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Silo
Silo | |
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The Tactician | |
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Archetype | ![]() |
Starting Weapon | ![]() |
Signature Weapon | ![]() |
Complexity | |
Statistics | |
Silo switches easily between Melee and Ranged combat, and is at his best when he embraces this versatility. He has a host of tactical tools; he can distract his foes with illusions, slow them with oil, or burn them with fire—potentially setting off deadly chain reactions.—Offical Site Description
A cunning crowd-controller, Silo is a Shrike Wayfinder equipped with a variety of gadgets that he uses to great effect, confusing and hindering enemies. Silo is accompanied by small robot named EGG, who resembles a golden beetle in the shape of an orb. He is one of the three starter choices, along with Niss and
Wingrave.
Max stats[edit]
Max stats are derived from level 30 and 0% affinity.
Max Health | 530 | Ability Power | 794 | Break Power | 722 |
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Resilience | 578 | Crit Rating | 1011 | Phys Defense | 1083 |
Weapon Power | 794 | Crit Power | 1083 | Mag Defense | 1083 |
Data[edit]
Base stats[edit]
Stats | Value | |
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Max Health | 13.2 | |
Resilience | 12 | |
Weapon Power | 13.2 | |
Ability Power | 13.2 | |
Crit Rating | 16.8 | |
Crit Power | 18 | |
Break Power | 12 | |
Phys Defense | 10.8 | |
Mag Defense | 10.8 | |
Total | 120 |
Stats scaling[edit]
Scaling type | Value | |
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Level | 18 | |
Temper | 0 | |
Total (Level 30) | 522 |
Acquisition[edit]
- Can be picked for free at the start of the game
- Crafted with the following ingredients:
Rare resources
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3 | This shard holds an aspect of the Wayfinder Silo—his sharp eyes and astonishing accuracy; it may be found by slaying Ryv'n the Devourer. Combine this restored memory with his other memories to call him from the Gloom. |
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3 | This shard holds an aspect of the Wayfinder Silo—his dexterity and unmatched reflexes; it may be found by defeating the Argent Hand. Combine this restored memory with his other memories to call him from the Gloom. |
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3 | This shard holds an aspect of the Wayfinder Silo—his quick wit and cunning; it may be found by completing the Trial of Lingering Light. Combine this restored memory with his other memories to call him from the Gloom. |
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5 | Unique crafting resource, found in some Trickster Chests. Used to craft weapons, relics and consumables. |
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5 | Unique crafting resource, hoarded by the Loot Goblin in the Ruins. Used to craft weapons, relics and consumables. |
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5 | Unique resource found by completing the Orbital event in the Ruins. Used to craft weapons, relics and consumables. |
Common resources
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20 | Used in Tier 2 crafting recipes. Found in Lost Zones when any Flora mutator is active. |
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25 | Used in Tier 1 crafting recipes. Found in Lost Zones when any Chaos mutator is active. |
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75 | Used in Tier 2 crafting recipes. Found in Lost Zones when any Chaos mutator is active. |
Currency
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6000 | Restore Wayfinder Memories by infusing Memory Vestiges with Memory Fragments. |
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10000 | Currency of the realm. Acquired from enemies, chests and events. |
Wayfinder abilities[edit]
- Level 1: Increase direct damage by 10%.
- Level 2: Increase Burn damage by 10%.
- Level 3: If an enemy dies while burning, they will detonate, dealing damage to nearby enemies.
CHARGES: 2
DAMAGE MODIFIER: 0.75 / 0.825 (Lv1)
BREAK MODIFIER: 0.25
BURN DAMAGE MODIFIER: 0.25 / 0.275 (Lv2)
BURN RATE: 0.5s
BURN DURATION: 10s
- Level 1: Burns enemies hit when the pool of oil detonates, dealing damage over time.
- Level 2: Oiled enemies are more likely to be critically hit.
- Level 3: Increase damage and guard break of detonation by 15%.
SLOW DEBUFF: 50%
FIRE BOMB DAMAGE MODIFIER: +1
FIRE BOMB BREAK MODIFIER: +0.4
BURN MODIFIER: 0.3 per 0.5s for 10s (Lv1)
CRIT AVOIDANCE DEBUFF: 25% (Lv2)
Note: The crit avoidance debuff is most likely not working correctly.
OUTGOING DAMAGE MULTIPLIER: 15% (Lv3)
- Level 1: Increase Duration of clone by 25%.
- Level 2: Shooting the clone with a ranged attack will cause a concussive explosion dealing high break damage to nearby enemies.
- Level 3: Add an explosion on expiration, dealing damage to all enemies in range.
DURATION: 5s / 6.25s (Lv1)
CONCUSS BREAK MODIFIER: 0.75 (Lv2)
EXPLOSION DAMAGE MODIFIER: 0.8 (Lv3)
EXPLOSION BREAK MODIFIER: 0.4 (Lv3)
- Level 1: Increase damage by 10%.
- Level 2: Slows enemies hit by 40%.
- Level 3: Affected enemies take 20% more damage for 6 seconds.
DAMAGE MODIFIER: 5 / 5.5 (Lv1)
SHOCK DAMAGE MODIFIER: 1.5 / 1.7 (Lv1)
SHOCK RATE: 1s
SHOCK DURATION: 8s
SLOW DEBUFF: 50% / 95% (Lv2)
INCOMING DAMAGE MULTIPLIER DEBUFF: 20% (Lv3)
INCOMING DAMAGE MULTIPLIER DEBUFF DURATION: 6s (Lv3)
Archetype abilities[edit]
Affinity perks[edit]
Unlock Level |
Icon | Name | Perks |
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5 | ![]() |
Strategic Victory | Increases the damage bonus of Strategic Advantage by an additional 10%. |
15 | ![]() |
Strategic Charge | The Ultimate Meter slightly fills every time a basic attack hits a debuffed target. |
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5 | ![]() |
Exploit Opening | Increases Crit Chance by 10% against debuffed targets. |
15 | ![]() |
Exploit Resources | Basic attacks that critically strike a debuffed target will reduce your active cooldowns by 20%. This effect can occur once every 6 seconds. |
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5 | ![]() |
Deep Cuts | Hitting an enemy with ignite grants 1% Ability Power for 10 seconds, stacking up to 5 times. |
15 | ![]() |
Deep Pockets | Basic attacks have a 2% chance to refresh the cooldown of Firebomb. |
Mastery[edit]
When you successfully block counter, you gain 10% increased Weapon Power for 6 seconds. This effect can only trigger once every 20 seconds.
Mastery 2
When you successfully block counter, you and your nearby allies gain 15% increased Weapon Power for 6 seconds. This effect can only trigger once every 20 seconds.
When you successfully block counter, you and your nearby allies gain 20% increased Weapon Power for 9 seconds. This effect can only trigger once every 20 seconds.
Sword-based attacks deal 8% more Damage and Shield-based attacks deal 8% more Break Damage.
Mastery 2
Sword-based attacks deal 12% more Damage and Shield-based attacks deal 12% more Break Damage.
Sword-based attacks deal 16% more Damage and Shield-based attacks deal 16% more Break Damage.
You gain up to 10% Crit Chance based on how much Momentum you have.
Mastery 2
You gain up to 15% Crit Chance based on how much Momentum you have.
You gain up to 15% Crit Chance based on how much Momentum you have. Hitting maximum Momentum will increase the Crit Damage of yourself and nearby allies by 10% for 10 seconds.
Increases the multiplier gained from Heat of Battle by 20% when using a 2-handed weapon.
Mastery 2
Increases the multiplier gained from Heat of Battle by 30% when using a 2-handed weapon.
Increases the multiplier gained from Heat of Battle by 40% when using a 2-handed weapon.
Slightly increases the time you have to Parry an attack and slightly reduces the duration of a failed Parry.
Mastery 2
Moderately increases the time you have to Parry an attack and moderately reduces the duration of a failed Parry.
Moderately increases the time you have to Parry an attack, moderately reduces the duration of a failed Parry, and grants a Flourish Point on a successful Parry.
On a Hotspot reload grants up to 8% Crit Chance, based on the amount of shots reloaded, for 10 seconds.
Mastery 2
On a Hotspot reload grants up to 12% Crit Chance, based on the amount of shots reloaded, for 10 seconds.
On a Hotspot reload grants up to 16% Crit Chance, based on the amount of shots reloaded, for 10 seconds.
Lore[edit]
Swift and precise, Silo makes every shot count. Born into a family of smugglers, he spent his life running under the radar and challenging tyrants. Now he's using those same skills to fight the Gloom. Silo loves long odds—the greater the challenge, the greater the thrill.
Before the Gloomfall, the Shrike Syndicate was a network of smugglers and mercenaries who played both sides in the endless conflict between the Avar Imperium and the Maze. While many saw the Shrikes as criminals, they lived by a code. Silo was born Silas Vex; the Vex's were the leaders of the Syndicate, and made sure that the Shrikes served the common people of the Westreach. Silo was an exceptional Shrike—an excellent marksman with a knack for designing explosives and arcane gadgets—but he always felt the shadow of his parents, the expectation that he would eventually assume the mantle of leadership.
Silo is a clever scoundrel, equally quick with a quip and a blade. He remembers grand heists and feasts with the people of the Westreach. But as an echo returned from the Gloom, his memories are incomplete. Silo doesn’t remember what happened to his parents, or how he came to be in Skylight when the Gloomfall struck. In this broken world, the Shrikes have become a menace. What has Silo forgotten?