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Specializations

An example of a Specialization tree.

Specializations are special abilities that can be given to a player's character as they level up.

Info[]

At level 10, the player will be given access to a Specialization tree based on their Primary Super Stat. As the player levels up, they are given Specialization points and gain access to two additional trees (unlocking at levels 20 and 30). Each tree has eight abilities the player can choose from and use their points to modify their character. The player can only have 10 points per tree, so they should choose their abilities carefully. Once a Specialization is confirmed, it can only be undone in the Powerhouse. At level 40, the player will be given a choice to Master either their Primary Super Stat or one of the two trees they picked.

List of Specialization Trees[]

Arbiter (Melee/Support)[]

Tier 1

  • Enforcer - The strength of your Combo Attacks, Heals, and Shields are increased by (2%/4%/6%).
  • Ruthless - Increases your Critical Severity by (5%/10%).
  • Enhanced Mending - Dealing damage with a non energy builder Melee attack increases the duration of your active Rune powers by 1 sec. The duration cannot exceed to normal duration of the power.
  • Rend - Whenever you Critically Strike an enemy, you reduce their damage resistance by (2%/4%) for 5 seconds.

Tier 2

  • Honor - Whenever you Heal or Shield an ally, your next attack gains (5%/10%) damage strength. This effect lasts 10 seconds and stacks up to 3 times (15%/30% max).
  • Concussion - Whenever you Stun a target you now also reduce the damage the target deals by (5%/10%/15%). The duration lasts up to 8 seconds but is dependent on the Rank of the target.
  • Preservation - Reduces the Energy Costs of your Heals, Holds, and Single Target Melee attacks by (7.5%/15%).
  • Enhanced Gear - Increases the amount of Offense you receive from items by (10%/20%/30%).

Mastery: Your Combo finishers heal yourself for 1% of your Maximum Health, and heal nearby allies for 3 times that amount.

Avenger (Pure Ranged)[]

Tier 1

  • Ruthless - Increases your Critical Severity by (5%/10%).
  • Can't Touch This - When your energy builder deals damage it has a (33%/67%/100%) to Daze your target for 4 seconds if they are 10ft away from you. Dazed characters move 20% slower.
  • Anguish - Whenever you Critically Strike with a Ranged Attack, you deal an additional (scales) Penetrating Damage every 2 seconds for 6 seconds. (Penetrating Damage is only resisted by Resistance to All Damage, and ignores half of that resistance. Penetrating Damage also ignores half the absorption provided by Shields).
  • Round 'Em Up - Your AoE attacks cause your targets to take (1%/2%?3%) more Damage from further AoE attacks you make. Stacks up to 3 times and lasts up to 10 seconds (3%/6%/9% max).

Tier 2

  • Surprise Attack - Striking a target above 90% health now grants you an additional (5%/10%) Critical Strike chance for 4 seconds.
  • Relentless Assault - Your Maintained attacks increase your Offense by (10/20/30) for 8 seconds. Stacks up to 5 times (50/100/150 max).
  • Offensive Expertise - You Active Offense powers from an additional (7%/14%) Power Recharge Reduction.
  • Preemptive Strike - Your Ranged Blast attacks cause your next non-Blast Ranged attack to deal an additional (5%/10%/15%) base damage.

Mastery: Whenever you get 2 Critical Strikes within 5 seconds, your next Blast power has its charge time reduced by 50%.

Associated Archetypes[]

Brawler (Pure Melee)[]

Tier 1

  • The Glory of Battle - Your Aoe attacks grant you a stack of Glory for every target they hit. When you reach 30 stacks of Glory, the stack is consumed and becomes Glorius Battle, which grants you N Offense and Critical Strike Rating. Glorious Battle lasts 15 seconds, and prevents you from gaining additional stacks of Glory for the duration.
  • No Escape - You Energy Builder has a (33%/67%/100%) chance to Daze your target for 4 seconds if they are within 10 feet of you. Dazed characters move 20% slower.
  • Penetrating Strikes - Your Melee Critical Strikes debuff your target, causing further attacks to ignore (5%/10%) of the target's Resistances. Lasts for 5 seconds.
  • Ruthless - Increases your Critical Severity by (5%/10%).

Tier 2

  • Finishing Blow - Your Single Target attacks now do an additional (3.3%/6.7%/10%) base damage to targets under 35% Health.
  • Setup - Your Melee Combo attacks have an increasing chance to cause your next non-Combo Melee attack to deal an additional (10%/20%) base damage.
  • Flanking - Increases the Melee Damage you deal from behind your target by (3.3%/6.7%/10%).
  • Offensive Expertise - You Active Offense powers from an additional (7%/14%) Power Recharge Reduction.

Mastery: Whenever you Lunge, the base damage of your next Melee attack is increased by %. This effect can only occur once every 10 seconds.

Commander (Pure Pet)[]

Tier 1

  • Evasive Action - Grants your pets an additional (25%/50%) resistance to all damage against AoE attacks.
  • Rapid Response - Decreases the summon time of your pet powers by (0.5/1) seconds.
  • Create an Opening - Whenever you Critically Strike, your pets' Critical Strike chance is increased by (10%/20%) for 5 seconds.
  • Multitasker - Reduces the Energy Penalty caused by having Pets out by (17%/33%/50%).

Tier 2

  • Well Trained - The Recharge time of all of your Pets' abilities is reduced by (10%/20%).
  • Durable - Your Secondary Stats now further increase the pet health and the amount of healing pets receive.
  • Relief - Your Secondary Stats now further increase the healing done by your pets.
  • Savage - Your Secondary Stats now further increase the damage dealt by your pets.

Mastery: Increases the Base Damage of your pets by 10%.

Guardian (Ranged/Tank)[]

Tier 1

  • Fortified Gear - Increases the amount of Defense you receive from items by (10%/20%/30%).
  • Locus - When you strike or are struck with an AoE, you gain a stack of Locus. When you reach 30 stacks of Locus, the stack is consumed and becomes Locus Eruption, which grants you (N/N) Offense and Defense. Locus Eruption lasts for 15 seconds, and prevents you from gaining additional stacks of Locus for the duration.
  • Make it Count - Increases the Damage and decreases the Cost of your Blast attacks by (2%/4%/6%).
  • Ruthless - Increases your Critical Severity by (5%/10%).

Tier 2

  • Retribution - Single target attacks made against you have a 105 chance to trigger Retribution on you for 6 seconds, which grants you (5%/10%) all Damage Strength and (N/N) Health Points every 2 seconds.
  • Tenacious - Whenever you take damage, you gain (5/10) Offense. This effect lasts 15 seconds, can stack 5 times, and can only occur once per second.
  • Find the Mark - Your Ranged Attacks have a (10%/20%/30%) to Expose your target. Expose increases your chance to Critically Strike that target with ranged attacks by 3% for 10 seconds and stacks up to three times.
  • The Best Defense - You gain (33%/67%/100%) of Defense from your gear as Offense.

Mastery: Your Blast grant you a stack of Alacrity, which reduces the charge time of Blast Powers by 3% and grants 9 Dodge Chance Rating. Alacrity stacks up to 3 times. (9% and 27 max).

Associated Archetypes[]

Overseer (Range/Support)[]

Tier 1

  • Administer - The strength of your Blast Attacks, Heals, and Shields is increased by (3%/6%/9%).
  • Ruthless - Increases your Critical Severity by (5%/10%).
  • Enhanced Mending - Dealing damage with a non energy builder Ranged attack increases the duration of your active Rune powers by 1 sec. The duration cannot exceed to normal duration of the power.
  • Impact - Whenever you Critically Strike an enemy, you reduce the damage they deal by (4%/8%) for 5 seconds.

Tier 2

  • Honor - Whenever you Heal or Shield an ally, your next attack gains (5%/10%) damage strength. This effect lasts 10 seconds and can stack up to three times (15%/30% max).
  • Trapped - Whenever you Paralyze, Incapacitate, or Root a target they now also take (3%/6%/9%) more damage. The duration of this effect lasts up to 8 seconds but it dependent on the rank of the target.
  • Conservation - Reduces the Energy Cost of your Heals, Paralyzes, Incapacitates, Confuses, Placates, and Single Target Ranged attacks by (7.5%/15%).
  • Enhanced Gear - Increases the amount of Offense you receive from items by (10%/20%/30%).

Mastery: Increases the Base Damage of healing done to targets below 20% health by 10%.

Protector (Pure Tank)[]

Tier 1

  • Fortified Gear - Increases the amount of Defense you receive from items by (10%/20%/30%).
  • Beacon of Hope - Increases healing you receive from others by (3%/6%/9%).
  • Unrelenting - Snares no longer reduce your movement speed, and your Run Speed is increased by (10%/20%). These effects do not apply when your travel powers are active.
  • Bulwark - Increases your Maximum Health by (10%/20%) when not in the Hybrid role. When in the Hybrid role, this Specialization instead causes your Super Stats to increase your Threat Generation.

Tier 2

  • Debilitating Challenge - Your Challenge! now lowers the Damage Resistance of your Primary Target by (2%/4%).
  • Exhausting Strikes - Your Energy Builder attacks now reduce your target's damage dealt by (5%/10%).
  • Defensive Expertise - Your Active Defense powers benefit from a (7%/14%/21%) Power Recharge Reduction.
  • Resolute - Whenever you are Knocked or Held, you gain (2%/4%/6%) of your Maximum Health over 5 seconds.

Mastery: Whenever a damaging attack brings below 30% health, the Recharge Time on your Active Defense powers is reset. This effect can only occur once every 60 seconds.

Sentinel (Pure Support)[]

Tier 1

  • Torment - Increases the duration of your Hold powers by (10%/20%).
  • Eternal Spring - Your Critical Heals heal for an additional 10% over 6 seconds.
  • Caregiver - Your Heals and Shields on other players is increased by (4%/8%/12%).
  • Sentinel Aura - You and your Teammates regain (NOTE: this amount scales) Health every 3 seconds. This number is based on your level, and is affected by your Bonus Healing. This effect has a range of 100ft and target cap of 20.

Tier 2

  • Moment of Need - Increases your chance to get a Critical Heal effect by (3%/6%/9%).
  • Rejuvenated - Your Active Heal over Time (HoT) ticks have a (33%/67%/100%) chance to grant you N energy This effect can occur only once every 2 seconds.
  • Wither - Your Hold effects (Paralyze, Sleep, Sleep) now also cause your target to take an additional 5% more damage.
  • Genesis - Reduces the Energy Cost of your Heals, Shields, Confuses, Incapacitates, Paralyzes, and Placates by 10%/20%.

Mastery: Your Paralyze, Incapacitate, Stun, and Sleep effects cause allies who strike the affected target to be Healed for 2% of their Maximum Health. A target can only be affected by this Heal once every second. The duration of this effect lasts up to 8 seconds, but is dependent on the rank of the target.

Sentry (Support Tank)[]

Tier 1

  • Fortified Gear - Increases the amount of Defense you receive from items by (10%/20%/30%).
  • Twist Fate - Your Energy Builder grants stacks of Twist Fate for 5 seconds. Each stack increases your Dodge and Crit chance by (1.5%/3%). Stacks up to 3 times (4.5%/9%).
  • Precise - The strength of your Single Target attacks and your Heals and Shields on other players is increased by (3%/6%/9%).
  • Sentry Aura - You and your Teammates gain an additional (2%/4%/6%) resistance to all damage. This effect has a range of 100ft and target cap of 20.

Tier 2

  • Fortify - Whenever you get a Critical Effect (from Damage or Healing powers) you gain Fortify, which lasts 10s and stacks up to 3 times. Each stack increases your Healing Strength and Damage Resistance by (1%/2%/3%) (3%/6%/9% max).
  • Stalling Tactics - Increases the duration of your Stun, Sleep, and Snare effects by (5%/10%/15%).
  • Persevere - Single Target attacks made against you have a 10% chance to heal you and nearby teammates for (10%/20%) of the damage dealt.
  • Reinforce - Whenever you Critically Heal, your target gains +(5%/10%) resistance to all damage for 5 sec. Whenever you Critically Strike with a Single Target attack, you gain you gain +(5%/10%) resistance to all damage for 5 sec.

Mastery: Whenever a damaging attack brings you below 50% health, the attacker is Stunned and you heal nearby allies for 10% of your Maximum Health. This Stun last 3 seconds and is twice as powerful as normal Stuns, and can affect enemies that are not normally affected by Stuns. This effect can only occur once every 60 seconds.

Vindicator (Melee/Range)[]

Tier 1

  • Aggressive Stance - You gain (10%/20%) of your Offense from gear as Defense. Additionally, you gain (10%/20%) of your Offense from individual powers as Defense.
  • Merciless - Increases your Critical Severity by (5%/10%/15%).
  • Initiative - Your Energy Builder attacks now reduce your target's damage resistance to your attacks by (2%/4%) for 12 seconds.
  • The Rush of Battle - When you defeat an enemy, you regain (5%/10%/15%) of your Max Health over the next 5 seconds.

Tier 2

  • Focused Strikes - Increases the Critical Strike Chance of your Single Target attacks by (2%/4%/6%).
  • Modified Gear - Increases the amount of Offense you receive from items by (10%/20%).
  • Offensive Expertise - Your Active Offense powers benefit from an additional (7%/14%) Power Recharge Reduction.
  • Mass Destruction - Increases the Critical Strike Chance of your AoE attacks by (2%/4%/6%).

Mastery: Grants bonus Ranged Damage equal to 1/3 the bonus Strength gives to Melee Damage, and grants bonus Melee Damage equal to 1/3 the bonus Ego gives to Ranged Damage.

Warden (Melee/Tank)[]

Tier 1

  • Fortified Gear: Increases the Amount of Defense you receive from items by (10%/20%/30%).
  • Slaughter: Increases the Critical Strike chance of your Melee Combo attacks by (3%/6%/9%).
  • Ruthless: Increases your Critical Severity by (5%/10%).
  • Elusive: Increases your Resistance to AoE attacks by (10%/20%).

Tier 2

  • Reactive Strikes: Single Target attacks made against you have a 10% chance to deal (10%/20%) of that damage back to the attacker as Penetrating Damage. (Penetrating Damage is only resisted by all Resistance to All Damage, and ignores half of that resistance. Penetrating Damage also ignores half of the absorption provided by Shields.)
  • Tenacious: Whenever you take damage, you gain (5/10) Offense. This effect lasts 15 seconds, stacks up to 5 times, and can only occur once per second.
  • Upper Hand: Increases Melee Damage you deal to targets affected by Demolish, Shredded, Disintegrate, No Quarter, Stress, and Stagger by (2%/4%/6%).
  • The Best Defense: You gain (37%/66%/100%) of your Defense from gear as Offense.

Mastery: Increases the damage of your Combo powers by 10% and whenever you finish a combo, you gain a stack of Grit. Grit increases your Damage Resistance by 3% and stacks up to 3 times.

List of Primary Super Stat Trees[]

Strength[]

Tier 1

  • Swole - Strength now also grants you (1/2/3) Maximum Health Points.
  • Physical Peak - Your Secondary Super Stats now grant a Cost Discount to your Melee powers.
  • Quick Recovery - Your Recovery increases your Health Regeneration by (n)
  • Aggression - Increases the amount of Offense you receive from items by (10%/20%).

Tier 2

  • Balance - Your Strength now grants Knock bonuses to your Ranged Knock powers, equal to (25%/50%) the bonus it grants your Melee powers. However, this Specialization causes your Ego to no longer affect the Knock strength of your Ranged powers.
  • Brutality - Your Secondary Super Stats now increases your Critical Severity.
  • Juggernaut - Your Constitution now grants Defense.
  • Overpower - Your Secondary Super Stats now increase your Melee Critical Chance.

Mastery: You gain +20 Strength and +30 Offense.

Dexterity[]

Tier 1

  • Combat Training - Offense now also grants Critical Strike Rating.
  • Gear Utilization - Increases the amount of Offense and Defense you receive from items by (6%/12%/18%).
  • Brush It Off - Increases your chance to Dodge AoE attacks by (5%/10%).
  • Power Swell - Whenever you get a Critical Strike, the cost of your next Damage or Healing power activation is reduced by (5%/10%).

Tier 2

  • Evasion - Your Secondary Super Stats now grant Avoidance Rating.
  • Deadly Aim - Your Secondary Super Stats now grant Critical Severity.
  • Expose Weakness - Whenever you Critical Strike a foe, you reduce their Resistance to your attacks by (1%/2%) 10 sec. This effect stacks up to 5 times (5%/10% max).
  • Quick Reflexes - Your Dexterity now grants Dodge Chance Rating.

Mastery: You gain 20 Dexterity and 10 Critical Severity and Avoidance Rating.

Constitution[]

Tier 1

  • Unyielding - Your Constitution now increases your Knock Resistance.
  • Fuel My Fire - Taking damage grants you (2%/4%/6%) of your Max Energy. This effect can only occur once per second.
  • Tough - Your Secondary Super Stats now provide an additional +(0.5%/1%/1.5%) Maximum Health Points.
  • Resilient - Your Constitution now increases your Hold Resistance.

Tier 2

  • Deflection - Your Dexterity now grants Dodge Chance Rating.
  • Quick Healing - Your Secondary Super Stats increase your Health Regeneration by N points. This effect only triggers in combat.
  • Adrenaline Rush - Whenever one of your attacks Critically Hits, you are healed for (1%2/%) of your Max Health.
  • Armored - Increases the amount of Defense you receive from items by (10%/20%).

Mastery - You gain 20 Constitution and Defense.

Intelligence[]

Tier 1

  • Preparation - Your Endurance increases your Equilibrium.
  • Enlightened - Your non-Super Stats grant (10%/20%/30%) more than their normal stated bonuses.
  • Tactician - Your Secondary Super Stats now grant Offense.
  • Battle of Wits - Your Intelligence now grants a bonus to Hold Strength.

Tier 2

  • Revitalize - Your Energy Builder reduces the remaining Recharge Time of all your currently Recharging abilities by (2%/4%/6%). This effect can only occur once every 6 seconds.
  • Detect Vulnerability - Your Intelligence now grants Defense Penetration. (Your current Intelligence value now lowers your targets Resistance Bonus by N.)
  • Tinkering - Increases the amount of Offense and Defense you receive from items by (6%/12%).
  • Expertise - Your Secondary Super Stats grant (10%/20%) more than their normal stated bonuses. (This does not effect the bonus Damage, Healing, or Threat modifiers granted from your Secondary Super Stats, only the default bonuses of those Stats.)

Mastery - Increases all of your non-Super Stats by 10.

Ego[]

Tier 1

  • Mental Endurance - Increases the amount of Maximum Energy your Recovery grants by (33%/67%/100%).
  • Force of Will - Your Secondary Super Stats now grant Defense.
  • Insight - Your Ego now grants a Cost Discount to your Ranged powers.
  • Aggression - Increases the amount of Offense you receive from items by (10%/20%).

Tier 2

  • Follow Through - Your Ego now increases your Critical Severity.
  • Exploit Opening - Whenever you Critically Strike a foe, your next non-Critical Strike deals additional damage equal to (15%/30%) of your Critical Severity.
  • Sixth Sense - Your Secondary Super Stats now increase your Critical Chance.
  • Mind Over Matter - Your Ego now grants Knock bonuses to your Melee Knock powers, equal to (25%/50%) the bonus it grants your Ranged powers. However, this Specialization causes your Strength to no longer affect the Knock Strength of your Melee powers.
  • Mastery - Increases your Secondary Super Stats by 20.

Presence[]

Tier 1

  • Repurpose - Your Offense from items now grants (0.1%/0.2%/0.3%) Bonus Healing for each point of Offense.
  • Selfless Ally - Healing a friendly target heals you for (5%/10%) of that amount.
  • Dominion - Increases the amount of Hold Strength your Presence grants by (25%/50%).
  • Grandeur - You gain (1/2/3) Offense for every 10 Presence you have.

Tier 2

  • Brilliance - Your Critical Heals now increases the healing you do to that target by (1%/2%/3%) for 10 seconds. This effect stacks up to 3 times (3%/6%/9%).
  • Moment of Glory - Your Secondary Super Stats now increases your Critical Chance.
  • Force of Will - Your Secondary Super Stats now grant Defense.
  • Vulnerability - Your Paralyze and Sleep effects now reduce the target's Resistances by (5%/10%) for 5 seconds.

Mastery - Your direct Heals now Shield your target for 10% of the amount Healed, and your direct Shields now grant the target 10% additional Healing received. Both of these effects last 6 seconds.


Recovery[]

Tier 1

  • Staying Power - Increases the amount of Maximum Energy your Recovery grants by (50%/100%).
  • Rapid Recovery - Your Recovery increases your Health Regeneration.
  • Withstand - You gain (1/2) Crowd Control Resistance for every 20 points you have in your Secondary Super Stats.
  • Gear Utilization - Increases the amount of Offense and Defense you receive from items by (6%/12%/18%).

Tier 2

  • Second Wind - Your Secondary Super Stats your Power Recharge Speed.
  • Well Rounded - Your non-Super Stats increase your Max Health by (1/2) and your Max Energy by (0.1/0.2).
  • Efficient - Increases the Amount of Energy gained from Energy Unlock powers by (5%/10%/15%).
  • Super Charged - When your Energy Level is above 90%, your chance to Critically Strike is increased by (5%/10%/15%).

Mastery: Increases all of your Super Stats by 10.

Associated Archetypes[]

Endurance[]

Tier 1

  • Readiness - Your Endurance increases your Equilibrium.
  • Withstand - You gain 1 Crowd Control Resistance Rating for every 20 points you have in your Secondary Super Stats.
  • Gear Utilization - Increases the amount of Offense and Defense you receive from items by (6%/12%/18%).
  • Kickback - Your Energy Builder causes your next non-Energy Builder attack to grant (5%/10%) of your Maximum Energy.

Tier 2

  • Quick Recovery - Your Recovery increases your Health Regeneration.
  • Outburst - When your Energy is above 90%, the Damage on your Attacks is increased by by (5%/10%/15%). The Healing portions of your powers are increased by (5%/10%/15%). Your power costs are increased by (5%/10%/15%).
  • Power Overwhelming - Your Secondary Super Stats now grant Offense.
  • Hardened - Your Endurance now provides an additional (2/4) Maximum Health Points.

Mastery: You gain 3% of your Maximum Energy when certain criteria are met, depending on your current Role:

  • Tank Role: Whenever you . This effect can only occur once every 3 seconds.
  • Melee Damage and Ranged Damage Role: Whenever you deal damage. This effect can only occur once every 3 seconds.
  • Support Role: Whenever you Heal a target. This effect can only occur once every 3 seconds.
  • Hybrid Role: Every 5 seconds you are in combat.

Notes[]

  • All Aura specializations have a range of 100ft and a target cap of 20.
    • The Auras applied by the Arbiter and Overseer trees were replaced by the Enhanced Mending affects in the 9/1/2022 update.
  • It is possible to constantly apply "Honor" to yourself if you have Medical Nanites and have either a Controllable Pet or Summon with you. Even if it is un-targetable, such as Collective Will or Fire Snake.
  • "N" used on this page denotes the effect (damage or healing) of a specialization that scales.
  • Contrary to its description, "The Best Defense" will not actually cause your Offense to be equal to your Defense. It simply increases your Defense much like "Fortified Gear".
    • "The Best Defense" also does not stack (purchasing it on both the Guardian and Warden trees will not grant 200% Offense).
  • Contrary to its description, "Eternal Spring" does not heal for 20% of any Healing. It instead applies a single health point to the target several times.
    • It also only affects allies and not yourself.
  • The Heal provided by Sentinel Mastery does not heal you.
  • Contrary to its description, the Stun provided by Sentry Mastery does not effect enemies beyond an Enforcer rank or those affected by three stacks of Hold Resistance.
  • Contrary to its description, "Aggressive Stance" does not grant Defense from any Offense powers, only Gear.
  • "The Rush of Battle" cannot be stacked, but it can be refreshed with each killed enemy.
    • Destroying objects will also trigger it.
  • The effect of "Upper Hand" is increased by the number and stacks of the debuffs that trigger it (a target affected by both Demolish and Stress will take more damage than if it were simply affected by one).
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