Ability: Dire Orb - The Ranger throws an orb that deals damage to any opponent it passes through.īelow we break down each Champion and how to best use their abilities.You can activate the ability again to teleport to the orb’s position. If not activated, the orb will explode one second after it hits any surface. Your base Champion is a bit squishy at only 100 health, but he does have decent speed, which is a plus if you know how to quickly reach jump pads or slipdoors. ![]() The Ranger takes less self-damage than other Champions, so don't be afraid to take that rocket launcher into "danger close" territory. ![]() The Ranger's ability is less about the damage it deals and more about the teleportation effects it provides, which are helpful for quickly getting out of the line of fire, or for moving across chasms and cliffs to get at fleeing enemies on the verge of death. Ability: Bull Rush - Scalebearer rushes forward, dealing massive damage to any opponents he hits.While the ability is active, Scalebearer loses maneuverability but becomes much more resistant to incoming damage. ![]() This guy's a big, hulking target who will always get shot at, but if you can deck him out with extra armor upgrades, he takes longer to go down. If Scalebearer's speed increases above 400 through upgrades, he also automatically damages any enemy he touches. Since everyone will constantly be in your face, Bull Rush can be a lifesaver, as you are pretty much guaranteed to get a kill so long as you are moderately aimed at an enemy when you activated the ability. Ability: Piercing Sight - Visor activates a special cybernetic sight that allows him to see enemies through walls and other objects.ĭon't forget you are resistant to damage for a few seconds afterward as well, so use that time to get up close and personal to anyone who thought they were going to frag you.
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