LMB / RT Basic attack | Default damage against lightly armored enemies.46 per click | Default damage against heavily armored enemies.42 per click
HOLD [LMB/RT]: A constant stream of bullets.
Show/Hide upgrades
Rapid Fire
Piercing Rounds
Increased rate of fire. (+15%)
Shots pierce through enemies.
Ballistic Accelerator
High Caliber Rounds
Impeding Fire
Debilitating Rounds
[E/RB],[LMB/RT]: During [E/RB] FORTIFY, reduces falloff
DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.damage at long range.
[E/RB],[LMB/RT]: During [E/RB] FORTIFY, shots deal more
DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage at close range. (+37)
[E/RB],[LMB/RT]: During [E/RB] FORTIFY, shots inflict
SLOW
Reduces movement speed by 20%. MAJOR SLOW(30%) and MASSIVE SLOW(60%) are more powerful.slow. (-5% movement speed, 1s duration) Intensity increases with each hit. (Maximum: -30%)
[E/RB],[LMB/RT]: During [E/RB] FORTIFY, shots inflict
WEAKNESS
Reduces outgoing damage by 25%. MAJOR WEAKNESS(50%) and EXTREME WEAKNESS(75%) are more powerful.weakness. (-5% damage, 1s duration) Weakness increases with each hit. (Maximum: -50% damage)
HOLD [RMB/LT]: Can now charge your shots for increased
DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage. (525)
Replaces your RAIL GUN with a mid-range Cannon. On direct hit,
DAZE
Interrupts and prevents skill usage for the duration of the daze.dazes enemies. (1s duration)
Armor Piercing
Parallel Outputs
Daze for Days
Concussive Explosion
HOLD [RMB/LT]: Charged shots pierce and add 50%
ARMOR PIERCE
Deals DAMAGE while ignoring target's ARMOR on certain percentage.armor penetration.
[E/RB],HOLD [RMB/LT]: During [E/RB] FORTIFY, your chest gun fires while you charge your RAIL GUN.
On direct hit,
DAZE
Interrupts and prevents skill usage for the duration of the daze.daze duration is increased to 1.5s.
[E/RB],[RMB/LT]: During [E/RB] FORTIFY,
DAZE
Interrupts and prevents skill usage for the duration of the daze.daze all enemies hit by the explosion.
MORTAR
Q / LB Default ability cooldown. 12s | Default damage against lightly armored enemies. 140 (burn: 55 per sec) | Default damage against heavily armored enemies. 123 (burn: 48 per sec)
Lobbed, explosive projectile that
KNOCK UP
Knocks enemies up a short distance. This does not stop them from using skills.knocks up and sets enemies on
BURN
Deals damage over time.fire. (3s)
Show/Hide upgrades
Mortar Love
Impact Trigger
Explosion deals +30% more
DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage.
Explodes and
PUSH
Knocks enemies back. This does not stop them from using skills.pushes on impact.
Kaboom Box
Heavy Artillery
Percussive Force
Speed Loader
On hit, creates a
BURN
Deals damage over time.burning area. (3s duration)
[E/RB],[Q/LB]: During [E/RB] FORTIFY, your explosion deals 80% more
DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage.
PUSH
Knocks enemies back. This does not stop them from using skills.Pushes enemies much farther.
[E/RB],[Q/LB]: During [E/RB] FORTIFY, your cooldown is reduced by 50%.
FORTIFY
E / RB Default ability cooldown. 12s
Gain +20% front
DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction, increased accuracy, and resistance to pushes. (Unable to move) TAP [E/RB] AGAIN: Unfortify.
Show/Hide upgrades
Siege Mode
Rapid Recalibration
Gain a 500 HP
SHIELD
Absorbs 85% of all incoming DAMAGE for the duration of the shield, or until the shield is destroyed (if it has a HP value).shield.
Gives a 10%
DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage boost to [LMB/RT] BULLET BARRAGE. (5s duration) Fortifying/Unfortifying is 2x faster.
Shock Absorbers
Earth Mover
Power Differential
Servo Boost
INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.Immune to disruption while shielded. (
STUN
Interrupts and prevents skill usage and movement for the duration of the stun.Stun,
INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.interrupt,
LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.launch,
PULL
Pulls an enemy to hero's location, interrupting any skills in use and preventing any further skill usage or movement by the enemy while they're being pulled.pull, and
DAZE
Interrupts and prevents skill usage for the duration of the daze.daze)
Gives you front
DEFLECTION
Deflects incoming projectiles away in random directions from the source of deflection.deflection. (3s duration) [E/RB],[E/RB]: Unfortifying
LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.launches foes away.
Gives a 20%
DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage boost to [LMB/RT] BULLET BARRAGE. (8s duration)
[E/RB],[E/RB]: Unfortifying gives +25
STAMINA
A special resource that allows player to sprint, dodge, jump, and utilize powerful dodge and sprint attacks. While SPRINT and JUMPS consume stamina when player is IN COMBAT, DODGE always cost 25 stamina (one segment of blue bar). Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.stamina and
SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.speed boost. (1s duration) Reduced cooldown. (-6s)
Deals DAMAGE while ignoring target's ARMOR on certain percentage.armor penetration for basic attacks.
You are
INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.immune to
CRITICAL HITS
Every Hero's crit chance defaults to 0.01%. Landing hits with primary attack will increase crit chance up to a maximum of 100%. Primary attacks are the only attacks that build and benefit from crit damage, though certain upgrades will allow some secondary skills to help build or modify your crit chance. Failing to land hits with primary attack will cause crit chance to rapidly decay back to its default value.critical hits.
Battle Fury
Run n Gun
Iron Skin
Hero's Vitality
Gain 10%
FOCUS
A special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults. Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.Focus for each kill or death.
SPRINT
Provides a significant boost to hero's movement speed. OUT OF COMBAT sprinting is free, but after entering COMBAT it begins to consume STAMINA every second.Sprint while performing your [LMB/RT] BULLET BARRAGE.
+5
ARMOR
Reduces incoming DAMAGE by 1% to 1 point of armor. Each hero has a base amount of armor that can be increased temporarily through skills and upgrades. Armored heroes have 25 Armor, while other heroes have 15 Armor.armor. [F/LS+RT],[LMB/RT]: After using FOCUS, gain +200 to maximum
TEMPORARY HEALTH
Provided by certain skills, TEMPORARY HEALTH is added to the bottom of the HEALTH bar. When the skill expires, any remaining temporary health heals the hero by 50% of the remaining health.health. (5s duration)
+15% maximum
HEALTH
A special resource that represents hero's (or creature's) life pool, and is a measure of how long he able to remain in the fight. The amount of health is varying between characters. One segment of green bar represents 500 health, additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green). Taking DAMAGE and using of some of the skills reduces health. Health can be regenerated by various sources, characters OUT OF COMBAT slowly regenerate their health by themselves. When health bar reaches 0, hero is defeated and returns to the Airship, while creature just dies.health.
Talents
Heat Transfer
BATTLE
[RMB/LT]: RAIL GUN has a reduced cooldown. (-2s)
CLASH
Inflicts extended
BURN
Deals damage over time.burn(50 dmg/s, 5s duration) on burning foes.
Bombardment
BATTLE
[Q/LB]: MORTAR increases
BURN
Deals damage over time.burn duration by 1s.
CLASH
Gives additional
FOCUS
A special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults. Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.Focus.
Double Plating
BATTLE
[E/RB]: FORTIFY gives +5% front
DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction.
CLASH
80% degen reduction while Fortified.
Strategy
While he's super adept at dealing damage and taking damage, HK-206 has low mobility. Without a good support team, he's essentially a turret with no target. Combine him with a team that kites enemies to HK-206 and you've got a haymaker that dominates the center lane.
Tips and Tricks
You can outrange most heroes, and your
SHIELD
Absorbs 85% of all incoming DAMAGE for the duration of the shield, or until the shield is destroyed (if it has a HP value).shield should help you win any ranged exchanges, so do your best to keep your distance.
Upgrades like Self Repair can make it very difficult to dislodge you from a fortified position, but you should still be careful and not get too far away from your teammates. A character like Lord Knossos could easily close the distance and wail on you before you can un-fortify and retreat.
When using piercing shot, aim for squishy characters even if The Margrave or another beefy character is in front of them. Your Piercing Shot will go right through them and hit the character behind them.
Unless you're in combat, you should Fortify. Fortifying reduces your gross damage and your upgraded skills, so unless you need to be mobile, Fortifying is 100% the right choice in most situations.
With that in mind, you should still be moving. Fortifying is great, and you should keep doing it, but you should be Fortifying as you move with your team, as you're going to be much more effective that way.
The Railgun is a single use skill that you can only use once. Target carefully, and practice often before using in combat.
The upgraded Fortify skill increases your speed, turning you from a basically defensive hero into a quick assault hero.
S.W.A.R.M. is a very powerful attack at close range, but should be used in 1-on-1 or hectic moments.
Mortar strikes are powerful, but have a long cooldown, so you should use it when groups of fighters clash or when groups of enemies are moving together - otherwise, you're wasting it and forcing a huge wait.
Remember the high fire arc of the mortar, and account for this when targeting enemies.