Power: 32,369 to 36,535
Health: 1,096,687 to 1,212,925
Offensive mod: x1665 to x2035
Offensive elemental mod: x1387.5 to 1942.5
Damage Per Seconds: 76,663 to 97,213
Damage Per Shot: 27,576 to 34,968
Reduce cooldown of “Armor Up” by 12.5%
Increase cooldown reduction from rifle hits for “Armor Up” by 10%
BRONZE ABILITY: Armor Up
Tosses an armor pack that provides an allied Hero a charge of ARMOR UP
Each charge of ARMOR UP absorbs 439,433 (was 229,924) and provides an additional 1000 (was 691), to a maximum of 3 charges.
Each shield lasts until destroyed. When a shield is depleted, the allied Hero loses a charge of ARMOR UP.
SILVER ABILITY: Counter Measure
Tosses an armor pack that provides an allied Hero 2 charges of COUNTER MEASURES.
Whenever the allied Hero is damaged, they spend a charge of COUNTER MEASURES reducing the incoming damage by 90%, dealing 250,000 (was 82,567) damage and Silencing the enemy attacker for 5 (was 4) seconds.
Lasts up to 15 seconds or until all charges are depleted.
GOLD ABILITY: Scrapper
Whenever an allied Hero loses a charge of ARMOR UP or COUNTER MEASURES. they recover 333,311 (was 120,366) Health.
Whenever this Hero critically hits an enemy, he reduces the cooldown of Armor Up by 15%.
PLATINUM ABILITY: Weak Point
All allied Heroes gain 10% (was 5%) Critical Hit Chance and 6,410 (was 5,337) Crucial Bonus
RUBY ABILITY: Supported
Fixed a bug where this character was drawing slightly more aggro from AI even when no taunts were active.
Fixed a bug where “Haunted” DOT triggered by Bronze Ability: Undying Soul dealt significantly less damage than “Haunted” DOT triggered by normal attacks.
Power: 38241 to 39862
Health Increase from 1,681,282 to 1,908,287
BRONZE ABILITY: Undying Soul
Revenant steals the lifeforce of an enemy hero and heals himself by up to 30.0% of the target’s max Health, causing the enemy to be Haunted for 12 (was 10) seconds.
The effect of this ability cannot surpass 20% of Revenant’s max HP.
Haunted enemies have 50% (was 20%) slower reload speed.
SILVER ABILITY: Hypnotic Trance
Hypnotize the closest row of living Heroes dealing 30,001 (was 18,120) Damage per second and disorienting them for 15 (was 12) seconds.
GOLD ABILITY: Intimidation
Reduces all incoming Damage Revenant receives from Haunted enemies by 60% (was 40%).
PLATINUM ABILITY: Eerie Presence
Basic Attacks have a 8% chance to Haunt targets as well as Tauning them for 10 (was 8) seconds.
Haunted enemies now additionally Damage 20,000 (was 16,424) (rifle) Damage from Revenant and take 25,000 (was 20,684) Damage per second.
RUBY ABILITY: Tanked up
A Tank’s job in any decent Team coposition is to not only soak up damage, but also clear a path for your Heroes. This Hero gains a 3,725 (was 1,702) Elemental Armor bonus and deals an additional 26,662 (was 10,992) Damage to Cover.
Power: 38976 to 39877
Damages: 55,615 changed to 60,690
Elemental damage: 56,595 changed to 57,071
Offesnive MOD: x2127.5 changed to x2220
Elemental offensive MOD: x1803.75 chaged to x1850
Damage Per second wihtout RUBY skill: 112,210 changed to 117,761
Damage Per Shot without RUBY skill: 123,307 changed to 129,408
BRONZE ABILITY: The Hunt
Fires an arrow at a target dealing 251,992 (was 75,736) Elemental Damage and marking the target with THE HUNT for 10 seconds.
An Enemy marked with THE HUNT receives 60% more damage against them but can only be killed by this Hero.
If this Hero is killed, all remaining marks of THE HUNT on Enemy Heroes are immediately lost. The Duration of this skill increases by 0.5 of a second every 10 levels.
SILVER ABILITY: Fatality
Launches an explosive arrow dealing 152,447 (was 102,958) Elemental Damage and applying an initial charge of The Fatality to Enemy Heroes in the area. Basic attacks by this Hero against Enemy Heroes with a charge of The Fatality increase the amount of charges, to a maximum of 5 charges.
Any enemies with The Fatality will explode after 5 seconds, dealing 181,497 (was 128,841) Elemental damage for each charge to themselves and all nearby enemies in a small area.
GOLD ABILITY: The Focused
After this Hero hits an Enemy Hero with 3 basic attacks, temporarily increase this Hero’s attack speed, reload speed and basic attack damage by 40% (was 30%) for 9 seconds.
The Duration of this skill increases by 0.5 of a second every 10 levels.
PLATINUM ABILITY: The Toll
If this Hero kills an enemy Hero marked with THE HUNT, all allies killed by that enemy Hero are revived with 778,632 Health.
RUBY ABILITY: Doing Damage
The difference between a good DPS Hero and a great DPS Hero lies in the amount of damage they can dish out. This Hero receives a 31,147 (was 27,953) Elemental Attack Damage bonus, as well as 30% Skill Charge bonus for their Bronze Skill.
Power: 32072 to 33517
Damage: 34,403 changed to 42,109
Elemental damage: 41,808 changed to 42,990
Offensive mod: x1248.75 cahnged to x1526.25
Elemental offensive mod: x2173.75 changed to x1757.5
Damage Per Second: 76,211 changed to 85,099
Damage Per Pellet:20,268 changed to 22,632
BRONZE ABILITY: Breach and Clear
An explosive blast deals 200,000 (was 177,711) damage to an enemy in the targeted area.
If the target was at full Health they take an additional 211,120 (was 205,692) damage.
Breach and Clear starts the mission with 90% charge.
SILVER ABILITY: Clean Sweep
Fires a spead of bullets hitting all enemies on the battlefield dealing 189,504 (was 94,635) per shot.
GOLD ABILITY: Brawler
Whenever the enemy Team outnumbers the allied Team, improve this Hero’s weapon by 7,869 (was 6,521) Attack Damage and 7,676 Elemental Attack 7,881 Elemental Attack Damage for each fallen allied Hero.
PLATINUM ABILITY: Assault Breacher
At the start of the mission, improve this Hero’s weapon damage by 14,171 (was 13,803) Elemental Attack Damage for the first 20 seconds of a mission.
The difference between a good DPS Hero and a great DPS Hero lies in the amount of damage they can dish out. This Hero receives a 23,684 (was 23,053) Elemental Attack Damage bonus, as well as 30% Skill Charge bonus for their Bronze Skill.
Power: 31993 to 33859
Health changed from 1,312,750 to 1,449,500
Armor changed from: 7,278 to 9,055
Meltdown Cooldown changed from: 32 seconds reduced to 25 seconds
BRONZE ABILITY: Caber Nuke
Tosses a radioactive core hitting all enemies in the targeted area, dealing 99,999 (was 46,461) damage on impact also Stunning enemies on for 5 (was 2) seconds and periodically dealing 79,999 (was 50,520) damage to enemies who linger in the area. The area effect persists for 16 seconds.
SILVER ABILITY: Meltdown
An eruption of energy deals 207921 damage to all enemies on the battlefield.
Each time this hero skill is used this Hero gains a charge of MELTDOWN until the end of the mission. Each charge deals minor Damage per second to himself.
GOLD ABILITY: Super Critical
Whenever this Hero is damaged by his own MELTDOWN he deals per second 30,000 (was 12,101) Damage per second to a random enemy for each charge of MELTDOWN .
This Hero reduces all incoming Damage by 1% for each 1% of his Health he is missing.
PLATINUM ABILITY: Nuclear Core
Whenever this Hero is below 65% Health he activates NUCLEAR CORE gaining 23,460 Attack Damage, and 33% faster reload speed.
All other allied Heroes gain 219,360 (was 66,400) Health.
RUBY ABILITY: Tanked up
A Tank’s job in any decent Team coposition is to not only soak up damage, but also clear a path for your Heroes. This Hero gains a 2,806 Elemental Armor bonus and deals an additional 17,526 Damage to Cover.
5 down, 5 more to go!