Tactical Jump

by Anonymous
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7
2 +5
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Hell or High Water
Upon landing with the ability Commanding Leap create a small pool underneath you that will heal both you and allies for 1.5s. Octavia's ammo is not consumed while standing inside of this field.
Determined Defense
Increase your maximum Health by 50-250.
Armor
5
Getting Jumpy
Reset the Cooldown of Commanding Leap after dropping to or below 10-50% Health.
Armor
3
Interdiction
Increase your maximum Ammo by 2-10.
Weapon
3
New Boots
Reduce the Movement Speed penalty of Designated Sights by 20-100%.
Weapon
3
Air Supremacy
Reduce damage your taken by 5-25% for 2.5s after activating Commanding Leap.
1

Guide

Deck comes from Fishnit on r/PaladinsAcademy

"Hell or High Water" - this is a good talent it gives her jump ability more protective power and pairs well with the cards.

"Determined Defense V" - a good defensive card around helpful in many situations like being flanked or there is a sniper, has good synergy with "Getting Jumpy"

"Getting Jumpy III" - doe to how her weapon works, unless you are real close to the enemy firing without scope is not very optimal so you want to keep your distance
this card is here to help you do that

"Interdiction III" - more ammo whats not to love

"New Boots III" - You will pass 90% of the time scoped meaning you will be 90% of the time slowed, this helps reduce that and make you less of a sitting duck

"Air Supremacy I" - Filler choose whatever you think its best for you

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