Compilation of New Battleborn Characters

My seventeenth Battleborn is one of my favorites which I consider to be truly unique.

Name: Varentel. Varentel is a Varelsi who has been around since the birth of the universe. It has existed for millions upon billions of years and helped set in motion in later years the Darkening of stars and planets. Varentel’s job was to scour the universe for stars to consume, however, Varentel was unlike other Varelsi, it was mesmerized by the lives of sentient beings and for millennia it would watch in silence the evolution of species across the multiverses. As the number of stars and inhabitable planets began to diminish across the multiverses, Varentel started to go against what the Varelsi wanted for the universe and began warning the inhabitants of planets of the coming Varelsi. It even warned the Empress of the Jennerit and Rendain, it is partially Varentel’s fault that Rendain betrayed his empress and staged a coup de tat. Now that there is only one star left in all the universes, Varentel is angry and now seeks the impossible task of destroying the Varelsi, its former people. It now seeks to preserve the lives of those fighting to protect the last star. It has sided with the Jennerit to do just that, to make up for previous mistakes.

Role: Supporter/Rescuer/Tank

Weapon: Varentel fights with massive shadowy claws at melee range with both primary and secondary attack buttons. Holding either button will charge up your claws to deal increased damage on the next swing. Varentel does not use a shield and instead relies upon rapid health regeneration which returns it to full health when it doesn’t take damage for a few seconds.

Ability 1: Dark Corridor: Varentel places a stable wormhole at one part of the map and another one at another location. Teammates who pass through it are transported to another part of the map or area and they regain 130 health. The wormholes have 700 health and can be destroyed.

Ability 2: Chaotic Breath: Varentel breathes dark fire on enemies in a cone in front of it, dealing 240 damage over 5 seconds.

Ultimate: Your Shadow, I Am: Varentel fuses itself with a teammate and that teammate gains 500 bonus health, +21 health per second and +10% off skill cooldown times. Lasts for only twenty seconds and if the fused teammate dies, Varentel will lose half of its health and defuse from the teammate, however if an enemy shoots Varentel’s head it will do extra critical damage. Varentel can still use his regular skills while this is active.

Talent: Ageless Entity: Varentel carries no shield into battle and relies upon its rapidly regenerating health. Its health behaves a bit like a shield or an Eldrid’s health regeneration. All Varentel has to do is not take any damage for six seconds and he will regenerate 102 health per second until he is back to full health.

Augmentation Paths: Impossible Warden and Vengeful Wraith.

Impossible Warden Level 1: Dark Corridor now restores teammate health when they are nearby. +5 health regen per second.

Level 2: Charging up the shadow claws will now give them more reach. +25% melee reach.

Level 3: Reduce the time it takes for Varentel’s health to begin recharging. -2 seconds.

Level 4: If Chaotic Breath is used on teammates, they gain brief damage mitigation. +10% damage mitigation for 4 seconds.

Level 5: Dark Corridor increases the shield recharge rate of teammates who pass through it. +25 shield strength per second for 5 seconds.

Level 6: Shadow claws now drain health from enemies and redistribute it to you and nearby teammates. +10% Life Steal.

Level 7: If you die, there is a chance you will reappear from an active Dark Corridor with 25% of your maximum health.

Level 8: Increase your maximum health. +405 maximum health.

Level 9: Chaotic Breath causes enemies to move slower when hit. 3 second slow duration.

Level 10: Increases the bonuses given to teammates by Your Shadow I Am and critical damage dealt to Varentel is reduced. +20% to all bonuses and -25% to critical damage taken.

Vengeful Wraith Level 1: Chaotic Breath’s effective range is increased. +100% range.

Level 2: Charging shadow claws simultaneous causes Varentel to create a dark bomb which explodes at the spot it throws it to. +140 damage at explosion area.

Level 3: Dark Corridor now deals damage to nearby enemies. +22 damage per second.

Level 4: If your health falls below 20%, you gain an overshield. 225 overshield for 6 seconds.

Level 5: Chaotic Breath’s damage no longer spreads out into a cone and is now shot straight ahead at wherever Varentel is aiming. +25% damage and range.

Level 6: Teammates passing through a Dark Corridor gain a damage boost. +10% damage output.

Level 7: Shadow claws amplify damage done to enemies. +25% damage amplify for 3 seconds.

Level 8: Chaotic Breath’s cooldown is reduced. +15% cooldown reduction.

Level 9: Dark Corridors now explode when destroyed. +150 damage and +50% blast radius.

Level 10: Chaotic Breath’s cooldown while Your Shadow I Am is active is reduced and Your Shadow I Am’s duration is increased. +40% cooldown reduction and duration.

My eighteenth Battleborn is kind of generic, but I believe a game about the end of the universe needs a Space Marine.

Name: Xeverka, Jennerit Imperial Soldier. Xeverka is a veteran who has been in the UPR for 50 years. She is one of the most valuable soldiers because she believes strongly in the tradition of leading soldiers into battle while carrying a traditional sword. Her “traditional” sword is actually a massive sawblade she wields with deadly efficiency. She also uses a thruster pack to maneuver around the battlefield and to get out of harm’s way. After an altercation where she slew a subordinate after a string of sexist comments and several body bags later, she was dishonorably discharged. Because of her love for the battlefield, she was scouted by the Jennerit Battleborn Rath and inducted into what was left of the Jennerit army after Rendain’s coup de tat. She now fights with the Battleborn by leading the charge into battle and butting heads with Trevor Ghalt.

Role: Attacker/Skirmisher/Brawler

Weapons: The XTR Military Sawblade and Shoulder Mounted Crow Rocket Launcher. The primary attack causes Xeverka to attack enemies with her Sawblade and the longer she attacks a target, the more damages she deals, up to 25% bonus damage. Her secondary attack paints a target with a wrist mounted laser for a few seconds. If Xeverka is able to maintain target lock, she will launch up to three mini rockets, each dealing 96 damage per rocket.

Ability 1: Thruster Floats: Increases Xeverka’s overall movement speed by 100% for 15 seconds.

Ability 2: Raging Shark: Xeverka charges forward dealing 130 damage to any enemies she passes through.

Ultimate: Terrible End: Xeverka locks onto the nearest enemy, lunges for them and deals 860 damage over three seconds. The enemy is stunned for those three seconds and if Xeverka manages to kill a major enemy with Terrible End she regains half of the damage dealt as health.

Talent: Proud Banner: On Xeverka’s back she carries the banner of her old unit, the Blood Hawks. It is well known throughout the Battleborn and Jennerit about her legendary squad and how they met their unfortunate end. Nearby allies gain 25% increased attack speed and movement speed.

Augmentation Paths: War Legend and Blood Hawk

War Legend Level 1: Increase the radius of Proud Banner. +25% to aura radius.

Level 2: Raging Shark’s cooldown speed is increased. +15% cooldown speed.

Level 3: Xeverka’s rockets release child grenades at their impact site dealing 30% damage.

Level 4: Teammates in Proud Banner’s radius gain health regeneration. 4 health regen per second.

Level 5: Hitting Thruster Float’s ability button again, causes Xeverka to be propelled into the air.

Level 6: Xeverka’s rockets if used at close range, cause her to get propelled backwards.

Level 7: Upon Raging Shark’s skill expiration, Xeverka returns to the spot she first used the skill.

Level 8: Thruster Floats increase shield recharge speed while active. +85 shield strength per second.

Level 9: Proud Banner’s effects now apply to Xeverka as well.

Level 10: Terrible End prevents the enemy from activating skills for 6 seconds after it ends.

Blood Hawk Level 1: Xeverka’s basic melee attacks cause enemies to bleed when they are hit. +34 damage over 1.5 seconds.

Level 2: Raging Shark causes Xeverka to unleash a whirlwind attack at the end of her charge dealing an additional 80 damage.

Level 3: Xeverka’s rocket launcher now launches all of its payload equal to the number of seconds she remains locked onto an enemy.

Level 4: At the end of Xeverka’s combo attack she unleashes a radial attack hitting anyone close to her for 83 damage.

Level 5: Thruster Floats increase Xeverka’s melee attack speed while active. +10% melee attack speed.

Level 6: Using Xeverka’s rocket launcher on enemies in close range stuns them. 2 second stun duration.

Level 7: Using Raging Shark while Thruster Floats is active doubles the speed and range of Raging Shark.

Level 8: Killing an enemy while Thruster Floats is active causes Xeverka to regain health. 65 per enemy killed.

Level 9: Enemies in Proud Banner’s radius are slowed. -20% movement speed.

Level 10: If Terrible End manages to kill a major enemy, half of its cooldown is refunded.

Battleborn number 19 is a strange one, he’s a transformer. But he hates having legs.

Name: Monroe, Aerial Support Specialist. Monroe isn’t a person, he’s a robot. Monroe is a LLC freight drone meant to serve like all the other minions or robots to come out of the Minion Robotics assembly line. When ISIC went off line, Monroe was affected differently, he gained sentience and a massive need to fly through the air like a bird. So he went to the crazy mad scientist Kleese for a whole host of upgrades to his primary chassis. Kleese decided to give the drone the ability to change his form whenever he wanted. So now armed with the ability to walk on two legs or turn into a flying drone armed to the teeth with rocket launchers, rapid fire machine guns and…face-melting lasers.

Role: Attacker/Initiator/Agile

Weapon: Arm Blaster: Monroe’s primary attack is a rapid fire laser arm cannon while the other button allows him to zoom in on his targets. He can also hover through the air for a brief period of time.

Ability 1: Proximity Scan: Monroe launches a mini-drone at an area which scans the location for cloaked enemies. If an enemy should walk into the area, mini-drone will attack the enemy and explode dealing 90 damage with its first attack and an additional 60 when it explodes. Up to three of these mini-drones can be ordered to patrol an area.

Ability 2: Barrage: Monroe activates his extra weapons system which fire in tandem with his primary weapons attack. Every primary attack has a different weapon fire. 20% chance for rockets, machine gun barrage or focus laser per shot fired. Rockets do 86 damage, machine guns do 42 and lasers do 34. Lasts for 6 seconds.

Ultimate: Monroe, Transform!: Monroe transforms into his old drone form and gains movement speed bonuses. While Monroe is in this form, he can still use Proximity Scan and Barrage, but he takes 30% more damage from all sources. He can fly for as long as the ability remains active and it can be toggled on and off.

Talent: System Error: Monroe will sometimes malfunction in the field whenever he takes damage. This can cause him to either gain a damage boost or shield recharge boost for 3 seconds.

Augmentation Paths: I Hate Legs and I’m a Man Droid

I Hate Legs Level 1: Monroe gains a double jump.

Level 2: Monroe’s Barrage does increased damage only while he is airborne. +20% damage.

Level 3: Proximity Scan’s mini drone covers a larger area. +25% area patrol.

Level 4: Replace Monroe’s machine gun in Barrage with a grenade launcher which deals 67 damage when the grenades explode.

Level 5: Increase the height of Monroe’s first jump.

Level 6: Monroe’s rapid fire arm cannon is replaced with a focus laser which deals more damage the longer it is focused on an enemy. Up to 35% additional damage.

Level 7: Teammates passing through Proximity Scan’s area of effect regain 50 health. Effect occurs once every ten seconds per person.

Level 8: There is a chance that all of Barrage’s weapons will fire at once during primary weapon fire. 33% chance of simultaneous weapons fire.

Level 9: System Error no longer triggers a shield recharge boost and the duration for the damage boost is increased. +3 second duration.

Level 10: When Monroe transforms into his flying form, for the first 8 seconds he gains increased damage and movement speed. +25% damage and movement speed.

I’m a Man Droid Level 1: Increase the rate of fire and reload speed of Monroe’s laser cannon. +20% rate of fire and reload speed.

Level 2: Increase the chance for Barrage’s weapons to be used while it is active. +10% per weapon type.

Level 3: Proximity Scan’s mini-drone fires a hail of bullets in all directions when any enemy steps into the area. 22 damage per second for 8 seconds.

Level 4: Monroe’s shield recharge delay is reduced while System Error is active. -2 seconds to shield recharge delay.

Level 5: Monroe’s laser cannon clip size is increased. +20 rounds.

Level 6: As long as Monroe has shield energy, his health regenerates. 15 health regen per second.

Level 7: Teammates moving through Proximity Scan’s area take reduced damage for a few seconds. +5% damage mitigation for 4 seconds.

Level 8: Increase Barrage’s duration. +3 second duration.

Level 9: System Error no longer triggers the damage boost and the shield recharge boost gives you an initial free shield energy. +120 free shield energy.

Level 10: Monroe no longer suffers damage amplification while he is in his flying form. --30% damage amplification while in flying form.

Battleborn number 20 is a true moving fortress, meet Rocky the Golem.

Name: Rocky, the Golem. Rocky is a lot like his kin Miko and Kelvin. He’s a rock monster who gained sentience after a shard exploded on his home world and he assembled himself from a collection of pebbles, then stones, and finally boulders. The Eldrid captured and evacuated Rocky from his world before it was consumed in the Darkening. He was traumatized by the loss of his home, but Miko helped him come to his senses again while Kelvin tried to eat his body constantly. Now with nowhere to go and no home to call his own. Rocky has joined the Battleborn to crush any and everyone who gets in his way.

Role: Defender/Tank/Territorial

Weapons: Rocky’s whole body is a weapon, his primary attack is a combo of melee attacks while his secondary attack causes him to perform a sweeping attack which hits people in front and behind him. He uses no recharging shield.

Ability 1: Shockwave Smash: Rocky smashes the ground in front of him, causing a path of rocks to damage anyone caught in his path for 160 damage.

Ability 2: Palisades: Rocky grows large stalagmites on his body which cause enemies attacking him to take 13 damage per attack and he gains 20% damage mitigation for 10 seconds.

Ultimate: Reconstitute: Rocky’s body explodes dealing 503 damage to surrounding enemies and then turns into a boulder for the next five seconds. While in this form, Rocky can roll around and deals 36 damage per second. He has 30% increased movement speed.

Talent: Stoic Body: Rocky’s large body gives him a higher starting health total than other Battleborn, but he moves very slowly on the battlefield. +50% more health and -25% movement speed.

Augmentation Paths: Moving Fortress and Tectonic Terror.

Moving Fortress Level 1: Rocky’s maximum health is increased. +400 maximum health.

Level 2: When Rocky is slowed or stunned, he gains brief damage reduction. +10 % damage mitigation for the duration of the effect.

Level 3: Palisades increase the damage of Rocky’s basic attacks by 15%.

Level 4: Shockwave Smash’s stalagmites linger for 3 seconds after the ability has been activated.

Level 5: Sweeping attacks knock enemies back.

Level 6: Activating Palisades gives Rocky an Overshield. 225 Overshield.

Level 7: Increases health regeneration. +30 health per second.

Level 8: Shockwave Smash’s area of effect branches to the left and right in addition to straight ahead. +40% spread.

Level 9: If you have 75% health or more, your ability cooldowns are reduced. Up to 30% to all cooldown speeds.

Level 10: Reconstitute’s boulder form duration is increased by 4 seconds.

Tectonic Terror Level 1: Shockwave Smash knocks enemies up into the air.

Level 2: While Palisades is active, Rocky deals increased damage to enemy shields. +50% damage to enemy shields.

Level 3: Rocky’s movement speed is increased. +25% increased movement speed.

Level 4: Rocky’s melee attacks have extended reach and they deal more damage. +30% weapon reach and 10% damage.

Level 5: Sweeping strikes are replaced with a ground pound which deals 120 damage to enemies.

Level 6: Hitting Palisades’ ability button again causes an explosion dealing 135 damage to surrounding enemies.

Level 7: Shockwave Smash’s range is reduced, but its spread is increased. +60% spread.

Level 8: Movement speed increases depending on how many of your abilities are on cooldown. Up to 42% additional movement speed.

Level 9: When your health is at 50% or lower Rocky deals increased damage to enemies. +30% damage bonus.
Level 10: Reconstitute’s explosive radius is doubled. +100% radius

Damn. Talk about creativity. Keep up the awesome work

Here’s Battleborn number 21, her name is Charlie Delta, Oscar Mike and Whiskey Foxtrot’s big sister.

Name: Charlie Delta, Clone Leader. An attempt at female clone soldiers to help with keeping failed and discarded clones in line during combat missions because both had erratic combat strategies. Charlie Delta united her brothers and sisters in many battles and fought valiantly to the end. With most of her brothers and sisters dead in these wars, Charlie Delta has spent decades tracking down her fellow clones and gathering them together in a safe haven to live out their lives as something other than soldiers to be tossed away like trash. She has come to Solus looking for the last two of her clone brethren, Oscar Mike and Whiskey Foxtrot. Now with the last star in jeopardy, Charlie Delta has joined with the Battleborn for purely family reasons. She wants to use this as a bonding experience with her brothers and to make sure they live through it to meet the rest of her extended family. Oscar and Whiskey dread this above all else.

Role: Supporter/Rescuer/Versatile

Weapons: Charlie Delta carries a light machine gun into battle. She can aim down sights with the secondary button. Her weapon has a minimum of 100 rounds in the magazine.

Ability 1: The Point: Charlie Delta highlights an enemy who is marked for all teammates and they take 15% increased damage for 5 seconds. This ability has a very short cooldown.

Ability 2: Face Melter: Charlie Delta switches to her underslung flamethrower and deals 74 damage per second to enemies in close range. Has twenty rounds.

Ultimate: Overbearing: Charlie Delta overcharges her and nearby teammates shields for eight seconds, giving them 300 bonus shield energy. If a teammate doesn’t have a shield, they get a 20% skill cooldown boost for four seconds. All bonuses imparted by Overbearing are lost when the ability expires.

Talent: Angry Big Sister: Whenever Charlie Delta or one of her teammates take damage, her fire rate increases by 25% for 5 seconds. This ability cannot stack and it is only reset anytime she or a teammate takes damage.

Augmentation Paths: Family Clone Leader and Big Sister from Hell

Family Clone Leader Level 1: Enemies affected by The Point have their damage output reduced for its duration. -5% damage output.

Level 2: Increase Charlie Delta’s clip size by 50 rounds.

Level 3: Face Melter’s flamethrower is replaced with a cryogenic spray which slows enemies hit by the spray. 2 second slow duration.

Level 4: Angry Big Sister increases Charlie Delta’s reload speed too. +25% reload speed.

Level 5: Face Melter’s round capacity is increased. +5 rounds.

Level 6: The Point can now be used thrice in a row before it needs to cooldown and its damage amplification stacks.

Level 7: Charlie Delta’s light machine gun’s weapon accuracy is increased the longer she fires her weapon. +3% to accuracy per round fired.

Level 8: Angry Big Sister’s duration is increased. +3 second duration.

Level 9: Charlie Delta regenerates health while firing her weapon. +5 health per round fired.

Level 10: Overbearing gives teammates 25% increased action speed for its duration. Action speed refers to reload speed, skill usage speed and movement speeds.

Big Sister from Hell Level 1: The Point causes enemies to take 12 damage per second.

Level 2: If Charlie Delta has a skill which is on cooldown and she is reloading, that skill’s cooldown is reduced equal to the amount of time she spends reloading. 25% to cooldown times.

Level 3: Face Melter’s range and spread is increased. +35% range and spread.

Level 4: While Angry Big Sister is active, Charlie Delta gains damage mitigation. -15% damage mitigation.

Level 5: Face Melter now causes damage over time to enemies. 46 damage over 2 seconds.

Level 6: The Point’s duration is increased. +2 second duration.

Level 7: Charlie Delta’s light machine gun has its clips loaded with armor piercing rounds. Armor piercing rounds have a chance to over penetrate enemy shields. +5% chance per bullet.

Level 8: Enemies who attack in melee range cause Charlie Delta to have an aura of fire surround her which deals 6 damage to enemies while Angry Big Sister is active.

Level 9: Face Melter deals more damage to enemy shields. +50% shield damage.

Level 10: When Overbearing’s effect expires, if Charlie Delta’s shields are depleted, they are automatically refilled.

My twenty second Battleborn is for those of you who want a Lone Ranger esque character. Meet Loneso.

Name: Loneso the Chivalric Outlaw. A mysterious warrior who is rarely seen on the battlefield except when there are corrupt dealings going on between the LLC and the UPR even though both factions separated to pursue their own initiatives and goals. Little is known about the Lonesome Stranger other than he was a member of a wealthy family in the LLC and when the LLC separated from the UPR, his loyalty was with the UPR. He disowned his family and rejoined the Peacekeepers and is considered the only outlaw the Peacekeepers regularly call on to do the most dangerous of missions. Riding into battle on his trusty robotic steed Quick Silver, Lonesome Stranger delivers justice to the enemies of the UPR.

Role: Supporter/Sniper/Versatile

Weapons: In addition to his cyber horse Quick Silver, Loneso uses his family heirloom the Rustler, an old rifle with a short range scatter blast. Primary fire shoots a shotgun blast while ADS switches to a rifle scope for sniping at longer ranges. His melee attack causes Quick Silver to rear up and slam the ground in front of him

Ability 1: Grappling Tether: Loneso launches an anchoring rope at an enemy and slows their movement speed for 5 seconds. He can drag enemies while the tether is active.

Ability 2: Jump the Gap: Loneso performs a thruster jump with Quick Silver, jumping between two places and landing with a fraction of his shields recharged.

Ultimate: Let’s Ride: Loneso increases the movement speed of any allies near him for 15 seconds by 35% and the next skill they use deals 10% bonus damage.

Talent: Careless Marksman: If Loneso deals critical damage to an enemy, he drops a health orb for allies to pick up. Health orb heals them for 100 health. Health orbs will disappear after a few seconds.

Augmentation Paths: Knightly Cowboy and Endangered Stranger

Knightly Cowboy Level 1: Quick Silver’s sprint speed is increased. +15% maximum sprint speed.

Level 2: Grappling Tether amplifies damage dealt to tethered enemy. +15% amplified damage.

Level 3: Jump the Gap drops a health orb where he lands and where he jumps from.

Level 4: Increase the number of health orbs dropped by Careless Marksman. +1 health orb.

Level 5: Loneso’s rifle is fitted with a variable scope.

Level 6: Increase the range and speed of Grappling Tether. +20% range and speed.

Level 7: Successfully dealing a critical hit while Grappling Tether is active causes Loneso to drop a special health orb which heals allies for double the normal amount.

Level 8: There is a chance that Loneso will drop an overshield orb when he successfully completes a Jump the Gap. 25% chance to drop overshield orb.

Level 9: Dealing a critical hit also drops a skill cooldown orb to reduce cooldown speeds for 4 seconds. +10% cooldown speed.

Level 10: Let’s Ride causes Quick Silver to heal teammates he passes by for 120 health each second, however this requires Loneso to maintain a sprint.

Endangered Stranger Level 1: Increase the spread of Loneso’s shotgun blast. +25% shotgun spread.

Level 2: Health orbs left behind by Careless Marksman explode when they hit their expiry time or when an enemy comes near them. +70 damage from explosion.

Level 3: Grappling Tether shocks enemies for 32 damage per second.

Level 4: Jump the Gap now causes damage to enemies where Loneso leaves the ground and where he lands. +86 damage.

Level 5: Enemies hit by Loneso’s shotgun are slowed. +2 second slow duration.

Level 6: When Quick Silver performs a stomp he deals bonus damage to enemy shields. +20% bonus shield damage.

Level 7: While Jump the Gap is active, Loneso releases six child grenades each dealing 65 damage to the areas he’s jumping between.

Level 8: Careless Marksman now has a chance for Loneso to drop a shield orb in addition to a health orb. Shield orbs restore 50 shield energy.

Level 9: Grappling Tether causes an explosion at the sight where it was aimed if Loneso misses. +112 damage.

Level 10: Let’s Ride causes the next skill teammates use to deal bonus damage the longer they run with him. Up to 30% bonus skill damage.

Battleborn number 23 is just as crazy as Orendi herself. Say hello to Warmazus, the quad wielding Gunzerker.

Name: Warmazus, the Goddess of Guns. A self-proclaimed wizard of all things guns and explosions. Warmazus is the big, younger sister of Orendi, they were separated at a young age when Warmazus was captured by an intergalactic traveling circus to be used in a freak show, but was later sold to slavers. Six years later the slaver transport she was on got raided by Reyna and the Rogues. Warmazus was so amazed by the cutthroat lifestyle and modified weaponry of Reyna’s Rogues that she signed on to serve under Reyna’s command. After about ten years of fighting under Reyna, she had to assign Warmazus to another group of pirates because of her crazy compulsion to horde all weapons, including those of her squadmates. So Warmazus started experimenting with weapon modifications herself and became very protective of her new designs and tried to find any excuse she could to test her new weapons on the battlefield. She has now joined the Battleborn because she saw Orendi joined up. Now the two unhinged and insane sisters will wreak havoc across Solus to save it from…them.

Role: Defender/Disruptor/Pusher

Weapons: Warmazus dual wields her heavily customized Twin Mercies. They are two submachineguns with thirty rounds in a clip. She spends more time reloading if she reloads both of them.

Ability 1: Death Dealer: Warmazus switches her off hand gun with an automatic shotgun until it runs out of ammo. It has twelve rounds and deals 55 damage per round to enemies.

Ability 2: Hornet’s Nest: Warmazus switches her primary weapon to an automatic micro rocket launcher. Holds 20 micro rockets and each one does base damage of 86 damage per rocket.

Ultimate: Quad Wield: Warmazus pulls out all of her guns, the Twin Mercies, the Death Dealer and the Hornet’s Nest to devastate enemies for ten seconds or when her guns run out of ammunition. The ability ends as soon as all of her guns run out of ammunition.

Talent: Scavenger 2.0: Because Warmazus loves her guns so much, she’s runs out of ammunition constantly. She’s engineered a device on her armor which automatically refills her ammunition overtime, but requires her to take health and shield damage. Every 50 shield or health damage she receives, takes 1 second off of either the Death Dealer or the Hornet’s Nest.

Augmentation Paths: I Love My Guns and I Love My Designs.

I Love My Guns Level 1: Increase the clip size of the Twin Mercies for 50%.

Level 2: Death Dealer’s spread is increased. +20% spread.

Level 3: Hornet’s Nest has an increased clip size. +10 rounds.

Level 4: Taking damage increases your movement speed for 3 seconds. +15% movement speed increase. 6 second cooldown.

Level 5: As long as you’re firing a weapon, you regenerate health. +12 health per second as long as you are firing a weapon.

Level 6: Increase Death Dealer’s clip size. +4 rounds.

Level 7: The Hornet’s Nest has a chance to not consume ammunition when a shot is fired. +25% chance to not consume ammunition per shot.

Level 8: Whenever Warmazus exhausts the ammunition in either the Death Dealer or the Hornet’s Nest, her shields immediately start recharging.

Level 9: Reloading the Twin Mercies reduces all skill cooldowns by 10% until they are finished reloading.

Level 10: When Warmazus activates Quad Wield, she gains damage mitigation until her guns run out of ammunition. +40% damage mitigation. 4 middle fingers.

I Love My Designs Level 1: Reduces the fire rate of the Twin Mercies, but increases their range. -25% fire rate, +25% range.

Level 2: Warmazus arms the Death Dealer with explosive slugs which deal the same damage, but have greater range. +100% range.

Level 3: The Hornet’s Nest’s last shot in the magazine causes a small explosion on impact dealing 90 damage to enemies in a small radius.

Level 4: Whenever you exhaust the clip in one of your guns, you restore 25 shield energy.

Level 5: Every shot landed against an enemy increases weapon accuracy by 2% and stacks up to 10 times. All stacks are lost when you fail to land a hit with any gun.

Level 6: Scavenger 2.0 reduces the shield or health damage required to activate to 40.

Level 7: Exhausting either the Death Dealer or Hornet’s nest has a 20% chance to refill half of the gun’s ammo.

Level 8: Increase Warmazus’s shield strength and health by 180.

Level 9: Scavenger 2.0 will now take off 2 seconds for every fixed amount of shield or health damage taken.

Level 10: The Death Dealer, the Twin Mercies and the Hornet’s Nest no longer cause Quad Wield to end if they run out of ammo. The ability expires when the time limit runs out.

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Battleborn #24 can be really weird, but once you get past his slimy exterior you will see…his digestive juices?

Name: Experiment F1L1P. A strange lifeform made of gelatinous ooze who was captured by the Eldrid’s Vigilant to be used for study and experimentation. What the Eldrid didn’t know about F1L1P is that it was sentient. Quickly it developed a taste for Eldrid lab equipment, clothing, weaponry and hair, but it never hurt any of the people who had experimented on it and left them alone. Now with the experiment a failure, F1L1P was abandoned in the Detritus Ring to munch on metal and anything it could try, but it missed the taste of hair most of all. Then the Varelsi showed up on its lonely asteroid and F1L1P developed a taste for Varelsi…well whatever the Varelsi are made of. It thought it was the most delicious thing ever and decided to embark on a quest to eat as many Varelsi as it could. It’s joining the Battleborn was a complete shock to everyone, this even scared Varentel.

Role: Supporter/Territorial/Healer

Weapons: F1L1P has no weapons, but cruises along on the ground and sprays its digestive juices on enemies. Primary fire sprays enemies, dealing 31 damage per second while Alt fire deals close range area damage to enemies, 55 damage per pulse. It relies upon rapid health regeneration to keep him in the fight.

Ability 1: Pool of Ooze: F1L1P turns into a traveling puddle of ooze for eight seconds and heals teammates for 84 health per second. It can still take damage while this is active. His movement speed is reduced by 25%

Ability 2: Gel Station: F1L1P drops a pile of itself in an area which causes teammates standing in it to get healed for 32 health per second for as long as it is active and any damage that would be dealt to them would instead be dealt to the Gel Station. Gel Station has 800 health and only two can be active at a time. Any health they have is transferred to teammates inside the Gel Station.

Ultimate: Om Nom: F1L1P leaps into the air and lands wherever he has designated as its landing zone. If enemies are in the area where F1L1P lands, they are slowed for 5 seconds and take 73 damage each second for five seconds. Any damage dealt to enemies is added to F1L1P’s health. While enemies are affected by F1L1P they can’t move or attack, but they can’t be attacked.

Talent: Tasty Burnt Hair: Allies affected by damage over time or status durations have those effects removed from them while standing near F1L1P or in a Gel Station and are healed for 20 health.

Augmentation Paths: Bruising Ooze and Slime Ball Savior

Bruising Ooze Level 1: Pool of Ooze deals 31 damage per second to enemies in his radius.

Level 2: Gel Station deals 8 damage per second to enemies who set foot inside.

Level 3: Enemies hit by F1L1P’s basic attack are slowed. 2 second slow duration.

Level 4: If a Gel Station runs out of health, it explodes and slows enemies. +54 damage and 2 second slow duration.

Level 5: While Om Nom is on cooldown, F1L1P has increased movement speed. +20% increased movement speed.

Level 6: Pool of Ooze’s area of effect is increased. +20% to ability radius.

Level 7: Tasty Burnt Hair amplifies damage over time effects on enemies near F1L1P. +10% damage amplify.

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

Level 9: Pool of Ooze causes an explosion when the ability expires. +130 damage.

Level 10: Om Nom amplifies damage dealt by teammates to enemies caught in its area. +20% increased damage dealt by teammates.

Slime Ball Savior Level 1: Pool of Ooze’s healing is amplified. +50% amplified healing.

Level 2: Gel Station’s healing is amplified. +100% amplified healing.

Level 3: Pool of Ooze no longer slows down F1L1P.

Level 4: F1L1P’s primary attack activates Tasty Burnt Hair if aimed at a teammate.

Level 5: While Om Nom is on cooldown, F1L1P gains a health regeneration bonus. +11 health regen per second.

Level 6: Gel Station’s maximum health is increased. +70% increased health.

Level 7: When F1L1P dies, he explodes and heals teammates for 15% of their maximum health.

Level 8: Increase the healing done to F1L1P by 30%.

Level 9: Pool of Ooze’s duration is increased. +3 seconds.

Level 10: Allies who move through Om Nom’s field are healed for 105 health per second.

And finally here is my 25th Battleborn: Her name is Harmony and she is a digital construct.

Name: Harmony, the Reformed Virus. Harmony is the name of a virus which was programmed by the Last Light Consortium to keep tabs on the financial activities of the Eldrid, the Rogues, the Jennerit and the Peacekeepers. Because it was programmed by ISIC, it went haywire when the A.I. decided to play hooky. However, that was when the virus started ignoring its original programming and watching the activities of the different factions. It became disgusted by its creators the LLC, it thought the Rogues were a bunch of savages, all the Eldrid did was catalog, the Jennerit were too violent and the Peacekeepers had a warped sense of justice. However, Harmony was drawn to the heroism displayed by the Battleborn. It saw they were faced with an impossible problem and didn’t care about the odds they were up against. On one of the missions the Battleborn were on, Harmony created a digital construct of itself and went into the field. When it was discovered that Harmony had helped them, Kleese tried to capture its construct only to see it disappear and reappear moments later. Ghalt recruited the virus Harmony into the Battleborn and a new warrior was created.

Role: Attacker/Assassin/Controller

Weapons: Harmony’s primary attack fires projectiles at a target while her secondary attack fires a projectile which allows her primary attack to home in on her target and deal bonus damage. She can fire 30 projectiles before she needs time to regather energy.

Ability 1: Infiltration.jpg: Harmony becomes cloaked for 5 seconds and can pass through enemies, draining 100 shield or health to refill her own.

Ability 2: Shut Up.pdf: Harmony sacrifices a fraction of her shield energy to stun enemies in close proximity to her for 3 seconds. She becomes cloaked while enemies are stunned.

Ultimate: Viral Purge.exe: Harmony drains energy from any enemies near it for 3 sec, dealing 80 damage per second before releasing a powerful explosion centered on her which deals 240 damage and restores 300 of her shield energy.

Talent: Digital Construct: Despite Harmony being able to maintain a digital body, she has no health and instead relies upon a shield bar that is constantly regenerating.

Augmentation Paths: Cyber Ghost and Viral Specter

Cyber Ghost Level 1: Increase Harmony’s movement speed while cloaked. +15% movement speed.

Level 2: Shut Up.doc causes damage overtime to affected enemies. + 23 damage per second.

Level 3: Infiltration.jpg also slows enemies Harmony passes through. +2 second slow duration.

Level 4: Increase the amount of time Harmony spends cloaked after using Shut Up.doc. +3 seconds cloaked.

Level 5: Harmony can fire her primary attack while cloaked, but she deals less damage. -25% damage while cloaked.

Level 6: Increase the amount of time Harmony can stay cloaked after using Infiltration.jpg. +2 seconds.

Level 7: Decloaking increases Harmony’s shield recharge speed. +43 shield energy per second for 3 seconds.

Level 8: Whenever your shield energy drops past 50%, you are cloaked for 3 seconds. This cannot occur more than one every 18 seconds.

Level 9: While cloaked, Harmony heals nearby teammates. +13 health restored per second.

Level 10: After using Viral Purge.exe, Harmony is cloaked for 4 seconds.

Viral Specter Level 1: Increase the amount of shields or health drained by Infiltration.jpg. +75 shields or health drained.

Level 2: Increase the amount of shield energy recharged every second. +20 shield energy.

Level 3: If Harmony breaks an enemy shield or overshield, her primary attack deals increased damage for 4 seconds. +15% increased damage.

Level 4: Shut Up.exe no longer stuns enemies, but silences them for the duration. Silenced enemies cannot activate skills or abilities.

Level 5: While cloaked, Harmony can see cloaked enemies through terrain and structures.

Level 6: Targets marked with her secondary attack have damage dealt to them amplified. +10% damage amplify for 4 seconds.

Level 7: When decloaking, there is a chance Harmony will become cloaked again for 3 seconds. 20% chance to recloak.

Level 8: When Harmony dies, she uses Shut Up.pdf even if it is on cooldown.

Level 9: Infiltration.jpg drains both health and shields when Harmony passes through them.

Level 10: Viral Purge.exe has its damage increased. +50% damage.

Here is my twenty sixth Battleborn: Jungo and Jacob. A two in one Battleborn.

Name: Jungo and Jacob. Jungo is an elephant-mammoth hybrid which succeeded in being cloned and bred into captivity by the Eldrid as an attempt to revitalize an extinct species. Jacob is an orangutan with the surgically implanted brain of a famous British game hunter and mad scientist. They were in adjoining enclosures and spent a lot of time speaking to one another, yes I said speaking. Then came the day when one of the Eldrid’s core planets went through the Darkening and the planet broke down into complete chaos. Jungo and Jacob escaped on a shuttle Jacob hijacked by threatening the pilot with exploding fruit. For a time they drifted through space and watched as star after star was dying, they picked up on transmissions of beings from different factions all joining together to protect the last star called Solus. Having nothing better to do and no idea how to pilot a shuttle because the pilot decided to take a walk out an airlock to clear his head, they did the best they could to get to Solus and join those brave souls crazy enough to protect the last star. Who thought an elephant and an orangutan would do something like this?

Role: Defender/Brawler/Surprise!

Weapon: Jungo and Jacob fight with Jungo dealing swiping attacks with his trunk and spiked mace. Jacob also fights by throwing jerry-rigged explosives disguised as fruit from Jungo’s back with the alt-fire. Explosives deal 50 damage and 6 can be thrown before Jacob needs to restock them. Jungo and Jacob don’t use shields in battle, but rely on Jungo’s impressive fortitude and Jacob feeding Jungo fruit which provide him with different stat bonuses.

Ability 1: Energized Armor: Jacob causes Jungo’s harness to project a shield in front of Jungo which absorbs 800 damage before breaking.

Ability 2: Mystery Fruit: Jungo consumes a piece of fruit in Jacob’s stash which imparts a different bonus for ten seconds. Banana gives 47 health regen per second, watermelon gives a 300 overshield and a chili pepper causes Jungo to breathe fire to deal 36 damage every 0.5 seconds.

Ultimate: Stampede!: Jungo charges forward dealing 320 damage to enemies in his way for 4 seconds.

Talent: Fruit Stash: The fruit bombs Jacob tosses to the ground may or may not explode after three seconds. If one doesn’t, Jungo or teammates can pick it up and restore 50 health points.

Augmentation Paths: Punishing Pachyderm and Monkey Brains over Brawn

Punishing Pachyderm Level 1: When Energized Armor breaks, Jungo’s melee damage is increased for 5 seconds. +15% damage.

Level 2: Jungo gains 30% increased health regen when eating a banana with Mystery Fruit.

Level 3: At the end of Jungo’s melee combo, he unleashes a ground pound dealing 140 damage to nearby enemies.

Level 4: Increase Jungo’s reach when he’s breathing fire. +25% breath reach.

Level 5: Increase the amount of health gained for Jungo and teammates when either picks up a fruit. +100 health regained.

Level 6: While Jungo has an overshield, he gains a damage boost. +10% damage.

Level 7: There is a chance on each of Jungo’s melee attacks in a combo that one of those attacks will have greater reach. +20% chance on each melee attack.

Level 8: Energized Armor absorbs more damage before breaking. +50% barrier health.

Level 9: Reduce the cooldown time of Energized Armor. -20% cooldown speed.

Level 10: Activating Stampede also activates Energized Armor and increases the area Stampede covers when activated. +40% charge area.

Monkey Brains over Brawn Level 1: Increase the number of exploding fruit Jacob can throw before needing to restock. +2

Level 2: Activating Energized Armor causes a portion of damage done to the front to be reflected back at the attacker. +15% damage reflection.

Level 3: Whenever Jungo finishes a combo, Jacob 4 child grenades which deal 23 damage in the area around them.

Level 4: Replaces the chili pepper with a ghost chili pepper from Mystery Fruit. Jungo now launches fireballs instead of breathing fire. +83 damage per fireball.

Level 5: There is a chance on each of Jacob’s fruit bombs that they will leave behind a piece of fruit that Jungo or teammates can pick up when they explode. 25% chance per fruit bomb.

Level 6: If you activate Mystery Fruit at 25% health or below, there is now a greater chance for the fruit chosen to be a banana. +40% chance of banana.

Level 7: Mystery Fruit’s cooldown is reduced. -20% cooldown.

Level 8: Energized Armor gives teammates damage mitigation. +15% damage mitigation for 5 seconds.

Level 9: Whenever one of your skills ends, Jungo gains brief health regeneration. +86 health regeneration for 6 seconds.

Level 10: Hitting Stampede’s button again causes Jungo to turn around and perform another Stampede for half the distance.

My twenty seventh Battleborn is Montana’s twin sister. Say hi to Rhodes.
Name: Rhodes, the Constructive Soldier. Rhodes is the name of Montana’s twin sister. Rhodes is a foot shorter than Montana and prefers to fight with her own hybrid industrial saw/spike launcher. Rhodes works for what’s left of the UPR’s industrial companies after the LLC cut ties. On assignment, she and her teams spend their time illegally harvesting natural resources from any worlds the Eldrid has under their protection in order to meet the demands of the UPR’s manufacturing needs. When Rhodes found out her twin brother joined a group called the Battleborn, she decided to help her brother by nagging him to death and complaining about his bear clotheslining hobby for hours on end.

Role: Defender/Disruptor/Pusher

Weapon: Shred Saw Mk. 6. The Shred Saw is a heavily augmented industrial grade machine that can launch sawblades and magnetically retrieve them from a distance. Primary fire launches up to three saw blades which deal 33 damage per second to enemies in the area. Secondary fire causes the sawblades to return to Rhodes’s Shred Saw and damage enemies for 33 damage. Sawblades will automatically return to the Shred Saw after 6 seconds if not pulled back with the alt-fire.

Ability 1: Barricade: Rhodes detonates an explosive spike to create a barricade with 500 health to protect Rhodes and her allies. Lasts for 12 seconds or until destroyed and two of them can be active at a time.

Ability 2: Spike Launcher: Rhodes slams an explosive spike into the ground or an enemy in melee range. It can then be detonated by hitting the ability button again and deals 220 damage to anyone caught in its blast radius.

Ultimate: Womansformation: Rhodes causes her sawblades to rapidly return whenever she fires them and she gains a 60% damage reduction for 8 seconds.

Talent: Gaia Armor System: Like Mahoney, Rhodes uses an armor system which repairs itself overtime, however, hers has a higher starting armor pool than Mahoney. She starts off with 500 armor and it repairs itself at 10 armor per second.

Augmentation Paths: Lumberjane and Industrial Soldier.

Lumberjane Level 1: Increase the number of sawblades Rhodes has on the Shred Saw. +1 Sawblade.

Level 2: Increase the health of your Barricades. +100% Barricade health.

Level 3: Spike Launcher’s cooldown is reduced. +20% cooldown reduction.

Level 4: Gaia Armor’s armor pool is increased. +50 armor.

Level 5: A Barricade’s destruction causes Rhodes to regain 100 free armor.

Level 6: Sawblades now penetrate multiple enemies upon firing and retrieval.

Level 7: Spike Launcher’s blast radius is increased. +45% blast radius.

Level 8: Rhodes can launch more than one sawblade if the firing trigger is held. +1 additional sawblade fired for every second held, up to 2 additional sawblades.

Level 9: Barricade’s cooldown is reduced. -15% cooldown.

Level 10: Womansformation refills Rhodes’s armor when activated.

Industrial Soldier Level 1: Reduce the time it takes for Rhodes’s sawblades to return to her. -3 seconds before automatic retrieval.

Level 2: Spike Launcher can plant up to three explosive spikes before detonating them.

Level 3: Barricades increase Rhodes’s armor repair speed when she is near one. +8 armor per second.

Level 4: When Gaia armor is full, Rhodes gains health regeneration. +18 health regen per second.

Level 5: If Rhodes detonates a planted spike from behind a Barricade, the Barricade will be destroyed but cause rocks to blast forward in a cone dealing 170 damage to enemies.

Level 6: Sawblades now ricochet between enemies up to two times.

Level 7: Increase Rhodes’s maximum health every time she kills an enemy. Up to 400 additional health. 50 health from minor enemies and 100 from major enemies. All health bonuses are lost upon death.

Level 8: Spikes now have proximity fuses.

Level 9: Barricade’s wall width is increased. +50% wall width.

Level 10: Rhodes’s damage increases the longer she is in Womansformation. Up to 30% additional damage.

My 28th Battleborn is a super duper mad scientist that could give Kleese a run for his money. This is Dr. McDobad.

Name: Dr. McDobad, the Unstable Chemist. Dr. McDobad is an infamous mad scientist inside the Last Light Consortium with a reckless abandon for unpredictable experiments. He runs his own pay-per-view show called What Could Possibly Go Wrong where he performs experiments at the requests of his viewers. The LLC consider him to be a great source of comedy relief because he has cheated death 809 times over the fifteen years he has run his show. However, he recently shut his show down because he decided to participate in a beta testing project in the name of science! The best way he decided make use of the equipment he was given was to test it on the Varelsi and anyone else who wanted to be burned, electrocuted, corroded, frozen, nauseated or hemorrhaged. And he does this all in the name of Science!

Role: Supporter/Territorial/Rescuer

Weapon: Portable Chemist’s Station: Dr. McDobad uses a chemical spray gun to deal damage to enemies and can empower his active chemical abilities to produce a super chemical effect. The spray gun can only hold 20 units of gas and only deals 8 damage per second.

Ability 1: Daisy Shredder: McDobad tosses a firebomb which burns enemies in a radius when it hits the ground or comes into contact with an enemy. It deals 26 damage per second for 8 seconds and 54 damage if it hits an enemy. I Have No Idea causes Daisy Shredder to cause an explosion which covers double its radius dealing 150 damage, but it ends the ability early.

Ability 2: Lazarus Vector: McDobad throws a chemical solution at an enemy dealing 50 damage or the ground which releases a healing gas for 6 seconds. Teammates standing in the area of effect gain 22 health regeneration. I Have No Idea causes Lazarus Vector to double its health regeneration rate.

Ultimate: Electric Juice: McDobad drops a large beaker at a selected area and deals 180 damage to enemies every two seconds for 8 seconds. Teammates standing in the area have 75 shield energy returned to them during each pulse of lightning. I Have No Idea causes the lightning to arc between enemies, dealing 30% of the damage with each pulse.

Talent: I Have No Idea: McDobad’s primary chemical attack causes his area of effect attacks to super combine with explosive results.

Augmentation Paths: Super Duper Mad Scientist and Not Mad Just Eccentric.

Super Duper Mad Scientist Level 1: Increase McDobad’s chemical spray gun capacity. +7 ammo units.

Level 2: Daisy Shredder slows enemies who pass through its area. 2 second slow duration.

Level 3: Increase the healing rate of Lazarus Vector for McDobad. +20% increased health regen for McDobad.

Level 4: If an enemy is hit by McDobad’s primary attack, they take amplified damage when they step into his ability areas of effect.

Level 5: Enemies take 12 damage per second if they step inside Lazarus Vector.

Level 6: Daisy Shredder’s super combine knocks enemies back.

Level 7: Increase the range of McDobad’s spray gun. +30% range.

Level 8: Increases the damaging effects of I Have No Idea. +15% damage bonus.

Level 9: Reduce the cooldown of Daisy Shredder if it super combines. -20% cooldown.

Level 10: Electric Juice’s duration is increased. +4 seconds.

Not Mad Just Eccentric Level 1: Lazarus Vector’s duration is increased. +3 seconds.

Level 2: Daisy Shredder can super combine twice, but its damage is reduced. 60% damage per super combine.

Level 3: Increase the healing rate for teammates when in Lazarus Vector’s area of effect. +25% health regen per second.

Level 4: In addition to increasing the amount of healing done, McDobad’s spray gun also increases the radius of Lazarus Vector the longer it is exposed. Up to 40% increased radius.

Level 5: Enemies who leave Daisy Shredder’s area of effect suffer damage over time. 44 damage per second for 2 seconds.

Level 6: If an enemy is sprayed by McDobad’s spray gun and they set foot inside either Daisy Shredder or Electric Juice’s area of effect, they take set off the super combine effect.

Level 7: McDobad’s spray gun deals increased health damage. +22% health damage.

Level 8: Increase the beneficial effects of I Have No Idea. +20% positive bonuses.

Level 9: Reduce Lazarus Vector’s cooldown equal to the number of seconds it was under the effects of I Have No Idea. Up to 6 seconds off cooldown time.

Level 10: Electric Juice heals teammates for 125 health in addition to shield energy with each pulse.

My twenty ninth Battleborn is even more badass than Montana and Rhodes put together. All fear the coming of Delphio Ares.

Name: Delphio “Ares” is the great, great, great, great grandfather of Montana and Rhodes. He is the one who Rhodes and Montana inherited their massive size from and consider him to be a legend in their family until his untimely death against the Varelsi. Delphio served in the Peacekeepers all his life and is one of the greatest war heroes of all time. He is most famous for the Battle of the Breaking where he singlehandedly held down an LZ for three days so his men could evacuate with nothing but an old flak cannon as his only form of offensive capability. He died in battle, but the Jennerit extracted his corpse and cloned his DNA with the help of a secret Peacekeeper shadow science team. They grew a cloned replica of Delphio and renamed him Ares to serve as a commander for their Thrall forces. However, when the Jennerit coup de tat occurred, Ares regained Delphio’s memories and broke away to find what family he could and has joined the Battleborn to be with the only family he has left, Rhodes and Montana.

Role: Defender/Initiator/Pusher

Weapons: Mk. 9 High Caliber Flak Cannon: Ares carries into battle a massive flak cannon capable of dealing 220 damage to enemies per shot fired and has a maximum ammo clip of 8 rounds. It has incredible range but it is slow to fire and cannot be reloaded manually, requires ability activation. If he is out of ammo he will bash enemies with his gun dealing 90 damage per attack.

Ability 1: Ammo Loader: Ares reloads his half of his flak cannon’s ammunition instantly.

Ability 2: Adrenaline Boost: Ares activates a stimulant in his armor which heightens his reflexes. It gives him rapid health regeneration and increased movement speed for 6 seconds. +86 health regeneration per second and +30% movement speed.

Ultimate: Last Stand: Increases Ares’s maximum health by 600 for 8 seconds and if his health were to drop to zero while Last Stand is active he keeps fighting and moving for the duration of the ability. Ares dies when Last Stand ends if his health is less than the bonus amount.

Talent: Two Leaders in One: Ares suffers from a split personality disorder depending on his health total. If he has more than 50% of his maximum health Ares will deal 20% increased damage to enemies. If he has less than 50% of his health, Delphio takes over and his cooldown times are reduced by 20%.

Augmentation Paths: Long Lost Grandpa and Anti-Everything Man

Long Lost Grandpa Level 1: Two Leaders in One switches to Delphio when he is at 60% health or less.

Level 2: Increases the ammo reloaded in the flak cannon with Ammo Loader. +2 ammo reloaded.

Level 3: Adrenaline Boost’s duration is increased. +3 seconds.

Level 4: Increase the skill cooldown speed granted by Delphio. +10% cooldown speed.

Level 5: Increases the maximum range of the flak cannon. +25% maximum range.

Level 6: The lower Delphio’s health is, the greater the damage mitigation he has. Up to 40% damage mitigation.

Level 7: Delphio’s melee attacks reduce the cooldown of Ammo Loader with each successful connecting strike by 0.5 seconds.

Level 8: Each shot fired from the flak cannon has a chance to reduce all of Delphio’s active cooldowns. +10% active cooldowns for 4 seconds.

Level 9: Two Leaders in One no longer switches to Ares when at full health.

Level 10: Increase Last Stand’s duration. +3 seconds

Anti-Everything Man Level 1: Two Leaders in one switches to Ares when Delphio is at 40% or more health.

Level 2: Increase flak cannon spread for 5 seconds after activating Ammo Loader.

Level 3: Adrenaline Boost also increases shield recharge rate. +42 shield energy per second.

Level 4: Increase the damage Ares inflicts while active by an additional 10%.

Level 5: If a flak cannon round hits more than one enemy, there is a chance that you will be refunded a round. 20% chance per round.

Level 6: When Ares activates Adrenaline Boost and his health is full, he gains an overshield. 225 overshield for 6 seconds.

Level 7: Increase the swing speed of Ares’s melee attacks. +25% attack speed.

Level 8: The last round in the flak cannon will over penetrate enemies.

Level 9: Two Leaders in One no longer switches to Delphio when at low health.

Level 10: If Ares dies at the end of Last Stand, his ammunition will explode and deal 500 damage in a wide radius around him.

My thirtieth character is a special character, this is Miandel. She can refract light.

Name: Miandel. Miandel was the apprentice to the Jennerit Spymaster Deande for four thousand years and was considered an excellent scout and messenger for Deande’s schemes. That was until Miandel was sent on a mission to locate and capture Galilea for the Jennerit science guilds who are interested in replicating her corruption abilities. Galilea discovered Miandel and defeated her in single combat. While bleeding out, Miandel became infected with Galilea’s corruption. However, it had the opposite effect on her and caused Miandel to generate excessive beams of light from her body while strange crystals grew from her body because the corruption reacted to her Sustainment. A Jennerit extraction team found her and captured her to run experiments on her. She was considered a freak beyond Jennerit standards and thrown out of the Imperium right before Rendain’s coup de tat. Miandel spent the next several years before the creation of the Battleborn serving with the Rogues by providing them intel of Jennerit defenses, supply lines, and armaments. Now that the universe is coming to an end, Miandel has joined the fight to serve one last time with Deande, her old master.

Role: Attacker/Territorial/Assassin

Weapons: Miandel’s primary attack is a beam of light she emits from her right hand which deals 26 damage every second an enemy is hit with it. Her alt fire throws a crystal shard at an area which allows her beam of light to refract towards enemies, dealing 26 damage each second to enemies who cross the beams of light. Up to three shards can be placed at a time and they can be destroyed.

Ability 1: Prismatic Prison: Miandel throws three shards to an area forming a triangle. Enemies who step in the shards are blinded for 3 seconds. If Miandel charges the trap, it will deal 40 damage per second to enemies who step in it with Refraction Grid. Two of these traps can be placed at a time and they can be destroyed.

Ability 2: Crystal Seeker: Miandel throws a shard which homes in on an enemy and deals 82 damage and remains attached to them for 12 seconds. Refraction Grid cause Miandel’s beam of light to refract off the affected enemy to a nearby enemy and deal 26 damage per second.

Ultimate: Radiant: Miandel emits a focused beam of light with both hands which doubles the damage of her primary attack for 8 seconds. The beam of light will bounce between shards and deal double damage to enemies caught in Refraction Grid.

Talent: Refraction Grid: Miandel can use her primary attack to refract light between the shards her abilities create and deal damage to enemies who cross the beams of light. The beams of light will refract from shards that are near each other.

Augmentation Paths: Crystalline and Refractor

Crystalline Level 1: Increase the number of shards Miandel can have active at a time with her alt-fire. +1 shard.

Level 2: Miandel can have an additional Prismatic Prison active at any given time. +1 more trap.

Level 3: Enemies affected by Crystal Seeker are marked in the world for your teammates to see for the last six seconds of the ability.

Level 4: Enemies blinded by Prismatic Prison have a portion of their shield energy transferred to Miandel. +15% shield steal.

Level 5: Increase the damage of Miandel’s unrefracted light beam by 20%.

Level 6: Miandel can use her light beam to recharge teammates’ shields while active.

Level 7: As long as Miandel has shield energy, she takes reduced penetration damage. -30% penetration damage.

Level 8: Crystal Seeker’s cooldown is reduced whenever an enemy activates a Prismatic Prison. -5 seconds off of cooldown.

Level 9: Prismatic Prison’s blind duration is increased. +1 second blind duration.

Level 10: Radiant deals increased damage the longer it is focused on an enemy. Up to 30% additional damage.

Refractor Level 1: Miandel’s light beam refracts in two directions instead of one, dealing 30% less damage.

Level 2: Prismatic Prison deals 20 damage per second to enemies who set foot in it if the trap goes uncharged.

Level 3: Crystal Seeker deals 9 damage per second while it is attached to an enemy.

Level 4: Increases the range of Miandel’s light beam. +25% increased range.

Level 5: Miandel can charge her secondary ability to drop a larger crystal in an area which has increased refraction range than one of her basic crystal shards.

Level 6: Miandel’s light beam deals increased damage to enemy stationary units and has a chance to refract light off of the unit and still deal damage. +20% refracted light damage and refraction chance.

Level 7: Miandel’s light now refracts to two enemies instead of one if she attacks someone affected by Crystal Seeker.

Level 8: Prismatic Prisons are now cloaked 2 seconds after arming.

Level 9: Whenever an enemy is hit by refracted light for at least two seconds, one second gets taken off of all active cooldowns.

Level 10: Radiant’s light beam is wider and has a greater refraction distance between her shards. +40% refraction distance.

My thirty first Battleborn is a really interesting character. Her faction allegiance is to both the LLC and the UPR. Meet Vice-Admiral Zatorius.

Name: Vice Admiral Zatorius. Zatorius is the only known liaison between the Last Light Consortium and the Peacekeepers. She has many contacts in both factions and still maintains control over her own powerful flagship, the Shining Beacon. Because of strained relations, she has been spending the majority of her time trying to appease both sides and open up diplomatic channels, but the leaders of the LLC almost always how her the door. Now that the last star in existence is under fire, Zatorius has tried ever so desperately to renegotiate between any of the factions who will listen to her plight. When Ghalt declared the formation of the Battleborn, Zatorius answered the call by swearing her loyalty and those of her soldiers to fighting to protect the last star. She has brought countless brave souls to fight for their survival.

Role: Support/Shielder/Territorial

Weapons: Battle Chariot Mk. 3. Zatorius rides into battle on her Tactical Battle Chariot which serves as both her weapon and her shield. Zatorius’s primary attack fires a laser from her chariot which deals 18 damage every second for 7 seconds. If she By holding her secondary button, Zatorius brings up a holographic map. As long as she has line of sight, she can use her abilities beyond her maximum casting range.

Ability 1: Care Package: Zatorius marks a location for a care package to be dropped. Enemies who are in the area take 150 damage from the impact. After a 3 second delay, the Care Package starts restoring teammates’ health and shields every second by 8 points each. The Care Package has 1500 health and can be destroyed.

Ability 2: Orbital Scan: Zatorius marks a location, reveals the locations of enemies and marks them. Enemies who are marked take 10% additional damage for 6 seconds or as long as enemies remain in the scanned area.

Ultimate: Danger Close: Zatorius designates a location and the Shining Beacon opens fire on that area for 10 seconds, dealing 58 damage every 0.5 seconds to enemies in the area. The area is quite wide and is meant to hold enemies at bay more than deal damage.

Talent: Cost of War: Zatorius’s suite of powers comes at a cost. If her Care Package were to be destroyed, all her cooldowns be increased by 50%. However, every successful recall of it reduces her next ability’s cooldown by 25%.

Augmentation Paths: Fire Support or Frontline Leader

Fire Support Level 1: Increase the initial impact radius and damage of the Care Package. +20% radius and damage.

Level 2: After five seconds, if enemies are still inside of Orbital Scan’s area an orbital laser hits them for 50 damage.

Level 3: Enemies hit by Zatorius’s primary attack are slowed for 3 seconds. Cannot occur more than once every 10 seconds.

Level 4: Enemies who leave Orbital Scan are marked for 4 seconds and suffer no damage amplification.

Level 5: If Zatorius’s Care Package is destroyed, it explodes dealing 240 damage to enemies.

Level 6: While under the Cost of War penalty, Zatorius gains increased movement speed and damage. +20% movement speed and damage bonus.

Level 7: The Care Package gains a point defense turret which will attack enemies who get near it for 8 damage per second.

Level 8: Orbital Scan is no longer affected by Cost of War’s penalty.

Level 9: Orbital Scan’s duration is increased. +3 second duration.

Level 10: Danger Close’s bombardment becomes a bombing run which drops 12 bombs along the path Zatorius is facing. Each bomb does 120 damage and heals teammates in the area for 80 health.

Field Marshal Level 1: Orbital Scan’s radius is increased. +30% radius.

Level 2: The Care Package gains a shield. +500 shield energy.

Level 3: Zatorius’s primary attack can fire for an additional two seconds before overheating.

Level 4: Teammates who stand near Zatorius gain a critical damage bonus. +15% critical damage bonus.

Level 5: Zatorius’s Care Package no longer stays in a fixed position and instead follows her around providing teammates with a mobile health and shields regen bonus.

Level 6: Reduce the cooldown penalty of Cost of War by 20%.

Level 7: Orbital Scan now reveals cloaked enemies.

Level 8: Orbital Scan can be used twice in a row, but damage amplification is reduced for the second one.

Level 9: Increase the amount of health and shields teammates are restored every second by Care Package. +7 health and shields restored every second.

Level 10: When Danger Close ends, Zatorius drops a free Care Package at the location which lasts until it is recalled. This free Care Package is not affected by Cost of War’s penalty.

Here is my thirty second Battleborn, meet Edgar the Kleptomaniacal Dwarf.

Name: Edgar. Edgar is a dwarf who has served in the Vigilant for nearly 500 years, or what Boldur calls the greenhorn years. Edgar is unlike other dwarfs, he actually likes technology and salvages any that he can when he went on away missions to keep them as trophies. He literally has the largest collection of junk you will ever see. When Boldur discovered his horde, Edgar was kicked out of the Vigilant and he took this as a sign to change careers. Edgar decided to take up a job in the Last Light Consortium by working in one of many pawn shops in and around the Arc Fleet. He was able to recollect all the junk he could and even started tinkering with his own designs. A few years later, Edgar saw a help wanted sign for some military unit called the Battleborn and he signed up for it. Now Edgar is a part of the fight for the last star, by accident, but at least he’ll have ample opportunities to collect more junk.

Role: Defender/Brawler/Versatile

Weapons: Kinetic Warhammer: Unlike Boldur, Edgar chooses to fight with a massive warhammer which forces him to get up in the enemy’s face, but he can hit multiple opponents with each swing. He tried to equip his armor with a shield generator but it short circuited and forced him to go without it. He does regenerate health though.

Ability 1: Sledge Punch: Edgar fires part of his warhammer at an enemy which stuns them for 1 second and deals 220 damage right before retracting.

Ability 2: The Claw: Edgar throws an energy claw which is similar to Ghalt’s Hook. Instead the Claw pulls Edgar to towards the enemy he’s hit so he can get into melee range.

Ultimate: Hammer Rocket: Edgar activates the built in jet engine in his hammer to increase his attack speed and movement speed by 40% for 8 seconds. At the end of the duration, Edgar unleashes an explosion dealing 310 damage to nearby enemies.

Talent: Kleptomaniac: Whenever Edgar picks up a collectible like shards, his movement speed is increased for eight seconds. +25% movement speed increase.

Augmentation Paths: Klepto-Dwarf and Tech Taker

Klepto-Dwarf Level 1: Hitting part of the world with the Claw causes you to be taken halfway towards that point.

Level 2: Kleptomaniac also causes Edgar to take reduced damage for its duration. +10% damage mitigation.

Level 3: Increase Sledge Punch’s maximum range and speed. +40% range and speed.

Level 4: Whenever Edgar deals damage to two or more enemies, he reduces his active cooldowns by one second.

Level 5: A portion of Sledge Punch’s damage over penetrates enemy shields. 30% shield penetration.

Level 6: The Claw now drains 300 health from enemies and gives a portion of it to Edgar. +50% Health Steal.

Level 7: Activating the Claw also activates Kleptomaniac.

Level 8: Increase the reach of Edgar’s basic attacks. +20% reach.

Level 9: Increase Edgar’s health regeneration while Kleptomaniac is active. +13 health per second.

Level 10: Upon the conclusion of Hammer Rocket and its ending explosion,

Tech Taker Level 1: Increase the hitbox for the Claw when targeting an enemy.

Level 2: Kleptomaniac also causes Edgar to deal increased damage for its duration: +10% increased damage.

Level 3: Missing with Sledge Punch reduces its cooldown. +35% cooldown.

Level 4: Increase Edgar’s base attack speed. +15% increased attack speed.

Level 5: Activating the Claw gives Edgar an overshield. +225 overshield for 8 seconds.

Level 6: Sledge Punch now deals additional damage to enemies depending on your distance from them. Up to 35% additional damage.

Level 7: Kleptomaniac’s duration is increased. +3 seconds.

Level 8: Enemies are silenced for 3 seconds if Sledge Punch hits them.

Level 9: Reduce the Claw’s cooldown. -25% cooldown.

Level 10: Hammer Rocket causes Edgar to emit an explosion whenever he hits an enemy, dealing 50 damage to surrounding enemies.

My thirty third Battleborn is what I call the Triagineer, Beatrice has healing bullets!

Name: Beatrice the Triagineer. Beatrice is a medically trained soldier who has served with the Peacekeepers strictly in the support aspect. Her specialized equipment allows her to provide her allies with healing benefits even if she is on the other end of the battlefield while repairing and maintaining the equipment of her comrades. Because of her skills, she is a favorite in the mixed squads of the Peacekeepers where robotic, organic or a hybrid of the two rely upon her to keep them in working order. She was there when the LLC seceded from the UPR, but she has kept in close contact with many of the soldiers she used to serve with including Mahoney and Christina Antelis. Now that there is only one star left in the universe, Beatrice has taken it upon herself to join up with the Battleborn, fight alongside Ghalt and keep as many of her comrades alive as possible.

Role: Supporter/Rescuer/Healer

Weapons: Triage Gun and Plasma Torch: Beatrice’s triage gun fires special projectiles armed with a medical gel which heals teammates and deals damage to enemies. Her plasma torch is an underslung attachment to the triage gun which repairs friendly buildables or stationary units spawned by teammates like Kleese’s shield rift or Miko’s Fungus Among Us. It can also rip through enemy shields in close range. The triage gun has 25 rounds of ammo, heals teammates for 15 health per successful hit and 25 damage when hitting an enemy.

Ability 1: Integration Module: A piece of kit Beatrice throws at up to two of her teammates and stays active on them for 20 seconds or she can place one on herself by simply tapping the ability button. The module increases healing received by teammates by 20% while providing them with a passive health regen bonus of 5 health per second.

Ability 2: Plasma Laser: Beatrice overcharges her plasma torch to increase its range and damage to enemies. She cannot fire her triage gun while Plasma Laser is active, but it can be cancelled early. She deals 50 damage per second to enemies hit for 5 seconds and 15% additional damage to enemy shields.

Ultimate: Heal Bot: Beatrice releases a drone with 700 health which follows her around and healing her or her allies. It is equipped with healing ammunition and will fire in tandem with her attacks when she targets a teammate or an enemy. Lasts for 15 seconds or until it is destroyed.

Talent: Emergency Rounds: The last ten rounds each of Beatrice’s clips heal teammates for 100% more health.

Augmentation Paths: Flesh Doctor and Electric Doctor

Flesh Doctor Level 1: Increase the health regen given by Integration Module. +5 health regen per second.

Level 2: Increase the number of rounds in the triage gun. +9 rounds.

Level 3: The plasma torch leeches health from enemy buildables and returns it to Beatrice. +15% buildable life steal.

Level 4: Increase the number of Emergency Rounds in Beatrice’s gun. +5 Emergency Rounds.

Level 5: Integration Module further increases healing received. +15% increased received healing.

Level 6: Plasma Laser has increased range and over penetrates enemies. +20% increased range.

Level 7: Beatrice can have one additional Integration Module active at any given time.

Level 8: Emergency Rounds have a chance to heal teammates for double the amount. 15% chance.

Level 9: Plasma Laser’s duration is increased. +2 seconds.

Level 10: Beatrice’s Heal Bot gains a shield and has increased health. +50% increased health.

Electric Doctor Level 1: Integration Module also increases shield recharge rate. +20 shield recharge rate.

Level 2: The Triage Gun also restores 5 shield energy with every shot fired at a friendly

Level 3: Emergency Rounds and the plasma torch leech shield energy from enemies and transfer it to Beatrice. +20% shield steal.

Level 4: Plasma Laser restores 30 shield energy per second if used on friendly teammates or buildables.

Level 5: When an Integration Module expires, it will heal a teammate for 200 health plus an additional 50 over three seconds.

Level 6: Plasma Laser deals more damage the longer it is focused on an enemy. Up to 30% additional damage.

Level 7: Increase the active duration of any Integration Modules. +5 second duration.

Level 8: Emergency Rounds also restore 10 shield energy to teammates and buildables.

Level 9: Plasma Laser no longer has a duration but can be fired in 2 second bursts up to three times, dealing 80 damage to enemies per burst. If Level 4 is active in Electric Doctor, Plasma Laser restores 40 shield energy per second.

Level 10: When Beatrice’s Heal Bot expires or is destroyed, it leaves behind a healing zone which heals teammates for 42 health each second for ten seconds.

Battleborn number 34 is a strange one. He’s just like F1L1P but has a different way of doing things. Meet Patient P3T3R, the natural smelting slime.

Name: Patient P3T3R. P3T3R is a hybrid creature a bit like F1L1P, except P3T3R was cloned from a piece of the same slime ball and reengineered to eat metal. This proved to be a successful test when the Eldrid released P3T3R on an abandoned settlement where it ate up any and all metal. This angered a great deal of Rogues and a bunch of pirates performed a raid on the facility which was housing P3T3R. In all the commotion, P3T3R broke loose and escaped but not before eating all of the tasty metal onboard the pirates’ ships (including the ships themselves). Several days later, P3T3R was found and captured by a LLC survey team and brought back to the Arc Fleet for study. P3T3R finally had all the metal he could eat because of his acquired taste for minions produced by Minion Robotics. There was something the LLC discovered about P3T3R, when he was done eating metal he would leave behind a new kind of metal which was much stronger and malleable than what they were using to make minions previously. Pretty soon Minion Robotics was making even more money than ever before with P3T3R on their side. Eventually they fashioned a body for P3T3R because they believed their money maker deserved his own body to continue his good work and to ensure he was still alive when he came back with more metal for the production lines.

Role: Defender/Disruptor/Tank

Weapons: Naturally Occurring Foundry. P3T3R’s body is a walking smelting pit, capable of consuming different metals and smelting them together to make stronger metals. His robotic body acts as protection and P3T3R uses the metal he consumes to repair his robotic shell. His primary attack causes him to drain 15 health or shield energy from enemies every second. Every 100 shield or health he absorbs gets added to his energy reserves, up to 5 stacks. He can also use his alt-fire to breathe molten metal on enemies, dealing 60 damage each second equal to the number of stacks he has left and consuming his Energy Stacks.

Ability 1: Molten Lash: P3T3R launches a fiery gelatinous rope at an enemy and entangles them, draining 200 shield energy or health over 5 seconds. Enemies can still move, but their movement speed is reduced.

Ability 2: Armor Smelt: P3T3R consumes the Energy he’s built up to heal himself equal to the number of stacks he’s built up multiplied by 100. If he doesn’t have any stacks built up he will consume his own shields or an active overshield to heal himself for a minimum of 250 health.

Ultimate: Smelted Fortitude: P3T3R forms a barrier around himself which absorbs up to 500 damage directed at him or drains it from nearby enemies at 30 damage per second for 8 seconds. If he has full Energy stacks when the ability ends, P3T3R fires a molten metal projectile at enemies dealing up to 500 damage to enemies who are caught in its path. Otherwise, P3T3R heals himself equal to the number of stacks he has consumed.

Talent: Energy Smelting: Every time P3T3R absorbs 100 health or shield energy, he gains stacks of Energy that remain active until he uses them. Up to 5 stacks.

Augmentation Paths: Molten Citadel and Energy Connoisseur

Molten Citadel Level 1: Reduce shield consumption when activating Armor Smelt without any stacks of Energy. -20% shield consumption.

Level 2: P3T3R gains damage reduction for each stack of Energy he has. Up to 30% damage resistance.

Level 3: Activating Molten Lash gives P3T3R an overshield. 225 overshield for 6 seconds.

Level 4: Increase P3T3R’s maximum health. +310 health.

Level 5 Increase the amount of health P3T3R regains per stack of Energy upon activating Armor Smelt. +60 additional health restored per stack.

Level 6: P3T3R emits an aura which drains shields and health while enemies are simply near him. 2 health or shields per second.

Level 7: P3T3R gains health regeneration when he has no energy stacks. +5 health regen per second.

Level 8: Molten Lash no longer ends when an enemy breaks line of sight with P3T3R.

Level 9: Increase the maximum number of Energy stacks P3T3R can have by 1.

Level 10: Smelted Fortitude heals P3T3R in addition to unleashing the ending fireball.
Energy Connoisseur Level 1: Increase the amount of health or shield energy drained by P3T3R’s primary attack. +8 health or shield energy drained per second.

Level 2: Missing with Molten Lash refunds half of its cooldown.

Level 3: There is a chance when Armor Smelt is activated that one stack of Energy will be left over. 10% chance of free stack of Energy upon ability activation.

Level 4: Molten Lash also deals damage overtime to affected enemies. +12 damage per second.

Level 5: Armor Smelt heals nearby teammates equal to the number of stacks of Energy consumed. Up to 200 health.

Level 6: Increase the range of P3T3R’s primary and secondary attack. +18% range.

Level 7: Teammates gain damage resistance as long as they are near P3T3R. +10% damage resistance.

Level 8: Armor Smelt deals 80 damage to enemies near P3T3R upon activation.

Level 9: If P3T3R dies, he leaves behind a pool of molten metal which deals 30 damage per second for 5 seconds.

Level 10: P3T3R fires three smaller fireballs which each deal 200 damage to enemies instead of one large one.

Battleborn #35 is what I would call Miko version 2.0. Meet Flora.

Name: Flora. Flora is the twin sister of Fauna and from the same race, however, she is an anthropomorph attuned to plants. She was separated from her sister Fauna when the UPR was forced to leave its settlement attempt on Ekkunar. Flora was taken in by the entity known as Miko and taught to be a healer. Flora’s affinity for plants caused her anthropomorphic side to blossom and she underwent a metamorphosis. Her body became part plant and part organic, but she gained a greater understanding of nature and how it could improve her healing techniques. She was offered a place in the Vigilant, however she declined on the basis of preferring to commune with nature. It was when she communed with nature she felt a psychic link to someone or something. Whatever it was, she felt like she knew who this person was. She left Ekkunar to scour what was left of the universe for the being she shared this link with, to find her long lost sister. It was joining the Battleborn when she finally reunited with Fauna and now the sisters will fight to protect their extended families in both the Eldrid and Peacekeepers.

Role: Support/Healer/Rescuer

Weapons: Flora fights using a set of long vines growing from her body which give her extended reach to attack her enemies. Her secondary causes her to emit a healing beam which will heal a teammate for 95 health each second. She also regenerates 12 health every second.

Ability 1: Nature’s Cradle: Flora plants a flower in an area with 100 health. The flower heals nearby teammates for 12 health per second. Nature’s Cradle gains a permanent 35% damage mitigation when it reaches 700 health. She can have one of these active at any given time.

Ability 2: Man Eater: Flora plants a fly trap plant in an area with 200 health and can have a maximum of 600. The plant will bite enemies who come near it, dealing 40 damage with each attack. Man Eater gains a permanent ranged attack when it reaches full health. She can have two of these active at any given time.

Ultimate: Invigoration: Flora emits a healing aura around herself for 8 seconds. Teammates receive 95 health restored per second. This healing also causes her plants to grow if she is near them.

Talent: Nurturer: Flora’s has the power to encourage the accelerated growth of plants and in doing so they gain additional abilities depending on their level of health.

Augmentation Paths: Natural Selector and Protective Caretaker

Natural Selector Level 1: Flora’s plants gain health regeneration. +10 health regen per second.

Level 2: Nature’s Cradle gains damage reflection. +30% damage reflection.

Level 3: Flora deals bonus damage to enemy shields with her basic attacks. +25% bonus damage vs shields.

Level 4: Man Eater’s ranged attack slows enemies who get it for 2 seconds.

Level 5: When Flora is at full health, she fires thorns at her enemies in a cone in front of her. 5 thorns released per attack. 16 damage per thorn.

Level 6: Flora can have an additional Nature’s Cradle active in the world.

Level 7: Man Eater gains an overshield if it manages to kill an enemy. 150 overshield for 8 seconds.

Level 8: Whenever a Man Eater or Nature’s Cradle is destroyed, a fraction of their cooldown is refunded. 25% refunded cooldown.

Level 9: Once any of Flora’s plants reach their full health the cooldown on Invigoration is reduced. -10% cooldown reduction.

Level 10: Invigoration’s radius is increased. +30% increased aura radius.

Protective Caretaker Level 1: Increase the healing rate of Flora’s heal beam. +45 health per second.

Level 2: Increase Man Eater’s maximum health. +60% maximum health.

Level 3: While Flora is healing a teammate with her heal beam, she regains health as well. +25 health regained per second while her heal beam is active.

Level 4: Nature’s Cradle restores more health per second to teammates. +14 health restored per second.

Level 5: Flora and the teammate she is healing with her heal beam gain 20% increased movement speed for as long as they are tethered.

Level 6: Man Eater gains damage mitigation. +20% damage mitigation.

Level 7: Increase Nature’s Cradle’s healing radius. +30% healing area of effect radius.

Level 8: If Flora heals a teammate to full health, their shields immediately start recharging.

Level 9: Flora gains damage mitigation while healing a teammate or her plants. +15% damage mitigation during healing.

Level 10: While Invigoration is active, Flora amplifies the damage nearby teammates deal. +15% teammate damage amplification.