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Eviscerate

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Eviscerate
  • Eviscerate
  • Instant cast
  • 5 yd. range
  • 35 Energy
  • Finishing move that causes damage per combo point:
    1 point: [X1 + AP * 0.03]-[Y1 + AP * 0.03] damage
    2 points: [X2 + AP * 0.06]-[Y2 + AP * 0.06] damage
    3 points: [X3 + AP * 0.09]-[Y3 + AP * 0.09] damage
    4 points: [X4 + AP * 0.12]-[Y4 + AP * 0.12] damage
    5 points: [X5 + AP * 0.15]-[Y5 + AP * 0.15] damage
Usable by
Class Rogue
Properties
Type Offensive
School Physical
Cooldown None/Global Cooldown
Talents
Improvement
talents
Improved Eviscerate, Aggression
Other information
Ranks 10
Requirements A melee weapon equipped
"Guts were meant to be gutted."
—The Assassin's Creed, Chapter 3TCGHoA 97

Eviscerate is the first finishing move a Rogue learns. It's an instant damage ability that can be used to finish monsters off or take a big chunk out of them.

Contents

Notes

The basic Eviscerate damage calculation formula:

Modifier = Attack Power * (Number of Combo Points used * 0.03)
Eviscerate = (Base Damage Minimum + Modifier) - (Base Damage Maximum + Modifier)
Critical Eviscerate = Eviscerate Damage Range * 2

For example, a rogue with 1000 attack power using 5 combo points of Eviscerate Rank 9 will have a damage range of:

Modifier = 1000 * (5 * 0.03) = 150
Eviscerate = (904 + 150) - (1012 + 150) = 1054 - 1162 damage
Critical Eviscerate = 2108 - 2324 damage
  • The 5 piece bonus of the Madcap's Outfit reduces the Energy cost of Eviscerate by 5, for a total of 30.
  • The 5 piece bonus of the Deathdealer's Embrace Armor Set increases the damage of your Eviscerate by 15%.
  • The 6 piece bonus of the Bonescythe Armor Set reduces the threat generated from your Eviscerate.
  • The 8 piece bonus of the Bonescythe Armor Set gives your Eviscerate a chance per combo point to reveal a flaw in your opponent's armor, granting a 100% critical hit chance for your next Backstab, Sinister Strike, or Hemorrhage.
  • The 2 piece bonus of the Deathmantle Set increases the damage of your Envenom and Eviscerate abilities by 40 per combo point.

Rank table

RankCPsMin. DamageMax. DamageLevelCost
1 1 16 10 1 1c 
2 11 15
3 16 20
4 21 25
5 26 30
2 1 14 22 8 2s 
2 25 33
3 36 44
4 47 55
5 58 66
3 1 25 39 16 16s 20c 
2 44 58
3 63 77
4 82 96
5 101 115
4 1 41 61 24 45s 
2 72 92
3 103 123
4 134 154
5 165 185
5 1 60 90 32 1g 8s 
2 105 135
3 150 180
4 195 225
5 240 270
6 1 93 137 40 1g 80s 
2 164 208
3 235 279
4 306 350
5 377 421
7 1 144 212 40 2g 97s 
2 254 322
3 364 432
4 474 542
5 584 652
8 1 199 295 56 4g 50s 
2 350 446
3 501 597
4 652 748
5 803 899
9 1 224 332 60 5g 85s 
2 224 502
3 564 672
4 734 842
5 904 1012
10 10 245 365 64 12g 60s 
2 430 550
3 615 735
4 800 920
5 985 1105

Related talents

  • Improved Eviscerate increases the damage done from eviscerate by 5%, 10%, or 15%.
  • Aggression increases the damage done from eviscerate by 2%, 4%, or 6%.

Tips

  • Use with Sinister Strike from early levels to build up combo points and then Eviscerate for the kill.
  • Eviscerate's damage is completely independent of your main hand weapon's damage range and speed, though it is slightly modified by your attack power.
  • Usually, it is beneficial use one or more combo points for Slice and Dice followed by Eviscerate, Envenom, or Rupture. On bosses and other mobs which live long enough, alternate between Slice and Dice and the other finishing move in order to keep Slice and Dice up 100% of the time and use leftover combo points for Eviscerate, Envenom, or Rupture.
  • Unless the mob is immune to bleeds or will die within 10 seconds, Rupture will always do more damage than Eviscerate no matter what your talents or gear. Even with all possible poisoning talents, Envenom provides more damage than Eviscerate ONLY as the final finishing move of a relatively long fight, when there's time to put up 5 stacks of Deadly Poison, but the stack will not have time to tick out. Otherwise, the additional damage does not outweigh the need to restack the poison.
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