A meditative mid-range brawler who utilizes powerful healing to sustain herself and her team. Seeker builds Tranquility stacks through Meditate to progressively strengthen all her skills. At 7 stacks she gains a self-revive and Saving Grace passive heal. Her 20 base armor, strong healing from Unseen Hand, and Meditate make her one of the most durable survivors in the game when played well.
Tranquility is Seeker's passive resource stack displayed as a lotus icon above her skill icons. Each successful Meditate cast adds one stack. All stacks reset at the start of each stage - the goal every stage is reaching 7 as quickly as possible.
Spirit Punch 3rd hit +50% dmg. Unseen Hand +4% heal. Soul Spiral +2 hits. Sojourn explosion +14.28% larger. Meditate +100% dmg +4% heal.
Spirit Punch 3rd hit now deals 550%+. Unseen Hand heals 15.5% per enemy. Soul Spiral orbs last 6 extra hits.
Saving Grace activates: heal to ~25% HP threshold. Gain one self-revive for the stage. Palm Blast massively scaled.
Seeker has two secondary options and two special options. Unseen Hand is the default ranged heal; Soul Spiral is the close-range barrier generator. Meditate is the default Tranquility builder; Palm Blast is an aggressive alternate that generates Tranquility from damage rather than QTE inputs.
Seeker's unique buff resource displayed as a lotus icon. Gained from successful Meditate completions (and Palm Blast hits on bosses). Resets every stage. Each stack amplifies all skills: Spirit Punch 3rd hit +50% damage, Unseen Hand +4% healing, Soul Spiral +2 hits before expiring, Sojourn explosion +14.28% larger, Meditate +4% healing and +100% damage. At 7 stacks: Saving Grace activates (heal at ~25% HP) and Seeker can self-revive once.
Fire piercing disembodied fists at enemies for 250% damage per hit. Hits 1 and 2 pierce through enemies. Every 3rd hit explodes for 350% damage (non-piercing). Each hit slows enemies. 3rd hit gains +50% damage per Tranquility stack.
Stunning. Launch a piercing phantasmal hand from the ground upward, dealing 600% damage. Heals Seeker for 3.5% of total damage dealt per enemy hit. Scales with Tranquility (+4% healing per stack).
Manifest spiraling orbs that deal 150% damage each. Orbs orbit close to Seeker and deal damage to enemies on contact. Each hit grants temporary barrier. Activating at max orbs triggers Exhilarate. Gains +2 hits before expiring per Tranquility stack.
Stunning. Take flight as a fireball, dealing damage to enemies you pass through. Drain 25% of your HP per second for increased explosion damage. Exit by pressing the button again or at 15% HP threshold. Explosion stuns on impact. Explosion size scales with Tranquility (+14.28% per stack).
Gain barrier and take flight. When all barrier is depleted or on impact, creates a Cyclone that deals 200% damage per second and heals nearby allies. Scales with Tranquility (+10% more barrier per stack). Does not drain HP like Sojourn.
Rise up and focus your mind. A directional input QTE sequence appears - press the correct movement keys in order. On success: deal 300% blast damage to nearby enemies, heal nearby allies, and gain one Tranquility stack. On failure: +5 seconds added to cooldown. At 7 Tranquility stacks: gain Saving Grace and can self-revive once per stage.
Charge a piercing spectral hand for 400%-700% damage. Heals allies it passes through. Hitting 3 different characters grants Tranquility and barrier. Instantly grants 1 Tranquility stack when hitting Mithrix or False Son regardless of hit count. Scales with Tranquility (size +15%, speed +8.33%, damage +250% per stack).
Seeker is available immediately with the Seekers of the Storm DLC. No challenge required. Two alternate skills have unlock requirements:
Airborne Souls: kill 3 airborne enemies simultaneously using Spirit Punch's 3rd hit explosion. Aim the 3rd hit at a cluster of flying Lesser Wisps or Imps who are airborne. The explosion just needs to connect with all 3 at once.
Scorched Earth: deal 500,000% damage in a single Sojourn explosion. Stack Crowbars and Focus Crystals using Artifact of Command. Transcendence lets you sustain Sojourn longer near-indefinitely due to a bug. Use Artifact of Swarms for more targets.
Clear Mind: use Meditate 20 times without missing any directional input in one run. Get a Bandolier to reset Meditate cooldown more frequently. Use the Bazaar Between Time to Meditate in safety. Focus on reading inputs carefully rather than rushing.
Seeker's items prioritize close-range damage amplifiers and healing multipliers. Focus Crystal is her highest single-item DPS gain since most of her kit operates within 13m. Rejuvenation Rack doubles Unseen Hand's and Meditate's healing into some of the best sustain in the game.
20% bonus damage to enemies within 13m. Sojourn, Soul Spiral, and Meditate all operate at close range, making Focus Crystal reliably active during most of Seeker's damage windows. Stacks significantly.
Adds an extra Unseen Hand or Soul Spiral charge. An extra Unseen Hand fires means more healing per cast. Extra Soul Spiral charges extend barrier uptime during Sojourn. Very high value on either secondary.
On-crit: heal for 8 HP. Seeker's Unseen Hand already heals per hit - Harvester's Scythe adds healing on every crit across all attacks. Combines with Meditate's passive healing for excellent sustain.
Doubles all healing. Unseen Hand's 3.5% healing per enemy hit becomes 7%. Meditate's heal doubles. This item turns Seeker's already strong healing into some of the best sustain in the game.
18% chance per kill to reset all cooldowns. Seeker kills frequently with Spirit Punch and Sojourn, giving Bandolier a high proc rate. A reset on Meditate mid-fight can chain Tranquility stacks much faster.
25% chain lightning on hit. Soul Spiral generates many hits at close range, giving Ukulele frequent procs. Sojourn's contact damage also procs Ukulele against everything in its path.
Seeker's mobility relies on Sojourn for large repositioning and Spirit Punch's forward movement for small gaps. Base speed helps maintain safe spacing between Sojourn cooldowns and makes Sojourn harder to interrupt.
Attack speed directly increases Spirit Punch's fire rate and the tick rate of Soul Spiral's orbiting orbs. More orb hits per second means more barrier generation and higher effective DPS from Soul Spiral.
Seeker's core loop: stay mid-range, spam Spirit Punch for the 3rd hit explosion, fire Unseen Hand through enemy groups for burst healing, use Soul Spiral to build barrier before Sojourn, and Meditate on cooldown every single fight. The goal every stage is reaching 7 Tranquility stacks as fast as possible.
Secondary: Soul Spiral once unlocked - the barrier generation extends Sojourn dramatically. Utility: Sojourn is the default; Reprieve is a solid option once unlocked for safer mobility. Special: Meditate is the backbone of Tranquility building and the team heal - Palm Blast is for more aggressive players willing to forgo the self-revive.
Meditate on cooldown, always: Tranquility is everything on Seeker. Every wasted Meditate cooldown is a delay to 7 stacks and Saving Grace. Cast it the moment it comes off cooldown even if you are not in danger. Reading the directional inputs correctly is simply a matter of focus.
Soul Spiral into Sojourn: Activate Soul Spiral before entering Sojourn. While in Sojourn's flight form, Soul Spiral's orbiting orbs continue hitting enemies, generating barrier that offsets Sojourn's HP drain. This dramatically extends how long you can stay airborne and build explosion damage.
Unseen Hand aim: The hand launches vertically from the ground at your target location. Lead moving enemies slightly. Firing through a tight group of enemies maximizes both the damage and the 3.5% healing per hit - hitting 10 enemies heals 35% of the total damage dealt.
Sojourn exit: Press the button again to manually exit Sojourn before the HP drain kills you. You are not locked in. Exit when you have positioned well and are ready to detonate, rather than waiting for the forced exit at 15% HP.
Meditate fail penalty: Missing a directional input costs 5 extra seconds on the cooldown. This compounds significantly over a stage. If you are unsure, take a half second to read all the prompts before pressing anything. Speed matters less than accuracy.
Seeker is available immediately with the Seekers of the Storm DLC - no challenge required. Three alternate skill challenges unlock Soul Spiral (Airborne Souls), Reprieve (Scorched Earth), and Palm Blast (Clear Mind).
Tranquility is Seeker's passive stack resource shown as a lotus icon. Each successful Meditate cast adds one stack. Stacks reset every stage. Each stack strengthens all skills, and at 7 stacks Seeker gains Saving Grace (auto-heal at ~25% HP) and a one-time self-revive. Use Meditate every cooldown without missing inputs.
Soul Spiral is generally the stronger pick once unlocked because of its barrier generation during Sojourn. The barrier from Soul Spiral hits can completely offset Sojourn's HP drain, letting you stay airborne much longer. Unseen Hand is better if you prefer ranged play and want direct healing rather than barrier. Both are viable.
Focus Crystal is priority for close-range damage amplification. Backup Magazine for extra secondary charges. Rejuvenation Rack to double all healing from Unseen Hand and Meditate. Bandolier to reset Meditate cooldown more frequently. Harvester's Scythe for on-crit healing. Soul Spiral with Ukulele provides excellent AoE through chain lightning procs.
Sojourn transforms Seeker into a flying fireball. She drains 25% of her max HP per second while airborne, and the explosion damage increases the longer she stays in flight. She is immune to most external damage during Sojourn. Exit manually by pressing the button again, or she is forced out at 15% HP. Soul Spiral's barrier offsets the HP drain significantly.
Yes. At 7 Tranquility stacks, Seeker gains the ability to revive fallen teammates when she successfully Meditates (from the 7th stack onward in multiplayer). She can also self-revive once per stage at 7 stacks via Saving Grace.