"You found it in a space crate and probably should not have switched it on. Though almost indestructible and sporting an uncanny knack for dealing with fellow robots, it is prone to malfunction. And haiku." - Home Page Character Blurb
Looking for other Classes?
Abilities[ | ]
Annihilation[ | ]
Arm Cannon[ | ]
Charge: 50% Weapon Speed
Attack: 50% Weapon Speed
Deal Energy damage
2 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
1st use: Charge your Arm Cannon.
If Arm Cannon is not used next turn, it will reset.
This ability has a base malfunction chance of 3%. After 5 Malfunctions you are Stunned briefly. |
1st use: Charge your Arm Cannon.
If Arm Cannon is not used next turn, it will reset.
+30% hit chance.
This ability has a base malfunction chance of 3%. After 5 Malfunctions you are Stunned briefly. |
1st use: Charge your Arm Cannon.
If Arm Cannon is not used next turn, it will reset.
shields with a bonus +30% hit chance.
This ability has a base malfunction chance of 3%. After 5 Malfunctions you are Stunned briefly. |
Thunderclap[ | ]
Charge: 100% weapon speed
Attack: 100% weapon speed
Deals Energy damage
1 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
1st use: Charge a Thunderclap attack. If Thunderclap
is not used next turn, it will reset.
weapon damage to each enemy, interrupting channeled attacks, and removing 1 shield.
ability has a base malfunction chance of 5%. |
1st use: Charge a Thunderclap attack. If Thunderclap
is not used next turn, it will reset.
weapon damage to each enemy, interrupting channeled attacks, and removing 1 - 3 shields.
ability has a base malfunction chance of 5%. |
1st use: Charge a Thunderclap attack. If Thunderclap
is not used next turn, it will reset.
weapon damage to each enemy, interrupting channeled attacks, and removing 1 - 5 shields.
buff is purged it will Shock, reducing Energy resistance 10% for 3 turns.
This ability has a base malfunction chance of 5%. |
Haiku.exe[ | ]
25% weapon speed
5 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Activate to generate and recite a haiku composed
from randomly accessed memories, probably inspiring the team for 3 turns.
ability has a base malfunction chance of 5%. |
Activate to generate and recite a haiku composed
from randomly accessed memories, probably inspiring the team for 4 turns.
20%.
ability has a base malfunction chance of 5%. |
Activate to generate and recite a haiku composed
from randomly accessed memories, probably inspiring the team for 5 turns.
chance by 20% and grants allies Regeneration, healing at the start of their turn for 3% of their max health.
ability has a base malfunction chance of 5%. |
Target Lock[ | ]
25% Weapon Speed
8 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
You become obsessed with the target, boosting
crit chance 5% and damage 10% when attacking your obsession.
is reduced 90%.
ability has a base malfunction chance of 10%. |
You become obsessed with the target, boosting
crit chance 10% and damage 15% when attacking your obsession.
is reduced 70%.
damage to you.
ability has a base malfunction chance of 10%. |
You become obsessed with the target, boosting
crit chance 15% and damage 20% when attacking your obsession.
is reduced 50%.
damage to you. If the effect ends and the target is alive, refresh the effect but deal full damage to all enemies.
ability has a base malfunction chance of 10%. |
Safety Protocol[ | ]
25% Weapon Speed
5 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Activate to override your Safety Protocol.
Each turn, damage increases 1%, crit chance 3%, and Malfunction chance increases 3%.
|
Activate to override your Safety Protocol.
Each turn, damage increases 2%, crit chance 4%, and Malfunction chance increases 2%.
damage and crit chance boosts persist for 1 turn. |
Activate to override your Safety Protocol.
Each turn, damage increases 3%, crit chance 5%, you regenerate 2& health, and Malfunction chance increases 1%.
damage and crit chance boosts persist for 1 turn. |
Hunter Killer[ | ]
PASSIVE abilities are always active.
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Enemy types you encounter are written to memory.
When you encounter a type in memory, damage you deal to that enemy increases 1%. Stacks up to 5 times and persists for the duration of the mission.
purged from memory. |
Enemy types you encounter are written to memory.
When you encounter a type in memory, damage you deal to that enemy, and crit chance against them, increases 2%. Stacks up to 7 times and persists for the duration of the mission.
purged from memory. |
Enemy types you encounter are written to memory.
When you encounter a type in memory, damage you deal to that enemy, and crit chance against them, increases 3%. Stacks up to 10 times and persists for the duration of the mission.
boosted 50%.
purged from memory. |
R.A.M[ | ]
25% Weapon Speed
Requires 1 Malfunction to activate
10 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Activate Random Access Memory.
Clear all malfunctions and tap your memory core to go Berserk for 1 turn for each malfunction.
- All damage you deal is boosted 20%. - Arm Cannon charges instantly. |
Activate Random Access Memory.
Clear all malfunctions and tap your memory core to go Berserk for 1 turn for each malfunction.
- All damage you deal is boosted 30%. - Arm Cannon charges instantly. - Thunderclap charges instantly. |
Activate Random Access Memory.
Clear all malfunctions and tap your memory core to go Berserk for 1 turn for each malfunction.
- All damage you deal is boosted 50%. - Arm Cannon charges instantly. - Thunderclap charges instantly. - Malfunction and debuff immunity. |
Termination[ | ]
Demean[ | ]
50% Weapon Speed
Deals Weapon Damage
3 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Deals 50% weapon damage and deliver a stinging
insult to Taunt the target to attack, reducing damage they deal to you 10%. 2 turn duration.
This ability has a base malfunction chance of 5%. After 5 Malfunctions you are Stunned briefly. |
Deals 65% weapon damage and deliver a stinging
insult to Taunt the target to attack, reducing damage they deal to you 13%, and reduce their critical hit chance 30%. 3 turn duration.
This ability has a base malfunction chance of 5%. After 5 Malfunctions you are Stunned briefly. |
Deals 80% weapon damage and deliver a stinging
insult to Taunt the target to attack, reducing damage they deal to you 15%, and reduce their critical hit chance 30%.
This ability has a base malfunction chance of 5%. After 5 Malfunctions you are Stunned briefly. |
Get Down.[ | ]
50% weapon speed
3 turn cooldown
Deals Weapon damage
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Shove your lowest health ally to the ground, Stun
them for 50 Time Units, reduce their threat by 10%, and reduce all damage they take 25% for 2 turns.
This ability has a base malfunction chance of 5%. |
Shove your lowest health ally to the ground, Stun
them for 35 Time Units, reduce their threat by 15%, and reduce all damage they take 35% for 2 turns.
for 100% weapon damage and 100% bonus Threat.
This ability has a base malfunction chance of 5%. |
Shove your lowest health ally to the ground, Stun
them for 20 Time Units, reduce their threat by 25%, and reduce all damage they take 50% for 2 turns.
for 100% weapon damage and 100% bonus Threat and Blind them, reducing hit chance 5% for 3 turns.
This ability has a base malfunction chance of 5%. |
Adaptive Armor[ | ]
PASSIVE abilities are always active
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Integrate your armor into your systems.
When combat behind you gain an effect:
Tactical Armor: If health is above 50%, +5% damage dealt, If below 50%, -5% damage taken. Heavy Armor: -3% damage taken and +10% health. |
Integrate your armor into your systems.
If critically hit, heal 25% of damage on your turn. When combat behind you gain an effect:
Tactical Armor: If health is above 50%, +8% damage dealt, If below 50%, -8% damage taken. Heavy Armor: -5% damage taken and +13% health. |
Integrate your armor into your systems.
If critically hit, heal 25% of damage on your turn. When combat behind you gain an effect:
Tactical Armor: If health is above 50%, +10% damage dealt, If below 50%, -10% damage taken. Heavy Armor: -7% damage taken and +15% health.
for the same amount it blocks Physical damage. |
Aegis Mode[ | ]
50% weapon speed
Deals Weapon damage
6 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Activate Aegis Mode to automatically attack when
enemies damage allies instead of you. Deals 20% weapon damage with +100% Threat.
This ability has a base malfunction chance of 20%. |
Activate Aegis Mode to reduce damage taken by
allies 30% and automatically attack when enemies damage allies instead of you. Deals 20% weapon damage with +150% Threat.
This ability has a base malfunction chance of 20%. |
Activate Aegis Mode to reduce damage taken by
allies 30% and automatically attack when enemies damage allies instead of you. Deals 30% weapon damage with +200% Threat.
all damage taken 5%. This effect stacks.
This ability has a base malfunction chance of 20%. |
Reason[ | ]
150% weapon speed
Deals Weapon damage
6 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Reason with your foes.
If that fails, attack 1 time for each enemy target.
weapon damage, and has a 50% chance to Daze the target for 5 Time Units each time they are hit.
This ability has a base malfunction chance of 50%. |
Reason with your foes.
If that fails, attack 1 time for each enemy target.
weapon damage, and has a 50% chance to Daze the target for 10 Time Units each time they are hit. Damaged targets have a 30% chance to be Confused for 1 turn.
This ability has a base malfunction chance of 50%. |
Reason with your foes.
If that fails, attack 1 time for each enemy target.
weapon damage, and has a 50% chance to Daze the target for 15 Time Units each time they are hit. Damaged targets deal 10% less damage for 1 turn and have a 30% chance to be Confused for 1 turn.
This ability has a base malfunction chance of 50%. |
Relentless[ | ]
PASSIVE abilities are always active.
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
When you gain a malfunction you heal for 1% of
your maximum health. When you shutdown from malfunctions you Taunt all enemies for 1 turn and take 30% reduced damage for 2 turns. |
When you gain a malfunction you heal for 2% of
your maximum health. When you shutdown from malfunctions you Taunt all enemies for 1 turn, cleanse all debuffs, and take 40% reduced damage for 2 turns. |
Heal for 1% of health each turn. When you gain a
malfunction you heal for 3% of your maximum health. When you shutdown from malfunctions you Taunt all enemies for 1 turn, cleanse all debuffs, and take 50% reduced damage for 2 turns. |
Termination Mode[ | ]
25% weapon speed
6 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Activate Termination Mode.
Heal for 1% for each malfunction and clear all malfunctions.
you instead shutdown and heal for 50% of your maximum health. Lasts 3 turns. |
Activate Termination Mode.
Heal for 2% for each malfunction and clear all malfunctions and debuffs.
you instead shutdown and heal for 50% of your maximum health. Lasts 3 turns. |
Activate Termination Mode.
Heal for 3% for each malfunction and clear all malfunctions and debuffs.
you instead shutdown and heal for 50% of your maximum health. Lasts 3 turns.
and immunity to Stun while in Termination Mode. |
Mutation[ | ]
Chaotic Shot[ | ]
50% Weapon Speed
Deals Weapon Damage
1 turn Cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Shoots for 50% weapon damage and boost crit
chance 3% to 5%, change hit chance -13% to +5%, and increase malfunction chance 10%. If Stunned, these effects reset.
This ability has a base malfunction chance of 10%. After 5 Malfunctions you are Stunned briefly. |
Shoots for 75% weapon damage and boost crit
chance 5% to 8%, change hit chance -8% to +8%, and increase malfunction chance 10%. If Stunned, these effects reset.
This ability has a base malfunction chance of 10%. After 5 Malfunctions you are Stunned briefly. |
Shoots for 100% weapon damage and boost crit
chance 8% to 13%, change hit chance -5% to +13%, and increase malfunction chance 10%. If Stunned, these effects reset.
the target is afflicted with all of these effects, deal 100% bonus weapon damage.
This ability has a base malfunction chance of 10%. After 5 Malfunctions you are Stunned briefly. |
Assault[ | ]
100% weapon speed
Deals Weapon damage
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Shoot a target 1 time to deal 40% weapon damage
and boost max attacks by 1.
on Malfunction, Assault resets with a 5 turn cooldown.
This ability has a base malfunction chance of 5%. |
Shoot a target 1 - 3 times to deal 45% weapon
damage and boost max attacks by 1.
on Malfunction, Assault resets with a 5 turn cooldown.
This ability has a base malfunction chance of 5%. |
Shoot a target 1 - 3 times to deal 50% weapon
damage and boost max attacks by 1 - 2.
on Malfunction, Assault resets with a 5 turn cooldown.
This ability has a base malfunction chance of 5%. |
Kill Cone[ | ]
150% weapon speed
Deals Weapon damage
4 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Moving rapidly, attack in a wide area at the cost
of accuracy, shooting up to 3 targets for 100% weapon damage each. -20% hit chance.
This ability has a base malfunction chance of 20%. |
Moving rapidly, attack in a wide area at the cost
of accuracy, shooting up to 3 targets for 125% weapon damage each. -15% hit and +20% crit chance.
This ability has a base malfunction chance of 20%. |
Moving rapidly, attack in a wide area at the cost
of accuracy, shooting up to 3 targets for 150% weapon damage each. -10% hit and +25% crit chance. If Kill Cone kills a target the cooldown resets.
This ability has a base malfunction chance of 20%. |
Core Dump[ | ]
25% weapon speed
Deals Energy damage
Requires 1 charge to activate
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
When you malfunction, Core Dump gains a charge.
Use all charges to attack once per charge, dealing 30% weapon damage to a random target and 15% weapon damage to all other targets.
|
When you malfunction, Core Dump gains a charge.
Use all charges to attack once per charge, dealing 40% weapon damage to a random target, applying Blind, Corrupt, or Shock, and 20% weapon damage to all other targets.
|
When you malfunction, Core Dump gains a charge.
Use all charges to attack once per charge, dealing 50% weapon damage to a random target, applying Blind, Corrupt, or Shock, and 25% weapon damage to all other targets.
|
Mut.exe[ | ]
50% weapon speed
8 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Activate Mut.exe to clear all malfunctions and
replace them with new ones. Positive effects from cleared malfunctions persist for 1 - 2 turns. |
Activate Mut.exe to clear all malfunctions and
replace them with new ones. Positive effects from cleared malfunctions persist for 1 - 3 turns.
the cost of your next action by 10% of the Time Unit value of your weapon. |
Activate Mut.exe to clear all malfunctions and
replace them with new ones. Positive effects from cleared malfunctions persist for 1 - 5 turns.
grants Haste, reducing the cost of your next action by 10% of the Time Unit value of your weapon. |
Chaos Model[ | ]
PASSIVE abilities are always active.
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Each malfunction boosts your damage 2%.
When you shutdown from malfunctions, the Stun duration is reduced by 5 to 50 Time Units. |
Each malfunction boosts your damage 3%.
When you shutdown from malfunctions, the Stun duration is reduced by 5 to 150 Time Units.
chance to cleanse it each turn. |
Each malfunction boosts your damage 4%.
When you shutdown from malfunctions, the Stun duration is reduced by 5 to 250 Time Units and you deal 300% weapon damage to a random target.
chance to cleanse it each turn. |
H.A.M[ | ]
50% weapon speed
Deals Weapon damage
Requires 1 malfunction to activate
8 turn cooldown
Rank 1 | Rank 2 | Rank 3 |
---|---|---|
Activate Heavy Auto Mode.
Clear all malfunctions. For each, shoot random targets 1 to 2 times for 19% weapon damage and reduce the hit chance of H.A.M 6%.
|
Activate Heavy Auto Mode.
Clear all malfunctions. For each, shoot random targets 1 to 3 times for 20% weapon damage and reduce the hit chance of H.A.M 4% and boost crit 3%.
|
Activate Heavy Auto Mode.
Clear all malfunctions. For each, shoot random targets 1 to 4 times for 21% weapon damage and reduce the hit chance of H.A.M 2% and boost crit 3%.
If you H.A.M with 5 malfunctions, all damage you deal is boosted 10% for the rest of combat. |