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Stalker LAS

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 Non-Critical 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 Non-Critical 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.
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.
Avoidance Mastery
Cost: 4 AMP points
Deflecting an attack grants a Defense.

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.
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.
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%.
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.
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.
Brutality Mastery
Cost: 4 AMP points
While above 50% health gain an Empower.

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.
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.
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.
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.
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%.
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.
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.
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.
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.
Dash for Heals!
Cost: 4 AMP points
Dashing grants a Beacon.

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%.
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.
Strong-Legged
Cost: 6 AMP points
When Snared you gain a Swiftness.

Swiftness: Increases Movement Speed by 17% for 3s.