| Cyborg(18O) is a new addition to the military. They're integreated with their suit technology, giving them super-human capabilities. Only Special Forces candidates of focus, committment, and sheer will are offered such opporunity to be augmented for warfighting cause. |
| Varients | |
|---|---|
| Original | BETA |
| Vitals | |
|---|---|
| Health | 445 |
| Armor | 5 |
| Energy | 200 |
| Movement Speed | 2.94 |
| Weapon: Battle Rifle MK2 | |
|---|---|
| Damage | 44 - 52 x2 |
| Range | 15 |
| Attack Speed | 0.30 |
| Magazine Size | 60 |
| Weapon: Automatic Rifle | |
|---|---|
| Damage | 42 - 50 |
| Range | 17 |
| Attack Speed | 0.1 |
| Magazine Size | 100 |
| Weapon: DMR | |
|---|---|
| Damage | 135 - 145 |
| Range | 20 |
| Attack Speed | 0.85 |
| Magazine Size | 35 |
| Weapon: Plasma Rifle | |
|---|---|
| Damage | 46 - 53 |
| Range | 18 |
| Attack Speed | 0.3 |
| Magazine Size | 80 |
| Weapon: Shotgun | |
|---|---|
| Damage | 175 - 194 |
| Range | 12 |
| Attack Speed | 1.3 |
| Magazine Size | 25 |
| Enlisted | Warrant Officer | Comissioned Officer |
|---|---|---|
| 25000 XP | 8000 XP | 12000 XP |
SOMEBODY PLEASE! Get this man a gun.
BRAVE JUMP!
300 damage in a 1.5 radius on landing with Super Jump Level 1Ground units less than 3000 hp on landing with Super Jump Level 2Super Jump Level 2Super Jump Level 3Super Jump Level 3 requires Specialization Potential skill identifier.Cooldown: 9 seconds
Charge cooldown: 9 seconds
Charge cast cooldown: 3 seconds
The Cyborg assimilates data on his weapon over time.
| Level | Vision Range | Weapon Range | Weapon Damage | Reload Speed |
|---|---|---|---|---|
| 1 | +1 | +1 | +10% | +10% |
| 2 | +1.5 | +2 | +15% | +20% |
| 3 | +3 | + 3 | +20% | +30% |
| 4 | +4.5 | +4 | +25% | +40% |
Incendiary Rounds for Automatic Rifle with Weapon Assimilation Level 2.Incendiary Rounds deals increased damage, and slows enemy movement speed by 20% for 0.3 seconds.Battle Rifle Mk3 with Weapon Assimilation Level 2.Battle Rifle MK3 increases movement speed by 0.05 and burst count to 3Weakpoint Targeting for DMR with Weapon Assimilation Level 2Weakpoint Targeting increases weapon range by 5, and reducing damage loss per armor by 1Disruptor Rounds for Plasma Rifle at Weapon Assimilation Level 2Disruptor Rounds rends enemy armor by 12 and reduce their damage by 75%Concussive Shells for Shotgun with Weapon Assimilation Level 2Concussive shells increases damage by 5, and reduces enemy movement speed and attack speed by 16%Weapon Assimilation Level 4 requires Specialization Potential skill identifier.Gotta go fast and furious.
| Level | Movement Speed | Energy Drain per Second |
|---|---|---|
| 1 | +0.6 | 6 |
| 2 | +1 | 10 |
Dash Level 2 requires Specialization Potential skill identifier.The Cyborg gains surveillance gadgets.
| Level | Unlocks |
|---|---|
| 1 | Motion Sensor, Ocular Vision |
| 2 | Field Camera, Light Filter |
| 3 | Cooldown Reduction for Ocular Vision, Motion Sensor, Field Camera |
Radar Module Level 3 requires Specialization Potential skill identifierNanomachine, son. They harden in response to physical trauma. You can't hurt me, Cacumen.
| Level | Armor | Damage Reduction | Explosive Damage Reduction | Energy Drain per Second |
|---|---|---|---|---|
| 1 | +16 | 25% | 75% | 5 |
| 2 | +33 | 50% | 80% | 7.5 |
| 3 | +50 | 75% | 85% | 10 |
| 4 | +60 | 90% | 90% | 20 |
15s25s CooldownStonewall Module Level 4 requires Specialization Potential skill identifier.The Cyborg activates cloaking device.
1 energy per second.50% with Stealth Module active.25% with Stealth Module Level 2Stealth Module Level 2 requires Specialization Potential skill identifier.Cooldown: 5 seconds
Holy Sigmar, bless this ravaged body.
Each level grants 3 Mechanical, Equals To:
+ 3% Explosive Damage
+ 3.72% Cooldown Reduction
+ 0.058 Energy Regeneration
| Level | Heal of Total HP | Restore Process | Cooldown |
|---|---|---|---|
| 1 | 70% | 20 Seconds | 300 Seconds |
| 2 | 100% | 10 Seconds | 270 Seconds |
| 3 | 129.6% | 5 Seconds | 240 Seconds |
| 4 | 179.2% | 10 Seconds | 210 Seconds |
Systems Restore Module Level 4 requires Specialization Potential skill identifier.The Cyborg uses targeting module to hit harder.
| Level | Fire Rate | Damage | Energy Drain per Second |
|---|---|---|---|
| 1 | x1.75 | +15% | 10 |
| 2 | x2.25 | +30% | 12 |
| 3 | x2.75 | +45% | 14 |
Enhanced Targeting Module Level 3 requires Specialization Potential skill identifier.Cooldown: 1 second.
The Cyborg takes his protein shake.
Each level grants 2 Fitness, Equals To:
+ 0.023 Movement Speed
+ 16 Health
+ 0.031 Health Regeneration
| Level | Health | Armor | Spell Damage Reduction |
|---|---|---|---|
| 1 | +40 | +9 | 10% |
| 2 | +80 | +18 | 20% |
| 3 | +120 | +27 | 30% |
| 4 | +160 | +36 | 40% |
Cyborg Skills Level 4 requires Specialization Potential skill identifier.![]()
Marksmanship is your ability to accurately fire, reactively fire, and focus under stress.
12.5% critical hit chance to deal extra damage on each auto attack. Critical hits are only half as affected by the targets armor.
Each level grants 4 Dexterity, Equals To:
+ 8% Ranged Damage
+ 4% Attack Speed
+ 1 Weapon Range
| Level | Critical Damage Multiplier | Dexterity |
|---|---|---|
| 1 | 2.5x | 4 |
| 2 | 5.0x | 8 |
| 3 | 7.5x | 12 |
| 4 | 10.0x | 16 |
Marksmanship Module Level 4 requires Specialization Potential skill identifier.The Cyborg discharges an energy orb.
150 damage to all targets passed through.550 damage in a radius of 2 after traveling for 10 range, and have not hit at least 9 targets.55 damage per second, last 3 seconds.2700 to 3100 damage on 9th target in a radius of 4120 damage per second with larger radius, last 6 seconds.20%Energy Cost: 60
Cooldown: 30 seconds
Activates your Hador Shielding Module, causing damage to be temporarily absorbed by your energy. The Hador Shielding Module overloads after 3.5 seconds dealing damage around you based on your maximum energy.
5 Drain Ratio25 Energy Armor10 Damage RatioWE'RE ALL DEAD, BLOW IT, BLOW IIIIIIIIIIT.
Hero Level 620000 damage in a radius of 6Cooldown: 10 seconds
The Cyborg sees threats from afar.
Radar Module Level 1Radar Module Level 3Energy Cost: 10
Cooldown: 20 seconds / 10 seconds
The Cyborg places down a motion sensor.
Radar Module Level 1Radar Module Level 3Enegy Cost: 40
Cooldown: 270 seconds / 180 seconds
The Cyborg places down a field camera.
Radar Module Level 2Radar Module Level 3Energy Cost: 55
Cooldown: 180 seconds / 130 seconds
The Cyborg becomes better.
Beat Nightmare Campaign with Epilogue as a Cyborg.
The Cyborg becomes over-powered with each level
Beat Boss Mode with Intense Weather Modifier as a Cyborg
Increased Stonewall Module cooldown from 20s to 25s
Fixed issue where RE could calculate an incorrect number of stacks
Fixed issue where the Cyborg's weapon would revert to the Battle Rifle when dying
Energy Orb skill replacement is available for public testing under the Hador variant