Mistwhorl → Tempestwhorl
A ribbon of mist that draws stray motes into its wake.


Best for
Experience and crowd control
Extra experience gain, wider pickup reach and piercing chill shots help turn safe movement into levels. Tempestwhorl releases a freezing ring after enough mote pickups.
Auto
Chill orbs pierce two foes and slow them.
- Base health
- 104
- Move speed
- 7.1
Starts with 12% more experience gain and 20% more pickup reach.
Stillwater — freezes nearby enemies for 2 seconds and attracts all loose motes.
Collection rewards
Available from the start
Opening
Frost Bloom + Cinder Comet at level 2 adds Glassfire while keeping a control-focused plan.
- Keep enemies on one side and move around the outside. Return for experience after your attacks open a path; an untouched pile does not improve your level.
- Before the first boss, aim for a useful second attack and level 6 rather than a fixed sequence of cards. Upgrade offers are random.
- Use a charged crest when it opens a safe route or prevents damage. Hold a dash for warnings; a damage-focused build still needs an escape.
After awakening
Mistwhorl → Tempestwhorl
Frost Harvest
Collect six experience motes to release a freezing ring, with a 2-second cooldown.
Its smaller health pool makes a failed route costly. A pile of experience inside a crowd is not a safe pickup.
Companion bonds
Mix control with damage for dense swarms, or protection with recovery when surviving is harder. Each pair needs two different families; awakening the same family does not create a second partner.
At full partner slots, replace for a concrete need: recovery when health is falling, control when paths close, or damage when the boss survives too long.