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Overdrive
Deal up to 40% more damage based on your missing Health.
Weapon
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Nanotechnology
While Emitter is active, heal for 50-250 Health each second.
Emitter
4
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Warden
Increases the duration of Emitter by 1-5s.
Emitter
4
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Dampener
Gain 150-750 Health.
Armor
3
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Air Cooled
Activating Advance heals you for 80-400.
Advance
2
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Opulence
Heal for 100-500 health when activating Missile Launcher.
Missile Launcher
2
Guide
PTBR 1 - Resumo: Deck totalmente focado para ficar na linha de frente (recomendado com um time que tenha dano alto) 2 - Dominando: Não tem segredo, apenas seja um blindado na area, se movimente bastante para não ser um alvo fácil e abuse do seu escudo e skills que irá te dar um leve auto heal e deixe seu time tomar conta das eliminações (lembrando, você é tank, e não dano.) 3 - Defendendo: Bom, procure uma brecha para ser a distração da sua equipe evitando a equipe inimiga que empurre o carrinho, seja um Ruckus chato que faça os danos e flancos não terem paz. dê um jeito. 4 - Não faça: Saia querendo matar todo mundo. é isso, deck by: plO EN 1 - Summary: Fully focused deck to stay on the front line (recommended with a team that has high damage) 2 - Dominating: There is no secret, just be an armored in the area, move enough to not be an easy target and abuse your shield and skills that will give you a slight self heal and let your team take care of eliminations (remembering, you're tank, not damage.) 3 - Defend: Well, look for a loophole to be the distraction of your team avoiding the enemy team pushing the cart, be a boring Ruckus who does the damage and flanks have no peace. in a way. 4 - Do not: Quit wanting to kill everyone. this is it, deck by: plO
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