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The Prototype, played

Skill order
Skill1234567891011121314151617181920
Penetrating Shots Mode1234
Kinetic Wave1
Titanium Skeleton1
Optimized Capacitors123
Cybernetics123
Penetrating Shots Mode ×4, Optimized Capacitors ×3, Cybernetics ×3, Titanium Skeleton ×1, Kinetic Wave ×1 · the mark is the rank the point brings the skill to

The Prototype's game, top to bottom. One class runs on three stances, one at a time, and three of its abilities are unlocked by holding two of them. The rifle has two modes on one toggle, the suit charges a battery, and the team can borrow the energy. One Prototype per game.

first

Take the rifle skill, then a stance

Until the first point in Penetrating Shots Mode you fire the plain KW-25A: 150 damage, range 12, a shot every 1.7 s. That first point swaps it for two modes on one toggle. Then pick the stance your build lives in: Titanium Skeleton, Optimized Capacitors or Cybernetics. Only one is active at a time, and the active one decides what Kinetic Wave does on top of its damage.

then

Pair the stances

Hook appears with TS 1 + Cyb 1, Magnetic Shield with Cyb 1 + OC 1, Prototype - T.R.O.L. Protocol with TS 1 + OC 1. The script hands each one out the moment you hold the pair and levels it as the pair grows. Magnetic Shield Absorber waits for all three stances at 3.

always

Be the battery

With Optimized Capacitors 3 as the active stance, a full energy bar charges Emergency Battery on its own. Energy Transfert To Target pours 25 energy a second into any hero or the Predator.

The rifle

Two modes, one toggle

  • Off is Charged Shots, on is Penetrating Shots. The skill's button is a toggle: off, the rifle fires the Charged Shots weapon of your skill level (180, 210, 240, 280 damage in a 1.3 to 2.2 area); on, the Penetrating Shots weapon (the single dense shot with the armor break, and damage in a line behind the target).
  • Switching costs energy: 40 at level 1, then 35, 32, 30, with an 8.5 s cooldown between switches.
  • The wiki's damage numbers for both modes do not match the map's; the ones above are the map's.
  • One round per shot from a 30-round magazine, 3.5 s reload. It jams like any rifle until Optimized Capacitors 2.
  • The wiki notes you can shoot at allies without hurting them.

The Liquifier

  • KW-27P the Liquifier is a weapon only a Prototype can equip: +10 % attack speed, +0.05 move speed. Nobody hands it out; it comes from the item drops: a 1 in 4 roll each time Item Spawn 2 runs (every 370 s once the map switches it on), and a 1 in 6 roll on Item Spawn 1 (every 380 s) while CAS is on station.
  • Every hit that does not kill leaves a SPsmall plasma puddle under the target while it is equipped. That is the script, not the tooltip.
  • Its active, Plasma Surge: 30 energy, 2 rounds, 12 s cooldown. A slow ball of plasma, 250 damage to each enemy along a path 2 wide, and a plasma trail behind it that damages what stands in it.
  • If the surge takes your last rounds, the map reloads for you.
  • The wiki also lists a Liquifier EX. There is no such item in the map's data.

The stances

Each stance is a toggle. The points you spend in a stance set how strong it is when it is on, and what it unlocks; the level 3 versions are the ones below. Off, it gives nothing. The wiki has the Kinetic Wave riders swapped between TS and OC; the map's tooltip has them as written here.

StanceOn at level 3Kinetic Wave riderUnlocks
Titanium Skeleton6 armor in all (1 a level and 3 more at 3), fitness 36, 0.15 move speed slower3 s stunrifle butt at 1, Enhanced Jump at 2, rifle butt on armored at 3
Optimized Capacitors0.9 energy a second, mechanical 9double damageSmoke Grenade at 1, jam immunity and a wider smoke at 2, infrared, a smoke launcher and Emergency Battery at 3
Cyberneticsrange 5 longer, 10 % attack speed, 0.21 move speed, 0.6 life a second6 s snare25 % crits at 2, 37.5 % and Charge at 3

Kinetic Wave itself hits everything hostile within 5 of you, never allies, and massives take the damage but not the push. Level 3 numbers are the stance behaviours in the map's data; the per-level steps are on the class page.

What the pairs give

Magnetic Shield, what actually happens

  • 120/90/60 energy, 20/18/16 s cooldown, 15 s long: a pulse every 0.5 s, 30 pulses, radius 4 in the data at every level.
  • An ally in range carries a 0.6 s buff, refreshed by each pulse, that blocks 99 % of the damage they take.
  • Every blocked hit of 2 or more is charged to you by the script, cut by 30 % at shield 1, 40 % at 2, 50 % at 3, and by 50/60/70 % with the Absorber. The tooltip's 20/30/40 % is 10 points low. It eats your shields first, then your life.
  • You cannot die of it. When a hit would leave you under 10 life, you are set to 10 life and 0 shields and the shield ends on the spot.

T.R.O.L. Protocol

  • A stance of its own, 18 energy to enter: +10 life a second for 11 energy a second at level 1, 15 for 13 at 2, 20 for 15 at 3. It stops when the energy runs out.
  • While it runs you cannot attack, move, reload, jump, go prone, hook, transfer energy or switch stance. Cancel is the only button.
  • Ailments: each second the script rolls 1 in 5 at level 1, 1 in 4 at level 2, 1 in 3 at level 3 to strip one ailment. The tooltip says 20 % for all three; the script is the one that rolls.

Energy

Emergency Battery

  • You land with it empty. The script arms it the moment your energy hits the maximum while Optimized Capacitors 3 is the active stance, and not before.
  • Use it for 50 energy at once, 100 with Power User by the tooltip. The wiki says +50 %; the tooltip says double.
  • After a use the button goes dark for 10 s; if you are full again with OC 3 on at that point, it rearms on the spot. Otherwise it rearms the next time you fill up in OC 3.
  • Switching stance does not empty a charged battery: nothing in the script clears it but a use.

Energy Transfert

  • Energy Transfert To Target, 6 range: an allied hero or the Predator gains 25 energy a second, for up to 10 s, out of your bar. It stops when they are full, when you are empty, or when you drift past 6 range. Anything else you point it at, the script cancels the order.
  • Pointed at a Generator outside the GGenerators mission, the order flips into Energy Transfert To Caster and drains the generator into your suit. During the mission the script cancels it.
  • What feeds all of this: OC's regeneration, Energy Cell (190 energy over 20 s), Kinetic Integrator (1.25 a second, does not stack).

Costs and cooldowns

AbilityNeedsEnergyCooldownNote
Mode toggle1 point40/35/32/308.5 sCharged Shots off, Penetrating Shots on
Kinetic Wave1 point100/90/80/70 (tooltip says 82/75 at 3 and 4)50/45/41/38 s (tooltip says 42/40)radius 5, rider by stance
Smoke GrenadeOC 180/75/7055/50/45 slevels with OC; 30 s of smoke, slows allies too
Enhanced JumpTS 28060 s1 s crouch, up cliffs, no vision needed
ChargeCyb 36020 s3 s run; the tooltip adds a faster rifle butt "with level 3 strength", a Cyborg skill the Prototype does not have
HookTS 1 + Cyb 155/44/33 (tooltip says 50/42/34)10/6/2 s (tooltip says 10/7.5/5)range 6/8/10
Magnetic ShieldCyb 1 + OC 1120/90/6020/18/16 s15 s, radius 4 in the data at every level (the tooltip says 4/4.5/5)
Prototype - T.R.O.L. ProtocolTS 1 + OC 118, then 11/13/15 a second1 s+10/15/20 life a second
Emergency BatteryOC 3 on, full bar10 s dark after use+50 energy
Energy Transfert To Target25 a second6 range, 10 s

Costs and cooldowns are the map's ability data; where the in-game tooltip says something else it is noted in the row.

Around the class

What the script does with you

  • Mechanical, but not a vehicle. The vehicle malfunction roll and the vehicle self-repair both skip the Prototype by name. You get the soldier ailments instead, which T.R.O.L. clears, and an engineer's repair still works on you.
  • Craft: an Assault Engineer's Craft on you gives Enhanced: +25 life, +1 life a second, +0.1 move speed. The engineer's wiki page says it is lost when you die.
  • Self-Sufficient cannot be taken on a Prototype: the SI panel refuses it.
  • The Nano camo unlocks by completing Nightmare or Apocalypse as a Ghost, Cyborg or Prototype.

The community's picks

  • SIs: the wiki's page puts Energetic in every pair: with Reactive Fire for damage, with Intellectual for utility, or Veteran with EN. IT is not sold on the enlisted track.
  • Items: the Liquifier and an Aim Assist (+20 % damage, +15 % attack speed) for damage, a Flashlight, and Quik Clot plus a First Aid Kit for after the shield has spent your life.
  • Two builds: Battery (rifle, then OC 1 to 3, Cyb 1 to 3, rifle 2 and 3, TS 1, rifle 4, Kinetic Wave) is the one in this guide's skill order. Escorter, the tank, runs rifle, Cyb 1 and 2, OC 1 and 2, Cyb 3, OC 3, then TS 1 to 3 through level 10; the wiki's rows after that name other classes' skills and are dropped.

Numbers are read from the map file: its ability, behaviour, effect and weapon data, its tooltips and its trigger script. The builds and the item and SI picks are the wiki's.

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