Hero Buffs 9.2

CHESTERFIELD

STAT CHANGES:
(Values correspond to a maxed hero)

:arrow_right:Power: 38,331 to 49,869

:arrow_right:Health: 1,045,412 to 1,505,550

:arrow_right:Damage: 73,223 to 96,385

:arrow_right:Elemental Damage: 46,236 to 62,355

:arrow_right:Armor: 7,085 to 8,121

:arrow_right:Elemental Armor: 3,612 to 6,109

:arrow_right:Offensive Mod: 1,943 to 3,700

:arrow_right:Elemental Offensive Mod: 2,498 to 2,868

:arrow_right:Defensive Mod: 2,035 to 2,683

:arrow_right:Elemental Defensive Mod: 1,018 to 2,313

WEAPON CHANGES:
:large_blue_diamond:Rate of Fire (per sec): 1.18 to 1.6

:large_blue_diamond:Reload Time: 1.5 to 1

:large_blue_diamond:Damage to Cover: 105.93 to 104.79

:large_blue_diamond:Damage per Second: 119,459 to 158,720

:large_blue_diamond:Damage per Shot: 101,237 to 95,041

ABILITY CHANGES:
(Values correspond to a maxed hero)

Bronze Ability: Bear Trap

Tosses a trap at the targeted area. The trap triggers whenever an enemy approaches dealing 330,342 Damage (was 250,000) and Rooting them in place for 10 seconds.

Silver Ability: Illumination Flare

Fires a lingering flare that decloaks all enemies in the battlefield. All enemies become Marked, improving all Damage against the targets by 35%.
The flare casts a UV light that allows Chesterfield’s visor to spot enemies weak points giving him a 51,926 Critical Bonus (39,999).
This effect lasts for 12 seconds.

Gold Ability: Master Trapper

Whenever this Hero’s weapon damages an enemy affected with [Bear Trap] the Rooted duration is refreshed and the target takes an additional 132,151 Damage (was 100,000).

Platinum Ability: Double Tap

Whenever this Hero hits an enemy, the next shot with his weapon against this enemy deals an additional 85,134 Damage (was 65,001).

SAND RUBY

STAT CHANGES:
(Values correspond to a maxed hero)

:arrow_right:Power: 33,341 to 49,649

:arrow_right:Health: 750,725 to 1,407,100

:arrow_right:Damage: 57,577 to 101,497

:arrow_right:Elemental Damage: 54,300 to 64,675

:arrow_right:Armor: 3,816 to 7,529

:arrow_right:Elemental Armor: 3,583 to 5,454

:arrow_right:Offensive Mod: 2,405 to 3,330

:arrow_right:Elemental Offensive Mod: 2,590 to 2,960

:arrow_right:Defensive Mod: 1,018 to 2,313

:arrow_right:Elemental Defensive Mod: 1,388 to 1,943

WEAPON CHANGES:

:large_blue_diamond:Rate of Fire (per sec): 1.6 to 2.67

:large_blue_diamond:Ammo Capacity: 6 to 8

:large_blue_diamond:Reload Time: 1.5 to 0.9

:large_blue_diamond:Damage to Cover: 93.75 to 56.18

:large_blue_diamond:Damage per Second: 111,877 to 166,172

:large_blue_diamond:Damage per Shot: 69,922 to 62,237

ABILITY CHANGES:
(Values correspond to a maxed hero)

Bronze Ability: Snap Shot

Takes a risky shot at the targeted enemy dealing 570,462 Damage (was 482,274), with a 35% chance to miss and deal no damage.

Silver Ability: Distraction Tactics

Throws an enemy off then takes a cheap shot, dealing 55,596 Damage (was 33,636) and Stunning the targeted enemy for 6 seconds.
The target takes an additional 239,125 (was 202,813) if they are Stunned.

Gold Ability: Empty Tank

The last shot fired per reload deals an additional 54,065 Attack Damage (was 32,105) and has a 40% Critical Hit Chance.

Platinum Ability: Pick It Apart

This Hero gains 46,024 Critical Bonus (was 26,260).

ENIGMA

STAT CHANGES:
(Values correspond to a maxed hero)

:arrow_right:Power: 42,413 to 49,610

:arrow_right:Health: 1,465,900 to 1,664,175

:arrow_right:Damage: 60,011 to 64,068

:arrow_right:Elemental Damage: 53,621 to 75,862

:arrow_right:Armor: 8,064 to 9,067

:arrow_right:Elemental Armor: 6,663 to 8,671

:arrow_right:Offensive Mod: 2,562 to 2,775

:arrow_right:Elemental Offensive Mod: 2,498 to 3,515

:arrow_right:Defensive Mod: 2,220 to 2,590

:arrow_right:Elemental Defensive Mod: 2,220 to 2,775

WEAPON CHANGES:

:large_blue_diamond:Rate of Fire (per sec): 1.42 to 1.6
:large_blue_diamond:Ammo Capacity: 5 to 7
:large_blue_diamond:Reload Time: 1.6 to 1.5

:large_blue_diamond:Damage to Cover: 176.06 to 156.25

:large_blue_diamond:Damage per Second: 113,632 to 139,930

:large_blue_diamond:Damage per Shot: 80,022 to 87,455

ABILITY CHANGES:
(Values correspond to a maxed hero)

Bronze Ability: Curse of the Void

Enigma unleashes an area attack. Targets caught in the attack are inflicted with [Curse of the Void] which causes them to receive 137,410 Damage per second (was 97,700) and reduces 50% all healing effects applied to them for 14 seconds. The damage done by [Curse of the Void] heals all Enigma allies for 50% of the damage caused each damage tick.
If the same enemy is hit with this ability before the [Curse of the Void] expires, they cause a void explosion around them that does 351,853 Damage (was 250,000) and [Curse of the Void] is refreshed.

Silver Ability: Vampire Wrath

Marks an enemy on the battlefield, afflicting them with Soul Drain for 10 seconds. Soul Drain causes 50% of the damage inflicted via weapons to the marked enemy to be reflected back as a heal to the heroes that caused the damage.
If the afflicted enemy dies during the duration of this ability, all Enigma allies receive a heal for 1,135,072 Health (was 1,000,000).

Gold Ability: Mark of Decay

Each time an enemy is affected by Enigma’s abilities, they are marked with a [Mark of Decay] stacks.

  1. At 2 stacks, the enemy will receive 422,223 Damage (was 300,000);
  2. At 4 stacks, the enemy and everyone in their close proximity will suffer 469,136 Damage (was 333,333) and be inflicted by AGONY for 5 seconds, which decreases their rate of fire, reload speed and movement speed by 50%.
  3. At 8 stacks, the enemy is inflicted with DOOM, which damages them for 938,273 Damage per second (was 666,666) for 5 seconds. All stacks are reset after the DOOM duration expires.
    Any damage to the targeted enemy caused by this skill heals all Enigma allies for 30% of the damage done.

Platinum Ability: Life Leech

25% of the damage done by Enigma is transferred as a heal to all allies of Enigma, including him.
If Enigma’s target has an active [Mark of Decay] on them, Enigma does additional 28,042 Damage (was 20,000) to them per shot.

BUCKET

STAT CHANGES:
(Values correspond to a maxed hero)

:arrow_right:Power: 39,105 to 49,494

:arrow_right:Health: 1,649,150 to 1,653,250

:arrow_right:Damage: 37,404 to 73,135

:arrow_right:Elemental Damage: 51,733 to 72,634

:arrow_right:Armor: 6,789 to 7,894

:arrow_right:Elemental Armor: 6,663 to 7,887

:arrow_right:Offensive Mod: 1,203 to 2,220

:arrow_right:Elemental Offensive Mod: 1,943 to 2,405

:arrow_right:Defensive Mod: 1,850 to 1,943

:arrow_right:Elemental Defensive Mod: 2,220 to 2,313

WEAPON CHANGES:

:large_blue_diamond:Rate of Fire (per sec): 6.61 to 6.8

:large_blue_diamond:Reload Time: 3 to 2.7

:large_blue_diamond:Damage to Cover: 94.55 to 91.91

:large_blue_diamond:Damage per Second: 89,137 to 145,769

:large_blue_diamond:Damage per Shot: 13,484 to 21,436

ABILITY CHANGES:
(Values correspond to a maxed hero)

Bronze Ability: Power Shot

Charges up a powerful shot, blasting the targeted enemy, dealing 386,097 Biochem Damage (was 350,010) and additional Damage equal to 65% of the Damage received while charging.

Silver Ability: Anchor Down

Slams the ground Lifting all enemies on the battlefield for 3 seconds and shielding all allied Heroes, absorbing up to 350,830 Damage (was 310,685).
While each shield is active, each ally recovers 94,686 Health per second, but depletes the health of their shield. Each shield lasts up to 24 seconds or until depleted or destroyed.

Gold Ability: Lifeguard

Whenever an ally drops below 50% Health this Hero Taunts for 10 seconds, focusing all enemy fire towards herself.
Whenever this Hero is Taunting, her weapon deals an additional 75,825 Attack Damage (was 40,004) and she recovers 100,381 Health per second (was 100,148).

Platinum Ability: Capacitors

This Hero charges up whenever she takes Damage from an enemy.
Whenever this Hero uses a skill, she recovers Health equal to 20% of the Damage received, up to 363,138 Health (was 350,010).

Squirrel girl buff huh, but she still has a lower end base Crit %Chance, and her platinum doesn’t improve that like Clyde’s does. This means compared to the hero Clyde which she’s based off of, she has worse damage capabilities when it comes to crit damage and chance.

Which means ma boi Clyde still on top

(Enigma buff is nice too, I like)

1 Like

Hey Ben, was talking about your love for Clyde yesterday on general!! Glad to know you are still around! Cheers

2 Likes

Still waiting for the Original Hero, Ryker, to get a serious power increase! Its not fair that the hero that started it all is so inferior now.

3 Likes

Apparently the old devs said they can’t make the base starter heroes stronger without seriously messing up the starter levels. So they opted to give them special skins so they can be buffed this way, like was seen with Butter. They could always just buff the enemies as well, but that would affect the later levels and extreme in detrimental ways given the exponential effects it would have…

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Just hangin around lol, seeing how things are changing and what the future holds. Still well connected to everyone in the community, even if I’m not fully playing the game much and all and in the game chats and such.

3 Likes