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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.
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The effect has an instant one time effect.
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The effect lasts for a set duration of time.
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The effect provides a temporary buff that stays active until the conditions are no longer met.
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The effect provides a permanent boost to a stat that lasts until the end of the match.
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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.
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Deals attack damage.
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Increases the damage on critical hits.
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Increases attack speed.
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Decreases the time skills are on cooldown.
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Restores health over time.
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Increases the effectiveness of healing abilities.
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Increases the effectiveness of incoming/self healing.
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Reduces incoming damage based on max health.
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Increases max health.
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Increases max shield.
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Reduces the kickback effect of weapon use.
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Weapons can be reloaded faster.
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Reduces the delay before shields begin to recharge.
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A portion of damage will ignore enemy shields.
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Restores shields over time.
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Deals skill damage.
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Increases movement speed.
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Increases sprint speed.
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Increases attack range.
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Reduces enemy damage output.
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Blocks incoming damage.
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Blinds enemies.
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Knocks enemies into the air.
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Pushes/Knockbacks enemies.
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Marks a target for bonus skill effects.
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Pulls enemies inward.
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Reveals cloaked enemies.
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Reduces enemy movement speed.
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Prevents enemies from moving.
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Prevents enemies from using skills.
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Projectiles will home in on enemies.
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Prevents enemies from healing.
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The player becomes (almost completely) invisible.
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Increases the time it takes for an energy weapon to charge.
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Afflicted enemies will take increased damage.
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Incoming bullets can reflect back at enemies.
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Restores a portion of health straight away.
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Heals allies.
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Replenish health based on damage dealt. It is not affected by healing skills.
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Replenish shields based on damage dealt.
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Restores a portion of shields straight away.
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Deals bonus damage to shields.
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Increases weapon accuracy.
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Increases the area of effect radius.
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Increases the duration of skills.
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Triggers passive skill effects.
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Increases max jump height.
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How quickly heat is generated from weapon use.
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How long it takes to activate a skill.
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Gain a temporary overshield.
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Increases the speed in which projectiles will travel.
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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.
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Has a chance of happening.
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Resets a given skill/stat.
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Shares the effect with nearby allies.
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Applies the effect to a nearby ally.
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Applies the effect to oneself.
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Strengthens deployable turret/pets.
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Decreases instead of increasing a given stat.
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Enemy suffers damage over time after initial impact.
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Affects all enemies within a radius.
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The effect can be stacked multiple times.
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Damage is dealt over multiple successive hits.
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The effect's potency is based on current health.
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The effect's potency is based on current shields.
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The effect's potency is based on current heat.
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Is a bonus effect while the passive skill is active.
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Deals bonus damage.
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Damage is applied on the initial impact.
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Damage is applied over time.