Deathlok [PVP Tournament #7 Hero] – Marvel Avengers Alliance 2


Deathlok

Note: 
This is my first character related post.  I really hope you find this helpful.  Please comment below to give me an idea of what worked and what didn’t work for you here, and what you’d prefer.  Enjoy!

PVP Season Rewards

The PVP Tournament #7 for Deathlok ended the first week of August 2016.  Though his abilities were available to to look at before, I’m only now looking at them and trying them out.  Reading about them is one thing, but better to try them out, especially after you’ve  leveled up the character so you can really see what he or she can do, especially in comparison to other characters.

I’m getting to the point where I’ve leveled up every character I wanted and am now working on leveling up all the other characters to 30.  For me, it’s more about who am I going to choose to work on 4 Staring.

Screen Name: theLyght4
Ally Code: 549-589-104


Jump to
ROTATION AND ABILITIES

EQUIP AND ISO-8 SLOTTING

CHARACTER PRIORITY

ABILITY DETAILS


DEATHLOK PROFILE

Deathlok Profile

BLASTER – ‘Fast Hard Hitting’

BASE STATS

Health       247 – Low
Attack       299 Highest
Defense   247 – Low
Speed        260  – Middle
Accuracy 273High
Evasion    234 – Lowest

LEADER’S BONUS – PROFICIENCY

All allies gain 10% increased Attack and Evasion

BIO

While serving in the U.S. Armed Forces, Henry Hayes was fatally wounded during a combat mission overseas.  Returned from the brink of death thanks to an experimental, life-saving prosthesis, Henry began life anew as an employee of Medics Without Borders.  Unbeknownst to him, however, the Deathlok technology that saved his life also turned him into a sleeper agent.  After carrying out a number of bloody, clandestine missions against his will, Hayes eventually regained control of himself, turning on his sinister masters.  He now seeks revenge against the ones who turned him into a killer.


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EQUIP AND ISO-8 SLOTS

Deathlok Equip

RECOMMENDATIONS FOR STAT BOOST

Based on just is base  stats, he seems well rounded with all stats within 50 of eachother.  No particular stat that really stands out, but I’ll mention that his highest is Attack, and Accuracy and lowest are Evasion and Health/Defense.  So, off-hand I’d say definitely focus on Attack and Accuracy but there may be some other factors you may want to consider also, like Iso-8 crystal slots as seen below.

DEATHLOK ISO-8 SLOTS

Current Level: 30
3 ATTACK, 2 HEALTH, 1 DEFENSE, 2 SPEED

He has the majority of RED Attack which makes him more of a ‘Hitter‘ for sure.  His next highest slots are GREEN Health and SILVER Speed.

Going by his basic stats and Iso-8 slots,  I’d say to focus on Attack, and Speed for sure, and either Health or Accuracy when looking at the additional stats in an Iso-8 crystal with more than 1 Star.  I determine that by looking to see which of the highest base stats also have the highest umber of slots.

Attack for sure since it’s his highest base stat, and he has the most Iso-8 slots for Attack.  Accuracy and Speed are the next two highest base stats, but there are no yellow Accuracy slots whatsoever but there are 2 Speed slots!  I would pick Speed  as my second stat focus because a. it’s his 3rd highest base stat and between choosing Silver and Green slots, Speed makes more sense for the type of role he’d play on a team which is a “Hard Hitter” or DPS (Damage per second).  Since he hits so hard, he also has low Defense and Evasion, so “Hard Hitters” really need to be ‘Fast Hard Hitting’ character because they hit hard, but need to do it FAST before the opponent can kill him to have a better chance of surviving in PVP.

I normally focus on 3 stats.  For my third, it’s a toss-up between Accuracy, which is the second highest base stat, and Health, which is tied for second highest number of slots.  Which do you choose?

ACCURACY Pros and Cons:
If you choose Accuracy it makes sense since his highest base stat, Attack would be useless if he couldn’t actually hit anyone. Attack and Accuracy go hand-in-hand and go perfectly with a high stat for Speed for a “Fast Hard Hitter!”  If you can get EVERY Iso-8 to have an additional Accuracy stat boost, it’s likely you can get it to be one of your top 3 stats.

The bad part is that there are no slots that support Accuracy which means you’d have to depend on the additional stat boosts from Iso-8 with more than 1 Star.  That isn’t always reliable since you cannot control which stats they boost.  This means that if you don’t have Accuracy boosts for EVERY single Iso-8 slotted, then it might not even matter and you’d be sacrificing potentially more competitive stats from other stats that DO have slots which are likely to have much higher stats at the end if you focused on them.

HEALTH Pros and Cons:
If you choose Health, that would atleast help a little bit for his “survivability.”  Even though Health is  tied as a lower base stat, 2 Health slots really makes up for it.  It’s possible Health by the end could have 2nd or 3rd highest stats, whereas Accuracy could be the lowest of them all!

The bad part is he won’t be a perfect “Fast Hard Hitter” cause he might miss sometimes, and though he has high Health, it’s not complimented by a super high Defense, but,.. the Defense stat is still likely to be higher than Accuracy .

What I Would Pick
In the end, I’d go with Health.  Deathlok already has some abilities that boost Accuracy stats, and if you team him up with others who can also boost Accuracy, you should be fine!

TIP: Slots allow for higher boosts, so I would always choose the higher number of slots for a stat over a base stat because you don’t have many or any slots to emphasis that base stat, whereas, the stat with higher number of slots, that stat can be boosted a lot more.

Alternatively
That being said, I’m not sure I’d recommend this, but you could just focus additional stat boosts on Attack and Speed and Defense.  Attack and Speed, for the reasons above, but Defense  to go along with the 2 slots of Health.  Maybe it will make him more survivable. Defense is the 4rth highest base stat and Health has the 3rd highest amount of slots. Defense and Health compliment each other.  Normally if you have one that’s high, you’d want the other as well, especially if you have high Defense.  In this case, you have a higher Health.

I’m not sure if that would make him more balanced to survive and  it’s likely Health will still be higher, unless you do not slot Green Health Iso-8 into the Health slots.

TIP: Normally I’d advise against splitting focus because your stats will be competing against stats of an opponent who will have higher stats if they place focus on the stats with higher number of slots.  Leveling out stats so they are more balanced sometimes just make the character more average in PVP, cause they may not be strong, accurate or fast enough to be a “Fast Hard Hitter,’ compared to others, and also not have Defense, Health or Evasion high enough to be “Survivable.”

Experimental Alternative
Determine the stats you want to be the highest, and disregard all other slot color. stats, slotting only for stats that you want and matching only those that want, including as many additional stats that come with more than 1 Star that match those stats.

eg. Though Deathlok has the highest stats in Attack, Accuracy and Speed, he has 3 Attack slots, 2 Speed slots, 2 Health, 1 Defense, but 0 Accuracy slots.  If you really want to make a character like Deathlok that is close to being a true  “Fast Hard Hitting” character to be a true one with high Attack, Speed and Accuracy, disregard the Health and Defense slots.  So, only slot Attack, Speed and Accuracy Iso-8, matching only the color slots that are relevant. Maybe slot 3 Attack, 2 Speed, and 3 Accuracy with the most Stars that have additional Attack, Speed and Accuracy stat boosts as possible., maybe with emphasis on Accuracy?  Experiment, maybe have 3 Speed and 2 Accuracy?  This way, I imagine you can bring up a stat that doesn’t have matching slots, like Accuracy in Deathlok‘s case, to more  competitive numbers.  But, you’d be completely sacrificing the other stats.  Again, the question is, can you get these stats to be be higher  than those stats that are slotted “correctly,” or will they be competitively high regardless? With this build, Deathlok has to practically be able to one-shot the opponents or he won’t last til the next round.  Though, with a “Protecting” teammate he might last a little longer.   I actually haven’t tried this out  and I’d be curious to try it.  Let me know if you want me to.

Deathlok W+EQUIP Level 30

 

My Current Slots

ATTACK – Red Alert Shard, 5 Stars

Attack +331 (+165 matching slot)
Evasion +132 (+66 matching slot)

Speed +132 (+66 matching slot)
Health +132 (+66 matching slot)
Defense +132 (+66 matching slot)

ATTACK – Red Barricading Shard, 3 Stars

Attack +331 (+165 matching slot)
Evasion +132 (+66 matching slot)
Defense +132 (+66 matching slot)

ATTACK  Red Impenetrable Shard, 4 Stars

Evasion +132 (+66 matching slot)
Speed  +132 (+66 matching slot)
Health  +132 (+66 matching slot)

HEALTH – Prismatic Coordinated Shard, 5 Stars

All Stats +109 (+54 matching slot)
Health +132 (+66 matching slot)
Attack +132 (+66 matching slot)
Evasion +132 (+66 matching slot)
Speed +132 (+66 matching slot)

HEALTH – Prismatic Calculating Shard, 4 Stars

All Stats +109 (+54 matching slot)
Evasion  +132 (+66 matching slot)
Accuracy  +132 (+66 matching slot)
Defense  +132 (+66 matching slot)

DEFENSE – Blue Alert Shard, 4 Stars

Defense +331 (+165 matching slot)
Speed +132 (+66 matching slot)
Accuracy +132 (+66 matching slot)
Evasion +132 (+66 matching slot)

SPEED – Prismatic Reinforcing Shard, 4 Stars

All Stats +109 (+54 matching slot)
Evasion +132 (+66 matching slot)
Accuracy +132 (+66 matching slot)

Speed +132 (+66 matching slot)

SPEED – Silver Impenetrable Shard, 4 Stars

Speed +331 (+54 matching slot)
Defense +132 (+66 matching slot)
Evasion +132 (+66 matching slot)
Health +132 (+66 matching slot)

Note: When I slot new characters, I give them whatever I can, and over time, I switch out better ISO-8.  So far looks like I was able to really emphasize my Speed

FINAL STATS

HEALTH 2471 (+1220) – Lower
ATTACK 3629 (+2114) – Highest
DEFENSE 2968 (+1717) – Low
SPEED 3166 (+1849) – Higher
ACCURACY 2338 (+955) – Lowest
EVASION 3068 (+1882) – High

NOTE:  Looks like so far I’ve been inadvertently focusing on Evasion, but I also got in more Defense than Health.  And Accuracy is lowest.  But that’s how it is when you’re working with random stat boosts from Iso-8.  As of now my highest stat is Attack, then Speed and Evasion.  Not a bad combo actually, if Evasion is high enough to make a difference.  You see though how it took a lot of Evasion boosts, like in every Iso-8, to get it almost as high as Speed.   That easily could have been Accuracy if you focused on it.  BUT, if the focus was on any of the stats that had more slots, like Health, Defense or Speed, the numbers could be much higher than Evasion or Accuracy could ever be, without any slots.

Maybe he’ll do ok with a higher Evasion and some Defense!  Lets see how he does in PVP.  I may come back and update this in the future.

ACTIVE SET BONUS PRIORITY:

Experimental – to aid application chance for Chain Fire, Red-Dot Ray
Barricading – to shield him
Rejuvenating – to give him health regeneration
Indomitable

Note: I wasn’t able to configure the Active Set Bonuses I ideally would want, but that’s ok, for now, as higher stats is the priority.

 EQUIP – Iso-8 and Slotting Priority for  PVP


CHARACTER PRIORITY

Part I – Slot Combo: TIER 3
My two part system for determining what characters to prioritize for leveling up and PVP based on Iso-8 slots

So I wouldn’t prioritize Deathlok solely based on the first part of my system, after Part 2, which considers his abilities, he might move up.

Character Priority for Leveling Up and PVP


BACK TO THE TOP


ROTATION AND ABILITIES

Deathlok Abilities

Passives and Ammo should be put into consideration when determining play style of the character.

PASSIVES

LAST ROUND
Attacks consuming the last Ammo gain 15% increased Damage and TRAUMATIZING.

TRAUMATIZING
Deals Damage which is massively increased to targets below 20% Health.

Note:
Really pay attention to how much Ammo you have and take advantage of LAST ROUND.  This will play into my use of Red-Dot Ray and Short Fuse.

AMMO

Ammo is required for many Projectile attacks; more Ammo often increases the power of the attack

Deathlok begins with 3 Ammo

Here are some rotation priority lists based on how you want to use the character, which sometimes can also be determined by synergies with other characters.

BUILD AND ROTATION: BLAST TEAM

In general Deathlok is best used in teams with a “protector” and teams focused on Blast attack synergy, and Physical Debuffed opponents.

In general it’s best if you can upgrade the abilities to their highest, but atleast to 3 for the ones that are active, and 4 for crucial ones.

Slot 1: Red-Dot Ray (Alt: Chain Fire)

Chain Fire could be an alternate option, depending on how you want to play.  Both give Physical Debuffs, but Chain Fire is AOE and doesn’t have Blast synergy, but Red-Dot Ray does.
Chain Fire – atleast 2 Star!
Use Experimental Iso-8 Active Set Bonus to increase Application Chance.

Slot 2: Short Fuse

atleast 2 Star

Slot 3: Apex Weapon (Alt: Surgical Blast)

Surgical Blast – If your team is very fast, and use the Experimental Iso-8 Active Set Bonus to increase Application Chance.

Your choice, both are AOE Blast attacks.
I prefer Apex Weapon because it has higher Damage Rating and it costs 2 Ammo, which is good for triggering LAST ROUND!

Note:
Below is a detailed description on the rotation and my thoughts behind them.  I will explain how I would use each ability including alternates.

OTHERWISE, it might be easier to just follow my PVP TEST (click).

FIRST ROUND
1a. 
Red-Dot Ray (1 Ammo) – If Slotted

To add Physical Debuff VOLATILE

a. If your team is or will be “protected” before being attacked.

b. if a teammate with Blast is attacking next

c. if opponents have yet to get VOLATILE

Note: Red-Dot Ray is EXTREMELY FAST, which means it’s possible Deathlok could have another turn almost right away!

                                 OR

1b. Chain Fire (1 Ammo) – if Slotted

To attempt to add WEAKENED to Physically Debuff all enemies’ Attack by 20%

a. if the opponent team is attacking before your other teammates next and some of them are Fast Hard Hitting

b. if you know your team will NOT knock them mostly out before the next round.

c. if opponents are not WEAKENED

                                OR

1c. Surgical Blast (1 Ammo, 2 turn cooldown) – if Slotted

If slotted to add Tactical Debuff and  STUMBLING
Repeat as needed if not on cooldown

a.  if everyone on your team is about to attack next.  Help their attacks land by attempting* to Debuff all enemies’ Evasion by 20% if not  on cooldown.

b. if attacks by your team are not landing

                         OR

1d. Magazine Change

If Ammo is out (2nd Rotation)

1e. Short Fuse (2 Ammo, 1 turn cooldown)

If another teammate has gone before Deathlok and
a. an opponent has a Physical Debuff

b. if an opponent is close to defeat to take advantage of OPPORTUNISTICto get another turn, and his Innate Ability, TARGET PRIORITY, to get SHARPSHOOTING, increasing Ranged Damage by 40% until Damaged.

SECOND ROUND
2a.Short Fuse
(2 Ammo, 1 turn cooldown)

a. if a Physical Debuff like Chain Fire‘s WEAKENED or Red-Dot Ray‘s VOLATILE is applied to an opponent to activate EXPLOIT WEAKNESS and deal +50% Damage

b. if an opponent is close to defeat to take advantage of OPPORTUNISTIC, to get another turn, and his Innate Ability, TARGET PRIORITY, to get SHARPSHOOTING, increasing Ranged Damage by 40% until Damaged.

c. to consume the last Ammo triggering LAST ROUND and TRAUMATIZING. 

                         OR

2b. Red-Dot Ray  or Chain Fire (1 Ammo)

a. for all above reasons in 1a. or 1b.

b. if other abilities are on cooldown

                         OR

2c. Apex Weapon (2 Ammo) or Surgical Blast (1 Ammo, 2 turn cooldown)

a. Surgical Blast – for reasons in 1c.

b. if VOLATILE is applied to opponents

c. if Short Fuse is on cooldown

                        OR

2d. Magazine Change if out of Ammo (2nd rotation)

THIRD ROUND
3a.  Magazine Change
 if out of Ammo

                        OR

3b. Chain Fire, Red-Dot Ray (1 Ammo)

a.  to consume the last Ammo triggering LAST ROUND

b. if a Physical Debuff isn’t on an opponent

c. if an opponent is close to defeat to gain his Innate Ability, TARGET PRIORITY, to get SHARPSHOOTINGincreasing Ranged Damage by 40% until Damaged.


FOURTH ROUND
4a. Short Fuse (2 Ammo, 1 turn cooldown)

a. if a Physical Debuff like Chain Fire‘s WEAKENED or Red-Dot Ray‘s VOLATILE is applied to an opponent to activate EXPLOIT WEAKNESS and deal +50% Damage

b. if an opponent is close to defeat to take advantage of OPPORTUNISTIC, to get another turn, and his Innate Ability, TARGET PRIORITY, to get SHARPSHOOTING, increasing Ranged Damage by 40% until Damaged.

c.  to consume the last Ammo triggering LAST ROUND                   

4b. Chain Fire or  Red-Dot Ray (1 Ammo)

If Physical Debuff has worn out on the opponent

                        OR

4c. Surgical Blast (1 Ammo) or Apex Weapon (2 Ammo)

a. for reasons in 1a.

b. if VOLATILE has been applied to opponents

FIFTH ROUND
5. Repeat #4 until Magazine Change
is needed

Pay attention to LAST ROUND and choose the ability with Damage rating needed to finish opponents off.

PVP TEST:
BLAST TEAM BUILD AND ROTATION

I did a quick PVP test.  These are my observations based on about a dozen battles.  In my team I had Deathlok 1 Star at Level 30 as my leader, then Groot 5 Star at Level 30 in the second spot and then the Daredevil that I’m working on leveling up who is at 2 Star Level 30.

Round 1
In PVP often my Groot would go first, and I’d activate his I Am Groot for PROTECTING and give the opponents INTIMIDATED.

On occasion either Deathlok would go first if not second.  In one case when Deathlok was first, I used Apex Weapon first just cause the opponent team seemed relatively weak compared to my team, and he one-shoted them!  I don’t think that’s something I can rely on, but just an observation.

Note: I’m not sure why the order sometimes changes if the speed of my team doesn’t change.

When Deathlok goes second he has 3 Ammo.  In general, I think it’s a good idea to pick out who the major threat in the opposing team is and use Red-Dot Ray on him/her to try to apply the Physical Debuff VOLATILE.

Daredevil is sometimes 3rd, if he’s faster than the opponents.  If he is 3rd, and Deathlok’s Physical Debuff was applied, I’ll use Billy Club Beatdown to finish that opponent off, otherwise, if there is no Physical Debuff, then I use Manriki Gusari  to apply one.

Alternatively, if Daredevil was 2nd, I’d apply the Physical Debuff from Manriki Gusari on an opponent, and then have Deathlok use Short Fuse to finish the opponent off

Round 2
Then on the second round if Deathlock isn’t dead, with 2 Ammo left, if the main opposing threat has VOLATILE, use Short Fuse (2 Ammo, 1 turn cooldown) to EXPLOIT WEAKNESS dealing +50% Damage, consume the rest of the Ammo activating LAST ROUND, gaining 15% increased Damage and TRAUMATIZING, hopefully destroying him and triggering OPPORTUNISTIC and TARGET PRIORITY then use Magazine Change to get 5 Ammo.

TIP: In situations when OPPORTUNISTIC is triggered, and you have more Ammo, use Apex Weapon (2 Ammo) to finish the opponents off or Red-Dot Ray (1 Ammo) to apply VOLATILE to any remaining opponents.

Alternatively, if he only has 1 Ammo left, follow steps in Round One.

Round 3
If the battle lasts to the next round you will have  5 Ammo.

Either the opponent is close to death in which point use Apex Weapon (2 Ammo) to finish them off OR focus on giving other opponents VOLATILE from Red-Dot Ray (1 Ammo) and on subsequent turns use finishing them off with Short Fuse (2 Ammo, 1 turn cooldown) or Apex Weapon (2 Ammo).

TIP: I feel the key thing to take advantage of the conditional abilities but especially LAST ROUND.  Try to keep track of your Ammo, and cooldowns.

Alternatively, if he’s out of Ammo, use Magazine Change.

BACK TO TOP OF BLAST TEAM ROTATION

ATTACK FOCUS BUILD AND ROTATION

Slot 1: Biotek Enhancements

Slot 2: One-Man Army

Slot 3: Overbore Round

Only really recommend this if

1. your team has a Tank Protecting, or can give Dealthlok a Shield, Defense or Evasion stat boosts or something for protection.

2. you have super high Defense or Evasion stats

3. And you have a teammate that increases Attack stats

4. Upgraded the Abilities as high as you can

1a. Biotek Enhancements (5 turn cooldown)

To increase Attack by 25% with STRENGTHENED
and ALERTED for 25% Increased Evasion
(if not on cooldown)

1b. One-Man Army (4 turn cooldown)

to increase Damage and Accuracy by 40% with CONFIDENT and
removing/preventing Mental Debuffs 
(if not on cooldown)

2a. Repeat from #1

if not on cooldown and as needed

2b. Overbore Round (2 Ammo)

If Attack Buffs have been applied, and there is Ammo, REPEAT until either Buffs have worn off or run out of Ammo.

2c. Magazine Change

if Ammo is out, as needed

*attempts – application chance can be enhanced with Upgrading abilities and slotting Iso-8 with the Active Set bonus Experimental


BACK TO THE TOP

ABILITY DETAILS

CHAIN FIRE

Deathlok Ability Chain Fire

1 Star
Damage: 53
Cost:         1 Ammo
Target:     All Enemies/AOE
Tags:         Ranged, Projectile, Attack
Speed:     Extremely Fast

ABILITY PROPERTIES (1)
AREA ATTACK
This attack targets all enemies

ALL ENEMIES (1)

WEAKENED 
Application Chance 50%
Decreases Attack by 20%
Very Long (350)
Physical, Debuff

2 STAR UPGRADES
Increase Application Chance: +30%
Update Damage Rating: 61

3 STAR UPGRADES
Update Damage Rating: 76

4 STAR UPGRADES
Update Damage Rating: 95

Note:
Low Damage: 53, but common
Speed is great
AOE Decrease Attack 20% Physical Debuff
Something you may perform first to Debuff ALL enemies
Upgrade to 2 Star and slot
 Experimental Iso-8 to help Application Chance of WEAKENED

SHORT FUSE

Deathlok Ability Short Fuse

1 Star
Damage: 134
1 Turn Cool Down
Costs:       2 Ammo
Target:      One Enemy
Tags:          Ranged, Blast, Attack
Speed:      Extremely Fast

ABILITY PROPERTIES (1)
EXPLOIT WEAKNESS
This attack deals +50% damage if the target has a Physical Debuff

2 STAR UPGRADES
OPPORTUNISTIC
Act again immediately if the target of this attack is defeated
Update Damage Rating: 143

3 STAR UPGRADES
Update Damage Rating: 178

4 STAR UPGRADES
Update Damage Rating: 223

Note: 
Works well after Chain Fire or Red-Dot Ray, dealing +50 Damage if target has Physical Debuff
Speed is great
2 Star Upgrade for OPPORTUNISTIC 

RED-DOT RAY

Deathlok Ability Red-Dot Ray

1 Star
Damage: 59
Cost:         1 Ammo
Target:     One Enemy
Tags:         Ranged, Energy, Attack
Speed:     Extremely Fast

ABILITY PROPERTIES (1)
PRECISE
This attack has 25% accuracy

ONE ENEMY (1)

VOLATILE
Application Chance 80%

Will explode and take additional Damage when hit by a Blast attack
Medium (175)
Physical, Debuff

2 STAR UPGRADES
Update Damage Rating: 74

3 STAR UPGRADES
Update Damage Rating: 93

4 STAR UPGRADES
Update Damage Rating: 116

Note:
Physical Debuff
Synergy with Blast attacks
Use after Short Fuse
Will need Experimental Active Set Bonus to increase Application Chance of
Red-Dot Ray

BIOTEK ENHANCEMENTS

Deathlok Ability Biotek Enhancements

1 Star
5 Turn Cooldown
Target:     Self
Tags:         Buff
Speed:     Normal   

SELF (2)
STRENGTHENED
Increased Attack by 25%
Very Long (350)
Physical, Buff

ALERTED
Increases Evasion by 25%
Very Long (350)
Tactical, Buff

2 STAR UPGRADES

Update Speed: Fast

3 STAR UPGRADES
Update Cooldown: 3

4 STAR UPGRADES
Update Speed: Very Fast

Note:
Good to Buff Offense and Defense
BUT, it’s only worth it to boost Damage for the next attack if you can afford to be on the offense instead of defense with either
a. very good Evasion stats (like 4000+) before the 25% Evasion increase
b. a Tank with Protecting on the team
c. an Ally who can provide shields or something else for protection
If you use this ability, you might consider upgrading to 4 Star Upgrades.

SURGICAL BLAST

Deathlok Ability Surgical Blast

2 Star
Damage: 73
2 Turn Cooldown
Cost:         1 Ammo
Target:     All Enemies/AOE
Tags:         Ranged, Blast, Attack
Speed:     Extremely Fast

ABILITY PROPERTIES (1)
AREA ATTACK
This attack targets all enemies

ALL ENEMIES (1)

STUMBLING 
Application Chance 80%
Decreases Evasion by 20%
Very Long (350)
Tactical, Debuff

3 STAR UPGRADES
Update Cooldown: 1
Update Damage Rating: 84

4 STAR UPGRADES
Update Damage Rating: 105

Note:
Synergized with Blast
AOE – 2 Turn Cooldown
Decrease all enemies’ Evasion by 20% to aid Allies in landing attacks.

ONE-MAN ARMY

Deathlok Ability One-Man Army

2 Star
4 Turn Cooldown
Cost:         1 Ammo
Target:     Self
Tags:         Buff
Speed:     Fast

SELF (2)
CONFIDENT
Increases the next attack’s Damage and Accuracy by 40%
Medium (175)
Mental, Buff


CLARIFIED 
Removes and prevents Mental Debuffs
Short (100)
Buff

3 STAR UPGRADES
Update Cooldown: 2

4 STAR UPGRADES
Update Speed: Very Fast

Note:
Like Biotek Enhancements
Good to Buff Offense and Removing Mental debuffs
BUT, it’s only worth it to boost Damage for the next attack if you can afford to be on the offense instead of defense with either
a. very good Evasion stats (like 4000+) before the 25% Evasion increase
b. a Tank with Protecting on the team
c. an Ally who can provide shields or something else for protection
If you use this ability, you might consider upgrading to 4 Star Upgrades.

OVERBORE ROUND

Deathlok Ability Overbore Round

2 Star
Damage: 206
Cost:         2 Ammo
Target:     One Enemy
Tags:         Ranged, Projectile, Attack
Speed:     Very Fast
Purchase Cost: 400 Ability Points
(I haven’t gotten this one yet)

ABILITY PROPERTIES (2)
DEADLY FORCE
This attack deals increased Damage based on the difference in Attack between the attacker and target

PRECISE
This attack has +25% accuracy

3 STAR UPGRADES
Update Damage Rating: 258

4 STAR UPGRADES
Update Damage Rating: 322

Note:
You may consider using this one if you focused a LOT on Attack stats!

APEX WEAPON

Deathlok Ability Apex Weapon

3 Star
Damage: 151
Cost:         2 Ammo
Target:     All Enemies/AOE
Tags:         Ranged, Blast, Attack
Speed:     Very Fast

ABILITY PROPERTIES (2)
AREA ATTACK
This attack targets all enemies

BRUTAL 
Each time this attack crits, the Damage of all subsequent hits is increased.

4 STAR UPGRADES
Update Damage Rating: 189

Note:
Blast synergy!
No Cooldown Time!

TACTICAL

MAGAZINE CHANGE

Deathlok Ability Tactical Magazine Change

Generates 5 Ammo
Target:     Self
Speed: Slow

ABILITY PROPERTIES (1)
GENERATES AMMO 

Decreases Attack by 20%

INNATE

TARGET PRIORITY

Deathlok Ability Innate Target Priority

ABILITY PROPERTIES (1)
TARGET PRIORITY
Gain SHARPSHOOTING whenever anyone is defeated by a Ranged attack.

SHARPSHOOTING
Increased Ranged Damage by 40%
Removed if Damaged.


BACK TO THE TOP


Wow, you made it to the bottom!   Congrats.  I hope all this information was helpful to you.  Either way, please comment below to let me know what worked and what didn’t work about this post so that I can improve on them in the future.  Thanks!

MORE ON PVP
PVP and Teams
Character Priority for Leveling Up and PVP
EQUIP – Iso-8 and Slotting Priority for  PVP

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