Tank is really a Specialty Constructor Hero available in the game. The number of perks and abilities depends on the hero's maximum evolution and level. Tank is far more geared toward hammer melee weapons. She gives a +20% crit rate boost and also +70% crit harm boost. With my existing hammer (still have not upgraded it but), that's 61% crit with a 190% crit harm. Not to mention the +45% boost on harm. You simply truly will need to roll the ideal weapon.
|Actuated Attacks||5||Increases blunt melee damage by 25%.|
|Creative Engineering||★Evo||Increases build speed by 10%. Reduces building cost by 10%.|
|Firewall||30||Melee attacks against the Constructor's shield triggers an energy pulse dealing Energy Damage and knocking back nearby enemies in a 0.5 tile radius (16 Second Cooldown).|
|Hammer Critical Chance||12||Increases blunt melee crit hit chance by 20%.|
|Hammer Critical Damage||18||Increases hammer critical damage by 70%.|
|Healthy||15||Increases maximum health by 20%.|
|Kinetic Overload||1||Critical hits with hardware melee weapons trigger a Kinetic Overload, dealing a base of 50 plasma energy damage and knockback to the target. Can trigger once every 6 seconds.|
|Nice and Slow||25||Kinetic Overload applies a 30% slow to affected targets, reducing their movement and attack speed for 5 seconds.|
|Shielded||8||Increases maximum shield by 20%.|
|B.A.S.E.||2||The BASE alters the matter of connected building pieces. Affected walls will deal a base of 8 energy damage to any enemy that attacks them in melee. Attached structures gain 12% damage resistance. Extends 3 segments from placement.|
|Bull Rush||★★Evo||The Constructor charges forward 3 tiles, collecting enemies on a shield, knocking them back at the end of the rush or when colliding with a wall. Does a base of 60 blunt physical damage.|
|Plasma Pulse||★★★Evo||Deploys a device which emits exploding Plasma Pulses every 0.125 seconds for 10 seconds. Deals a base of 14 plasma energy damage.|
When place into a squad slot around the Hero screen, a constructor can give either a passive assistance or tactical bonus. Some demand a particular Principal Hero to make use of. Abilities which have percentages change depending on the star level.
|Firewall||Melee attacks against the Primary Hero's shield triggers and energy pulse dealing Energy Damage and knocking back nearby enemies in a 0.5 tile radius (48 Second Cooldown).|
Any type of Penny is know for being thicc, but Tank Penny knows tips on how to throw these meaty bones about. Whilst she gets the benefits of a builder, quite a few of her abilities are oriented towards making her tanky melee fortnite weapons. Higher survivability and some of your far better constructor harm abilities make her the selection should you wish to beat husks to death with a lead pipe. Tank Penny comes in Uncommon, Rare, Epic, and Legendary rarity.
Tank Penny Base Stats:
Health – 730
Health Regen – 18
Shield – 240
Shield Regen – 60
Movement Speed – 329
Sprint Speed – 495
Tank Penny Squad Bonus:
Firewall – Reflects 15% of melee damage when shield is up. Support bonuses are applied to your Primary Hero when this Hero is in your Support slot.
Tank Penny Abilities
Creative Engineering – Increases build speed by 10%. Reduces building cost by 10%.
Kinetic Overload – 6 second cooldown. Damage – 239 Energy damage. Damage type is considered Plasma as well as Energy. Critical hits with hardware melee weapons trigger a Kinetic Overload, dealing additional damage and knockback to the target. Can trigger once every 6 seconds.
BASE – Costs 100 Energy. 4 second cooldown. The BASE alters the matter of connected building pieces. Affected walls will deal a base of 4 Energy damage to any enemy that attacks them in Melee. Attached structures gain 12% damage resistance. Extends 3 tiles from placement. Only one BASE can be active at a time.
Actuated Attacks – Increases blunt melee damage by 25%.
Shielded – Increases maximum shield by 20%.
Bull Rush – Costs 30 Energy. 30 second cooldown. Does 286.8 blunt physical damage. The Constructor charges forward 3 tiles, collecting enemies on a shield, knocking them back at the end of the rush or when colliding with a wall.
Hammer Critical Chance – Increases blunt melee critical hit chance by 20%.
Healthy – Increases maximum Health by 20%.
Hammer Critical Damage – Increases hammer critical damage by 70%.
Plasma Pulse – Costs 40 Energy. 45 second cooldown. Damage – 382.5 Plasma Energy damage. Deploys a device which emits exploding Plasma Pulses every .5 seconds for 10 seconds
Nice and Slow – Kinetic Overload applies a 30% slow to affected targets, reducing their movement and attack speed by 5 seconds.
Firewall – Reflects 25% of damage taken by the Constructor's shield.