Character Builder

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How To Use This Guide?

This guide aims to make it easier to understand how different skills affect a character's skills and stats.

To simplify the effects described in the descriptions, the colour rarity system has been used to represent the different types of effects that are applied.

  • The effect has an instant one time effect.
  • The effect lasts for a set duration of time.
  • The effect provides a temporary buff that stays active until the conditions are no longer met.
  • The effect provides a permanent boost to a stat that lasts until the end of the match.
  • Equipping a piece of gear with this effect will boost its effectiveness.

Below is a quick reference of skill effects that are represented with the gear icon that closest matches what it does.

  • Deals attack damage.
  • Increases the damage on critical hits.
  • Increases attack speed.
  • Decreases the time skills are on cooldown.
  • Restores health over time.
  • Increases the effectiveness of healing abilities.
  • Increases the effectiveness of incoming/self healing.
  • Reduces incoming damage based on max health.
  • Increases max health.
  • Increases max shield.
  • Reduces the kickback effect of weapon use.
  • Weapons can be reloaded faster.
  • Reduces the delay before shields begin to recharge.
  • A portion of damage will ignore enemy shields.
  • Restores shields over time.
  • Deals skill damage.
  • Increases movement speed.
  • Increases sprint speed.
  • Increases attack range.
  • Reduces enemy damage output.
  • Blocks incoming damage.
  • Blinds enemies.
  • Knocks enemies into the air.
  • Pushes/Knockbacks enemies.
  • Marks a target for bonus skill effects.
  • Pulls enemies inward.
  • Reveals cloaked enemies.
  • Reduces enemy movement speed.
  • Prevents enemies from moving.
  • Prevents enemies from using skills.
  • Projectiles will home in on enemies.
  • Prevents enemies from healing.
  • The player becomes (almost completely) invisible.
  • Increases the time it takes for an energy weapon to charge.
  • Afflicted enemies will take increased damage.
  • Incoming bullets can reflect back at enemies.
  • Restores a portion of health straight away.
  • Heals allies.
  • Replenish health based on damage dealt. It is not affected by healing skills.
  • Replenish shields based on damage dealt.
  • Restores a portion of shields straight away.
  • Deals bonus damage to shields.
  • Increases weapon accuracy.
  • Increases the area of effect radius.
  • Increases the duration of skills.
  • Triggers passive skill effects.
  • Increases max jump height.
  • How quickly heat is generated from weapon use.
  • How long it takes to activate a skill.
  • Gain a temporary overshield.
  • Increases the speed in which projectiles will travel.
  • Increases the number of shots that can be fired before reloading.

A lot of skill effects have behaviours that are hard to represent with just the icons above.

  • Has a chance of happening.
  • Resets a given skill/stat.
  • Shares the effect with nearby allies.
  • Applies the effect to a nearby ally.
  • Applies the effect to oneself.
  • Strengthens deployable turret/pets.
  • Decreases instead of increasing a given stat.
  • Enemy suffers damage over time after initial impact.
  • Affects all enemies within a radius.
  • The effect can be stacked multiple times.
  • Damage is dealt over multiple successive hits.
  • The effect's potency is based on current health.
  • The effect's potency is based on current shields.
  • The effect's potency is based on current heat.
  • Is a bonus effect while the passive skill is active.
  • Deals bonus damage.
  • Damage is applied on the initial impact.
  • Damage is applied over time.
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