ClassBank the residual energy of everything you shoot, then wear it as a shroud: spectral claws that hit hardest up close.
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ClassFaster than anything on the field. Keep moving and every hit lands harder.
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ClassA frontline fighter. Blasts groups apart and turns fire back at the shooter.
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WeaponA bolt-action rifle: high-velocity rounds that pierce enemies.
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WeaponA pump shotgun: pellets that shred anything close.
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The RunnerSonic Boom echoes 0.6 s later where it went off, for 50% of its damage.
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The RunnerWhile Afterburner runs, running into an enemy slams it for 60 damage (with your momentum bonus) and throws it aside.
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Floodgate MortarFloodgate Mortar: a shell that catches nobody hops once to the nearest enemy within 14 m and bursts there (70% damage).
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The SoldierEnemies a Pulse Charge kills burst in turn (70 damage, 3.5 m), and those bursts can set off more (up to 3 burst generations).
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Spillway PumpSpillway Pump: aiming tightens the spread by 45% and carries full damage 6 m farther.
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Rupture BeamRupture Beam: holding the beam on one enemy ramps its damage up, to +50% after 2 s.
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level-up+20% damage with every gun.
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Rupture BeamRupture Beam: overheating vents a blast around you (90 damage, 6 m, throws enemies back), and the lock clears 40% sooner.
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Spillway PumpSpillway Pump: the last shell in the tube deals 60% more damage and throws enemies back hard.
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Spillway PumpSpillway Pump: enemies within 4 m take 25% more damage and are stunned for 0.5 s.
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Spillway PumpSpillway Pump: it comes up racked, and the first shot within 1.5 s of drawing it deals 50% more damage.
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The SoldierRepulsor throws hostile projectiles back at whoever fired them, at 3× damage, instead of erasing them.
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Rivet CarbineRivet Carbine: reloading with rounds left primes one shot per 4 rounds (up to 6). Primed shots deal +35% damage.
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Rivet CarbineRivet Carbine: each hit in a row on the same enemy adds 5% damage, up to +50%. Missing or changing target resets it.
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