Khimera's Battleborn Patch v1.6


(Pandora's Industrial Engineer) #1
Prologue

I was going to originally post this after I had completed it, but with the recent 6/5/17 patch, I’ve sorta lost my motivation for it and Battleborn in general. I might still work on it, but instead of letting it die in a private message, I’d rather share it to really hit home how I feel and what my view point truly was.

If you’ve been on the forums since the beta, you may or may not remember that I was very vocal in my “buff instead of nerf” approach, and it has greatly declined over the months. But not because my opinion has changed, but because I have seen the futility in my efforts, as the community had degraded into not much more than a bandwagon of memes and sarcasm. Not to mention the devs obviously didn’t share my stance.

So for some background, ever since the 7/21/16 patch, a lot of my enjoyment in the game has been sucked out for quite a few characters. And it has fluctuated for most of the characters, but mostly in a negative way. With in my opinion, the 6/5/17 patch being rock bottom. But before the most recent patch, I got the urge to “make my own Battleborn” a few months back, and this is what came out. A way to show people what I meant by “buff everyone”. Bringing characters like Galilea, ISIC, El Dragon, Marqius, etc… back to their heyday, and raising everyone else up to their baseline. Along with bug fixes, making helix choices more competitive, and new thought intensive counter play.

This is 100% my opinion and I don’t expect any of you to share it, nor do I expect the devs to either. By that same token, this is more of a showcase and not a discussion. I’m all for constructive criticism and brain storming, but if you want to be negative or sarcastically say “all elfs should be nerfed”, then I’d rather you just not.


Bullet Points on the “Patch”

  • All values are at level 1.
  • Any numbers that are red mean that they scale with the player’s level.
  • I usually put a (^) when I know I have more I want to say.
  • Just because a space is empty doesn’t mean I got rid of what was originally there, I just may not have completely thought up how to exactly tweak it.
  • Just because something is written out doesn’t mean I’m finished with it. In example, I recently reworked Galilea’s (R1) helix Calamity after I had originally just buffed it and left it untouched for quite a few weeks.
  • I considered this to be my more or less ideal vision of Battleborn, with the exception of Thorn’s new talent. It is extremely powerful and is one of the few offensive talents, but I just couldn’t get over how fun it was to run the Chrono Key on her.
  • I have more or less fleshed out all of the characters except 2 of them. Kelvin and Reyna.
  • I made a rule for myself, that all the characters I considered to be “slayers” (and Pendles) were not allowed to have any CC that could interrupt skills. But as a trade off, they are the only characters that can have offense based talents, as opposed to the defense/mobility based talents of the other characters. Slayers: Benedict, Caldarius, Marquis, Orendi, Oscar Mike, Thorn, and Whiskey Foxtrot.
  • All non-slayer characters have or will have at least one stun/bind, pull, knock up, knock back, or silence somewhere in their kit.
  • I also planned on revamping how characters are labeled. Such as Assassin, Tank, Brawler, etc…
  • All of my reversions note that they are reversions, with the exception of those changes made by the 6/5/17 patch. Where unless I needed to clarify that I made a change, I just left values how they were prior, as it is easy to see my intent for them.
  • There are slight variances in how the parts are phrased or structured, because they were written over such a long time.
  • If information is wrong or you have a bug you know of that I haven’t covered, then feel free to share.
  • More as I think of them…

I copied each character’s entire kit and made notes for all of the changes I made. They are separated by faction and each aspect of a character’s kit is in a drop down tab.


(Pandora's Industrial Engineer) #2

Eldrid

Alani
Riptide
  • Hurl a wave that deals 75 damage, pushes away enemies, and leaves a trail of water that hastens allies for 3 seconds. Riptide’s trail of water lasts for 3 seconds.

  • Notes: 16 second cooldown. Reverted Riptide’s damage to how it was before. Riptide no longer gets caught on geometry, and will continue until the skill finishes or until it hits a wall. Added the duration of the hasten.

Geyser
  • Alani causes a groundswell to erupt at a targeted location, knocking enemies into the air, dealing 142 damage, and binding enemies for 2 seconds.

  • Notes: 25 second cooldown. +17.5% radius to revert it to how it used to be. Reverted the bind duration back to 2 seconds, and updated the description to accurately display the duration. Geyser now binds all enemies, not just enemy Battleborn. This should make the skill more useful against non-Battleborn enemies, increase the effectiveness of certain less used helix choices, as well as raising the skill cap needed to effectively use it against enemy Battleborn.

Emergence
  • Marks a target enemy or location, summoning a water dragon that deals 192 damage and 288 damage over 4 seconds to enemies caught in its wake.

  • Note: 60 second cooldown. Doubled the height at which Emergence can damage enemies.

Torrent
  • Alani hurls water bolts using Ket, her order’s martial art. Torrent bolts have limited range.

  • Notes: 64 damage and +25% travel distance. A negligible damage increase and the increased travel distance won’t affect most of Alani’s engagements in PvP, but it will help her performance in PvE where longer sight lines are more common. Slightly increased Torrent’s velocity and improved the description to include that Torrent bolts have a limited range.

Osmosis
  • Successful hits with Torrent hone Alani’s connection to the water, generating up to 3 Osmosis stacks and increasing the healing power of Wellspring. It takes 3 Torrent hits to fully build one stack of Osmosis.

  • Notes: Added more description to better convey information. Osmosis stacks are now displayed on Alani’s reticle while she is sprinting.

Wellspring
  • Consumes all Osmosis stacks to heal an allied target. Holding down ( R ) instead causes Wellspring to heal Alani for half the amount. Healing amount is increased by Osmosis stacks.

  • Notes:

    • 71-674 healing depending on Osmosis stacks and +300% heal range. Again this will more or less not affect most of Alani’s PvP engagements, but will help her PvE performance where allies are more spread out. Wellspring will no longer heal allies after they have died. Increased the healing at zero stacks by 25%.
    • Mapped the self heal aspect of Wellspring to the (Use/Interact/Reload) input, as well as adding the necessity to hold the button for a brief moment. This will allow Alani to do things such as build turrets and open chest without the worry of a mis-press causing her to consume her Osmosis stacks when she doesn’t want to. But it is also a balancing factor that lengthens the window where enemies can kill her before she heals herself.
    • Wellspring can no longer heal minion or minor allies. But allies such as MX.Strikers, M3.Shepherds, MX.Elite Bots, MX.Ultra Bots, etc… can still be healed. This change along with the remapping of Alani’s self heal should make it easier to save allies.
Helix
  • (L1) Soothing Mist - Riptide’s pools heal friendly targets over time. +61 Health per Second
    • Notes: +19.5% healing per second. A slight healing increase to make it more competitive with it’s neighbor Splash Zone.
  • (R1) Splash Zone - Nearby allies are healed when Geyser erupts. +360 Health
    • Notes: The heal radius now scales with the radius increase imparted by her helix Ol’ Trustworthy.
       
  • (L2) Pressure Gradient - All enemies damaged by Geyser now have a universal life steal applied to them, causing all health damage dealt by allies is returned exclusively to them as health. +30% Life Steal for 3 Seconds.
    • Notes: Changed the functionality of Pressure Gradient, and moved the former functionality to Alani’s (M7) helix Pressure Valve. Replaced a formerly underwhelming helix with one that adds another support option that was once exclusive to Beatrix. The changes to Geyser should make Pressure Gradient’s former function very desirable, but powerful, so it was moved lower in her helix.
  • (R2) Surface Tension - While a target is binded by Geyser, the damage dealt to the target is increased. +30% Damage Amplification
    • Notes: Reworked the functionality to prevent unwanted damage spikes with the new changes to Geyser, as the other option was to make the helix difficult to use in an un-fun way.
       
  • (L3) Whitewater - Increases Alani’s attack speed. +20% Attack Speed
    • Notes: Moved Whitewater back to level 3, and reworded it to include Alani’s quick melee.
  • (M3) Kinetic Diffusion - As Alani builds Osmosis stacks, she moves faster. Up to +30% Movement Speed
    • Notes: Made the requirements to receive the benefits of this helix less stringent, which should help it stay more competitive with its returning neighbors.
  • (R3) Go With the Flow - Torrent reduces the cooldowns of all skills on every hit. -0.5 Seconds Cooldown Time
    • Notes: Moved Go With the Flow back to level 3.
       
  • (L4) Wet Blanket - Riptide’s trail of water slows enemies that enter it. +1.5 Seconds Slow Duration
    • Notes: Removed the slow from Riptide and added it to the trail of water, giving the helix better synergy with Alani’s level 9 helix choices. The duration was reduced because the slow can be reapplied.
  • (M4) Wave Shock - Riptide pools burst and deal damage over time to enemies standing inside the radius. +81 Damage per Second
    • Notes: +50% base damage to increase it to how it used to be.
  • (R4) Ride the Wave - Alani rides her Riptide wave, launching her forward along its path. Riptide can now travel up and over certain walls.
    • Notes: Added the ability to travel up walls to add a new strength to this helix, similar to helix choices like Air Stall and Burst Propulsion. As before, even though it did its job and it did it well, it was viewed as redundant and risky.
       
  • (L5) Karakafruit Express - Every successive Torrent hit increases Alani’s attack speed, in addition to generating Osmosis stacks, eventually improving her attack combo. Up to +15% Attack Speed
    • Notes: Changed the functionality of this helix to better fit Alani’s play style. It takes 5 hits to fully build to max attack speed, and stacks last 5 seconds collectively. Upon reaching max stacks Alani will no longer perform her attack combo finisher, and will continually fire Torrent bolts without delay.
  • (M5) Extremophile - The healing bonus granted by Osmosis is increased even further based on the number of stacks you have. Up to +25% Increase
    • Notes: Removed the negative aspect of the skill, and made the requirements to receive the benefits of this helix less stringent, which should help it stay more competitive with its neighbors.
  • (R5) Full Saturation - Healing with maximum Osmosis stacks reduces the amount of damage the target takes. +30% Damage Reduction for 6 Seconds
    • Notes: +3 second duration increase to return it to how it was before. And this helix is plenty powerful for it to retain it’s stringent requirement.
       
  • (L6) Channeling - Geyser generates one stack of Osmosis per enemy damaged.
    • Notes: The new changes to Geyser should make this helix more appealing. And a slight change to how it works should make it more useful in more situations.
  • (R6) Refresher - Standing in Riptide pools generates Osmosis overtime. +0.5 Stacks per Second
    • Notes: Made the description better at conveying what the helix does.
       
  • (L7) Pressure Wash - Torrent projectiles travel farther and generate Osmosis stacks faster. -1 Hit per Stack
    • Notes: Moved Pressure Wash back to level 7 and returned its ability to generate Osmosis stacks faster.
  • (R7) Overflow - Increases the healing amount from Wellspring. In addition, healing an ally with maximum Osmosis stacks will cleanse them. +15% Healing
    • Notes: Moved Overflow back to level 7, as well as making the increased healing applied to all Wellspring heals. Added the functionality of having Wellspring cleanse allies when used with max Osmosis stacks. The cleanse happens before the healing, giving Alani a way to counter wounds. And gives her a way to situationally protect her allies from more dangerous crowd control.
       
  • (L8) Aquifer - Reduces Geyser’s eruption time. -30% Eruption Time
    • Notes: This helix is fine as is.
  • (M8) Pressure Valve - Torrent projectiles bounce between enemies bound by Geyser.
    • Notes: Replaced the original function of increasing Geyser’s damage by 15%, with the previous functionality of Pressure Gradient. Increasing Geyser’s damage is very lackluster, so it was replaced with an existing helix which should preform quite well with Geyser’s new changes.
  • (R8) Ol’ Trustworthy - Increases Geyser’s area of effect. This also increases Splash Zone’s area of effect. +25% Area of Effect Radius
    • Notes: Ol’ Trustworthy now increases the area of effect of Splash Zone’s heal. This helix now boost the radius of Geyser, as apposed to its area.
       
  • (L9) Stagnant Pools - Increases the duration of Riptide’s trail of water. +3 Seconds Duration
    • Notes: The helix is fine as is.
  • (R9) Water Proof - Increases the distance Riptide travels. +50% Increased Distance
    • Notes: The helix is fine as is.
       
  • (L10) Undertow - Enemies within Emergence’s targeted area of effect, and afterwards its whirlpool, are greatly slowed.
    • Notes: Made the description better convey what it does in game.
  • (M10) Transpiration - Casting Emergence resets all other skill cooldowns.
    • Notes: The helix is fine as is.
  • (R10) Deepsong - The Emergence whirlpool heals allies. +150 Health per Second
    • Notes: The helix is fine as is.
General
  • Base Shield: 0
  • Base Health: 1451
  • Legendary: +14.00% Heal Power/+5.04% Attack Speed/Alani only: Healing an ally with Wellspring heals Alani for 60% of the heal.
     
  • Notes:
    • Reverted Alani’s health to how it was before.
    • Reduced the amount to push back Alani suffers from, in order to make it more inline with the other Battleborn.
Boldur
Boldurdash
  • Boldur dashes forward, dealing 142 damage, knocking back enemies, and activating Rage. If the enemy hit collides with an object, they are stunned for 2 seconds. Rune Power: Deals 25% extra damage, as well as 144 damage over 12 seconds.

  • Notes: 15 second cooldown. The damage over time aspect of the Rune Power boosted Boldurdash has been reduced and no longer scales with Boldur’s level, but it’s duration was increased to make it more of a disruption tool. Improved the description to include that if the knocked back enemy collides with an object, then they are stunned. Fixed and issue that allowed Boldurdash to stun enemies on uneven terrain.

Axe Toss
  • Boldur throws his axe, dealing 208 damage. Retrieving the axe reduces its cooldown by -20%. Rune Power: Axe explodes on impact, dealing 312 damage.

  • Notes: 15 second cooldown. Boldur can now sprint while throwing his axe, a simple QoL change.

Runes of Power
  • Increases melee damage by +18% and converts 50% of damage blocked into health. Using Axe Toss or Boldurdash will consume the corresponding Rune.

  • Notes: 30 second cooldown. Reverted the cooldown and damage blocked health conversion back to how they were before they were changed.

Runic Axe
  • Boldur deals slow, powerful melee strikes with his Runic Axe. When unarmed, Boldur falls back on hand-to-hand combat with 30% enhanced movement.

  • Notes: 95/95/95/95/105 melee combo and 95/95/109 unarmed combo. Increased the attack speed of Boldur’s Runic Axe and hand-to-hand combat by +10%.

Rage
  • Killing enemies causes Boldur to melee 20% faster and take 35% less damage for 8 seconds.

  • Notes: Reverted Rage back to how it was before.

Ekkuni Greatshield
  • Boldur is an elite defender, utilizing his Ekkuni Greatshield to block up to 1000 incoming damage and rapid health regeneration to stay in the fight.

  • Notes: Fixed a bug that allowed splash damage to pierce Boldur’s shield if it hit him at a certain angle. Also made the shield much more responsive, deploy slightly faster, and it will now cancel select animations in favor of blocking. Animations canceled by Boldur’s shield do not apply their effects.

Helix
  • (L1) Axetration - Axe Toss penetrates enemies and then returns to Boldur’s hand immediately once it hits world terrain. If Axe Toss doesn’t hit an enemy, then it doesn’t return to Boldur. If Rune Power is active, Axe Toss instead gains increased explosion radius. +50% Area of Effect Radius
    • Notes: Added the ability for Axe Toss to penetrate enemies. Also added a condition for when it returns to Boldur, so that he can make use of his increased movement speed while unarmed. Adding a very powerful mechanic to this helix, and having it no longer prevent Boldur from achieving his innate movement speed bonus, should make this helix competitive with its neighbor. Added the functionality of having Axe Toss gain increased explosion radius while Rune Power is active, so that it isn’t a wasted helix while Runes of Power is active.
  • (R1) Crash Helmet - Activating Boldurdash generates an overshield on Boldur for a brief period. +225 Overshield for 8 seconds
    • Notes: The helix is fine as is.
       
  • (L2) Long-Distance Dash - Increases Boldurdash’s dash distance.
    • Notes: The helix is fine as is.
  • (M2) Pile Driver - Boldur continues to dash forward after hitting an enemy with Boldurdash, allowing him to hit multiple enemies. Enemies are now dragged the full distance of Boldurdash, and are knocked back at the end.
    • Notes: This will be a very powerful helix, with similar strengths to Montana’s Lumberjack Blast.
  • (R2) Gather No Moss - Boldur continues to dash forward after hitting an enemy with Boldurdash, allowing him to hit multiple enemies. Increases the size of Boldurdash’s hitbox, and enemies are now knocked into the air instead of pushed back. +50% Area of Effect Radius
    • Notes: Buffed the area of effect to help this helix stay competitive with it’s neighbors.
       
  • (L3) Stunning Blows - When Boldur is unarmed, his primary melee attacks slow enemies. +3 Seconds Slow Duration
    • Notes: This helix is fine as is.
  • (R3) Deft Defender - Boldur is more proficient with his Greatshield, capable of blocking more damage and running at full speed while guarding. +100% Damage Blocking
    • Notes: This helix is fine as is.
       
  • (L4) Hatchet Man - Enemies hit with Axe Toss suffer bleed damage. +240 Damage over 4 seconds
    • Notes: This helix is fine as is.
  • (R4) Headsplitter - Enemies hit with Axe Toss are slowed. +4.5 Seconds Slow Duration
    • Notes: +50% slow duration increase. Helps this helix stay more competitive with Hatchet Man. And Axe Toss is a skill shot without Runes of Power active, so it warrants better rewards.
       
  • (L5) Angry Agility - When Rage is active, Boldur’s movement speed is increased. +30% Movement Speed
    • Notes: The strength of the other helix choices on this tier help to keep this one in line.
  • (M5) Desperate Rage - Increases Boldur’s passive damage reduction while Rage is active. +15% Damage Reduction
    • Notes: This helix is fine as is.
  • (R5) Berserker Rage - Increase’s the duration of Boldur’s Rage, and now causes Rage to activate on assist. +25% Duration
    • Notes: Added a new mechanic to make this helix more appealing.
       
  • (L6) Axterminator - Increases Axe Toss’s damage. +15% Damage
    • Notes: This helix is fine as is.
  • (M6) Salt the Wound - Enemies hit by Axe Toss suffer increased damage for a short time. +16% Damage Amplification for 5 seconds
    • Notes: Fixed a bug that caused Salt the Wound to not activate while Runes of Power was active. +1 second duration and +1% damage amplification QoL change.
  • (R6) Boldurcrash - Increases Boldurdash’s damage and causes a portion of the health damage dealt to returned to Boldur as health. +15% Damage and Life Steal
    • Notes: Added a small Life Steal effect to make this helix more appealing, and to promote diversity in Boldur’s tier 2 helix choices.
       
  • (L7) Wildblood - Increases Boldur’s attack damage. +18% Attack Damage
    • Notes: Reworded the description to have it also increase Boldur’s quick melee damage.
  • (R7) Dwarven Constitution - Increases Boldur’s health regeneration rate. In addition, further increases Boldur’s health regen when he hits an enemy with his melee attacks. Up to +21 Health Regeneration per Second
    • Notes: The additional health regeneration per second now activates when Boldur uses his quick melee.
       
  • (L8) Alleviating Aegis - Activating Boldurdash will now cleanse Boldur, as well as making him immune to crowd control effects for the duration.
    • Notes: Changed the functionality of this helix, as Boldurdash is no longer designed to deal damage. Boldur now cleanses himself of all CC effects before dashing, as well as becoming immune to CC effects during the dash. This only helps Boldur get rid of minor CC effects, as he can’t activate Boldurdash during major CC effects anyway. This also gives Boldur a way to dash through Galilea’s Bleak Quiet, Kid Ultra’s Unfriendly Skies, etc… without having his dash interrupted.
  • (M8) Suppressive Shield - Boldur’s off-hand melee attack now pushes back enemies the full distance, regardless of how many times he uses it in succession.
    • Notes: Changed the functionality of this helix as it was lackluster. Boldur’s quick melee no longer has diminishing returns on its push back effect, giving Boldur similar enemy control to Kelvin.
  • (R8) Impatience - Reduces Boldurdash’s cooldown time. -20% Cooldown Time
    • Notes: This helix is fine as is.
       
  • (L9) Death and Axes - Killing an enemy with Axe Toss increases Boldur’s max health. Major enemies apply this effect twice. This effect can stack up to 5 times. All stacks are lost on death. +144 Maximum Health per Stack
    • Notes: This helix is fine as is.
  • (R9) Trusty Toss - Axe Toss’ cooldown is reduced for each enemy hit. -20% Cooldown Time per Hit
    • Notes: Made the helix more powerful and appealing. And unlike the previous helix, this one provides a benefit when Runes of Power is active.
       
  • (L10) Axe Mastery - While a Rune of Power is active on Boldur’s Runic Axe, it will deal increased melee damage based upon his current health. +2% Damage for every 100 health.
    • Notes: Reverted this helix to how it was before it was changed.
  • (M10) Runic Replenishment - Activating Runes of Power while a Rune is still active instantly replenishes Boldur’s health. Either Rune will restore 50% health, while both will restore 100% health.
    • Notes: This helix has it’s place in a “bare-fisted” playstyle and it’s already really strong. So even if it is less powerful then it’s neighbors, it doesn’t need a buff.
  • (R10) Shield Mastery - While a Rune of Power is active on Boldur’s Greatshield, he is able to guard against enemy attacks without generating any heat.
    • Notes: Reverted this helix to how it was before it was changed.
General
  • Base Shield: 0
  • Base Health: 1940
  • Legendary:
     
  • Notes:
    • Increased base health by 225. Returned Boldur’s health back to how it was before it was changed.
    • 84 damage. Reverted Boldur’s quick melee damage to how it was before.
Kelvin
Skill 1

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Skill 2

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Ultimate

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Weapon

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Passive

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Talent

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Helix

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General

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Mellka
Claw Lunge
  • Lunges a short distance in any direction for a powerful claw strike, dealing 208 damage. Enemies covered in venom take 16% additional bonus damage.

  • Notes: 15 second cooldown. Reworded the description to better convey how Claw Lunge preforms in game. Substantially increased Claw Lunge’s hit box and reverted the bonus damage to enemies covered in venom back to 16%. Reverted the change that made it harder to achieve massive momentum when Claw Lunge was used at certain angles.

Spike
  • Mellka launches into the air with a burst of energy that deals 208 damage, as well as leaving behind a pool that covers enemies in venom and deals 105 damage over 5 seconds. Enemies covered in venom are wounded for 4 seconds.

  • Notes: 14 second cooldown. Removed the damage fall off from Spike and added Parting Gift to Spike.

Blade Launcher
  • Unleashes a barrage of 3 laced blades, covering targets in venom and dealing 175 damage with each hit. Enemies covered in venom take 50% increased critical hit damage.

  • Notes: 52 second cooldown. Improved the description and added a venom effect that causes enemies covered in venom to take 50% increased critical hit damage.

Custom Machine Pistol and Bio-Gauntlet
  • Mellka has a rapid fire Machine Pistol that deals reduced damage at long ranges. While her secondary attack unleashes a powerful melee combo, dealing 16% bonus damage to enemies covered in venom. Executing both together maximizes Mellka’s damage output.

  • Notes:

    • 24 pistol damage, 20 magazine size and 41 melee damage. Reverted Mellka’s Machine Pistol damage and reticle bloom back to how they were before.
    • Added Mellka’s secondary melee attack to her weapon description. Reverted Mellka’s secondary melee attack damage back to how it was before. Reverted the bonus damage Mellka’s secondary melee attack deals to enemies covered in venom back to 16%. Mellka’s melee combo finisher now lifts (essentially a vertical push) enemies instead of pushing them back. Mellka can now execute her secondary melee combo in midair.
    • Mellka can now fire her Machine Pistol and execute her secondary melee attack at the same time.
Venom Canister
  • Mellka’s Machine Pistol ejects an explosive canister of venom when reloaded. Enemies afflicted with venom suffer 36 damage a second for 6 seconds. Mellka’s skills and secondary attack take on additional properties when used against enemies covered in venom.

  • Notes: 75 canister damage and 36 venom damage a second for 6 seconds. Mildly increased the explosion radius of Venom Canister. Reverted the damage of venom back to 36 damage a second and reduced the duration to 6 seconds. Reverted the tick interval back to once every 0.5 seconds. Improved the description to include the damage of venom, and that it empowers Mellka’s skills and secondary attack.

Eldrid Operative
  • Mellka’s experience as a former member of the Vigilant Order grants her vast mobility on the battlefield. Activating her off-hand melee while sprinting executes a Combat Slide.

  • Notes: Added Mellka’s Combat Slide to her talent, as her secondary melee attack was moved to her weapon. Mellka can now use attacks and Blade Launcher during a Combat Slide. Claw Lunge and Spike can now cancel Combat Slide’s animation.

Helix
  • (L1) Silencing Strike - Enemies hit by Claw Lunge are silenced for a brief time. +3 Seconds Silence Duration
    • Notes: Changed the slow into a silence to help this helix stay competitive with it’s neighbor.
  • (R1) Hobbling Spike - Enemies hit by Spike’s initial burst of energy are slowed for a brief time. +3 Seconds Slow Duration
    • Notes: Reworded this helix to account for Parting Gift being added to Spike.
       
  • (L2) Gone in a Flash - Activating Spike cloaks Mellka for a short time. Directly damaging an enemy cancels the effect. +3 Seconds Cloak Duration
    • Notes: Since Parting Gift’s functionality was added to Spike, it was replaced with a short cloak. Made it so Mellka can still make use her mobility while cloaked. All damage sources besides venom and Spike’s damage pool will uncloak Mellka if used on an enemy.
  • (M2)
    • Notes:
  • (R2) Altitude Sickness - Doubles Mellka’s Spike height.
    • Notes: Increased the height gained from this helix.
       
  • (L3) Air Stall - Mellka’s quick melee deals increased damage and propels her backwards. Can be used once every 2 seconds. +50% Damage
    • Notes: Reduced the cooldown to 2 seconds.
  • (R3) To the Last Drop - Mellka’s pistol will never consume its last shot while an enemy is envenomated. In addition, Mellka’s pistol gains increased range for every bullet missing from the magazine. +1% Range per Bullet
    • Notes: Replaced the functionality of this helix, as it was one of the worst in the game. This is a massive improvement to Mellka’s pistol, and it fits with her playstyle. Making this helix competitive with its neighbor in certain situations.
       
  • (L4) Lengthier Lunge - Increases Claw Lunge’s lunge distance. +50% Lunge Distance
    • Notes: Replaced the functionality of this helix, with one that increases Claw Lunge’s lunge distance by +50%.
  • (M4) Cut Throat - Activatiing Claw Lunge causes Mellka’s health regeneration to double for a short time. This effect last longer if Mellka hits an enemy. +100% Health Regeneration for 3-5 Seconds
    • Notes: Changed the functionality of this helix, as it was negligible. Activating Claw Lunge doubles Mellka’s health regen for a short time, lasting longer if she hit an enemy. This scales with Mellka’s natural health regen, gear, helix choices, and outside sources.
  • (R4) Deceptive Lunge - If Mellka hits an enemy with Claw Lunge, she will bounce backwards, as well as drawing in the enemy she hit.
    • Notes: Added the functionality of having the enemy Mellka hit also follow her trajectory backwards. Giving Mellka a physics pull much like Toby’s.
       
  • (L5)
    • Notes:
  • (M5)
    • Notes:
  • (R5) Eldrid Rhythm - Killing an enemy afflicted with venom grants a stack of increased health (to a maximum of 10 stacks). Health stacks are reset upon death. +30 Maximum Health per Stack
    • Notes: This helix is fine as is.
       
  • (L6) Spike Burst - Increases the area of effect radius of Spike’s burst of energy and damage pool. +50% Area of Effect Radius
    • Notes: Reworded the description to account for Parting Gift being added to Spike.
  • (R6)
    • Notes:
       
  • (L7) Refined Canisters - Increases Machine Pistol’s magazine size. Mellka’s bullets also apply venom to targets. +10 Clip Size
    • Notes: Moved Refined Canisters to level 7.
  • (M7)
    • Notes:
  • (R7)
    • Notes:
       
  • (L8) Power Spike - Increases the damage of all the damage dealt by Spike. +15% Damage
    • Notes: Moved Power Spike to level 8. Reworded it so that Spike’s initial burst of energy, its damage pool, and the specific venom applied by the damage pool; deal increased damage. Spike’s damage pool and the venom indicator on enemies HUDs now have accents of red.
  • (R8)
    • Notes:
       
  • (L9) Feral Strike - Activating Claw Lunge increases Mellka’s attack speed for a short time. +20% Attack Speed for 8 Seconds
    • Notes: Reworded the description to include Mellka’s Machine Pistol, secondary melee, and quick melee.
  • (R9)
    • Notes:
       
  • (L10) Blade Storm - Blade Launcher’s blades bounce off of the environment and home in on envenomated enemies instead of exploding on impact.
    • Notes: This helix is fine as is.
  • (M10) Pool Shot - Each shot from Blade Launcher explodes on contact and leaves behind a Spike damage pool.
    • Notes: Make it so Blade Launcher always leaves behind a Spike damage pool, not just when it misses an enemy and hits the ground. These damage pools can stack and deal damage to the same enemy at the same time.
  • (R10) All In -
    • Notes:
General
  • Base Shield: 0
  • Base Health: 1130
  • Legendary:
     
  • Notes:
    • Reverted Mellka’s health to how it was before.
Miko
Biosynthesis
  • Miko gains 258 health over 5 seconds. During that time, Miko’s Healing Beam grants 25% more health.

  • Notes: 12 second cooldown. Increased the base self-heal aspect of Biosynthesis by 58.

Cloud of Spores
  • Throws a spore sac that explodes on impact, dealing 142 damage and leaving behind a Cloud of Spores that slows all enemies that enter it for the next 5 seconds.

  • Notes: 17 second cooldown. Increased the range Miko can throw Cloud of Spores by +50%, and slightly increased the velocity. Increased the duration of the slow field by 1 second and removed the damage fall off.

Fungus Among Us
  • Deploys a mushroom with 650 health with an area of effect, lasting until it is deployed again or destroyed. Allies gain 80 health per second while in range.

  • Notes: 60 second cooldown. A negligible healing increase, and Fungus Among Us now has an unlimited duration.

Combat Botany
  • Miko’s primary attack hurls a barrage of poison-tipped Kunai.

  • Notes: 65 damage. Miko no longer reloads his Kunai. Instead, Miko will now fire 6 round bursts, with a 0.4 second delay between burst. Combat Botany no longer suffers from reduced accuracy during sustained fire, completely removing the reticle bloom.

Molecular Mycology
  • Any damage dealt by Miko poisons enemies, dealing 50 damage over 2 seconds.

  • Notes: Added the original functionality of Pervasive Poison to Molecular Mycology by default.

A. mikollopria
  • Miko has evolved the ability to heal others with a Healing Beam that restores 116 health per second. Healing allies that have full health permanently reduces the effectiveness of the healing beam by 5% per second. Ending the beam undoes this effect.

  • Notes:

    • Miko now activates A. mikollopria almost instantly, and Miko no longer needs to keep alliles in his field-of-view to maintain the healing beam. So long as allies remain within a certain radius around Miko, and maintain line-of-sight, the healing beam will not be interrupted. Blinds still interrupt the healing beam.
    • Added a feature where Miko’s healing beam will reduce its healing when connected to an ally who’s at full health. The healing is reduced by a multiplicative 5% per second, and this remains for the duration of the beam. Ending the beam or switching to a different ally will reset the healing back to normal. This is a very heavy handed way of encouraging players to stop “blindly” pocket healing.
Helix
  • (L1) First Responder - While healing an ally with Biosynthesis, Miko’s and the ally’s movement speed is increased. If Miko isn’t healing an ally, then Miko gains increased attack damage. +15% Movement Speed, +20% Attack Damage
    • Notes: Made it so the movement speed increase is granted to the ally Miko is healing as well. Added the functionality of increasing Miko’s attack damage if he is only healing himself with Biosynthesis.
  • (R1) Breathe Deep - Intensifies the slowing effect of Cloud of Spores. +100% Slow
    • Notes: This helix is fine as is.
       
  • (L2) Self Sustained - While Biosynthesis is active, Miko steals health based on a portion of all health damage dealt. +40% Life Steal
    • Notes: Replaced the functionality of this helix, as it was never picked, with one much more suited to PvE. Grants Miko life steal while Biosynthesis is active.
  • (R2) Heal Thyself - While Biosynthesis is active, healing an ally with Miko’s Healing Beam also heals Miko.
    • Notes: This helix is fine as is.
       
  • (L3) Evolutionary Emergence - Reduces cooldown time across all skills. -15% Cooldown Time
    • Notes: This helix is fine as is.
  • (M3) Mitosis - Miko’s Kunai split into two after traveling a certain distance. But it also reduces the range of Miko’s healing beam. -50% Range
    • Notes: Replaced the functionality of this helix, as is was a minor increase to Miko’s healing beam. Miko’s Kunai now split into 2 after traveling a certain distance, at the cost of reduced healing beam range. The second Kunai splits off after about 25 meters, following the same trajectory of the initial Kuani, and dealing the same damage.
  • (R3) Micro Cap - Reduces the size of Miko’s head. -20% Head Size
    • Notes: Replaced the functionality of this helix, as Miko no longer reloads. This reduces the size of Miko’s head, helping to alleviate one of his bigger drawbacks. This also reduces the size of Fungus Among Us’ destroy-able mushroom.
       
  • (L4) Trail of Spores - Cloud of Spores drops spores along the way to a target, covering a larger area.
    • Notes: Trail of Spores now actually drops a Cloud of Spores that can deal damage, instead of just creating a slow field.
  • (M4) Natural Camouflage - Miko now throws Cloud of Spores strait down, as well as cloaking for a short duration. +3 Seconds Cloak Duration
    • Notes: Replaced the functionality of this helix, as it tended to under preform compared to its neighbors. Miko now throws Cloud of Spore’s strait down and cloaks for a short duration.
  • (R4) Sporeshock - Enemies directly hit by Cloud of Spores are stunned. Enemies that are stunned by Cloud of Spores can not be slowed by it afterwards. +2 Seconds Stun Duration
    • Notes: Reworded the description so that the slow field still exist after stunning an enemy, but that that enemy can not be slowed by the slow field. Helping this helix to have better synergy with other helix choices, while retaining its balance.
       
  • (L5) Hostile Takeover - The longer an enemy is continually damaged by Molecular Mycology’s poison effects, the more damage it does. Also increases the duration of Molecular Mycology. +25% Damage per 2 Seconds, +50% Duration
    • Notes: Replaced the functionality of this helix, as it couldn’t really compete with it’s neighbor. Now players have the choice to either deal poison damage to a lot of targets, or to increase the damage it deals to one target. The damage is additive, so the poison will not do exponential damage.
  • (R5) Pandemic - Molecular Mycology’s poison effects spread to nearby enemies.
    • Notes: This effect now happens instantly, instead of after a short delay.
       
  • (L6) Healer’s Oath - Increases the effectiveness of Miko’s Healing Beam while Biosynthesis is active. +25% Health per Second
    • Notes: Moved Healer’s Oath to this helix.
  • (M6) Probiotics - Cloud of Spores now cleanses all allies within its blast radius.
    • Notes: Changed the functionality of this helix, as it was a minor boost and the self heal aspect of Biosynthesis has already been increased. Allies within Cloud of Spores blast radius are now cleansed of all CC effects.
  • (R6) Spore Strike - Enemies in Cloud of Spore’s slow field take damage over time. +60 Damage per Second
    • Notes: Replaced the functionality of this helix, as it was extremely lackluster. Cloud of Spore’s slow field now deals damage over time, which synergizes well with Miko’s reworked passive.
       
  • (L7) Fight or Flight - Increases Miko’s movement speed for a short time after taking damage. The less health miko has, the less effective the movement speed is, but the longer it last. +15-30% Movement Speed for up to 4 Seconds
    • Notes: Reworked this helix to give back some of the power it had. Increases Miko’s movement speed when he takes damage. He receives less movement speed, but a longer duration the lower his health is. Fight or Flight now refreshes when Miko takes damage, even if the effect is currently active.
  • (R7) Bladeslinger - Increases Miko’s attack speed. +20% Attack Speed
    • Notes: Reworded the description to include Miko’s quick melee.
       
  • (L8) Biosynergy - Using the Healing Beam on allies reduces Biosynthesis’ cooldown. -30% Cooldown Time
    • Notes: This helix is fine as is.
  • (M8) Aggressive Advance - Miko’s Kunai attacks reduce Biosynthesis’ cooldown. -0.5 Seconds Cooldown Time
    • Notes: Moved Pervasive Poison here and changed it’s functionality, as it was added to Molecular Mycology by default. Hitting targets with Miko’s Kunai now reduces Biosynthesis’ cooldown.
  • (R8) Residency - Increases the duration of Biosynthesis’ effects. +5 Seconds Duration
    • Notes: This helix is fine as is.
       
  • (L9) Spore Storm - Enlarges Cloud of Spores’ area of effect. +50% Area of Effect Radius
    • Notes: This helix is fine as is.
  • (R9) Resilient Strain - Cloud of Spores lingers longer after bursting. +5 Seconds Duration
    • Notes: Reduced the duration by one second to account for the base duration increase to Cloud of Spores.
       
  • (L10) Barkskin - Increases the maximum health of Fungus Among Us mushrooms, and increases the maximum Fungus Among Us mushrooms that can be active. +325 Maximum Mushroom Health, +1 Mushroom
    • Notes: Increased the maximum health increase by +25, and added the functionality of increasing the number of Fungus Among Us that can be active.
  • (M10) We Are Many - Reduces the cooldown of Fungus Among Us at the cost of reduced mushroom health. -50% Cooldown Time, -250 Mushroom Health
    • Notes: This helix is fine as is.
  • (R10) Vicious Strain - Fungus Among Us deals damage over time to enemies in range. +167 Damage per Second
    • Notes: This helix is fine as is.
General
  • Base Shield: 0
  • Base Health: 1220
  • Legendary:
     
  • Notes:
    • Reverted Miko’s health to how it was before.
Thorn
Volley
  • Fires a horizontal swath of 5 arrows, each dealing 63 damage. Volley arrows ricochet off of world terrain 4 times.

  • Notes: 13 second cooldown. Returned the spread back to how it was before, and improved the description to include the number of ricochets.

Blight
  • Summons a field of corruption for 6 seconds. Enemies caught within this field take 63 damage every 0.5 seconds.

  • Notes: 15 second cooldown, +50% damage, +50% duration, and +45% area of effect. Returned the damage, duration, and area of effect back to where they were before.

Wrath of the Wild
  • After a brief charging period, hurls a massive energy bomb that explodes for 525 damage.

  • Notes: 65 second cooldown. Wrath of the Wild is fine as is.

Kreshek
  • Thorn’s devastating Ekkuni longbow can be augmented to increase damage, range, and accuracy. Ready and hold an arrow to charge it.

  • Notes: 130-190 damage per arrow based on charge. Kreshek no longer suffers from reduced accuracy while side strafing.

Nature's Curse
  • Enemies hit with a charged arrow are highlighted and cursed for 8 seconds. Skills and charged arrows deal 25% additional damage to cursed targets.

  • Notes: The highlighted FX is now considerably larger.

Bramble Patch
  • For every 500 damage that Thorn deals, she reduces all of her active skill cooldowns by 1 second.

  • Notes: A needlessly powerful talent, but it makes for an extremely fun Thorn.

Helix
  • (L1) Swampfoot - Enemies damaged by Blight are slowed for a short time.
    • Notes: Moved Swampfoot back to level 1.
  • (R1) Archer’s Boon - Damaging an enemy with Volley arrows briefly regenerates Thorn’s health. This can only trigger once per arrow. +48 Health per Arrow
    • Notes: Moved Archer’s Boon to level one in order to have Piercing Volley on level 9.
       
  • (L2) Cursed Earth - All of Thorn’s arrows become cursed while Blight is active.
    • Notes: Improved the functionality of Cursed Earth to make it more desirable and competitive.
  • (M2) The Wait Is Over - The final second of Blight deals greatly increased damage. +300% Damage on Final Second
    • Notes: A QoL buff to make this helix feel better, and to make it more viable.
  • (R2) Fell Wind - Thorn receives a short speed boost when touching Blight’s field. +30% Movement Speed for 4 Seconds
    • Notes: Moved Fell Wind back to level 2 and added the duration of the hasten.
       
  • (L3) Draw Strength - Arrows penetrate multiple targets.
    • Notes: This helix is fine as is.
  • (R3) Burst Propulsion - Thorn’s melee attack now deals bonus damage and propels her backwards. Can be used once every 2 seconds. +100 Damage
    • Notes: The bonus damage this helix provides can now score critical hits.
       
  • (L4) Kreshek’s Judgement - Volley’s arrows curse targets on hit.
    • Notes: This helix is fine as is.
  • (M4) Sated Thirst - Volley’s arrows wound enemies. +4 second wound duration
    • Notes: Changed the functionality of this helix, as it has always been underwhelming. Added a wound to Volly on a tier with stiff competition.
  • (R4) Nockout - Volley shoots two additional arrows in a wider arc. +2 Arrows
    • Notes: This helix is fine as is.
       
  • (L5) Hextension - Increases curse bonus damage and duration on afflicted enemies. +10% Damage, +4 Seconds Duration
    • Notes: This helix is fine as is.
  • (M5) Hextravenous - Thorn steals health from cursed enemies. +15% Life Steal
    • Notes: Replaced the functionality of this helix, as it was lack luster and repetitive. Thorn now steals life from cursed enemies. Giving her a defensive option that can compete with her neighbors is some scenarios.
  • (R5) Hexsanguination - Curse status deals additional bleed damage to afflicted enemies. +144 Damage over 8 Seconds
    • Notes: This helix is fine as is.
       
  • (L6) Brutal Blight - Increases Blight’s area of effect of damage. +15% Damage
    • Notes: Moved Brutal Blight back to level 6.
  • (R6) Swift Volley - Volley’s cooldown time is reduced. -20% Cooldown Time
    • Notes: This helix is fine as is.
       
  • (L7) Scourge-icide - Landing a charged arrow on a cursed enemy causes the bonus damage to deal damage to nearby enemies, as well as applying Nature’s Curse.
    • Notes: Changed the functionality of this helix, as it was pointless on a sniper character. This is another option to increase Thorn’s mobbing lethality, without increasing her single target arrow damage.
  • (M7) Phasing Arrows - Thorn’s arrows can now score critical hits through enemy shields. Also a portion of non-critical hit arrow damage now penetrates enemy shields. +75% Shield Penetration
    • Notes: A massive buff that will increase Thorn’s effectiveness against shielded targets.
  • (R7) Vaulting Hunter - Increases the height of Thorn’s jump.
    • Notes: This helix is fine as is.
       
  • (L8) Enduring Blight - Increases Blight’s effective duration. +6 Seconds Duration
    • Notes: +100% duration increase. Returning to how it was before it was changed.
  • (R8) Distant Blight - Blight can be summoned at greater distances, and is invisible to enemies past short range. +100% Cast Distance
    • Notes: Added a new functionality to help this helix stay competitive with it’s neighbor.
       
  • (L9) Piercing Volley - Volley’s arrows penetrate multiple targets.
    • Notes: Moved Piercing Volley to level 9 to improve Thorn’s versatility. Reworded the description for conformity.
  • (R9) Kreshek’s Rage - Increases Volley’s arrow damage. +15% Damage
    • Notes: This helix is fine as is.
       
  • (L10) Wild Judgement - Wrath of the Wild’s energy bomb now bounces straight up five times, detonating with every bounce. Reduces the height and damage of Wrath of the Wild’s energy bomb with each bounce.
    • Notes: Increases the potency of the helix to the point of viability, while also remaining balanced because of the time and visual cues between each explosion.
  • (M10) Pack Mentality - Wrath of the Wild now splits into 5 small energy bombs after detonation, which home in on nearby enemies, dealing 20% damage in a small radius.
    • Notes: Replaced Wrath of the Wild’s ability to be set as a trap, with one that pays homage to Thorn’s original ultimate. As well as making the helix more viable.
  • (R10) Earth Render - Wrath of the Wild leaves a Blight field behind after detonation.
    • Notes: This helix is fine as is.
General
  • Base Shield: 0
  • Base Health: 1230
  • Legendary:
     
  • Notes:
    • Increased health by 100. A small health boost to help retain Thorn’s survivability in this version of Battleborn.

(Pandora's Industrial Engineer) #3

Jennerit

Ambra
Sunspot
  • Summons a Sunspot that does 42 damage a second to nearby enemies and 64 healing to allies at the cost of its own health. A maximum of 2 Sunspots, each have 300 health.

  • Notes: 8 second cooldown. Improved the description to include Sunspot’s health. Multiple Sunspots can now heal allies simultaneously, instead of increasing the heal duration. Sunspot’s total healing now scales with Ambra’s level.

Solar Wind
  • Channels a fiery wind that quickly builds Heat as it damages enemies in front of Ambra. Solar Wind does 85 damage per second for 3 seconds.

  • Notes: 15 second cooldown. Reduced the cooldown by 3 seconds instead of reverting the damage to how it used to be. Solar Wind can no longer be cancelled by pressing the button again.

Extinction Event
  • After 5 seconds a meteor impacts a targeted location, dealing 360 damage and leaving a scorching area of effect, dealing 53 damage per second for 5 seconds.

  • Notes:

    • 60 second cooldown. A negligible damage increase for consistency and added the time before the meteor makes impact. Increased the volume of Extinction Event.
    • The area of effect of Extinction Event is now more clearly seen by enemies. Removed the blue and red targeting diamond. Instead, the visual effect Ambra sees while aiming Extinction Event is shown at the very center of the radius, and gradually more of the visual effect is revealed. The rate at which the visual effect is revealed, correlates with when Extinction Event makes impact. Added a “halo” above Extinction Event that shows a starry night sky.
Staff of Radiance
  • Ambra’s Staff of Radiance drains health from enemys, returning 30% of the damage dealt to herself and generating Heat. While Ambra’s secondary attack unleashes a series of melee strikes, spending Heat to do up to 100% extra damage per hit.

  • Notes:

    • 53 primary damage and 59-118 secondary damage based on Heat. Moved Ambra’s secondary melee attack to her weapon. Reverted her Ambra’s primary and secondary damage to how they were before. Ambra’s primary no longer has a sustain range and simply has a range 44% longer than her current sustain range.
    • Ambra’s primary attack no longer locks onto enemies. Instead, it emits a constant beam of heat in front of her, much like a short range laser. The beam can score critical hits and penetrates enemies.
Flame Shield
  • When Ambra’s health falls below 20%, she is protected by a Flame Shield for 4 seconds that provides 315 overshield. Can be activated once every 30 seconds.

  • Notes: Improved the description and Flame Shield now scales 15 overshield per level.

Scorching Strikes
  • Every time Ambra strikes an enemy with a Heat empowered secondary attack, she reduces the active cooldown of Sunspot by 1 second.

  • Notes: Moved the first half of the description to Ambra’s weapon for consistency.

Helix
  • (L1) Sunspotter - Enemies damaged by a Sunspot take increased damage for a short time. +16% Damage Amplification over 4 Seconds
    • Notes: This helix is fine as is.
  • (R1) Illumination - Solar Wind catches enemies on fire, revealing enemies and dealing damage over time. +121 Damage over 3 Seconds
    • Notes: Fixed an issue that caused this helix to permanently apply fire visual effects to cloaked ally Pendles.
       
  • (L2) Blessing of the Sun - Increases Sunspot’s healing over time. +30% Healing per Second
    • Notes: Reworded the description to prevent confusion. Blessing of the Sun now increases Sunspot’s total healing.
  • (M2) Sun Bearer - The first Sunspot Ambra summons now creates a halo around her waist. The healing is increased if the halo is only healing one target. Ambra can’t heal herself with the halo while she is moving. Up to +15% Healing
    • Notes: Replaced the former functionality of this helix, as it didn’t fit with how Sunspot is usually used. This should give Ambra the ability to heal allies in combat, while remaining balanced.
  • (R2) Controlled Burn - Sunspots no long drain their own health when damaging enemies. Sunspots also deal increased damage the longer they damage the same enemy. +5% Damage per Second
    • Notes: Changed the functionality of this helix, as it was very lackluster. Sunspots no longer drain their own health while damaging enemies, and deal increased damage the longer they damage the same enemy.
       
  • (L3) Stellar Ritual - Ambra’s Staff of Radiance can be used to fuel a Sunspot, increasing the number of targets it can affect and replenishing its health.
    • Notes: This helix is too imperative to most Ambra builds for it to only be unlocked at character level 12, so it was moved here. Improved the description to prevent confusion. Healing a Sunspot still uses Staff of Radiance’s previous homing beam, and Ambra can now sprint while healing a Sunspot.
  • (M3) Thermite Coating - Ambra’s secondary melee attacks deal a flat amount of extra damage when spending heat, regardless of how much heat she has stored. +50% Extra Damage per Hit
    • Notes: Changed the places of this helix with Stellar Ritual, and changed its functionality. When spending heat, Ambra’s secondary melee attacks deal a flat amount of extra damage.
  • (R3) Blood Drive - Increases the amount of life stolen from enemies through Ambra’s Staff of Radiance. +15% Life Steal
    • Notes: This helix is fine as is.
       
  • (L4) Radiant Gale - Enemies hit by Solar Wind are blown away, being repeatedly pushed back.
    • Notes: This helix is fine as is.
  • (M4) Ritual of Repulsion - Replaces Solar Wind’s directed channel with two slams to the ground with Ambra’s staff. Enemies all around Ambra are pushed back with each slam.
    • Notes: This helix is fine as is.
  • (R4) Searing Wind - Solar Wind deals more damage the closer Ambra is to her target. Up to +100% Damage
    • Notes: This helix is fine as is.
       
  • (L5) Cauterization - Ambra gains increased speed when her Flame Shield is active. +45% Movement Speed
    • Notes: Increased the movement speed bonus by 15%. A good middle ground between where it was before, and where it is now.
  • (R5) Flame Burst - Increases Flame Shield’s duration, and causes it to explode on expiry. +4 Seconds, +134 Damage
    • Notes: Added the ability for this helix to increased Flame Shield’s duration, helping it to compete with its neighbor.
       
  • (L6) Agile Anomaly - Sunspots can reveal enemies and have increased range. +50% Area of Effect Radius
    • Notes: This helix is fine as is.
  • (M6) Solar Anomaly - Increases the maximum number of simultaneous active Sunspots, and causes them to grant an additional burst of healing when they expire. +1 Sunspot, +120 Healing
    • Notes: Added the functionality of Sunspots granting a burst of healing when they expire. Helping this helix to compete with its neighbors.
  • (R6) Solar Storm - Decreases Solar Wind’s cooldown time. -20% Cooldown Time
    • Notes: This helix is fine as is.
       
  • (L7) Flame Staff - The extra damage that Ambra’s Scorching Strikes does through the expenditure of Heat is gained as health. +100% Life Steal
    • Notes: This helix is fine as is.
  • (M7) Radiant Halberd - When Heated, Ambra’s Staff of Radiance fires condensed Heat in the form of explosive minor-novas. No longer reduces Sunspot cooldown.
    • Notes: Radiant Halbred can now score critical hits.
  • (R7) Mezzasola - The beam from Ambra’s Staff of Radiance flares outwards at the end, increasing its size.
    • Notes: Changed the functionality of this helix. The beam from Ambra’s Staff of Radiance flares outwards at the end, making a similar shape to a trumpet bell.
       
  • (L8) Bask in the Light - Lowers Sunspot’s cooldown. -20% Cooldown Time
    • Notes: This helix is fine as is.
  • (R8) Fan the Flames - Increases the health of Ambra’s Sunspots. +50% Sunspot Health
    • Notes: This helix is fine as is.
       
  • (L9) Howling Wind - Increases Solar Wind’s area of effect. +40% Area of Effect Radius
    • Notes: This helix is fine as is.
  • (R9) Sweltering Wind - Increases Solar Wind’s damage. +15% Damage
    • Notes: This helix is fine as is.
       
  • (L10) Impact Crater - On impact, Extinction Event stuns nearby enemies. +2 Seconds Stun Duration
    • Notes: This helix is fine as is.
  • (R10) World’s End - Reduces the time it takes for Extinction Event’s meteor to make impact, as well as increasing the duration of the scorching effect. -40% Impact Time, +3 Seconds Duration
    • Notes: Added the functionality of reducing the impact time to help this helix stay competitive with its neighbor.
General
  • Base Shield: 300
  • Base Health: 1005
  • Legendary: +9.10% Skill Damage/+7.00% Heal Power/Ambra Only: The Staff of Radiance slowly generates its own Heat.
     
  • Notes:
    • Increased Ambra’s health by 85. Mainly because her critical hitbox is so large.
Attikus
Pounce
  • Leap to a target location, dealing 142 damage and knocking up enemies where Attikus lands. Penta Charged: For 5 seconds after pouncing, activating any skill causes it to deal 15% increased damage.

  • Notes:

    • 21 second cooldown. Reduced the cooldown of Pounce by 4 seconds to make it a more reliable engage tool. A negligible damage increase and increased the radius of Pounce by 15% (pre 6/5/17 value). Removed the damage fall off from Pounce. Pounce no longer excessively launches Attikus into the air when he leaps a very short distance.
    • Attikus can no longer be controlled during Pounce, preventing players from running into terrain that would otherwise hamper a Pounce. Increased range of Pounce by 10% to account for that fact it can no longer be controlled by the player…
    • Pounce now knocks up enemies instead of silencing them, returning some of his disruptive power, while also making it more reliable than his previous knock back. Changed the functionality of Pounce’s Penta Charge so that for 5 seconds after pouncing, activating any skill causes it to deal 15% increased damage.
Hedronic Arc
  • For 8 seconds, all of Attikus’ damage shocks enemies, dealing 98 damage over 4 seconds and wounding them. Penta Charged: Shock also chains to nearby enemies.

  • Notes: 24 second cooldown. Increased Hedronic Arc’s cooldown by 6 seconds, but its cooldown now starts instantly. Added duration bars to Attikus’ HUD to indicate the duration of Hedronic Arc. Reworded the description to include that all of Attikus’ damage applies Hedronic Arc. Hedronic Arc now has no cast time, removing the casting animation entirely, making it similar to that of Montana’s Hailstorm.

Hedronic Eruption
  • Attikus hurls 10 shockwaves of energy over 5 seconds that each deal 90 damage. Every 10th shockwave knocks up enemies. Penta Charged: Enemies are also heavily slowed.

  • Notes: 65 second cooldown. Reduced the cooldown by 5 seconds and slightly increased the intensity of the slow granted while Penta Charged. Made it so every 10th shockwave knocks up enemies, returning some of Hedronic Eruption’s disruptive power and creating synergy with certain helix choices.

Barefisted Brawling
  • Attikus’ primary attack is a relentless bare-handed assault using both fists. While Attikus’ secondary attack is a devastating right hook that can be charged-up for additional damage. Activating a skill while charging a hook causes that skill to not be Penta Charged. Penta Charged: Melee attacks gain 25% bonus shield damage.

  • Notes:

    • 78 primary damage and 125-252 secondary damage based on charge. Added Attikus’ Charged Hook to his weapon description and improved its hitbox. As Charged Hook charges, lines now connect to the tick marks of Attikus’ reticle, creating a perimeter that represents the level of charge. Made it so Attikus’ first person animation while sprinting with a Charged Hook feels better, and Attikus’ reticle is now active while sprinting with a Charged Hook. Charged Hook now gains the Penta Charge of bonus damage to shields.
    • Added the functionality of having skills that are activated while charging a hook to not become Penta Charged, thus not consuming charges. This allows players to situationally pick and choose what skills are Penta Charged, such as if Pounce is just needed for traversal, preventing charges from being wasted. The hook does not need to be fully charged, nor does the animation have to start, the button simply has to be pressed to cancel a Penta Charge.
    • Changed the functionality of the Penta Charge, melee attacks now gain bonus damage to shields instead of shield penetration. Slightly increased the width of Attikus’ primary melee hitbox.
Hedronic Collector
  • Attikus gains 1 charge per kill participation (5 for major enemies) up to a maximum of 15. While he has at least 5 charges, Attikus is considered Penta Charged. The next skill use consumes 5 charges for an added effect.

  • Notes:

    • Reworked the functionality of Hedronic Collector so that assist also cause him to gain charges, and that he can now store up to 15 charges. This allows Attikus to fully charge an entire skill combo, increases synergy with other parts of his kit, and makes it so kills while Penta Charged are wasted less often.
    • As Attikus gains charges, his charge meter changes colors for each set of 5. The base color for the first set, light orange for the second, and red for the final. Attikus no longer loses charges upon death.
Primal Lunge
  • Activating Attikus’ off-hand melee while sprinting causes him to lunge a short distance. Can be used once every 1.5 seconds. Penta Charged: A short time after using Primal Lunge, Attikus’ hook becomes fully charged.

  • Notes:

    • Added Attikus’ lunge to his talent, as Charged Hook was added to his weapon. Added cooldown bars to Attikus’ HUD to indicate Primal Lunge’s cooldown. Primal Lunge can now be activated while charging a Hook, causing the Hook to cancel.
    • Added a Penta Charge to Primal Lunge, making it so that for a short time after using Primal Lunge, Attikus’ hook instantly becomes fully charged when activated. Allowing Attikus to make the most of his mobility, while still making his right hook feel like a fluid part of his kit.
Helix
  • (L1) Hedronic Resistance - For the duration of Herdonic Arc, every unique enemy that damages Attikus causes him to take reduced damage. This effect resets 2 seconds after Hedronic Arc ends. +5% Damage Reduction per Unique Enemy
    • Notes: Changed the old functionality of this helix, as it was moved to Sustainable Siphoning. Every enemy that damages Attikus while Hedronic Arc is active, causes him to take reduced damage. The damage reduction has no cap and resets when Hedronic Arc ends. The damage reduction is additive, meaning that if Attikus is damaged by 3 enemies he takes 15% reduced damage. This helps to balance Attikus in modes like Capture, while giving him the strength he needs in modes like Incursion.
  • (R1)
    • Notes:
       
  • (L2) Staggering Pounce - Enemies damaged by Pounce are slowed. +3 Seconds Slow Duration
    • Notes: This helix is fine as is.
  • (M2) Invigorating Pounce - Pounce gives Attikus life steal on all damage dealt for a short time. +30% Life Steal for 8 Seconds
    • Notes: This helix is fine as is.
  • (R2)
    • Notes:
       
  • (L3) Brawler’s Boon - A portion of damage dealt by Attikus’ melee attacks is returned to him as health. In addition, Attikus takes reduced damage while charging his hook. +15% Life Steal, Up to +30% Damage Reduction
    • Notes: Added the functionality of having Attikus take reduced damage while charging his hook. The damage reduction scales +6% per charge stack.
  • (R3) Tenacity - Repeated melee damage to the same target within 2 seconds stacks bonus damage up to 5 times, increasing all of the damage Attikus deals to that target. Up to +60% Damage
    • Notes: Reworded the description to better convey information.
       
  • (L4) Dampening Field - Enemies damaged by Hedronic Arc are weakened, dealing reduced damage. -30% Damage
    • Notes: Reworded the description to prevent confusion.
  • (R4) Quickening Arc - Attikus moves faster while Hedronic Arc is shocking enemies. +30% Movement Speed
    • Notes: This helix is fine as is.
       
  • (L5) Hedronic Regeneration - Attikus gains a small boost to health regeneration for the first 5 charges accumulated by Hedronic Collector. Up to +35 Health Regeneration per Second
    • Notes: Reworded the description to account for the changes to Hedronic Collector.
  • (M5)
    • Notes:
  • (R5) Hedronic Haste - Attikus’ skill cooldowns are reduced slightly for the first 5 charges accumulated by Hedronic Collector. Up to -15% Cooldown Time
    • Notes: Reworded the description to account for the changes to Hedronic Collector.
       
  • (L6) Sustainable Siphoning - A portion of health damage dealt by Hedronic Arc is returned to Attikus as health. Additionally, for every 2 seconds Hedronic Arc damages an enemy, Attikus gains 1 charge. +15% Life Steal
    • Notes: Changed the functionality of this helix, as even though it was good already, the new functionality is better. Moved the functionality of Hedronic Siphoning to this helix and made it so Attikus gains 1 charge for every 2 seconds Hedronic Arc damages an enemy.
  • (R6) Chain Breaker - Killing a major enemy, or assisting a kill with top damage dealt, resets Pounce’s cooldown instantly. This can only happen once per full cooldown.
    • Notes: Made it so any major enemy kill, or assisting a kill with top damage dealt, triggers Pounce’s cooldown to instantly reset; and not just if the enemy was killed by Pounce. This gives this helix choice similar functionality to Phoebe’s Contingency Plan, but with a much more “all in” playstyle. Added a condition that it can only happen once per full cooldown.
       
  • (L7)
    • Notes:
  • (M7)
    • Notes:
  • (R7) Swift Strikes - Increases Attikus’ attack speed. +20% Attack Speed
    • Notes: This helix is fine as is.
       
  • (L8) Big Splash - Increases Pounce’s area of effect. +50% Area of Effect Radius
    • Notes: This helix is fine as is.
  • (R8)
    • Notes:
       
  • (L9)
    • Notes:
  • (M9) Greased Lightning - Increases the damage per second dealt by Hedronic Arc but reduces the shock’s duration. +100% Damage per Second, -2 Seconds Duration
    • Notes: Reworded the description to prevent confusion.
  • (R9)
    • Notes:
       
  • (L10) Wake of Devastation - Each of Hedronic Eruption’s shockwaves scorch the earth, dealing damage over time to enemies in its area of effect. +240 Damage over 2 Seconds
    • Notes: Improved the description to better convey information.
  • (M10) Payback Time - In addition to the 10th shockwave, the 1st and 5th shockwave also knock up enemies. Attikus is immune to silences during Hedronic Eruption.
    • Notes: Changed the functionality of this helix, as is was one of the most lackluster helix choices in the game. The 1st and 5th shockwaves of Hedronic Eruption knock up enemies, and Attikus is immune to silences for the duration of Hedronic Eruption. Other crowd control effects like stuns, knock backs, and knock ups can still cancel Hedronic Eruption.
  • (R10) Unstoppable Rampage - Each enemy killed by Hedronic Eruption prolongs its duration. +2 Seconds per Kill
    • Notes: Removed the cap from this helix. Meaning that Attikus can theoretically keep Hedronic Eruption active indefinitely, so long as he has enough enemies to kill.
General
  • Base Shield: 300
  • Base Health: 2440
  • Legendary:
     
  • Notes:
    *
Beatrix
Patient Zero
  • Increases Beatrix’s or a targeted ally’s attack speed by 25% for 6 seconds while nearby enemies take 69 damage per second for half the duration.

  • Notes:

    • 16 second cooldown. +1 second QoL change and reworded the description so that Lingering Side Effects can increase Patient Zero’s damage-over-time.
    • Dramatically increased how fast Beatrix cast Patient Zero on herself, similar to that of the secondary animation she uses with the helix Self-Medicated. The duration of Patient Zero doesn’t start until the animation finishes.
    • +200% targeting range and mildly increased the size of targeting hitbox for allies. Patient Zero will no longer target and apply to allies after they have died.
Fulminate
  • Beatrix fires a rapid barrage of 8 homing projectiles that deal 28 damage each and silence enemies for 3 seconds.

  • Notes: 12 second cooldown. Improved the description to include the number of projectiles. Removed the weaken from Fulminate and added the silence from Sedation to help promote diversity in her level one helix choices. The silence can only be applied once per target per use of Fulminate. Each Fulminate projectile now silences enemies for the full 3 seconds.

Outbreak
  • Plagues a target for 8 seconds, dealing 43 damage per second and wounding them, reducing health received by 60%. These effects spread among nearby enemies and deal 200% bonus damage to non-Battleborn enemies. If Beatrix misses her target, Outbreak’s cooldown is reduced by 50%.

  • Notes: 70 second cooldown. Added the functionality of dealing 200% bonus damage to non-Battleborn enemies. Increasing the Outbreak’s effectiveness in PvE and at killing minion waves, while keeping it balanced in terms of its effectiveness against Battleborn. Missing Outbreak refunds a flat 50% of the skill’s cooldown. The corpse of Outbreak’s original target will now continue to spread the effects for 1 second. Reverted the changes made in the 6/5/17 patch.

Incistyx Injector
  • The viral agent in the Injector’s phial applies Infection to enemies. Scoped shots have increased velocity, deal 75% increased damage, and penetrate enemies.

  • Notes: 47 damage and 83 scoped damage, 14 magazine size. Made the description better convey how Incistyx Injector preforms in game, and increased its damage by 10%. Using an action after Beatrix reloads Incistyx Injector, but before she completes the animation, no longer causes the reload to cancel. Fixed an issue where the critical hit sound wouldn’t play while Incistyx Injector was scoped.

Infection
  • Infection wounds enemies for 2 seconds if shot normally, 4 seconds if scoped. Infection deals 28 damage over 1 second if shot normally, 49 damage over 1 second if scoped.

  • Notes: Infection’s damage-over-time now scales with and is increased by skill damage. Made it so that scoped shots deal +75% increased damage-over-time. Reduced the wound duration by 1 second, but increased Incistyx Injector’s damage to compensate.

Synthetic Ceramic Bio-Casing
  • Notes: ^

Helix
  • (L1) Vector-borne Transmission - Allies affected by Patient Zero now spread Infection to enemies that attack them.
    • Notes: This helix is fine as is.
  • (R1) Sedation - Enemies hit by Fulminate projectiles are weakend, dealing reduced damage for a short time. -30% Damage for 4 Seconds
    • Notes: Removed the silence and added the weaken from Fulminate to this helix. +1 second duration to help make it more impactful.
       
  • (L2) Leech Therapy - Allies affected by Patient Zero steal life on any damage dealt. +40% Life Steal
    • Notes: Improved the description to better convey how the helix preforms in game. Reverted the life steal to how it was before.
  • (M2)
    • Notes:
  • (R2) Host Immunity - Allies affected by Patient Zero take reduced damage. +30% Damage Reduction
    • Notes: This helix is fine as is.
       
  • (L3) Bloodshot - Beatrix uses her Injector to melee targets, increasing her damage and stealing life from her targets. +25% Melee Damage, +75% Life Steal
    • Notes: Reverted the life steal back to how it used to be.
  • (R3)
    • Notes:
       
  • (L4) Prescription Affliction - Reduces Fulminate’s deploy time and causes Fulminate projectiles to penetrate non-major enemies. -50% Deploy Time
    • Notes: This helix was very lackluster before, so its functionality was replaced with the ability to reduced Fulminate’s deploy time and allowing its projectiles to penetrate non-major enemies. Making it so that applying Fulminate’s utility is more reliable against standard minion waves and in PvE.
  • (M4)
    • Notes:
  • (R4) Vitality Chirality - Activating Fulminate sprays an aerosol solution around Beatrix, slowing nearby enemies and speeding up nearby allies for 3 seconds. +3 Seconds Slow Duration, +50% Movement Speed
    • Notes: Reverted the movement speed back to how it was before.
       
  • (L5)
    • Notes:
  • (M5) Double Dose - Hitting a target with the Incistyx Injector will cause the bullet to jump to the next nearest enemy, damaging them and applying Infection.
    • Notes: Double Dose now deals increased damage if Incistyx Injector is fired while scoped, as before it only did un-scoped damage regardless. Double Does now deals the damage-over-time aspect of Infection to its target.
  • (R5) Immunosuppression - Enemies affected by Infection take increased melee damage. +16% Melee Damage Amplification
    • Notes: +1% melee damage amplification QoL change.
       
  • (L6) Fast-Acting - Reduces Patient Zero’s cooldown time, allowing more frequent use. -25% Cooldown Time
    • Notes: This helix is fine as is.
  • (R6) Long-Lasting - Reduces Fulminate’s cooldown time, allowing more frequent use. -25% Cooldown Time
    • Notes: This helix is fine as is.
       
  • (L7) Phial Compression - Increases Beatrix’s Incistyx Injector ammo capacity. +7 Clip Size
    • Notes: +1 clip size QoL change.
  • (M7) Amplified Ampoules - The Injector charges up while scoped in, increasing damage the greater the charge. Up to +75% Damage
    • Notes: Removed the shield penetration from this helix, as it wasn’t very impactful. Increased the potential damage and changed it so that the damage increases as the charge increases, instead of only at max charge.
  • (R7) Anticoagulant - The Incistyx Injector syphons a portion of damage dealt, restoring Beatrix’s health with each shot. +15% Life Steal
    • Notes: Increased the life steal to help this helix stay competitive with its neighbors.
       
  • (L8) Lingering Side Effects - Increases the duration of Patient Zero. +3 Seconds Duration
    • Notes: This helix is fine as is.
  • (R8) Self-Medicated - When targeting an ally, Patient Zero also applies to Beatrix.
    • Notes: This helix is fine as is.
       
  • (L9) Melancholy - Killing an enemy with Fulminate lowers the cooldown of Outbreak. -10% Cooldown Time per Kill
    • Notes: This helix is fine as is.
  • (R9)
    • Notes:
       
  • (L10) Toxic Hypoxia - The main target of Outbreak is marked for death. If the target is killed while Outbreak is active then all enemies in the area are stunned. +3 Seconds Stun Duration
    • Notes: This helix is fine as is.
  • (M10)
    • Notes:
  • (R10)
    • Notes:
General
  • Base Shield: 300
  • Base Health: 1310
  • Legendary: +9.10% Skill Damage/+7.00% Cooldown/Beatrix only: Gain up to +20% Movement Speed or Life Steal on Injector attacks based on rounds left in the magazine.
     
  • Notes:
    • Reverted Beatrix’s health to how it was before.
Caldarius
Gravitic Burst
  • Launches Caldarius forward, dealing 142 damage on impact and slowing enemies for 2 seconds.

  • Notes: 18 second cooldown. Removed the push back and added the slow from Gravitic Anomaly. Gravitic Burst can now score critical hits. Greatly reduced the chance that Caldarius will get caught on terrain when using Gravitic Burst, as well as adding a feature that causes Caldarius to instantly jump a short distance into the air upon activation.

Flashbang
  • Fires a grenade that deals 142 damage and blinds enemies for 2 seconds.

  • Notes: 20 second cooldown. Reduced the cooldown to a more fitting time, and improved the description to include the proper blind duration. Flashbang can no longer be destroyed and no longer has collision with allies.

Aerial Assault
  • After a brief charge, Caldarius launches into the air. Activate the skill again to land at a targeted location, dealing 525 damage.

  • Notes: 60 second cooldown. Increased the damage to that of other similar ultimates, and slightly increased the angle at which Caldarius can aim Aerial Assault. The camera while aiming Aerial Assault is now in first person, greatly reducing the chance that Caldarius will miss his targeted location.

TMP and Energy Blade
  • Caldarius’ rapid-fire TMP is a devastating weapon at close range, but deals reduced damage at longer ranges. While his wrist-mounted Energy Blade wounds enemies for 2 seconds.

  • Notes: 24 primary damage, 20 magazine size and 54 melee damage. Reduced Caldarius’ reload speed by 20% and his TMP no longer suffers from reduced accuracy while side strafing. Reduced Energy Blade’s damage, but reduced the time between when Caldarius executes his melee combos by 0.25 seconds. Improving the flow and feeling of Energy Blade, while also increasing its overall DPS. Fixed an issue where Caldarius’ reticle doesn’t quite line up correctly with where his TMP fires.

Gravitic Manipulators
  • Caldarius can activate his thrusters to jump a second time, mid-air, in any direction.

  • Notes: Caldarius can now use Gravitic Manipulators while slowed. Slightly increased the horizontal distance Caldarius travels while using Gravitic Manipulators. Increased the vertical distance traveled to that of other double jumps, and made it so Caldarius still preforms a vertical jump while very minimal horizontal input is active with analog stick type controls. Improved the responsiveness of Gravitic Manipulators when its input is activated, almost guaranteeing that it will always activate.

J-HTX Assault Frame
  • Caldarius’ formidable battle armor can be augmented for high mobility or maximized damage output.

  • Notes: ^

Helix
  • (L1)
    • Notes:
  • (R1) Blind and Bloodied - Enemies affected by Flashbang suffer bleed damage. +120 Damage over 2 Seconds
    • Notes: Greatly increased the bleed strength, but the bleed strength no longer scales with Caldarius’ level.
       
  • (L2) Exit Strategy - Grants Caldarius the ability to travel vertically when using Burst Dash.
    • Notes: Changed the functionality of this helix to give Caldarius a more varied form of mobility.
  • (R2) Zealous Frenzy - Activating Gravitic Burst increases Caldarius’ attack speed for a short time. +20% Attack Speed for 5 Seconds
    • Notes: Reworded the description to include Caldarius’ TMP, Energy Blade, and quick melee.
       
  • (L3) Afterburner - Increases Caldarius’ sprint speed, and grants increased movement speed after activating any skill. +9% Sprint Speed, +30% Movement Speed for 2 Seconds
    • Notes: Added Overdrive’s old functionality to this helix.
  • (M3) Energy Transfusion - A portion of health damage dealt by Caldarius’ Energy Blade, and a portion of health damage dealt by TMP critical hits, is returned as health. +20% Life Steal
    • Notes: Added life steal to TMP critical hits to give a restrictive way for Caldarius to increase his sustain at range.
  • (R3)
    • Notes:
       
  • (L4) Flash Barrage - Flashbang now fires 3 grenades in rapid succession that each deal reduced damage. +2 Grenades, 50% Damage per Grenade
    • Notes: Reworded the description to better convey information.
  • (M4)
    • Notes:
  • (R4)
    • Notes:
       
  • (L5) Gravitic Ascent - Increases the height of Gravitic Manipulators’ second jump and decreases Caldarius’ fall speed.
    • Notes: This helix is fine as is.
  • (R5) Improved Thrusters - Increases the lateral thrust of Gravitic Manipulators’ second jump.
    • Notes: This helix is fine as is.
       
  • (L6) Kinetic Burst - Reduces Gravitic Burst’s cooldown. -20% Cooldown Time
    • Notes: This helix is fine as is.
  • (M6)
    • Notes:
  • (R6) Rapid Dominance - Reduces Flashbang’s cooldown. -20% Cooldown Time
    • Notes: This helix is fine as is.
       
  • (L7) Adaptive Harmonics - Landing a melee hit increases Caldarius’ attack damage for a short time. +18% Attack Damage for 3 Seconds
    • Notes: This was changed to maintain consistency in the helix choices. Giving this level a choice for either a melee or ranged playstyle, while also maintaining what this helix originally did. This slightly reduces its effectiveness in the beginning, but it also helps you gun down enemies if they leave melee range.
  • (R7) Microfusion Cell - Increases TMP’s magazine size and the range at which it deals maximum damage. +10 Clip Size
    • Notes: Increased the magazine increase by 2, and added the functionality of increasing the range before Caldarius’ TMP starts to deal reduced damage. Making this helix more fulfilling and competitive with its neighbor.
       
  • (L8) Gravitic Amplifiers - Increases Gravitic Burst’s damage and slow duration. +15% Damage, +1 Second Slow Duration
    • Notes: Added the functionality of increasing Gravitic Burst’s slow duration to make it more competitive with its neighbor.
  • (R8) Gravitic Stabilizers - Increases Gravitic Burst’s dash distance.
    • Notes: This helix is fine as is.
       
  • (L9) Phasebang - Flashbang’s cooldown is reduced for each enemy hit. -0.5 Seconds Cooldown per Hit
    • Notes: This helix is fine as is.
  • (M9)
    • Notes:
  • (R9)
    • Notes:
       
  • (L10) Tuned Actuation - Aerial Assault now launches instantly. Reduces Aerial Assault’s cooldown. -20% Cooldown Time
    • Notes: This helix is fine as is.
  • (M10)
    • Notes:
  • (R10) Impact Zone - When Caldarius lands at his targeted location, he will scorch the ground. 3 seconds later the ground will create an area-of-effect attack, dealing half of Aerial Assault’s damage.
    • Notes: Changed the functionality of this helix to improve Aerial Assault’s ability to finish off enemy Battleborn, like that of other helix choices for similar ultimates.
General
  • Base Shield: 300
  • Base Health: 1196
  • Legendary:
     
  • Notes:
    • Increased Caldarius’ base health by 60.
Deande
Holotwin
  • Cloaks Deande and deploys a decoy (20% health, 25% damage) to fight in her stead for 8 seconds. Upon death or expiry, the decoy explodes for 208 damage.

  • Notes:

    • 26 second cooldown. A 2 second cooldown reduction QoL change. Fixed an issue where Holotwin did reduced damage on its initial attacks. Deande’s decoy’s damage now scales with and is increased by skill damage. Holotwin now scales with Deande’s gear and all applicable helix choices.
    • Added the functionality of Double Trouble’s increased dash distance and unlimited horizontal dash direction to Holotwin by default. Fixed an issue where player’s had to disengage and reengage the move input while airborne, in order to get Deande to dash in the correct direction. Added an ally exclusive visual indicator to help tell Deande apart from her clone.
Burst Dash
  • Deande charges forward, casting a short energy wave that penetrates enemies and deals 208 damage. Hit enemies are weakened, lowering their damage by 30% for 5 seconds.

  • Notes: 18 second cooldown. Improved the description and included the weaken duration. Burst Dash no longer breaks Holotwin’s cloak until the moment before it has the ability to deal damage, much like Pendle’s skill Injection. Burst Dash’s energy wave now penetrates enemies.

Blink Storm
  • After a short delay, Deande unleashes a flurry of 10 strikes directly ahead of her, stunning all enemies for 2 seconds and dealing 71 damage per hit. If Deande misses her target, Blink Storm’s cooldown is reduced by 85%.

  • Notes: 70 second cooldown. Improved the description and reverted the number of strikes back to how it was before. Deande now targets the critical hit spot of non-Battleborn enemies. AI are now unable to target Deande while she preforms her strikes. Completely removed the recovery period Deande suffers from at the conclusion of Blink Storm.

Tessurim War Fans
  • Deande is lethal at both close and long range, using her swift melee combo or deceptive thrown War Fans to steal 15% of health damage dealt to her foes.

  • Notes: 73 damage primary and 58/58/58x2 secondary combo. Mildly increased the range and substantially increased the width of Deande’s primary melee hit box. Deande’s primary melee attack and sprinting animation can now cancel her thrown fan attack animation. Increased the attack speed of Deande’s secondary thrown fan attack by +10%.

The Element of Surprise
  • For 5 seconds after uncloaking, all of Deande’s skills and attacks deal 25% additional damage.

  • Notes: Fixed an issue that caused The Element of Surprise to only fully apply to one enemy, when the same damage source hits more than one enemy.

Diplomat's Battle Garb
  • Deande’s Jennerit elite uniform, tailor-made to maximize agility, mobility, and lethality. Activating her off-hand melee while sprinting executes a Dropkick in any direction, as well as maintaining any active cloak, so long as it doesn’t deal damage. Can be used once every 2 seconds.

  • Notes: Added Deande’s Dropkick to her talent and reduced the cooldown by one second as a QoL change. Fixed an issue where using dropkick up against terrain would sometimes push Deande backwards. Dropkick no longer cancels Holotwin’s cloak, unless it deals damage. Slightly increased the distance Deande travels during Dropkick. Mildly reduced Dropkick’s hitbox to make it easier to escape while near enemies.

Helix
  • (L1) Wonder Twins - A portion of the damage dealt by Deande’s Holotwin clone, and its explosion, is returned to her as health. +25% Life Steal
    • Notes: Moved Wonder Twins to where Double Trouble was. Made it so Holotwin’s decoy explosion also receives the life steal affect. Making this helix more competitive with its neighbors.
  • (M1) Endless Pursuit - Decreases the charge time of Burst Dash, as well as increasing the distance Deande dashes. +100% Dash Distance
    • Notes: Replaced Double Trouble with Endless Pursuit, as it was added to Holotwin. Burst Dash now charges quicker and dashes 100% further.
  • (R1) Ground Zero - Burst Dash’s energy wave erupts in an area of effect, damaging foes all around Deande.
    • Notes: This helix is fine as is.
       
  • (L2) All Safeties Off - Increases the amount of damage Holotwin gains from Deande. +25% Damage
    • Notes: This helix is fine as is.
  • (R2) Refined Emitters - Increases the amount of health Holotwin gains from Deande, as well as causing the clone to always spawn at full health. +30% Health
    • Notes: Added the functionality of having Holowtwin always spawn at full health. Somewhat reducing Deande’s allusiveness, but increasing the effectiveness of this helix. Helping it to compete with its neighbor.
       
  • (L3) Fan Appreciation - Increases Deande’s attack damage. +18% Attack Damage
    • Notes: Added the functionality of Fan o’ War and reworded the description to include Deande’s primary, secondary, quick melee, and Dropkick.
  • (R3) Leechsteel - Increases the life steal of all War Fan attacks. +10% Life Steal
    • Notes: Reworded the description to better convey how this helix preforms in game.
       
  • (L4) Calculated Risk - Burst Dash draws extra power from Deande’s shield reserves, granting bonus damage. Burst Dash now depletes 50% of Deande’s shield on activation. +50% Current Shield as Damage
    • Notes: Calculated Risk now only depletes 50% of Deande’s shield, instead of 100%.
  • (R4) Drain Dash - Reduces Burst Dash’s cooldown and causes half of the damage dealt by Burst Dash to returned to Deande as health. -25% Cooldown Time, +50% Life Steal
    • Notes: Added Energized’s functionality to this helix, helping it to compete with its neighbor.
       
  • (L5) Silent Strike - For 5 seconds after uncloaking, Deande’s skills and attacks slow enemies for a brief time. +3 Seconds Slow Duration
    • Notes: Made the description better convey how the helix preforms in game.
  • (M5) Murderous Surprise - Killing an enemy activates The Element of Surprise for 5 seconds.
    • Notes: Changed the functionality of this helix, as it was very lackluster. The Element of Surprise now actives after every kill, giving this level a better helix choice for PvE.
  • (R5) Roguelike - Increases the duration of The Element of Surprise, and causes Deande’s melee strikes to an enemy’s back to deal additional damage. +3 Seconds, +25% Damage
    • Notes: Added the functionality of increasing The Element of Surprise’s duration. Allowing Deande to complete an entire skill combo while buffed by The Element of Surprise.
       
  • (L6) Burst Brawler - Increases Burst Dash damage. +15% Damage
    • Notes: This helix is fine as is.
  • (M6) Ire’s Echo - Increases the damage dealt by an exploding Holotwin clone. Enemies caught in the blast are slowed. +15% Damage, +3 Second Slow Duration
    • Notes: This helix is fine as is.
  • (R6) Escape Plan - Activating Holotwin increases Deande’s movement speed for a brief time. +30% Movement Speed for 8 Seconds
    • Notes: Increased the movement speed duration to help this helix compete with it’s neighbors. Removed the haste trail visual effect from this helix, as it inadvertently gave away Deande’s position while cloaked.
       
  • (L7)
    • Notes:
  • (M7) Jaw Breaker - Deactivating Deande’s cloak with a Dropkick now causes her to knock up the enemy she hit.
    • Notes: Moved this helix here from level 3. Change the functionality of this helix, as it was lackluster. Deande’s Dropkick now knocks up enemies if it deactivated her cloak.
  • (R7) The Culling - Deande deals increased damage to enemies suffering from crowd control effects. +16% Damage
    • Notes: Changed the functionality of this helix. Now all of Deande’s skills and attacks deal increased damage to enemies suffering from any crowd control effect, from any source, and not just from Burst Dash’s weaken. Reduced the damage increase to account for the massive power spike this helix received.
       
  • (L8) Deadly Reach - Increases range of Burst Dash’s energy wave. +50% Damage Range
    • Notes: +10% damage range QoL change.
  • (R8)
    • Notes:
       
  • (L9) Improved Holographics - Reduces Holotwin’s cooldown timer, allowing more frequent use. -25% Cooldown Time
    • Notes: This helix is fine as is.
  • (M9)
    • Notes:
  • (R9)
    • Notes:
       
  • (L10) Doppelgangüp - At the conclusion of Blink Storm, Deande spawns a Holotwin decoy.
    • Notes: Made the description more accurately convey how the helix preforms in game.
  • (R10)
    • Notes:
General
  • Base Shield: 300
  • Base Health: 1233
  • Legendary:
     
  • Notes:
    *
Rath
Crossblade
  • Throws an energy blade forward a limited distance, penetrating and dealing 208 damage to enemies.

  • Notes: 8 second cooldown. Slightly increased Crossblade’s hit box and made the description better at conveying how the skill preforms in game. Massively reduced the cooldown of Crossblade, as it wasn’t powerful enough to warrant the cooldown it had, and it doesn’t gain all that much power in Rath’s helix. So instead of increasing it’s power, it can be used much more frequently.

Catalytic Smash
  • Unleashes a shock wave, extending directly ahead of Rath, dealing 142 damage and knocking targets into the air.

  • Notes: 17 second cooldown. Slightly increased the damage for consistency.

Dreadwind
  • After a brief wind-up, initiates a whirlwind attack lasting 4 seconds, dealing 5 hits per second and 69 damage per hit to enemies in range.

  • Notes: 54 second cooldown. Reverted Dreadwind’s cooldown and duration to how they were before, but the damage was not reverted as it was a bit much. Made the description better at conveying information.

Axiom and Praxis
  • Rath’s primary melee attack can be chained multiple times for a quick combo. While his secondary attack causes him to throw one of his swords, dealing 50% bonus damage to shields.

  • Notes: 63/63/63/67 melee combo and 114 secondary damage. Increased Axiom and Praxis’ damage by +15% and made the description better at conveying information. Increased the range of Rath’s secondary attack by +25%.

Genetic Syphon
  • When Rath damages an enemy’s health, he steals health worth 9.3% of the damage from melee attacks and 12.5% of the damage from skills.

  • Notes: Genetic Syphon is fine as is.

Bladekeeper's Vestment
  • Rath’s ceremonial Jennerit armor is sturdy enough to absorb plenty of damage, but light enough to preserve his speed and mobility. Granting Rath the ability to double-jump.

  • Notes: Added the functionality of Terror from Above to Rath’s talent, making it a more impactful part of his kit.

Helix
  • (L1) Slowing Strike - Crossblade slows enemies on impact. +3 seconds Slow Duration
    • Notes: This helix is fine as is.
  • (M2) Concussive Smash - Catalytic Smash stuns enemies on impact, instead of knocking them up, if they have recently been hit by Crossblade. +2 Seconds Stun Duration
    • Notes: Made it so that Catalytic Smash still knocks up enemies that aren’t marked by Crossblade, and only stunning them if they are. Added the duration of the stun to the helix. This is a powerful change, but one that is open to counter play. As if Rath uses Crossblade, it dramatically increases the time you have to anticipate Catalytic Smash. Making it much easier to avoid, prevent, or cancel Catalytic Smash’s crowd control. And players that are effective at doing this, make the Rath either choose to waste his level 1 helix or Catalytic Smash all together.
  • (R1) Waveform Smash - Catalytic Smash’s shockwave is shortened, but spreads out to the left and right.
    • Notes: The entire area of Waveform Smash now knocks up and damages enemies.
       
  • (L2)
    • Notes:
  • (M2)
    • Notes:
  • (R2) Anger’s Echo - When a Crossblade is destroyed, a new Crossblade will spawn, moving towards Rath and dealing half damage to enemies.
    • Notes: This helix is fine as is.
       
  • (L3) Ambidextrous - Rath’s secondary attack throws both Axiom and Praxis to opposite hands, but each sword deals reduced damage.
    • Notes: Replaced the old functionality of Terror from Above, as it was added to Rath’s talent. Each sword deals 60% of the base damage of Rath’s secondary attack, for an overall +20% damage increase. The attack speed and the time it takes to execute the attack remain the same.
  • (R3) Spin to Win - Rath’s primary melee combo’s finishing spin fires twice at the end of the combo.
    • Notes: This helix is fine as is.
       
  • (L4) Crimson Regret - Activating Catalytic Smash generates an overshield on Rath for a brief period. +225 Overshield for 8 seconds
    • Notes: Replaced the old functionality of Crimson Fastness with one that generates an overshield on Rath when he activates Catalytic Smash. Crimson Fastness’ main flaw is that it greatly increased Rath’s likelihood of missing Catalytic Smash, so it was replaced with a PvE friendly helix.
  • (R4) Catalytic Flash - Catalytic Smash silences enemies on impact. +3 seconds Silence Duration.
    • Notes: This helix is fine as is.
       
  • (L5) Conductive Blades - Genetic Syphon no longer steals life. Instead, a portion of all of Rath’s damage will charge his shield.
    • Notes: Changed the functionality of this helix, since it was added to Parasitically Endowed. Genetic Syphon no longer steals life. Instead, 9.3% of all melee damage and 12.5% of all of skill damage will charge Rath’s shield. Giving good synergy with some of his helix choices, and giving him an alternative to shield and wound based enemies.
  • (M5) Swordsman’s Salve - Greatly increases Genetic Syphon’s life stealing properties for Rath’s melee attacks, but removes the effect from his skills. +30% Life Steal
    • Notes: Increased the life steal by 7%.
  • (R5) Parasitically Endowed - Doubles Genetic Syphon’s life steal.
    • Notes: Combined the functionality of Skillful Syphoning and Not a Vampire into one helix. Somewhat reduced the bonuses to account for both being in one helix.
       
  • (L6) Anticoagulant - Enemies hit by Crossblade are wounded, reducing health received by 60%. +4 Seconds Wound Duration
    • Notes: Moved Energetic Projection to level 6 and changed it’s functionality. Crossblade now wounds enemies for 4 seconds.
  • (R6) Catastrophic Smash - Doubles the shockwave length of Catalytic Smash.
    • Notes: This helix is fine as is.
       
  • (L7) Evasive Maneuvers - When Rath’s shield is broken, his movement speed is increased for a short time. +30% Movement Speed for 6 Seconds
    • Notes: This helix is fine as is.
  • (M7)
    • Notes:
  • (R7) To the Point - Increases Rath’s attack damage. +18% Attack Damage
    • Notes: Reworded the description to include Rath’s quick melee.
       
  • (L8) Brutal Blades - Increases Crossblade’s base damage. +15% Damage
    • Notes: Moved Brutal Blades to level 8.
  • (R8) Quick Cross - Reduces Crossblade’s cooldown. -20% Cooldown Time
    • Notes: This helix is fine as is.
       
  • (L9) Softened Target - Enemies hit by Catalytic Smash will take more damage from Crossblade for a short time. +25% Damage for 4 seconds
    • Notes: This helix is fine as is.
  • (R9) Zealous Smash - Killing an enemy with Catalytic Smash reduces Dreadwind’s cooldown. -3 seconds per kill
    • Notes: This helix is fine as is.
  • (L10) Dreadheart - Grants a movement speed boost to Rath while Dreadwind is active. +30% Movement Speed
    • Notes: This helix is fine as is.
  • (M10) Unquestionably Superior - Dreadwind deals increased damage to non-Battleborn enemies. +200% Bonus Damage to Non-Battleborn
    • Notes: Changed the functionality of this helix, as it was very lackluster. Rath now has the option to have massive wave clear potential, as well as the ability to take on and out heal a sentry for 4 seconds.
  • (R10) Desperate Assault - Damage dealt by Dreadwind is increased while Rath’s shield is broken. +45% Damage
    • Notes: This helix is fine as is.
General
  • Base Shield: 300
  • Base Health: 1308
  • Legendary:
     
  • Notes:
    • Increased Rath’s health by 125.
    • Quick melee ^

(Pandora's Industrial Engineer) #4

LLC

El Dragón
Clothesline
  • El Dragón charges forward with his arms outstretched, dealing 150 damage to enemies. En Fuego: A powerful forward leap dealing massive damage to 1 enemy.

  • Notes:

    • 17 second cooldown. Reduced the damage to divert El Dragon’s strengths elsewhere, and reduced the push back effect. 1 second QoL cooldown reduction.
    • During En Fuego, Clothesline now has an unlimited leap distance. El Dragon will continue leaping forward until he reaches the target-able location/enemy, or until the skill is cancelled.
    • El Dragon will now finish the animation if he is using Clothesline when En Fuego ends, and all of the properties will apply. Such as the increased damage, unlimited distance, and Unquenchable.
Dragon Splash
  • El Dragón leaps into the air and falls back down, dealing 208 damage to nearby enemies. En Fuego: Stuns all enemies damaged for 2 seconds.

  • Notes:

    • 16 second cooldown. Increased the height that El Dragon leaps into the air back to were it used to be. Increased the radius of Dragon Splash by 50% to return it back to how it used to be.
    • Reverted the duration of the stun during En Fuego back to what it used to be, and added the duration to the Dragon Splash’s Description.
    • El Dragon will now finish the animation if he is using Dragon Splash when En Fuego ends, and all of the properties will apply. Such as the entirety of the stun.
En Fuego
  • El Dragón explodes, dealing 208 damage to nearby enemies. For 10 seconds, El Dragón’s attacks and skills take on additional properties. Additionally, all melee damage dealt by El Dragón applies a short burn effect, dealing 24 damage a second and stacking up to 3 times.

  • Notes: 60 second cooldown. Increased the damage of the explosion. Added the already inherent burn effect of En Fuego to its description. Increased the volume of En Fuego’s call out. El Dragon’s melee attacks now scale with and are increase by skill damage.

M-RBX Cybernetic Arms
  • El Dragón’s primary melee combo is a flurry of blows, while his secondary is a powerful Clap. En Fuego: Massively increases the power of El Dragón’s attacks.

  • Notes:

    • 57/57/57/57/57 primary combo and 104 secondary damage. Reverted his damage back to where it used to be.
    • Removed Dropkick from the description and added it to CWF Championship Belt.
    • Added the En Fuego property to the description. Additionally, El Dragon’s Clap now inherits the same DPS increase that his primary receives.
Undisputed Champ
  • Each enemy killed boosts El Dragón’s melee damage by 2%, to a maximum of 10 stacks. Half of the stacks are lost on death.

  • Notes: Increased the damage to 2% per stack, bringing it more in line with similar passives. Reworded the description to include El Dragon’s primary, secondary, quick melee, and Dropkick.

CWF Championship Belt
  • The symbol of El Dragón’s faded glory in the ring provides a synergistic effect with the champ’s abilities, increasing his effectiveness in battle. Activating his off-hand melee while sprinting executes a Dropkick.

  • Notes: Added Dropkick to the description. Substantially increased the distance El Dragon slides during Dropkick, similar to that of Mellka’s combat slide. Fixed an issue where the camera would clip through El Dragon’s chest when he executed a Dropkick.

Helix
  • (L1) The Stunner - Enemies hit by Clothesline are slowed. +30% Slow for 3 seconds
    • Notes: This helix is fine as is.
  • (M1) Untouchable - Activating Clothesline creates a ward in front of El Dragon for the duration, blocking all incoming projectiles and making El Dragon immune from their effects.
    • Notes: Changed the functionality of this helix as it was very situational. Activating Clothesline now creates a dome shaped ward in front of El Dragon, blocking all projectiles. The ward has unlimited health and preforms just like that of ISIC’s wards.
  • (R1) The Comeback - Enemies hit by Dragon Splash deal reduced damage for a short time. -30% Damage for 8 Seconds
    • Notes: This helix is fine as is.
       
  • (L2) Splash Damage - Dragon Splash leaves behind an electrical field that deals damage over time to nearby enemies. +640 Damage over 6 Seconds
    • Notes: Partially reverted the damage back to how it used to be. Increased the damage in suit of the general increase to damage-over-time abilities.
  • (R2) Momentum - Each target hit with Dragon Splash increases movement speed and decreases the skill’s cooldown. +30% Movement Speed for 4 Seconds, -1.5 Seconds Cooldown Time per Hit
    • Notes: Added the new duration of the movement speed increase to the description. Removed the maximum enemies hit that could decrease Dragon Splash’s cooldown, and changed the percentage cooldown into a flat 1.5 second reduction. Hopefully these changes, along with those to Dragon Splash, will help make this helix more competitive with it’s neighbor.
       
  • (L3) Deafening Applause - El Dragón’s Clap attack is accompanied by a powerful shockwave dealing area of effect damage. +100% Attack Range
    • Notes: This helix is fine as is.
  • (R3)
    • Notes:
       
  • (L4) Rope-a-Dope - During Clothesline El Dragón will turn around at the end of his charge, or at anytime if it is deactivated, allowing a second dash. Enemies hit by Clothesline are silenced. +2 Seconds Silence Duration
    • Notes: Changed it so that Rope-a-Dope will always happen at the end of Clothesline, making it so El Dragon is guaranteed to preform Rope-a-Dope even if he activates it right as Clothesline ends. Changed the position of the camera when Rope-a-Dope activates, to now face the direction El Dragon is about to charge. Added the silence to help this helix compete with its neighbor.
  • (R4) Flailing Fists - At the end of Clothesline or if it is deactivated, El Dragón will stop mid-charge and execute a ground slam, knocking enemies into the air.
    • Notes: Mildly increased the hit box in front of El Dragon, a QoL change to improve the feel of the helix. Changed it so that Flailing Fists will always happen at the end of Clothesline, making it so El Dragon is guaranteed to preform Flailing Fists even if he activates it right as Clothesline ends or during En Fuego. Fixed an issue where Flailing Fists wouldn’t activate if you ended Clothesline too soon.
       
  • (L5) Heavyweight - Each Undisputed Champ stack also reduces damage taken by 3%.
    • Notes: This helix is fine as is.
  • (M5) Uncanny - Each Undisputed Champ stack also increases skill damage by 2%.
    • Notes: Increased the bonus skill damage to 2% per stack to follow suit of the change to Undisputed Champ.
  • (R5) Welterweight - Each Undisputed Champion stack also boosts El Dragón’s movement speed by 1.5%.
    • Notes: This helix is fine as is.
       
  • (L6) Hang Time - El Dragón’s shields and health regenerate for a short time after activating Dragon Splash. +112 Health Regeneration over 4 Seconds
    • Notes: This helix is fine as is.
  • (M6) Unstoppable - Increases El Dragón’s melee attack speed for 6 seconds after activating Dragon Splash. +20% Attack Speed
    • Notes: This helix is fine as is.
  • (R6) Neckbreaker - Clothesline’s can now be activated midair and deals increased damage. +15% Damage
    • Notes: A minor improvement to an already strong helix to help it compete with its neighbors.
       
  • (L7) From the Top Rope - Reduces Dragon Splash’s cooldown, allowing more frequent use. -20% Cooldown Time
    • Notes: This helix is fine as is.
  • (R7) Big Splash - Increases the size of Dragon Splash’s area of effect. +50% Area of Effect Radius
    • Notes: This helix is fine as is.
       
  • (L8) Heart of the Champion - Returns all health damage dealt by El Dragón’s Dropkick attack to his health. +100% Life Steal
    • Notes: This helix is fine as is.
  • (M8) Unbelievable - Replaces El Dragon’s Dropkick with a bicycle kick that launches forward and damages enemies. Can be used once every 2 seconds.
    • Notes: Added the cooldown to the description and Unbelievable can now travel vertically.
  • (R8) Attitude Adjustment - Enemies struck by Dropkick suffer increased damage for a short time. +16% Damage Amplification for 8 Seconds
    • Notes: This helix is fine as is.
       
  • (L9) Cut the Line - Each target hit (to a maximum of 5) with Clothesline reduces the skill’s cooldown. -10% Cooldown per Hit
    • Notes: This helix is fine as is.
  • (R9) Lifeline - Health Damage dealt by Clothesline is returned to El Dragón as health. +100% Life Steal
    • Notes: This helix is fine as is.
       
  • (L10) Title Fight - Activating En Fuego creates a ring of fire, dealing 133 damage to enemies as they enter or exit.
    • Notes: This helix is fine as is.
  • (M10) Unquenchable - While En Fuego is active, Clothesline leaves behind a trail of electricity that damages oes. +720 Damage over 6 Seconds
    • Notes: This helix is fine as is.
  • (R10) Dragonflyer - While En Fuego is active, El Dragón will fire out massive fireballs whenever he isn’t attacking or using a skill, dealing 43 damage.
    • Notes: Removed the effect from Clap and added it as a passive whenever El Dragon isn’t actively attacking or performing a skill. Allowing him to keep his Clap attack, and giving him a quirky but effective way to do something he couldn’t before. Helping this helix stay competitive with it’s neighbors.
General
  • Base Shield: 300
  • Base Health: 1236
  • Legendary:
     
  • Notes:
    • Reverted the his health to were it used to be, and changed the extra 100 shield capacity he had into health.
ISIC
Rotating Wards
  • Raise 5 protective wards that orbit ISIC for 8 seconds, each blocking up to 159 damage from enemy fire. Overcharged: Each ward blocks up to 272 damage.

  • Notes: 17 second cooldown. Reduced the original base damage each ward blocked by 74 to promote Overcharging when using Rotating Wards, but kept the value high enough for them to remain viable in a panic situation. Returned the Overcharged damage each ward blocked to how it was before the change.

Plasma Dash
  • ISIC charges to a target location while engulfed in plasma, dealing 142 damage to enemies along the way. Overcharged: Allows ISIC to target anywhere, creating a platform exclusive to him for 8 seconds.

  • Notes: 22 second cooldown. Changed the functionality of Overcharged Plasma Dash, as it was very lackluster before. ISIC can now target Plasma Dash anywhere, including in midair. At the end, he creates a platform that only he can interact with for 8 seconds. The platform is the size and shape of Plasma Dash’s targeting visual, and slowly turns from blue to red, indicating its remaining duration.

Omega Strike
  • Toggle turret mode, replacing attacks with weapons that deal 43 and 171 damage per shot. Manually ending Omega Strike early reduces its cooldown by -20%. Overcharged: Gain 585 overshield for 8 seconds.

  • Notes:

    • 60 second cooldown. Reverted the cooldown and duration to how they were before. Added a feature that can reduce the cooldown back down to 50 seconds with skilled play, which helps combat how easy it is to interrupt Omega Strike with crowd control effects.
    • Made a mild reduction to the amount of recoil Omega Strike has, and removed the damage fall off from the main gun. Added the duration of the overshield. Fixed a bug that caused skill related bonuses, such as those granted by gear pieces like the Shield Web Interdictor, to not proc with damage dealt by Omega Strike.
Charge Cannon
  • ISIC’s Charge Cannon fires rapidly while charging. Once fully charged, a powerful blast may be released to deal greater damage.

  • Notes: 21 damage and 177 Overcharged damage. Charge Cannon’s Overcharge blast now deals AoE damage like it used to.

Overcharge
  • Activating an ability while ISIC’s Charge Cannon is fully charged empowers that ability with additional Overcharged effects and consumes the charge.

  • Notes: Added an Overcharge effect to ISIC’s new talent “Energy Bulwark”.

Energy Bulwark
  • ISIC surrounds himself in energy, causing him to be immune to damage and crowd control effects for 2 seconds. If ISIC absorbs less than 420 damage, then Energy Bulwark’s cooldown is reduced by up to 100%. Overcharged: Converts 25% of the damage absorbed into health.

  • Notes:

    • 8 second cooldown and scales 20 damage absorbed per level. Reduced movement speed and inability to use skills or primary just like Energy Aegis. Can be cancel early by attempting to quick melee, reengage his primary, or use any skill.
    • Visually ISIC will hold up his arm without the Energy Aegis and will be covered with a gold overshield. When Overcharged the overshield will pulse green whenever ISIC is damaged.
    • The reason ISIC’s Energy Aegis was replaced with Energy Bulwark is because the former didn’t fit his playstyle, and made him needlessly annoying to kill. Energy Bulwark should offer similar utility to Energy Aegis, while also having different strong suites that fit ISIC more as a character.
    • Added an Overcharge effect to Energy Bulwark like Energy Aegis should have had in the first place. The powerful mechanic of converting damage absorbed into heath should be balanced from how relatively long it takes to charge ISIC’s Cannon, the duration of Energy Bulwark, and the conflicting requirement for the reduced cooldown.
Helix
  • (L1) Watchful Wards! :slight_smile: - While Rotating Wards is active, each ward reduces ISIC’s shield charge delay. Up to -3 Seconds Shield Recharge Delay
    • Notes: Increased the potential shield recharge delay by -1.5 seconds. The helix didn’t provide much before and the bonus should last longer with Rotating Wards now blocking the damage they used to.
  • (M1) Whoops-A-Daisy! :smiley: - Rotating Wards drop in place when activated, rather than following ISIC around. Rotating Wards’ cooldown also starts instantly upon activation.
    • Notes: Rotating Wards now start their cooldown instantly when deployed with this helix. This should make the helix more appealing and will increase the amount of ways ISIC can be played.
  • (R1) Can’t Catch Me :smiley: - Plasma Dash’s cooldown is reduced if it doesn’t damage an enemy. -20% Cooldown
    • Notes: This new change should make Plasma Dash more reliable when used as an escape/map traversal tool, while keeping the skill in check when used as an engage. The former function of shield penetration is very underwhelming, especially iterations like this.
       
  • (L2) You Dropped These! :wink: - Rotating Wards reflect enemy fire.
    • Notes: You Dropped These! :wink: now scales with and is increased by skill damage.
  • (R2) It’s Never Over :stuck_out_tongue: - At the end of its duration, Rotating Wards creates an overshield on ISIC for a brief period, equal to a portion of the damage each ward blocked. 50% Damage Blocked as Overshield for 8 Seconds
    • Notes: Changed the functionality of this helix, as it was more than lackluster. At the end of its duration, Rotating Wards now generate an overshield on ISIC based on the damage each ward blocked.
       
  • (L3) Not Dyin’ Today! :slight_smile: - Increases ISIC’s maximum shield strength and shield recharge rate. +240 Shield Strength, +105 Shield Recharge per Second
    • Notes: Added the shield recharge rate from I’m Concentrating! :expressionless: to create uniformity when it comes to shield helix options.
  • (M3) Resistance is Futile :smiley: - While Energy Bulwark is active, ISIC converts more of the damage absorbed into health. +20% healing
    • Notes: Added the ability to increase the health gained from damage absorbed by Energy Bulwark while Overcharged. The former helix was not only lackluster, but it also wouldn’t really work with ISIC’s new talent.
  • (R3) Charging on the Go! :smiley: - Using Charge Cannon or Energy Bulwark no longer slows ISIC’s movement speed.
    • Notes: Removed the movement speed penalty from Energy Bulwark as well in order to make this helix more viable, as it is more than likely the weakest option on this tier. But there is something appealing from the fact ISIC can walk while firing, just as fast as he used to sprint, when used in conjunction with In a Big Rush! O_o
       
  • (L4) Hold it Right There! }:open_mouth: - Enemies hit during Plasma Dash are stunned. +2 Seconds Stun Duration
    • Notes: Increased the stun duration to how it used to be.
  • (R4) Line Up, Fellas! :smiley: - Each enemy hit by Plasma Dash increases all of ISIC’s damage dealt afterwards. Up to 5 stacks per use. The bonus damage granted is reset with each use of the skill. +5% Damage Per Enemy Hit
    • Notes: Replaced a very lackluster helix with what it should have been in the first place. This helix is very powerful and can easily compete with its neighbor, so for now a stack limit has been included. As even +25% bonus damage on ISIC’s Charge Cannon, Rotating Wards augments, Omega Strike, and quick melee is very powerful and easily achievable in most modes. But this playstyle is also very counter-able, as an ISIC that trades his hard CC, mobility, and escape for raw damage is very easy to bully.
       
  • (L5) I’m Concentrating! :expressionless: - Killing an enemy with an Overcharged shot causes ISIC’s shield to immediately start recharging.
    • Notes: Added a new function to this helix since its old one was added to Not Dyin’ Today! :). Again a very powerful helix, but one that will have much more of an impact in PvE and is balanced by stiff competition.
  • (M5) Stopping Power :wink: - Non-Battleborn enemies hit directly by Overcharged shots are slowed. Battleborn hit directly by Overcharged shots are wounded. +2 Second Slow and Wound Duration
    • Notes: Added the ability to slow enemies back to this helix, but removed the ability to slow Battleborn to help with balance. A 0.5 second QoL increase to the wound enemy Battleborn suffer.
  • (R5) In a Big Rush! O_o - Increases movement speed while Overcharged. +50% Movement Speed
    • Notes: This helix has very niche applications, but hopefully the return of ISIC’s old survivability allows for this helix to be viable when those situations arise.
       
  • (L6) Burlier Wards! :smiley: - Increases Rotating Wards’ block strength. +225 Ward Strength
    • Notes: Returned the increased ward strength to how it was before.
  • (R6) Let’s Hug it Out! <3 - Reduces Plasma Dash’s cooldown time. -20% Cooldown Time
    • Notes: This helix is fine as is.
       
  • (L7) Bring it On! :slight_smile: - Increases duration of Energy Bulwark and the maximum damage it can absorb for a reduced cooldown. +50% Duration and Damage Absorbed Threshold
    • Notes: Changed the function of this helix to work with ISIC’s new talent.
  • (M7) I’m Helping! O_o - Increases ISIC’s attack damage. +18% Attack Damage
    • Notes: Reworded the description to include ISIC’s quick melee.
  • (R7) Quick Charge! :smiley: - Decreases the time required to charge up ISIC’s Charge Cannon. -25% Weapon Charge Time
    • Notes: This helix is fine as is.
       
  • (L8) Hard-Workin’ Wards! :slight_smile: - Increases the maximum lifetime of Rotating Wards. +6 Seconds Duration
    • Notes: This helix has always been slightly more favorable for burst engagements, but Whoops-A-Daisy! :smiley: should now cause each helix to make the other one more desirable.
  • (R8) Waste Not, Want Not! :slight_smile: - When Rotating Wards expires, the skill’s cooldown is reduced slightly for each ward still active. Up to -50% Cooldown Time
    • Notes: This helix is fine as is.
       
  • (L9) Can’t Run from Me! O.O - Increases Plasma Dash’s speed and range. +50% Speed and Maximum Range
    • Notes: This helix is fine as is.
  • (R9) Dodge This! O.O - Increases the size of the area damaged by Plasma Dash. +50% Area of Effect Radius
    • Notes: This helix is fine as is.
       
  • (L10) Shields Up! :smiley: - Activating Omega Strike deploys an energy shield to block inbound damage from the front. Should the energy shield go down, it will redeploy after 6 seconds. +1500 Damage Blocking
    • Notes: Reworded the helix to account for ISIC having a new talent, and increased the based damage blocked by 50% as it is no longer augment-able with Bring it On! :slight_smile:.
  • (M10) Slow Down, Fella! :slight_smile: - Enemies damaged by Omega Strike’s rapid-fire guns are slowed. +3 Seconds Slow Duration
    • Notes: This helix is fine as is.
  • (R10) It’s Raining Death! :smiley: - While Omega Strike is active, hitting an enemy directly with a Cannon Shot launches a barrage of missiles. +2 Missiles, 69 Damage per Missile
    • Notes: This helix is fine as is.
General
  • Base Shield: 300
  • Base Health: 2050
  • Legendary:
     
  • Notes:
    • Reverted ISIC’s health back to how it was before.
Kid Ultra
Support Drone
  • Deploy a drone that follows a target ally, increasing their maximum health by 250 and granting 64 health per second up to a total of 525 . A max of 2 drones per ally, and a max of 5 deployed drones. Each drone has 200 health.

  • Note:

    • 16 second cooldown. Reduced the cooldown to allow for Kid Ultra to better heal his allies, and to promote variety in the ways he heals them. Increased the total healing by 80, and the total healing now scales 25 per level as apposed to 21. Improved the description to include the health each drone has.
    • Made it so Kid Ultra can now have 5 deployed drones to make him a more competent healer without Vigilance Protocol. Deploying a drone while 5 are active replaces the oldest drone. If an ally already has 2 drones, then they can not pick up another one; Directly hitting an ally overrides this, and replaces the oldest of their 2 drones. Drones will now turn invisible if the ally they are attached to cloaks.
    • Made it so the Support Drone counter only counts the drones on Kid Ultra, and the counter is now displayed on Kid Ultra’s reticle while he is sprinting. Support Drones now have a slight homing effect when targeted near ally Battleborn. If an ally with a drone kills an enemy Battleborn, Kid Ultra will receive assist credit even if the drone didn’t heal them during the fight. Fixed an issue where Support Drones would never heal their entire total.
Bola Snare
  • Fire bolas that penetrate enemies, dealing 142 damage and slowing them for 3 seconds.

  • Notes: 15 second cooldown. A negligible damage increase and improved the description for conformity. Bola Snare now scales 8 damage per level as apposed to 6.

To The Rescue
  • Enter hover mode for 10 seconds, granting increased mobility. Activate again to transform back, restoring up to 525 health to yourself and nearby allies. Nearby enemies are knocked back.

  • Notes: 30 second cooldown. Improved the description to include how long To The Rescue last, and that it has a knock back instead of a push back. Increased the potential healing by 83. To The Rescue’s healing radius no longer diminishes when Kid Ultra loses momentum.

Rocket Gauntlet and Vortex
  • Kid Ultra’s right gauntlet houses 9 quick-fire rockets which detonate on impact. While his secondary attack fires up to 3 rockets in a tight spiral.

  • Notes: 49 primary damage, 9 magazine size and 49x3 secondary damage. Reduced Rocket Gauntlet and Vortex’s damage by 10%. Increased only Rocket Gauntlet’s attack speed by +33.4%. Added Rocket Vortex to Kid Ultra’s weapon and made each rocket deal the same damage as Rocket Gauntlet. Increased the magazine size by 3, helping Kid Ultra’s early game and promoting diversity in his level 3 helix choices. Rocket Gauntlet and Vortex can now score critical hits.

Aura of Justice
  • Whenever an ally is nearby or after participating in kills, Kid Ultra will create an aura that boosts ally attack damage. 10% with friends or for 20 seconds for major enemies, and 5% for 10 seconds for minor enemies. Up to 15% attack damage while both effects are active.

  • Notes: Improved the description to include that both effects can be active at the same time, and increased the duration of minor effect by 5 seconds. Made it so Aura of Justice is always active while allies are within range, making it more reliable for supporting. The major effect now procs on any kill participation in PvE.

Talent

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Helix
  • (L1) Signal in the Sky - Kid Ultra now generates and stores 2 Support Drones at once.
    • Notes: Changed the functionality of this helix to give Kid Ultra the ability to better support his team, allowing him to generate and store 2 drones at once. As well as making this helix more competitive with its neighbor.
  • (R1) Pain Compliance - Enemies damaged with Bola Snare take additional damage over time. +213 Damage over 2 Seconds
    • Notes: This helix is fine as is.
       
  • (L2) Shield Coil Module - When an allied target picks up a Support Drone, they are granted an overshield for a brief period. +225 Overshield for 8 seconds
    • Notes: Changed the functionality of this helix to grant an overshield to allies without a condition. The overshield can not stack. Making this helix more impactful and competitive with its neighbors.
  • (M2) Search and Destroy - When a Support Drone stops healing, is replaced, or destroyed it will fly toward a nearby enemy and detonate. +208 Damage
    • Notes: Made it so this helix will active if the drone is destroyed or replaced, as well as having it scale 8 damage per level. Helping this helix stay competitive with its neighbors.
  • (R2) Vigilance Protocol - Support Drones no longer follow allies, instead remaining in place and healing all allies within an expanded area of effect. A max of 2 deployed drones. +250% Healing Radius
    • Notes: Reworded the description to account for the fact Kid Ultra can now have 5 deployed drones. Kid Ultra’s Support Drone counter now counts all active drones. Increased the healing radius to make the area a little less constrictive, allowing allies to better make use of the increased max health and later helix choices. Removed the maximum life time, allowing Kid Ultra to focus more on combat instead of micro-managing his drones.
       
  • (L3) Missile Massacre - Increases the number of rockets that can be fired from the Rocket Gauntlet before reloading. +3 Rockets
    • Notes: This helix is fine as is.
  • (R3) Retro Guantlet - Kid Ultra’s melee attack now deals damage in an area-of-effect and propels him backwards. Can be used once every 2 seconds.
    • Notes: Changed how this helix works, to now activate with Kid Ultra’s quick melee instead of his secondary attack. Added the functionality of turning Kid Ultra’s quick melee into a slight area-of-effect attack, allowing it to push back multiple enemies.
       
  • (L4) Reassembling Drones - Hitting enemies with Bola Snare reduces the current cooldown on Support Drone. -20% Cooldown Reduction
    • Notes: Thie helix is fine as is.
  • (R4) Bank Shot - Bola Snare bounces off of environment surfaces and toward a nearby enemy 3 times.
    • Notes: Reverted this helix to how it was before.
       
  • (L5) Hero in Training - Increases the attack damage imparted by Aura of Justice and its duration. +5% Attack Damage, +50% Duration
    • Notes: Increase the duration increase by 10% and added the increase to the attack damage imparted by Aura of Justice.
  • (M5) Power of Friendship - Aura of Justice now amplifies all damage imparted by nearby allies, as well as affecting them for a short time after leaving its aura. +3 Second Effect Duration
    • Notes: Changed the functionality of this helix as the old one was very lackluster and now repetitive with the change to Hero in Training.
  • (R5) Swarming Nanites - The minor effect of Aura of Justice now heals nearby allies instead of improving damage. And while Aura of Justice is active, Support Drones within range don’t draw from their total healing. +15 Health per Second
    • Notes: This helix now imparts healing like it says, instead of health regeneration. Increased the healing by 5 per second. Added the functionality of having Support Drones within Aura of Justice’s range not draw from their total while healing. Meaning Support Drones can now limitlessly heal allies within range, and continue to draw from what’s left of their total when they aren’t. Greatly increasing Kid Ultra’s ability to support with his base Support Drone, and promoting enemy players to focus the drone before the player.
       
  • (L6) Danger Drone - Support Drones amplify the damage of affected allies in addition to other benefits. +16% Damage Amplification
    • Notes: This helix is fine as is.
  • (M6) Snare Spread - Bola Snare now fires 3 bolas in a V that each deal reduced damage. +2 Bolas, 50% Damage per Bola
    • Notes: Reverted the damage and spread to how they were before.
  • (R6) Reactive Porifera - Bola Snare can now cleanse terrain and allies of all non-Ultimate damage over time abilities.
    • Notes: Changed the functionality of this helix as it was very lackluster. Hitting an affected ally or piece of terrain now cleanses them of all non-Ultimate bleeds and damage over time fields, such as Dragon Splash and Blight.
       
  • (L7) Smart Rockets - Increases Kid Ultra’s attack damage. +18% Attack Damage
    • Notes: Reworded the description to include Kid Ultra’s Rocket Gauntlet, Vortex, and quick melee.
  • (M7)
    • Notes:
  • (R7)
    • Notes:
       
  • (L8) Heal-splosion! - Support Drones grant an additional burst of healing to all nearby allies when spawned. If the Vigilance Protocol augment is active, then Heal-splosion!'s healing radius is also increased. +180 Healing
    • Notes: Reworded the description to include that Vilignce Protocol increases Heal-splosion!'s healing radius. Added a visual indicator to Heal-splosion!'s radius, similar to that of Alani’s Splash Zone.
  • (R8) Support Network - Increases the number of Support Drones that can be simultaneously active on allies, and increases the max Support Drones that can be deployed. +2 Drones per Ally, +100% Max Deployed Drones
    • Notes: Reworded the description to account for the changes to Support Drone. Choosing this helix now updates Vigilance Protocol’s description.
       
  • (L9) Frag Astra - Bola Snare explodes every time it penetrates an enemy, as well as silencing all enemies for a short time. +3 Seconds Silence Duration
    • Notes: Reworked the functionality of this helix. Now instead of exploding on contact, Bola Snare will explode whenever it penetrates an enemy, allowing for multiple explosions. The explosion doesn’t deal damage to the enemy that Bola Snare penetrated. Added a silence to help it compete with it’s neighbor. The silence does not replace the slow, and the silence can not be reapplied with the Bank Shot helix. Removed the hidden ~100% damage increase this helix received.
  • (R9) Tranq Shot - Enemies affected by Bola Snare are stunned, rather than slowed. Bola Snares can no longer stun enemies after bouncing with the Bank Shot augment. +2 Seconds Stun Duration
    • Notes: Reverted the stun duration back to how it was before, and returned the ability to stun multiple enemies. Added the functionality of Bola Snare’s no longer stunning after bouncing with the Bank Shot augment, making the stun much more skill oriented.
       
  • (L10) Stick With Me - While To The Rescue is active, nearby players are gradually healed. +150 Health per Second
    • Notes: This helix is fine as is.
  • (M10) Unfriendly Skies - After transforming back, Kid Ultra will create a bubble for 3 seconds, equal to the size of the healing radius he achieved in To The Rescue. Enemies inside the bubble are silenced. +2 Seconds Silence Duration
    • Notes: Changed the functionality of this helix to now create area of effect that silences enemies after Kid Ultra transforms back.
  • (R10) Explosive Entrance - To The Rescue damages enemies in addition to healing allies. +535 Damage
    • Notes: This helix no longer scales based on Kid Ultra’s level. Increased the level 10 damage by 168 to make this helix more appealing.
General
  • Base Shield: 300
  • Base Health 1020
  • Legendary:
     
  • Notes:
    • Increased Kid Ultra’s base health by 100 to help retain his survivability in this version of the game.
    • Removed the critical hit spot on Kid Ultra’s back.
Kleese
Energy Rift
  • Kleese opens up an Energy Rift that restores friendly shields by 88 and deals 88 damage to enemies every 3 seconds. A maximum of 3 Rifts, each have 450 health.

  • Notes: 12 second cooldown. Energy Rift is fine as is.

Energy Mortar
  • Kleese shoots a barrage of 6 Mortars at an area. Mortars damage enemies for 24 damage and deal 50% bonus damage to shields.

  • Notes: 10 second cooldown. Added the bonus damage to shield percentage to the description.

Black Hole
  • Kleese summons a Black Hole, which after 2.5 seconds pulls in enemies towards it, dealing 360 damage.

  • Notes: 50 second cooldown. Improved the description to include delay before the pull. A minor damage increase for consistency, and a slight cooldown reduction as a QoL change. Increased the deploy range by +200%, because as a back-line support, the range Kleese needed to be to use the skill was quite short. The area of effect of Black Hole is now more clearly seen by enemies.

Wrist Cannon and Shock Taser
  • Kleese fires energy blasts from his Wrist Cannon. He also fires a powerful Shock Taser from his chair, consuming its energy and dealing 50% bonus damage to shields.

  • Notes:

    • 45 damage primary and 40 damage secondary. Improved the description to include the bonus damage to shields percentage that Shock Taser receives, and that it consumes Tactical Battle Chair energy. Shock Taser can no longer damage enemies whom are blocking towards Kleese with a physical shield, or enemies whom are inside Reyna’s Photonic Ward, while Kleese is on the outside.
    • Increased Shock Taser’s initial range by 43% to revert it to how it was before. Increased Shock Taser’s sustain range by 30%, reverting it part of the way to how it used to be.
    • Slightly increased the velocity of Wrist Cannon, and increased it’s damage by +12.5%. Increasing the effectiveness of Wrist Cannon at the range it is normally used, and promoting the use of Kleese’s standard Wrist Cannon. Pressing (Mouse 2) while firing Kleese’s Wrist Cannon now provides increased zoom similar to that of Thorn.
Tactical Battle Chair
  • Kleese rolls into battle in the most deluxe of all battle furniture. It increases Kleese’s maximum shield capacity by 150, and an additional 15 per level. It also increases Kleese’s jump height, and jumping again in midair will extend the jump and consume the chair’s energy. Pressing ( R ) during an extended jump, cancels the jump.

  • Notes: 20 chair energy. Improved the description to better convey how Tactical Battle Chair preforms in game. Kleese now has horizontal control during his extended jumps. Added the ability to soft cancel extended jumps.

Battlefield Tactician
  • Kleese controls the battlefield through a variety of electrical based shield attacks, stripping away his enemies’ shields and buffing his teammates’ shields. When Kleese restores his allies’ shields, he is healed for 10% of the shields restored.

  • Notes: Added the old functionality of Kleese’s character legendary to his talent. Helping Kleese’s early game and slightly remedying one of Kleese’s major flaws.

Helix
  • (L1) Shocking Twist - Damage from Energy Mortars restores ally Battleborn shields. +100% Damage as Shield Healing
    • Notes: Reworded the description to better convey how the helix preforms in game. Shocking Twist also heals Kleese’s shield now.
  • (R1) Shocking Pulse - Energy Rift will shock nearby enemies dealing bonus shield damage. +50% Bonus Damage to Shields
    • Notes: This helix is fine as is.
       
  • (L2) Shiftless Shells - Increases Energy Mortar’s velocity and causes them to slow the enemy targets they hit. +35% Velocity, +3 Seconds Slow Duration
    • Notes: Added the functionality of increased velocity to make Energy Mortars more efficient at preventing enemies from escaping. Helping to make this helix more competitive with its neighbor.
  • (R2) Overloaded Mortars - Firing Energy Mortars will deplete Kleese’s shield and add it to their damage. +100% Current Shield as Damage
    • Notes: This helix is fine as is.
       
  • (L3) Moore’s Law - Kleese upgrades his Tactical Battle Chair, reducing the size of the chassis, while retaining the same level of performance. -15% Chassis Size
    • Notes: Replaced the old functionality of this helix with one that reduces the hit box size of Kleese’s Tactical Battle Chair exclusively. Helping this helix stay competitive with its neighbors.
  • (M3) Quantum Precision - Kleese’s Wrist Cannon now charges to fire a focused laser. Charging Kleese’s Wrist Cannon increases its damage and velocity.
    • Notes: Improved the description to include that charging Quantum Precision increase velocity. Increased Quantum Precision’s damage by 27% to revert it to how it was before, taking into account the recent increase to Wrist Cannon’s damage. Added a reticle cue similar to that of Beatrix’s helix Amplified Ampoules.
  • (R3) Don’t Tase Me Bro - Shock Taser now arcs to additional targets. +1 Additional Target
    • Notes: Increased the arc range by 57% to revert it to how it was before.
       
  • (L4) Rift Network - Energy Rifts will now link to each other when near each other. Their output will be increased times the number of rifts in the network.
    • Notes: Rift Network’s visual indicator now applies any rifts that are already deployed, and meet the condition, when the helix is activated.
  • (R4) Unstable Rifts - Energy Rifts now explode 1 second after they are deployed, dealing damage and restoring allies’ shields. +312 Damage, +100% Damage as Shield Healing
    • Notes: Drastically changed the functionality of this helix. Energy Rifts now explode 1 second after deploying, and restore allies’ shields based on 100% of the damage. The damage this helix deals now scales 12 increased damage per level. These changes, along with other changes made to Kleese, should make this helix more competitive with its neighbor.
       
  • (L5) Don’t Call it a Heal Chair - Kleese’s Tactical Battle Chair can heal nearby players every second. +89 Health per Second
    • Notes: Increased the healing per second to make this helix viable again. The healing this helix gives now scales 4 increased healing per level. Making this helix more balanced in the mid-game, while remaining strong in the late game. Increased the size of the green aura around Kleese, causing it to now accurately reflect Don’t Call it a Heal Chair’s heal range.
  • (M5) Extended Battery Life - Increases Kleese’s Tactical Battle Chair energy. +10 Chair Energy
    • Notes: This helix is fine as is.
  • (L5) Shock Therapy - While above 90% shield capacity, Kleese is immune to crowd control effects.
    • Notes: Changed the functionality of this helix to give Kleese a very restrictive way to avoid his biggest flaw. The very stringent requirement, along with the power of its neighbors, will keep this helix in-check.
       
  • (L6) Bulk Savings - Kleese can have an additional Energy Rift alive in the world. +1 Rift
    • Notes: Reworded the helix to better convey how it preforms in game.
  • (M6) Rift Farm - Decreases Energy Rift’s cooldown. -33% Cooldown Time
    • Notes: This helix is fine as is.
  • (R6) Watt’s the Matter? - For a short time after using Energy Mortar, Kleese can phase through enemies. +3 Seconds Phase Duration
    • Notes: Replaced the former functionality of this helix, as it didn’t really provide anything beneficial to Energy Mortar. Kleese now gains the ability to phase through enemies for a short time after using Energy Mortar. Giving a good complement to all Kleese builds, but especially the one based on Unstable Rifts. Kleese is not immune to damage or crowd control while this is active. If the phase ends while Kleese is inside an enemy, then he will be gently pushed out, similar to if he was inside an ally.
       
  • (L7) Geezer Pleaser - Killing an enemy with Energy Mortars instantly recharges Kleese’s shield.
    • Notes: This helix is fine as is.
  • (M7) Bouncing Balls of Death - Kleese’s Energy Mortars will now bounce and explode several times before their final explosion. +4 Bounces
    • Notes: Improved the description.
  • (R7) Tampered Mortars - Energy Mortars now all fire at the same time, blanketing an area.
    • Notes: This helix is fine as is.
       
  • (L8) Brains Before Brawn - Increases Kleese’s maximum shield strength and shield recharge rate. +240 Shield Strength, +105 Shield Recharge per Second
    • Notes: Increased the shield capacity and added the increased shield recharge rate to create uniformity to shield helix options.
  • (L8) Brawn Before Brains - Increases Kleese’s attack damage. +18% Attack Damage
    • Notes: This helix now increase all of Kleese’s attacks, instead of just his Shock Taser. Reduced the damage increase to account for the new power of this helix.
       
  • (L9) Better Rifts - Increases the max health and pulse speed of each Energy Rift. +450 Maximum Health, -33% Pulse Time
    • Notes: Added the old functionality of Quick Pulse to this helix.
  • (R9) More Rifts - Kleese now generates and stores 2 Energy Rifts at once.
    • Notes: Changed the functionality of this helix to now create 2 Energy Rifts every cooldown, as well as storing them. Giving the newly changed Unstable Rift helix an option that benefits that play style.
       
  • (L10) Sharing is Caring - Black Hole gives every friendly ally in range an overshield when it implodes. +225 Overshield for 8 seconds
    • Notes: Improved the description.
  • (M10) Insta-Hole - Black Hole’s time to pull enemies is greatly reduced. -50% Pull Time
    • Notes: -10% pull time as a QoL change.
  • (R10) Square Root of Pain - Increases Black Hole’s area of effect. +50% Area of Effect Radius
    • Notes: Replaced the functionality of this helix with one that increases Black Hole’s area of effect radius.
General
  • Base Shield: 465
  • Base Health: 1457
  • Legendary: +9.10 Skill Damage/+98 Maximum Shield Strength/Kleese Only: Adds an unique +98 shield to Kleese and his allies, which only he can charge.
     
  • Notes:
    • Completely removed the charge time on Kleese’s quick melee.
    • Kleese’s legendary essentially adds a dark blue overshield to any allies who can receive an overshield. The shield capacity can not be increased or decreased, and last for 8 seconds. Only Energy Rift, Shocking Twist, and Unstable Rifts can generate the shield. Just like an overshield, Overloaded Mortars doesn’t drain the shield or add it to its damage.
Marquis
Temporal Distortion
  • Creates a Temporal Distortion field lasting for 6 seconds after a short delay, slowing all enemies inside of the warp bubble.

  • Notes: 15 second cooldown. Made the description better at conveying information.

Predatory Strike
  • Deploys an owl that acts as an aerial mine. At close range, owls acquire and collide with enemies, dealing 142 damage. A maximum of 3 owls, each have 100 health.

  • Notes: 10 second cooldown. A negligible damage increase for consistency, and improved the description. Predatory Strikes will no longer disappear if the target they acquired dies before the owl collides with them. Instead, the owl will now travel to the location their target died, and will explode.

Bindleblast
  • Fires a single, powerful shot dealing 395 damage, and increases its damage the longer the shot is in flight. Must be charged before firing.

  • Notes:

    • 65 second cooldown. Bindleblast is a powerful ultimate, but because of its nature, it is not as impactful as other similar ultimates. Reducing its cooldown down to that of the other sniper characters should solidify its suppresive role.
    • Bindleblast now scales 20 increased damage per level, as apposed to 19. Removed the sway from Bindleblast, slightly reduced its charge time, slightly increased its blast radius, and Bindleblast no longer suffers from damage falloff. Bindleblast can no longer be destroyed.
Bindlebane
  • Marquis’ signature collapsible sniper rifle, fit with a custom hilt pistol for close-range engagement. Heavily augmentable.

  • Notes: 76 damage and 202 scoped damage, 6 magazine size. Reverted the damage to how it was before. Slightly increased the size of Bindlebane’s projectile to help improve the feel of the weapon, and to account for inaccuracies in its scope. Slightly reduced the time between when Bindlebane’s damage output changes from that of its hilt pistol, to that of its sniper rifle when scoped. Bindlebane’s hilt pistol no longer has damage fall off. Slightly reduced the recoil and accuracy bloom of Bindlebane.

Eins, Zwei, Die
  • Bindlebane shots mark targets. The third shot on the same target adds 50% of attack damage as bonus damage.

  • Notes: Reverted the bonus damage back to how it was before.

Titanium Dandy Mk VI
  • Marquis’ relatively fragile chassis necessitates careful, strategic engagement with enemy Battleborn. While inside of his Temporal Distortion bubble, Marquis gains greatly increased jump height.

  • Notes: Added the functionality of having Marquis gain additional jump height while inside of his Temporal Distortion. Giving him the ability to access sniper perches, or to aid in an escape. A 150-200% jump height increase.

Helix
  • (L1) The Great(er) Hoodini - Increases Predatory Strike damage. In addition, enemies acquired or damaged by Predatory Strike can not recharge their shields for a short time. +15% Damage, +5 Seconds Shield Recharge Prevention
    • Notes: Added the functionality of having enemies acquired or damage by Predatory Strike, to now be unable to recharge their shields for a short time. This stacks upon and resets Battleborn’s natural 5 second shield recharge delay.
  • (M1) Aerial Swiftness - Temporal Distortion deploys faster, and Predatory Strike owls acquire and attack nearby targets faster. -50% Activation Delay
    • Notes: Added the ability to for this helix to also reduce Temporal Distortion’s deploy time, helping to make it more competitive with it’s neighbors.
  • (R1) Waste Makes Haste - In addition to slowing enemies, Temporal Distortion now hastens allies. +30% Movement Speed for 4 seconds
    • Notes: This helix is fine as is.
       
  • (L2) Phaseflyer - Predatory Strike owls no longer collide with the world or projectiles, guaranteeing a hit on target when activated.
    • Notes: Updated the description to accurately convey how this helix preforms in game.
  • (M2) Eyes Everywhere - Predatory Strike owls automatically reveal nearby targets.
    • Notes: The reveal radius is now 100% bigger then the previous in game visual indicator. Making this helix useful again, but not broken like how it used to be. The owls still continuously reveal enemies, but they pulse quicker, allowing enemies to more reliably see the reveal radius.
  • (R2) Hoodunnit - Predatory Strike owls on the battlefield are cloaked.
    • Notes: This helix is fine as is.
       
  • (L3) Proficient Projectiles - Binblebane’s bullets penetrate multiple targets.
    • Notes: Changed the functionality of this helix to now allow Bindlebane’s bullets to penetrate enemies, as all other snipers have this ability.
  • (M3) Bullet Banker - Increases Bindlebane’s magazine size. +3 clip size
    • Notes: Increased the magazine size for consistency compared to similar helix choices.
  • (R3) Adaptable Railing - Fits Bindlebane with augments that gives it a variable-zoom scope and reduced recoil. +50% Zoom Range, -60% Recoil
    • Notes: Added the old functionality of Ocular Enhancements to this helix.
       
  • (L4) Time Killer - All enemies inside a Temporal Distortion bubble take damage over time. +81 Damage per Second
    • Notes: Fixed the description to display the proper damage over time.
  • (R4) Big Time - Enlarges Temporal Distortion’s area of effect. +50% Area of Effect Radius
    • Notes: Increased the area of effect radius to help this helix compete with it’s neighbor.
       
  • (L5) Efficiency Expert - Ein, Zwei, Die bonus damage is triggered on the second consecutive hit of a marked target, rather than the third.
    • Notes: This helix is fine as is.
  • (M5) Executive Access - The bullet boosted by Ein, Zwei, Die now deals area of effect damage and reveals enemies.
    • Notes: Replaced the former functionality of this helix. The area of effect size is similar to that of Windfall. The ability to damage multiple enemies at once should be appealing in some scenarios, and the ability to reveal will have niche usages when fighting enemies that can cloak.
  • (R5) Ein, Zwei, Cry - Increases Ein, Zwei, Die’s bonus damage. +35% Bonus Damage
    • Notes: With Ein, Zwei, Die’s bonus damage going back up to 50%, there is literally no reason to use this helix choice over Efficiency Expert. So the the bonus damage was increased slightly to make it actually viable.
       
  • (L6) Long-Haul Hoodini - Increases Predatory Strike’s casting range. In addition, if an enemy is in Marquis’ crosshairs when he cast Predatory Strike, the owl will immediately acquire and attack them. +30% Cast Distance
    • Notes: Added the functionality of having Predatory Strikes immediately acquire and attack an enemy, if they are in Marquis’ crosshairs when he cast the skill. Making them preform more like a homing bomb, instead of an aerial mine.
  • (M6) Parliamentary, My Dear! - Increases the maximum number of Predatory Strike owls that can be on the battlefield at once. +2 Active Owls
    • Notes: This helix is fine as is.
  • (R6) Distant Time - Increases Temporal Distortion’s casting range. +30% Cast Distance
    • Notes: This helix is fine as is.
       
  • (L7) Autoloader - Increases Marquis’ reload and attack speed. +25% Reload and Attack Speed
    • Notes: Changed the wording to include Marquis’ quick melee.
  • (R7) Bang for the Buck - Increases Marquis’ attack damage. +18% Attack Damage
    • Notes: Changed the wording to include Marquis’ quick melee.
       
  • (L8) Windfall - Upon detonation, Predatory Strike owls leave behind areas of effect that deal damage over time. +720 Damage over 6 Seconds
    • Notes: This helix is fine as is.
  • (R8) Hoot of the Vigilant - Predatory Strike owls behave like sentries, and can fire on nearby enemies twice before detonation.
    • Notes: Boosted the damage of the 2 projectiles the owls shoot. They now deal the same damage as Predatory Strike, but have a reduced radius. Increased how fast the owls fire the projectiles. This should help the helix stay more competitive with its neighbor.
       
  • (L9) Time to Spare - Increases the duration of Temporal Distortion’s warp bubble. +3 Seconds Duration
    • Notes: +1 second QoL change.
  • (R9) Cease and Desist - The center of Temporal Distortion now reduces all forms of enemy movement, including attack and reload speed.
    • Notes: Returned the ability for Temporal Distortion’s slow to reduce enemy attack and reload speed. The center of Temporal Distortion is now indicated by a second bubble that has a blue tinge, and is 35% smaller than Temporal Distortion.
       
  • (L10) Bindleblast(s) - After charging, Bindleblast fires two shots with slightly reduced damage. The first shot creates a Temporal Distortion field where it lands, and the second creates a Predatory Strike. +1 Shot, -33% Damage per Shot
    • Notes: Added the functionality of having Bindleblast create a Temporal Distortion and Predatory Strike where it lands.
  • (R10) wallhax.exe - Bindleblast’s shots can now pierce world terrain to strike targets. Major enemies are revealed in the scope.
    • Notes: This helix no longer causes Bindleblast to deal slightly less damage, and no longer causes self-damage to Marquis. Changed the highlighted enemies to all major enemies, not just Battleborn.
General
  • Base Shield: 300
  • Base Health: 1010
  • Legendary:
     
  • Notes:
    • Reverted Marquis’ health to how it was before.
Phoebe
Phasegate
  • After a brief charging period, Phoebe teleports to a target location, releasing the charge, dealing 142 damage to nearby enemies.

  • Notes: 19 second cooldown. Reduced the cooldown, as Phoebe’s viability is mostly going to be secured through increasing her mobility. Phasegate’s casting time is now 3 times faster. Increased the range of Phasegate by +20%. Improved the targeting mechanic of Phasegate, making it more similar to that of ISIC’s Plasma Dash.

Blade Rush
  • Phoebe launches a barrage of four charged rapiers that penetrate and damage enemies for 36 damage each. Rapiers deal 50% bonus damage to shields and wound enemies for 4 seconds.

  • Notes: 17 second cooldown. Added the functionality of Blade Rush dealing +50% bonus damage to shields, as the skill is very bland without helix choices and it fits the LLC theme. Add a 4 second wound and mildly increased the velocity of the rapiers. If Blade Rush is used while attacking, it now has no casting animation.

Blade Cascade
  • Conjures a storm of falling rapiers dealing 179 damage for 6 seconds to a large area.

  • Notes: 55 second cooldown. Increased the duration of Blade Cascade to make it better at area denial.

Five Virtues
  • Phoebe’s primary attack chains multiple melee rapier strikes.

  • Notes: 63/75/75/94 primary combo. Increased Five Virtues’ attack speed by 5%.

True Strike
  • Phoebe swipes at enemies and activates her high-tech formal wear to propel herself in any direction.

  • Notes: 66 damage. Phoebe can now use True Strike midair and increased its damage by 20%.

Technocratic Parry
  • Activating Phoebe’s off-hand melee while attacking causes her to reflect projectiles and block enemy melee strikes for 2 seconds. Phoebe also transfers all minor crowd control effects and silences she is suffering from to her first attacker. Can be used once every 8 seconds.

  • Notes:

    • Replaced Phoebe’s ambiguous talent with Technocratic Parry. Giving her an actual talent and it fits her fencing base play style. Phoebe can sprint while using Technocratic Parry. Activating any skill or attack, besides Phoebe’s quick melee, cancels the parry. Visually
    • Phoebe’s 4 rapiers take a defensive position around Phoebe, creating an angled semi-cone in front of her face and torso. Added a resource meter to Phoebe’s HUD to indicate the time until the parry is off cooldown.
    • All projectiles that hit the front half of Phoebe are reflected back at enemies during the duration. All melee damage that hits the front half of Phoebe is blocked but not reflected during the duration, effectively giving her immunity to melee damage.
    • While suffering from most minor crowd control effects, the first enemy that damages Phoebe will inherent the full duration of the debuff regardless of where they damage her. This includes enemies that have their projectiles reflected or melee blocked. When this happens Phoebe is instantly cleansed of the crowd control effect.
Helix
  • (L1) Exiting Phasegate grants increased movement speed for a short time. +30% Movement Speed for 6 Seconds
    • Notes: 3 second duration increase to help this helix stay competitive with its neighbor. The description now updates when Phase Stability is activated.
  • (R1) Preparation - Enemies hit by Blade Rush will be marked and then silenced when damage by Phoebe’s melee. +3 Seconds Silence Duration
    • Notes: Slightly increased the duration of the mark, and reworded it so that any melee damage Phoebe deals will now proc the silence.
       
  • (L2) Static Discharge - Phasegate creates a field at Phoebe’s target destination that heals ally shields over time. +630 Shield Healing over 6 Seconds
    • Notes: Changed the functionality of Shield Resonators and renamed the helix. This helix now creates an area of effect that heals ally shields over time. Giving it synergy with Phase Stability and helping it to compete with its neighbor, at least in PvE.
  • (R2) Phase Distortion - Phasegate creates a field at Phoebe’s target destination that slows nearby enemies. +6 Seconds Field Duration, +1.5 Seconds Slow Duration
    • Notes: Reworded the description to better convey how this helix preforms in game.
       
  • (L3) Shield Stabilizers - Increases maximum shield strength and shield recharge rate. +240 Shield Strength, +105 Shield Recharge per Second
    • Notes: This helix is fine as is.
  • (M3) Crosscut - After completing her primary melee combo, Phoebe temporarily deals increased damage with True Strike. +150% Damage
    • Notes: This helix is fine as is.
  • (R3) Sharpened Blades - Increases Phoebe’s attack damage. +18% Attack Damage
    • Notes: This helix is fine as is.
       
  • (L4) Unintended Innovation - Blade Rush deals increased damage, and explodes every time a rapier penetrates an enemy or hits terrain. +15% Damage
    • Notes: Reworked the functionality of this helix, allowing for multiple explosions, and replacing the reduced velocity with increased damage. The explosion doesn’t deal damage to the enemy that Blade Rush penetrated.
  • (R4) Raddoppio - When Blade Rush strikes an enemy, the skill’s cooldown is reduced. -2 Seconds Cooldown Time per Blade
    • Notes: Removed the need to strike a major enemy to get the maximum cooldown from this helix. A QoL changed aimed more at increasing the impact of this helix in PvE. Fixed an issue where rapiers that already pierced through an enemy, would not reduce Blade Rush’s cooldown again.
       
  • (L5) Passata Sotto - Landing a hit with True Strike increases Phoebe’s defense for a short time. +30% Damage Reduction for 3 Seconds
    • Notes: This helix is fine as is.
  • (M5) Blade Sweep - True Strike chains a second attack after the dodge that hits all targets in close range, dealing increased damage. +50% Damage
    • Notes: Added the damage increase Blade Sweep receives. Drastically reduced the chance that Blade Sweep will fail to activate when True Strike is used.
  • (R5) Balestra - Grants Phoebe the ability to True Strike vertically.
    • Notes: Replaced Reprise as for the most part it was inferior to Blade Sweep. Added the functionality of allowing True Strike to propel Phoebe vertically. Increasing the ways in which Phoebe can be played, and promoting her new emphasis on mobility.
       
  • (L6) Phasegate V2 -
    • Notes:
  • (M6) Contingency Plan - When Phoebe’s shield is broken, Phasegate’s cooldown in instantly reset.
    • Notes: Fixed an issue that caused Phasegate to cancel and go on cooldown if Phoebe’s shield broke mid-cast.
  • (R6)
    • Notes:
       
  • (L7) Core Overload - Repeatedly meleeing enemies within 2 seconds stacks reduced shield recharge delay up to 10 times. Up to -90% Shield Recharge Delay
    • Notes:
  • (R7) Flurry - Increases Phoebe’s attack speed. +20% Attack Speed
    • Notes: Reworded the description to include Phoebe’s primary, True Strike, and quick melee.
       
  • (L8) Scientific Method - Substantially increases Phasegate’s casting range. +50% Maximum Range
    • Notes: Added Scientific Method’s new range increase to the description.
  • (R8) Phase Stability - Increases the damage of Phasegate and the duration of Aggressive Advance, Static Discharge, and Phase Distortion. +15% Damage, +6 Seconds Duration
    • Notes: Improved the description to prevent confusion.
       
  • (L9) Maiming Strike - Enemies hit by Blade Rush are weakened, dealing reduced damage for a short time. -30% Damage for 5 Seconds
    • Notes: Changed the functionality of The Conduit, as it was very lackluster. Blade Rush now weakens enemies for a short time. Increasing Phoebe’s utility and making this level actually impactful.
  • (M9) Combo Breaker - Phoebe now launches one additional rapier. +1 Rapier
    • Notes: Changed the functionality of Close-Quarters Training, as it was somewhat lackluster. Blade Rush now launches 5 rapiers, increasing the damage of Blade Rush like all of the previous helix choices did on this level. But it also increases Blade Rush’s utility when combined with other Blade Rush specific helix choices.
  • (R9) Vampiric Tendencies - Health damage dealt by Blade Rush is returned to Phoebe as health. +100% Life Steal
    • Notes: Changed the functionality of Refined Technique, as it didn’t fit the play style of how Blade Rush is typically used. Health damage dealt by Blade Rush now returns to Phoebe as health, increasing the skill’s utility, as that’s its primary role.
       
  • (L10) Calamitous Cascade - Increases the damage of Blade Cascade. In addition, enemies struck by Blade Cascade suffer increased damage from all sources for a short time. +15% Damage, +16% Damage Amplification
    • Notes: Added part of the old functionality of Core Overload to help this helix compete with its neighbors.
  • (M10) Stormbringer - Causes Blade Cascade to travel with Phoebe, but it reduces its area of effect radius. -60% Area of Effect Radius
    • Notes: Changed this helix so that it reduces Blade Cascade’s radius instead of its damage. Making this helix viable now. Giving the player massive single target DPS, at the cost of Blade Cascade’s superb zoning ability and the bonuses Stormbringer’s neighbor’s provide. Stormbringer can now be cancelled by certain crowd control effects.
  • (R10) Swordstorm - Increases Blade Cascade’s area of effect. Moving through the area grants a temporary boost in movement speed. +50% Area of Effect Radius, +30% Movement Speed
    • Notes: This helix is fine as is.
General
  • Base Shield: 300
  • Base Health: 1462
  • Legendary:
     
  • Notes:
    *

(Pandora's Industrial Engineer) #5

UPR

Benedict
Hawkeye
  • Fires a rocket that deals 142 damage and targets enemies for 3 seconds. Subsequent rockets home in on targeted enemies.

  • Notes: 19 second cooldown. A minor damage increase for consistency. Fixed an issue where if Hawkeye targets more than one enemy, and the first one it selects dies, then the following rockets would not home in on the other targeted enemies. Added a visual overlay to the HUD of Battleborn affected by Hawkeye, similar to that of Reyna’s Priority Target.

Liftoff
  • Launches Benedict skyward for a strategic advantage or a hasty withdrawal from combat.

  • Notes: 15 second cooldown. Liftoff is fine as is.

Boomsday
  • Launches a player-guided missile that deals 525 damage. Reactivating the skill in-flight triggers early detonation.

  • Notes: 70 second cooldown. Reduced the cooldown, as there is enough risk in using the skill past short range, that it doesn’t need a horrendously long cooldown when compared to that of other similar ultimates. Boomsday no longer suffers from damage falloff, all enemies hit by Boomsday take its full damage. Moved the 3rd person camera further back, increasing the FOV.

UPR-SM23 Rocket Launcher
  • Benedict’s trademark Rocket Launcher deals heavy damage in a wide explosive radius. Enemies can destroy Benedict’s rockets in midair.

  • Notes: 211 damage, 5 magazine size. Improved the description and reverted the damage to how it used to be. Benedict’s rockets can now score critical hits like they used to.

Flyboy
  • Jumping again in the air allows Benedict to double-jump. Toggling secondary attack while in the air causes Benedict to Glide for a limited time.

  • Notes: Changed Glide into a toggle-able ability, giving the player better control over Benedict while gliding. Benedict can now fire Hawkeye while continuously Gliding, and gliding up against a wall no longer cancels Glide.

High-Tech Ego
  • Benedict uses a new prototype multistage fuel in his standard rockets. Causing any non-homing rockets to gain increased velocity the longer they are in the air. Landing standard direct hits also boost Benedict’s ego, granting him up to 25% reload speed for a short time, based on how far away the target was.

  • Notes:

    • Benedict is a rocket launcher character that highly emphasizes accuracy. So he is getting a talent that rewards long distance precision play that doesn’t rely on Hawkeye. While also keeping Hawkeye’s balance in check.
    • Standard rockets now gain increased velocity the farther they fly, and direct hits boost Benedict’s reload speed based on how far away the target was.
Helix
  • (L1) Evasive Pattern Benedict - Liftoff now launches up and towards the direction Benedict is currently moving.
    • Notes: Added functionality similar to that of Deande’s old helix Double Trouble. Helping this helix have better usability for player’s with lower sensitivity, as well as helping it to compete with its neighbors.
  • (M1)
    • Notes:
  • (R1) Persistent Projectiles - Hawkeye’s target effect lasts longer. +1 Second Homing Duration
    • Notes: This helix is fine as is.
       
  • (L2) Make Some Room - On activation, Liftoff pushes nearby enemies away.
    • Notes: This helix is fine as is.
  • (R2) Blinding Ego - On activation, Liftoff blinds nearby enemies. +1 Second Blind
    • Notes: Replaced the slow with a blind. Making this helix more competitive with it’s neighbor, especially in PvE.
       
  • (L3) Ready Rockets - Increases Rocket Launcher’s reload speed. +30% Reload Speed
    • Notes: This helix is fine as is.
  • (R3)
    • Notes:
       
  • (L4) Rapid Reload - Activating Hawkeye instantly reloads Benedict’s Rocket Launcher. Additionally, while Hawkeye’s tracking is active, all rockets fired don’t consume ammo.
    • Notes: Added new functionality to this helix to help it compete with its neighbor.
  • (R4) A Murder of Rockets - Hawkeye now launches three rockets in rapid succession. +2 Rockets
    • Notes: This helix is fine as is.
       
  • (L5) Glide-iator - Grants a second air jump.
    • Notes: This helix is fine as is.
  • (M5) Divebomb - While gliding, press the off-hand melee button to divebomb enemies, dealing damage and pushing them back. This can be used every 8 seconds.
    • Notes: Removed the maximum angle at which this helix can target a landing zone, making it so that if benedict can see a target-able area, he can dive to it. Dramatically reduced the time it takes Benedict to recover after executing a Divebomb. Fixed a bug that allowed Divebomb to lauch Benedict upward an unlimited amount when used up against certain walls.
  • (R5) Tailwind - Benedict brings his wings together while gliding, reducing his hit box and increasing his in-air speed. +30% Flight Speed
    • Notes: This helix was already pretty good, but it needed a little something to make it more impactful in actual combat. Added the functionality of slightly reducing Benedict’s hit box while gliding, and a +5% flight speed QoL change.
       
  • (L6)
    • Notes:
  • (R6) Heavy Bombardment - Homing Rockets deal increased damage to enemies. +20% Damage
    • Notes: This helix is fine as is.
       
  • (L7)
    • Notes:
  • (M7)
    • Notes:
  • (R7) Fire Power - Increases Benedict’s attack damage. +18% Attack Damage
    • Notes: Removed the penalty from this helix and reworded it to include Benedict’s quick melee.
       
  • (L8) Frequent Flyer - Reduces Liftoff cooldown, allowing more frequent use. -25% Cooldown Time
    • Notes: This helix is fine as is.
  • (R8) Mile High - Increases the height at which Liftoff launches Benedict. +50% Launch Height
    • Notes: Changed the functionality of this helix to now increase Liftoff’s launch height.
      &nbsp:
  • (L9) Less Talk, More Hawk - Reduces Hawkeye’s cooldown. -25% Cooldown Time
    • Notes: This helix is fine as is.
  • (M9)
    • Notes:
  • (R9)
    • Notes:
      &nbsp:
  • (L10)
    • Notes:
  • (M10) Phoenix Protocol - Boomsday scorches the earth at its detonation site, dealing damage over time to nearby enemies. +640 Damage over 6 Seconds
    • Notes: Reduced the duration and increased the damage in suit of the general increase to damage-over-time abilities. Plus it’s a level 10 helix, it should be powerful.
  • (R10) Bird of Boom - Benedict grabs onto Boomsday and rides behind it, following it to it’s destination.
    • Notes: Changed the functionality of this helix as it wasn’t very practical. Benedict now rides behind Boomsday, instead of staying where he was when he fired it. Boomsday still can’t be interrupted by CC, and Boomsday is still immune to damage, but Benedict is not. If Benedict is killed during Boomsday, it preforms like it normally would.
General
  • Base Shield: 300
  • Base Health: 993
  • Legendary: +21.00% Reload Speed/+5.46% Attack Damage/Benedict Only: Landing rocket hits while airborne reduces all active cooldowns by 1 second.
     
  • Notes:
    • Reverted Benedict’s health to how it used to be and increased it by 10.
    • Slightly increased the range of his quick melee.
Ernest
Power Egg
  • Deploys a beacon that imparts bonuses to allies in range. Attack Mode boosts attack speed by 25%, while Defense Mode reduces damage taken by 30%. The beacon has 450 health.

  • Notes: 18 second cooldown. Increased the damage reduction of Defense Mode by +15% to make that play style more appealing and competitive. Improved the description to include the health Power Egg has.

Explosive Charge
  • Heave an explosive charge that sticks to the world and enemies. Detonates upon activation of Ernest’s Detonator, dealing 208 damage to enemies in range. A maximum of 2 charges, each have 175 health.

  • Notes:

    • 12 second cooldown. Explosive Charge no longer suffers from damage fall off and improved the description. Explosive Charges no longer explode when destroyed by enemies, giving the skill better counter play. Explosive Charges can now explode instantly after deploying.
    • Explosive Charges stuck to world terrain will now be picked up by enemies that pass over them. Explosive charges that are stuck to enemies are now invisible to them and indestructible. Explosive Charges now stay stuck to enemies until they die, successfully teleport back to base, or until Ernest detonates them.
Mine Grid
  • Deploys a grid of 11 mines that explode on contact with an enemy, dealing 188 damage each. Each mine has 250 health.

  • Notes: 45 second cooldown. Removed the maximum angle at which Ernest can throw Mine Grind, increasing its potential deploy range. Mine Grid can now be destroyed by enemies and last until Ernest deploys another Mine Grid. Increased Mine Grid’s damage as a trade off for it now being destructible.

UPR-G73 Grenade Launcher
  • Ernest’s trademark UPR Grenade Launcher launches explosive canisters that detonate on impact with an enemy, or after 3 seconds.

  • Notes: 125 primary damage, 6 magazine size. Reverted the damage and increased the blast radius by 11.1% to make it how it was before. Made it so Ernest’s Grenade Launcher can now score critical hits. Greatly reduced the arc at which Ernest’s grenades travel, improving his effectiveness in most engagements. The change to the arc of Ernest grenades also inhibits his ability to damage enemies while behind terrain, reducing his effectiveness at spamming undesirable areas.

Direct Hit
  • Grenades that directly hit an enemy deal 15% additional damage.

  • Notes: Direct hit is fine as is.

Detonator
  • Ernest’s Detonator can be used to detonate deployed Explosive Charges or switch between Power Egg modes.

  • Notes: Ernest can now use Detonator while firing his Grenade Launcher.

Helix
  • (L1) Eggcelerator - While in Attack Mode, Power Egg grants a movement speed boost to allies in range. And while in Defense Mode, Power Egg grants reduced cooldown to allies in range. +30% Movement Speed, -15% Cooldown Time
    • Notes: Added the ability for this helix to reduce ally cooldown time while in Defense Mode. Giving the player equal opportunities when focusing on Defense Mode, and helping this helix to compete with its neighbor.
  • (R1) Concussive Charge - Explosive Charges push enemies and Ernest away from the blast when detonated.
    • Notes: Increased the push back effect by 200%, giving Explosive Charge worthwhile utility. Concussive Charge’s push back stacks only for Ernest and not for enemies. If Explosive Charge is stuck to an enemy, then it will fall off and detonate a faction of a second later, so that the enemy will actually be pushed back.
       
  • (L2) Eggslowerator - While in Defense Mode, Power Egg slows enemies in range. -30% Movement Speed
    • Notes: This helix is fine as is.
  • (M2) Never Stop Shooting - While in Attack Mode, Power Egg grants a reload speed bonus to allies in range. +20% Reload Speed
    • Notes: This helix is fine as is.
  • (R2) The Most Important Meal - While in Attack Mode, Power Egg grants an attack damage boost to allies in range. +10% Damage
    • Notes: This helix is fine as is.
       
  • (L3) One 'N Done - Ernest uses a speed loader to reload all 6 grenades at once.
    • Notes: The former functionality of this helix was very lackluster, as it did very little for Ernest. Replaced it with the ability to reload all 6 grenades at once. Similar speed to how fast Ernest reloads 2 grenades.
  • (M3) Bomb Suit - Grants a damage reduction bonus against area-of-effect damage. +35% Damage Reduction
    • Notes: This helix is fine as is.
  • (R3) Trigger Delay - Direct Hit will now trigger when impacting enemies after a single bounce on the ground.
    • Notes: This helix is fine as is.
       
  • (L4) Chain Reaction - Increases the number of Explosive Charges that can be active at once, and detonating an Explosive Charge will also detonate any other Explosive Charges in range. +2 Charges
    • Notes: Added the old functionality of Bonus Boom to this helix.
  • (R4) Rusty Spikes - Directly sticking an enemy with an Explosive Charge will silence them. Enemies Ernest recently silenced, can’t not be silenced by him again for the next 10 seconds. +3 Seconds Silence Duration
    • Notes: Replaced the functionality of this helix as it was added to Chain Reaction. Enemies are not silenced by the explosion, or if they happen to pick an Explosive Charge up off the terrain. Added a feature to prevent this helix from being abused when used in conjunction with Expedited Explosives.
       
  • (L5) Shellshocker - Damaging an enemy with Direct Hit wounds them and increases Ernest’s grenade velocity for a brief time. +1 Second Wound Duration, +50% Velocity for 3 Seconds
    • Notes: Added the functionality of increasing Ernest’s grenade velocity for a brief time.
  • (M5) The Ol’ Razzle-Dazzle - Direct Hit marks enemies. Direct Hit deals increased damage to marked enemies, consuming the mark. +15% Damage
    • Notes: This helix is fine as is.
  • (R5) Expedited Explosives - Direct Hit reduces Explosive Charge’s cooldown. Reduces Cooldown by 2 Seconds per Hit
    • Notes: This helix is fine as is.
       
  • (L6) Reinforced Shell - Adds a healing over time to Power Egg’s Defense and Attack Mode. +30 Healing per Second
    • Notes: Changed the functionality of this helix to one that rounds out Ernest’s role as a defensive support character, and to make it more competitive with its neighbor.
  • (R6) Secondary Strike - A mortar shell rains down 3 seconds after an Explosive Charge detonates, damaging enemies in range. +208 Damage
    • Notes: Moved Secondary Strike to this helix. The mortar shell is now affected by Concussive Charge.
       
  • (L7) Rapid Launcher - Increases Ernest’s attack speed. +20% Attack Speed
    • Notes: Increased the attack speed percentage to create conformity in similar helix choices. Reworded the description to include Ernest’s Grenade Launcher and quick melee.
  • (R7) Greased Canisters - Increases Grenade Launcher reload speed. +25% Reload Speed
    • Notes: This helix is fine as is.
       
  • (L8) Over Easy - Adds a defensive shield to Power Egg’s Defense and Attack Mode. Should Over Easy go down, it will redeploy after a short delay. +450 Maximum Shield Strength
    • Notes: Improved the description and slightly increased the radius of Over Easy.
  • (M8) Rotten Egg - While in Attack Mode, Power Egg damages enemies in range every 1.5 seconds. +135 Damage per Pulse
    • Notes: Rotten Egg’s pulse now passes through terrain.
  • (R8) Hard-Boiled - While in defense mode, all allies within range occasionally reflect projectiles that hit them. +20% Reflect Chance
    • Notes: Changed the functionality of this helix, as defense mode didn’t need more than 30% damage reduction. Added a small chance for all affected allies to reflect projectiles that hit them.
       
  • (L9) Bombastic Blast - Increases Explosive Charge’s blast radius. +25% Area of Effect Radius
    • Notes: This helix is fine as is.
  • (R9) Shrapnel Burst - Increases damage dealt by Explosive Charge. +15% Damage
    • Notes: This helix is fine as is.
       
  • (L10) Gridlock - Enemies damaged by Mine Grid mines are slowed for a brief time. +3 Second Slow Duration
    • Notes: This helix is fine as is.
  • (M10) Search and Destroyed - Mind Grid mines now behave like Explosive Charges, inheriting their properties, but retaining the ability to explode on contact with enemies.
    • Notes: Moved Proximity Alarm here and changed its functionality.
  • (R10) Watch Your Step - Cloaks Mine Grid, and causes each mine that damages an enemy to increase the damage dealt by subsequent mine explosions. +10% Damage per Mine Hit
    • Notes: Added the ability to cloak Mine Grid to help circumvent its new flaws, and to help this helix stay competitive with its neighbors.
General
  • Base Shield: 300
  • Base Health: 1199
  • Legendary:
     
  • Notes:
    *
Galilea
Shield Throw
  • Galilea throws her Greatshield, dealing 208 damage and stunning the target for 2 seconds.

  • Notes: 19 second cooldown. Reverted the damage back to how it was before it was changed. Slightly increased the hit box and velocity of Shield Throw to improve the feel of the skill.

Desecrate
  • Galilea curses the ground beneath her feet, amplifying damage to enemies within the area by 16% for 8 seconds.

  • Notes: 26 second cooldown. Added the damage amplification percentage to the description. Changed the color of the visual indicator enemies see, when debuffed by Desecrate’s damage amplification, to blue.

Sentinel's Greatstance
  • Galilea takes a stance, surrounding herself with 4 Greatshields, granting her immunity to damage and crowd control effects for 4 seconds. During this time Galilea heals 260 health and deploys a Desecrate field which follows her for the duration.

  • Notes:

    • 60 second cooldown. Increased the cooldown slightly to account for the new power this skill presents. Galilea can not sprint during Sentinel’s Greatstance. The camera during Sentinel’s Greatstance is in 3rd person, similar to Rath’s Dreadwind.
    • The Desecrate field granted by this skill follows Galilea for the 4 second duration, and then lives out the rest of it’s duration wherever Galilea was at the time the skill ended. Updated the description of Galilea’s helix Vortex to prevent unwanted hard CC chains from happening with Sentinel’s Greatstance.
    • Galilea’s old ultimate Abyssal Form, was very lackluster and didn’t truly promote the playstyle of an aggressive brawler. Where as Sentinel’s Greatstance is used to engage and disrupt, as opposed to disengage a fight. The loss of her ability to circumvent body blocking and the de-aggro from AI during Abyssal Form will be a reduction in performance, but her new ultimate should make up for it with the bonuses it provides.
Wraith’s Greatsword
  • Galilea’s primary attack strings a series of attacks with her Greatsword in a swift combo.

  • Notes: 78/78/39/39/39/39 primary combo. Returned her primary almost to where it was before and reworded the weapons description to reflect what it does in game. Removed the necessity to be moving to gain her combo finisher, as there is no reason to have it, if she can’t sprint while attacking by default.

Corruption
  • Attacking and using skills accelerate Galilea’s Corruption, which deals up to 22 damage per second. Corruption steals health from nearby enemies equal to 15% of the damage dealt.

  • Notes: Increased Galilea’s Corruption growth rate by 67% to revert it to how it used to be. Added the life steal amount to the description. Reduced the number of stacks it takes to achieve max stacks back to 20, and increased Corruption’s radius by 25% to revert it to how it used to be.

Sentinel’s Greatshield
  • Galilea’s secondary attack raises her Greatshield, absorbing up to 1000 damage at the cost of agility. Blocking without her Greatshield causes Galilea to take 70% reduced damage.

  • Notes:

    • Fixed a bug that allowed splash damage to pierce Galilea’s shield if it hit her at a certain angle. Also made the shield much more responsive, deploy slightly faster, and it will now cancel select animations in favor of blocking.
    • Updated the description to include what happens when Galilea blocks without her shield. Removed the visual effects that obscured player vision while blocking with Corruption stacks.
Helix
  • (L1) Herald’s Return - When Shield Throw hits a target, Galilea’s Greatshield returns to her hand, and Shield Throw’s cooldown is slightly reduced. -5 Seconds Cooldown Time
    • Notes: This helix is fine as is.
  • (M1) Vortex - When Desecrate is activated, enemies are pulled towards Galilea. Enemies Galilea recently pulled, can’t not be pulled by her again for the next 10 seconds.
    • Notes: Added a feature to prevent this helix from being abused when used in conjunction with Sentinel’s Greatstance. Fixed an issue where certain enemies, like most Thrall, would roll backwards after being pulled. Reverted Vortex back to a crowd control pull, instead of a physics pull.
  • (R1) Calamity - Enemies that are in or enter a Desecrate field will damage themselves based on 120% of the health they gain. This effect can only happen once per enemy per Desecrate field. +5 Seconds Damage Duration
    • Notes: Changed the functionality of this helix. Desecrate no longer wounds enemies, instead enemies will damage themselves for 120% of the health they receive. This effectively cancels out the health received and causes enemies to damage themselves for 20% of the health they would normally be getting. This is considered Galilea’s damage and is increased by her skill damage.
       
  • (L2) Skilled Throw - Shield Throw bounces to up to 3 additional nearby targets, dealing a reduced stun effect and reduced damage with each consecutive hit. -50% Damage and Stun Duration per Bounce
    • Notes: Updated the description to include the number of additional targets Shield Throw can now hit, and added the ability for it to deal a reduced stun effect. Fixed a bug that caused Skilled Throw to hit the same enemy multiple times and each bounce now deals 50% less damage each bounce, instead of all 3 bounces dealing -50% of the base damage.
  • (R2) Mark of the Feeble - Enemies hit by Shield Throw are wounded, reducing health received by 60%. +5 Seconds Wound Duration
    • Notes: Updated the description to reflect how wounds preform in game.
       
  • (L3) Corrupted Agility - Actively blocking incoming damage causes Galilea’s Corruption to increase. As well as allowing Galilea to attack while sprinting.
    • Notes: This helix was one of the worst in the game and having the neighbor it did, didn’t help. Added the ability to attack while sprinting because it used to be something she could do by default, and it’s about the only thing that could compete with It’s Dangerous to Go Alone. Fixed an issue where blocking melee attacks would not cause Galilea to build Corruption.
  • (M3) Gashing Bash - Increases the amount of damage Galilea’s Greatshield can block. In addition, using Galilea’s off-hand melee attack while blocking, now causes her to ram her shield forward. Dealing damage in a wide area and applying a bleed. +100% Damage Blocking, +120 Damage over 3 Seconds
    • Notes: Galilea does not block damage with her Greatshield when she rams it forward. Added the increased blocking and reworked the original helix into a damage source that flows between leaving and entering blocking. All of this should help it stay viable with its neighbors. Gashing Bash now scales with and is increased by skill damage.
  • (R3) It’s Dangerous to Go Alone - While Galilea’s health is full, swinging her Greatsword unleashes a ranged blast of energy. +67 Damage.
    • Notes: Increased the number of energy bolts created during Galilea’s combo finisher back up to 5. The energy bolts now deal full damage at all ranges.
       
  • (L4) Chaotic Infusion - Allies within Desecrate fields are healed over time. +60 Healing per Second
    • Notes: +100% healing. Reverted the healing back to where it was before. This should help this helix stay competitive with it’s neighbors. Desecrate now has a slight green hue to it.
  • (M4) Bleak Quiet - Enemies that are in or enter a Desecrate field are silenced. This effect can only happen once per enemy per Desecrate field. +3 Seconds Silence Duration
    • Notes: Reworked how this effect applies, improving Galilea’s role as a Territorial character. This helix was already very powerful, but this helps enforce how scary Galilea should be in her territory. Desecrate now has a slight blue hue to it.
  • (R4) Forsaken Grounds - Desecrate deals damage to enemies inside its area of effect. +581 Damage over 8 Seconds
    • Notes: Reverted the damage to how it was before. The damage is now able to be boosted by Desecrate’s damage amplification. This should help this helix stay competitive with it’s neighbors. Desecrate now has a slight red hue to it.
       
  • (L5) Last Light - Galilea regenerates health while Corruption is active. +21 Health Regeneration per Second
    • Notes: This helix is fine as is.
  • (M5) Antihero - Increases Galilea’s attack speed as her Corruption grows. Up to +35% Attack Speed
    • Notes: Reverted this helix to how it was before. The new state of Battleborn and the necessity to build and maintain this bonus helps to keep it in line.
  • (R5) The Pact - Increases the damage and life-steal of Corruption. +50% Damage and Life-Steal
    • Notes: Again, replaced a very lackluster helix with one that should be more competitive with its neighbors.
       
  • (L6) Dark Age - Increases Desecrate’s duration. +4 Seconds Duration
    • Notes: +1 second duration QoL change.
  • (R6) Forsaking Others - Hitting enemies with Shield Throw heals Galilea for a small amount. +105 Health over 5 Seconds per Enemy
    • Notes: Changed how this helix works. The fact that it now heals Galilea instead of increasing her health regeneration means that it can be increased by outside sources, primarily gear. Also made it activate from hitting enemies with Shield Throw instead of picking up Galilea’s Greatshield. This means it becomes massively more powerful when used in conjunction with helix choices like Herald’s Return and Skilled Throw, and should help increase diversity in builds for Galilea.
       
  • (L7) Mirror Knight - Galilea’s Greatshield occasionally reflects projectiles. +65% Reflect Chance
    • Notes: Increased the reflect chance to help increase the reliability and viability of this helix choice. Mirror Knight now scales with and is increased by skill damage.
  • (R7) Duelist - When Galilea is without her Greatshield, her attack damage is increased. +18% Attack Damage
    • Notes: Changed this helix to include Wraith’s Greatsword, quick melee, and It’s Dangerous to go Alone damage. If this helix is going to have such a stiff requirement to get its bonus, then the bonus better be worth it.
       
  • (L8) Blood-Soaked Anguish - While standing in Desecrate, Galilea heals herself for a portion of the damage she takes. 30% Damage Taken as Healing
    • Notes: Changed the functionality of this helix, as the slow was a bit much on top of all the other CC Galilea had access to. While is Desecrate, Galilea now heals herself based on a portion of the damage she takes. This works while she is in her Ult, and while blocking with her Greatshield. And essentially gives Galilea 30% damage reduction, but it can be countered by wounds.
  • (M8) Blight Town - Enlarges Desecrate’s area of effect. +50% Area of Effect Radius
    • Notes: This helix is fine as is.
  • (R8) The Black Wind Howls - Desecrate now hastens allies. +30% Movement Speed for 3 seconds
    • Notes: Reworked how this effect applies. Not only improving Galilea’s role as a Territorial character, but also increasing her ability to support her allies. Helping this helix stay competitive with its neighbors.
       
  • (L9) Defender’s Dare - Shield Throw now has increased velocity and deals increased damage. +100% Velocity, +15% Damage
    • Notes: Added the feature of increasing Shield Throw’s velocity, as it is primarily a utility skill. So increasing the reliability of landing that utility should make this helix more appealing.
  • (R9) Tideturner - Hitting a target with Shield Throw briefly increases Galilea’s movement speed. +30% Movement Speed for 5 Seconds
    • Notes: Added the new duration of the movement speed to the description.
       
  • (L10) The Darkest of Deeds - At the end of Sentinel’s Greatstance, the 4 Greatshields surrounding Galilea will launch straight out from where they are on her body, emulating 4 Shield Throws.
    • Notes: Replaced the helix to accommodate for Galilea’s new ultimate.
  • (R10) Pitch Black - During Sentinel’s Greatstance, Galilea can now sprint at full speed and phase through enemies. This also increases the health Galilea regenerates. +100% Healing
    • Notes: As a tier 10 helix it should be powerful. And it grants Galilea the ability to be even more aggressive, better at falling back, and gives Galilea the ability to circumvent body blocking again.
General
  • Base Shield: 300
  • Base Health: 1580
  • Legendary: +14.00 Health Regeneration per Second/+5.04% Attack Speed/Galilea Only: Activates all helices on level 2 in versus, and level 3 in story.
     
  • Notes:
    • Galilea’s quick melee has +50% range when she has her Greatshield.
    • Reduced the duration of the animation when Galilea returns back to base via teleport.
Ghalt
The Hook
  • Ghalt fires out an energy hook that pulls enemies to him.

  • Notes: 14 second cooldown. Enemies are now much less likely to get stuck on terrain when pulled by Ghalt. Enemies no longer fail to be pulled the entire distance of the pull, especially from long ranges. Enemies can no longer be body blocked by Ghalt’s allies while they’re being pulled.

Scraptrap
  • Deploys a trap to a target location which heavily slows and silences enemies for 2 seconds, then exploding for 142 damage. A maximum of 2 traps, each have 450 health.

  • Notes: 16 second cooldown. Reduced the damage to promote utility and increased the cooldown to account for the Scraptraps having some of their power returned to them. Increased the intensity of the slow and added a short silence. These changes should help the skill be more useful against Battleborn, and encourage a similar play style to how Ghalt used to be played. Improved the description to include the health each Scraptrap has.

Dual Wield
  • Ghalt equips a second shotgun, firing both without the need to reload for 10 seconds.

  • Notes:

    • 60 second cooldown. A slight cooldown increase to account for the massive power Duel Wield has gained. The duration of Dual Wield doesn’t start until the player is able to fire, meaning that time won’t be wasted while the skill is charged.
    • Dual Wield is now affected by helix choices that affect Ghalt’s shotgun such as Slug Rounds, Hobbling Shot, Boomstickier, and Both Barrels Blazing. Every other 4 shots from each gun during Duel Wield are now boosted by Tactical Shells, every 2 with Both Barrels Blazing.
    • Fixed an issue that caused Dual Wield to crash a user’s game when activated. Fixed an issue that caused Ghalt’s shotgun to become invisible after using Dual Wield. Fixed a bug that caused skill related bonuses, such as those granted by gear pieces like the Shield Web Interdictor, to not proc with damage dealt by Duel Wield. Changed the description to more accurately convey how the skill preforms in game.
UPR M8-R Revolver Shotgun
  • Ghalt’s customized shotgun deals incredible damage at short range, but is weaker at greater distances.

  • Notes: 158 damage, 8 magazine size. Increased Ghalt’s damage to how it used to be. Improved the hit detection and hit scan of the pellets. Ghalt can no longer ADS with his shotgun.

Tactical Shells
  • The last 4 shots of Ghalt’s Revolver Shotgun cylinder deal 25% additional damage.

  • Notes: Tactical Shells is fine as is.

Chain to Command
  • Gives Ghalt an unique secondary teleport back to base. Pressing (M2) causes Ghalt to channel the ability for 5 seconds before teleporting. During this time taking damage does not cancel the channel, and Ghalt is immune to interruption based crowd control effects. Can be used once every 8 seconds.

  • Notes:

    • Ghalt can no longer ADS with his shotgun. Instead, he can use the same button to execute an unique teleport back to base. During this time, taking damage does not cancel the channel and Ghalt is immune to stuns, pulls, knock ups, knock backs, and silences. Which adds a second usage to this talent, making it so Ghalt can avoid certain CC with good timing.
    • Added a cooldown so that players couldn’t abuse the immunity to certain CC effects that the talent provides. The channel is one second longer than a basic teleport, helping to balance the talent and keeping the standard teleport relevant in the right situations. Ghalt can cancel the channel at anytime, but staying in the channel the entire time effectively causes Ghalt to stun himself for 5 seconds.
    • In PvE the talent preforms exactly the same way, but sends Ghalt to the most recent save point, since there are no bases. Afterwards, Ghalt’s health and shield are completely healed, but save points do not heal Ghalt until he teleports again.
Helix
  • (L1) The Big Draw - Increases the effective hitbox of The Hook, making it easier to land hits on targets.
    • Notes: This helix is fine as is.
  • (R1) Stealth Scrap - Cloaks deplayed Scraptraps making them virtually invisible at range.
    • Notes: This helix is fine as is.
       
  • (L2) Shock Trap - Increases Scraptrap Trigger delay, and deployed Scraptraps deal damage over time to nearby enemies. +1 Second Trigger Time, +80 Damage Per Second
    • Notes: Increase the trigger delay by 1 second to return it to how used to be, as a quicker trigger delay adversely affects this helix. Buffed the damage per second, as even if part of it is guaranteed, it still didn’t really warrant picking this helix over The Scrappening.
  • (M2)
    • Notes:
  • (R2) The Scrappening - Scraptraps launch an additional 3 shrapnel bombs when triggered. +100% Damage over 3 Bombs
    • Notes: Made the description better at conveying information.
       
  • (L3) Barrier - Increases Ghalt’s maximum shield strength and shield recharge rate. +240 Shield Strength, +105 Shield Recharge per Second
    • Notes: This helix is fine as is.
  • (R3) Slug Rounds - Equips the Revolver Shotgun with single-projectile slug rounds, increasing effective range. +100% Range
    • Notes: Replaced Pellet Party with Slug Rounds. Pellet Party was a very poorly executed helix for Ghalt in most situations, so Slug Rounds which was a very good helix, was returned to replace it. Now this level should be on relatively equal grounds when it comes to power, increasing the ways Ghalt can be played.
       
  • (L4) Hookshot - The Hook now fires instantly and deals damage to enemies on impact. +142 Damage
    • Notes: Added the functionality of removing the charge time from The Hook, and the damage now scales with Ghalt’s level. This should make this helix more competitive with its neighbors.
  • (M4) The Hook(s) - The Hook fires 3 hooks in a cone directly ahead. +2 Hooks
    • Notes: This helix is fine as is.
  • (R4) Efficient Extraction - Increases The Hook’s travel speed and effective range. +35% Velocity and Range
    • Notes: This helix is fine as is.
       
  • (L5) Hobbling Shot - Tactical Shells slow enemies on impact for a brief time. +2 Seconds Slow Duration
    • Notes: This helix is fine as is.
  • (R5) Boomstickier - Increases Tactical Shells bonus damage. +15% Damage
    • Notes: This helix is fine as is.
       
  • (L6) Drain Chain - While an enemy is hit with The Hook, their shields and health are drained and absorbed by Ghalt. +360 Damage Over 3 Seconds
    • Notes: Fixed a bug with this helix where it never did the damage it described. Added the functionality of converting 100% of the enemy’s shield and/or health that was drained, into shield and/or health for Ghalt. This should help this helix be more competitive with its new neighbor.
  • (R6) Duct Tape and Bailing Wire - Scraptraps now stun enemies and have increased health. +2 Seconds Stun Duration, +100% health
    • Notes: This helix was very lackluster, so Scraptrap’s old ability to stun enemies was added. And it also made for a good compromise, allowing Ghalt to keep his top tier DPS, while also having the ability to keep his stun in some fashion. This removes the silence and slow from Scraptrap.
       
  • (L7) Speedloader - Increases Revolver Shotgun reload speed. +25% Reload Speed
    • Notes: This helix is fine as is.
  • (M7)
    • Notes:
  • (R7) Both Barrels Blazing - Firing the Revolver Shotgun now discharges both barrels simultaneously.
    • Notes: ^
       
  • (L8)
    • Notes:
  • (M8) Quick and Dirty - Reduces Scraptrap cooldown, allowing more frequent use. -25% Cooldown Time
    • Notes: This helix is fine as is.
  • (R8)
    • Notes:
       
  • (L9) Here Comes the Hook - Reduces The Hook’s cooldown time, allowing more frequent use. -25% Cooldown Time
    • Notes: This helix is fine as is.
  • (R9) Easy Target - Hooked enemies suffer amplified damage. +16% Damage Amplification for 5 Seconds
    • Notes: +1% damage amplification for consistency.
       
  • (L10) Gun 'n Run - Every hit on a major enemy with Dual Wield shotguns grants bonus movement speed, to a maximum of 5 stacks. +25% Movement Speed Per Hit
    • Notes: Just a textual fix, as it already preforms this way in game.
  • (M10) Can’t Touch This - While Duel Wield is active, you are immune to all Crowd Control effects.
    • Notes: Fixed an issue where push back effects would still affect Ghalt with this helix.
  • (R10) All in the Mind - Ghalt increases the damage of his shotgun, instead of equipping another one, allowing him to use his other skills. In addition, every shot Ghalt hits increases his shotgun’s attack speed. +100% Damage, +5% Attack Speed per Hit
    • Notes: Changed the functionality of this helix, as it was lackluster. Ghalt now only wields one shotgun, allowing him to still use his skills. Duel Wield still has a charge time, doesn’t consume ammo, and has a reduced attack speed. But now it deals increased damage and has increase attack speed on hit. The attack speed has no cap and doesn’t decay.
General
  • Base Shield: 300
  • Base Health: 1428
  • Legendary:
     
  • Notes:
    • A minor health increase to give him an unique value, and to make him a bit better at something besides just disrupting.
    • 104 damage. Reverted Ghalt’s quick melee damage to how it was before.
Montana
Lumberjack Dash
  • Dashes and collides with an enemy, dealing 208 damage and knocking them back. If the hit enemy hits an object, that enemy is stunned for 2 seconds.

  • Notes: 16 second cooldown. Updated the description to accurately display the correct stun duration. Fixed and issue that allowed Lumberjack Dash to stun enemies on uneven terrain.

Hailstorm
  • Loads a specialized ammunition that slows enemies hit for 1 second, and reduces heat per shot. Also reduces damage taken by 30% for 5 seconds.

  • Notes:

    • 19 second cooldown. Increased the cooldown of Hailstorm by 3 seconds, but its cooldown now starts instantly, instead of after the skill is finished. This rewards smart Montana’s that can stay in Hailstorm the entire duration, while keeping the ability to bully Montana early in the game about the same.
    • Improved the description to include Hailstorm’s duration. If the trigger is being held down, Montana will now automatically start firing his Minigun when Hailstorm is activated. This prevents the player from needing to reactivate the trigger if the Minigun happens to overheat right before Hailstorm is activated, as well as giving high level players a way to circumvent the spin up time.
Mansformation
  • Unleashes a mighty stomp dealing 360 damage and knocking nearby enemies into the air. Montana takes 75% reduced damage for 10 seconds after.

  • Notes: 50 second cooldown. Improved the description to include the damage reduction percentage and slightly increased Mansformation’s radius. Reduced the cooldown duration by 6 seconds to make it more in line with the power it provides. A negligible damage increase and removed the damage falloff.

Montana's Minigun
  • A truly fearsome weapon, the Minigun accumulates heat as it fires, increasing bonus damage dealt. Augments can increase or modify this effect.

  • Notes: 16 primary damage. Reduced the radius of the aiming reticle by 10%, increasing the Minigun’s accuracy. Mildly reduced the recoil of the Minigun. Reverted the heat accumulation to how it was before the 6/5/17 patch.

Heatwave
  • As Montana’s Minigun heats up, it deals up to 50% increased damage.

  • Notes: Reworded the description and included the damage increase percentage.

Hearty Constitution
  • Montana’s remarkable size allows him to soak up a substantial amount of damage. Granting him 65 additional health per level.

  • Notes: Added the functionality of having Montana gain 65 extra health per level.

Helix
  • (L1) Go the Distance - Increases Lumberjack Dash’s dash distance. +50% Dash Distance
    • Notes: This helix is fine as is.
  • (R1) Weather Man - Increases Montana’s Minigun accuracy while Hailstorm is active. +50% Accuracy
    • Notes: This helix is fine as is.
       
  • (L2) The Ol’ One-Two - Montana knocks nearby enemies into the air at the end of Lumberjack Dash.
    • Notes: This helix is fine as is.
  • (M2) Push It Push It Push It - Lumberjack Dash knocks back enemies an unlimited distance, at the cost of a shorter stun. -1 Seconds Stun Duration
    • Notes: Moved Push It Push It Push It to where Lumberjack Blast was. Changed the functionality, as it didn’t tend to measure up to the other helix choices on this level. Lumberjack Dash now knocks back enemies an unlimited distance, as the cost of stun duration.
  • (R2) Lumberjack Blast - Creates a shockwave at the end of Lumberjack Dash, knocking back enemies. +50% Damage Distance
    • Notes: Moved Lumberjack Blast to where Push It Push It Push It was. Making it so all players have access to a helix that has Lumberjack Dash’s default mechanics.
       
  • (L3) Pumped Up - Increases Montana’s maximum health. +360 Health
    • Notes: This helix is fine as is.
  • (R3) Inflammatory Response - While above 70% heat, Montana has a life steal effect applied to all of his damage. +15% Life Steal
    • Notes: Changed the functionality of this helix, as even after its rework it was lackluster. Now while above 70% heat, all of Montana’s damage has a life steal effect. This synergizes nicely with his high heat playstyle, in more ways than one. Montana’s heat accumulation meter on his HUD now has a line at the 70% mark, and changes colors while his heat is above 70%.
       
  • (L4) Icy Resolve - Increases Hailstorm’s damage reduction. +20% Damage Reduction
    • Notes: This helix is fine as is.
  • (R4) Molten Lead - Hailstorm no longer slows enemies or reduces heat per shot. Instead, Hailstorm bullets deal bonus damage to shields and critical hits. Also, Montana’s movement speed is no longer reduced while using his Minigun. +50% Bonus Damage to Shields and Critical Hits
    • Notes: Changed the functionality of this helix, as not only was it a less favorable choice, but the recent changes to Montana made it completely inferior. Hailstorm bullets now deal bonus damage to shields and critical hits. Montana’s Minigun no longer reduces his movement speed.
       
  • (L5) Cold-Blooded - Montana’s health regeneration rate increases the lower his Minigun heat is. Up to +14 Health Regeneration per second
    • Notes: Increased the health regeneration to a more respectable amount.
  • (M5) Focused Fire - The hotter Montana’s Minigun is, the more his accuracy increases. Up to +25% Accuracy
    • Notes: This helix is fine as is.
  • (R5) Hot-Blooded - Montana’s health regeneration rate increases the higher his Minigun heat is. Up to +21 Health Regeneration per second
    • Notes: Increased the health regeneration to a more respectable amount.
       
  • (L6) Swole Shield - Increases Montana’s maximum shield strength and shield recharge rate. +240 Shield Strength, +105 Shield Recharge per Second
    • Notes: Added the shield recharge rate to create uniformity in shield helix choices, and to make this helix more competitive with its neighbors.
  • (M6) Icicles - Hailstorm bullets penetrate multiple targets.
    • Notes: This helix is fine as is.
  • (R6) Feeling the Burn - Montana’s Minigun no longer overheats. Every shot fired beyond maximum heat capacity damages Montana. If the Molten Lead augment is active, then its bonuses now activate while Montana is firing beyond maximum heat.
    • Notes: Added the functionality of where if the Molten Lead augment is active, then its bonuses are now activated while firing beyond maximum heat. Solidifying high heat Montana as a playstyle.
       
  • (L7)
    • Notes:
  • (M7) Barrel Cooling - Reduces the Minigun’s rate of heat accumulation. -33% Heat Accumulation Rate
    • Notes: This helix is fine as is.
  • (R7) Ice Age - Increases Hailstorm’s skill duration, and Hailstorm can no longer be cancelled by crowd control effects. +2 Seconds Duration
    • Notes: Added Hailstorm’s original base ability to not be cancelled by crowd control effects to Ice Age. A good middle ground to keep Montana more balanced in the early game, but still rewarding him in the late game.
       
  • (L8) Too Big To Fail - Reduces the cooldown of Lumberjack Dash, allowing more frequent usage. -25% Cooldown Time
    • Notes: This helix is fine as is.
  • (R8)
    • Notes:
       
  • (L9)
    • Notes:
  • (M9) 3 shot
    • Notes:
  • (R9) Perfect Storm - Increases weapon damage while Hailstorm is active. +20% Damage
    • Notes: Increased the damage increase by +6%.
       
  • (L10) Big Payback - Absorbs damage taken while Mansformation damage reduction is active. When Mansformation ends, an area of effect attack is unleashed after 3 seconds, returning absorbed damage to nearby enemies.
    • Notes: Mildly increased the size of the area of effect attack. Removed the damage cap.
  • (R10) Instant Payback - When Mansformation damage reduction is active, incoming enemy fire is reflected back at the attacker.
    • Notes: Instant Payback now scales with and is increased by skill damage.
General
  • Base Shield: 300
  • Base Health: 2257
  • Legendary:
     
  • Notes:
    • Fixed an issue with Montana’s stun animation.
    • Reduced the size of Montana’s character model and hit box by 10%.
    • 208 damage. Increased Montana’s quick melee damage by 100%.
Oscar Mike
Stealth Generator
  • Activate a cloaking device obscuring Oscar Mike from view and radar detection for 9 seconds. Attacking or using a skill cancels the effect.

  • Notes: 23 second cooldown. Increased the cooldown of Stealth Generator by 3 seconds, but its cooldown now starts instantly, instead of after uncloaking. Meaning so long as the player stays cloaked longer than 3 seconds, this change is a net positive.

Frag Grenade
  • Launch a grenade that explodes 3 seconds after launch or instantly on impact, dealing 208 damage to each enemy within its blast radius. In addition, Oscar Mike’s Assault Rifle is instantly reloaded when he launches his grenade.

  • Notes: 17 second cooldown. Added the old functionality of Impact Trigger’s instant detonation on impact to Frag Grenade by default. Added the functionality of having Frag Grenade instantly refill Oscar’s Assault Rifle on use. Reverted Frag Grenade’s area of effect radius to how it was before and removed its damage falloff.

Airstrike
  • Target an area to strike with 13 laser-guided missiles, each of which explodes dealing 263 damage to nearby enemies.

  • Notes: 60 second cooldown. Reduced the height of the “halo” that the laser-guided missiles fall from by 50%, and removed the damage falloff. Allies within Airstrike’s radius no longer have their screen shook.

UPR-AR7 Assault Rifle
  • The core of Oscar Mike’s combat effectiveness is his Assault Rifle and its many available upgrades. Deals reduced damage at long ranges.

  • Notes: 22 primary damage, 30 magazine size. Increased Assault Rifle’s damage by 20% and reduced its reload speed by 20%. Improved the description to include that Assault Rifle deals reduced damage at long ranges.

Tactical Rounds
  • The first 15 rounds of each Assault Rifle magazine deal 50% additional damage.

  • Notes: Tactical Rounds now scales with and is increased by skill damage.

UPR-RDC Combat Armor
  • Oscar Mike’s jump resets upon touching any surface, including those that are vertical. Oscar Mike can reset his jump a maximum of 3 consecutive times.

  • Notes: This effectively gives Oscar Mike the ability to scale walls for a short time.

Helix
  • (L1) Far-Flung Frags - Boosts launch velocity of Frag Grenades. +75% Velocity
    • Notes: Removed the range increase from this helix.
  • (R1) Sneak Attack - Deactivating Stealth Generator by using a skill boost that skill’s damage. If no skill is used, then all of Oscar Mike’s attacks are boosted for 5 seconds. +16% Bonus Damage
    • Notes: Reworded the description to better convey information, as well as adding the duration if an attack is used. Added a first person visual indicator for the duration of Sneak Attack. Fixed an issue where Sneak Attack would not boost Airstrike’s damage when the Holy Crap, Space Lasers! helix was chosen.
       
  • (L2) Fragcendiary Grenade - Upon detonation, Frag Grenades blanket an area in napalm, dealing damage over time to nearby enemies. +920 Damage over 6 Seconds
    • Notes: Reverted the duration to how it was before. Increased the damage in suit of the general increase to damage-over-time abilities, solidifying Oscar’s place as a character. The reversion to Frag Greande’s area of effect radius also reverted Fragcendiary Grenade’s area of effect radius to how it was before.
  • (R2)
    • Notes:
       
  • (L3)
    • Notes:
  • (R3) Scope - Fits Oscar Mike’s Assault Rifle with a long-range scope, increasing the range before it deals reduced damage.
    • Notes: reworded the description to better convey information.
       
  • (L4) Back in a Jiff - Activating Stealth Generator prompts Oscar Mike’s shields to immediately begin recharging, as well as increasing shield recharge rate while Stealth Generator is active. +105 Shield Recharge per Second
    • Notes: Added Stealthy Shield’s old functionality of increasing shield recharge rate while Stealth Generator is active, to this helix. Helping it to be more competitive with its neighbor.
  • (R4) Tactical Espionage Action - Increases movement speed while Stealth Generator is active. +30% Movement Speed
    • Notes: This helix is fine as is.
       
  • (L5)
    • Notes:
  • (M5)
    • Notes:
  • (R5) Doubletap - Doubles the number of Tactical Rounds in each magazine. +15 Tactical Rounds
    • Notes: This helix is fine as is.
       
  • (L6) Fast Frags - Reduces Frag Grenade cooldown time. -25% Cooldown Time
    • Notes: Moved Impact Trigger to this level and changed its functionality. Reduces the cooldown time of Frag Grenade.
  • (R6) Sub-par Speller - Oscar Mike takes reduced damage while Stealth Generator is active. +30% Damage Reduction
    • Notes: Changed the functionality of Stealthy Shields, as is was added to Back in a Jiff. Added the functionality of granting damage reduction while cloaked. The same helix that other cloak based characters have.
       
  • (L7)
    • Notes:
  • (M7) High-Velocity Ammo - Increases Oscar Mike’s attack damage. +18% Attack Damage
    • Notes: Reworded the description to include Oscar Mike’s Assault Rifle and quick melee.
  • (R7)
    • Notes:
       
  • (L8)
    • Notes:
  • (M8)
    • Notes:
  • (R8) Embiggened Boom - Increases the effective explosive range of Frag Grenades. +50% Area of Effect Radius
    • Notes: This helix is fine as is.
       
  • (L9) Stealth Savings - Deactivating Stealth Generator early refunds a portion of the cooldown cost. The less time spent cloaked, the shorter the cooldown will be. Up to -40% Cooldown Time
    • Notes: This helix is fine as is.
  • (M9)
    • Notes:
  • (R9) Operation Sneaky Ghost - Increases Stealth Generator’s maximum active duration. +6 Seconds Stealth Duration
    • Notes: This helix is fine as is.
       
  • (L10) Holy Crap, Space Lasers! - Replaces Airstrike’s missile barrage with a focused laser attack that concentrates all of Airstrike’s damage into a smaller area and penetrates through structures.
    • Notes: This helix is fine as is.
  • (M10) Danger Close - Oscar Mike calls in a focused Airstrike on his location, narrowing the area of effect and causing Airstrike to follow Oscar Mike as he moves. Activating Airstrike while Stealth Generator is active no longer breaks stealth.
    • Notes: Added Ghost Mode’s old functionality to this helix, where Oscar no longer uncloaks when using Airstrike. Airstrike’s laser-guided missiles now take on the same horizontal velocity that Oscar has, truly causing them to explode right on top of him, even if he is moving.
  • (R10) Holy Crap, Concussive Strike! - Enemies damaged by Airstrike are slowed for a short time. +3 Seconds Slow Duration
    • Notes: This helix is fine as is.
General
  • Base Shield - 300
  • Base Health - 1266
  • Legendary -
     
  • Notes:
    • Increased Oscar’s health by 175.
    • Fixed an issue with Oscar’s Gold and Cyber skin, where they obscured part of his scope with the Scope helix active.

(Pandora's Industrial Engineer) #6

Rogue

Orendi
Nullify
  • Unleashes a burst of energy that deals 75 damage and propels Orendi backwards from the blast.

  • Notes: 19 second cooldown. Reduced the cooldown by 2 seconds to make Nullify more reliable as an escape and mobility tool, and not just a catalyst for her skill combo.

Shadowfire Pillar
  • After 1.5 seconds, summons a mighty pillar of shadow and flame at a target location, dealing 312 damage.

  • Notes: 15 second cooldown. Shadowfire Pillar’s visual indicator’s radius has been increased, making it so is now accurately represents the area in which it can deal damage. Shadowfire Pillars now have a slight hue to them, the color is based on the team colors the player has selected. Shadowfire Pillars now deal their full damage in the entire area represented by their visual indicator, greatly increasing the verticality of their damage. Shadowfire Pillar now scales 12 damage per level as apposed to 8.

Paradigm Shift
  • Conjures an intense blast of energy directly in front of Orendi, dealing 525 damage to enemies caught in the blast.

  • Notes: 60 second cooldown. Made the third person visual indicator more prominent, making it easier for players to see when Orendi cast Paradigm Shift.

Chaos Bolts
  • Orendi’s primary attack launches a rapid-fire volley of Chaos Bolts. While her slower secondary attack fires four Chaos Bolts, which home in on enemies in close range. Chaos Bolts have limited range.

  • Notes:

    • 48 primary damage and 48x3 secondary damage. Improved the description to include that Chaos Bolts have limited range, and reverted their damage to how it was before. Fixed an issue where Orendi’s primary combo would constantly start over again without finishing.
    • Added the old functionality of Mind Bullets to Orendi’s secondary by default, causing its bolts to home in on enemies at close range. Bolts affected by Mind Bulllets’ functionality now continue flying in a strait arc, instead of flying at random angles. Significantly increased the radius of the cone at which the bolts will home in on targets, but not the distance.
    • Increased the damage of Orendi’s secondary by +100%, but reduced it’s attack speed by -50%. Increased the delay between transitioning from Orendi’s primary, to that of her secondary, to 1.15 seconds overall.
Gnosis
  • Activating Nullify lowers the cooldown of Shadowfire Pillar by 8 seconds.

  • Notes: Gnosis is fine as is.

Chaos Magic
  • Orendi’s abilities can be augmented to increase damage, add status effects, or drastically reduce cooldown timers.

  • Notes: ^

Helix
  • (L1) Fire Walk with Me - Nullify’s propulsive burst produces a trail of 4 fires on the ground, each dealing damage in a small area of effect. +410 Damage over 5 seconds
    • Notes: Improved the description to include the number of fires, and reverted the damage to how it used to be.
  • (R1) Burned and Busted - Casting Shadowfire Pillar reveals all cloaked enemies in the area around Orendi for 3 seconds.
    • Notes: This helix is fine as is.
       
  • (L2) Puff of Smoke - Activating Nullify cloaks Orendi for a short time. +1.5 Seconds Cloak Duration
    • Notes: Changed the functionality of Dismissed!, so that Nullify now cloaks Orendi for 1.5 seconds. Giving this helix similar utility to its neighbor, while both also have unique advantages.
  • (R2) I Hate Your Pretty Eyes - Enemies hit by Nullify are blinded for a short time. +1.5 Seconds Blind Duration
    • Notes: Increased the blind duration by 0.5 seconds.
       
  • (L3) Let’s Bounce - Nullify’s propulsive effect launches Orendi in the direction she is moving.
    • Notes: Returned Let’s Bounce back to this helix.
  • (M3) I Have Four Arms! - Orendi’s off-hand melee strikes twice in quick succession, as well as granting her increased movement speed upon hitting an enemy. +30% Movement Speed for 1.5 Seconds
    • Notes: Changed the functionality of this helix since it was added to Chaos Bolts by default. Orendi’s quick melee now strikes twice in quick succession, as well as granting her a short movement speed increase.
  • (R3) Oh That Reminds Me - Activating Nullify prompts Orendi’s shield to immediately begin recharging.
    • Notes: This helix is fine as is.
       
  • (L4) Preamble of Pain - Shadowfire Pillar deals damage over time to nearby enemies before detonation. +210 Damage over 1.5 seconds
    • Notes: Increased the damage by 30, but Shadowfury no longer increases Preamble of Pain’s damage. Making this helix slightly stronger, while also making Encore a viable choice. The changes to Shadowfire Pillar affect Preamble of Pain.
  • (R4) Encore - For 5 seconds after using Shadowfire Pillar, Orendi may cast a second Shadowfire Pillar dealing half as much damage.
    • Notes: This helix is fine as is.
       
  • (L5) Prognostication - Increases Gnosis’ cooldown reduction effect. -4 Seconds Cooldown Time
    • Notes: This helix is fine as is.
  • (M5) Renaissance - Gnosis reduces the cooldown of Paradigm Shift. -5 Seconds Cooldown Time
    • Notes: This helix is fine as is.
  • (R5) Prognosticombo - Activating Shadowfire Pillar reduces Nullify’s cooldown. This effect does not apply to the second activation provided by the Encore augment. -8 Seconds Cooldown Time
    • Notes: Increased the number of seconds that Shawdowfire Pillar reduces Nullify’s cooldown to -8. Giving Orendi a better option for sustained damage and mobility, over that of pure burst damage. As PvE tends to prefer the former.
       
  • (L6)
    • Notes:
  • (M6)
    • Notes:
  • (R6) Shadowfury - Increases Shadowfire Pillar’s base damage. +15% Damage
    • Notes: This helix is fine as is.
       
  • (L7) Force of Will - Increases the damage of all skills. +15% Damage
    • Notes: This helix is fine as is.
  • (R7) Essence Theft - All skills return health to Orendi for a portion of health damage dealt. +15% Life Steal
    • Notes: Reworded the description to better convey information.
       
  • (L8) Rapid Deterioration - Decreases Nullify’s cooldown time. -20% Cooldown Time
    • Notes: This helix is fine as is.
  • (R8)
    • Notes:
       
  • (L9) Shadowfire Storm - Decreases Shadowfire Pillar’s cooldown time.-20% Cooldown Time
    • Notes: This helix is fine as is.
  • (M9)
    • Notes:
  • (R9)
    • Notes:
       
  • (L10) Thought Rejection - Paradigm Shift scores critical hits on enemies without shields.
    • Notes: Changed the functionality of this helix, so that Paradigm can now score critical hits on enemies without shields. Giving PvE players a comparable helix choice to Pillarstorm.
  • (M10) Pillarstorm - Activating Paradigm Shift places a Shadowfire Pillar under each nearby enemy Battleborn in range. If no enemy Battleborn are present, then 2 Shadowfire Pillars are placed under every major enemy.
    • Notes: Added the functionality of having 2 Shadowfire Pillar’s placed under every major enemy, if no enemy Battleborn are present. Giving this helix usability in PvE. Reverted the changes made in the 6/5/17 patch.
  • (R10) Reign of Chaos - Activating Paradigm Shift instantly resets all other skill cooldowns. Orendi also gains increased movement speed while casting Paradigm Shift. +100% Movement Speed for 1.5 Seconds
    • Notes: Added the functionality of also resetting Nullify’s cooldown, and granting Orendi massive movement speed during the casting animation. Helping this helix to compete with its very powerful neighbors.
General
  • Base Shield - 300
  • Base Health - 890
  • Legendary -
     
  • Notes:
    • Increased Orendi’s health by 60.
Pendles
Smoke Bomb
  • Pendles throws a Smoke Bomb at his feet, dealing 75 damage and an additional 225 damage over 5 seconds. In addition, it instantly cloaks him.

  • Notes: 24 second cooldown. Added Poison Cloud’s old functionality of increasing Smoke Bomb’s poison cloud duration, to Smoke Bomb by default.

Injection
  • Pendles dashes forward with his kamas and viciously strikes enemies for 208 damage, heavily slowing them for 2 seconds.

  • Notes: 13 second cooldown. Added Cobra Strike’s old functionality of having Pendles dash forward a short distance, to Injection by default. Removed the push back effect from Injection, and mildly increased its hitbox. Helping to prevent Pendles from dashing past the targets he intends to hit. Mildly reduced the delay where Pendles can’t use his attacks after activating Injection.

Miasma
  • Pendles covers himself in an airborne poison that deals 300 damage over 10 seconds. Pendles and enemies within Miasma’s poison cloud are hidden from their allies. While Miasma is active, Injection’s cooldown is reduced to 2 seconds.

  • Notes: 70 second cooldown. Increased Miasma’s cooldown, but its cooldown now starts instantly. A negligible damage increase, and Miasma now scales 50 damage per level as apposed to 44. Activating Miasma now instantly resets Injection’s cooldown, as well as reducing Injection’s cooldown down to 2 seconds as apposed to 3. Miasma now “hides” Pendles and any enemies within it, causing enemies outside to be unable to see them. Reveals don’t cancel this effect and Miasma’s poison cloud is no longer visible to enemies outside of it. Miasma can no longer be cancelled by certain crowd control effects.

Dual Kamas and Throwing Stars
  • Pendles’ primary attack utilizes his Dual Kamas in a flurry of strikes. While his secondary attack hurls a limited range Throwing Star, dealing 200% bonus damage and slightly homing in on the last enemy Pendles melee’d.

  • Notes: 84/84/84/84/117 primary combo and 47 secondary damage. Improved the description to include that Throwing Stars have limited range. Added the functionality of having Throwing Star slightly home in on and deal 200% bonus damage to the last enemy Pendles melee’d. Giving it actual usability as an assassination finisher, while preventing it from excelling in areas it shouldn’t. This effect resets when the target dies, Pendles melees another enemy, or when Pendles dies.

Corner Sneak
  • Pendles’ cloak activates when out of line-of-sight of enemies. Pendles’ movement speed increases while cloaked, but decreases while uncloaked.

  • Notes: Fixed an issue where Corner Sneak would sometimes fail to activate even though the condition was being met. This mostly happened after dying and respawning. Pendles’ jump height is no longer reduced while uncloaked.

Snake Eyes
  • Pendles’ natural evasive abilities grant him -25% CC Duration. In addition, Pendles cloaks himself whenever Smoke Bomb comes off cooldown.

  • Notes: Added the functionality of having Pendles cloak himself when Smoke Bomb comes off cooldown.

Helix
  • (L1) Getaway Car - Enemies hit by Smoke Bomb’s initial damage are weakened, dealing reduced damage for a short time. -30% Damage for 4 Seconds
    • Notes: Changed the functionality of this helix, as it was added to Smoke Bomb by default. Smoke Bomb’s initial damage now weakens enemies for 4 seconds.
  • (M1) Kill of Attrition - Activating Injection prompts Pendles’ shield to immediately begin recharging.
    • Notes: Moved From the Shadows to level 1 and changed its functionality. Activating Injection now causes Pendles’ shield to instantly start recharging. Giving Pendles’ another survivability helix on this level, where all 3 are better suited for different secarios.
  • (R1) Natural Selection - Pendles takes reduced damage from all enemies, except the ones struck by Injection. This effect only applies if Pendles hits an enemy with Injection. +30% Damage Reduction for up to 4 seconds
    • Notes: Changed the functionality of this helix, as it was added to Injection by default. Using Injection now grants Pendles a brief damage reduction to all enemies, except for those he hit with Injection. Striking another enemy before the effect is over simply resets the effect.
       
  • (L2) Flash Bomb - Enemies hit by Smoke Bomb’s initial damage are blinded for a short time. +1.5 Seconds Blind Duration
    • Notes: Improved the description and increased the blind duration by 0.5 seconds.
  • (R2) Ninjineering - For a short time after using Smoke Bomb, Pendles is immune to slows. +3 Seconds Slow Immunity
    • Notes: Changed the functionality of this helix, as it was detrimental to Pendles. Pendles now gains a chort slow immunity after using Smoke Bomb.
       
  • (L3) Mamba’s Bite - Adds a life steal effect to Pendles’ Kamas. +15% Life Steal
    • Notes: This helix is fine as is.
  • (M3) Flurry of Blows - Every successive melee hit increases Pendles’ attack speed, and eventually improves his attack combo. Up to +20% Attack Speed
    • Notes: Improved the description to include that it also improves Pendles’ attack combo. It now takes 5 hits to fully build to max attack speed, and stacks last 5 seconds collectively.
  • (R3) Backstab - Pendles’ melee attacks deal increased damage from behind. +25% Damage
    • Notes: This helix is fine as is.
       
  • (L4) Life Leech - A portion of the health damage dealt by Injection is returned to Pendles as health. +60% Life Steal
    • Notes: This helix is fine as is.
  • (M4) Potent Venom - Increases the duration of Injection’s slow effect. +2 Second Slow Duration
    • Notes: Increased the slow duration by 1 second to make this helix more competitive with its neighbors.
  • (R4) Savage Cut - After hitting an enemy with Injection, the target and nearby enemies suffer a portion of the damage dealt over a short time. +45% Damage over 3 Seconds
    • Notes: Changed the functionality of this helix to give it better synergy with the rest of Pendles’ helix choices. This effect can stack with multiple uses of Injection in a short time.
       
  • (L5) Cloak and Cover - Pendles takes reduced damage while cloaked. +30% Damage Reduction
    • Notes: This helix is fine as is.
  • (M5) Ouroboros - Corner Sneak no longer cloaks Pendles. Instead, Pendles gains increased max health and has a life steal effect applied to all of his damage. +300 Maximum Health, +15% Life Steal
    • Notes: Changed the functionality of this helix, as it wasn’t as impactful as its neighbors. Corner Sneak now loses it’s ability to cloak Pendles, severely limiting his strong suit, especially when reveals are present. In trade off, Pendles now gains increased max health and a life steal effect applied to all of his damage. Giving him a new strong suit that favors drawn out fights where enemies don’t run away, as he still has reduced movement speed while uncloaked.
  • (R5) Escape Plan - When uncloaked and taking damage, Pendles’ Smoke Bomb cooldown is reduced. Up to 100% Cooldown Time
    • Notes: This helix is fine as is.
       
  • (L6) Cloak to Kill - Reduces Smoke Bomb’s cooldown when used while cloaked. -40% Cooldown Time
    • Notes: Changed the functionality of this helix. Smoke Bomb’s cooldown is now reduced when used while cloaked. Giving Pendle’s the ability to harass with Smoke Bomb, while still retaining it’s balance as an escape.
  • (R6) Sweet Spot - Increases Injection’s damage dealt from behind. +25% Damage
    • Notes: This helix is fine as is.
       
  • (L7) Coiled Spring - Increases the height of Pendles’ jump.
    • Notes: Slightly increased the jump height increase.
  • (M7) Poison Blood - Pendles reflects a portion of melee damage back to attackers. +15% Damage Reflection
    • Notes: This helix is fine as is.
  • (R7) It’s Futile to Flee - Pendles gains increased movement speed and attack damage the longer he is uncloaked (to a max of 5 seconds). +3% Movement Speed and Attack Damage per Second
    • Notes: Changed the functionality of this helix as it was one of, if not the worst in the game. Replaced it with the ability for Pendles to gain increased movement speed and attack damage while cloaked. A good compliment to Pendles’ overall kit and one that synergizes very well with his new helix Ouroboros.
       
  • (L8) Bountiful Bombs - Reduces Smoke Bomb’s cooldown. -20% Cooldown Time
    • Notes: This helix is fine as is.
  • (R8) Acidic Blast - Increases Smoke Bomb’s damage. +38% Damage
    • Notes: This helix is fine as is.
       
  • (L9) Relentless Strikes - Pendles’ melee attacks reduce Injection’s cooldown. -0.5 Seconds Cooldown
    • Notes: This helix is fine as is.
  • (R9) Slippery - Pendles becomes more resistant to crowd control for a short time after using Injection. -50% CC Duration for up to 3 Seconds
    • Notes: Added that this bonus lasted for up to 3 seconds, showing that the new changes to Miasma cause this duration to reset upon activation of Injection. Preventing any unwanted side effects from happening after potentially stacking more the 100% CC duration.
       
  • (L10) Necrosis - Enemies affected by Miasma’s aura are wounded. In addition, enemies can no longer hear audio cues made by Pendles. Up to +10 Seconds Wound Duration
    • Notes: Added the functionality of having enemies no longer hear audio cues made by Pendles.
  • (R10) Venom Synergy - While Miasma is active, Injection’s damage is increased against enemies with less than 50% health. Pendles can now attack and use Injection at the same time. +20% Damage
    • Notes: Added the functionality of allowing Pendles to attack and use Injection at the same time. Injection is now executed by an after image of Pendles.
General
  • Base Shield: 300
  • Base Health: 1025
  • Legendary:
     
  • Notes:
    • Increased Pendles’ health by 105.
    • Teleporting back to base no longer deactivates Corner Sneak.
Reyna
Skill 1

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Skill 2

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Ultimate

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Weapon

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Passive

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Talent

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Helix

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General

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Shayne & Aurox
Stealth Strike
  • Shayne cloaks for 6 seconds. After uncloaking, Aurox crashes down, slowing enemies for 3 seconds and dealing 142 damage to the area around Shayne.

  • Notes: 20 second cooldown. +1 second cloak QoL change, and a negligible damage increase for consistency. Stealth strike can no longer be cancelled by CC effects. Shayne & Aurox can now teleport back to base during Stealth Strike. Effectively granting them the remainder of the cloak, but cancelling all other effects of Stealth Strike.

Fetch
  • Aurox charges forward and pulls the first enemy he encounters back to Shayne, dealing 208 damage.

  • Notes: 17 second cooldown. Aurox can no longer be destroyed during fetch. Reverted damage to what it used to be.

Tag Team
  • Summons Aurox at target location, dealing 480 damage over 5 seconds. Enemies damaged by Aurox are blinded for 0.5 seconds. After ending, nearby enemies are knocked into the air.

  • Notes:

    • 55 second cooldown. Reduced the cooldown as Tag Team tends to be a very lackluster ultimate prior to level 10. Tag Team now scales 65 increased damage per level, as apposed to 63. Increased the area of effect radius by 15%.
    • Added a blind effect to make the ultimate more disruptive, but mainly to make it more effective against non-Battleborn enemies. The blind is reapplied every time Aurox damages the enemy.
    • Tag Team can no longer be cancelled by CC effects, but Shayne can now cancel the skill early by pressing the button again.
    • All of these changes should make what used to be considered the “most underwhelming” ultimate, now be one of the strongest in its category.
Aurox & Boomerang
  • Aurox helps Shayne melee enemies in close range, increasing her damage. While Shayne’s secondary attack hurls her trusty Boomerang a limited range, ricocheting off world terrain an unlimited amount of times.

  • Notes: 59/59/59/59 x2 primary combo and 46 secondary. Increased their melee damage to how it was before. Made the description better at conveying information and added Shayne’s Boomerang as part of her weapon. Added that Boomerang has a limited range and unlimited ricochets. Made the damage reduction while Shayne’s shield is active, her new talent.

Fleet-Footed
  • When Shayne uses a skill or when her shield breaks after fully recharging, she moves +30% faster for 4 seconds.

  • Notes: Reworded the description to better convey information. +2 second movement speed duration QoL change. Despite how powerful movement speed increases can be, Shayne & Aurox have one of the most lackluster passives in the game, especially for how infrequent it can proc.

Guayota
  • Shayne’s companion djinn serves as Shayne’s shield, increasing its capacity by 300. Aurox’s exotic matter composition also reduces damage received by 20% while Shayne’s shield is active.

  • Notes: Moved the former description of Shayne & Aurox’s weapon to their talent, as it is more fitting here.

Helix
  • (L1) Aura of Annoyance - While Shayne is cloaked by Stealth Strike, she projects an area of effect that damages nearby enemies. Ending the skill early causes up to 50% of the remaining damage to be added to Stealth Strike. +324 Damage over 6 seconds
    • Notes: Increased the damage to account for Stealth Strike now lasting 1 additional second. Added a new mechanic to help this helix stay competitive with its neighbor. Reduced the volume of the audio cue.
  • (R1) Welcome Committee - Activating Fetch generates an overshield on Shayne for a brief period. +225 Overshield for 8 seconds
    • Notes: A QoL change. Making it so Shayne always gains an overshield when using Fetch, and not just when she hits an enemy with it.
       
  • (L2)
    • Notes:
  • (R2) Surprise Party - At the conclusion of Stealth Strike, Shayne and Aurox’s attack speed is increased.
    +20% Attack Speed for 5 Seconds
    • Notes: +5% QoL change.
       
  • (L3) Boomerang Bounce - Shayne’s Boomerang bounces to a nearby enemy on a successful hit.
    • Notes: The Boomerang that bounces to a nearby enemy now does 100% of the original Boomerang’s damage, instead of 50%.
  • (M3) The Power of Two - Increases Shayne and Aurox’s attack damage. +18% Attack Damage
    • Notes: Removed the condition needed to receive the bonus and reworded the description to include Shayne and Aurox’s Boomerang and quick melee.
  • (R3) Djinn Bouncer - Shayne and Aurox occasionally reflect projectiles that hit them, while their shield is active. +25% Reflect Chance
    • Notes: Changed the functionality of this helix as is was added to Bigger, Badder, Djinn. Shayne and Aurox now have a chance to reflect projectiles while their shield is active, a fitting complement to their new talent. Djinn Bouncer scales with and is increased by skill damage.
       
  • (L4) What’s Yours is Mine - A portion of the damage Fetch deals is returned to Shayne as Shield. +50% Damage Returned as Shield
    • Notes: This helix was mostly pointless as Fetch is typically used as a secondary “engage skill”, which means your target almost never has a shield. Changed the functionality to have a portion of the damage Fetch deals now generate a shield on Shayne, instead of a shield steal. Reduced the percentage to account for the stronger mechanic and the fact Fetch now deals much more damage.
  • (M4) We’ll Take Everything - When Fetch is activated, Aurox phases through enemies, damaging and pulling every enemy he encounters along the way.
    • Notes: This helix is fine as is.
  • (R4) Holding it Down - Instead of pulling targets, Fetch now stuns enemies on impact. +2 Seconds Stun Duration
    • Notes: Aurox now returns to Shayne instantly after he stuns a target.
       
  • (L5) The Immortal Aegis - At the conclusion of any skill or after their shield breaks once, Shayne and Aurox’s shield will immediately begin to recharge.
    • Notes: Added the functionality of having Shayne and Aurox’s shield immediately start recharging after their shield breaks once. This resets again after their shield is recharged to full, much like Phoebe’s Contingency Plan.
  • (R5) Don’t Stop Running - Increases the movement speed granted while Fleet-Footed is active. +15% Movement Speed
    • Notes: Changed the functionality from a duration increase to a percentage increase. Giving the same amount of movement speed overall, but more during the times it tends to count the most.
       
  • (L6) Sneaky n’ Resilient - Shayne takes reduced damage while cloaked by Stealth Strike. +30% Damage Reduction
    • Notes: Increased the damage reduction by 10% to create uniformity when it comes to helix choices with a similar bonus such as this one.
  • (R6) No Cloak, No Problem - Fetch’s cooldown is reduced if it is activated while Stealth Strike is on cooldown. This can only happen once between Stealth Strikes. +40% Cooldown Reduction
    • Notes: Changed the functionality of this helix, as it was extremely lackluster. Fetch’s cooldown is now reduced once if it is used while Stealth Strike is on cooldown.
       
  • (L7) Alone Time - Shayne’s health regenerates while her shield is broken. +28 Health Regeneration per Second
    • Notes: This helix was already strong, but this should help it stay competitive with its neighbors.
  • (M7) Boom Goes the Boomerang - Shayne’s Boomerang now explodes on contact with an enemy, dealing area of effect damage to nearby enemies.
    • Notes: Changed the functionality of this helix to exactly what its name says, as its former functionality was added to The Power of Two. Boomerangs can still deal critical damage and this has no negative impact on Boomerang Bounce. This should make the helix more interesting and desirable, creating variety in the ways Shayne can be played.
  • (R7) Bigger, Badder, Djinn - Increases Shayne’s maximum shield strength and shield recharge rate. +240 Shield Strength, +105 Shield Recharge per Second
    • Notes: Added the shield recharge rate from Hulk Out with your Djinn Out to create uniformity when it comes to shield helix options.
       
  • (L8) Sustained Stealth - Increases Stealth Strike duration. +6 Seconds Duration
    • Notes: This helix is fine as is.
  • (M8)
    • Notes:
  • (R8)
    • Notes:
       
  • (L9) Quite Fetching - Reduces Fetch’s cooldown time. -20% Cooldown Time
    • Notes: This helix is fine as is.
  • (M9) Got 'Em - Increases Aurox’s travel speed and effective range during Fetch. +100% Velocity, +35% Range
    • Notes: Added the increased range to make this helix more appealing for those that choose to keep Fetch as a pull.
  • (R9)
    • Notes:
       
  • (L10)
    • Notes:
  • (R10) Aurox Beckons - When Tag Team is activated, Aurox pulls in nearby enemies, slowing them at close range. +3 Seconds Slow Duration
    • Notes: The pull radius is now 50% bigger than the radius of Tag Team.
General
  • Base Shield: 600
  • Base Health: 1718
  • Legendary:
     
  • Notes:
    *
Toby
Arc Mine
  • Launches an Arc Mine, which arms after a brief delay, dealing 90 area damage per second for 8 seconds. Afterwards, Arc Mine will explode for 142 damage. Arc Mines have 300 health.

  • Notes: 15 second cooldown. A negligible damage increase to the explosion and improved the description.

Force Field
  • Deploys a module that projects a force field, increasing the velocity of all Railgun shots fired through it. All enemy projectiles fired through the force field deal up to 30% reduced damage, and can not score critical hits for 8 seconds. Afterwards, the force field only reduces the damage of enemy projectiles by 10%. Modules have 300 health.

  • Notes:

    • 18 second cooldown. Completely reworked how Force Field blocks damage, while keeping the velocity increase to Railgun shots that are fired through it. The damage reduction enemy projectiles receive when they pass through the Force Field starts as 30%, and then reduces to 10% over the 8 seconds.
    • Drastically reduced the opacity of the Force Field. Instead of showing it’s health, the Force Shield’s health bar now ticks down to show the remaining duration of the initial damage reduction.
    • The Force Field now creates a module, in the shape of a small glowing blue box ( about the size of a full health Sunspot), behind it. The module doesn’t have collision, but can be destroyed. This gives a counter to the new Force Field, as it would be a bit too strong if it could last forever. The Force Field still has collision with projectiles, so any that can’t pass through are simply blocked, like Galilea’s Shield Throw.
Core Discharge
  • Toby transforms his mech and charges up a powerful laser, penetrating enemies and dealing 341 damage a second for 6 seconds.

  • Notes: 65 Second Cooldown. Core Discharge now has an unlimited range and can penetrate enemies. Slightly reduced the charge time.

UPR H8-MS Custom Railgun
  • Toby’s powerful Railgun can be charged, dealing increased damage at higher charge levels.

  • Notes: 50-203 damage per shot based on charge. Reworked Toby’s reticle cue, making it much easier to tell his charge level like ISIC.

Boosters
  • Air-jumping while holding a direction grants Toby a quick boost in that direction. Boosters holds a total of 3 charges that recharge after 8 seconds.

  • Notes: Activating Boosters no longer interrupts the active cooldown of other booster charges. Toby can now use Boosters during Core Discharge.

Talent

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Helix
  • (L1) Electrostatic Induction - Firing an Arc Mine through a Force Field increases its velocity and grants it unlimited range.
    • Notes: Changed the functionality of this helix, as it was counter-intuitive. Arc Mines fired through a Force Field gain increased velocity and range. Allowing backline Tobys to deploy an Arc Mine anywhere on the battlefield, along with their CC at level 4.
  • (R1) Me 'n My Magnets - Railgun projectiles deal bonus damage when passing through a Force Field. +25% Damage
    • Notes: This helix is fine as is.
       
  • (L2) Starting Line - Allies who pass through Toby’s Force Field are hastened for a brief time. +30% Movement Speed for 4 Seconds
    • Notes: Added the duration of the hasten.
  • (R2) Best Offense - Allies standing behind Toby’s Force Field are healed over time, as well as having their attack speed or charge time improved. +14 Healing per Second, +15% Attack Speed, -15% Charge Time
    • Notes: Reworded the description to show that Best Offense grants healing, not health regeneration. Added the functionality of reducing charge time in addition to increasing attack speed. Allowing Toby to fully benefit from this helix, and making him one of the only sources that can increase the speed of other charge based attacks, like ISIC’s Charge Cannon.
       
  • (L3) Targeting Overlay -
    • Notes: ^
  • (R3) Still Alive! Sorry! - Increases Toby’s maximum shield strength and shield recharge rate. +240 Shield Strength, +105 Shield Recharge per Second
    • Notes: Added the increased shield recharge rate to create uniformity to shield helix options.
       
  • (L4) Sorry I Broke Your Legs - Enemies damaged by Arc Mines are slowed. +3 Seconds Slow Duration
    • Notes: This helix is fine as is.
  • (M4) Arc Vortex - Arc Mines continually draw in enemies that are near them, at the cost of having reduced health. -50% Arc Mine Health
    • Reworded the description to show that the effect is something different than a CC pull, and that it is continuous. Arc Vortex now affects all enemies that can be affected by a push back. Arc Vortex’s radius is now twice that of the Arc Mine’s, but to balance this, Arc Mines now have reduced health.
  • (R4) Sorry I Broke Your Wrists - Enemies directly hit by Arc Mines are stunned. +2 Seconds Stun Duration
    • Notes: This helix is fine as is.
       
  • (L5) Boosted Boosters - Reduced the recharge time of Toby’s Boosters. -50% Recharge Time
    • Notes: Replaced the functionality of this helix, as it was lackluster. Toby’s Boosters now have reduced recharge time.
  • (M5) Upward Boost - Toby’s Boosters can now propel him upward.
    • Notes: Mildly increased the height this propels Toby. Made it so Toby still preforms a vertical boost while very minimal horizontal input is active with analog stick type controls.
  • (R5) Panic Mode - Toby gains increased damage resistance while his Boosters are out of charges. +30% Damage Reduction
    • Notes: This helix is fine as is.
       
  • (L6) Beam Splitter - Toby’s Railgun shots now create 2 additional blasts when fired through a Force Field, dealing less damage than the main shot. +2 Blast, -50% Damage
    • Notes: Reworded the description to show that the additional blast deal reduced damage. Reduced the angle that the additional blast fire out from the main shot, and the additional blast now inherent the main shot’s velocity. The additional blast no longer become stuck in/near the Force Shield when firing at something close to the Force Shield.
  • (M6) Overcompensating - Increases the width of Toby’s Railgun shot when fired through his Force Field. +100% Projectile Width
    • Notes: Changed the functionality of this helix, so that now it only increases the width of Toby’s Railgun shots.
  • (R6) Plasma Mine - Arc Mines deal increased damage to enemy shields. +50% Bonus Damage to Shields
    • Notes: This helix is fine as is.
       
  • (L7) Riding the Rail - Decreases the time required to fully charge Toby’s Railgun. -20% Charging Time
    • Notes: This helix is fine as is.
  • (M7) System Malfunction - Decreases the time required to fully charge Toby’s Railgun, as well as causing full charged critical hits to blind enemies. But Toby’s Railgun can no longer hold a charge, causing it to fire as soon as it reaches its max. -25% Charge Time, +0.5 Seconds Blind Duration
    • Notes: Changed the functionality of this helix, as it’s never good to make a bonus require a death. Toby’s Railgun now charges faster and blinds enemies on a full charged critical, but it can no longer hold a charge.
  • (R7) Heartpiercer - Railgun shots penetrate enemies.
    • Notes: Removed the requirement for the Railgun shots to be fully charged.
       
  • (L8) Room for Improvement - Enlarges Force Field’s effective range. +50% Force Field Radius
    • Notes: This helix is fine as is.
  • (R8) Room for Mistakes - Increases the initial damage reduction enemy projectiles receive when they pass through a Force Shield, and its duration. Also increases the health of the Force Field’s module. +50% Initial Damage Reduction and Duration, +50% Health
    • Notes: Replaced the functionality of this helix to account for the changes to Force Field.
       
  • (L9) What’s Mine Is Yours - Increases the range that Arc Mines can deal damage. +50% Area of Effect Radius
    • Notes: Increased the radius increase by 20%.
  • (M9) Mines, Mines, Mines! - Reduces the cooldown of Arc Mine. -20% Cooldown Time
    • Notes: This helix is fine as is.
  • (R9) Primed Catalyzers - Increases Arc Mine’s base damage. +15% Damage
    • Notes: Reworded the description to account for the change to Remote Detonation.
       
  • (L10) Localized Discharge - Berg charges for a short time, causing Toby’s next Railgun shot to ignore enemies, and instead marking a location. This causes the discharge to emanate from the location, back towards where Toby was when he marked it.
    • Notes: Changed the functionality of this helix, as it was lackluster. This gives Toby the ability to have Core Discharge active at the same time as his Railgun, and removes the ability for Toby to be CC’d out of it.
  • (R10) Endangering Species - Enemies damaged by Core Discharge blasts are slowed. +3 Seconds Slow Duration
    • Notes: This helix is fine as is.
General
  • Base Shield: 300
  • Base Health: 1388
  • Legendary:
     
  • Notes:
    • Slightly reduced the size of Toby’s critical hit spot.
    • Moved the placements of where Arc Mines and Railgun shots fire out of Toby’s hitbox. Bring them closer to Toby’s center and making them less likely to hit terrain. This does not change Toby’s visual character model.
    • Greatly reduced the delay where Toby can’t fire his railgun after sprinting.
Whiskey Foxtrot
Sticky Bomb
  • Hurls a grenade that sticks to surfaces and enemies. Detonates after 1.5 seconds, dealing 208 damage to nearby targets.

  • Notes: 15 second cooldown. Reduced the detonation time by 1.5 seconds, and removed the damage falloff. Significantly improved the deploy time of Sticky Bomb, and added the 40% improved velocity from Sticky Speed to Sticky Bomb by default. Removed the 3 second maximum lifetime.

Scrap Cannon
  • Fires a spread of shrapnel that ricochets 4 times, deals up to 142 damage, and wounds enemies for 4 seconds.

  • Notes: 10 second cooldown. Improved the description to include the number of ricochets. A negligible damage increase for consistency, and Scrap Cannon now has unlimited range. Improved the deploy time of Scrap Cannon, to where it is almost instantaneous. The shrapnel now ricochets off of enemies, instead of disappearing on contact. Removed the delay after firing Scrap Cannon, where Whiskey can’t aim his Rifle.

Overdrive
  • Whiskey Foxtrot makes a modification to his Tactical Rifle, allowing him to fire it automatically, faster, and without the need to reload for 12 seconds.

  • Notes: 60 second cooldown. Made it so Overdrive last a set duration and no longer consumes ammo. Fixed a bug that caused skill related bonuses, such as those granted by gear pieces like the Shield Web Interdictor, to not proc with damage dealt by Overdrive. Made it so the HUD shows that Scrap Cannon can not be used during Overdrive. Overdrive can now be interrupted by certain crowd control effects, allowing for a counter to it’s massive power increase.

UPR-SL3 Tactical Rifle
  • Whiskey Foxtrot’s Tactical Rifle is accurate, deadly, and fires in three-round bursts. Deals reduced damage at long ranges.

  • Notes: 32 primary damage, 30 magazine size. Improved the description to include the damage falloff, and reduced the reload speed of Tactical Rifle by 25%. Removed almost all recoil from Tactical Rifle and improved its handling and stability, giving it better feel as a combat rifle. Made it so Whiskey’s animation while firing in between sprinting is more fluid. These changes also affect Overdrive.

Combat Rhythm
  • For 5 seconds after a critical hit, or 10 seconds after a kill, Whiskey Foxtrot’s Tactical Rifle deals 25% increased damage.

  • Notes: Reworded the description to reflect how Combat Rhythm preforms in game. Combat Rhythm can now also be activated by scoring a critical hit. Making it much more suitable for a long range character, whom promotes focusing a single target and accuracy. Reduced the duration by 5 seconds to account for the fact Combat Rhythm is now easier to achieve in most scenarios. Combat Rhythm affects Overdrive.

UPR-RDC Combat Armor
  • Whiskey Foxtrot’s battered UPR armor still serves him well in battle – with a few modifications here and there, of course. His combat boots help to transfer almost all of the recoil Tactical Rifle suffers from into the ground. But while in midair after jumping, the massive recoil from Scrap Cannon propels Whiskey Foxtrot backwards.

  • Notes: Added a reworked version of Flakback’s old functionality to Whiskey’s talent. Added the need to jump to give players better control of when this happens, to prevent unwanted issues with certain terrain, and to give enemy players the ability to counter it. Whiskey has to touch the ground again for this to reset.

Helix
  • (L1) Weighed Down - If an enemy is stuck with a Sticky Bomb, they are slowed. +3 Seconds Slow Duration
    • Notes: This helix is fine as is.
  • (M1) Rhythmic Scrapper - Activating Scrap Cannon immediately activates Combat Rhythm.
    • Notes: Changed the functionality of this helix, as the former was very lackluster. Scrap Cannon now activates Combat Rhythm, giving this level a more PvE friendly option.
  • (R1) Flak Off - Scrap Cannon now pushes back enemies. The closer they are to Whiskey Foxtrot, and the more shrapnel that hits them, the further they are pushed.
    • Notes: Improved the description to include that the distance enemies are pushed, is reliant on their proximity to Whiskey, and the amount of shrapnel that hits them.
       
  • (L2) Swiss Cheese - Enemies hit by Scrap Cannon are revealed and take increased damage from Whiskey Foxtrot’s Tactical Rifle. +25% Damage for 8 Seconds
    • Notes: Made it so enemies are always fully revealed when hit by any amount of Scrap Cannon. Made it so the damage increase now increases the damage of Overdrive.
  • (R2) Scrap Bank - Enables Scrap Cannon to store 2 additional charges that can be fired without cooldown. +2 Scrap Charges
    • Notes: Firing Scrap Cannon no longer interrupts the active cooldown of additional Scrap Cannon charges.
       
  • (L3) Red Dot Sight -
    • Notes: ^
  • (R3) Scoped Up - Fits the Tactical Rifle with an ACOG Scope that increase zoom distance. Tactical Rifle no longer deals reduced damage at long ranges.
    • Notes: This helix now completely removes the damage falloff from Tactical Rifle. A moderate improvement that solidifies Whiskey’s place as a hybrid sniper. Reduced the size of the perimeter around the scope that obscures the player’s sight when they ADS. This helix affects Overdrive.
       
  • (L4) Triple Threat - Stick Bomb now fires 3 grenades in succession that each deal reduced damage. +2 Grenades, 50% Damage per Grenade
    • Notes: Reworded the description to better convey information. The changes to Sticky Bomb’s deploy time also affect the deploy time of of the 2 additional grenades.
  • (M4) Sticky MIRV - Sticky Bomb splits into 3 grenades in flight, at the cost of reduced range and velocity. -35% Range and Velocity
    • Notes: The 3 grenades fired no longer receive a damage penalty, and also mildly reduced the spread. Added that Stick MIRV has reduced range, and further increased it. As well as reducing the velocity to account for the base increase Sticky Bomb reveived. The projectile path shown while priming Sticky Bomb now updates.
  • (R4) Stick 'n Sap - After sticking an enemy with Sticky Bomby, their shields and health are drained and absorbed by Whiskey Foxtrot. Deals additional damage to shields. +216 Damage Over 3 Seconds, +50% Bonus Damage to Shields
    • Notes: Fixed a bug that caused this helix to deal less damage than it describes. Added the functionality of converting 100% of the enemy’s shield and/or health that was drained, into shield and/or health for Whiskey. This should help this helix be more competitive with its neighbors.
       
  • (L5) Reload Burst - When Combat Rhythm is active, Whiskey Foxtrot’s reload speed is increased. +25% Reload Speed
    • Notes: Reworded the description to account for the changes to Combat Rhythm. Reduced the reload speed bonus by 10%.
  • (M5) Critical Regen - When Combat Rhythm is active, Whiskey Foxtrot regenerates health. +22 Health Regeneration per Second
    • Notes: Reworded the description to account for the changes to Combat Rhythm.
  • (R5) Speed burst - When Combat Rhythm is active, Whiskey Foxtrot’s movement speed is increased. +30% Movement Speed
    • Notes: Reworded the description to account for the changes to Combat Rhythm. Increased the movement speed by 10%.
       
  • (L6)
    • Notes:
  • (M6) Napalm - Sticky Bomb grenades burn the ground where they detonate. Napalm deals half damage to enemies that are standing in multiple fields, while the Triple Threat augment is active. 520 Damage over 6 Seconds
    • Notes: Reverted the damage and duration to how they were before. Napalm fields can now stack, dealing damage to the same enemies at the same time. Napalm deals 50% less damage when stacked with Triple Threat, but normal damage when not stacked. This change does not affect the fields created by Sticky MIRV.
  • (R6)
    • Notes:
       
  • (L7) Duct-Taped Mags - Fits the Tactical Rifle with 2 taped clips, causing every other reload to be faster than normal. +60% Reload Speed
    • Notes: This helix is fine as is.
  • (M7) Shield Circumvention - Normal Tactical Rifle shots can now score critical hits through enemy shields. Also a portion of non-critical hit Tactical Rifle damage now penetrates enemy shields. +25% Shield Penetration
    • Notes: Added the ability to score critical hits through shields to this helix. This gives Whiskey an even more unique spot as a hybrid sniper and works well with the changes to Combat Rhythm.
  • (R7) When Three Just Isn’t Enough - Increases Tactical Rifle’s burst count and magazine size. +1 Burst Count, +10 Magazine Size
    • Notes: Added the functionality of increasing Tactical Rifle’s magazine size by 10.
       
  • (L8) Spread Shot - Increases the spread and density of Scrap Cannon shots. -30% Accuracy, +30% Shrapnel
    • Notes: Reworded the description to better convey information.
  • (R8) On Point Flak - Scrap Cannon now has increased accuracy and no longer travels in an arc. +30% Accuracy
    • Notes: Removed the range increase, and Scrap Cannon now has unlimited range by default. Added the functionality of have Scrap Cannon’s shrapnel flight in a straight line.
       
  • (L9) Swift Stickies - Reduces Sticky Bomb cooldown time. -25% Cooldown Time
    • Notes: This helix is fine as is.
  • (R9) Stronger Stickies - Increases Sticky Bomb damage. +15% Damage
    • Notes: This helix is fine as is.
       
  • (L10) What Shields? - Overdrive bullets bypass enemy shields entirely.
    • Notes: Overdrive can now score critical hits on enemies with shields.
  • (R10) Overoverdrive - Increases the duration of Overdrive. +4 Seconds
    • Notes: Changed the functionality of this helix to a duration increase instead of a magazine size increase, to account for the changes to Overdrive.
General
  • Base Shield: 300
  • Base Health: 1266
  • Legendary: +21.00% Reload Speed/+7.14% Critical Hit Damage/Whiskey Foxtrot only: Reloading an empty magazine grants +15% Fire Rate and Reload Speed for the next mag.
     
  • Notes:
    • Increased Whiskey’s health by 175.
    • Changed the secondary effect of Whiskey’s legendary to critical hit damage, as recoil reduction isn’t really needed any more, and to promote the change to Combat Rhythm.
    • Increased Whiskey’s quick melee attack speed by 10%.

(Pandora's Industrial Engineer) #7

Mechanics (work in progress)

This a page that would be added to the command menu, helping players learn the game’s mechanics.


Listed Mechanics

Versus
  • At anytime you can press (B) to have your character channel for 4 seconds, but if you take damage, the channel will be cancelled. After the channel your character will be teleported back to base, completely refilling their health and shield.
Crowd Control
Major
  • Stuns and binds: immobilize all enemies and prevent the use of skills. Stuns also interrupt skills.
  • Pulls: will bring all enemies towards a designated point, as well as interrupting skills.
  • Knock ups: will toss all enemies into the air, as well as interrupting skills.
  • Knock backs: will repel all enemies away, as well as interrupting skills.
  • Silences: prevent enemy Battleborn from activating skills, as well as interrupting skills. Silences also “stun” non-Battleborn enemies.
  • Crowd control effects that can interrupt, cause any skills that are currently active to instantly go on a full cooldown.
  • Battleborn whom are stunned or binded are immune to stuns and binds for the duration and 3 seconds afterwards. This does not affect pulls, knock ups, or knock backs.
Minor
  • Blinds: prevent enemy Battleborn from seeing their HUD, or their surroundings past extremely close range. Blinds also “stun” non-Battleborn enemies.
  • Damage Amplification: causes all enemies to take increased damage from all sources.
  • Slows: reduce the movement speed of all enemies, as well as their jump height.
  • Wounds: reduce the health enemies receive from all sources by 60%. This includes healing, health regeneration, and life steal.
  • Weakens: reduce the damage of all enemy attacks and skills.
  • Reveals: outline all visible enemies, as well as highlight the silhouette of enemies behind world terrain. Reveals also cancel any active cloak on invisible enemies.
  • Targeting: causes a character’s weapon or talent to home in on any targeted enemy. This effect is cancelled if the enemy cloaks.
  • Marks: apply a variety of debuffs to all enemies, as well as outlining all visible enemies and those behind one layer of terrain. The additional debuffs include character specific damage amplification, bonus damage, bleeds, and pings.
Character Traits
Story
  • Battleborn receive 50% reduced skill cooldowns in solo story.

Unlisted Mechanics

  • Silences “stun” non-Battleborn enemies again.
  • Reverted the bonus damage Attackers deal to non-Battleborn enemies.
  • Reverted the damage reduction Defenders receive from non-Battleborn enemies.
  • Added the percentage each slow, slows an enemy to its description. As currently I don’t have the means to get it.
  • M3.Shepherds’ can no longer activate its overshield while affected by certain crowd control. The overshield can not be interrupted, only delayed.
  • The diminishing returns on consecutive quick melee attacks is now less severe.
  • Kleese now also receives the 50% reduced skill cooldowns in solo PvE.
  • Reveals now highlight the enemies’ entire silhouette, instead of just the outline when behind terrain.
  • Added a first person visual effect to indicate when a player is wounded.
  • Added an unique audio cue for when a player is damaged by a sentry.
  • Monuments: Reduced the high of the 2 central pillars by 50%. Upon killing the enemies’ first sentry, plants will now grow on top of your pillar, returning it to its original height.
  • Monuments: Removed the invisible walls between the base thrall pads and the central large shard spawn points.
  • Significantly decreased the damage standard minions deal to Battleborn in PvP.
  • Players affected by knock backs now transition to a third person camera.
  • All projectiles can no longer be destroyed, with the exception of Benedict’s standard rockets.
  • All movement based abilities will no longer toggle off the sprint input after their conclusion. Allowing characters like Mellka to instantly sprint after using moves like Combat Slide, so long as they maintain the forward movement input.
  • Reverted all of the scaling changes introduced in the 10/19/17 patch.

Personal Preference

  • I’d remove all recoil in Battleborn, except for maybe Marquis. This does not affect weapon bloom.

(Australian Lite™) #8

Alrighty, so my opinions going into this thread were “Oh, great. Another thread complaining about Boldur and Ernest’s lack of nerfs.” But having read most of this page, I’m genuinely impressed. While this would not be exactly perfect, it would certainly be interesting.


(Deandes in crime ) #9

I read the Op and the Deande stuff.

If you were putting all that stuff on Deande my respose would normally be “How OP are you trying to make her? do you want me to never get her in draft?” But since you have that buff everything approach I have no doubt that other characters get the same treatment, even though I’m too tired to read everything.


(ANT) #10

I like the helix option in Kleese level 3 helix by reducing his body frame, cause the other options are always not very good to play with. I also like the shock therapy redesign because it rewards a back line Kleese for supporting.

But I think the exploding rifts helix is far too strong. They explode 0.5 seconds after deploying? Thats unavoidable damage most of the time, cause first you wont have a sound indicator when they explode and second no BB without skill use wont escape this time limit. And by taking the CDR Reduction helix you get 300+ unavoidable AOE Damage and heal every 6 seconds. Add on top the more rifts helix at level 9 he can produce twice the amount.

I think that the brains before Brawn helix gives him to much Shield recharge rate. I think he should heavily rely on his rifts for that.

Edit: I am honest the changes to Ghalt are in almost every area way overpowered. You want to give him his old shotgun damage level before the nerf but increasing his utility of his scraptraps by giving them slow, silence AND stun at level 6. On top of that you want to give him his slug rounds back, which were way too overpowered even before his damage buff. You can not give him his old stun and hook style back with more damage than it was before. The silence idea is good but a stun should not be returned to ghalt. It is nowadays annonying if you just get pulled into 5 enemies and die immediately but with a stun on his trap you can stay back at nova, because you die anyway.

Beatrix’ changes are also insane. You want to put the annoying silence as her main ability and have each projectile silence the full three seconds and have her health be back to the state at her release. I mean come on, did you play against her? I am guessing like 90 % of the playerbase will agree that her full 3 sec silence is far too overpowered.

Other than that good work. Keep it up


(ANT) #11

I am sure you will get her. :slight_smile:

In this meta where the old ghalt, the old benedict, boldur and beatrix are back and stronger than they were the people would ban them. I am not even mentioning the Thorn change where she gets the ability of the unnerfed chronos key minus 1 sec cooldown now as her passive. But I must say, that despite some very insane changes, that I took a lot of time and effort to write that so for that respect to him.


(Pandora's Industrial Engineer) #12

Well the conditions I set for my self when buffing that helix were a couple of things.

  • It had to compete equally with Rift Network
  • It had to functionally do the same thing it currently does
  • And I took my own day one misinterpretation and made it a reality

The loss of Rift Network alone seemed like a pretty good balancing factor in its own right. Allowing Kleese to turn into an Orendi+Alani hybrid, but with a hit box the size of a human hamster ball. Topped off with the fact he loses all sustain shield healing from his Rifts, since they auto kill themselves. And then you add in his inability to truly utilize Overloaded Mortars, and you get a one trick pony similar to Orendi. So he gets similar power to Orendi.

In reality this would have to go live to iron out everything. But you have to look at look at all 960 variables together to see if something would or wouldn’t work in this crazy overhaul.

I just gave him the standard +105. Which would only play into effect when he wasn’t being healed by his Rifts.

It was better than just giving him his stun back at level one I thought. Plus, choosing the stun means you would waste the slow and silence, as they would wear off the same time the stun did.

But I also gave certain characters like ISIC and Kleese a way to counter this, instead of just taking it away from Ghalt. Thought intensive counter play makes the game a lot more fun than just taking away parts of character’s kits that are strong. I also buffed the survivability and evasiveness of most if not all of the characters as well.

It was an auto pick level one anyway, and I took way her weaken and put it on the helix instead. I’ve played against her and I like her role as a CC support. All silences in the game besides Attikus’ were 3 seconds as well. And in the grand scheme of things, you have to compare her to the other characters. The goal of this was to make them all look like “they do too much damage, and are impossible to kill”.

Its her talent, but like I said in the OP, I’d probably take it away from her or reduce its effectiveness. I just really miss Chrono Key Thorn.


(RedX) #13

Why not bring the stun back? :frowning:


(beta382) #14

2 second stun with a 4 second silence, and a blind if you get a crit.


(Braveheart to the Graveyard) #15

You have my vote

Aaaaand you just lost it. I just don’t agree with this buff everything approach. Some things shouldn’t be buffed.


(RedX) #16

You should be in charge of the phoebe buff section


(beta382) #17

In addition to slowing, phasegate now depletes your shield upon arrival, dealing 100% of your current shield strength as bonus skill damage. This can trigger contingency plan.


(RedX) #18

Awesome and people caught in your phase distortion have slow attack speed. Also preparation should silence on blade rush hit, no need to melee. :slight_smile:


(Dwarfurious) #19

They should be.


(iPayUrFrenZ on PS4) #20

Lord have mercy. Ernest is going to kill us all.
Defense Egg best Egg confirmed!