Compilation of New Battleborn Characters

Here’s my thirty sixth Battleborn, the twin sister of Flora. Here is Fauna.

Name: Fauna. Fauna is an anthropomorph, she’s from a race that has the power to adopt the abilities of different animals to enhance their own abilities. She and her twin sister Flora were born within the UPR’s settlement on Ekkunar before the UPR was driven off world. When that happened, they were separated and forced to grow up apart from one another. Fauna was forced to grow up in the UPR. She distinguished herself from the other recruits as an experienced tracker and hunter in addition to her ability to shapeshift into a large cat. She quickly rose through the ranks until she was recruited for black operations within the UPR. There she met the weird and unsociable Goose who became a father figure for her. Much later when the UPR finally settled on the planet Bliss, Fauna broke free of the Peacekeepers to finally search for her long lost sister and reunite with her.

Role: Attacker/Skirmisher/Brawler

Weapons: Fauna fights with her clawed hands, legs and by outmaneuvering her enemies. She also attacks rather quickly and can regenerate her health. Her secondary ability allows her to run on all fours, increasing her sprint speed by 25% as long as it’s held. She even carries a shield into battle, but it recharges slowly. 6 health regen per second and 12 shield recharge per second.

Ability 1: Hunting Instinct: Fauna catches the scent of her enemies to reveal their locations in the area for 7 seconds.

Ability 2: Grappling Shot: Fauna activates her grappling hook which pulls her towards an enemy and causes her to deal 220 damage to that enemy.

Ultimate: Feral Form: Fauna shapeshifts into her cat form, causing her to gain 300 extra health, +14 health regeneration and the only ability she can use is Hunting Instincts while in this form. The only drawback is Fauna can’t regain shield energy while in this form.

Talent: Feral Extensions: Killing a minor or major enemy causes Fauna’s basic attacks o have increased reach for as long as she is alive for a maximum total of 100%. Minor enemy =10% increased reach. Major enemy = 30% increased reach.

Augmentation Paths: Predator and Technical Hunter

Predator Level 1: While Hunting Instinct is active, Fauna gains increased health regeneration. +7 health regen per second.

Level 2: Feral Extensions cause enemies to suffer bleed damage equal to the current percentile. Up to 18 damage per second for 2 seconds.

Level 3: Grappling Shot stuns the enemy Fauna hits with it for 2 seconds.

Level 4: Grappling Shot deals more damage to the affected enemy the further away Fauna is. Up to 40% additional damage.

Level 5: As long as Fauna’s health is full, her secondary trigger sprint speed is increased by 20%.

Level 6: Hunting Instinct now reveals the locations of cloaked enemies.

Level 7: Increase Fauna’s maximum health. +108 health.

Level 8: Fauna draws power from her shield to give herself a boost to Feral Extensions when she deals damage. Attacking while at full shield strength will grant a 25% Feral Extension boost, but will break your shields in the process.

Level 9: Hunting Instinct’s duration is increased. +2 seconds.

Level 10: Increase the bonus health and regeneration while Feral Form is active. +40% increased health and regen.

Technical Hunter Level 1: While Hunting Instinct is active, Fauna’s shields have no recharge delay.

Level 2: Increase the amount of reach Fauna gains from Feral Extensions when she kills a minor enemy. +5% increased reach.

Level 3: Grappling Shot’s hitbox is increased to allow for acquiring targets more easily.

Level 4: For 5 seconds after Fauna’s shields are filled, she becomes cloaked.

Level 5: If Fauna Activates Grappling Shot while Feral Extensions is full, her grappling travel speed is increased. 50% increased travel speed.

Level 6: When Feral Extensions is full, Fauna gains bonus shield recharge. +30 shield recharge rate.

Level 7: Increase Fauna’s maximum shield strength. +87 shield strength.

Level 8: Grappling Shot can now be used on teammates to pull yourself towards them.

Level 9: When at full shields, Fauna regenerates health faster. +16 health per second.

Level 10: Feral Form now allows for Fauna to have her shield active and all augments regarding her shield.

Here’s my thirty seventh Battleborn. His name is Georgy Eight, he’s a fun loving military robot who just wants to play a killer game of Frisbee with you.

Name: Georgy Eight. Georgy is an incredibly old and outmoded robot from another era. He was one of many Peacekeeper attempts to encourage the robotic citizens in the UPR join the Peacekeepers as equal soldiers and comrades. Shortly afterwards, a scandal broke out over Georgy Eight’s functionality when it was discovered that Georgy wasn’t actually sentient. He was preprogrammed to mirror sentience so it was impossible for him to be considered sentient. The project failed and Georgy and his fellow robots were put into cold storage. Centuries later, Georgy came online all by himself, broke out of his storage unit and went on a journey of self-discovery. Georgy is a bipedal robot with tank treads for feet, animatronic parts for arms, a head and a torso. He is armed and considered dangerous. If you come across this robot, immediately contact your nearest Peacekeeper outpost with the robot’s location. Do not engage because this robot can talk the ears off of a metaphorical elephant. He has joined the Eldrid because he considers himself to be a unique entity, even if he was preprogrammed.

Role: Attacker/Agile/Initiator

Weapons: A Frisbee. Yes you heard that right, Georgy is armed with a large and heavily modified Frisbee he carries with him to attack and to defend himself. To be honest all he wants to do is play a friendly game of catch. He can throw the Frisbee with his primary fire and it will return to him after hitting part of the world or an enemy. Secondary fire will cause Georgy to block a certain amount of damage, up to 150 damage.

Ability 1: Watch This: Georgy’s Frisbee ricochets off of up to three enemies, dealing 70 damage to each enemy before returning to him.

Ability 2: Go Long: Georgy spins for three seconds before launching a long distance Frisbee which hits it’s nearest target and dealing 180 damage.

Ultimate: Catch: Georgy pulls out an unstable Frisbee which is guided to a location and then explodes for 400 damage in a medium radius when it hits a target.

Talent: What’s Confidence: Every time Georgy successfully hits an enemy or blocks an attack, he gains a 4% stack of damage mitigation which stacks up to 5 times. All stacks are lost when he fails to successfully block an attack or hit an enemy.

Augmentation Paths: Fun-Loving Robot and Friendless Droid.

Fun-Loving Robot Level 1: Each time Georgy successfully hits an enemy with his Frisbee, he reduces the cooldown of his next ability by 0.25 seconds.

Level 2: Watch This can ricochet off of teammates to hit enemies. Teammates take no damage.

Level 3: During the three seconds Georgy is winding up Go Long, he deals 32 damage per second to surrounding enemies.

Level 4: Increases the amount of damage Georgy can parry without taking damage. +100 damage.

Level 5: If Georgy’s shield breaks, the cooldown on his next ability is reduced by 5 seconds.

Level 6: Watch This amplifies damage dealt to enemies who get hit for 4 seconds. +15% damage amplification.

Level 7: Whenever Georgy receives healing from either teammates or buildables, his shields immediately start recharging.

Level 8: Watch This slows enemies hit by the Frisbee. 2 second slow duration.

Level 9: All of Georgy’s skills deal bonus damage against enemies who are suffering from an impairment. +25% bonus damage vs enemies who are stunned, slowed, blinded or have lost their hearing.

Level 10: When Catch hits an enemy, it releases a bunch of health orbs which teammates can pick up. A total of 16 health orbs each of which heal 50 health.

Friendless Droid Level 1: Georgy’s basic Frisbee attacks over penetrates enemies, dealing 25% less damage to each enemy.

Level 2: Watch This throws a second Frisbee which deals half of the damage while still ricocheting three times.

Level 3: Go Long deals more damage the further away Georgy is from an enemy. Up to 35% additional damage.

Level 4: Georgy gains two stacks of What’s Confidence instead of one.

Level 5: If Georgy takes penetration damage, he gains a stack of What’s Confidence.

Level 6: Increase Georgy’s shield recharge rate. +96 shields per second.

Level 7: Georgy’s Frisbee deals bonus damage to enemy shields during Watch This. +20% bonus damage vs. shields.

Level 8: If Go Long fails to hit a target, half of its cooldown is refunded.

Level 9: What’s Confidence stacks now award more damage mitigation per stack. +4% per stack.

Level 10: Increase the flight speed of Catch’s Frisbee and the explosive radius. +30% flight speed and +100% explosive radius.

Would you like a thirty eighth Battleborn? Here’s Sportsman and his violent, unadulterated, madcap warpath of sports related destruction.

Name: Sportsman. Sportsman is the name of an LLC robotic referee who has been programmed with over 2,000 rules, regulations and sport strategies for any and all sports. Essentially he is a walking encyclopedia of sports history and knowledge. When ISIC malfunctioned, the Magnus A.I. came to Sportsman for some enlightenment on what to do with his new found free time. Sportsman downloaded his impressive knowledge into ISIC and the Magnus got the idea to take up the professional wrestling circuit amongst other things, including running the numbers to crash the universe. This inadvertently caused Sportsman to malfunction, glitch and crash. Now Sportsman has rebooted and wants to take up a new hobby, beating the snot out of people who play the sports he knows so much about. With his trusty bowling ball, cricket bat, golf club, football (soccer ball) and various other sports items, Sportsman wishes to wreak unadulterated sports violence on the universe and the Battleborn for him are the winning team. When he speaks he’s like a sports commentator.

Role: Attacker/Versatile/Initiator

Weapons: Sportsman’s primary weapon is a ball launcher which reloads two different balls between firing bursts. One of the ball types are soft balls which deal 30 damage per hit and fire slowly. The other ball type loaded into Sportsman’s ball launcher are tennis balls which deal 12 damage per hit and they fire rapidly. Soft balls have twenty ammo while tennis balls have forty ammo. His secondary attack causes him to raise a cricket bat which deflects enemy projectiles back at the attacker for a short period of time.

Ability 1: Going Bowling: Sportsman pulls out his bowling ball and rolls it at high speed towards a target off in the distance. When an enemy runs into it, the bowling ball explodes dealing 250 damage to surrounding enemies.

Ability 2: Touchdown: Sportsman charges towards a targeted enemy and slams a football at the sight, causing an explosion which does 200 damage in a frontal cone.

Ultimate: It’s Outta Here: Sportsman pulls out a golf club and prepares to shoot an exploding soccer ball at a target location. You have five seconds before Sportsman swings. The exploding soccer ball deals 480 damage across a large radius to enemies at the target location.

Talent: Penalty: Whenever an enemy breaks Sportsman’s shield, he deals 15% increased damage for 5 seconds. Requires his shields to recharge fully for the talent to activate again.

Augmentation Paths: In Your Face and Back at Ya

In Your Face Level 1: Extends the frontal cone of Touchdown’s explosion. +30% range.

Level 2: Soft balls have a chance to slow enemies when you get critical hits. 10% chance to slow enemies only on critical hits.

Level 3: Going Bowling’s bowling ball deals more damage to enemies if two or more enemies were in the explosion. +35% additional damage.

Level 4: Increase Penalty’s damage amplification. +10%

Level 5: At the conclusion of Touchdown, Sportsman’s shields immediately start recharging.

Level 6: There is a chance Penalty will activate when your shields are depleted to half strength. 20% chance of Talent activation.

Level 7: Touchdown draws power from Sportsman’s shield to increase damage dealt during the charge and the ending explosion by 30%. Using Touchdown will now cause your shields to break.

Level 8: The last ball fired from each of Sportsman’s clips explodes on impact, dealing 105 damage to surrounding enemies.

Level 9: Going Bowling’s bowling ball now follows you around and will roll towards the first enemy that attacks you.

Level 10: Reduces the cooldown of It’s Outta Here. -30% cooldown.

Back at Ya Level 1: Increase the amount of ammunition Sportsman’s ball launcher can hold of each ammo type. +50% additional ammo.

Level 2: Tennis balls have a chance to ricochet off of enemies to hit another, dealing half their damage to additional enemies. +25% ricochet chance.

Level 3: Going Bowling no longer explodes, but now over penetrates enemies and dealing 5% damage to every enemy hit after the first.

Level 4: Increase Penalty’s duration. +3 seconds.

Level 5: Touchdown’s charge knocks enemies into the air while dealing 60 damage to each of them.

Level 6: Going Bowling’s bowling ball now seeks out enemies.

Level 7: Increase the amount of damage Sportsman can reflect with his cricket bat. +20% additional damage reflected.

Level 8: Every time Sportsman reloads, his firing speed is increased for 3 seconds. +35% increased firing speed.

Level 9: Holding the ability button lets you throw an additional football which deals 150 damage to a location in addition to Touchdown’s tackle and frontal cone explosion.

Level 10: It’s Outta Here drops child grenades while it is in flight, each of them dealing 60 damage to enemies.

Ok to be honest I didn’t really read these, but the sheer fact that you have done this is impressive. Its overwhelming to start reading because I won’t stop.

Thank you, believe it or not I am actually trying to get to 50 Battleborn and these ones are what I have made so far. I’m working on an additional 4 Battleborn and I can promise you and anyone else who views this page that they are characters who haven’t been considered by GBX.

The volume of this page should put off any rule 34 concerns.
These are the fans you want.

The 34 number was just what I had at the time, but I’ve expanded beyond that and am trying to create up to 50 Battleborn if possible.

I was kind of referencing another topic on these forums that expressed concern that there wasn’t any Battleborn porn(Battleporn). I was stating that this level of fan ideas already generated should alleviate any concerns about the lack of Eldrid skin available.

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.