A Little more damage on the pistol and faster swings for the sword swing. I mainly use the normal mellee because it is much faster for him. The broblem is the tickling is not enough. There other fast character like Thorn that move fast but don´t lack in Power. You don´t benefit the tam enough.
I love the TMP to be honest. I wouldnât complain about a dmg increase of course, but I think it works really well right now as is. It reloads fast and is insanely accurate even for poking a Marquis at extreme range. The accuracy partially makes up for the dmg because it is fairly easy to get a string of crits on most enemies IMO.
I feel like Caldarius gets stronger and stronger as the match goes on, compared to his opponents. I can usually get more and more aggressive the higher my level goes, and still get away with it. The kills start to pile up for me late game, most of the time.
I love Caldarius, heâs my favorite Battleborn in the game(played him the most in CTT & Open Beta), but I have to agree with some of the things said about him:
- His TMP is far too weak; itâs weird, because in PvE, it works just fine, but in PvP, it feels really weak
- His Secondary Attack Melee doesnât really do that much damage; one of his Mutations gives him 15% health back per hit with the Secondary attack, but itâs too low to even make a difference(usually does 150-170dmg with the melee, 15% of that isâŚ22.5-25.5HPâŚwowâŚ)
- His Dash Attack Special is really iffy, as Iâll sometimes âphaseâ through the enemy or completely stop after activating the skill, forcing me to waste the Skill & enter cooldown; should have a wider hitbox/added âbleedâ effect
- His âdouble-jumpâ is more of a dash than a jump; kinda misleading, as I was wondering why he wasnât jumping as high as I thought he was(even with the Helix, he doesnât jump high enough)
- (This is mainly a PvE issue, but Iâll list it here anyway)His Ultimate gets canceled a lot, due to not having a high enough space for him to fly up; not really an issue in PvP, as if heâs canceled, the cooldown is significantly shortened to compensate(that, & thereâs a ton of open space)
Those are just my thoughts on Caldarius. I know Iâm being a bit biased on this, so please let me know if you think something(or everything) I typed out is a bit too much for him.
I actually really appreciate when people give more information than barely any, it gives me more knowledge about the character and insight of things I may have missed. And I know the feeling of having a beloved character and only wanting the best for them (MORE BUFFS RIGHT?)
Okay TMP damage, i know its weak but thats because hes so fast, if you play this character right you will never get hit and you can dance around your opponent. A damaget buffs concerns me, Caldarius is fast and if they give him a damage boost then he will become a flying vulcan gun. He is fine in my opinion.
I can agree to this, his dashes and jumps are really sloppy but this has to do with the poor design. Gearbox needs to smoothen out his dashes for better gameplay of Caldarius
Brief guide to Caldie:
Gravitic Dash: The Bus. Dash is only rarely an attack, and is instead your instant disengage. It instantly gives you five sprint seconds of distance (more when upgraded) that can be activated in air and can turn. Thatâs ridiculous. You can leave fights at will with this and you absolutely should rather than wasting it on a difficult-to-land strike that deals mediocre damage and leaves you point-blank. Only engage with this if you see a weak or easily distracted enemy you can carve down with blades in 3 seconds or less, or if you just flashed a group of minions and want to use the Blade speed buff to carve them up.
Itâs also key to nabbing all the neutral shard spawns quickly, which Cald should absolutely be doing every game, every spawn, unless your team has a pre-designated carry. Deny your enemy those resources!
Flashbang: Caldâs best ability. Flashbang should be upgraded with triple + bleed, you should reduce its cooldowns, and it should be liberally sprinkled on everything even mildly bothersome. It turns early minion waves into salad waiting to be chopped, violently interrupts gank spanks on your teammates, and covers outrageous amounts of territory. With triple + AoE upgrades, you can flash the entire central area of Incursion easily.
There is really no excuse for starting any serious fight without a flashbang. Iâm dead serious. It needs to be your entrance theme.
Aerial Attack: Despite appearances, this is not Burstâs equal for disengagement - the startup time hurts it there. No, this is your snipe, your coup de grace. It deals far more damage than anything else you can do, and almost no one correctly estimates its speed, distance, and killing power. Sniping an opponent with this and then leaving immediately with Burst is the ultimate fly-by and basically unstoppable.
General Tips
Never use Burst on the ground. Youâll hit something and itâll end early, every time you need it not to. Burst is air-only - plus, you can lateral-boost after it to frustrate enemy snipers working for the pickoff.
Burst cancels into sword swipes almost seamlessly. Donât wait to start swiping, if youâre going to chase with Burst. You want to be out of there as soon as possible.
Your base damage is very low. Donât bother chasing high-health enemies, just dump a clip or two into their back and look for someone else to harass. You donât match anyone elseâs killing power without your Ult and you shouldnât try.
Youâre paradoxically excellent at killing distracted thralls by circling behind them, dropping flash, and then attacking the back weak spot. Help out if someone else is going for the mercs!
Hope yâall get some use from this.
EDIT: Itâs worth noting the unique Cald gear, the Sword of Transfusion, gives him 50% of his ultâs damage back as health. I shouldnât need to point out how stupidly sustainable this makes him in the field, and unless you have an absolutely awesome other Epic, this is your first buy every time. Youâll have the shards for it, I promise.
You my friend get 2 thumbs up ![]()
for breaking down exactly how to play Cal effectively.
Caldarius was my goal for the Open Beta. I liked the idea of a fast melee Armored Core style attacker. I finally unlocked him at Rank 28 andâŚI died. A LOT. So I read forums and watched videos and everyone played him the same way I wanted to but it just wasnât clicking for me. Then I noticed that he said, âDeath from above.â in his sinister, robotic voice when you select him and got to thinkingâŚ
I give you the Death From Above Build (PvP)
TMP - Hated it at first and demanded a damage buff. Then I realized that the thing has almost no reload time and is very accurate even at a decent range. You do get a damage penalty beyond a certain range but it still does what it needs to - POKE AWAY SHIELDS.
Blade - More damage than the gun but slow as hell. Attack speed items + the helix buff got me to damn near 40% increased speed but it still wasnât effective. What is it good for? Quick MINION CLEAR for early exp gain.
Gravitic Burst - EXIT STRATEGY! Caldarius launches forward and upon hitting an enemy launches up (WAY up) and back to basically where he started from. Pair this with the damage augment in the helix and all of a sudden he is IN AND OUT IN A SINGLE DAMAGING MOVE!
But wait, thereâs more! The launch seems to be considered a jump. So what? That means after you launch yourself up and away you can STILL USE YOUR THRUSTERS in mid air to further adjust our position. For this we want IMPROVED THRUSTERS from the helix.
(SIDE NOTE: The ability does need fixing so that your boost is not stopped by small changes in the ground that youâre boosting on. Experience with a map will help with this in the interim but a fix is certainly neededâŚhe doesnât touch the ground anyways.)
Flashbang: BOOM BOOM BOOM! Flash Barrage/Bleed/Cooldown. Testing is needed to see how good the mutation that fires all 3 simultaneously is.
Aerial Assault: Hereâs the thing, Aerial Assault can be triggered ANYWHERE! Even in the air. We want to reduce the cooldown and make it instant.
(SIDE NOTE: This needs a tweak so that you do not collide with environmental elements. Again experience with a map and the move will help but itâs annoying as F#&K.)
PLAYSTYLE:
Early - BLIND AND BLOODIED, EXIT STRATEGY
Youâre fast, so be fast. Capture a forward tower quickly and then begin clearing minions. If engaged by another Battleborn, donât even bother dueling use your double taps to dodge/back out of the engagement (if engaged by melee) while shooting. Pop them with a FLASHBANG for damage/bleed. With practice, few people will be able to do any significant damage to you like this. Use your melee after armor is stripped off minions to finish them quickly if youâre not in danger from other Battleborn. You can use FLASHBANG on minion waves if youâre confident you donât need it for OH SH!T purposes. Collect money when you can, build/upgrade towers, and recall if you get too hurt since you can re-engage very quickly anyways. Let your healer focus on a tank character. Get to level 2 ASAP. Exit StrategyâŚ
Now you can fight other Battleborn. Probably wonât be getting kills but youâll be clearing minions faster and driving back all but the toughest Battleborn. Poke away shields with the TMP while using side to side movement for gun users and kiting back against melees. Once itâs gone, ATTACK! Dash in with Burst, take to the skies and lay down a flashbang once airborne. Depending on where you need/want to be after this encounter, boost to re-engage or seek safety behind minions/allies. Assists for days. Oh, and donât miss, you might dieâŚ
Mid: AFTERBURNER, FLASH BARRAGE, IMPROVED THRUSTERS, AND RAPID DOMINANCE.
Follow your minions, poke from the back to either clear enemy forces or hit opposing Battleborn. (You might want to disengage to help with Thrall camps. Usually donât even need to stay for the whole thing. Just BURST into a Thrall, rain down down FLASH BARRAGE for the stun, maybe TMP some health down so that youâre cap person can secure; peace.) Now once a shield is down and the health of the hero is low enough (youâll get a feel for the thresholds) go for the kill. BURST in, rain down FLASH BARRAGE AND THEN position as needed with IMPROVED THRUSTERS.
What about Aerial Assault you say? Good question. You use this to finish opponents if you engaged a bit early since they donât know where you are or where to run/hide because their blind. Activate it in mid air after your FLASH BARRAGE and rain down great justice. IMPROVED THRUSTERS + AFTERBURNER can get you out of most situations if you have good map awareness.
Late: MICROFUSION CELL, GRAVITIC AMPLIFIERS, BRIGHTBLASTER, TUNED ACTUATION
You bring down shields before a reload more reliably, shortening poke time before kill combo, your engage hits harder, you are much less likely to miss and hit more enemy minions/Battleborn, and you can finish runners faster and more frequently. Need to test AERIAL BARRAGE a bit more to see what it brings to the table.
GEAR: COOLDOWN AND SKILL DAMAGE are necessary in my opinion to get that real assassin feel to this setup. You want your 1,2 punch available as often as possible . Maybe sprint speed if you can find an item that has COOLDOWN/SKILL DMG on it?
Playing this way is a ton of fun for me personally. I love the satisfaction of destroying someone from the air. Only the most talented of snipers can take you out of the sky if youâve still got a shield and any kind of health left. Melees wish they had never even bothered. Pair yourself with a shielder and you become a pretty serious problem.
Please share your feedback and experiences if you decide to use this setup.
-Kash
Alright, since I found a website that shows me the Helix Tree(I donât remember everything on it, so this is convenient), I can show/tell you guys how my play-style was when I used him.
For starters, here is the Helix Tree I used whenever I got to them:
(This is PvP, by the way, my PvE Helix is slightly different.)
- Blind & Bloodied
- Exit Strategy
- Overdrive
- FlashMIRV
- Improved Thrusters
- Rapid Dominance
- Microfusion Cell
- Gravitic Amplifiers
- Brightblaster
- Aerial Barrage
My play-style was that I helped guide the Minions to the Grinders & if I encountered an enemy, I would Flashbang them first & keep dashing(to the sides if ranged, back if Melee). Surprisingly, dashing back constantly whilst shooting a Melee Battleborn quickly wears them down, but against ranged, Iâd almost have to retreat.
[I will post more details later; a bit held up at the moment.]
All good info. I did play a few games with him, and even though I did well, I didnât feel like I was actually doing anything at all.
This bugs me. Itâs best to give up a whole skill, to just disengage. Sure, itâs versatile and can be used both ways, but here youâre saying itâs best to use it for disengage purposes. This irks me though because there are characters like Benedict and Oscar Mike who have skills that are almost entirely disengage oriented, but they make up for it with higher damage and more overall utility than Caldarius. His burst is like half a move because the gap closer half is pretty meh.
I think his Flashbang actually got buffed from the CTT. I found myself getting kills with it that I didnât think I would actually get. Bleed + Mirv does some hefty damage, definitely. Not to mention, the AoE radius of this thing gets pretty huge!
HIs Aerial Attack is fun, but it still does a bit less damage than most bursty ults. Maybe thatâs because of the mobility you get with it, but I think it could stand to be buffed.
This one hurts, too. I understand this is a team-based fighter and 1v1ing isnât that great of a thing to consider for the game, but itâs still a factor here. Caldarius has a really hard time out damaging characters in a 1v1 scenario, which can still end up being crucial if youâre in a close game. I think Caldarius is sort of effective at confirming kills that are a little deep because of the mobility burst gives him. That being said, there are other characters that do the things he does just as well, and more.
I donât say any of this as a Cal hater. I really wanted to play him in CTT, and found him super lacking there. I was excited to try him again in Beta, to see if he got buffs and the only one appeared to be flashbang (if it did get buffed). I think Caldarius just needs a little more umph. Heâs not scary at all to play against.
Not sure if you knew this already or not, but his ultimateâs dmg is actually accuracy based. The dmg gets lower the farther out in the circle your target is when you land, and a hit right inside the square is maximum dmg.
Didnât know that, but his damage on his ult does cap at 425. Thorn and Benedict Ults both hit for 500 base.
Agreed on several points.
It hurts that Burst is so single-directional; it deals little damage and requires mutations to achieve meaningful killing power. Getting the +20% blade speed mute helps some, but itâs not game-changing like, say, Boldurâs overshield dash or Kelvinâs Sublimate when properly set up. Itâd be more complex and challenging if it was a better attack, but as it stands, it has far more value as a GTFO button than a weapon.
AAâs value lies in that it deals so much more damage than Caldâs other tools that rarely do people expect it. Getting poked by Cald doesnât inspire much fear until he drops (400+skill mod) unavoidable damage on you from nowhere, plus whatever else he wants.
Personally, my average as a Cald main is a 5.6 K/D ratio, and I almost always get 10+ kills a match. Heâs not a 1v1 character at all, completely agreed. What he is, though, is the 1 v 1.5 that shows up from nowhere every time someone tries to kill your teammates. You are the invisible hand of NO that smacks down all assassin runs and gank spanks. Your team may have only four duelers, but if you play Cald well, every fight gets a flashbang or a TMP mag to tip the scales in your teamâs favor, and the thousand yards in between weak enemies and their supply station.
Caldarius is not a dueler. Caldarius is The Home Field Advantage: he adds half a dozen little edges to your team by controlling spawns, harassing enemies into abandoning fights they could win, killing retreaters, and wiping minions, and by endgame those advantages stack into a mountain you can just tip over on your opponent and laugh.
True. I havenât seen many people talking about this, and I think this is an important point. Itâs super crucial that it works well because using it at all is kind of a risk with him, so Iâd really like to see this skill refined a bit more.
Itâs very difficult to hit with directly. Against minions, yeah! No way to miss that crowd of 6-7 slowly moving hitboxes. Against players not Atticus or Montana, good luck, because youâll need it.
Seriously though: only Burst in the air. It helps so much no matter what youâre doing, and 70% of the time you should be jumping anyway as Cald.
Yeah, I played two games with him and averaged a 6 kd. I just felt like people can fill the same roles he does and more.
Iâve tested it, itâs not very good at all. Flash Barrage actually does more damage than it once you reach level 6 or 7. That coupled with the fact that the AoE decrease on the Cluster Burst (all 3 simultaneously) is extremely punishing makes it pretty bad actually.
This 3 grenade this or that thing is so confusing, please use the name of the helix, inquiring minds want to know, which is betterâŚ
Flash Barrage
Or
Flashmirv
Thank you!
I havenât put much detail into this review like the others, iâll add some details when I have time.
My bad, man. Flash Barrage - the three sequential grenades - is the one you want. 83 damage a pop, lots of AoE, and a middle finger to minions in general.
I have no data on this myself, but Iâm extremely interested to know if each grenade reapplies Blindâs duration. Thatâd be another .5 seconds or so as the other two grenades come in - not a bad little side bonus.
That would be worth finding out!
Thanks for the swift response!