| Rending Vines | Inflicts Rend on hit, reducing the target's armor by 20% for 5s. Reduce your Stamina regeneration by 50% for 5s. | — | — |
| Leeching Ascent | Heal for 100% of the damage dealt by Dark Ascent. | — | — |
| Crippling Ascent | Inflicts Slow on hit, reducing the target's movement speed by 30% for 4s. | — | — |
| Fortifying Ascent | Gain Fortify on hit (Max 3 hits), increasing armor by 10%. Reduce outgoing damage by 10% for 5s per hit. | — | — |
| Empowered Ascent | Hits deal 150% Heartrune damage but no longer stagger. | — | — |
| Crippling Bile | Inflicts Slow on hit, reducing the target's movement speed by 20% for 3s. | — | — |
| Exhausting Bile | Inflicts Exhaust on hit, reducing the target's Stamina regeneration by 30%. | — | — |
| Mending Bile | Players who hit the afflicted targets are healed for 20% of the damage they deal. Reduce incoming healing reduction to 15% and outgoing to 7.5%. Ability no longer applies a DoT. | — | — |
| Concentrated Bile | Increase incoming healing reduction to 50%, outgoing healing reduction to 25%, and damage to 150% per second. Projectile no longer creates a cloud on impact. | — | — |
| Enfeebling Storm | Inflict Weaken on hit, reducing the target's damage by 15% for 8s. | — | — |
| Accelerating Storm | Allies that Fire Storm passes through gain Haste, increasing movement speed by 12% for 8s. | — | — |
| Cleansing Storm | Fire Storm cleanses all DoT effects from allies it passes through. Reduce Burn damage by 15% of Heartrune damage. | — | — |
| Expedited Storm | Fire Storm travels faster and deals 200% heartrune damage. The attack no longer applies Burn. | — | — |
| Crippling Dispersal | Inflict 20% Slow for 5s on the targets hit by the first attack of the Devourer as it emerges. | — | — |
| Infected Chomp | The Devourer's chomp now poisons targets, dealing 15% heartrune damage every second for 7s. | — | — |
| Devourer's Fury | Gain Uninterruptible to staggers for 5s after the Devourer damages a target, but become inflicted with Weaken, reducing damage dealt by 20% while active. | — | — |
| Emerging Convergence | The devourer's first attack now deals 200% heartrune damage and pulls targets in, but it no longer triggers a knock down as it emerges. | — | — |
| Lasting Rage | Extends the base duration of primal fury by 10s. | — | — |
| Unstoppable Rage | Gain Grit while in beast form. | — | — |
| Extending Coat | Gain 20% Fortify, but become inflicted with 15% weaken. Taking damage extends beast form by up to 10s. | — | — |
| Extending Claws | Gain 20% Empower, but become inflicted with 15% Rend. Dealing damage extends beast form up to 10s. | — | — |
| Merciless Incision | Phantom Blades deal 20% increased damage to targets inflicted with a CC status effect (Stun, Root, Slow, Sluggish). | — | — |
| Achilles' Heel | Phantom Blades now slowly moves forward and inflicts Sluggish, preventing them from dodging for 2s or until they hit a target. (Sluggish cannot be reapplied to a target within 10s of them being inflicted with it.) | — | — |
| Freeing Blades | Each hit of Blades will reduce the duration of all limited duration CC status effects on you by 10%. | — | — |
| Mobile Destruction | Phantom Blades are now attached to the player. However, the radius is reduced to 2.5m and the damage is reduced to 70%. | — | — |
| Leeching Taunt | Generate 300% more threat. Heal for 3% of the damage you deal (2s cooldown). | — | |
| Leeching Calm | Generate 8% less threat and deal 1.5% more damage to taunted foes. Heal for 1% of the damage you deal (2s cooldown). | — | |
| Energized Taunt | Generate 300% more threat. +4 Stamina on hit (3s cooldown). | — | |
| Energized Calm | Generate 8% less threat and deal 1.5% more damage to taunted foes. +1 Stamina on hit (3s cooldown). | — | |
| Siphoning Taunt | Generate 300% more threat. +1.5 Mana on hit (2s cooldown). | — | |
| Siphoning Calm | Generate 8% less threat and deal 1.5% more damage to taunted foes. +0.8 Mana on hit (2s cooldown). | — | |
| Ignited Taunt | Generate 300% more threat. Hits inflict Burn, dealing 8% Fire damage per second for 2s. | — | |
| Ignited Calm | Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Fire attacks deal +2% damage. | — | |
| Frozen Taunt | Generate 300% more threat. Hits inflict Frostburn, dealing 8% Ice damage per second for 2s. | — | |
| Frozen Calm | Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Ice attacks deal +2% damage. | — | |
| Abyssal Taunt | Generate 300% more threat. Hits inflict Corrosion, dealing 8% Void damage per second for 2s. | — | |
| Abyssal Calm | Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Void attacks deal +2% damage. | — | |
| Electrified Taunt | Generate 300% more threat. Hits inflict Surge, dealing 8% Lightning damage per second for 2s. | — | |
| Electrified Calm | Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Lightning attacks deal +2% damage. | — | |
| Arboreal Taunt | Generate 300% more threat. Hits inflict Poison, dealing 8% Nature damage per second for 2s. | — | |
| Arboreal Calm | Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Nature attacks deal +2% damage. | — | |
| Empowered Taunt | Generate 300% more threat. Hits inflict Hex, dealing 8% Arcane damage per second for 2s. | — | |
| Empowered Calm | Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Arcane attacks deal +2% damage. | — | |
| Punishing Taunt | Generate 300% more threat. Your melee attacks deal +2% damage. | — | |
| Punishing Calm | Generate 8% less threat and deal 1.5% more damage to taunted foes. Your melee attacks deal +1% damage. | — | |
| Sighted Taunt | Generate 300% more threat. Your ranged attacks deal +2% damage. | — | |
| Sighted Calm | Generate 8% less threat and deal 1.5% more damage to taunted foes. Your ranged attacks deal +1% damage. | — | |
| Leeching Arboreal | Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). Heal for 3% of the damage you deal (2s cooldown). | — | |
| Leeching Nature Ward | +5% Nature Damage Absorption. Heal for 1% of the damage you deal (2s cooldown). | — | |
| Energized Arboreal | Convert 50% of damage dealt to Nature (If FOC is higher, replace weapon scaling with FOC, but at 55% scaling). +4 Stamina on hit (3s cooldown). | — | |