Shayne and Aurox is my main melee and while I am not amazing/the best with them, I’d say I know some fair tips and tricks with the Girl and her Monster.
Thanks to Galilea taking the nerf, and even before she did, Shayne and Aurox was and, thankfully after the semi-patch, they are super relevant again.
Personally, because of their damage reduction when they have any type of shield, I like to stack shield. As much shield as I can, my own build for them has them clocking in at over 1000 shield by lvl 7.
Gear Wise I take:
Erratic Internal Capacitor: +140 Max Shield strength, -21% reload speed (free +140 shield, giving Shayne and Aurox a lvl 1 Max Shield of 740, and it’s free)
Bolstering Ostentatious Saber: +8.40% Attack Speed and +98 Max Shield Strength (Shard cost: 1050; this is a gear piece that benefits the dynamic duo a lot, not only in slightly adding to their tankiness, but also boosting their attack speed in a respectable fashion. Since Aurox is half of your melee damage, hitting faster should always be a priority over hitting harder ie attack damage)
The third gear piece is quite flexible, which fits the playstyle of the Dynamic Duo. They are super flexible, considering their cooldown timer for their skills are never far apart from one another. It gives them a very serious unpredictable nature for the enemy team and can mean the difference between a win and a loss. Shayne and Aurox are solid primary tanks, but also phenominal back up tanks, easily put in place wherever on the battlefield. For this reason I personally go for cooldown reduction, but really I would encourage you to try different things, primarily shield recharge rate per second. A lot of their helix options bounce off or are effected by her skill tree or just her style of play.
For cooldown reduction gear, I roll with Sketchy Gambler’s Greyhound (cost is 630 shards): -10.50% cooldown time and minus another 6.30% cooldown when all skills are on cooldown, with a -14% heal power, but that has no effect cause shayne isn’t a healer.
Helix Options (I might make a guide for these two later but for now, just what I pick and why)
Lvl 1: Welcome Committee (Successfully landing Fetch grants +225 Overshield for 8 seconds): This ability should be the only option at level one. For one, Overshield still counts towards Shayne and Aurox’s passive of -20% when they have a shield. There should be no reason to not pick it. It grants survivability so long as you can hit anything registered as an enemy (be it Battleborn, minion, turrets, sentry). Since Fetch also counts towards Shayne and Aurox being seperated, it grants the speed bonus Shayne gets while using Fetch.
Level 2: Wait for the Drop (intensifies the slow effect of Stealth Strike, +100% slow): I prefer this for Incursion, it prevents escapes and chases hard.
Level 3: Hulk Out With your Djinn Out (+105 shield regen per second): I choose this as it goes well with the level 5 option I always go with, as mentioned, for Shayne, it’s all about the shield, you want shield up and accessable as often as you can. It may seem like a waste at first, but trust me, with the level 5 option that should be the prime choice, it is essential to a tank Shayne Build.
Level 4: Holding it Down (Fetch now stuns for 2 seconds): Absolutely amazing for almost all situations, coupling this with level 1 choice mentioned earlier, it provides your overshield, but also can either provide A) a fabulous escape from pursuing enemies or B) provide peerless set up for high burst DPS characters. It has a lot of utility and is never not useless.
Level 5: The Immortal Aegis (at the conclusion of all skills, Shayne and Aurox’ shields immediately begin to recharge): Let me say it this way. On a tank character that relies heavily on shields, at the conclusion of each and every skill, their shield begins to recharge; this option is also effected by the level 3 option I mentioned as well.
Level 6: Sneaky N Resiliant (while in stealth Strike Shayne and Aurox get an additional 20% damage reduction): If you are wondering, it does stack with your passive damage reduction given from merely having a shield. Let me give you a scenerio that happened to me. I got caught in a Toby double hug (both mines), was taken down to 98 health, threw stun fetch on the Toby and immediately ran (in overgrowth) to sniper perch, down into lane, and through friendly tunnel past a Benedict. Benedict noticed me at low health, but by the time he fired Boomsday I had full regular shield and overshield from stunning Toby. It hit me. I tanked it and survived with 200ish regular shield and 98 health and survived. Take this option always.
Level 7: Bigger, Badder Djinn (Increase Shayne and Aurox’s max shield by 240): More shield is more tank for you and using the gear I use, your total shield is over 1000 by this point.
Level 8: Long Arm of the Lawless (increase the AOE of Stealth strike by 50%): I prefer this because it makes it easier to apply crowd control to targets you need to target, however the increased damage isn’t a bad secondary option either
Level 9: Got Em (increase fetch’s speed by 100%): Did you like stunning people? How about stunning them so fast that they cannot dodge it?
Level 10: Aurox Beckons: (When Tag Team is activated, Auroxpulls in nearby enemies , slowing them at close range, +3 sec slow): It’s just the go to, even with the nerf it got, it’s still amazing. Always this
Also, small tip: Fetch can pull/stun Kelvin out of Sublimate.