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Warfare Tier 5
Titan Quest 2

Warfare Tier 5

Explore Warfare Tier 5 skills like Counter Attack, Triumph, Lacerate, and Doom Horn in Titan Quest 2. Learn their stats and effects.

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Explore Warfare Tier 5 skills like Counter Attack, Triumph, Lacerate, and Doom Horn in Titan Quest 2. Learn their stats and effects.

Counter Attack (Passive)

Modifies battle rage and adds a chance to cause retaliation damage. This modifier has low damage for higher difficulties and the chance is not high, but its advantage is being passive.

  • Level 1: 6% Chance, 18-31 Damage Retaliation
  • Level 2: 7% Chance, 20-35 Damage Retaliation
  • Level 3: 8% Chance, 23-38 Damage Retaliation
  • Level 4: 9% Chance, 25-40 Damage Retaliation
  • Level 5: 9% Chance, 30-46 Damage Retaliation
  • Level 6: 10% Chance, 33-49 Damage Retaliation
  • Level 7: 10% Chance, 35-53 Damage Retaliation
  • Level 8: 11% Chance, 38-56 Damage Retaliation
  • Level 9: 11% Chance, 40-58 Damage Retaliation
  • Level 10: 12% Chance, 45-64 Damage Retaliation
  • Level 11: 12% Chance, 48-67 Damage Retaliation
  • Level 12: 13% Chance, 50-71 Damage Retaliation

Triumph (Active)

Reduces the melee ability of enemies in range (8m) and applies -50% stun resistance. If you have battle standard, this should be maxed out once you have the chance, even before you max out battle standard. For just 6 points, enemies do -40% less damage and have less damage resistance.

  • Level 1: -15% Damage, -15% Damage Resistance
  • Level 2: -20% Damage, -20% Damage Resistance
  • Level 3: -25% Damage, -25% Damage Resistance
  • Level 4: -30% Damage, -30% Damage Resistance
  • Level 5: -35% Damage, -35% Damage Resistance
  • Level 6: -40% Damage, -40% Damage Resistance

Lacerate (Active)

Adds bleeding damage over 3 seconds with a 20 energy cost. Bleeding damage is nice because, like pierce, it is not absorbed by armor. However, for melee, the main objective is to kill as fast as possible, and not use over time (which gives the enemy more time to hit you). Invest if you wish, but the damage is not really great.

  • Level 1: 1 Target, 19 Bleeding Damage
  • Level 2: 1 Target, 27 Bleeding Damage
  • Level 3: 1 Target, 35 Bleeding Damage
  • Level 4: 1 Target, 44 Bleeding Damage
  • Level 5: 2 Targets, 50 Bleeding Damage
  • Level 6: 2 Targets, 58 Bleeding Damage
  • Level 7: 2 Targets, 66 Bleeding Damage
  • Level 8: 2 Targets, 75 Bleeding Damage

Doom Horn (Active)

Also reduces enemy life and armor for 10 seconds with a 20 energy cost. Doom Horn is a great high-level skill and for 20 energy cost, it is not bad. Doom Horn saved me a few times. The reduction in health and armor is great, but make sure you kill them in 10 seconds.

  • Level 1: 9% Reduced Health, 12 Reduced Armor
  • Level 2: 12% Reduced Health, 16 Reduced Armor
  • Level 3: 15% Reduced Health, 20 Reduced Armor
  • Level 4: 18% Reduced Health, 24 Reduced Armor
  • Level 5: 21% Reduced Health, 28 Reduced Armor
  • Level 6: 25% Reduced Health, 33 Reduced Armor

Warfare Tier 6

Tumult (Passive)

Chance to execute a spin attack in a 360-degree arc at 3 targets. Spin attacks are not really that effective unless you can get one-hit kills; in later difficulties, this can be hard. The only advantage is using it in combination with slow attack bonuses. As for a maxed-out 10% chance, you are better off using the low-level active war wind, which hits four targets.

  • Level 1: 3% Chance
  • Level 2: 4% Chance
  • Level 3: 6% Chance
  • Level 4: 7% Chance
  • Level 5: 9% Chance
  • Level 6: 10% Chance

Ardor (Active)

Charge increases attack and movement speed. This skill is only 6 levels and has a 16% increase, which is a noticeable difference. In later difficulties, you will gain advantage as the speeds stack. The only big disadvantage is that it is active, so to stack you need to activate it, which means allocating it to a quick slot, which is not really that desirable in harder difficulties.

  • Level 1: 6% Movement Speed, 6% Attack Speed
  • Level 2: 8% Movement Speed, 8% Attack Speed
  • Level 3: 10% Movement Speed, 10% Attack Speed
  • Level 4: 12% Movement Speed, 12% Attack Speed
  • Level 5: 14% Movement Speed, 14% Attack Speed
  • Level 6: 16% Movement Speed, 16% Attack Speed

Ancestral Horn (Active)

Summon ancestral heroes to your aid for 24 seconds with a 190 energy cost. I really did not think much of this skill, being a melee character and not wanting pets to do my fighting. The health and damage seemed low for higher difficulties also. However, the melee character really struggles in harder difficulties, and to be honest, these guys are a good shield, especially if you have no buffer against those ranged attackers. Invest in this skill if you are primarily melee; they will save your life in harder difficulties. This skill has a very long recharge time, so higher health is a big advantage.

  • Level 1: 3 Summon Limit, 330 Health, 300 Energy Cost, 47-53 Damage
  • Level 2: 3 Summon Limit, 360 Health, 300 Energy Cost, 52-61 Damage
  • Level 3: 3 Summon Limit, 390 Health, 300 Energy Cost, 47-68 Damage
  • Level 4: 3 Summon Limit, 420 Health, 300 Energy Cost, 62-75 Damage
  • Level 5: 4 Summon Limit, 450 Health, 300 Energy Cost, 69-86 Damage
  • Level 6: 4 Summon Limit, 480 Health, 300 Energy Cost, 74-93 Damage
  • Level 7: 4 Summon Limit, 510 Health, 300 Energy Cost, 79-100 Damage
  • Level 8: 4 Summon Limit, 540 Health, 300 Energy Cost, 84-108 Damage
  • Level 9: 4 Summon Limit, 570 Health, 300 Energy Cost, 91-118 Damage
  • Level 10: 5 Summon Limit, 600 Health, 300 Energy Cost, 96-125 Damage
  • Level 11: 5 Summon Limit, 630 Health, 300 Energy Cost, 101-133 Damage
  • Level 12: 5 Summon Limit, 660 Health, 300 Energy Cost, 106-140 Damage
  • Level 13: 5 Summon Limit, 690 Health, 300 Energy Cost, 115-151 Damage
  • Level 14: 5 Summon Limit, 720 Health, 300 Energy Cost, 120-159 Damage
  • Level 15: 5 Summon Limit, 750 Health, 300 Energy Cost, 125-166 Damage

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