
Starlight Wardens guide
Boons and synergies
When a wave is cleared, each Warden picks one of three boons, kept for the rest of the run. Some can be taken more than once; two particular boons together unlock a synergy.
Offense (19)
Keen Edge
+10% damage.
Quick Hands
+8% attack speed.
Sharp Eye
+8% critical chance.
Cruel Twist
+30% critical damage.
Opening Act
+25% damage for the first 10 seconds of every wave.
Giant Slayer
+20% damage to elites and bosses.
Live Wire
Critical hits arc to 3 monsters.
Party Popper
Kills have a 30% chance to pop, hitting everything within 3 metres.
Angry Tea
+30% damage while below half health.
Spotless
+18% damage while above 80% health.
Rhythm
+3% attack speed per 10 combo, up to 5 times.
Hot Streak
Kills grant +12% attack speed for 4 seconds.
Finishing Touch
+40% damage to monsters below a quarter health.
Rude Awakening
The first hit on each monster has +60% critical chance.
Long Shot
+25% damage to monsters more than 8 metres away.
Close Quarters
+20% damage to monsters within 3 metres.
Glass Heart
+30% final damage, but take 25% more damage.
Fifth Bell
Every fifth hit rings out, striking everything within 3 metres.
Momentum
+2% damage per wave cleared this run, up to 12 times.
Skill (7)
Spellwright
+30% skill damage.
Short Fuse
+15% skill haste.
Battle Hymn
Using your skill grants +25% attack speed for 6 seconds.
Encore
Skills have a 35% chance to repeat at 70% power.
Quick Wit
Critical hits shave 0.5 seconds off the skill cooldown.
Time Thief
+40% skill haste; using your skill shaves 2.5 seconds off the dash.
Wish Upon a Shard
Every skill also calls a falling shard onto the aim point.
Kit (7)
Wide Swing
+12% area size for arcs, blasts and skills.
Shard Satellites
Two shard blades orbit you.
Pocket Meteor
Every 6 seconds a small meteor lands on a random monster.
Big Bloom
+30% area size and +40% knockback.
Sweeping Arc
Every melee hit also cuts one nearby monster for 30%.
Cascade
+1 projectile.
Second Sun
A small sun hangs over you and scorches everything within 4 metres every second.
Element (14)
Ember Touch
Hits have a 25% chance to burn for 3 seconds.
Frost Bite
Hits have a 20% chance to chill, slowing by 25% for 2.5 seconds.
Static Cling
Hits have a 25% chance to shock for 4 seconds; hits on shocked monsters arc to a neighbour.
Toxic Tip
Hits have a 30% chance to poison for 4 seconds.
Kindling
Burning monsters burst when they die.
Wildfire
Burn jumps to monsters within 4 metres when its host dies.
Brittle Ice
+15% critical chance against chilled or frozen monsters.
Arc Welder
Shock arcs hit 60% harder.
Venom Bloom
Poison spreads to monsters within 4 metres when its host dies.
Ember Heart
+12% fire damage; burns last 30% longer.
Rime Heart
+12% frost damage; chills slow 30% more.
Tempest Heart
+12% storm damage; every arc reaches one more monster.
Verdant Heart
+12% nature damage; poison lasts 30% longer.
Starlit Heart
+12% astral damage and +15% critical damage.
Defense (14)
Thorn Coat
When hurt, lash back at everything within 3 metres.
Hearty Stew
+12% maximum health.
Thick Hide
Take 7% less damage.
Morning Dew
Kills have a 25% chance to heal 1.5% of maximum health.
Second Helping
+30% health orb chance.
Borrowed Vigor
+1.5% lifesteal.
Morning Shield
Start each wave with a shield worth 20% of maximum health.
Cold Shoulder
When hurt, freeze everything within 4 metres for 2 seconds. Recharges in 6 seconds.
Spare Heartbeat
Once per run, stand back up at 40% health.
Brimming Cup
+20% healing; healing above full health becomes a shield, up to 30% of maximum health.
Stubborn Spark
Once per run, stand back up at 60% health. Dropping low sets off a blast, at most every 30 seconds.
Stoneskin
Take 15% less damage; nothing interrupts or slows you mid-skill.
Last Laugh
The first lethal hit of each wave leaves you at 1 health and untouchable for 2 seconds.
Unfinished Business
Once per run, stand back up at full health. Take 10% less damage.
Mobility (5)
Fleet Boots
+7% move speed.
Light Feet
Dash recharges 12% faster.
Double Step
+1 dash charge.
Afterimage
+20% damage for 3 seconds after a dash.
Thunderstep
Dashes pass through monsters and blast everything at the landing spot.
Greed (8)
Lucky Penny
+15% gold.
Heavy Purse
+2.5% damage per 100 gold in your run purse, up to 10 times.
Haggler
Merchants charge 30% less, and you gain a boon reroll.
Treasure Nose
+12 luck: better boon offers and more rare spawns.
Stardust Sieve
+8% stardust from waves and pickups.
Wider Net
Boon picks offer one more choice.
Lodestar
+25% gold, +10 luck, +50% pickup radius.
Golden Hour
+50% gold, +15% stardust, +15 luck; monsters felled by a critical hit drop twice the gold.
Signature (14)
Moonlit Edge
Every third combo hit throws a crescent wave that cuts through everything in its path.
Polite Reply
Dash through a marked attack and your next swing within 4 seconds hits eight times as hard.
Twice-Told Thunder
Every slam is followed by a second, wider shockwave.
Patience, Patience
Hold the wind-up to charge the slam up to +120%; a charged slam cannot be interrupted.
Second Opinion
A critical hit makes your next 5 hits strike twice.
Last Dance
Every dash ends in a spinning cut around you.
Skewer Doctrine
Thrusts pierce everything, drag monsters into line and leave them vulnerable for 4 seconds.
Pole Position
Your dash becomes a vault that ends in a plunging strike.
Three Wishes
Full-draw arrows split into three on impact.
Planted Feet
Stand still and every draw nocks two extra arrows.
Pocket Maelstrom
Orbs linger as a vortex that pulls monsters in and grinds them for 3 seconds.
Buy One, Get One
Every third orb is followed by a free second orb.
Prismatic Argument
Bolts fork into two more on every hit.
Run-On Sentence
Hold fire and your fire rate ramps up to +60% over 3 seconds, until you let go.
Synergies (16)
Hold both boons named on a synergy and it joins your build.
Flashfreeze
Critical hits have a 20% chance to freeze for 1.5 seconds.
Steam Engine
+15% damage to monsters with any status.
Wildfire Season
Burns last 50% longer.
Storm of Knives
One more shard blade joins the orbit.
Critical Mass
Critical hits have a 15% chance to burst, hitting everything within 3 metres.
Glass Dancer
Take 30% less damage for 3 seconds after a dash.
Blood and Thunder
+2% lifesteal while below half health.
The Rich Get Richer
Kills have a 5% chance to drop an extra coin.
Encore, Encore
+15% skill haste.
Untouchable
Start each wave with a shield worth 15% of maximum health.
Plague Garden
Poisoned monsters burst when they die.
Perpetual Motion
Kills have a 10% chance to shave 1 second off the dash.
Orbital Bombardment
Every 6 seconds your blades fire a ring of four shards.
Thorn in Your Side
+15% damage while a shield is up.
Lucky Break
Kills have a 3% chance to drop a power-up.
Giant's Bane
Killing an elite or boss heals 15% of maximum health.