Tiny Tina’s Wonderlands Class Skill Trees Guide

Tiny Tina's Wonderlands Class Skill Trees Guide

Remember Borderlands? The series is returning under a Dungeons & Dragons-inspired spin-off called Tiny Tina’s Wonderlands, combining orcs and magical abilities with the usual weapon mayhem folks know and love. This guide focuses on all the Tiny Tina’s Wonderlands class skill trees, including the class feats for reference.

If you’re in need of more help, we have guides covering crossplay, how to change your appearance and banner, where to find the Shrine of Zoomios and Shrine of Mool Ah pieces, how to increase your backpack and ammo capacity, and a list of tips.

Tiny Tina’s Wonderlands Brr-Zerker Skill Tree

Starting with the Tiny Tina’s Wonderlands class skill trees, the Brr-Zerker is your usual head-on DPS character. But aside from the mandatory Rage attacks, the class is tailored towards Frost Damage, which can be helpful in all sorts of situation due to its chance to freeze enemies on the stop.

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Brr-Zerker Class Feat and Action Skills

Rage of the Ancients (Class Feat): Become Enraged, adding bonus Frost Damage to your attacks. Enrage Duration doesn’t deplete while an Action Skill is active, and ends if the Fatemaker enters Save Your Soul. Activating an Action Skill when already Enraged restores a portion of the Enrage timer.
Dreadwind (Action Skill): The Fatemaker spins, slashing anything nearby with their melee weapon and essentially becoming a pain tornado. Grants increased Movement Speed and Slow Immunity for a certain duration.
Feral Surge (Action Skill): The Fatemaker leaps toward their target, dealing Frost Damage to all nearby enemies. Any non-Boss enemies damaged are instantly killed if their Total HP is below a certain percentage. If Feral Surge kills an enemy, its cooldown is reset.

Brr-Zerker Passive Skills – Tier 1

Ancestral Frost: Frost Damage is increased.
Savagery: Melee Damage is increased. Enrage duration is increased.
Unyielding: A percentage of Missing Health regenerates over time. While Enraged, this effect is doubled.

Brr-Zerker Passive Skills – Tier 2

Ice Breaker: The Fatemaker gains increased Damage Dealt to enemies that are Slowed. The closer an enemy is to being Frozen, the more Damage is increased.
The Old Ways: The Fatemaker deals Bonus Damage and gains increased Damage Reduction the closer they are to the enemy. The closer the enemy is, the greater the bonus.
Instinct: Reload Speed is increased. Weapon Swap Speed is increased.

Brr-Zerker Passive Skills – Tier 3

Cold Snap: Movement Speed is increased. Frost Efficiency is increased. While Enraged, this effect is doubled.
Unarmored Defense: A portion of the Fatemaker’s Ward is Reserved and cannot be restored, but their Maximum Health is increased by a percentage of the reserved amount. Health can no longer be Reserved.
Blood Frenzy (Kill Skill): Restores a percentage of your Enrage timer and a percentage of your Maximum Health.

Brr-Zerker Passive Skills – Tier 4

Ancient Fury: Maximum Health is increased. Splash Damage is increased.
Relentless Rage: If the Fatemaker damages an enemy while in Save Your Soul, its duration is extended. The amount extended decreases over time. Killing an enemy while in Save Your Soul causes the Fatemaker to become Enraged.

Brr-Zerker Passive Skills – Tier 5

Blast Chill: Whenever the Fatemaker deals Melee Damage to an enemy, there is a chance to release a Frost Nova, dealing Frost Ability Damage to nearby enemies. Frost Nova cannot Critically Hit.
Iron Squall: Fire Rate is increased. Melee Attack Speed is increased. While Enraged, this effect is doubled.

Brr-Zerker Passive Skills – Tier 6

Blood of the Fallen (Kill Skill): The Fatemaker’s remaining Action Skill Cooldown is reduced by a percentage. If an Action Skill is currently active, its duration is extended instead.

Tiny Tina’s Wonderlands Graveborn Skill Tree

The second of the Tiny Tina’s Wonderlands class skill trees presents the Graveborn. This class is focused on dealing damage by sacrificing health, as well as having a Demi-Lich companion that attacks at range and deals Dark Magic damage.

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Graveborn Class Feat and Action Skills

Demi-Lich Companion (Class Feat): The Fatemaker is accompanied by a floating Demi-Lich Companion that targets enemies at range and deals Dark Magic damage. Whenever the Fatemaker casts a Spell, the Demi-Lich casts Hellish Blast, creating a homing projectile of the Spell’s elemental type, dealing damage to nearby enemies on impact. Any increases to the Fatemaker’s Damage also apply to their Companions.
Dire Sacrifice (Action Skill): The Fatemaker sacrifices some of their Current Health to deal Dark Magic Damage and apply Dark Magic Status Effects to all enemies nearby. Dire Sacrifice deals bonus damage proportional to the sacrificed amount of Health.
Reaper of Bones (Action Skill): The Fatemaker is fully Healed, gains Leech Efficiency, and deals Bonus Dark Magic Damage for a duration, but loses an ever-increasing amount of Health per second. When the Fatemaker would die, they become Invulnerable for a duration, restore some of their Health, and Reaper of Bones ends.

Graveborn Passive Skills – Tier 1

Mortal Vessel: Maximum Health is increased. Leech Efficiency is increased.
Essence Drain (Kill Skill): Spell Cooldown Rate is increased for a duration.
Faithful Thralls: The Fatemaker deals Bonus Damage for every Companion they have. Companion Respawn Rate is increased.

Graveborn Passive Skills – Tier 2

Sanguine Sacrament: The Fatemaker gains increased Damage Dealt to enemies that are Slowed. The closer an enemy is to being Frozen, the more Damage is increased.
Dark Pact: Dark Magic Damage is increased.
Harvest (Kill Skill): Companions deal Bonus Dark Magic Damage for a duration. This effect can stack.

Graveborn Passive Skills – Tier 3

Dread Covenant: A portion of the damage taken by the Fatemaker is redirected to the Demi-Lich. When the Fatemaker reaches 1 Health, they immediately restore Health, sacrificing the Demi-Lich. This skill has a long cooldown.
Stain of the Soul: The Fatemaker’s Spells deal bonus Dark Magic Damage.
Dark Hydra (Kill Skill): Chance to summon a Dark Hydra Companion, dealing Dark Magic Ability Damage to nearby enemies for a duration.

Graveborn Passive Skills – Tier 4

Ascension (Kill Skills): Maximum Health and Spell Damage are increased for a long duration. This effect can stack.
Punishment: When the Demi-Lich casts Hellish Blast, there is a chance for it be cast again after a brief delay.

Graveborn Passive Skills – Tier 5

Lord of Edges: The Fatemaker gains increased Damage Dealt and Damage Reduction the lower their Health.
Blast Gap: Whenever the Fatemaker deals Spell Damage, there is a chance to create an explosion, dealing Ability Damage of the Spell’s elemental type to nearby enemies. The Elemental Explosion cannot critically hit.

Graveborn Passive Skills – Tier 6

Morhaim’s Blessing: Casting a Spell automatically activates all of the Fatemaker’s Kill Skills.

Tiny Tina’s Wonderlands Clawbringer Skill Tree

The third of the Tiny Tina’s Wonderlands class skill trees presents the Clawbringer. This class focuses on both Fire and Lighting types of damage, as well as having the company of a Wyvern.

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Clawbringer Class Feat and Action Skills

Wyvern Companion (Class Feat): The Clawbringer is accompanied by a Wyvern Companion that flies through the environment and attacks enemies with its claws and Fire Breath. Any increases to the Fatemaker’s Damage also apply to their Companions.
Cleansing Flames (Action Skill): The Fatemaker summons their Hammer and slams it into the ground, dealing Melee Damage and creating a massive Fire Nova, dealing Fire Ability Damage to nearby enemies.
Storm Dragon’s Judgment (Action Skill): The Fatemaker summons their Hammer and hurls it, dealing Lightning Ability Damage to all enemies it touches. It sticks wherever it lands and deals Lightning Melee Damage every second to all nearby enemies. The Fatemaker can recall the Hammer, damaging enemies along its path, ending the Action Skill early, and refunding a portion of the cooldown.

Clawbringer Passive Skills – Tier 1

Oath of Fire: The Fatemaker deals Bonus Fire Damage with their guns and their Wyvern Companion deal Bonus Fire Damage.
Radiance: The Fatemaker gains increased Maximum Ward Capacity.
Oath of Thunder: The Fatemaker deals Bonus Lightning Damage with their melee attacks and their Wyvern Companion deals Bonus Lightning Damage.

Clawbringer Passive Skills – Tier 2

Dragon Aura: The Fatemaker is surrounded by a Dragon Aura that grants themselves and all allies inside it increased Elemental Damage.
Dedication: The Fatemaker gains increased Action Skill Cooldown Rate. The higher their Ward, the greater the bonus.
Rebuke: The Fatemaker gains Damage Reduction from all attacks. Additionally, all allies near the Fatemaker gain a chance to reflect damage back to their attackers as Lightning Damage.

Clawbringer Passive Skills – Tier 3

Blasthamut’s Favor: Kill Skill: Killing an enemy with a gun summons a Fire Orb that seeks out a new enemy dealing Fire Ability Damage. Killing an enemy with melee damage summons a Lightning Orb that seeks out an enemy, dealing Lightning Ability Damage.

Clawbringer Passive Skills – Tier 4

Fire Bolt: The Wyvern Companion occasionally shoots Fire Bolts at enemies, causing damage in an area and leaving a splat. Additionally, the Fatemaker gains increased Gun Damage.
Friend to Flame: The Fatemaker’s Wyvern Companion gains Increased Damage.
Storm Breath: The Wyvern Companion occasionally uses its Lightning Breath on enemies, causing Lightning Damage that can arc from enemy to enemy. Additionally, the Fatemaker gains increased Damage Reduction.

Clawbringer Passive Skills – Tier 5

Awe: After dealing Fire Damage, the Fatemaker gains increased Critical Hit Damage. After dealing Lightning Damage, the Fatemaker gains increased Critical Hit Chance.
Indomitable: If the Fatemaker would enter Save Your Soul, instead they refill their Ward and deal Bonus Lightning Damage for a short time. This skill has a long cooldown.

Clawbringer Passive Skills – Tier 6

Storm Smite: Whenever the Fatemaker activates an Action Skill, they call down Elemental Bolts that deals Fire Ability Damage or Lightning Ability Damage to all nearby enemies.

Tiny Tina’s Wonderlands Spellshot Skill Tree

The fourth of the Tiny Tina’s Wonderlands class skill trees presents the Spellshot. This class focuses on casting spells much more frequently than the rest, and can equip a second spell in their inventory as well.

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Spellshot Class Feat and Action Skills

Spellweaving (Class Feat): Casting a Spell or reloading a weapon grants the Spellshot a stack of Spellweaving, increasing Spell Damage. Spellweaving stacks automatically decay after a few seconds. Casting a Repeating Spell has a chance to award additional Spellweaving stacks with each Repeating Cast.
Ambi-Hextrous (Action Skill): The Spellshot may equip a spell into their Action Skill slot. Whenever the Spellshot presses the Action Skill Button, they cast that spell.
Polymorph (Action Skill): The Spellshot turns an enemy into a Skeep for a few seconds. If the enemy is immune, the Spellshot instantly casts a free Spell on that enemy and gains two free stacks of Spellweaving. While Polymorph is active, any player that damages the skeep has a chance to cast a free spell. This effect is guaranteed the first time the Fatemaker deals Gun Damage. If the Spellshot casts a free spell this way, they gain a stack of Spellweaving.

Spellshot Passive Skills – Tier 1

Spell Sniper: Gain increased Spell Critical Hit Chance.
Magic Bullets: A portion of all bonuses the Fatemaker receives to Spell Damage is applied to their guns.
Prestidigitation: Gain increased Reload Speed.

Spellshot Passive Skills – Tier 2

Font of Mana: Gain increased Spell Cooldown Rate. Gain increased Action Skill Cooldown Rate.
Mage Armor: Whenever the Fatemaker gains a stack of Spellweaving they restore a portion of their Ward.
Just Warming Up: Gain increased Fire Rate for every Spellweaving Stack.

Spellshot Passive Skills – Tier 3

Glass Cannon: The Fatemaker’s Ward no longer automatically recharges, but they gain drastically increased Spell Damage.

Spellshot Passive Skills – Tier 4

Imbued Weapon: Whenever the Fatemaker casts a Spell, their Guns deal Bonus Damage of that spell’s element for a short time. This effect stacks once per spell.
High Thread Count: Gain increased Max Spellweaving Stacks.
War Caster (Kill Skill): Whenever the Fatemaker kills an enemy, there’s a chance their weapon is instantly reloaded. This chance is increased per Spellweaving Stack.

Spellshot Passive Skills – Tier 5

Double Knot: Whenever you score a Critical Hit with a Spell, deal bonus damage equal to your gun’s element.
One Slot, One Skill: Gain increased Gun Damage per Spellweaving Stack.

Spellshot Passive Skills – Tier 6

Sever the Thread: Gun Critical Hits have a chance to instantly reset all Spell Cooldowns. This skill has a short cooldown.

Tiny Tina’s Wonderlands Spore Warden Skill Tree

The fifth of the Tiny Tina’s Wonderlands class skill trees presents the Spore Warden. This class focuses on ranged damage, being able to switch between an Ethereal Bow and Frost Cyclones, as well as having the company of the Mushroom Companion, who can deal poison damage.

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Spore Warden Class Feat and Action Skills

Mushroom Companion (Class Feat): The Fatemaker is accompanied by a Mushroom Companion that targets nearby enemies and deals Poison Damage. Pinging an enemy causes your Mushroom Companion to lunge towards them. Any increases to the Fatemaker’s Damage also apply to their Companions.
Barrage (Action Skill): The Fatemaker summons an Ethereal Bow, firing 7 arrows that deal Ability Damage on impact. Arrows ricochet twice between nearby enemies. Barrage has multiple charges. Increases to Gun Damage apply to damage dealt by Barrage.
Blizzard (Action Skill): The Fatemaker creates 3 Frost Cyclones for a duration that seek out nearby enemies, dealing Frost Ability Damage over time.

Spore Warden Passive Skills – Tier 1

Bounty of the Hunt (Kill Skill): Action Skill Cooldown Rate is increased for a brief duration.
Kindred Heart: Companion Health is increased. Companion Damage is increased.
Eagle Eye: Gun Damage is increased. Gun Handling is increased.

Spore Warden Passive Skills – Tier 2

Affinity: Ability Damage is increased.
Spore Cloud: Your Mushroom Companion occasionally lets one rip, Taunting enemies and leaving a Poison Cloud that deals damage over time.
Bullseye: Gun Critical Hit Chance is increased. Companion Critical Hit Chance is increased.

Spore Warden Passive Skills – Tier 3

Quiver of Holding: Magazine Size is increased. The Fatemaker’s currently equipped weapon regenerates ammo over time.
Medicinal Mushroom: While the Fatemaker is in Save Your Soul, their Mushroom Companion attempts to revive them. If it does, you and your Companion gain increased damage dealt for a duration.
Windrunner (Kill Skill): Increased Movement Speed and Fire Rate for a duration. This effect can stack.

Spore Warden Passive Skills – Tier 4

Thrill of the Hunt: Gun Critical Hits grant increased Companion Damage for a duration. This effect can stack up to 10 times.
Called Shot: While aiming down sights, the Fatemaker gains an ever-increasing amount of increased Gun Damage and Damage Reduction.

Spore Warden Passive Skills – Tier 5

Wrath of Nature: Whenever the Fatemaker deals Ability Damage to an enemy, the affected enemy takes increased Damage from all sources for a duration.
Headhunter: Gun Damage dealt to Critical Hit Areas is increased.

Spore Warden Passive Skills – Tier 6

Play the Angles: The Fatemaker’s Gun Critical Hits have a chance to Ricochet, dealing reduced Ability Damage to a nearby enemy. Ricocheted shots have a small chance to ricochet an additional time.

Tiny Tina’s Wonderlands Stabbomancer Skill Tree

The sixth of the Tiny Tina’s Wonderlands class skill trees presents the Stabbomancer. This class focuses on critical hits, as well as being able to turn invisible for stealth attacks, which is a welcoming change of pace.

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Stabbomancer Class Feat and Action Skills

Dirty Fighting (Class Feat): The Fatemaker’s Critical Hit Chance is increased.
Ghost (Action Skill): The Fatemaker throws out a Ghost Blade which spins in place at target location, dealing Melee Damage periodically to nearby enemies based on the Fatemaker’s equipped Melee Weapon. Pressing the Action Skill Button while Ghost Blade is active causes it to teleport to the targeted location and reduces its remaining duration by a small percentage.
From the Shadows (Action Skill): The Fatemaker enters Stealth, turning Invisible. While in Stealth, all damage dealt is automatically a Critical Hit, but Critical Hits deal reduced damage.

Stabbomancer Passive Skills – Tier 1

Arsenal: Melee Damage is increased. Spell Damage is increased. Gun Damage is increased.
Haste: Melee Attack Speed is increased. Movement Speed is increased. When you cast a Spell, double this bonus for a duration.
Potent Poisons: Status Effect Damage is increased. Status Effect Duration is increased.

Stabbomancer Passive Skills – Tier 2

Follow Up: Whenever the Fatemaker deals Gun Damage to an enemy, increase the damage of your next Melee Attack. This effect can stack. Melee Attacks consume all stacks.
Swift Death: While moving, the Fatemaker gains increased Damage Dealt. The faster the Fatemaker moves, the greater these bonuses.
Exploit Their Weakness: Whenever the Fatemaker applies a Status Effect to an enemy, the affected enemy takes increased damage from all sources for its duration. This effect can stack per unique Status Effect.

Stabbomancer Passive Skills – Tier 3

Nimble Fingers: Whenever the Fatemaker deals Melee Damage, their Fire Rate and Spell Damage are increased for a duration.
Shadow Step (Kill Skill): The Fatemaker’s next Melee Attack is a guaranteed Critical Hit for a short duration.

Stabbomancer Passive Skills – Tier 4

Sneak Attack: Critical Hit Damage is increased.
Elusive: You can now shoot and Sprint at the same time. Gain a chance to Evade incoming damage while moving. The faster you move, the greater the chance.
Contagion: Whenever the Fatemaker applies a Status Effect, there is a chance it spreads to nearby enemies. If no enemies are nearby, deal a percentage of the Status Effect’s total damage to the enemy instead.

Stabbomancer Passive Skills – Tier 5

A Thousand Cuts: Critical Hits grant the Fatemaker increased Damage Dealt for a duration. This effect can stack up to 10 times. Melee Critical Hits grant additional stacks.
Alchemical Agent: Melee Critical Hits apply a random Status Effect.

Stabbomancer Passive Skills – Tier 6

Executioner’s Blade: Gun and Spell Critical Hits have a chance to create a Ethereal Blade above the target that impales them after a short delay. Ethereal Blades deal Melee Damage based on the Fatemaker’s equipped Melee Weapon.

Have fun choosing your class!

Author: Deann Hawkins