Compilation of New Battleborn Characters

I’m just sharing my potential Battleborn concept ideas with anyone who is interested or wants new character variants regarding what is possible in the game. Porn was not my intention.

What forum was this discussed on?

Well, then…

Thanks.

Okay so I binge read all your characters from top to bottom, and fair warning, I’m going to be dangerously honest here. Also, I am only really seeing characters from their personality. Stats I don’t care about as the few instances I’ve seen where games take on fan creations, stats get thrown out the window. Some of these characters here are pretty good, I can see the effort put into them. Others are…okay a few flaws but generally okay, but then there are those that just don’t click for me.

I base what I know off a lot more time that I really should have spent on gaming and role playing in DnD and other table top games, peer review, getting ridiculed, and being teeth-grinding annoying when it comes to reading and incorporating established lore.

Some advice? I follow a small set of guidelines when making characters, for any setting. As long as I can follow it, I tend to be fine. Maybe then you can see where I come from.

1) Follow established lore. If none exists, make a best guess based off what’s available, and retcon if it does.
To elaborate, don’t assume to know, just make educated guesses based off what is established. If literally nothing is known about the race/faction they affiliate with, keep it on the backburner till more info arises, compare notes, and make the character that way.

Like for me, when I made Private Sarge, he went through several iterations, some of them he was supposed to be a human, and others an alien before I settled on robot. He changed as I learned more about the UPR and I molded him to try and fit in better.

2)Do not directly associate your character with an official ‘main’ character. Characters that play a major role, such as villain, playable character, important NPCs etc.
A lot of the characters I have problems with tend to do this. I say this because it tends to raise ‘Mary Sue’ alarms whenever it is used in other games or franchises. Delphio being related to Montana, Flora being trained by Miko, these feel like you are taking other people’s characters and warping them to what you want. If they have some involvement, make it minimal. Like Rientha, who was inspired by Phoebe.

3)Mold your character to the faction/nation/power, not the other way around.
This one can be tricky, and in some cases you nailed it. Others, not so much. If you already have a character, go off what you know about the faction. If something clashes, favor the faction first, and change your character’s backstory to match.

For example, Elesnia. Why would they experiment on humans when they aren’t human themselves? They are Jennerit(they only have 4 fingers while the known human characters have 5) Why would they have a hybridization program? Because they are uncaring? Maybe but even so it feels like a stretch. Why not have her as some sort of experimental reject of unknown origins and had been subjected to fighting for her life in the Jennerit Arena? This way you mold the character to the faction.

And finally, less of a guideline point and more just a personal recommendation, work on alien names. Some are creative, but others feel less unique, or even rushed. I recommend practicing with a fantasy name generator, there are plenty available, or taking a characteristic of the race, finding two translations of that word, and smashing them together. For example, Boomer being a dog, you could just take the word ‘wolf’ and take the Gaelic and Mongolian translations(Madadh-allaidh, and chono) and mush them together. Take out a consonant here and there, add a a vowel, and you get Machonallia, far more alien sounding and mysterious. It’s these little touches that help make a character feel so much more alive.

Anyway that’s how I feel. Take my advice, or don’t whatever you feel.

Hey guys it’s been a while since I posted a Battleborn character and I thought I would do that today. Plus, props to Great Gumby for his earlier post on fleshing out characters more, I will admit I half-assed some of my characters in terms of story, but sometimes you design a character with a terrible background just for the sake of making the character feel real. Anyway here is my thirty ninth Battleborn: Big Pueblo.

Name: Big Pueblo the Detritus Ring Kingpin. Big Pueblo is the head honcho of the western sector of the Detritus Ring and is the leader of a massive criminal empire varying from slavers, narcotics, alien trafficking, gambling, cage fighting, smuggling and space piracy. He is wanted by the UPR, LLC and even the Jennerit Imperium. Little is known about him other than he is ruthless, dangerous, opportunistic, uncompromising and will do whatever it takes to protect his enterprises. Even Reyna, the commander of the Rogues, gives him a wide berth. Now that there is only one star left in existence, Big Pueblo sees the greatest of opportunities has reached his doorstep. He has joined the Battleborn as a free agent, he will do what it takes to protect his interests and nothing else. For the time being that makes him a powerful ally, but this also makes him a dangerous contender once Solus has been saved.

Role: Defender/Disruptor/Skirmisher

Weapons: Kinetic Bolt Gauntlets. Big Pueblo isn’t afraid to get his hands dirty, he fights with two types of gauntlets. One launches energy projectiles which deal 21 damage on their own and can be charged up to deal a maximum of 92 damage. By using his secondary ability you will take the power he’s charged and store it for later. He can store up to three charges for later use.

Ability 1: Energy Scrambler: Big Pueblo fires an energy bolt at enemies which explodes and causes affected enemies to gain shield penalties for 8 seconds. Shield recharge delays are increased by 2 seconds, recharge rates are reduced by 20 per second and their shield strength is reduced by 40. Requires one charge of Particle Charger to activate.

Ability 2: Particle Collider: Big Pueblo throws a condensed particle bomb which explodes dealing 220 damage and blinding enemies for 3 seconds. Requires one charge of Particle Charger to activate.

Ultimate: Alpha Protocol: Big Pueblo reinforces his shield energy by permanently increasing his shield capacity by 100 energy. Bonus shield energy resets on death. Requires 3 charges of Particle Charger to activate.

Talent: Particle Stockpile: Big Pueblo uses the charges he’s built up to power his abilities. In fact, the only way Pueblo can use his abilities is if he has power charges built up. In exchange, his abilities have very short cooldowns, except for his ultimate.

Augmentation Paths: Armor Breaker and Energy Juggernaut.

Armor Breaker Level 1: Energy Scrambler increases the damage Big Pueblo does to affected enemies. +15% damage amplification for 8 seconds.

Level 2: Increase the damage of Big Pueblo’s Kinetic Bolts against enemies with overshields. +20% increased damage.

Level 3: Energy Scrambler deals 115 damage to affected enemies over its duration.

Level 4: Particle Collider’s blind duration is increased. +1 second.

Level 5: For every charge of Particle Stockpile, Big Pueblo’s abilities deal increased shield penetration damage. +20% shield penetration per charge.

Level 6: Big Pueblo’s Kinetic Bolts are fired three at a time when fully charged.

Level 7: If Pueblo dies while he has charges of Particle Stockpile built up. He dumps his charges and deals 150 damage per charge built up.

Level 8: If Pueblo activates Particle Collider or Energy Scrambler while his Kinetic Bolt is fully charged, their effects are increased. +25% to all effects.

Level 9: Particle Collider explodes a second time four seconds after the first explosion.

Level 10: In addition to increasing shield energy with Alpha Protocol, Pueblo gains a permanent increase to his damage vs enemy shields by 5%. Stacks up to 5 times and resets upon death.

Energy Juggernaut Level 1: Increase Pueblo’s shield recharge rate while Energy Scrambler is active. +52 shield recharge rate.

Level 2: If an enemy has an overshield active, Big Pueblo’s Kinetic Bolts leech shield energy. Does not work if Big Pueblo has no active shield. +20% shield steal.

Level 3: All of Energy Scrambler’s effects are increased by 15%.

Level 4: Particle Collider’s blast radius is increased. +40% increased blast radius.

Level 5: For every charge of Particle Stockpile, Big Pueblo gains increased movement and sprint speed. +15% movement and sprint speed per charge.

Level 6: Big Pueblo gains damage reduction as long as he has a charge built up for Particle Stockpile. +30% damage reduction.

Level 7: Pueblo can hold an additional charge for Particle Stockpile. +1 additional charge.

Level 8: Successful hits with uncharged Kinetic Bolts cause Pueblo to regain shield energy equal to the damage he’s dealt.

Level 9: Consuming a charge from Particle Stockpile causes Pueblo’s shields to immediately start recharging.

Level 10: Whenever Pueblo increases his maximum shield energy, he also increases his maximum health by 75 points. Stacks up to 5 times and resets upon death.

Here’s Battleborn number 40, Johan is a bagpipse playing Jennerit torturer.

Name: Johan. Johan is formerly a member of the Rogues who defected from the Peacekeepers to play in a band alongside SolDier J. The only caveat to him playing in the band was he liked playing the bagpipes. After several failures to get even one guest at performances, SolDier J had to fire Johan from his band. Strangely, a Jennerit spy had secretly watched Johan’s performance and nearly died of laughter, but saw merit in someone being so terrible at something that it could be used as a weapon of war. After a few years and several kidnappings later, Johan was brought before Spymaster Deande and she saw the same merit. Johan was given an upgraded prototype to his bagpipes and asked to be the entertainment for Thrall slaves. When he played, several hundred Thralls nearly died of internal combustion or gnawing their own limbs off. Deande’s merit payed off and Johan was given the job of musical torturer under Deande’s directive. Now that the Jennerit have been fractured by Rendain, Johan has joined with the Battleborn to help anyway he can, even if his version of help is to annoy all of his enemies. Ear plugs not included.

Role: Support/Agile/Controller

Weapon(s): Sound Amplification Directional Immobilizing Cannon, or the Super Pipes. The Super Pipes is a short range weapon which deals 22 damage every 0.5 seconds to enemies for as long as they are in range and causes them to lose their hearing. However, Johan can only use the Super Pipes for 5 seconds or he will run out of air and will need a few seconds to regain his energy before he can use it again.

Ability 1: Destructive Grace: Johan blows a powerful tune into the Super Pipes and knocks enemies back in a frontal cone, dealing 130 damage to enemies.

Ability 2: Harmonic Discord: Johan uses the Super Pipes to spur his teammates forward, increasing their movement speed by 30% for 5 seconds or for as long as they remain in Harmonic Discord’s area of effect.

Ultimate: Sound Amplifier: Johan overcharges his Super Pipes to increase the effective range of the Super Pipes for 8 seconds and causes enemies to be pulled in towards Johan’s attack.

Talent: Music to His Ears Only: As long as Johan is using the Super Pipes’ basic attack, he regenerates 13 health and shields per second.

Augmentation Paths: Annoying One and Crowd Displeaser

Annoying One Level 1: If Destructive Grace causes an enemy to collide with a part of the environment, they take increased damage. +12% damage taken with environment collision.

Level 2: Super Pipes can be used for two seconds longer before overheating.

Level 3: Super Pipes range is increased by 100%.

Level 4: Destructive Grace has increased range but deals 20% less damage. +100% range.

Level 5: Harmonic Discord’s duration is increased. +3 second duration.

Level 6: Super Pipes deals increased damage to impaired enemies. +15% increased damage.

Level 7: Destructive Grace causes a massive explosion if three or more enemies are hit by the blast, dealing an additional 173 damage.

Level 8: Super Pipes deals additional damage to enemies affected by friendly impairments. +12% additional damage.

Level 9: Harmonic Discord and Destructive Grace have a chance to reset their cooldowns whenever Johan reduces an enemy Battleborn’s health below 40% of their max health. 50% chance of ability reset.

Level 10: Sound Amplifier leeches health from enemies and transfers it to teammates. +30% life steal.

Crowd Displeaser Level 1: Harmonic Discord heals teammates for 86 health per second.

Level 2: Super Pipes overheating time is reduced by 35%.

Level 3: Super Pipes heals Johan for more health and shields per second. +5 health and shields per second.

Level 4: Destructive Grace slows enemies after they are knocked back. 3 second slow duration.

Level 5: Harmonic Discord’s movement speed is increased. +10% increased movement speed.

Level 6: Super Pipes recharge friendly teammates shields if they are within range of the ability. +21 teammate shield recharge per second.

Level 7: Harmonic Discord also slows affected enemies. 3 second slow duration.

Level 8: Super Pipes now leeches enemy health. +20% life steal.

Level 9: Teammates below 50% health gain overshields as long as they are affected by Harmonic Discord. 250 overshield for the ability’s duration.

Level 10: Music To His Ears Only now transfers to Johan’s teammates for the duration of Sound Amplifier and the effects are doubled.

Battleborn number 41 is La Rosa, the bitter rival of El Dragon.

Name: La Rosa. The egotistical and cynical La Rosa is a long-time rival of El Dragon because she has lost dozens of times to him due to her cheating in the ring whenever possible. Fed up with losing to him, she left the LLC and joined the Jennerit to perfect her dirty fighting style. Rendain was impressed with her no holds bar fighting style and recommended her for Sustainment. La Rosa declined and chose to earn it the hard way, through fighting in the Jennerit’s gladiatorial fighting pits like Caldarius had done. Now sustained, La Rosa has improved herself through genetic manipulation and cybernetic augmentation. When El Dragon lost to the Magnus ISIC, she left the Jennerit to help El Dragon in his recovery process, and to rub the loss in his face. All in all, she had great respect for El Dragon and now that the universe is coming to an end, they have agreed to a rematch once they save Solus. Let the universe’s greatest wrestling tag team begin!

Role: Support/Brawler/Controller

Weapon(s): La Rosa is a melee brawler who varies her melee attacks with several hidden weapons she has located in her augmented arms. Her melee combo has four attacks. The first one she attacks with two punches. Second is a hidden blade thrust. Third is a roundhouse kick and the fourth is a spinning blade attack which hits all enemies around her. Her secondary causes her to block attacks by deploying an energy shield. The shield has 800 health and requires some time to recharge if it is depleted.

Ability 1: Taunt: La Rosa throws a rock at an enemy dealing 30 damage and challenges them to fight her in melee range. If the enemy does not attack La Rosa in the next 5 seconds, they will have damage done to them amplified by 25% for 5 seconds.

Ability 2: Blindside: La Rosa delivers a quick strike to an enemy, dealing 190 damage and blinds them for 5 seconds.

Ultimate: The Cape: La Rosa pulls out her signature cape and stands in place. Any attacks made against her will be reflected towards a nearby enemy for a total of 5 seconds. If no attacks are made against her, her shields recharge and she gains an overshield.

Talent: Ole!: La Rosa takes 30% less damage from enemy skill attacks and melee attacks if she uses her secondary.

Augmentation Paths: Trickster and Flamenca Wrestler

Trickster Level 1: Taunt’s damage amplification is increased. +10% damage amplification.

Level 2: Blindside’s effect and damage extends to an additional enemy.

Level 3: If Ole’s energy shield is broken, nearby enemies take 110 damage at close range.

Level 4: Taunt now affects an additional enemy and deals more damage with the initial attack. +150% damage.

Level 5: La Rosa’s melee combo ends with a tornado spin of slashes which deals 66 damage three times to surrounding enemies.

Level 6: A portion of damage dealt to La Rosa’s shield is returned to her as health. +10% damage transfer as health.

Level 7: Blindside steals shield energy equal to the damage it deals to La Rosa’s shield reserves.

Level 8: Increase the duration of Taunt’s damage amplification effect. +2 seconds.

Level 9: A portion of La Rosa’s basic melee attack damage is transferred to nearby teammates as health. +10% health damage transfer.

Level 10: The Cape causes any skill damage directed at La Rosa to reflect back at the user. 100% skill damage reflection.

Flamenca Wrestler Level 1: La Rosa’s hidden blades deal additional damage when they hit enemies. +15% damage for hidden blades.

Level 2: Taunt causes the enemy to take damage overtime. 21 damage per second.

Level 3: Ole’s energy barrier causes La Rosa to take additional reduced damage while active. +15% additional damage reduction.

Level 4: A portion of damage dealt to enemies affected by Taunt is returned to teammates or La Rosa as health. +20% life steal for teammates.

Level 5: La Rosa’s hidden blades extend now with each of her attacks, increasing the reach of her bare handed attacks by 15%.

Level 6: Increase the amount of damage La Rosa can block before her energy shield breaks and the shield extends to protect allies near you. +100% energy shield health.

Level 7: Blindside’s damage penetrates enemy shields. +75% shield penetration.

Level 8: La Rosa can sprint while her guard is up and moves faster. +10% increased movement speed.

Level 9: La Rosa skill damage steals health from enemies and transfers it to teammates.

Level 10: The Cape’s duration is increased. +5 seconds.

Battleborn #42 is a double whammy like Shayne and Aurux. Here is Payload and Seeker, a Thrall and a highly sophisticated military A.I.

Name: Payload and Seeker. Payload is a Thrall like Attikus, however, Payload is as dumb and stupid as any Thrall in the Jennerit Imperium. Payload worked alongside Attikus and was chosen by the Jennerit slave drivers to join the military peons as a beast of burden. In joining this part of the Jennerit, Payload was classified as a Siege Beast, a Thrall outfitted with heavy weaponry and expected to serve as a deterrent against enemy fortified positions. The only downside was Payload had no idea how to even fire a weapon so the Jennerit weapon engineers placed an advanced weapon systems A.I. in his onboard weapon systems. The A.I. is called Seeker and does the job of performing advanced weapon calculations and subroutines while Payload provides the platform for the weapons to fire. In an attempt to free Payload from the Jennerit A.I. Attikus tried to rip Seeker’s A.I. core from Payload’s body. The resulting action caused Seeker and Payload to be permanently connected to one another, but now the A.I. could properly control Payload’s body and perform the actions he was originally programmed to do.

Role: Attacker/Pusher/Disruptor

Weapons: Tidal Force Rocket Launcher. Fitted to Payload’s back is a rocket launcher capable of launching massive barrages of mini rockets at a target area or into the air. However, whenever the rocket launcher is fired Payload has stay in one place. Each mini rocket deals 8 damage and a maximum of 50 can be fired before they need to be reloaded. Reloads take a maximum of 6 seconds before completion. Payload also has a secondary melee punch combo.

Ability 1: Ammo Constructor: Refills a portion of Payload’s rocket ammo over the course of 5 seconds. 3 rockets added per second.

Ability 2: Boosters: Seeker activates Payload’s rocket thrusters, causing Payload to jump out of the way of danger. Costs 10 rockets to do so.

Ultimate: Full Assault: Seeker fires all of his rockets at once in an area around him, dealing 13 damage per rocket.

Talent: Brain Dead Epiphany: Sometimes while Payload is holding still, he will have an epiphany and do one of two things: (1) eat a rock and restore 80 health or (2) fiddle with the rocket pack and increase the next rocket reload speed by 1 second. Only activates when Seeker is firing rockets at enemies and is limited to two activations per rocket barrage.

Augmentation Paths: A.I. Mastermind and Idiot Rocketeer

A.I. Mastermind Level 1: Ammo Constructor refills more rockets per activation. +2 rockets per second.

Level 2: Reduces the rocket cost of Boosters. -3 rocket cost.

Level 3: Increase the reload speed granted by Brain Dead Epiphany by an additional second.

Level 4: Increase number of rockets in Seeker’s clip. +20 rockets.

Level 5: Seeker can now fire while moving.

Level 6: Reduce Ammo Constructor’s cooldown time. -20% cooldown time.

Level 7: Every twenty rockets in a volley leave behind a patch of napalm in the area which deals 40 damage per second for 5 seconds.

Level 8: Each rocket which hits an enemy steals 3 life from enemies and transfers it to Payload. +3 life steal per rocket hit.

Level 9: Boosters can now be used twice in a row before going on cooldown.

Level 10: Full Assault refills half of Seeker’s ammo clip upon its conclusion. +30% chance.

Idiot Rocketeer Level 1: Brain Dead Epiphany has a chance to activate a third time during a rocket volley. 20% chance.

Level 2: After Booster’s activation, Payload’s movement speed is increased by 30% for 4 seconds.

Level 3: Increase the amount of health restored from Brain Dead Epiphany. +100% health restored.

Level 4: For every rocket fired, there is a chance that a rocket won’t consume ammunition. 20% chance per rocket fired.

Level 5: Boosters fires off 10 free rockets dealing 22 damage per rocket to surrounding enemies.

Level 6: At the end of Ammo Constructor, Seeker’s shields immediately start recharging.

Level 7: Payload’s secondary melee punch combo knocks enemies back.

Level 8: Payload’s secondary melee combo ends with a ground pound.

Level 9: Every time Brain Dead Epiphany activates, it takes 3 seconds off of all ability cooldowns.

Level 10: Activating Full Assault causes Payload to fire a much larger missile upon its conclusion which deals 350 damage across a large area.

My 43rd Battleborn is another size challenged animal like Toby who is overcompensating for something. Here’s Landslide, the groundhog in the giant drilling rig.

Name: Landslide. Landslide is the codename of a groundhog who mans a heavy tunneling mech retrofitted for combat, but retains a bunch of features from its days as a construction vehicle. Landslide hails from the planet Terrax, a planet with no star where its denizens are forced to live underground where there is extensive geothermal activity. Landslide’s race includes all kinds of subterranean creatures whom resemble species from Earth like groundhogs, moles and badgers. Landslide was part of his species’ engineering corps by digging tunnels and reinforcing structural integrity for their tunnel networks. When the U.P.R. came to Terrax to mine for resources, Landslide’s race were inducted into the U.P.R’s industrial sectors to help bolster their economy after the LLC left. Landslide served for a time until he discovered his people were being exploited by the fascist pigs leading the U.P.R. Landslide left with several hundred of his people and took refuge in one of the larger asteroids in the Detritus Ring. When the call was put out for the defense of the last star by Trevor Ghalt, Landslide was encouraged by his people to represent them and so he joined the Battleborn to improve structural integrity.

Role: Defender/Rescuer/Opportunist

Weapons: High Powered Pneumatic Drill: A hybrid digging machine Landslide has equipped to his drilling machine called the Drill Dozer. Primary attacks revs the drill and deals 33 damage every .33 seconds. Secondary attacks cause Landslide to drill into the ground and kick up gravel and shrapnel in the direction of enemies, but his movement speed is reduced by 20%.

Ability 1: Burrow: Landslide digs into the ground for 10 seconds and slows his movement speed by 40% and he takes no damage. When Landslide reemerges he deals 260 damage to enemies.

Ability 2: Tunnel Network: Landslide digs a hole in an area providing teammates with a way to travel between two points on the map. If used in an area it deals 230 damage to enemies in the area and causes Landslide to go underground. Only two Tunnel Networks can be built and they have 750 health. Once Landslide or an ally uses a Tunnel Network, they cannot use it for 20 seconds.

Ultimate: Industrial Devastation: Landslide summons several drilling machines in a large area dealing 96 damage each second for 8 seconds.

Talent: Land Wrecker: Using Landslide’s drill on a selected location causes bits of rock kick up if Landslide aims for the ground, dealing 8 to all targets at medium range every 0.25 seconds. Can only be used for a maximum of 8 seconds before you overheat your equipment.

Augmentation Paths: Wrecking Crew and Tunnel Rat

Wrecking Crew Level 1: While Burrow is active if Landslide passes underneath an enemy, they take 36 damage each second.

Level 2: Land Wrecker blankets the space between the landing site and where it begins with shrapnel, dealing an additional 4 damage every 0.25 seconds.

Level 3: Tunnel Networks now shock enemies who get close to them for 30 damage every 1.5 seconds.

Level 4: Increase Landslide’s drill damage by 30%.

Level 5: Decrease the time it takes before Landslide or an ally can use a Tunnel Network again. -5 seconds.

Level 6: Land Wrecker’s range is greatly increased. +60% maximum range.

Level 7: Your drill deals bonus damage to enemy shields. +30% additional damage vs enemy shields.

Level 8: Landslide deals 203 damage when he initiates Burrow.

Level 9: Increase Burrow’s duration. +2 seconds.

Level 10: Reduce Industrial Devastation’s cooldown for every enemy damaged by it. Up to 16 seconds off of cooldown.

Tunnel Rat Level 1: Tunnel Networks are cloaked making them virtually invisible from range.

Level 2: When Landslide emerges from the ground after Burrow, he gains damage mitigation for 5 seconds. +18% damage mitigation.

Level 3: Landslide gains health regeneration while Burrow is active. +70 health per second.

Level 4: Landslide is cleared of all status effects when he initiates Burrow.

Level 5: Landslide no longer has movement speed penalties while Burrow is active.

Level 6: Land Wrecker slows affected enemies for 3 seconds. Can only affect enemies once between uses.

Level 7: At the conclusion of Burrow Landslide’s shields immediately start recharging

Level 8: Tunnel Networks have increased health. +75% increased health.

Level 9: Killing a major enemy or enemy player with Burrow will reset its cooldown.

Level 10: Landslide can use Industrial Devastation while Burrow is active.

Govold, my 44th Battleborn fights his enemies with a giant anchor. Beware the slam!

Name: Govold. Govold is a very tall, muscular fisherman hailing from an aquatic planet whose denizens were all eight feet tall and lived on the water in large fishing villages. Govold’s people resisted the Eldrid’s attempts to capture and protect their planet even in the midst of the Varelsi Darkening their planet. His people were forcefully relocated and saved from the death of their star. Govold left his people and was inducted into the Eldrid’s Vigilant as a defensive fighter. After serving for several years alongside the Vigilant, Govold returned home to find his family had been murdered by a Jennerit assassin. Now fueled by his rage, Govold seeks to hunt down this assassin and make that person suffer.

Role: Defender/Brawler/Agile

Weapons: Anchor Launcher. Govold fights with a memento from his home world, an anchor which has been modified by the Vigilant technicians to be used in mid and close range combat. His primary attack unleashes a close range combo with his anchor while his secondary causes him to swing it in a circular arc and knock back enemy fighters dealing 60 damage with each swing to nearby enemies, but it can only be done up to 4 times in a row before needing to rest. Govold uses a special suit of armor which regenerates his health overtime allowing him to stay in the fight longer.

Ability 1: Anchor Slam: Govold launches his anchor at a selected area dealing 360 damage and retracting his weapon.

Ability 2: Whirling Sweep: Govold swings his anchor in a wide cone, knocking any enemies back and dealing 231 damage to them.

Ultimate: Harden: Govold activates his armor’s defensive protocols to give himself an overshield worth 1000 energy and it lingers until it is depleted by enemy attacks.

Talent: Nautical Insight: Every time Govold strikes an enemy with his anchor, his critical damage resistance and movement speed increase up to 30% for ten seconds if he doesn’t strike an enemy.

Augmentation Paths: Oceanic Guard and Nautical Vengeant

Oceanic Guard Level 1: Whirling Sweep heals Govold for 87 health for every enemy damaged by the skill. Minions heal for half the amount.

Level 2: Increase the number of times Govold can swing his anchor in a circular arc. +2 swings.

Level 3: Increase Govold’s health regeneration by 8 health per second.

Level 4: Nautical Insight’s damage resistance bonus is increased while his movement speed bonus is decreased. +15% maximum damage resistance and -10% maximum movement speed.

Level 5: For every enemy killed by Anchor Slam, Govold gains 2 health regeneration per second, up to 10 stacks. Killing enemy players give 3 of these stacks. You lose half of these stacks upon death.

Level 6: Nautical Insight replaces the movement speed bonus with a cooldown time bonus. All penalties and bonuses from other augmentations still apply.

Level 7: Enemies who attack Govold in melee range take 8 damage with each attack.

Level 8: The lower Govold’s health is, the more bonus healing he receives. Up to 40% bonus healing received.

Level 9: Enemies affected by Anchor Slam do not receive any healing for 5 seconds.

Level 10: Harden also heals Govold for 40% of his health upon activation.

Nautical Vengeant Level 1: Anchor Slam has a chance to deal critical damage to enemies without actually hitting them in critical spots. +15% critical chance.

Level 2: Whirling Sweep slows enemies who have been knocked back for 3 seconds.

Level 3: Anchor Slam and Whirling Sweep knock enemies into the air when they are damaged.

Level 4: Nautical Insight’s movement speed bonus is increased while his damage resistance bonus is decreased. +10% movement speed bonus and -15% damage resistance bonus.

Level 5: Govold’s combo now ends with a slam attack dealing 109 damage to enemies a short distance in front of him.

Level 6: If only one enemy is damaged by Anchor Slam, Govold pulls that enemy towards him.

Level 7: Nautical Insight’s damage resistance bonus is replaced with a damage bonus. All penalties and bonuses from other augmentations still apply.

Level 8: Anchor Slam deals 130 damage to all enemies between him and the area he has selected for the ability to take effect.

Level 9: Enemies affected by Whirling Sweep have healing done to them reduced by 50% for 10 seconds.

Level 10: While Harden is on cooldown, Govold deals bonus damage with Whirling Sweep and Anchor Slam. +20% increased damage.

My 45th Battleborn was inspired by Taz the Tasmanian Devil from Looney Tunes. Meet Ripper!

Name: Ripper. Ripper is a cyclonian, a creature capable of deconstructing itself from a solid to a gaseous state and back again. In terms of looks he’s three feet tall, has a lot of teeth and travels around like a tornado. It also has an insatiable appetite and can usually be found chewing on the sides of spaceships or ripping through military installations like a gust of wind or a tornado. In truth, Ripper was a major nuisance until the Vigilant caught him and tied a device which forces him to have no control over his form except when following the orders of Vigilant leaders. Now that he’s a hound for the Eldrid, Ripper begrudgedly follows the orders like a caged animal, biding its time before it can break its chains and wreak havoc on his captors.

Role: Attacker/Brawler/Hungry!

Weapons: Ripper doesn’t use any weapons other than his teeth, claws and cyclonic form to rip his enemies to splinters. Primary attack is a combination of bites, claw swipes and crazy tornado fueled swipes. Holding his secondary causes him to become his cyclonic for a maximum of 4 seconds, but his movement speed is increased by 50% and he deals 43 damage per second to enemies when they are close.

Ability 1: Tornado Frenzy: Ripper changes to his cyclonic form for 6 seconds and attacks anyone near him for 33 damage every 0.5 seconds.

Ability 2: Indigestion: Because Ripper is made of a solid state of air, he is constantly breaking wind and uses it as a weapon against people attacking him and giving him a quick getaway. Affected enemies are stunned for 2 seconds and Ripper propels himself in whatever direction he is moving. He also deals 110 damage to affected enemies.

Ultimate: Big Tornado: Ripper releases all of his energy to create a large tornado in one location which pulls enemies into its vortex dealing 60 damage per second for up to 9 seconds.

Talent: Ripper Hungry: Every time ripper performs a biting attack on his enemies, he heals himself for 25% of the damage he deals while his tornado attacks heal him for 5% of the damage he deals.

Augmentation Paths: Wind Devil and Voracious Thing

Wind Devil Level 1: Tornado Frenzy deals 86 additional damage to enemies every 2 seconds during its active duration.

Level 2: Increase the propulsion distance upon activation of Indigestion. +30% propulsion distance.

Level 3: Increase the amount of time can stay in his cyclonic form by 2 seconds.

Level 4: Increase the amount of time enemies are stunned for by Indigestion. +1 second to stun duration.

Level 5: Hitting enemies in Ripper’s cyclonic form reduces the cooldown of Tornado Frenzy by 0.5 seconds per hit.

Level 6: Indigestion leaves behind a damaging area of effect which deals 24 damage per second for 6 seconds.

Level 7: While Tornado Frenzy is on cooldown, Ripper deals bonus damage to enemies while his cyclonic form is active. +15% bonus damage.

Level 8: Indigestion’s area of effect is increased. +40% effect radius.

Level 9: Ripper’s slash attacks are faster vs enemies who are slowed, stunned or blinded. +20% attack speed.

Level 10: Big Tornado follows Ripper around and its duration is increased. +2 second duration.

Voracious Thing Level 1: Anytime Ripper deals damage to enemies with his bites or in tornado form, he heals himself for an additional 10% of the damage he deals.

Level 2: While Indigestion is on cooldown, Ripper ends his combos with a loud belch which knocks back enemies a short distance

Level 3: Increase Ripper’s movement speed while in his cyclonic form by an additional 25%.

Level 4: Indigestion no longer stuns enemies but instead slows them for 3 seconds.

Level 5: Hitting enemies with Ripper’s biting attacks reduces the cooldown of Indigestion by 0.5 seconds per attack.

Level 6: Tornado Frenzy heals Ripper for 220 health at the end of its duration.

Level 7: If Ripper is impaired while in his cyclonic form he leaves behind a small twister which sucks enemies towards it for 3 seconds.

Level 8: There is a chance Indigestion will cause an explosion upon activation, dealing 200 damage to enemies in his area of effect. 50% chance upon activation.

Level 9: Tornado Frenzy’s duration is increased. +2 seconds.

Level 10: Big Tornado now reflects enemy projectiles back at the attacker if they fire upon it.

Battleborn number 46 is called Prim Eval, a Rogue who is stuck with an exo skin permanently fused to her body, but fights for the Eldrid.

Name: Prim Eval. Primeval is the name of Dukatha Vorelthal, the thief who stole a prototype exo skin the Vigilant were beta testing, codenamed Primal. Built using the same materials and having the same functionality as Mellka’s bio-glove weapon. Dukatha is a Rogue who stole the exo skin for a client who was paying top shards for this valuable prototype. However, while en route to the drop off point in the Detritus Ring, Dukatha was attacked…by the exo skin itself. It turns out the suit had been created with a mind of its own. It grafted itself onto Dukatha’s body, permanently changing her physiology and transforming her into…something else. Her client was not thrilled with this betrayal and placed a bounty on her head for the retrieval of the Primal. Now on the run from bounty hunters, Dukatha was forced to seek refuge with the Eldrid and gave up her old identity to become Prim Eval.

Role: Support/Stealth/Healer

Weapons: Prim Eval’s exo skin comes equipped with an adaptation system allowing her to adapt to combat situations depending on her needs as they arise. For her primary attack she launches darts which the exo skin creates naturally as a weapon. She can fire up to 10 darts before needing to reload. Her secondary causes her to throw a dart which slows enemies for 2 seconds if they get hit.

Ability 1: Primal Synthesis: Prim Eval taps into her exo skin’s regenerative properties, allowing her to greatly increase her health regeneration for 8 seconds. Her health regeneration is increased by 31 health per second. This also amplifies the amount of healing Prim Eval gives out to teammates by 40% while she is cloaked

Ability 2: Chameleon: For the next six seconds Prim Eval becomes cloaked, however, firing on enemies doesn’t cause to break her cloak. Instead, she will reveal herself briefly and then return to being invisible.

Ultimate: Mass Camouflage: Prim Eval extends the power of her exo skin to up to two teammates and they are granted eight seconds of Chameleon. They also receive rapid health regeneration for those eight seconds.

Talent: Camouflaged Rejuvenation: Because of her exo skin’s natural regenerative properties and its ability to refract light, Prim Eval’s exo skin emits a healing aura for as long as she remains cloaked, healing teammates for 31 health per second.

Augmentation Paths: Exiled Rogue and Primal Watcher

Exiled Rogue Level 1: Increase the number of darts Prim Eval can fire before needing to reload. +10 darts.

Level 2: Increase Prim Eval’s reload speed by 20%.

Level 3: If Prim Eval’s health falls below 30% she will be granted 4 seconds of cloaking.

Level 4: Prim Eval moves faster while she is cloaked. +20% increased movement speed.

Level 5: Healing teammates with Primal Synthesis reduces its cooldown. Up to 25% cooldown reduction.

Level 6: Increase the fire rate of Prim Eval’s darts. +30% firing speed.

Level 7: The slowing effect of Prim Eval’s secondary attack is intensified. +100% increased slow effect.

Level 8: Activating Primal Synthesis now cloaks Prim Eval for its duration, this cloak behaves like Chameleon.

Level 9: Enemies that are near Prim Eval while she is cloaked have their damage output reduced by 10%.

Level 10: Mass Camouflage’s cloaking effect on teammates lasts longer. +2 seconds.

Primal Watcher Level 1: Prim Eval’s healing aura radius is increased while Chameleon is active. +30% aura radius.

Level 2: Increase the duration of all skills. +2 seconds to all skills.

Level 3: Primal Synthesis also speeds up teammate’ cooldown times while it is active. -10% to teammate cooldown times.

Level 4: Prim Eval’s darts steal health from affected enemies. +10% life steal.

Level 5: When Prim Eval activates Chameleon, she heals a nearby teammate for 300 health. If there are no nearby teammates, Prim Eval will heal herself for the amount instead.

Level 6: Teammates who are being healed by Prim Eval will not have their health fall below 100 health until they interrupt the healing or one of her abilities ends.

Level 7: Prim Eval can fire up to two additional darts with her secondary attack, but they don’t slow enemies. Instead they deal 87 damage per dart.

Level 8: Upon the conclusion of any skill, that skill is refunded a percentage of its cooldown time. -15% cooldown time upon their conclusion.

Level 9: Decloaking cause Prim Eval to get an overshield. 225 overshield for 8 seconds.

Level 10: Mass Camouflage also makes teammates and yourself immune to location revealing effects.

Armoros my 47th Battleborn, is a military Magnus who went crazy and became a weapon hoarder. What a dick.

Name: Armoros. A Last Light Consortium A.I. in charge of governing military A.I. and who was also governed by the Magna Carta before it went offline. Now Armoros has rebooted and swept through the ranks of its forces, wreaking havoc and defeating its own allies, but collecting each of their weapons and starting a collection of its own. Armoros is a dangerous A.I. now because of its desire to defeat and take the weapons of its adversaries to keep as trophies and to show off its superiority to all the denizens of Solus. Now it sees Rendain and his Imperium as the ultimate adversary, Armoros wants Rendain’s arm. He has joined with the Battleborn to sample their unique weaponry and fighting styles and to show off his collection.

Role: Attacker/Versatile/Initiator

Weapons: Armoros has a whole lot! He floats through the air using an antigravity generator and has the ability to magnetically control the weapons he carries with him. His primary attack is the firing of a whole host of ranged weapons ranging from pistols to rifles except he can fire them all in a barrage of bullets dealing 18 damage every 0.25 seconds for up to 8 seconds before they all need to cool off. His secondary attack consists of several of his prized swords and blades in several flourishes dealing 22 damage per 0.25 seconds in a four step combo.

Ability 1: Heavy Arms: Armoros summons his prized laser cannons for up to 5 seconds to deal 60 damage per second to enemies up to longer ranges.

Ability 2: Barrier of Blades: Armoros surrounds himself with his swords and blades to reinforce his defenses and deal damage to enemies who attack him in melee range. He gains 20% damage mitigation and deals 22 damage to enemies who hit him in melee range. Lasts for 8 seconds.

Ultimate: Calibarus: Armoros summons his most valuable weapon, the cannon halberd Calibarus. Calibarus enhances Armoros’s melee by giving him a powerful melee attack which deals 103 damage while he launches explosive laser bolts dealing 120 damage per shot with his secondary attack. Lasts until canceled or when he is knocked out of it. Armoros can’t use his other abilities while this is active.

Talent: Master’s Arsenal: Armoros deals increasing damage with every attack in either melee or ranged attacks up to 15%. Resets when he switches his attack pattern.

Augmentation Paths: Master of Blades and Master of Arms.

Master of Blades Level 1: Barrier of Blades deals bonus damage to enemies who attack him. +100% damage bonus.

Level 2: Armoros’s melee combo ends with his blades spinning around him, dealing 52 damage each second for two seconds.

Level 3: Upon the conclusion of Heavy Arms, Armoros has increased movement speed. +30% increased movement speed for 4 seconds.

Level 4: Increase Armoros’s maximum health by 260 points.

Level 5: Hitting the ability button for Barrier of Blades early will cause Armoros to fire blades in a circle around him dealing 130 damage and end the ability.

Level 6: Enemies who melee attack Armoros are revealed for 3 seconds and suffer damage amplification. +10% damage amplification.

Level 7: Upon activation of Heavy Arms, Armoros throws a fast traveling knife at an enemy. If that enemy is hit they take 46 damage and are slowed for 2 seconds.

Level 8: Increase the reach of Armoros’s melee attacks by 30%.

Level 9: Barrier of Blades grants Armoros an overshield if Armoros is at 50% or less health

Level 10: Upon activating Calibarus, Armors gains the effects of Barrier of Blades for 8 seconds and all related augmentations.

Master of Arms Level 1: Heavy Arms lasts for an additional second.

Level 2: Armoros’s guns also fire up to 3 rockets while firing his guns which deal 60 damage per rocket.

Level 3: Upon the conclusion of Barrier of Blades, Armoros’s shields immediately start recharging.

Level 4: Increase Armoros’s shield strength by 180 points.

Level 5: A portion damage dealt by Heavy Arms’ laser fire steals health from enemies. 21% life steal.

Level 6: Increase the damage bonus Armoros gains for attacking enemies in either melee or at range by 8%.

Level 7: Upon activation of Barrier of Blades, Armoros lets loose a damaging pulse attack which deals 84 damage to enemies and reduces the damage they deal by 20% for 4 seconds.

Level 8: Tighten the spread of Armoros’s gunfire by 30%:

Level 9: Heavy Arms’ cooldown is reduced. -25% cooldown time.

Level 10: While Calibarus is active, Armoros’s Heavy Arms will remain active except instead of firing laser streams they will fire laser bolts in sync with Calibarus’s ranged fire, each dealing 62 damage per bolt.

Battleborn number 48 is an anti air specialist who is always the last one out. Beware Garnier.

Name: Garnier. Garnier is a famous anti-air specialist in the Peacekeepers army who has destroyed countless ships and was present when Pennarch was Darkening. She stayed until the very last minute shooting down enemy ships, destroying warp anchors and making sure friendlies were able to evacuate to safety. Now that Pennarch has been lost, Garnier has flown to Bliss to set up an advanced position and prepare for another Darkening event. She is tired of watching planets and stars die and doesn’t want it to happen anymore. She has gone AWOL and refuses to obey her superiors because of their inability to come up with a solid plan to prevent the Darkening of Pennarch or come up with a solution to stop Rendain’s Imperium. That was until a multiband broadcasted message went out from Ghalt requesting everyone to band together no matter your faction affiliation to save the last star. Garnier radioed in and signed up as soon as possible.

Role: Attacker/Pusher/Sniper

Weapons: Garnier drives into battle on a quad legged battle mech equipped with an assortment of anti-aircraft weaponry which are also very effective at dispatching ground forces. Her primary fire is a rapid fire anti-aircraft gun which deals 24 damage every 0.25 seconds. Holding the secondary trigger causes her to lockdown in one place and allows her to zoom in on distant targets. It takes her 3 seconds to enter lockdown mode and to get out of it.

Ability 1: Flak Ammo: Garnier loads her cannon with three flak shells which have 50% increased spread and explode when they hit enemies dealing 27 damage per shrapnel explosion. There are 8 flak pellets per shot fired.

Ability 2: Long Barrel: Garnier deploys her long range AA gun to fire a high velocity shell at her target dealing 260 damage to a single target.

Ultimate: Airburst: Garnier overcharges her main cannon to fire an explosive burst which explodes when it comes into contact with either an enemy or the environment, dealing 400 damage across a large radius.

Talent: While Garnier is in Lockdown mode her accuracy is increased by 40%.

Augmentation Paths: AA Superiority and Splash Shooter

AA Superiority Level 1: While Garnier is locked down her accuracy is increased by an additional 15%.

Level 2: Flak Ammo’s spread is increased by an additional 20% and the flak pellets are increased by 30%.

Level 3: Long Barrel’s hitbox is increased, making it easier to land a shot on enemies.

Level 4: Increase the fire rate of Garnier’s primary weapon fire by 20% while locked down.

Level 5: Long Barrel shells now over penetrate enemies.

Level 6: While locked down, Garnier’s abilities cooldown faster. +25% cooldown speed while locked down.

Level 7: Long Barrel’s damage increases each second for up to 5 seconds before firing. Up to 40% bonus damage.

Level 8: Flak Ammo now has a chance to refund a shell. 25% chance per shell fired.

Level 9: Reduce the time it takes to initiate and exit lockdown mode by 1 second.

Level 10: If Airburst is fired during lockdown mode, it will release a secondary explosion upon its impact site which occurs two seconds after the first one and deals half damage.

Mobile Gunner Level 1: When Garnier takes damage, her movement speed is increased by 30% for 4 seconds.

Level 2: Flak Ammo’s spread is tightened and Garnier gets an additional flak shell.

Level 3: While aiming the Long Barrel, Garnier suffers no reticule shaking when she’s moving.

Level 4: Garnier’s primary weapon fire deals bonus damage to enemy shields. +30% bonus shield damage.

Level 5: Long Barrel grants Garnier two additional shell which deal 50% of Long Barrel’s maximum damage.

Level 6: Garnier’s movement speed is increased while she is firing her primary weapon. +20% movement speed while firing.

Level 7: Garnier can fire all her flak shells at once instead of individually, but her damage is reduced. -15% skill damage for Flak Ammo.

Level 8: Long Barrel shells can now pierce parts of the environment to hit targets behind them.

Level 9: Every twelfth shot fired from Garnier’s primary weapon will slow an enemy for 1 second.

Level 10: Airburst’s projectile speed and blast radius is increased by 40%.

My 49th Battleborn is a Jennerit War Dancer who considers the battlefield the most elegant of stages to perform, here is Eris.

Name: Eris the War Dancer. Eris is a Jennerit War Dancer, a specially trained warrior who incorporates special bladed leggings on her body. She has been trained for decades in the art of war and field tactics. However, she makes a grand spectacle of it all by taunting her enemies and killing them with the greatest of skill and elegance. After Rendain’s coup, Eris joined other Jennerit rebels and fought multiple times against the Jennerit Imperium to eradicate as many Varelsi and Imperium forces as possible. Her dedication to a futile cause was rewarded when Ghalt rescued Jennerit allies like Rath and Ambra. Eris joined with the Battleborn to begin the long battle to protect the last star, and to destroy Rendain and his Imperium.

Role: Attacker/Agile/Skirmisher

Weapons: Eris attacks her foes with her bladed leggings, unleashing a powerful combo of sweeping and spiraling kicks which are meant to knock enemies off balance. Her secondary attack if timed right causes her to knock an enemy ranged attack or skill based projectile back at the user. If she has energy blades, Eris will unleash projectiles in a cone each dealing 76 damage to whoever gets hit and knocks them back, but she consumes her blades.

Ability 1: Crescent Spiral: Eris jumps forward in a straight line, dealing damage to enemies who are caught in her path while slashing at them, dealing 173 damage to each enemy.

Ability 2: Majestic Escape: Eris kicks an enemy right in front of her dealing 86 damage and bounces away from them.
Ultimate: Timeless Grace: Eris performs a whole host of elegant dance moves in an area around her over the next 5 seconds. Any enemies caught in the area are blinded for the duration of the ability and they take 130 damage each second.

Talent: Grand Spectacle: While Eris fights her confidence grows as does the spectacle of her attacks. Whenever she kills an enemy, she gains an energy blade and can hold up to 4 energy blades. Each blade increases her damage output by 5%. If she kills a major enemy or player, she gains four energy blades.

Augmentation Paths: Dancer of the Imperium and Jennerit Demoness

Dancer of the Imperium Level 1: Increase the distance Eris bounces away from enemies with Majestic Escape by 40%.

Level 2: Upon the conclusion of Crescent Spiral Eris bounces back from enemies.

Level 3: Anytime Eris takes 500 health or shield energy, she earns an energy blade.

Level 4: Eris’s basic attack damage steal a portion of enemy health. +25% life steal.

Level 5: Increase the amount of damage an energy blade stack grants Eris by 2.5%.

Level 6: Majestic Escape now propels her in the direction she is traveling.

Level 7: Crescent Spiral’s damage is reduced but it now deals its damage vertically and horizontally. -15% damage.

Level 8: For every energy blade expended, Eris regains 76 health.

Level 9: If Eris is bouncing away from an enemy, she is surrounded by Crescent Spiral and deals 48 damage per second to enemies who happen to be near her while she is in flight.

Level 10: At the conclusion of Timeless Grace, Eris gains all her energy blades.

Jennerit Demoness Level 1: Crescent Spiral now knocks up enemies after it deals damage.

Level 2: Increase the damage Majestic Escape deals to enemies after sprinting. +50% bonus damage.

Level 3: Upon the conclusion of either Majestic Escape or Crescent Spiral, Eris earns an energy blade.

Level 4: Increase Eris’s attack speed by 30%.

Level 5: Increase the number of energy blades Eris can store by 1.

Level 6: Majestic Escape leaves behind a trail of electricity which deals 240 damage over 5 seconds.

Level 7: Crescent Spiral’s vertical spin blade width is increased. +50% blade width.

Level 8: Instead of launching all of her energy blades in a cone, Eris now unleashes one large energy blade which deals 75% of the maximum damage in an arc.

Level 9: If Eris uses Majestic Escape and it deals no damage to enemies, half of its cooldown is refunded.

Level 10: Timeless Grace’s duration is increased and its cooldown is reduced. +2 seconds to duration and -20% cooldown time.

Battleborn number 50 is a midget who flies a battleship the size of a food truck. Here is Captain Shortbeard and the Micro Avenger.

Name: The Micro Avenger and Shortbeard. Shortbeard is a midget humanoid who stands roughly two feet tall. The Micro Avenger is a scaled down version of a ragtag pirate ship equipped with anti-gravity thrusters. Shortbeard is a well renowned pirate who raids capital ships despite his own ship being a one hundred thousandth of the size and he only takes about a couple hundred pounds of treasure from those he raids. Considered a small timer, Shortbeard has been trying to break into the big leagues and has even joined much larger raiding parties by taking a pittance of the total treasure. In a desperate attempt to gain notoriety, Shortbeard attacked a Varelsi troop by himself. Sadly, he was overwhelmed by their sheer numbers when Reyna and her Rogues stepped in to provide him with enough breathing room to pull out and escape. Once he was safely evacuated from the hot zone, Shortbeard now owed Reyna a big favor. Reyna called in his favor by having him join the Battleborn under Ghalt with his ship and all.

Role: Defender/Tank/Disruptor

Weapons: Mini Cannons: Shortbeard’s Micro Avenger fires barrages of bullets which deal 2 damage per cannon each second, he has at least 7 of these onboard his ship. His secondary ability gives him the fuel he needs to move forward or in any direction at all.

Ability 1: Ramming Speed: Shortbeard activates his anti-gravity thrusters, bringing them to full power and ramming into enemies who get in his way, dealing 220 damage to enemies he runs into and knocking them back, but his fuel gauge is emptied.

Ability 2: Broadside: Shortbeard points all of his cannons towards either the left or the right depending on where the targeting reticule is. Each cannon blast deals 86 damage and there are six cannons. Each cannon fires independently one right after the other.

Ultimate: Bombardment: Shortbeard dials in his command console to activate rocket pods hidden on board the Micro Avenger. After five seconds of painting targets, each rocket pods will fire up to six missiles at targets which Shortbeard has painted and deal 46 damage to each of the targets marked per missile. A total of 18 rockets are fired.

Talent: Emergency Shielding: When the Micro Avenger’s health falls to 30% or below, his shields are instantly recharged to 400 shield strength. Has an ability cooldown of

Augmentation Paths: Into the Breach and Against Impossible Odds

Into the Breach Level 1: Ramming Speed causes Shortbeard to gain increased movement speed for five seconds after using the skill. +30% movement speed bonus for 5 seconds.

Level 2: Broadside now fires cannons to the left and the right upon activation, dealing half of the total damage in both directions.

Level 3: Increase Shortbeard’s maximum movement speed by 15%.

Level 4: Broadside gets an additional cannon. +86 damage.

Level 5: Increase mini cannon damage by 3 damage per cannon per second.

Level 6: Reset Broadside’s cooldown if it manages to get a kill.

Level 7: Emergency Shielding instead grants Shortbeard a 40% movement speed increase for 6 seconds.

Level 8: Broadside now draws power from Shortbeard’s shield causing it to deplete half of his shields upon activation, but increasing damage by 50%.

Level 9: Increase the speed and range of Ramming Speed. +50% speed and range.

Level 10: Increase the number of rockets fired during Bombardment by 6.

Against Impossible Odds Level 1: While Shortbeard’s shield is full, the Micro Avenger repairs itself. +35 health per second while shields are full.

Level 2: Broadside shots knockback enemies back when they are hit. +30% knockback distance.

Level 3: Upon the conclusion of Ramming Speed Shortbeard retains half of his fuel levels, reducing the time it takes to build up speed.

Level 4: Increase Shortbeard’s maximum shield strength. +150 shield strength.

Level 5: Increase the number of mini cannons Shortbeard has by 2.

Level 6: Ramming Speed’s cooldown is reduced by 20%.

Level 7: Emergency Shielding also grants Shortbeard a damage reduction for 8 seconds. +30% damage reduction for 8 seconds.

Level 8: Broadside cannons now fire all at once rather than individually.

Level 9: Ramming Speed now teleports Shortbeard to the sight he is aiming for rather than cause him to ram into enemies, however when he reappears he still deals damage to enemies near him.

Level 10: Bombardment now fires one larger missile rather than several small ones, however this one deals half of the total damage in an explosion and then the rest as area of effect damage.

And finally my 51st Battleborn is here, Jaruune is the sole survivor of Varelsi space and fights on the side of the Rogues.

Name: Jaruune, the Void Survivor. When worlds were lost to the Darkening, there were times when civilians wouldn’t always survive or get evacuated in time. Jaruune is one of those unfortunate victims to be sucked into Varelsi space when the star of her home system was destroyed. She hails from a race called conductors by the Peacekeepers who recruited her people to fight for them because of their ability harness elemental energies and project them through their bodies. Jaruune emerged from a Varelsi portal after the Heliophage Darkened the second to last star and destroyed Pennarch. However she was greatly changed, most of her body was covered in a cosmic sludge which comprised the bodies of the many Varelsi she had slain. She tried to rejoin her comrades in the U.P.R. only to find they rejected her outright. Jaruune found a place in Reyna’s Rogues, thanks to her newfound abilities she possessed. Now she fights for the last star, hoping she will never have to go back to Varelsi space.

Role: Supporter/Skirmisher/Rescuer

Weapons: Energy Projector Rifle: Jaruune’s signature weapon allows her to fire an endless amount of void spewing projectiles which steal enemy health when they collide with a target. Her secondary attack causes her to mark a teammate or a part of the environment and allow her to use her abilities to interact with them. Can mark up to only two locations or teammates.

Ability 1: Void Step: Jaruune steps through space and causes her to reappear near a teammate as long as they were marked by her rifle. For 5 seconds afterwards, Jaruune and her teammate deal 10% additional damage.

Ability 2: Void Blast: Jaruune overcharges her rifle to fire a condensed projectile at a location which explodes dealing 240 damage at the target location and returns 25% of the damage done as health to her.

Ultimate: Journey To Nowhere: Jaruune warps her and a nearby teammate to the location of a marked teammate or part of the environment. Requires five seconds to charge up and will only prioritize teammates with the most health. If Jaruune teleports by herself, half of the ability’s cooldown is refunded.

Talent: Varelsi Affinity: Jaruune’s projectiles and Void Blast return 25% of the damage they deal as health to her.
Augmentation Paths: Void Guard and Void Reaver

Void Guard Level 1: Jaruune heals the teammate she teleports to with Void Step for 310 health.

Level 2: Increase Jaruune’s projectile speed. +50% projectile speed.

Level 3: Jaruune gains the ability to double jump.

Level 4: Void Blast deals increased damage to enemies that Jaruune has marked. +20% damage bonus.

Level 5: Void Step causes gives Jaruune’s teammate a 15% damage reduction for 5 seconds.

Level 6: The Energy Projector fires three shots in a cone which each do full damage that one projectile would deal in damage.

Level 7: Jaruune’s fire rate is increased by 30%.

Level 8: Jaruune’s projectiles heal teammates for 41 health per projectile at the cost of 9 health per projectile.

Level 9: Void Step now grants the teammate she teleports to an overshield. 225 overshield for 8 seconds.

Level 10: Journey to Nowhere will restore 500 health to Jaruune and her teammates upon activation.

Void Reaver Level 1: Void Blast explodes a second time dealing 50% of its damage.

Level 2: Void Step increases the damage amplification shared between you and your teammate by an additional 15%.

Level 3: Jaruune steals more health from enemies with her projectiles. +20% additional life steal.

Level 4: Void Blast’s area of effect is increased. +40% increased radius.

Level 5: Activating Void Step again within five seconds will return Jaruune to the spot she teleported from.

Level 6: Energy Projector now fires shots which home in on marked target.

Level 7: Increase Jaruune’s maximum health by 360.

Level 8: Jaruune’s projectiles now overpenetrate enemies.

Level 9: Void Blasts cooldown is reduced depending on the number of enemies affected by the explosion. Up to 7 seconds off of cooldown.

Level 10: Journey to Nowhere gives Jaruune’s teammates 40% life steal on all basic attacks for the next eight seconds.

My 52nd Battleborn is a Macaw monkey in a power loader exoskeleton named Mac Awes.

Name: Mac Awes: Mac Awes is from a race of apes ranging from gorillas to orangutans. Mac Awes is a macaw monkey who hailed from this race of apes, but he was born with a supreme inferiority complex. When his home star was darkened by the Varelsi, Mac Awes and most of his people evacuated their home planet after it succumbed to the Darkening. For a while, his people drifted through space as a collection of refugee ships until they came upon the planet Ekkunar and were taken in by the Eldrid. Mac Awes, however, requested to join the Vigilant multiple times and was rejected because he was too small. Then, when the U.P.R. came to Ekkunar and occupied it, Mac Awes snuck into a top secret weapons bunker which belonged to the Peacekeepers. Mac Awes hijacked an experimental full body loader and rampaged his way out of bunker. Despite his accomplishment, the Vigilant still wouldn’t take him on account of his dependency on a “mechanical monstrosity.” So Mac Awes left the Eldrid and joined the Rogues and with the mechanical genius of Toby, had his loader machine outfitted just the way he wanted. Now Mac Awes fights for the Rogues by aiding raiding parties and acting as Toby’s anger management coach.

Role: Defender/Versatile/Controller

Weapons: Peacekeeper Industrial Loader Mk 3: Mac Awes fights with this eight foot tall industrial machine heavily outfitted for combat and mobility. Primary attacks cause Mac Awes to perform a melee combo while his secondary fires a miniaturized chaingun at enemies from the left arm. The chaingun requires some time to spin up, does 16 damage each second and overheats quickly.

Ability 1: Rocket Fist: Mac Awes fires the right hand of his machine at a designated spot. If the rocket fist hits an enemy they will take 84 damage and that enemy is pulled to Mac Awes.

Ability 2: Taser Cable: Mac Awes fires cables from his machine in a certain direction. If the cable hits an enemy, they are stunned for two seconds and Mac Awes gains a 30% movement speed bonus for as long as the enemy is stunned.

Ultimate: Yo-Yo Blitz: Mac Awes fires his cables at an enemy and pulls them towards him and then deals 130 damage upon contact then knocks back that enemy. If that enemy collides with a wall they take 50 damage. This happens two more times for a total of 540 damage to the target.

Talent: Hydraulic Jump: Mac Awes can jump higher than other Battleborn by charging his jump. While in the air, Mac Awes can perform ground pound and deal 77 damage to surrounding enemies.

Augmentation Paths: Short Fused and Call Me Tiny!

Short Fused Level 1: Rocket Fists drain health and shields from enemies. 180 health and shields over 5 seconds.

Level 2: Each successful hit during a melee combo causes Mac Awes to heal 12 shield energy.

Level 3: Increase the maximum height of Hydraulic Jump. +30% maximum height.

Level 4: Rocket Fists no longer pull enemies in but will instead grab an enemy slam them into a wall dealing 130 damage in addition to other effects.

Level 5: If a Taser Cable doesn’t hit a target and instead hits the ground it will leave behind an electrified field which deals 240 damage over 5 seconds.

Level 6: If Mac Awes fires his minigun while airborne, he will hover in the air until he stops firing or the weapon overheats.

Level 7: Increase melee attack speed. +20% attack speed.

Level 8: Upon the conclusion of Rocket Fist Mac Awes shields will immediately start recharging.

Level 9: Mac Awes basic attacks gain shield penetration. +25% shield penetration on all basic attacks.

Level 10: Yo-Yo Blitz has one additional yo-yo cycle. +180 additional damage.

Call Me Tiny! Level 1: Increase the amount of time Mac Awes minigun can fire before overheating. +4 seconds.

Level 2: Taser Cable shocks enemies for 90 damage over the stun duration.

Level 3: Reduce the time it takes to fully charge Hydraulic Jump. -1 second.

Level 4: Increase the travel speed and range of Rocket Fist. +25% speed and range.

Level 5: Taser Cable launches two additional cables.

Level 6: Mac Awes gains the ability to double jump.

Level 7: Reduce all skill cooldowns. -10% skill cooldown.

Level 8: When Mac Awes shield is depleted, 3 seconds get taken off of Taser Cable’s cooldown.

Level 9: Taser Cable’s stun effect now chains to an additional nearby enemy.

Level 10: Yo-Yo Blitz will finish with an overhead slam which deals 200 damage to all surrounding enemies.