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Five Lenses

Exploit

Melee assassin who marks a target, melts it with empowered autos, and dashes out.

Overview

The Exploit is the high-skill point-blank carry — a Ninja/Samurai hybrid built around a simple, lethal loop: mark the target, exploit the vulnerability with empowered autos, then dash out before the retaliation lands. Like the Firewall, the Exploit lives at hugging range. Unlike the Firewall, it is glass. Its power budget is spent almost entirely on offense; survivability comes from precise positioning and one MP-gated dash. A well-piloted Exploit deletes priority targets faster than any other class. A sloppy one dies immediately.

Source mix: Ninja + Samurai.


Weapon — Blade (fast melee slash)

The Exploit’s auto is a fast single-target slash, not a cleave:

  • Pattern: a short-range single-target slash (~1 tile reach). No pierce — rewards staying locked to one enemy.
  • Fire rate: ~4 slashes per second — the highest Throughput (fire rate) in the roster. A continuous flurry.
  • Damage: ~10 base per slash on its own. Modest until a target is marked — with Mark active, autos deal dramatically more. The Blade is intentionally weak without Mark; it is vicious with it.
  • Projectile speed: none (melee hitbox). Instant, no travel lag.

Abilities

Both abilities are MP/mana-gated. The Exploit’s MP pool and Refresh (MP regen) determine how often it can re-Mark and how liberally it can spend the Shuriken dash.

Mark / Kunai (A1 — damage lane)

A boomerang kunai that marks the target on the way out and on the return.

  • Thrown boomerang travels ~6 tiles out and returns. Marks any enemy it contacts.
  • While the mark is active (~5 seconds), the Exploit’s autos deal +50% damage against the marked target.
  • MP cost: ~20.

Mark is the entire damage identity. Great Exploits never swing at an unmarked target — the unmarked auto is too weak to justify melee range. Skilled pilots angle the boomerang to mark two targets (outbound and return arc), and maintain near-100% mark uptime on the priority target throughout the fight.

Shuriken / Star (A2 — control / sustain / mobility lane)

A single-target burst combined with a short dash.

  • Hurls a heavy star at a single target for ~45 burst damage.
  • Simultaneously blinks / dashes the Exploit ~3 tiles.
  • MP cost: ~30.

The Shuriken is the Exploit’s only mobility tool. It is not a spammable escape — it costs MP and has to be budgeted like a resource. The correct use is often offensive: close the gap to a fresh marked target, or reposition to a safer angle mid-combo. Using it purely as a panic escape is a waste of the burst damage and a signal of poor positioning.


Survival Model

The Exploit has no passive defensive tools — no bonus HP, no armor buff, no dodge roll independent of Shuriken. Survivability is:

  1. Never standing in the wrong place — the only reliable defense is pre-emptive positioning.
  2. The Shuriken dash — the single repositioning tool, gated by MP.
  3. Thin EHP — the lowest combined Integrity/Coherence among the melee classes. Catching the Exploit is a death sentence by design.

The bounded gap (~1.8×) holds for the Exploit through fragility: its mark bonus is a flat, simulatable +50% on its own autos — a real edge, never a runaway multiplier — and a maxed Exploit that mistimes its dash dies as fast as a fresh one.


Stat Identity

Stat Identity
Throughput (DEX / fire rate) Top in roster — the flurry that makes Mark deadly
Gain (ATK) High — amplified further while attacking a marked target
Resolution (SPD) Highest base in roster — the skill stat, kept deliberately flat across classes
Bandwidth / Refresh (MP) Important — Mark and Shuriken uptime
Integrity (HP) / Coherence (DEF) Deliberately low — the glass-carry trade

Skill Tree Paths

Two per-character trees (lost on death):

  • Mark tree: Daemon (drop the boomerang return, +mark damage — commit style), Fork (mark splits to a second nearby enemy at reduced damage — cleave style), Exploit-Chain (combo ramp)
  • Shuriken tree: Assassinate (single-target burst focus), Phantom (dash / mobility extension), Bleed (damage-over-time)

Node names are OPEN — path themes are locked, final names are a taste pick.


Loot Contribution

The Exploit earns loot through heavy damage_dealt against single targets. The contribution model rewards it for deleting priority targets — its role — without requiring it to also tank or control. It is the designated target-killer; the contribution system credits that directly.


Strengths and Weaknesses

Strengths

  • Highest single-target damage output in the roster when Mark is active
  • Fastest auto-attack rate (Throughput) — the mark bonus compounds with flurry speed
  • Shuriken gives offensive repositioning, not just escape

Weaknesses

  • Glass body — lowest EHP among melee classes; one bad position is a death
  • Damage depends entirely on Mark uptime — ineffective when the mark is down or missed
  • The Shuriken dash is the only mobility and is MP-limited, not freely available