With enough data, the Rjx-73 is able to improve its moving processes reducing the energy used, and its reactivity being under attacked limiting the damage received.
Each level increases the armor (+1), the movement speed (+0.1), and increases the energy regeneration (+0.8).
Level 1 : Environmental Scan
Level 2 : Advanced Movement Protocols
Level 3 : Ground Flare
Level 4 : Drones Release
Level 5 : X-rays
Lv 1
Lv 2
Lv 3
Lv 4
Lv 5
Energy regen
+0.8
+1.6
+2.4
+3.2
+4
Armor
+1
+2
+3
+4
+5
Move speed
+0.1
+0.2
+0.3
+0.4
+0.5
Sight
+3
+3
+3
+3
+3
Sets
–
Movement 1: modification vital regen array -1.8
Movement 2: modification vital regen array -3.6
Movement 3: modification vital regen array -7.2
Movement 4: modification vital regen array -11.7
Movement 5: modification vital regen array -18
Ground Flare: range 20
–
–
Minigun4 lv
Loads Minigun modules to gain efficiency.
Level 1 : Suppressive Fire
Level 2 : Breaks the armor
Level 3 : damage and range increased firing non-stop
Level 4 : Energy cost decrease
Lv 1
Lv 2
Lv 3
Lv 4
Sets
–
–
–
Minigun: damage +5
Minigun: energy cost 0.5
Rjx-73: energy regen +0.5
Flamer4 lv
Loads Flamer modules to gain efficiency.
Level 1 : +3 Armor
Level 2 : Energy cost decrease
Level 3 : Slows
Level 4 : Burns over time
Lv 1
Lv 2
Lv 3
Lv 4
Armor
+3
+3
+3
+3
Sets
Rjx-73: armor +2
Rjx-73: life +25
Nova Xanthos Flame Turret: energy cost 0.25
Rjx-73: energy regen +0.25
Rjx-73: sight +1
Rjx-73: energy regen +0.75
Grenade Launcher4 lv
Loads Grenade Launcher modules to gain efficiency.
Level 1 : Range Increase
Level 2 : Cooldown Decrease
Level 3 : Energy Cost Decrease
Level 4 : Plasma Grenades
Lv 1
Lv 2
Lv 3
Lv 4
Weapon range
–
+2
+2
+2
Sets
Rjx-73: armor +2
Rjx-73: life +25
Punisher Rockets: chance +1
Punisher Rockets: range +2
Rjx-73: energy regen +0.25
Punisher Rockets: damage +5
Punisher Rockets: energy cost 0.5
Rjx-73: sight +1
Punisher Rockets: Resource[Custom] cost −1
Punisher Rockets: Resource[Minerals] cost −1
Rjx-73: energy regen +0.75
Railgun3 lv
Loading specific modules, the Rjx-73 gains efficiency using its railgun.
7500 damage.
Level 1 : Range increased +2
Level 2 : Short stun (1s, but only 0.5s on massives)
Level 3 : 20% chances of a critical strike for 200% damage
Columns: the base numbers, then with Railgun at levels 1, 2, 3.
Standard abilities · 15
Commands this class has by default, with their numbers from the map data.
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.
Fires on automatic, temporarilly increasing attack speed greatly.
Increases fire rate by 100% for 8 seconds. Can be toggled off early. LN ARs lack the resources to keep rapid fire continuously active.
Huge DPS boost when in use.
Lv 1
Lv 2
Lv 3
Lv 4
Energy
20
20
20
20
Cooldown
20 s
20 s
20 s
20 s
Attack speed
×1.5
×2
×2.5
×3
Move speed
capped at 1.1
capped at 1.1
capped at 1.1
capped at 1.1
Duration
8 s
8 s
8 s
8 s
X-rays
Activate your X-rays vision, providing true sight in smokes, and revealing cloaked units.
Uses 2 energy/s.
Weapon damage +10%
Damage
+10% (Ranged)
Energy regen
-2
Sight
detects hidden units within 15
Duration
166.65 min
Ground Flare
Throw a flare revealing an area for a long time.
Throws a ground flare at the target point, removing the fog of war in 12 radius and detecting invisible units in 15 radius for every player. Lasts 4 minutes before burning out.
Effective near major paths to allow more use of range.
Enemy players also benefit from sight.
Energy
65
Cooldown
2.5 min shared
Cast
0.36 s
Range
20
Spawns
Ground Flarelasts 4 min, sight 12, detects hidden units within 15
Auxiliary Battery
Charged every 120 seconds, use it to get 50 energy instantly.
Cooldown
2 min
Linked by name: the ability's effect slot is empty in the map data; these are the numbers of the effect that carries its name.
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.
Performs immediate action to correct any stoppages. If immediate action fails, remedial action will automatically be executed.
Use this ability to unjam a weapon.
From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.
Strike Walk
The Robot dashes through enemies, dealing 300 damage to all enemies in its path.
Lasts 2 seconds.
Particularity of the Robot, this is here only a movement modifier, it doesn't give any move order.
You should it it moving, and you can change the movement during the Strike.
Energy
50
Cooldown
1 min
Cast
0.01 s
Range
500
Stealth
Improves perception per level. Provides a 75/110/150 degree detection arc in front of the Cyborg at 6/10/14 range, and improves sight range by 2/4/6.
Level 1 : Cloaking
Level 2 : Allows attacking while cloaked
Level 3 : Improves cloaking energy usage
Energy
50
Energy regen
-6
Effect
cloak
Move speed
-0.5
Punisher Rockets4 lv
Fires a barrage of punisher grenades at the target area, dealing damage per rocket. Each level improves the rocket count.
Level 1 : 3 rockets
Level 2 : 5 rockets
Level 3 : 7 rockets
Level 4 : 9 plasma rockets
Beeing randomly guided, the cluster rockets can go outside the red indicator circle.
Explosions damage allies and items.
Lv 1
Lv 2
Lv 3
Lv 4
Energy
75
70
67
65
Cooldown
50 s
47 s
42 s
38 s
Cast
0.3 s
0.2 s
0.1 s
0.05 s
Range
25
30
36
42
Damage
3 × 110 +0–10 = 330 total · only if Grenade Launcher 4
5 × 110 +0–10 = 550 total · only if Grenade Launcher 4
7 × 110 +0–10 = 770 total · only if Grenade Launcher 4
9 × 110 +0–10 = 990 total · only if Grenade Launcher 4
Bonus
+10 vs Light
+10 vs Light
+10 vs Light
+10 vs Light
Splash 80% damage
2
2
2
2
Over time
230 every 0.08 s for 0.24 s (if Grenade Launcher 4)
8 every 0.2 s for 2 s (if Grenade Launcher 4) (ground only)
230 every 0.08 s for 0.4 s (if Grenade Launcher 4)
8 every 0.2 s for 2 s (if Grenade Launcher 4) (ground only)
230 every 0.08 s for 0.56 s (if Grenade Launcher 4)
8 every 0.2 s for 2 s (if Grenade Launcher 4) (ground only)
230 every 0.08 s for 0.72 s (if Grenade Launcher 4)
8 every 0.2 s for 2 s (if Grenade Launcher 4) (ground only)
From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.
Fire Trap4 lv
A trap that creates a powerful explosion upon detonation.
Deals 200/300/400/500 damage. Burns. Remains 10 s before to explode (if not destroyed before by undeads).
Attracts undeads who have it in sight.
The detonation SEVERELY hurts allies and items.
Lv 1
Lv 2
Lv 3
Lv 4
Energy
60
55
50
45
Cooldown
40 s
34 s
28 s
20 s
Range
1.5
1.5
1.5
1.5
Spawns
Fire Trap 1sight 2, 200 dmg when it ends, Burn on units within 6: 20 dmg, 20 dmg every 0.2s for 8 s, generatethreat
Fire Trap 1sight 2, 200 dmg when it ends, Burn on units within 6: 20 dmg, 20 dmg every 0.2s for 8 s, generatethreat
Fire Trap 1sight 2, 200 dmg when it ends, Burn on units within 6: 20 dmg, 20 dmg every 0.2s for 8 s, generatethreat
Fire Trap 1sight 2, 200 dmg when it ends, Burn on units within 6: 20 dmg, 20 dmg every 0.2s for 8 s, generatethreat
Linked by name: the ability's effect slot is empty in the map data; these are the numbers of the effect that carries its name.
Focus Fire
Increases damage by 20%, range by 1.5 for 10 seconds.