Krysard

Welcome to MetaBattle[edit]

Hey Krysard!

First Steps:

  • Be sure to check out the tutorial. Submitting the first edit/create with any external links results in an automatic ban. Instructions are in the tutorial under "creating an article").
  • Sign your comments on Discussion pages with 4 tildes ("~~~~") or use the "signature" button found on the toolbar. It will automatically convert this into a timestamp with your name. (You can indent paragraphs/replies with the ":" colon character).
  • If you have any questions feel free to respond here or add a new topic on the community portal.
  • All users are encouraged to submit valid ratings for builds in testing, good, great, and meta.

Common Mistakes:

  • Try to make a build that has purpose. Explain it's specific purpose and why it's better than other builds. If it's not, re-consider whether it should be written.
  • Make sure the build you want to write is significantly different than other builds already posted. Otherwise leave a comment with the proposed changes on the already existing build's page!

Thanks for joining and welcome to the MetaBattle team!

Freash Air - Arcane[edit]

Hi, isn't it a bad idea to drop Evasive Arcana? Btw it's nice that you added the usage back but it's still outdated which is why it's hidden now. All of those traits are using the pre-patch templates, you'd need to fix that first. --Necromancer Icon Color.pngHanz(talk) 20:46, 27 July 2015 (UTC)


Sorry I've not have been active here before. I think I updated the usage with post-patch stuff, maybe when merging the two Fresh Air builds this was overwritten, but Im not sure TBH. Dropping Evasive Arcana is a risky movement, but you can get the same as Fire/Air dodges with Arcane Shot, and some soft-CC from Earth and Water. Also, you reduce the Arcane Shot CD so you can use this "free-crit" more, but TBH when taking this trait is more about a fully canonglass build that plays with damage and fast actions than not an optimal Fresh Air build. Krysard 01:39, 13 Sep 2015 (UTC)

Engineer - Celestial Rifle[edit]

Overview[edit]

An Engineer PvP celestial build that has high support, sustain, damage and utility. Capable to shutdown transformations with

Toss Elixir X Toss Elixir X
½Activation.png
120Recharge.png
Toss Elixir X
Elixir. Toss your Elixir X, transforming enemies at the location into moas.
Morphed.pngMorphed (3s): Transformed into a moa bird.
Book.pngNumber of Targets: 3
Range.pngRange: 900

and stack high amounts of Might thanks to

Self-Regulating Defenses Self-Regulating Defenses
90Recharge.png
Self-Regulating Defenses
Drink an Elixir S when struck while below the health threshold.
Radius.pngHealth Threshold: 25%
Book.pngEvade: 3 seconds

.

Skill Bar[edit]

Rifle
Utility
Elite
Hip Shot
¾Activation.png
Hip Shot
Deliver a quick rifle shot from the hip that pierces targets.
Damage.pngDamage: 158
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 1,200
Net Shot
10Recharge.png
Net Shot
Immobilize foes with a net shot.
Immobilize.pngImmobilize (2s): Unable to move.
Range.pngRange: 1,200
Blunderbuss
½Activation.png
10Recharge.png
Blunderbuss
Fire a cloud of shrapnel that causes more damage the closer you are to foes.
Damage.pngDamage at 0-250 Range: 390
Damage.pngDamage at 250-400 Range: 341
Damage.pngDamage at 400-550 Range: 292
Damage.pngDamage at 550-700 Range: 244
Bleed.png4Bleeding at Range 0-250 (4s): 680 Damage
Bleed.png3Bleeding at Range 250-400 (4s): 510 Damage
Bleed.png2Bleeding at Range 400-550 (4s): 340 Damage
Bleed.pngBleeding at Range 550-700 (4s): 170 Damage
Range.pngRange: 700
Overcharged Shot
15Recharge.png
Overcharged Shot
Fire a blast so strong it launches your foe as you fall backward and cures immobilized, crippled, and chilled.
Damage.pngDamage: 244
Launch.pngFoe Launch Distance: 450
Knockback.pngSelf Knockback Distance: 300
Range.pngRange: 600
Jump Shot
1Activation.png
20Recharge.png
Jump Shot
Blast the ground, damaging nearby foes and leaping to your target.
Damage.pngLeap Damage: 219
Damage.pngLanding Damage: 438
Vulnerability.png3Vulnerability (7s): 3% Incoming Damage
Radius.pngRadius: 240
Combo.pngCombo Finisher: Leap
Range.pngRange: 800
Healing Turret
½Activation.png
20Recharge.png
Healing Turret
Turret. Deploy a turret that heals you briefly, then regenerates you and your allies.
Heal.pngHealing: 2,520
Regeneration.pngRegen (3s): 390 Heal
Book.pngNumber of Targets: 5
Radius.pngRadius: 480
Grenade Kit
Grenade Kit
Device Kit. Equip a kit that replaces your weapon with grenade skills.
Elixir Gun
Elixir Gun
Weapon Kit. Arm yourself with an elixir gun that replaces your weapon skills.
Elixir S
60Recharge.png
Elixir S
Elixir. Drink Elixir S to shrink yourself, recover from stun, and evade attacks.
Duration.pngDuration: 3 seconds
Book.pngPrevents Capture-Point Contribution
Stun-Break.pngBreaks stun
Elixir X
1Activation.png
105Recharge.png
Elixir X
Elixir. Transform. Drink Elixir X, becoming a rampaging brute or whirling tornado.
Tornado.pngTornado (15s): Transformed into a tornado.
Rampage.pngRampage (20s): Assumed the form of a massive juggernaut.

Kits

Grenade Kit
Grenade
½Activation.png
Grenade
Throw several grenades that explode.
Damage.pngDamage: 117
Book.pngNumber of Grenades: 3
Book.pngNumber of Targets: 5
Radius.pngExplosion Radius: 120
Range.pngRange: 900
Shrapnel Grenade
½Activation.png
5Recharge.png
Shrapnel Grenade
Throw grenades that explode in a hail of shrapnel, causing bleeding.
Damage.pngDamage: 196
Bleed.pngBleeding (10s): 220 Damage
Book.pngNumber of Grenades: 3
Book.pngNumber of Targets: 3
Radius.pngExplosion Radius: 150
Range.pngRange: 900
Flash Grenade
½Activation.png
10Recharge.png
Flash Grenade
Throw grenades that explode in blinding flash.
Damage.pngDamage: 36
Blind.pngBlindness (5s): Next outgoing attack misses.
Book.pngNumber of Grenades: 3
Book.pngNumber of Targets: 3
Radius.pngExplosion Radius: 150
Range.pngRange: 900
Freeze Grenade
½Activation.png
20Recharge.png
Freeze Grenade
Throw grenades that chill foes with a frigid blast.
Damage.pngDamage: 178
Chill.pngChilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
Book.pngNumber of Grenades: 3
Book.pngNumber of Targets: 5
Radius.pngExplosion Radius: 240
Range.pngRange: 900
Poison Grenade
½Activation.png
25Recharge.png
Poison Grenade
Throw several grenades that explode in poisonous cloud.
Damage.pngDamage: 178
Poison.pngPoison (8s): 268 Damage, -33% Heal Effectiveness
Book.pngNumber of Grenades: 3
Book.pngNumber of Targets: 3
Range.pngRange: 900
Unblockable.pngUnblockable
Elixir Gun
Tranquilizer Dart
¾Activation.png
Tranquilizer Dart
Fire a dart that bleeds and weakens foes.
Damage.pngDamage: 130
Bleed.pngBleeding (4s): 170 Damage
Weakness.pngWeakness (1s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Elixir F
¾Activation.png
8Recharge.png
Elixir F
Fire a bouncing glob of Elixir F that cripples foes and grants swiftness to you and allies.
Damage.pngDamage: 244
Swiftness.pngSwiftness (3s): 33% Movement Speed
Cripple.pngCripple (3s): -50% Movement Speed
Book.pngNumber of Bounces: 3
Range.pngRange: 900
Fumigate
Activation.png
12Recharge.png
Fumigate
Spray a cone of elixir fumes, inflicting poison and vulnerability to foes and curing conditions on allies with every strike.
Damage.png5Damage: 140
Poison.png5Poison (2s): 335 Damage, -33% Heal Effectiveness
Vulnerability.png5Vulnerability (6s): 5% Incoming Damage, 5% incoming Condition Damage
Book.pngConditions removed: 5
Book.pngNumber of Targets: 5
Range.pngRange: 450
Acid Bomb
¼Activation.png
15Recharge.png
Acid Bomb
Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
Damage.pngDamage: 277
Book.pngDistance: 550
Book.pngNumber of Targets: 5
Duration.pngDuration: 5 seconds
Radius.pngRadius: 180
Combo.pngCombo Finisher: Blast
Unblockable.pngUnblockable
Super Elixir
½Activation.png
20Recharge.png
Super Elixir
Elixir. Launch an elixir orb, healing nearby allies on impact and creating an area of continual healing.
Heal.pngImpact Heal: 700
Heal.pngPulse Heal: 204
Book.pngNumber of Targets: 5
Book.pngPulses: 11
Duration.pngDuration: 10 seconds
Radius.pngRadius: 240
Combo.pngCombo Field: Light
Range.pngRange: 900


Specializations[edit]

Explosives
Evasive Powder Keg
Engineer-minor-trait.pngEvasive Powder Keg
Create a bomb when you dodge
Specialization line.png
Grenadier
Trait I.pngGrenadier
Increases your throw velocity of grenades by 100%. Increases the blast radius of grenades by 60
Explosive Descent
Trait II.pngExplosive Descent
You take 50% decreased damage from falling. When you take fall damage release a barrage of grenades
Glass Cannon
Trait III.pngGlass Cannon
Deal 5% increased damage while above 90% health
Specialization line.png
Steel-Packed Powder
Engineer-minor-trait.pngSteel-Packed Powder
Your explosions cause 5s of vulnerability
Specialization line.png
Aim-assisted Rocket
Trait IV.pngAim-assisted Rocket
You have a 33% chance when striking a foe to target them for a seeker rocket. This trait has a 10 second internal cooldown
Shaped Charge
Trait V.pngShaped Charge
You deal 7% increased damage to foes affected by vulnerability
Short Fuse
Trait VI.pngShort Fuse
Your bombs explode faster and bomb skills recharge 20% faster
Specialization line.png
Explosive Powder
Engineer-minor-trait.pngExplosive Powder
Explosions deal 10% more damage. Your turrets explode, dealing damage and knocking back nearby foes when destroyed
Specialization line.png
Siege Rounds
Trait VII.pngSiege Rounds
Orbital Strike comes down an additional time one second after the first strike. Mortar Kit ability effects last 50% longer
Shrapnel
Trait VIII.pngShrapnel
Your explosions have a 15% chance to cause 12s of bleeding and 2s of cripple
Thermobaric Detonation
Trait IX.pngThermobaric Detonation
Evasive Powder Keg is now a blast finisher
Alchemy
Hidden Flask
Engineer-minor-trait.pngHidden Flask
Drink an elixir B when struck while below 75% health
Specialization line.png
Invigorating Speed
Trait I.pngInvigorating Speed
When you gain swiftness you also gain 6s of vigor. This trait has a 5 second internal cooldown.
Protection Injection
Trait II.pngProtection Injection
Gain 3s of protection when you are disabled. This trait has a 5 second internal cooldown
Health Insurance
Trait III.pngHealth Insurance
While using Med Kit your outgoing healing to others is increased by 15%.
Specialization line.png
Transmute
Engineer-minor-trait.pngTransmute
Incoming conditions have a 100% chance of being converted into a boon. This trait has a 15 second internal cooldown
Specialization line.png
Inversion Enzyme
Trait IV.pngInversion Enzyme
Elixir Gun abilities which remove conditions now convert them into boons instead
Self-regulating Defenses
Trait V.pngSelf-regulating Defenses
When struck below 25% health you consume an Elixir S
Backpack Regenerator
Trait VI.pngBackpack Regenerator
While using a kit you passively recover health
Specialization line.png
Alchemical Tinctures
Engineer-minor-trait.pngAlchemical Tinctures
Elixirs remove a condition from affected allies. Boons you apply last 20% longer
Specialization line.png
HGH
Trait VII.pngHGH
Elixirs grant 2 stacks of might for 20s and their other effect durations are increased by 20%
Stimulant Supplier
Trait VIII.pngStimulant Supplier
Drop a stim pack when you use a heal skill. This trait has a 10 second internal cooldown
Iron Blooded
Trait IX.pngIron Blooded
Incoming damage is reduced by 2% for every boon on you
Inventions
Cleansing Synergy
Engineer-minor-trait.pngCleansing Synergy
When you use a healing skill you emit a cleansing pulse to nearby allies, removing a damaging condition from them. This trait has a 10 second internal cooldown
Specialization line.png
Over Shield
Trait I.pngOver Shield
Shield skills recharge 20% faster and grant 4s of protection to nearby allies
Automated Medical Response
Trait II.pngAutomated Medical Response
All heal skills recharge when struck while you are below the health threshold
Autodefense Bomb Dispenser
Trait III.pngAutodefense Bomb Dispenser
Drop a smoke bomb when you are disabled. This trait has a 30 second internal cooldown
Specialization line.png
Heal Resonator
Engineer-minor-trait.pngHeal Resonator
When you use a healing skill you grant 6s of regeneration to nearby allies
Specialization line.png
Experimental Turrets
Trait IV.pngExperimental Turrets
Turrets apply boons to allies around them every 10 seconds
Soothing Detonation
Trait V.pngSoothing Detonation
When you combo a blast finisher nearby allies are healed
Mecha Legs
Trait VI.pngMecha Legs
Your movement speed is increased by 25%. The duration of cripple, chill and immobilize on you is reduced by 33%
Specialization line.png
Energy Amplifier
Engineer-minor-trait.pngEnergy Amplifier
While under the effects of regeneration you gain up to 250 Healing power
Specialization line.png
Advanced Turrets
Trait VII.pngAdvanced Turrets
Turrets receive 33% less damage. Turrets reflect missiles for 4s after created.
Bunker Down
Trait VIII.pngBunker Down
When you critically hit create a mine and a med pack at your location. This trait has a 2 second internal cooldown.
Medical Dispersion Field
Trait IX.pngMedical Dispersion Field
You heal nearby allies for 12% of whatever you are healed for


Equipment[edit]

Rifle.png
I.png
Superior Sigil of Intelligence
9Recharge.png
Superior Sigil of Intelligence.pngSuperior Sigil of Intelligence
Your next three attacks after swapping to this weapon while in combat has a 100% critical chance. (Cooldown: 9s)
Superior Sigil of Strength
1Recharge.png
Superior Sigil of Strength.pngSuperior Sigil of Strength
60% Chance on Critical: Gain Might (10 seconds). (Cooldown: 1s)
I.png
Superior Rune of Hoelbrak
Superior Rune of Hoelbrak.pngSuperior Rune of Hoelbrak
(1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 25% chance when struck to gain might for 10 seconds. (Cooldown: 5s) (5): +100 Power (6): +20% Might Duration; -20% condition duration applied to you.
Celestial Amulet
Celestial Amulet.pngCelestial Amulet
+460 Power +460 Precision +460 Toughness +460 Vitality +460 Ferocity +460 Healing Power +460 Condition Damage

Usage[edit]

General

  • Explosive Powder Explosive Powder
    Engineer-minor-trait.pngExplosive Powder
    Explosions deal 10% more damage. Your turrets explode, dealing damage and knocking back nearby foes when destroyed
    allows you to interrupt enemy players by simply using
    Healing Turret Healing Turret
    ½Activation.png
    20Recharge.png
    Healing Turret
    Turret. Deploy a turret that heals you briefly, then regenerates you and your allies.
    Heal.pngHealing: 2,520
    Regeneration.pngRegen (3s): 390 Heal
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 480
    followed by
    Detonate Healing Turret Detonate Healing Turret
    Detonate Healing Turret
    Detonate your healing turret.
    Damage.pngDamage: 1,270
    Radius.pngRadius: 120
    Combo.pngCombo Finisher: Blast
    .
  • Overcharged Shot Overcharged Shot
    15Recharge.png
    Overcharged Shot
    Fire a blast so strong it launches your foe as you fall backward and cures immobilized, crippled, and chilled.
    Damage.pngDamage: 244
    Launch.pngFoe Launch Distance: 450
    Knockback.pngSelf Knockback Distance: 300
    Range.pngRange: 600
    is great for disrupting enemy res attempts (also for decapping). If the resurrector has Stability Stability simply use this skill on the downed enemy to knock them out of range. In an 1v1 scenario you can use the same method to push enemies off the capture point, which opens the opportunity to cap it without performing a stomp so you can leave your enemy bleeding out, robbing precious time from your opponent.
  • Your highest damage skills are:
    • Jump Shot Jump Shot
      1Activation.png
      20Recharge.png
      Jump Shot
      Blast the ground, damaging nearby foes and leaping to your target.
      Damage.pngLeap Damage: 219
      Damage.pngLanding Damage: 438
      Vulnerability.png3Vulnerability (7s): 3% Incoming Damage
      Radius.pngRadius: 240
      Combo.pngCombo Finisher: Leap
      Range.pngRange: 800
      and
      Blunderbuss Blunderbuss
      ½Activation.png
      10Recharge.png
      Blunderbuss
      Fire a cloud of shrapnel that causes more damage the closer you are to foes.
      Damage.pngDamage at 0-250 Range: 390
      Damage.pngDamage at 250-400 Range: 341
      Damage.pngDamage at 400-550 Range: 292
      Damage.pngDamage at 550-700 Range: 244
      Bleed.png4Bleeding at Range 0-250 (4s): 680 Damage
      Bleed.png3Bleeding at Range 250-400 (4s): 510 Damage
      Bleed.png2Bleeding at Range 400-550 (4s): 340 Damage
      Bleed.pngBleeding at Range 550-700 (4s): 170 Damage
      Range.pngRange: 700
      on Rifle.
    • Grenade Barrage Grenade Barrage
      ½Activation.png
      30Recharge.png
      Grenade Barrage
      Throw several grenades at once.
      Damage.pngDamage: 122
      Book.pngNumber of Grenades: 6
      Radius.pngExplosion Radius: 150
      Range.pngRange: 1,200
      make sure your enemy is at the center of the AoE so all 6 grenades will hit. A side shot will lose much potential damage.
    • These skills are hard to land, so try to use them after a
      Net Shot Net Shot
      10Recharge.png
      Net Shot
      Immobilize foes with a net shot.
      Immobilize.pngImmobilize (2s): Unable to move.
      Range.pngRange: 1,200
      or
      Overcharged Shot Overcharged Shot
      15Recharge.png
      Overcharged Shot
      Fire a blast so strong it launches your foe as you fall backward and cures immobilized, crippled, and chilled.
      Damage.pngDamage: 244
      Launch.pngFoe Launch Distance: 450
      Knockback.pngSelf Knockback Distance: 300
      Range.pngRange: 600
      .
  • Healing Mist Healing Mist
    35Recharge.png
    Healing Mist
    Elixir. Vent a healing mist, granting regeneration to yourself and allies.
    Regeneration.pngRegen (10s): 1,300 Heal
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Stun-Break.pngBreaks stun
    (Elixir Gun's toolbelt skill) is a stunbreak, you can use it when needed with a low CD thanks to HGH or stunbreak yourself from
    Overcharged Shot Overcharged Shot
    15Recharge.png
    Overcharged Shot
    Fire a blast so strong it launches your foe as you fall backward and cures immobilized, crippled, and chilled.
    Damage.pngDamage: 244
    Launch.pngFoe Launch Distance: 450
    Knockback.pngSelf Knockback Distance: 300
    Range.pngRange: 600
    so you can pull some combos.
  • You can burst enemies using this rotation:
    Overcharged Shot Overcharged Shot
    15Recharge.png
    Overcharged Shot
    Fire a blast so strong it launches your foe as you fall backward and cures immobilized, crippled, and chilled.
    Damage.pngDamage: 244
    Launch.pngFoe Launch Distance: 450
    Knockback.pngSelf Knockback Distance: 300
    Range.pngRange: 600
    ,
    Healing Mist Healing Mist
    35Recharge.png
    Healing Mist
    Elixir. Vent a healing mist, granting regeneration to yourself and allies.
    Regeneration.pngRegen (10s): 1,300 Heal
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Stun-Break.pngBreaks stun
    ,
    Grenade Barrage Grenade Barrage
    ½Activation.png
    30Recharge.png
    Grenade Barrage
    Throw several grenades at once.
    Damage.pngDamage: 122
    Book.pngNumber of Grenades: 6
    Radius.pngExplosion Radius: 150
    Range.pngRange: 1,200
    ,
    Blunderbuss Blunderbuss
    ½Activation.png
    10Recharge.png
    Blunderbuss
    Fire a cloud of shrapnel that causes more damage the closer you are to foes.
    Damage.pngDamage at 0-250 Range: 390
    Damage.pngDamage at 250-400 Range: 341
    Damage.pngDamage at 400-550 Range: 292
    Damage.pngDamage at 550-700 Range: 244
    Bleed.png4Bleeding at Range 0-250 (4s): 680 Damage
    Bleed.png3Bleeding at Range 250-400 (4s): 510 Damage
    Bleed.png2Bleeding at Range 400-550 (4s): 340 Damage
    Bleed.pngBleeding at Range 550-700 (4s): 170 Damage
    Range.pngRange: 700
    ,
    Net Shot Net Shot
    10Recharge.png
    Net Shot
    Immobilize foes with a net shot.
    Immobilize.pngImmobilize (2s): Unable to move.
    Range.pngRange: 1,200
    ,
    Jump Shot Jump Shot
    1Activation.png
    20Recharge.png
    Jump Shot
    Blast the ground, damaging nearby foes and leaping to your target.
    Damage.pngLeap Damage: 219
    Damage.pngLanding Damage: 438
    Vulnerability.png3Vulnerability (7s): 3% Incoming Damage
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Leap
    Range.pngRange: 800
    ,
    Grenade Kit Grenade Kit
    Grenade Kit
    Device Kit. Equip a kit that replaces your weapon with grenade skills.

Making a 2nd healing skill

  • You can use Water Fields provided by
    Healing Turret Healing Turret
    ½Activation.png
    20Recharge.png
    Healing Turret
    Turret. Deploy a turret that heals you briefly, then regenerates you and your allies.
    Heal.pngHealing: 2,520
    Regeneration.pngRegen (3s): 390 Heal
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 480
    ) and also its toolbelt skill (
    Regenerating Mist Regenerating Mist
    ¼Activation.png
    21Recharge.png
    Regenerating Mist
    Release a mist of healing liquid to regenerate nearby allies.
    Regeneration.png2Regen (3s): 780 Heal
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 480
    Combo.pngCombo Field: Water
    ) to gain some additional healing. Skills you can use for the combo:
  • Jump Shot Jump Shot
    1Activation.png
    20Recharge.png
    Jump Shot
    Blast the ground, damaging nearby foes and leaping to your target.
    Damage.pngLeap Damage: 219
    Damage.pngLanding Damage: 438
    Vulnerability.png3Vulnerability (7s): 3% Incoming Damage
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Leap
    Range.pngRange: 800
    on Rifle.
  • Acid Bomb Acid Bomb
    ¼Activation.png
    15Recharge.png
    Acid Bomb
    Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
    Damage.pngDamage: 277
    Book.pngDistance: 550
    Book.pngNumber of Targets: 5
    Duration.pngDuration: 5 seconds
    Radius.pngRadius: 180
    Combo.pngCombo Finisher: Blast
    Unblockable.pngUnblockable
    on Elixir Gun.

Also, you can heal yourself and your allies for a huge amount by standing on the AoE of

Super Elixir Super Elixir
½Activation.png
20Recharge.png
Super Elixir
Elixir. Launch an elixir orb, healing nearby allies on impact and creating an area of continual healing.
Heal.pngImpact Heal: 700
Heal.pngPulse Heal: 204
Book.pngNumber of Targets: 5
Book.pngPulses: 11
Duration.pngDuration: 10 seconds
Radius.pngRadius: 240
Combo.pngCombo Field: Light
Range.pngRange: 900

Elixir Gun basics: You can pull some interesting supportive combos from this kit:

  • Tranquilizer Dart Tranquilizer Dart
    ¾Activation.png
    Tranquilizer Dart
    Fire a dart that bleeds and weakens foes.
    Damage.pngDamage: 130
    Bleed.pngBleeding (4s): 170 Damage
    Weakness.pngWeakness (1s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 900
    - Nice physical and bleeding damage, awesome weakness stack to the enemy.
  • Elixir F Elixir F
    ¾Activation.png
    8Recharge.png
    Elixir F
    Fire a bouncing glob of Elixir F that cripples foes and grants swiftness to you and allies.
    Damage.pngDamage: 244
    Swiftness.pngSwiftness (3s): 33% Movement Speed
    Cripple.pngCripple (3s): -50% Movement Speed
    Book.pngNumber of Bounces: 3
    Range.pngRange: 900
    - In combat swiftness and cripple in order to apply some soft CC to fighting or fleeing foes.
  • Fumigate Fumigate
    Activation.png
    12Recharge.png
    Fumigate
    Spray a cone of elixir fumes, inflicting poison and vulnerability to foes and curing conditions on allies with every strike.
    Damage.png5Damage: 140
    Poison.png5Poison (2s): 335 Damage, -33% Heal Effectiveness
    Vulnerability.png5Vulnerability (6s): 5% Incoming Damage, 5% incoming Condition Damage
    Book.pngConditions removed: 5
    Book.pngNumber of Targets: 5
    Range.pngRange: 450
    - You can stack venom to the enemy and cleanse conditions from teammates if needed. You will not cleanse conditions from yourself.
  • Acid Bomb Acid Bomb
    ¼Activation.png
    15Recharge.png
    Acid Bomb
    Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
    Damage.pngDamage: 277
    Book.pngDistance: 550
    Book.pngNumber of Targets: 5
    Duration.pngDuration: 5 seconds
    Radius.pngRadius: 180
    Combo.pngCombo Finisher: Blast
    Unblockable.pngUnblockable
    - Low CD blast that you can combo with one of your water skills for some extra healing, and huge mobility paired to
    Jump Shot Jump Shot
    1Activation.png
    20Recharge.png
    Jump Shot
    Blast the ground, damaging nearby foes and leaping to your target.
    Damage.pngLeap Damage: 219
    Damage.pngLanding Damage: 438
    Vulnerability.png3Vulnerability (7s): 3% Incoming Damage
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Leap
    Range.pngRange: 800
    if used correctly (note that you always jump backwards, so you have to use it like untarget Phase Retreat).
  • Super Elixir Super Elixir
    ½Activation.png
    20Recharge.png
    Super Elixir
    Elixir. Launch an elixir orb, healing nearby allies on impact and creating an area of continual healing.
    Heal.pngImpact Heal: 700
    Heal.pngPulse Heal: 204
    Book.pngNumber of Targets: 5
    Book.pngPulses: 11
    Duration.pngDuration: 10 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Light
    Range.pngRange: 900
    - Awesome AoE heal for you and your teammates. You can use it to heal yourself a condition aside of your teammates.


Elixir X basics:

  • Toss Elixir X Toss Elixir X
    ½Activation.png
    120Recharge.png
    Toss Elixir X
    Elixir. Toss your Elixir X, transforming enemies at the location into moas.
    Morphed.pngMorphed (3s): Transformed into a moa bird.
    Book.pngNumber of Targets: 3
    Range.pngRange: 900
    while using Moa usually means taking down an enemy fast, the shorter duration of this Moa make it a skill useful for other situations:
    • Being AoE, it can take out pressure on teamfights
    • Actions started before you become a Moa will continue, but once you are a Moa you won't be able to make actions. This mean you can prevent enemies from ressing, stomping or communing.
    • It will overwrite enemy transformations, such as
      Rampage Rampage
      1Activation.png
      180Recharge.png
      Rampage
      Physical. Take the form of a massive juggernaut, reducing the damage you take and the duration of incoming movement-impeding conditions.
      Damage.pngDamage Reduced: 25%
      Stability.png2Stability (3s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
      Swiftness.pngSwiftness (3s): 33% Movement Speed
      Immobilize.pngDuration Decreased
      Cripple.pngDuration Decreased
      Chill.pngDuration Decreased
      Radius.pngBoon Application Interval: 3 seconds
      Radius.pngDuration Decreased: 33%
      Duration.pngDuration: 15 seconds
      or
      Plague Plague
      180Recharge.png
      Plague
      Corruption. Become a virulent cloud and inflict multiple conditions on foes you touch. Entering this form destroys all minions and removes spectral effects.
      Damage.pngDamage: 104
      Stability.png3Stability (3s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
      Poison.pngPoison (2s): 67 Damage, -33% Heal Effectiveness
      Bleed.pngSelf-Bleeding (10s): 220 Damage
      Book.pngNumber of Targets: 5
      Radius.pngBoon Application Interval: 3 seconds
      Duration.pngDuration: 20 seconds
      Radius.pngDamage Pulse: 1 second
      Radius.pngRadius: 240
  • Elixir X Elixir X
    1Activation.png
    105Recharge.png
    Elixir X
    Elixir. Transform. Drink Elixir X, becoming a rampaging brute or whirling tornado.
    Tornado.pngTornado (15s): Transformed into a tornado.
    Rampage.pngRampage (20s): Assumed the form of a massive juggernaut.
    This skill has different usage depending on what you'll be transformed into. Both transformations will be overwritten by
    Self-Regulating Defenses Self-Regulating Defenses
    90Recharge.png
    Self-Regulating Defenses
    Drink an Elixir S when struck while below the health threshold.
    Radius.pngHealth Threshold: 25%
    Book.pngEvade: 3 seconds
    . Don't use it if you're low on HP.
    • Rampage Rampage
      1Activation.png
      180Recharge.png
      Rampage
      Physical. Take the form of a massive juggernaut, reducing the damage you take and the duration of incoming movement-impeding conditions.
      Damage.pngDamage Reduced: 25%
      Stability.png2Stability (3s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
      Swiftness.pngSwiftness (3s): 33% Movement Speed
      Immobilize.pngDuration Decreased
      Cripple.pngDuration Decreased
      Chill.pngDuration Decreased
      Radius.pngBoon Application Interval: 3 seconds
      Radius.pngDuration Decreased: 33%
      Duration.pngDuration: 15 seconds
      : Defenetily the best of the two forms. Usese it offensively to turn a fight on your favor. Try not to focus enemies with Stability.
    • Tornado Tornado
      1Activation.png
      150Recharge.png
      Tornado
      Cantrip. Gain stability and shape-shift into a tornado that damages and launches foes.
      Damage.pngDamage: 271
      Stability.pngStability (3s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
      Launch.pngLaunch: 600
      Book.pngNumber of Targets: 5
      Radius.pngBoon Application Interval: 3 seconds
      Duration.pngDuration: 15 seconds
      Radius.pngRadius: 240
      Unblockable.pngUnblockable
      Combo.pngCombo Field: Lightning
      Combo.pngCombo Finisher: Whirl
      : Most of the time if you get Tornado you should quit the transform. You can use
      Overcharged Shot Overcharged Shot
      15Recharge.png
      Overcharged Shot
      Fire a blast so strong it launches your foe as you fall backward and cures immobilized, crippled, and chilled.
      Damage.pngDamage: 244
      Launch.pngFoe Launch Distance: 450
      Knockback.pngSelf Knockback Distance: 300
      Range.pngRange: 600
      immediately after you exit this form in order to deliver a stability show, avoiding the self knockback.

Chaining Skills: Engineer have access to many different kits and therefore different skills. In order to obtain an optimal rotation, you must be able to chain skills. You can switch between your kits/weapons while channeling a skill, saving up time that would otherwise be wasted waiting for the weapon switch. In order to make this work, it is necessary that you never use your weapon switch button, or drop bundle, but instead press the same button you use to equip your kit, or stow button. If not done correctly, it will interrupt your skills.

Counters[edit]

High condition pressure


Video Guides[edit]

  • YouTube:
    Teldo's in-depth Healing Turret guide

Top Streamers[edit]

TBD

Notes[edit]

  • Blunderbuss Blunderbuss
    ½Activation.png
    10Recharge.png
    Blunderbuss
    Fire a cloud of shrapnel that causes more damage the closer you are to foes.
    Damage.pngDamage at 0-250 Range: 390
    Damage.pngDamage at 250-400 Range: 341
    Damage.pngDamage at 400-550 Range: 292
    Damage.pngDamage at 550-700 Range: 244
    Bleed.png4Bleeding at Range 0-250 (4s): 680 Damage
    Bleed.png3Bleeding at Range 250-400 (4s): 510 Damage
    Bleed.png2Bleeding at Range 400-550 (4s): 340 Damage
    Bleed.pngBleeding at Range 550-700 (4s): 170 Damage
    Range.pngRange: 700
    ignores line of sight. It can be used to hit targets through walls and other obstacles.
  • If you only need a little healing or want to have more frequent condition cleansing, you can deploy
    Healing Turret Healing Turret
    ½Activation.png
    20Recharge.png
    Healing Turret
    Turret. Deploy a turret that heals you briefly, then regenerates you and your allies.
    Heal.pngHealing: 2,520
    Regeneration.pngRegen (3s): 390 Heal
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 480
    then use
    Cleansing Burst Cleansing Burst
    15Recharge.png
    Cleansing Burst
    Overcharge your healing turret, supplying a burst of healing that cures two conditions.
    Heal.pngHealing: 2,520
    Regeneration.pngRegen (5s): 650 Heal
    Book.pngConditions Removed: 2
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 480
    Combo.pngCombo Field: Water
    and pick it up again, instead of using
    Detonate Healing Turret Detonate Healing Turret
    Detonate Healing Turret
    Detonate your healing turret.
    Damage.pngDamage: 1,270
    Radius.pngRadius: 120
    Combo.pngCombo Finisher: Blast
    . This reduces the healing, but also the cooldown.