Electro-pulse is really a Specialty Constructor Hero offered inside the game. The number of perks and abilities depends on the hero's maximum evolution and level. Electro-Pulse is really a mix of BASE and capability (particularly plasma pulse) constructor. Having said that, as a BASE constructor they may be entirely outclassed by MEGABASE, and as an potential constructor, they may be very equivalent to Plasma Specialist.
|Automated Defenses||5||Increases BASE connectivity by 1 building piece.|
|Creative Engineering||★Evo||Increases build speed by 10%. Reduces building cost by 10%.|
|Electrified Floors||12||Enemies within the area affected by BASE take damage every 2 seconds. Base Damage: 3 energy damage|
|Fully Contained||8||Increases the damage reflected by BASE by 50%.|
|Kinetic Overdrive||1||When Kinetic Overload is triggered, it affects targets within a 0.5 tile radius of the primary target.|
|Kinetic Overload||30||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.|
|One Hot Minute||15/td>||Reduces the cooldown of Plasma Pulse by 20 seconds.|
|Plasma Overdrive||★★Evo||Increases the rate of Plasma Pulse's explosions by 33%.|
|Power Pulse||18||Increases damage of Plasma Pulse 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||25||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.
|Actuated Attacks||Increases blunt melee damage by 12/18/24%.|
|Kinetic Punch||Increases the Impact and knock back of Anti-Material Charge.|
Requires Outlander as Primary.
Electro-Pulse Penny is definitely the very best of each the BASE-oriented constructors plus the Pulse-oriented constructors. Even though she by no implies excels in either areas, she permits you to have the most effective abilities of both classes. If you are hunting for any well-rounded constructor that can still do its job as a builder even though also having the ability to do some damage, this sassy lass has got your back. Electro-Pulse Penny comes in each Epic and Legendary rarity.
Electro-Pulse Penny Base Stats:
Health – 645
Health Regen – 16
Shield – 252
Shield Regen – 63
Movement Speed – 329
Sprint Speed – 495
Electro-Pulse Penny Squad Bonus:
Actuated Attacks – Increases blunt melee damage by 12%. Support bonuses are applied to your primary Hero when this Hero is in your Support Slot.
Kinetic Punch – Increases the Impact and knockback of Anti-Material Charge. Tactical bonuses are applied to your Primary Hero when this Hero is in your Tactical slot. Requires: Outlander Primary Hero.
Electro-Pulse 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.
Automated Defense – Increases BASE connectivity by 1 tile.
Fully Contained – Increases the damage reflected by BASE by 50%.
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.
Electrified Floors – Enemies within the area affected by BASE take damage every 2 seconds. Base damage – 3 Energy damage.
One Hot Minute – Reduces the cooldown of Plasma Pulse by 20 seconds.
Power Pulse – Increases damage of Plasma Pulse 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.
Plasma Overdrive – Increases the rate of Plasma Pulse's explosions by 33%.
Kinetic Overdrive – When Kinetic Overload is triggered, it affects targets with a .5 tile radius of the primary target.