The Heroes

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Star rating
One, two, or three stars, based on how complicated it is to grasp and learn the hero's weapons and abilities overall.

Hero types
Heroes can be of types Scout, Offense, Defense, or Support.

Ultimate Charge
All heroes have 1000 ultimate charge capacity.

Offense and defense heroes gain 25 ult charge per second, and can gain ultimate charge through energy packs.

Scouts and support heroes cannot gain ultimate charge passively nor pick up energy packs, though scouts can carry energy packs and give them to other players.

Any ability that uses ultimate charge is called an ultimate ability. In the following sections, ultimate abilities are put inside parentheses. The Q key is always reserved for an ultimate ability.

all speed values are defined as a percentage, with:

100% speed = 6.05 meters per second/13.5 miles per hour (conversion from current speed)

Speed increases by n% speed means new speed is original speed + n%. Speed increases by n% means new speed is (original speed) * 1.n

All heroes can jump to height of 0.98m. The horizontal velocity of a jump is equal to the hero's base speed.

Once a hero lands after being airborne, his or her speed becomes the base speed, regardless of what the speed was midair.

Each hero's backwards speed is 90% of that hero's base speed.

Each hero's crouch speed is 33% of that hero's base speed.

All heroes can press V to do a quick melee attack for 50 damage. After attacking with quick melee, each hero must wait 0.5 sc to attack again with quick melee. Heroes cannot use quick melee when attacking with another weapon, even if the other weapon is a melee weapon.

Can scroll with M3 or press a weapon's number key to swap weapons. The swap time for weapons is 0.5 sc. After swapping to a different weapon, need to wait 0.5 sc before you can attack with it. In the following sections, the first weapon listed for a hero always has slot 1, and the number keys for subsequent weapons are given in parentheses next to them. Sometimes, non-weapon devices are also binded to number keys.

Universal hero abilities
All heroes share the following abilties and attributes.

stamina meter: Each hero has a stamina meter with capacity 100 units, which starts out filled. Stamina is reduced when certain abilities are used. If a hero's stamina meter is empty, the hero's base speed becomes his or her crouching speed for 4 sc, after which the stamina meter is again full (provided the hero survives in that time...).

To recharge stamina, the hero must be stationary and/or crouch walking for at least 1.5 sc. If the hero starts doing otherwise, the stamina recharge will immediately stop. The stamina meter recharges at a rate of 25 units per sc. If a player would pick up a health pack, excess health from the health pack replenishes the stamina meter by the same amount.

ex) Clutch is at 20 stamina and full health. He picks up a large health pack which regenerates 100 health. Clutch gains no health, but stamina is now 100.

ex) Nina is at 60 stamina and and 140 health (out of 170). She picks up a health pack that gives 40 health. Nina's health is restored to 170, and she gains 10 stamina as well.

crouch jumping: While midair, heroes can crouch, bringing their legs up and their heads slightly down. Will remain crouching as long as crouch button is pressed. If you would uncrouch in the middle of a jump, must wait 0.5 sc before crouching again. This can help overcome some difficult obstacles in the map.

air nudge: While midair, heroes can press one of the direction keys. If they do so, the hero will experience a brief impulse in that direction (relative to the direction the hero is facing). Each air nudge costs 10 stamina to do so.

vault - The hero can quick melee a surface. If the hero does so, he or she is lifted 0.98m (the height of a regular jump). The hero's horizontal velocity is not changed when vaulting. Vaulting costs 15 stamina if done on the ground, and 25 stamina if done midair.

player beacon - When any player dies, that player drops a player beacon corresponding to him or her. If the player died from falling out of the map, the beacon does not spawn. The player beacon is removed when that player respawns or is revived.

Common hero abilities
The following is a list of common passive abilities and states heroes can have, along with their descriptions:

aerobatics - The hero can move sideways in the air by pressing the respective side key and moving the mouse in the same direction.

armored - The hero takes 50% reduced knockback from enemy attacks, but all abilities that use stamina cost 10 more stamina to use. Hero also gains 20% extra quick melee damage (so now quick melee damage is 60).

blast armor - Take 60% less damage from explosive damage caused by your own weaponry.

double jump - The hero can jump once midair.

endurance - Hero's stamina meter is 50% larger.

fatigued - State hero is in while stamina meter is empty/recharging. Besides the speed penalty, heroes cannot gain stamina from health packs.

rattled - The hero takes 20% more damage. All incoming damage to the hero goes through a 20% modifier.

revive - Any ability that brings a teammate back to life. When a player is revived, the player spawns immediately at his or her player beacon. If the revived teammate is an offense hero, he or she is revived with the same ult charge as when he or she died. Other heroes are revived with no ult charge. If the revived teammate is a defense hero, he or she loses all upgrades possessed at time of death. Other heroes are revived with no ult charge. Revived players must spawn as the hero they died as. Revived heroes do not spawn with full health. The percentage of health restored is specified for each revive ability.

robotic - There is no gameplay of this attribute. It only shows which heroes storywise are mechanical.

sprinting (Lshift) - Hero moves 30% faster when active, but cannot do anything other than jump or move forward. Doing anything else will break hero out of sprint. While active, stamina is continuously consumed at rate of 10 stamina per sc. Unless specified otherwise, sprinting will always take the Lshift key.

wall run - The hero can ride of the wall's surface at 10% plus the base speed. The hero will automatically drop off the wall when the hero reaches the end of the wall. The jump off a wall does NOT count as an air jump. Cannot have this ability alongside wall hop. Consumes 5 stamina per sc whiile active.

wall hop - This hero can hop off of walls. Each wall hop after the first will cost the hero 10 stamina. Jumps off walls do NOT count as air jumps. Cannot have this ability alongside wall ride.

wet - Heroes have this attribute as long as they are more than 50% in water, or if less than 0.5 sc have elapsed since they were last in water.

Weapon descriptions
Weapon attacks are of type hitscan, projectile, or continuous, or have no specific type at all.

If a weapon deals knockback, it means that on hitting an enemy, that player is pushed back.

Continuous means that the attack deals damage at a rate of every 0.2 sc.

Explosive projectiles will cause knockback and deal radial damage to players in blast radius on exploding. The amount of knockback, damage, and blast radius will vary between different explosive projectiles, but knockback is generally higher the closer the target hit is to the center.

Arcing means that the projectile will be affected by gravity, and drop over time.

Burst means that several shots are fired in a sequeunce of 0.06 sc per shot. The fire rate for burst attacks is the time from the first shot to the following first shot. Each shot in a sequence counts as the same unit of ammo.

Shotgun means that the weapon fires several pellets simultaneously with each shot. All the pellets in one shot will count as a unit of ammo.

Bolt action means that instead of reloading the whole clip, the weapon reloads one ammo each time. For bolt action weapons, the reload time given is the time to reload a single ammo. The time to reload the initial ammo is always longer, and this time is given as well.

Continuous means damage is applied continuously. Beam means this damage is applied in a straight line, spread means damage is applied in a conical area, radial means damage is applied in a sphere or circle around the player.