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Aerial Assault
Advance gains a 3rd charge and activating Advance while standing still causes you to jet upwards.
Advance
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Fuel Reserves
Increase the travel distance of Advance by 7-35%.
Advance
5
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Dampener
Increase your maximum Health by 150-750.
Armor
5
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Opulence
Heal 60-300 health for each player hit by Missile Launcher.
Missile Launcher
3
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Refraction
Reduce the Cooldown of Emitter by 1-5s.
Emitter
1
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At The Ready
Generate 10-50 Ammo for each enemy hit by Missile Launcher.
Missile Launcher
1
Guide
Fuel Reserves (5): Mandatory for Aerial Assault Ruckus. This gives you a lot of mobility and allows you to make a couple of trick jumps throughout all of Paladins' maps.
Dampener (5): HP is good on Tanks, and Ruckus is no exception. Although the number of points can be played around, I like to put it at 5.
Opulence (3): This card should be on every single Ruckus loadout at least at 3, because it's a fantastic heal. No cooldown on it means it can be used consecutively with the missiles, whilst also counting stuff like shields and deployables for the heal.
Refraction (1): Filler card, can be swapped for whatever card you wish, like Crystal Capacitator. I just like having my shield up more often so I can dive more effectively.
At The Ready (1): Another filler that can be easily swapped. For this slot, I recommend either Quick Loader or No Chill if you wish to swap this card out.
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