{"$schema":"https://uar.cedricdessalles.dev/guides/schema.json","format":"/guides/format?mos=Prototype","version":1,"mos":"Prototype","slug":"the-prototype-played","title":"The Prototype, played","modes":[],"ranks":[],"skills":["PenetratingShot2","PrototypeEnergetics","PrototypeEnergetics","PrototypeEnergetics","PrototypeCybernetics","PrototypeCybernetics","PrototypeCybernetics","PenetratingShot2","PenetratingShot2","PrototypeTitaniumSkeleton","PenetratingShot2","KineticWave"],"sis":[{"num":4},{"num":1},{"num":9},{"num":20}],"blocks":[{"type":"markdown","text":"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."},{"type":"columns","columns":[[{"type":"markdown","text":"# first\n**Take the rifle skill, then a stance**\n\nUntil the first point in [[skill:PenetratingShot2]] 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: [[skill:PrototypeTitaniumSkeleton]], [[skill:PrototypeEnergetics]] or [[skill:PrototypeCybernetics]]. Only one is active at a time, and the active one decides what [[skill:KineticWave]] does on top of its damage."}],[{"type":"markdown","text":"# then\n**Pair the stances**\n\n[[ability:Hook]] appears with TS 1 + Cyb 1, [[ability:MagneticShield]] with Cyb 1 + OC 1, [[ability:PrototypeTROLProtocol]] with TS 1 + OC 1. The script hands each one out the moment you hold the pair and levels it as the pair grows. [[ability:MagneticShieldAbsorber]] waits for all three stances at 3."}],[{"type":"markdown","text":"# always\n**Be the battery**\n\nWith Optimized Capacitors 3 as the active stance, a full energy bar charges [[ability:EmergencyBattery]] on its own. [[ability:EnergyTransfertToTarget]] pours 25 energy a second into any hero or the [[unit:Goliath2|Predator]]."}]]},{"type":"section","title":"The rifle","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# Two modes, one toggle\n- **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).\n- **Switching costs energy**: 40 at level 1, then 35, 32, 30, with an 8.5 s cooldown between switches.\n- The wiki's damage numbers for both modes do not match the map's; the ones above are the map's.\n- One round per shot from a **30-round magazine, 3.5 s reload**. It jams like any rifle until Optimized Capacitors 2.\n- The wiki notes you can shoot at allies without hurting them."}],[{"type":"markdown","text":"# The Liquifier\n- [[item:KW27PtheLiquifier]] 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.\n- **Every hit that does not kill leaves a [[unit:PlasmaPuddleSmall|small plasma puddle]]** under the target while it is equipped. That is the script, not the tooltip.\n- 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.\n- If the surge takes your last rounds, the map reloads for you.\n- The wiki also lists a Liquifier EX. There is no such item in the map's data."}]]}]},{"type":"section","title":"The stances","children":[{"type":"markdown","text":"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.\n\n| Stance | On at level 3 | Kinetic Wave rider | Unlocks |\n|---|---|---|---|\n| {{skill:PrototypeTitaniumSkeleton\\|Titanium Skeleton}} | 6 armor in all (1 a level and 3 more at 3), fitness 36, 0.15 move speed slower | 3 s stun | rifle butt at 1, [[ability:BigJump]] at 2, rifle butt on armored at 3 |\n| {{skill:PrototypeEnergetics\\|Optimized Capacitors}} | 0.9 energy a second, mechanical 9 | double damage | [[ability:SmokeGrenade2]] at 1, jam immunity and a wider smoke at 2, infrared, a smoke launcher and [[ability:EmergencyBattery]] at 3 |\n| {{skill:PrototypeCybernetics\\|Cybernetics}} | range 5 longer, 10 % attack speed, 0.21 move speed, 0.6 life a second | 6 s snare | 25 % crits at 2, 37.5 % and [[ability:Charge3]] at 3 |\n\nKinetic 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."}]},{"type":"section","title":"What the pairs give","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# Magnetic Shield, what actually happens\n- **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.\n- An ally in range carries a 0.6 s buff, refreshed by each pulse, that **blocks 99 % of the damage** they take.\n- 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.\n- **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."}],[{"type":"markdown","text":"# T.R.O.L. Protocol\n- 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.\n- While it runs you cannot attack, move, reload, jump, go prone, hook, transfer energy or switch stance. Cancel is the only button.\n- **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."}]]}]},{"type":"section","title":"Energy","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# Emergency Battery\n- 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.\n- Use it for **50 energy at once**, 100 with [[si:15]] by the tooltip. The wiki says +50 %; the tooltip says double.\n- 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.\n- Switching stance does not empty a charged battery: nothing in the script clears it but a use."}],[{"type":"markdown","text":"# Energy Transfert\n- [[ability:EnergyTransfertToTarget]], **6 range**: an allied hero or the [[unit:Goliath2|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.\n- Pointed at a [[unit:Generator]] outside the [[mission:generators]] mission, the order flips into [[ability:EnergyTransfertToCaster]] and drains the generator into your suit. During the mission the script cancels it.\n- What feeds all of this: OC's regeneration, [[item:EnergyCell]] (190 energy over 20 s), [[item:KineticIntegrator]] (1.25 a second, does not stack)."}]]}]},{"type":"markdown","text":"## Costs and cooldowns\n\n| Ability | Needs | Energy | Cooldown | Note |\n|---|---|---:|---:|---|\n| {{skill:PenetratingShot2\\|Mode toggle}} | 1 point | 40/35/32/30 | 8.5 s | Charged Shots off, Penetrating Shots on |\n| {{skill:KineticWave}} | 1 point | 100/90/80/70 (tooltip says 82/75 at 3 and 4) | 50/45/41/38 s (tooltip says 42/40) | radius 5, rider by stance |\n| {{ability:SmokeGrenade2}} | OC 1 | 80/75/70 | 55/50/45 s | levels with OC; 30 s of smoke, slows allies too |\n| {{ability:BigJump}} | TS 2 | 80 | 60 s | 1 s crouch, up cliffs, no vision needed |\n| {{ability:Charge3}} | Cyb 3 | 60 | 20 s | 3 s run; the tooltip adds a faster rifle butt \"with level 3 strength\", a Cyborg skill the Prototype does not have |\n| {{ability:Hook}} | TS 1 + Cyb 1 | 55/44/33 (tooltip says 50/42/34) | 10/6/2 s (tooltip says 10/7.5/5) | range 6/8/10 |\n| {{ability:MagneticShield}} | Cyb 1 + OC 1 | 120/90/60 | 20/18/16 s | 15 s, radius 4 in the data at every level (the tooltip says 4/4.5/5) |\n| {{ability:PrototypeTROLProtocol}} | TS 1 + OC 1 | 18, then 11/13/15 a second | 1 s | +10/15/20 life a second |\n| {{ability:EmergencyBattery}} | OC 3 on, full bar | | 10 s dark after use | +50 energy |\n| {{ability:EnergyTransfertToTarget}} | | 25 a second | | 6 range, 10 s |\n\nCosts and cooldowns are the map's ability data; where the in-game tooltip says something else it is noted in the row."},{"type":"section","title":"Around the class","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# What the script does with you\n- **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.\n- **Craft**: an [[mos:AssaultEngineer]]'s [[ability: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.\n- [[si:13]] cannot be taken on a Prototype: the SI panel refuses it.\n- The Nano camo unlocks by completing Nightmare or Apocalypse as a Ghost, Cyborg or Prototype."}],[{"type":"markdown","text":"# The community's picks\n- **SIs**: the wiki's page puts [[si:4]] in every pair: with [[si:1]] for damage, with [[si:9]] for utility, or [[si:20]] with EN. IT is not sold on the enlisted track.\n- **Items**: the [[item:KW27PtheLiquifier|Liquifier]] and an [[item:AimAssist]] (+20 % damage, +15 % attack speed) for damage, a [[item:Flashlight]], and [[item:SalineSyringe|Quik Clot]] plus a [[item:FirstAidKit]] for after the shield has spent your life.\n- **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."}]]}]},{"type":"markdown","text":"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."}]}