dismiss
Jabbithole has been updated for WildStar Reloaded. Weekly updates shall resume as usual. Thanks for the patience!
Warrior LAS
+
+
+
+
+
+
+
+
Empty
Empty
Empty
Empty
Empty
Empty
Empty
Empty








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%.
Kinetic Drive
Cost: 4 AMP points
Build 45 Kinetic Energy every 0.25s while Sprinting in combat.
Bust Out
Cost: 4 AMP points
Performing a CC Break restores 70 health. Can only occur every 30s.
Unyielding
Cost: 4 AMP points
You can no longer be Dazed.
Shock Absorber
Cost: 4 AMP points
Activating your Innate Ability grants 2 Interrupt Armor for 8s.
Speed Burst
Cost: 4 AMP points
Dashing grants a Swiftness for 4s.
Swiftness: Increases Movement Speed by 7.5%. Stacks 2 times.
Swiftness: Increases Movement Speed by 7.5%. Stacks 2 times.
No Escape
Cost: 6 AMP points
While within 10m of an enemy player below 50% Health, gain a Swiftness for 7s. Can only be triggered on the same player every 10s.
Swiftness: Increases Movement Speed by 35%.
Swiftness: Increases Movement Speed by 35%.
Power Link
Cost: 2 AMP points
Unlocks the Power Link ability.
Can't Stop, Won't Stop
Cost: 6 AMP points
Reduces Kinetic Energy decay and Kinetic Drain effects by 20%.
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%.
Full Force
Cost: 4 AMP points
Landing a hit grants a Threaten for 3s.
Threaten: Increases Threat Generation by 25%. Can only occur every 5s.
Threaten: Increases Threat Generation by 25%. Can only occur every 5s.
Reserve Power
Cost: 4 AMP points
Convert 20% of incoming healing to shield healing instead. Shield overheals from this effect are converted back to health.
Full Defense
Cost: 4 AMP points
While above 500 Kinetic Energy gain a Defense.
Defense: Increases Deflect Chance by 5% and Glance Mitigation by 5%.
Defense: Increases Deflect Chance by 5% and Glance Mitigation by 5%.
MKII Battle Suit
Cost: 4 AMP points
When taking damage you have a 25% chance to restore 27 health. Can occur every 3s.
Kinetic Buffer
Cost: 4 AMP points
While above 500 Kinetic Energy gain a Defense.
Defense: Reduces Damage Taken by 6%.
Defense: Reduces Damage Taken by 6%.
Fortify
Cost: 6 AMP points
While Shields are active gain a Defense.
Shield 1% 24%: Reduces Damage Taken by 6%.
Shield 25%49%: Reduces Damage Taken by 12%.
Shield 50%100%: Reduces Damage Taken by 18%.
Shield 1% 24%: Reduces Damage Taken by 6%.
Shield 25%49%: Reduces Damage Taken by 12%.
Shield 50%100%: Reduces Damage Taken by 18%.
Bolstering Strike
Cost: 2 AMP points
Unlocks the Bolstering Strike ability.
To the Pain
Cost: 6 AMP points
Damage that would kill you restores 50% of your Max Health instead, and then drains 2.5% of your Max Health every 1s for 10s. Can only occur every 120s.
Critical Hit Severity I
Cost: 1 AMP point
Increases Critical Hit Severity by 4%.
Assault Power I
Cost: 1 AMP point
Increases Assault Power by 2.5% of your current maximum.
Critical Hit I
Cost: 1 AMP point
Increases Critical Hit Chance by 2%.
Critical Hit Severity II
Cost: 1 AMP point
Increases Critical Hit Severity by 4%.
Assault Power II
Cost: 1 AMP point
Increases Assault Power by 2.5% of your current maximum.
Critical Hit II
Cost: 1 AMP point
Increases Critical Hit Chance by 2%.
Critical Hit Severity III
Cost: 1 AMP point
Increases Critical Hit Severity by 4%.
Assault Power III
Cost: 1 AMP point
Increases Assault Power by 2.5% of your current maximum.
Critical Hit III
Cost: 1 AMP point
Increases Critical Hit Chance by 2%.
Bloodlust
Cost: 4 AMP points
Landing a Critical Hit against a foe below 15% health deals an additional 58 physical damage.
Berserker
Cost: 4 AMP points
Using your Innate Ability grants an Empower for 8s.
Empower: Increase Damage Dealt by 10% and Damage Taken by 5%.
Empower: Increase Damage Dealt by 10% and Damage Taken by 5%.
Radiate
Cost: 4 AMP points
When you reach maximum Kinetic Energy you deal 10 technology damage to all foes within 8m every 2s for 6s.
Power Hitter
Cost: 4 AMP points
Landing a Critical Hit grants an Empower for 10s.
Empower: Increases Critical Hit Severity by 5%. Stacks 4 times.
Empower: Increases Critical Hit Severity by 5%. Stacks 4 times.
Laceration
Cost: 4 AMP points
Landing a hit while above 250 Kinetic Energy has a 25% chance to deal 15 physical damage every 2s for 8s.
Armor Shred
Cost: 6 AMP points
Landing a direct MultiHit grants an Empower for 8s. Can only occur once every 1s.
Empower: Increases Armor Pierce by 2.5% per stack. Stacks 3 times.
Empower: Increases Armor Pierce by 2.5% per stack. Stacks 3 times.
Tremor
Cost: 2 AMP points
Unlocks the Tremor ability.
Kinetic Fury
Cost: 6 AMP points
While above 500 Kinetic Energy gain an Empower. Empower: Increases damage dealt by 6%.
While above 750 Kinetic Energy you gain an Empower. Empower: Increases damage dealt by 8%.
While above 750 Kinetic Energy you gain an Empower. Empower: Increases damage dealt by 8%.
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%.
Energy Banks
Cost: 4 AMP points
While above 50% shields, restore 13 health every 1s.
Kinetic Amplifier
Cost: 4 AMP points
Building Kinetic Energy grants you an Empower and a Defense for 5s. Can only occur every 1s.
Empower: Increases MultiHit Chance by 5%.
Defense: Increases Glance Chance by 5%.
Empower: Increases MultiHit Chance by 5%.
Defense: Increases Glance Chance by 5%.
Kinetic Burst
Cost: 4 AMP points
Your attacks that build Kinetic Energy will build an additional 200 Kinetic Energy. Can only occur every 4s.
Stance Dancer
Cost: 4 AMP points
Switching Stances no longer drains your Kinetic Energy.
Fury
Cost: 6 AMP points
Taking direct damage grants an Empower for 10s.
Empower: Increases damage dealt by 2%. Stacks 5 times.
Empower: Increases damage dealt by 2%. Stacks 5 times.
Overwhelming Presence
Cost: 6 AMP points
Landing a Critical Hit grants an Empower for 10s.
Empower: Increases Vigor by 2.5% per stack. Stacks 3 times.
Empower: Increases Vigor by 2.5% per stack. Stacks 3 times.
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%.
Cheap Shot
Cost: 4 AMP points
Landing a direct hit against Blind, Tethered, or Knocked Down foes deals 16 physical damage. Can only occur every 2s.
Cornered
Cost: 4 AMP points
Dropping below 30% health grants an Empower for 10s.
Empower: Increases Damage Dealt by 9.5%.
Empower: Increases Damage Dealt by 9.5%.
Festering Blade
Cost: 4 AMP points
Landing a hit applies Snare for 5s.
Snare: Reduces Movement Speed by 8%. Stacks 3 times.
Snare: Reduces Movement Speed by 8%. Stacks 3 times.
Killing Spree
Cost: 4 AMP points
Killing a foe restores 61 health. Can only occur every 1s.
Recklessness
Cost: 6 AMP points
While within 10m of a hostile player gain an Empower for 8s. Can only be triggered by the same player every 10s.
Empower: Increases Assault Power by 7% of your current maximum. Stacks 3 times.
Empower: Increases Assault Power by 7% of your current maximum. Stacks 3 times.
Sunder
Cost: 6 AMP points
Landing a Critical Hit on a player applies an Expose for 5s.
Expose: Reduces PvP Defense by 6.5%.
Expose: Reduces PvP Defense by 6.5%.
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%.
Impenetrable
Cost: 4 AMP points
Activating your Innate Ability restores 12.5% of your Max Shields every 1s for 8s.
AntiMagic Armor
Cost: 4 AMP points
Taking magic damage grants a 30% chance to apply Snare to your attacker.
Snare: Reduces Movement Speed by 15% for 5s.
Snare: Reduces Movement Speed by 15% for 5s.
Health Sponge
Cost: 4 AMP points
Increase Max Health by 12%.
Fortitude
Cost: 4 AMP points
Increases incoming healing by 10%.
When within 10m of an enemy in combat, gain a Beacon for 10s. Can only be triggered by the same enemy every 10s.
Beacon: Increases incoming healing by 2% per stack. Stacks 5 times.
When within 10m of an enemy in combat, gain a Beacon for 10s. Can only be triggered by the same enemy every 10s.
Beacon: Increases incoming healing by 2% per stack. Stacks 5 times.
Indomitable
Cost: 6 AMP points
Taking damage grants a Defense for 5s. Can only occur every 1s.
Defense: Increases Armor by 2.5%. Stacks 5 times.
Defense: Increases Armor by 2.5%. Stacks 5 times.
Bring It
Cost: 6 AMP points
Taking damage grants 1 stack of Bring It. Reaching 10 stacks of Bring It restores 51 health.