MOS /

Prototype

Skills · 5 trees

Penetrating Shots Mode 4 lv

Switch the Plasma Weapon to the Penetrating Shots Mode. In this mode, the Plasma weapon targets a single ennemy with a very dense plasma projectile. Each level improves the damage and the duration of the broken armor. Level 1 : 180 damage, -2 armor broken for 10s Level 2 : 230 damage, -2,5 armor broken for 15s Level 3 : 280 damage, -3 armor broken for 20s Level 4 : 330 damage, -3,5 armor broken for 25s Damage in a line behind the target. Powerfull versus a single strong targets.

Lv 1Lv 2Lv 3Lv 4
Energy 40 35 32 30
Cooldown 8.5 s shared8.5 s shared8.5 s shared8.5 s shared

Kinetic Wave 4 lv

Release a powerfull kinetic discharge, repulsing and damaging units around the Prototype. Each level increases the damage and the repulsion. Level 1 : 100 damage, 100 energy, 50s cooldown Level 2 : 200 damage, 90 energy, 45s cooldown Level 3 : 300 damage, 82 energy, 42s cooldown Level 4 : 400 damage, 75 energy, 40s cooldown Additional effects according to the activated stance : With Cyb : 6s snare. With TS : 3s stun. With OC : double damage. Massives are immune to the push, but will receive full damage, and half duration for the snare and the stun. Doesn't damage or push allies and neutrals.

Lv 1Lv 2Lv 3Lv 4
Energy 100 90 80 70
Cooldown 50 s 45 s 41 s 38 s
Damage 100 +0–20 only if Optimized Capacitors Active200 +0–40 only if Optimized Capacitors Active300 +0–60 only if Optimized Capacitors Active400 +0–80 only if Optimized Capacitors Active
Applies

Titanium Skeleton 3 lv

Improves fitness by 12 and increases armor by 1 but decreases move speed by 0.05 per level. Level 1 : Rifle Butt Level 2 : Unlock Big Jump Level 3 : Increase the armor by 3, rifle butt can target armored

Lv 1Lv 2Lv 3
Applies
  • Rifle Butt Cyborg Charging passive
    • 1 dmg every 0.4s
    • Rifle Butt Behavior Controller on units within 2.6: 20 dmg, move speed at least 2, uncommandable for 0.2 s
Fitness +12 +24 +36
Armor +1 +2 +6
Move speed -0.05 -0.1 -0.15

Optimized Capacitors 3 lv

Activate the energetic stance of the suit of the Prototype. Increases mechanical by 3, and energy regeneration by 0,3 per level. Level 1 : Smoke Grenade Level 2 : Jam immunity - Improved Smoke grenade (bigger area of effect) Level 3 : Infrared (vision assistant : reveals invisible, immune to smoke grenades) - Smoke grenades are thrown by a grenade launcher Emergency Battery : The Prototype will charge a battery when he has full energy and Optimized Capacitors activated. Then the battery can be used any time to get energy.

Lv 1Lv 2Lv 3
Energy regen +0.3 +0.6 +0.9
Mechanical +3 +6 +9

Cybernetics 3 lv

Improves regeneration by 0.2 and move speed by 0,07 per level. Level 1 : Increases range by 4, attack speed by 10%. Level 2 : Gives a 25% chance to deal a 2x critical hit, increases range by 1. Level 3 : Improves critical chance to 37,5%, unlocks charge. Charge: Allows the Prototype to run at a high speed for 3 seconds.

Lv 1Lv 2Lv 3
Life regen +0.2 +0.4 +0.6
Move speed +0.07 +0.14 +0.21
Weapon range +4 +5 +5
Attack speed ×1.1 ×1.1

Standard abilities · 15

Commands this class has by default, with their numbers from the map data.

Reload

Reloads your weapon. Discards current rounds.

Cooldown 5 s
Removes Jammed

Immediate/Remedial Action

Performs immediate action to correct any stoppages. If immediate action fails, remedial action will automatically be executed. Use this ability to unjam a weapon.

Cooldown 10 s shared
Removes Jammed

Drop Magazine

Drops magazines into your inventory.

Cooldown 1.5 s shared
Spawns Magazines

From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.

Jump

Jumps to the target location. Cannot jump up cliffs. Jumping down great heights can cause injury. Jumps can be used to quickly escape close undeads before they reach you. Or to move faster paired with the Sprint, but keep in mind that in this case, the cooldown will prevent it to be used in an emergency case.

Range 10
Applies

Prone

Goes into the prone position, slowing movement speed but increasing damage. Prone also has an 80% chance to reduce explosion damage by 35%. Increases damage by 10% and slows movement speed by 45%. With Solder Skills level 3 : Increases damage by 13%, attack speed by 8%, and range by 1. PMC mode only : adds 15% additional evasion.

Cooldown 2 s
Applies
  • Evasion 15 PMC only
    • 15% chance to dodge ranged hits
  • Prone
    • +10% dmg (Ranged)
    • 80% chance to take 35% less splash/spell damage
    • move speed ×0.55
  • Prone with Soldier Skills 3
    • +13% dmg (Ranged)
    • 80% chance to take 35% less splash/spell damage
    • attack speed ×1.08
    • move speed ×0.55
    • weapon range +1
  • Adrenaline 10 s
    • attack speed ×1.1
Removes Sprint

From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.

Prototype - T.R.O.L. Protocol 3 lv

The Prototype enters a hibernative state, improving greatly his regeneration. Each seconds, the T.R.O.L. Protocol has a 20% chance to remove an ailment. Level 1 : heals 10 hp /s, drains 11 energy /s (requires TS1 + OC1) Level 2 : heals 15 hp /s, drains 13 energy /s (requires TS2 + OC2) Level 3 : heals 20 hp /s, drains 15 energy /s (requires TS3 + OC3)

Lv 1Lv 2Lv 3
Energy 18 18 18
Cooldown 1 s shared1 s shared1 s shared
Life regen +10 +15 +20
Energy regen -11 -13 -15

Smoke Grenade 3 lv

Throws a smoke grenade which slows units in an area creating dense smoke for 30 seconds. The smoke reduces unit movement speed by 50%, attack range by 4 and limits maximum sight to 13. Units will remain affected by smoke for up to 0.6 seconds after leaving the area. Must be aimed in front of moving targets due to impact delay. Smoke affects allies.

Lv 1Lv 2Lv 3
Energy 80 75 70
Cooldown 55 s shared50 s shared45 s shared
Cast 0.36 s 0.36 s 0.1 s
Range 15 15 30
Spawns Smoke Grenade lasts 30 s, Smoke Grenade on units within 3: move speed ×0.5, weapon range -4 for 0.6 s Smoke Grenade lasts 30 s, Smoke Grenade on units within 4: move speed ×0.5, weapon range -4 for 0.6 s Smoke Grenade lasts 30 s, Smoke Grenade on units within 4: move speed ×0.5, weapon range -4 for 0.6 s

Charge

Runs at a high rate of speed for 3 seconds. With level 3 strength, improves rifle butt interval during this time.

Energy 60
Cooldown 20 s shared
Move speed ×1.5
Duration 3 s

Emergency Battery

The emergency battery is charged when your suit has his maximum of energy and Optimized Capacitors 3 activated. Then it remains charged until you use it to get 50 energy instantly. The Power User SI allows to get double amount of energy.

No numbers in the map data for this one.

Enhanced Jump

Thanks to his Titanium Skeleton, the Prototype prepares to jump for 1s, then performs a enhanced jump.

Energy 80
Cooldown 1 min
Cast 0.5 s
Range 8
Applies
  • Big Jump
    • suppressattack
    • suppresscollision
    • uncommandable
Removes Big Jump

Hook 3 lv

Hook the target then bring it close to the Prototype. Armored and massives are immune. Level 1 : 6 range, 50 energy, 10s cooldown (requires TS1 + Cyb1) Level 2 : 8 range, 42 energy, 7.5s cooldown (requires TS2 + Cyb2) Level 3 : 10 range, 34 energy, 5s cooldown (requires TS3 + Cyb3) Mostly designed to hook allies on a higer hill after an Enhanced Jump, or to substract an ally from close undeads.

Lv 1Lv 2Lv 3
Energy 55 44 33
Cooldown 10 s shared6 s shared2 s shared
Range 6 8 10

Magnetic Shield 3 lv

Creates a Magnetic Shield that redirects large portion of damage received by allies, on the Prototype. Remains 15s. The Prototype can't die because of the redirected damage, but Magnetic Shield will be deactivated once the Health of the Prototype becomes critical. Level 1 : 4 range, 120 energy, 20% damage reduction (requires Cyb1 + OC1) Level 2 : 4.5 range, 90 energy, 30% damage reduction (requires Cyb2 + OC2) Level 3 : 5 range, 60 energy, 40% damage reduction (requires Cyb3 + OC3) ( the Magnetic Shield Absorber adds a 20% reduction to the reduction provided by the level of the Magnetic Shield)

Lv 1Lv 2Lv 3
Energy 120 90 60
Cooldown 20 s shared18 s shared16 s shared
Applies

Magnetic Shield Absorber

The Magnetic Shield Absorber reduces the damage applied to the Prototype each time the Shield blocks incoming damage.

Energy Transfert To Caster

Target a generator to drain energy from it (due to magnetic interferences, sometimes a short circuit occurs and you will power the generator instead of draining it, to re initiate the transfer can solve this issue). Target a allied Hero to transfer to him your energy.

Cooldown 5 s
Range 6
Applies

Energy Transfert To Target

Transfert energy to the target.

Cooldown 5 s
Range 6
Applies