Guides
Dynamo
Locks down the enemy team
Dynamo keeps himself and his allies healthy while waiting for his moment. Few things can warp a team fight more than a well-coordinated use of Singularity.
Abilites
1 - Kinetic Pulse
Release an energy pulse that knocks enemies up into the air.
Statistics:
Ability Width: 5mCooldown: 26s
Damage: 100(x1.4)
Stomp Range: 15m(x0.3)
Upgrades:
1
• Hit enemies arefire rate and movement slowed by 35% for 4s.2
• Dynamo deals30% more Weapon Damage to enemies for an 8s Duration5
• +125 Damage2 - Quantum Entanglement
Dynamo briefly disappears into the void and then reappears a short distance away. On reappearing, your weapon is reloaded and has a fire rate bonus for the next clip. Can be cast with [M3] to also bring nearby allies and give them half fire rate bonus.
Statistics:
Range: 9mCooldown: 12.5s
Void Time: 1.4s(x2.1)
Ally Distance: 9m
Fire Rate Bonus: 25%
Upgrades:
1
• +4m Cast Range2
• +25% Fire Rate Bonus5
• On reappearing,120% Base Ammo3 - Rejuvenating Aurora
While channeling, restore health over time to you and any allies nearby.
Statistics:
Range: 8mCooldown: 48s
Health Restored: 32/s
(x0.5)
Channel Duration: 5s
Ally Heal Radius: 8m
Upgrades:
1
• for 8s +4 m/s Movement Speed2
• -14s Cooldown5
• Full move and ability use and additionally heals +4% of Max Health per second+4% of Max Health per second4 - Singularity
Create a singularity in your hands that pulls in nearby enemies and damages them. Once it’s finished, enemies get knocked into the air.
Statistics:
Cooldown: 191sDamage per Second: 150(x0.2)
Singularity Radius: 8m
Upgrades:
1
• +2m Singularity Radius2
• +0.75s Channel Duration5
• Singularity takes 3.8% of the enemies' max health taken each second.Initial Stats
Weapon: "The Vonnegun"
DPS: 52
Bullet Damage: 13
Ammo: 19
Firerate: 4 /s
Reload Time: 2.35s
Bullet Velocity: 320 m/s
Light Melee: 63
Charged Melee: 116
Damage Falloff Range: 22m → 58m
Vitality
Health: 650
Health Regen: 2
Move Speed: 6.5 m/s
Stamina: 3
Init. Bullet Resist: 0%
Init. Spirit Resist: 0%