- Recruited the latest hero, Union Jack? Union Jack’s Passive, Allied Forces, gives him a chance to follow-up attack when an ally does a counter-attack or follow-up attack. Visit the forum patch notes to learn more about his unique skills and abilities.
- Class: Scrapper
- Passive: Allied Forces
- Chance for a follow-up attack when an ally does a counter-attack or follow-up attack
- Service Revolver
- Single Target
- Range, Gun
- Capital Defence
- Buff
- Preemptively counters ranged attacks
- This does not include stealthy, subtle, or psychic abilities
- Lasts 1 Round
- Lock-On
- Debuff
- Taking additional damage from ranged attacks
- Lasts 3 Rounds
- Trench Warfare
- Single Target
- Melee, Unarmed, Slashing
- Stiff Upper Lip
- Buff
- Preemptively counters melee attacks
- This does not include stealthy, subtle, or psychic abilities
- Lasts 1 Round
- Wide-Open
- Debuff
- Taking additional damage from melee attacks
- Lasts 3 Rounds
- Over the Top
- Single Target
- Melee, Unarmed, Slashing
- Steady On
- Buff
- Preemptively counters defensive actions
- Defensive actions are non-damaging attacks that heal or buff the enemy party
- This does not include stealthy, subtle, or psychic abilities
- Lasts 1 Round
- Remove Buffs
- Removes beneficial status effects from the target
- V for Victory
- Single Target
- Melee, Unarmed, Slashing
- Flanked
- Debuff
- Single-target attacks against this target grant a follow-up attack
- Lasts 1 Round
- Agile
- Grants Agile to all allies
- Evasion increased by 25%
- 2 Round Cooldown
- Play in the PvP Tournament to win these FANTASTIC prices:
- Completed your Special Operation and recruited the Vision? (Hurry Up, There´s only 4 days left)
- Class : Blaster or Infiltrator
- Passives :
- Flying
- Immune to Ground Attacks
- Gathering Energy
- Grants an Energy Charge every round
- Energy Charge
- Increases the damage of the next energy attack
- This effect can be applied 5 times
- All stacks are consumed on the next energy attack
- Density Shift
- Chance to avoid an attack and become Phased
- Flying
- Blaster Interface
- 1. Optic Beams
- One Enemy
- Range, Energy, Tech
- Burning
- Taking damage every turn
- Defense reduced
- Cancelled by Chilled
- Lasts 2 Rounds
- 2. Infiltrator Interface
- Self
- Buff
- Quick Action
- Grants an immediate free turn after using
- Does not trigger follow-up attacks
- Subtle
- Does not trigger most status effects
- Offensive Interface
- Switch interface to Melee Specialist
- 3. Microwave Pulse
- All Enemies
- Range, Energy, Tech
- Stealthy
- Does not trigger counter-attacks or protect abilities
- Radiation Exposure
- Deals damage every turn
- Increases damage taken from energy attacks
- This effect can be applied 4 times
- Lasts 4 Turns
- Fried Circuits
- Stuns robotic targets
- Lasts 1 Round
- Does not remove of benefit from phased
- 1 Round Cooldown
- 4. Solar Jewel
- One Enemy
- Range, Energy, Tech
- Combustible
- Attacks against Burning targets are guaranteed to crit
- Exploits Stun
- Deals extra damage against Stunned targets
- 1 Round Cooldown
- 1. Optic Beams
- Infiltrator Interface
- 1. Physical Disruption
- One Enemy
- Melee, Unarmed
- Phased Advantage
- Deals extra damage while phased
- Incapacitation
- Chance to lose a turn
- Counts as Stun for the purposes of attacks
- Lasts 3 Rounds
- 2. Blaster Interface
- Self
- Buff
- Quick Action
- Grants an immediate free turn after using
- Does not trigger follow-up attacks
- Subtle
- Does not trigger most status effects
- Offensive Interface
- Switch interface to Range Specialist
- 3. Intangible Fist
- One Enemy
- Melee, Unarmed, Tech
- Stealthy
- Does not trigger counter-attacks or protect abilities
- Deadly Crits
- Deals extra damage on critical hits
- Phased
- Become Incorporeal, automatically dodging all attacks
- Increased damage on next attack
- Removed after attacking
- Lasts 2 Rounds
- 1 Round Cooldown
- 4. General Relativity
- All Enemies
- Ground Attack
- Ignores most Protect and Avoidance effects
- Slowed
- Evasion reduced by 25%
- Lasts 3 Rounds
- Winded
- Removes and prevent Follow-Up attacks
- Lasts 1 Round
- 2 Round Cooldown
- 1. Physical Disruption
- Collected all 8 Covers from the Omega Lockboxes to unlock Omega Sentinel?
Omega Sentinel
- Class : Scrapper, Bruiser, or Tactician
- Passives :
- Flying
- Immune to ground attacks
- Overclocked
- Take 2 actions every round
- Flying
- Scrapper Mode
- Passive : Selene Protocol
- Attacks gain Exploits Protection and Exploits Shields
- 1. Plasma Knife
- One Enemy
- Melee, Energy, Explosive
- Ignore Defense
- Damage ignores enemy’s defense stat
- Attacks penetrate Shield statuses
- Deadly Crits
- Deals extra damage on critical hits
- 2. Change Protocol
- Self
- Buff
- Quick Action
- Grants an immediate free turn after using
- Does not trigger follow-up attacks
- Subtle
- Does not trigger most status effects
- Eos Protocol
- Change class to Bruiser
- Takes significantly less damage from Counter-Attacks
- Takes significantly less damage from Follow-Up Attacks
- 3. Plasma Torch
- All Enemies
- Range, Energy, Fire, Tech, Explosive
- Strengthened
- Grants Strengthened to all allies
- Attack increased by 25%
- Lasts 3 Rounds
- Burning
- Taking damage every turn
- Defense reduced
- Cancelled by Chilled
- Lasts 2 Rounds
- 4. Plasma Blast
- One Enemy
- Range, Energy, Tech, Explosive
- Finest Hour!
- Deals extra damage while Agile, Focused, Fortified, or Strengthened
- 1 Round Cooldown
- Bruiser Mode
- Passive : Eos Protocol
- Takes significantly less damage from Counter-Attacks
- Takes significantly less damage from Follow-Up Attacks
- 1. Penetrator Darts
- All Enemies
- Ranged, Gun
- Biofeedback
- Bioelectric energy deals damage every turn
- Counts as poison
- Lasts 2 Rounds
- 2. Change Protocol
- Self
- Buff
- Quick Action
- Grants an immediate free turn after using
- Does not trigger follow-up attacks
- Subtle
- Does not trigger most status effects
- Helios Protocol
- Change class to Tactician
- Chance to join in on an ally’s attack
- Chance to retaliate when an ally is hit by single-target attacks
- 3. Defense Array
- Self
- Buff, Tech
- Defense Array
- Protects allies from single-target or area attacks
- Lasts 1 Round
- Fortified
- Grants Fortified to all allies
- Defense increased by 25%
- Lasts 3 Rounds
- 2 Round Cooldown
- 4. Nanoheal Array
- All Allies
- Heal, Tech
- Restorative Nanobots
- Restores health every turn and removes harmful effects
- Lasts 1 Round
- 3 Round Cooldown
- Passive : Selene Protocol
- Tactician Mode
- Passive : Helios Protocol
- Chance to join in on an ally’s attack
- Chance to retaliate when an ally is hit by single-target attacks
- 1. HE Targeting Laser
- One Enemy
- Ranged, Energy, Tech, Explosive
- True Strike
- Ignores most Avoidance effects
- Targeted
- Attacks against this target are guaranteed to hit and crit
- Lasts 1 Round
- Focused
- Grants Focused to all allies
- Accuracy increased by 25%
- Lasts 3 Rounds
- 2. Change Protocol
- Self
- Buff
- Quick Action
- Grants an immediate free turn after using
- Does not trigger follow-up attacks
- Subtle
- Does not trigger most status effects
- Selene Protocol
- Change class to Scrapper
- Attacks deal extra damage to enemies with Protect or Shields
- 3. Hologram Array
- All Allies
- Buff, Tech
- Mirror Images
- Illusions grant a chance to avoid the next 2 single-target attacks
- Lasts 1 Round
- Agile
- Evasion increased by 25%
- Lasts 3 Rounds
- 2 Round Cooldown
- 4. Neural Disruptors
- One Enemy
- Ranged, Electric, Energy, Tech
- Disoriented
- Has a chance of attacking allies
- Lasts 1 Round
- Passive : Helios Protocol
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