CHESTERFIELD
STAT CHANGES:
(Values correspond to a maxed hero)
Power: 38,331 to 49,869
Health: 1,045,412 to 1,505,550
Damage: 73,223 to 96,385
Elemental Damage: 46,236 to 62,355
Armor: 7,085 to 8,121
Elemental Armor: 3,612 to 6,109
Offensive Mod: 1,943 to 3,700
Elemental Offensive Mod: 2,498 to 2,868
Defensive Mod: 2,035 to 2,683
Elemental Defensive Mod: 1,018 to 2,313
WEAPON CHANGES:
Rate of Fire (per sec): 1.18 to 1.6
Reload Time: 1.5 to 1
Damage to Cover: 105.93 to 104.79
Damage per Second: 119,459 to 158,720
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)
Power: 33,341 to 49,649
Health: 750,725 to 1,407,100
Damage: 57,577 to 101,497
Elemental Damage: 54,300 to 64,675
Armor: 3,816 to 7,529
Elemental Armor: 3,583 to 5,454
Offensive Mod: 2,405 to 3,330
Elemental Offensive Mod: 2,590 to 2,960
Defensive Mod: 1,018 to 2,313
Elemental Defensive Mod: 1,388 to 1,943
WEAPON CHANGES:
Rate of Fire (per sec): 1.6 to 2.67
Ammo Capacity: 6 to 8
Reload Time: 1.5 to 0.9
Damage to Cover: 93.75 to 56.18
Damage per Second: 111,877 to 166,172
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)
Power: 42,413 to 49,610
Health: 1,465,900 to 1,664,175
Damage: 60,011 to 64,068
Elemental Damage: 53,621 to 75,862
Armor: 8,064 to 9,067
Elemental Armor: 6,663 to 8,671
Offensive Mod: 2,562 to 2,775
Elemental Offensive Mod: 2,498 to 3,515
Defensive Mod: 2,220 to 2,590
Elemental Defensive Mod: 2,220 to 2,775
WEAPON CHANGES:
Rate of Fire (per sec): 1.42 to 1.6
Ammo Capacity: 5 to 7
Reload Time: 1.6 to 1.5
Damage to Cover: 176.06 to 156.25
Damage per Second: 113,632 to 139,930
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.
- At 2 stacks, the enemy will receive 422,223 Damage (was 300,000);
- 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%.
- 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)
Power: 39,105 to 49,494
Health: 1,649,150 to 1,653,250
Damage: 37,404 to 73,135
Elemental Damage: 51,733 to 72,634
Armor: 6,789 to 7,894
Elemental Armor: 6,663 to 7,887
Offensive Mod: 1,203 to 2,220
Elemental Offensive Mod: 1,943 to 2,405
Defensive Mod: 1,850 to 1,943
Elemental Defensive Mod: 2,220 to 2,313
WEAPON CHANGES:
Rate of Fire (per sec): 6.61 to 6.8
Reload Time: 3 to 2.7
Damage to Cover: 94.55 to 91.91
Damage per Second: 89,137 to 145,769
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).