Level 1:
Kinetic Foam: Increases Swann's life by 20 everytime he levels up.
Vanadium Plating: Every 10 seconds, reduce the amount of damage taken by a Hero's ability by 30% (2 charges)
Well-Oiled Springs: Ultra Capaciator's increases attack damage and speed by an additional 5%.
Level 4:
Fine-Tuned Clamp: Claw-Punch penetrates the first enemy hit.
Rusted Clamp: Claw-Punch creates a DoT effect on the enemy apon contact.
Fusion Cutters: Increases the speed at which Mechanical Knowledge heals structures and heroic abilities by 5%
Level 7:
Terran Ingenuity: Decreases damage taken by 5% if in a Fort's attacking radius.
Calldown: MULE: Activate to calldown a Mule that repairs Structures, one at a time, near target point for 40 seconds, healing for 100 Health every 1 second. Grants 1 ammo every 3 seconds.
The best defense...: Increases damage dealt by 5% to enemy structures.
Level 10:
Pick two Heroic Abilities.
Level 13:
First-Aid: Activate to heal 11.07% of your max Health over 6 seconds.
Reinforced Armor: Decreases damage taken by 5%, but slows movement speed by 10%
Level 16:
Regenerative Bio-Steel: Mechanical Knowledge healing is increased.
Personal Care: Mechnical Knowledge increases healing done to Swann's heroics, but no longer heals structures. Additionally, as long as Swann is alive, the healing effect of Mechanical Knowledge on Swann's heroics has no range.
Defensive Expert: Mechanical Knowledge increases healing done to Structures, but no longer heals Swann's heroics.
Level 20:
Engineering Master: Pick the remaining heroic that you didn't choose at level 10.
Walking Armory: Increases all Heroic durations by 15 seconds and charges by 1.
Grenadier: Concussive Shells no longer increases mana costs by 10%, Punisher Grenades has their cooldown reduced by 2 seconds and basic attacks now deal splash damage.
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