AMP points
Landing a Critical Hit has a 100% chance to grant a Swiftness.
Swiftness: Increase Movement Speed by 8% for 5s.
Swiftness: Increase Movement Speed by 8% for 5s.
PvP Defense I
Cost: 1 AMP point
Increases PvP Defense by 1%.
Maximum Shield Capacity I
Cost: 1 AMP point
Increases Maximum Shield Capacity by 3%.
PvP Defense II
Cost: 1 AMP point
Increases PvP Defense by 1%.
Maximum Shield Capacity II
Cost: 1 AMP point
Increases Maximum Shield Capacity by 3%.
PvP Defense III
Cost: 1 AMP point
Increases PvP Defense by 1%.
Maximum Shield Capacity III
Cost: 1 AMP point
Increases Maximum Shield Capacity by 3%.
Stay Afloat
Cost: 4 AMP points
Deflecting an attack grants 5 health every second for 3s. This can only occur every 6s.
Boost
Cost: 4 AMP points
While above 50% shields gain an Empower.
Empower: Increases Support Power by 8% of your current maximum.
Empower: Increases Support Power by 8% of your current maximum.
Dash for Heals!
Cost: 4 AMP points
Dashing grants a Beacon.
Beacon: Incoming healing increases by 6.5% for 5s.
Beacon: Incoming healing increases by 6.5% for 5s.
Counter
Cost: 4 AMP points
Deflecting an attack grants a 50% chance to gain a Defense for 6s.
Defense: Increases Glance Chance by 8% and Threat generated by 15%.
Defense: Increases Glance Chance by 8% and Threat generated by 15%.
Reflexive Nano Skin
Cost: 6 AMP points
Deflecting an attack reduces the Cooldown of your Stealth in all Stances by 2s. Can only occur every 1s.
StrongLegged
Cost: 6 AMP points
When Snared you gain a Swiftness.
Swiftness: Increases Movement Speed by 17% for 3s.
Swiftness: Increases Movement Speed by 17% for 3s.