Right now, Dodge is likely the worst thing that can happen to your creatures. It is almost like a permanent debuff on your team. Well, on the enemy team too, but who cares about them?
According to the incomplete list of traits on the wiki, there are currently 25 traits that affect or are affected by dodge.
- 7 of them increases you dodge chance in any form (Agility Aura, Dexterity Aura, Frenzy, Call of the Harvest, Independence, Under Stress, Urdox Harbinger).
- 1 of them deals with preventing dodge (Wretchedness).
- 1 of them doubles dodge effects (Psychic Dance). This is both a blessing and a curse, as bad things will happen twice too.
- 7 of them hurt the creature when it dodges (Contagion, Lash, Pain Flurry, Seize, Smack Around, Sticky Fingers, Vehemence).
- 2 of them hurt the ENTIRE team when any of the creatures dodge (Brain Zap, Menacing Dragon Fangs).
- 7 of them do something beneficial to your creature when it dodges (Call of Evolution, Call of the Aspect, Call of the Bloom, Call of the Solstice, Call of the Tundra, Call of Time, Frost Breath). Let’s review all of them.
6 of those belong to the Aspect race:
Call of Evolution casts ONE spell for 0 mana. There are a handful of other traits that can do the same, without having to deal with the double RNG aspect of this trait. Still, if you get lucky and manage to dodge multiple times you may get a better outcome than the other traits. Still, with so many different ways of throwing one dozen spells at once that do not rely on RNG to trigger the autocast, it is hard to consider a reason to build around this one. Since it does not rely on Aspect race count, you can run this Aspect alone in your team or as an Artifact trait, so it is more or less ok. To put salt in the wound, it is the best or second best trait in the list.
Call of the Aspect is arguably the best trait on the list. Although it still relies on RNG to trigger, the fact that it raises ALL stats by 20%, for ALL Aspects (so potentially your entire team at once), with Psychic Dance and Nature Perk that increases stat gains, it means you could potentially raise all stats of your entire team by 80% every time this Aspect dodges. The main drawback is the fact that it only raises stats of Aspects so you must run an Aspect team and the other Aspects are, well, rendered useless because they need to be dodging to do something, and if THEY are dodging, then Seasons is not dodging, and if Seasons is not dodging, then nobody’s stats are being raised. This is the opposite of synergy.
Call of the Bloom is one of the worst healing traits in the game since it recovers only 30% of MISSING health. It is an AoE nerfed version of Sand Giant’s Rapid Regeneration, which means it will never overheal, or even heal for a decent amount. It is easily supplanted by Sense of Purpose trait that does about the same thing, except better.
Call of the Solstice is an worsened version of Paradigm.
Call of the Tundra is an worsened version of Call of Evolution. It has all of its drawbacks, and none of the advantages since now you can’t even pick the spell.
Call of Time is an ok trait. The main problem with it is that Barriers ain’t really that useful unless you are running a Life Mage so you can use them better and if you ARE a Life Mage then you already have a perk that gives your creatures a Barrier that does not rely on RNG.
The 7th is an Yeti’s Frozen debuff to which the bosses are immune, and has a 50% chance. You have at least two other traits in the game that have an AoE Frozen debuff at 100% chance (Breath of the Dying, No Sudden Movement), three single target ones with 100% chance (Brain Freeze, Cold Like War, Rime), another AoE at 50% chance that does NOT rely on RNG to trigger (Ice Nova) and one Start of Battle one that affects half the enemy team at 100% chance (Winter Has Come). Like with Call of Evolution, it is hard to justify building around this trait when you have so many better options at hand with none of the drawbacks. Ultimately, though, building around the Frozen debuff means you will need another team to deal with bosses, which makes this trait non-end game viable, and it is the ONLY beneficial non-Aspect dodge trait.
While I am aware that some other dodge traits may exist that I am not aware of, I’d say dodging is in bad shape right now. Because right now the best way of taking advantage of dodge is running a low speed anti-dodge team, and wreck the enemy team when THEY dodge.