Don’t want to read? Heres a youtube video https://www.youtube.com/watch?v=eYeJy5RRIww
Okay, to truly understand Mellka and her capabilities, we need to bring in some mathematics. Keep in mind that I have a degree in criminal justice so if I fail somewhere in this math section, just call me out in the comments. I’ll be putting together her total poison damage in the purest form.
NOTE: This description above is vague and only gives the total poison duration,
This is her most basic damage for Venom Canister at level 1
Canister impact 75 Damage
Then we have overtime poisoned. I actually tested this myself in a private match and discovered that the venom has a tick rate of 0.5 seconds. Meaning at level 1 we are looking at 12 damage every 0.5 seconds for a total of 8 seconds. We double the seconds and multiply it by the damage and we get our total venom damage and add in the canister damage.
Canister impact 75 Damage
Venom 12 x 16 = 192 Damage (Over 8 seconds)
Total Damage = 267 Damage
This damage is excluding pistol shots and/or any abilities available to Mellka. Keep in mind that this is just Level one and we haven’t even scratched the surface of her total damage output. The only question is do the players have the patience and precision to play Mellka in the most efficient way to see her damage? Because Mellka requires skill despite the fact that gearbox labeled Mellka easy.
Mellka In Incursion
Okay, lets address the elephant in the room, her burst is awful and her starting pistol is also bad, expect to poke, expect to poke a lot! People might think you are a minion at first until the first venom canister hits, that’s when they notice you. I actually unloaded 4 clips on Montana until he finally turned around and started shooting back. So her starting damage is low but she makes up for it in venom and having a small light weight mobility. Any sniper such as marquis will have a hard time hitting her, even close range melee characters will struggle to gain a grasp because of how slippery she can be.
Spike is a pretty interesting ability that can be altered by augmentations and mutations for some pretty cool effects. I like to use it when enemies get close for a close combat engagement, at level 2 I usually get parting gift helix that way the melee character takes damage while we duke it out.
Spike leaves behind an area of effect that covers nearby enemies with venom on the initial hit and deals damage over time. +20 Damage Per Second over 5 Seconds
If the battle starts to head south, it makes a great tool for escaping, but not as good as her other ability Claw Lunge, but we will get to that later. The good thing about spike is that the augmentations to add venom on the ground can be used to clear minion waves which make a great tool to quickly rank up to level 5, which should be your priority with Mellka as her level 5 ability is insane. Now the risky part of clearing minion waves is that you have to expose yourself by getting at the battle of the wave to use spike however Claw Lunge can be used for an escape as well. Yes you can do this with Mellka’s claw lunge. You just have to aim up at nothing and the claw will drag Mellk’s body into the air. The enemy’s large shard near dual thralls can actually be reach by Mellka when she aims are claw lunge upward. However I don’t suggest going near the enemies sentry or try to attempt to take out the thumper turret.
Lastly Mellka’s Blade Launcher fires 3 blades that dea; 167 Damage each and adding venom effect on target. This is the most burst you are going to get out of Mellka, but hey - it adds poison right? And being at level 5 Mellka’s venom would have sure enough to increase in damage. Lastly, lets go over her augmentations at level 10.
Blade Storm (LEFT SIDE OF HELIX)
Blade Launcher blades bounce off of the environment and home in on envenomated enemies instead of exploding on impact
All or Nothing (RIGHT SIDE OF HELIX)
Blade Launcher fires a single, powerful shot, dealing heavy damage to one target. +700 Damage
This can be a tough choice but the way I make it easy to choose is to look at the game I am in, in a very situational perspective. For example, If the other team had high mobility characters on one side, then perhaps I would go for Blade Storm due to the fact that they are homing. I wouldn’t want to use All or Nothing and risk a single shot ability on a high mobile character knowing the possibility of a miss. I would want to use All or Nothing on characters like Marquis, Miko, Toby and even bigger characters such as Montana or Kleese - they make easy target for their low hp or size. With good scaling ability powered items, you can bring All or Nothing up to 800-900 Damage. I would say that’s a pretty good burst for being a single shot.
My overall conclusion to Mellka is that she is a pretty well rounded character. If you do decide to pick up her don’t expect anything flashy at the start and prepare for many unexpected assist/kills due to venom. She can be very rewarding if you harass - letting the poison seep into your enemies and finishing them off with Blade Launcher. Like I said before, its up to the player to have the patience and precision to use Mellka in the most efficient way. I am pretty sure on Battleborn Release we will see some amazing Mellka players out there.
AMBRA AND GALILEA?! IN THE SAME GAME?!11?!1 [DISCONNECT]
It looks like Mellka can keep up with damage - - it may be spread out but its there!
For the full Tier BETA Battleborn Tier List (FINAL)