Uses the arms to fight for 20 seconds, cooldown 300 seconds, immune to hardness, click again to cancel. Deals a total of 1,387.7% attack damage from normal attacks; 453.5% attack damage from skills which has a 10 sec cooldown.
Each attack shoots 2 missiles at the target, each dealing 34.8% attack damage.
Cooldown reduced to 200 seconds.
4 missiles can be fired per attack to deal damage to the target, each missile deals 34.8% attack damage.
Reduces physical damage by 2%, even when not in combat, but not in peak league (PvP)
Giant Arm lasts for 30 seconds, all damage taken is reduced by 20% for the duration.
A shield of raw energy is assembled for 10 seconds, blocking bullet penetration. The shield has 200% of the Pioneer's maximum life and has a cooldown of 90 seconds.
If an enemy target passes through the shield, the speed is reduced by 50% for 2 seconds.
Cooldown time reduced to 60 seconds
Duration extended to 20 seconds
Reduces ice damage taken by 2%, even when not in combat, but not in peak league (PvP)
You and friendly team-members will receive a 25% damage boost for 7 seconds when they pass through the energy shield.
Drive a robot into battle, lasts 30 seconds, cooldown 200 seconds. Immune to hardness, click again to cancel. V-Mech possesses the skill: Aimed Shot. Aimed Shot: Fires flaming bullets at high frequency, dealing 44.4%*attack damage per hit.
Immune to fire damage and crowd control when driving the mech.
Gains new skill: 'Barrage': Fires 6 barrages at the target, dealing 155.2%*attack damage per hit.
Add Burning effect when driving a mech.
Increases fire element damage by 2%, even when not in combat, but not in peak league (PvP)
New skill: 'Flame Field': Releases a large flame field in place, dealing up to 1146.8%* attack damage
Using a proton bomb, it collapses the space in front of it and continues to attract targets within its range for 10 seconds, After a delay of 1.5 seconds, dealing 39.6%*attack damage every 0.5 seconds to the central area, with a cooldown time of 100 seconds.
Enemies in the collapsed space cannot use dodge, and the absorption time is extended to 15 seconds.
Damage range is increased by a factor of 1.
20% more damage to targets in the area.
Reduces fire elemental damage by 2%, even when not in combat, but not in peak league (PvP)
Enemy units in the collapsed space cannot be healed.
Creates a confined space with a radius of 7m for 10 seconds, with constant energy fluctuations on the ground, dealing 73.4%*Attack of the current weapon elemental damage per second to ground targets; if the target touches the edge of the area, a strong control stun effect is applied for 2 seconds, with a cooldown of 240 seconds.
Stun extended to 3 seconds, cooldown reduced to 180 seconds.
Energy Wave deals an additional 30% more damage.
Cooldown time reduced to 120 seconds.
Increases physical damage by 2%, even when not in combat, but not in peak leagues
Extra seismic waves are triggered every 3 seconds, every hit floats the targets (can be dodged by jumping).
Summons a drone for 15 seconds, increases your final damage by 5% every 5 seconds, cooldown 120 seconds.
Apply crowd control immunity for the first 5 seconds.
Duration extended to 25 seconds.
Adds an additional 5% damage boost to the Pioneer every 5 seconds.
Reduces lightning damage by 2%, even when not in combat, but not in peak league (PvP)
During the duration of the drone, the Pioneer receives an attack recovery effect, converting 20% of the damage value to its own life.
SSR
Holographic Projection
Unleashes a holographic projection based on yourself, which synchronises with the character's weapon attacks and deals 50% of the damage dealt by the character for 15 seconds, with a cooldown of 180 seconds.
Duration extended to 20 seconds.
Projection damage is increased to 75% of the character's damage.
Click again to shift yourself to the position of the projection.
Increases lightning damage by 2%, even if you are not in combat, but not in the peak league (PvP)
Projected damage is increased to 100% of the character's damage, and you are self-controlled when shifting.
Creates a space that lasts for 8 seconds, in which you have the effect of hegemony and you cannot go lower than 20% of your health regardless of any damage you take, with a cooldown time of 90 seconds. After 8 seconds in space, you cannot regain the same space effect for 45 seconds.
After 8 seconds, you regain 15% of your health in the space.
Adds a 25% blood-suck effect while in space.
Immune to all controls while in space.
Increases ice damage by 2%, even if you are not in combat, but not in peak league (PvP)
When you are below or equal to 40% of your life in space, your blood-suck effect is doubled until the space disappears.
Gain a shield that lasts for 5 seconds. After 1 attack it disappears, knocking surrounding enemies and deal 100% of attack power+50 points of damage. When the shield is broken within 1 second of generating, it stuns the enemy for 2 seconds and you will receive a damage boost by a percentage of your current life for 10 seconds (up to 60%).
Immediately gain 100 energy if your HP is more than 90%. Immediately gain 50 energy if your HP is less than 90%. Immediately gain another 50 energy when the damage boost ends.
Damage booster time is increased by 1 second.
Increase the damage boost limit to 70%
Increases fire damage by 2%, even if you are not in combat, but not in Apex league (PvP)
If the HP loss is greater than the current HP loss, the damage increase is based on the percentage of HP lost (up to 70%).
Press and hold the Jetpack gadget in the direction of the arrow to enter the gliding state. Consumes 10 points of stamina per second. Jetpack cooldown 150 seconds. Stagnant gliding is not affected by the cooldown.Jetpack can be used 2 times before going on cooldown.
Cooldown reduced to 100 seconds, gliding does not consume stamina anymore.
Glide for more than 3 seconds to gain a critical hit enhancement and a strong control state to stun the target for 2 seconds at the moment your Jetpack hits the target.
Cooldown reduced to 60 seconds.
Reduces Physical damage by 1.5%, even when not in combat, but not in peak league (PvP)
Jetpack can be used up to 3 times.
Enters a quantum state, making yourself invisible to enemies by optical means for 10 seconds. Launching an attack removes this effect and has a 120 second cooldown.
Quantum state lasts for 20 seconds.
Cooldown reduced to 80 seconds.
100% more damage to attacks launched in Quantum state, this effect is removed after 1 attack.
Increases Lightning damage by 1.5%, even if you are not in combat, but not in peak league (PvP)
100% more damage to attacks launched in Quantum state, this effect is removed after 3 attacks.
Summons a floating ice cannon that lasts for 20 seconds and has a cooldown of 240 seconds. The Floating Cannon has the skill: Laser Beam, which deals 5.6%*attack damage to the target each time.
Floating ice cannon lasts for 24 seconds.
New skill: 'Laser array', freezes the target by damaging it 4 times in a row, dealing up to 93.2%*attack damage to the target.
Cooldown time reduced to 150 seconds.
Increases ice damage by 1.5%, even if you are not in combat, but not in peak league (PvP)
New skill: 'Shock', which deals 55.9%*attack damage to the target and stuns the target for 0.5 seconds
When used, it dashes forward a distance and slowly decelerates until it stops, dealing 380% of current attack damage to colliding targets and inflicting a knockback effect during the dash, with a 90-second cooldown. The ability to use the Jet ski is possible while in swimming state.
10 weapon points charges per second during glide.
Cooldown time reduced to 60 seconds.
100% more damage from Jet skis collisions, cooldown time reduced to 45 seconds.
Reduces ice damage by 1.5%, even if you are not in combat, but not in peak league (PvP)
Immune to crowd control while using Jet skis, 5-second stun effect on colliding targets
Twisted Magnetic Field, releases 1 whirlwind with an electric core that moves in a random path around the scene for 10 seconds, sweeping surrounding targets into the air, dealing 186.3% of current attack damage per second, cooldown 100 seconds.
Releases 2 whirlwinds with electric cores.
20% more damage to the whirlwind.
Releases 3 whirlwinds with electric cores.
Increases Lightning damage by 1.5%, even if you are not in combat, but not in peak league (PvP)
Enemies in the whirlwind have a 50% chance of being confused for 3 seconds every time they take damage (moving in the opposite direction of the joystick/keybinds).
Throws a missile launcher behind you for 8 seconds, with a cooldown of 60 seconds. Releases multiple missiles to attack nearby enemy units, each dealing 34.8% of current attack damage.
Increases the number of missiles released per second
20% more damage from Multiple Missile
Multiple Missile last for 12 seconds.
Increases Physical damage by 1.5%, even when not in combat, but not in peak league (PvP)
The number of missiles released per second is increased again.
The summoned robot opens a shield that lasts 5 seconds. The shield disappears after 5 seconds or when you take an attack, knocking back the surrounding enemies and deals 100% attack +50 damage. If the shield is broken within 1 second of being created, it stuns the enemy for an additional 2 seconds. Cooldown time of 30 seconds.
When the shield is broken, it reduces the movement speed of the attacker and nearby enemies by 35% for 6 seconds.
When the shield ends (shattered), the final damage is increased by an equal percentage of the blood lost, for 10 seconds, with a minimum of 30%.
After the shield ends (shattered), it increases your movement speed by 30% for 5 seconds.
Reduces fire damage by 1.5%, even when not in combat, but not in peak league (PvP)
When the shield is broken, it gains 5 seconds of anti-damage effect, returning 0.6 times the damage taken to the attacker.
SR
Singularity Magic Cube
Use the Cube to change the gravitational pull around you, causing the enemy to take 100% attack damage, then grab the enemy to make them float and send them flying and deal 120% attack damage again. Cooldown of 30 seconds.
When the Cube is activated, increases your damage by 10% for 10 seconds.
When the Cube is activated, 200 points of weapon charge are deducted from surrounding enemies.
The number of uses of the Cube is increased to 2.
Increases elemental damage by 1.5%, even if you are not in combat, but not in peak league (PvP)
When the Cube is activated, the weapon gains power based on the amount of blood lost. For every 1% of blood lost, 10 points of weapon power are gained.
Fires 1 mechanical energy projectile at the designated target, hits the ground or water to create a climbable mechanical cylinder for a maximum of 20 seconds. A maximum of 2 projectiles can be used. Each with a cooldown time of 50 seconds.
The mechanical projectile of energy is increased to 30 seconds.
When using the Atomic Hand Cannon, the stamina recovery will be 30% faster for 20 seconds
Stores up to 3 rounds of ammunition
1.5% more fire elemental damage, even when not in a combat, but not in peak league (PvP)
Cooldown time reduced to 40 seconds.
Throws lava bombs in front of the target, dealing 567% of current attack damage with knockback, 45 sec cooldown.
Added 2 seconds stun and ignition on hit.
50% more blast range.
Cooldown time reduced to 30 seconds.
Increases fire damage by 1.5%, even when not in combat, but not in peak league (PvP)
3 seconds stun on hit, 10 seconds stamina burn added to target, 100 stamina points deducted per use.
Ejects a robotic arm, pulling a given target to it, or pulling itself to it, causing 100% damage and floating on a hit, while returning 300 points of weapon charge to yourself; can also be used to reach hard-to-reach places, can be used 2 times, restoring 1 charge every 30 seconds.
Gives you an electromagnetic shield that reduces your damage taken by 20% for 7 seconds.
1 recovery every 15 seconds
Can be used up to 3 times.
Increases ice damage by 1.5%, even when not in combat, but not in peak league (PvP)
Reduce 30% of final damage to the target for 7 seconds on hit.
The Pioneer detonates a magnetic bomb, knocking the target back, dealing 38.8% of current attack damage to the target and making himself immune to hard effects for 5 seconds, with a 35 second cooldown.
Can be used while in cc (crowd controlled).
Immune to crowd control for 5 seconds after use.
Adds a 7-second magnetic bomb to the target after hitting it, which will detonate immediately after the target uses attack/dodge/skill, causing a 40% slow that will disappear after triggering.
Reduces lightning element damage by 1.5%, even if not in combat, but not in peak league (PvP)
When the target detonates the magnetic bomb, it removes all of the target's current buffs.