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Combat Shenanigans!

Charges her weapon to deliver powerful Cluster Munitions when affected by status effects. She can fire a missile that extends status effect durations in an area.

Abilities

Overtime
Active Overtime
Gunboat cost 6
Deployment cost +4

Stop the clock!

Fires a missile that increases the duration of negative status effects on enemies and positive status effects on allies in an area.

Level Hero level required Cost
1 1—
2 24
3 35
4 46
5 58
6 611
7 714
8 818
9 924
10 930
11 91
12 92
13 93
14 9Extra Training required
15 9
Energy Conversion
Passive Energy Conversion

Overdrive!

Leader charges a Cluster Munition when affected by any status effect. Charging has a cooldown time. Cluster Munitions are added to her attacks.

Level Hero level required CostCharging Cooldown
1 1—7,5 s
2 247,3 s
3 357 s
4 466,8 s
5 586,5 s
6 6116,3 s
7 7146 s
8 8185,8 s
9 9245,5 s
10 9305,3 s
11 915 s
12 924,8 s
13 934,5 s
14 9Extra Training required4,3 s
15 94 s

Talents

Extra Charges
Talent 1 Extra Charges

Anna's superblaster is tethered to all squad members for mutual protection.

The Squad Leader will additionally get Cluster Munitions from status effects on all squad members.

Corroding Shot
Talent 2 Corroding Shot

Firing strong acids from a hand-held rocket launcher is not advised.

Overtime will also apply Corrosion to enemy targets in the ability area for 10 s. Corroded targets take -15 % more damage.

Extra Training
Talent 3 Extra Training

All leaders can benefit from advanced training courses. Or combat experience. Or advice from veterans. Or just watching TV.

Leader's Passive and Active Ability level is increased by 2.

Feedback Loop
Talent 4 Feedback Loop

The superblaster automatically absorbs various types of energy and redirects them.

Negative status effects applied to the Leader are also applied back to the source.

Cleansing Shot
Talent 5 Cleansing Shot

Also removes coffee, lipstick and chocolate stains. Straightens clothes, tousles hair.

Overtime additionally removes negative status effects from friendly targets.

Stats

HealthDamage
1 375
1 650per sec3 630 per shot
2 465
1 950per sec4 290 per shot
3 600
2 250per sec4 950 per shot
4 815
2 550per sec5 610 per shot
5 1 000
2 850per sec6 270 per shot
6 1 200
3 150per sec6 930 per shot
7 1 315
3 450per sec7 590 per shot
8 1 450
3 750per sec8 250 per shot
9 1 600
4 200per sec9 240 per shot
10 1 760
4 650per sec10 230 per shot
Total ——