The Last Stand Rebalancing and Updates – Mekboy Edition
Posted: Sun 08 Dec, 2013 5:16 am
I’ve noticed that Elite has a disappointing lack of Last Stand. I find this to be something of a shame, considering how incredibly fun it is.
Instead of just adding The Last Stand back into the game, I would like to update it by buffing the underused wargear, adding in some new toys, and also possibly adding in new maps (although new maps will be somewhat later on because I don’t have a reasonable grasp of the editor yet. Alternately, I haven’t convinced anyone to do one for me yet).
The first character I’m starting with is the Mekboy. Out of all of the heroes available, he’s the one I’ve played the most and (in my opinion) also the one with the most flawed equipment.
Anyways, all of the information is below. Let me know what you folks think.
Weapons
Big Shoota
No Change
While utterly ridiculous in terms of DPS, the Big Shoota doesn’t really do anything neat (nor does it need to). It is basic and effective, and can find a comfortable place in multiple builds.
Burna
Increase Melee Damage from 4 to 16
Melee attacks ignore up to 65 Armor Value of target
The Burna’s problem is that it really stops being useful after the first handful of waves because there will always be melee units to tie it up. The Lord General’s Flamer does not share this problem because the Lord General usually has at least two things to tank for him, allowing him to continue burning with impunity. The other issue is that, in lore, the Burna’s pilot light is supposed to be “similar to that produced by a Plasma Cutter and is hot enough to slice through even the thickest armor”. To support this, Burna Boyz in Multiplayer have Power Weapon melee dps. So, to that end, the Burna’s getting a damage boost for punching melee in addition to minor armor penetration to up its viability as a weapon choice.
Big Choppa
Change energy boost from “On Melee Kill” to “On Kill”, allowing abilities to generate energy as well
Reduce energy generation from 5 to 2
An increased input at the cost of a reduced output makes the Big Choppa more versatile, allowing ability-centric Mekboys to sustain themselves more easily and making it a viable choice over the Burna.
Rokkit Launcha
Increase damage from 18 to 25
Add Ability: Rokkit Barrage – 15 Energy Cost, 20 second cooldown
Fires three rokkits at the target area in a high arc, dealing damage and knockback* on impact.
* 30 damage per rokkit with weapon knockback in a radius of 3
The Rokkit Launcha is, largely, useless. It lacks accuracy to reliably hit anything and the damage is underwhelming at best. The accuracy against vehicles is kind of nice, but the Launcha's vs. Vehicle DPS is outdamaged by the Big Shoota due to a higher accuracy, base damage, and fire rate. An increased damage output and a barrage ability will make the Rokkit Launcha more viable as a weapon choice. It may receive another buff later, but that all depends on how this buff turns out.
Dakka Deffgun
No Change
While the Big Shoota out-dpses it and it’s vulnerable to melee, the Dakka Deffgun isn’t that bad of a weapon. Suppression is incredibly useful in TLS, and I’m adding a new armor and changing some accessories that will make Deffguns more viable.
Zzap Knife
Fix enemy damage reduction glitch: When reactive-teleported, enemies gain the same damage reduction that the Mekboy does. The Mekboy is the only one that should receive damage reduction when reactively teleported.
Reduce health regeneration bonus from 2.0 to 1.0
The problem with the Zzap Knife is that it’s unreliable – it can be incredibly powerful (a lucky string of swings) or borderline useless (constantly teleporting the enemy or the Mekboy away). It doesn’t help that, due to a bug, enemies receive the damage reduction that the Mekboy receives as well when teleporting away. It is also the “better” option for strictly tanky Meks, as it deals better damage and offers random boosts of damage reduction over the Big Choppa. Its damage can be boosted even further by Ported!!, making all of the teleportation it causes end in violent explosions (which, once the enemy damage reduction glitch is fixed, will cause even more damage to enemies). To this end, the health regeneration has been reduced to make it less powerful and make the Big Choppa a more viable choice.
Armors
Teleporta Pack
No Change
The Teleporta Pack is debatably one of the strongest wargears in the game due to its low teleport cost and enormous kiting strength, and does not need changing.
‘Eavy Armor
If possible, change model to that of the final Slugga Boyz armor unlock
The ‘Eavy Armor makes the Mekboy incredibly durable. Basic but useful, and not really in need of any balance adjustments. I would suggest changing its appearance to make it more in-line with what it actually is and to give it more of a unique visual identifier, but this is strictly optional.
Mad Teleporta Pack
Fix enemy damage reduction glitch: When reactive-teleported, enemies gain the same damage reduction that the Mekboy does. The Mekboy is the only one that should receive damage reduction when reactively teleported.
The Mad Teleporta Pack is fine in concept; it just needs to stop helping the people you’re trying to kill.
Electric Armor
Increase armor rating from 32 to 88
OR
Either increase damage to 5 damage/sec
OR
Statikk Discharge: 10 Energy Cost, 10 Second Cooldown
On taking damage, dealing damage, or casting an ability, the Mekboy generates 1 Charge and can retain up to 100. On cast, Statikk Discharge causes an explosion centered on the Mekboy, dealing damage* to enemies based on how many Charges were stored.
* 150 damage in a radius of 5 on a full charge. 1 Charge equates 1% of damage, with every 20 Charges increasing the radius by 1 (to the maximum of 5).
The Electric Armor is almost oppressively bad. The armor rating wouldn’t be so bad if its damage was good. The damage wouldn’t be so bad if the armor rating was good. Neither of these things would matter if it could build up a deadly charge of energy and explode on command like Nailbrain could from the campaign. So, to that end, the Electric Armor is the first piece of Wargear that has multiple options for what can be done with it to make it less awful.
Kustom Force Field
If possible, change visual to the final Mekboy armor unlock, also the one currently in use by the ‘Ard Armor
Invulnerability on command with a character that can get a ton of energy is pretty handy, so it doesn’t really need a change in terms of stats. The only thing I would change is the visual, as it is (in my opinion) the strongest armor that the Mekboy has available.
Leaky Armor
Increase drop chance of Proximity Mines to from 25% to 50% if Proximity Mines are equipped
Add 25% chance to drop Booby Traps, 50% if the Booby Traps are equipped
The damage reduction it offers in exchange for lack of mobility is… underwhelming, to say the least. I’d rather not introduce another “tank” armor when the ‘Eavy Armor fills that niche so well, so this is more aimed towards pushing the unique aspect of throwing mines everywhere.
Accessories
Booby Traps
Reduce Energy Cost from 25 to 15
Nobody really uses these once they get more items, but they're not exactly bad. I figure all they need is a reduction in cost.
Battery Pack
No Change
The Battery Pack is a fantastic support item, and doesn’t really need changing.
Mega-Rumblah
No Change
Capable of handling entire waves comfortably at the cost of mobility. Not in dire need of an update.
Speshul Tools
Increase energy regeneration by 0.5
Considering that the Mekboy has no other energy-increasing items other than the Big Choppa, the Speshul Tools need a bit of a boost in effectiveness.
Cybork Parts
No Change
Straight durability with no strings attached. Doesn’t need anything else.
Sturdy Bitz
No Change
Knockdown immunity without being tied to a weapon or armor is pretty useful.
Boom Time!
Add trait: “Masta Exploda”, which increases explosive damage by 25%.
Optional visual addition: The Stikkbomma Squad “armor”, featuring the backpack full of stikkbombs
Boom Time! is one of those “oppressively bad” wargears. When the object of the game is to survive for as long as possible an on-death effect… really doesn’t fit. So, to make it actually useful, it will increase the damage of Rokkits, Proiximity Mines, and ‘Uge Bombz, making an Explosive-oriented Mekboy very possible. Stikkbombz and other suggested items will be effected as well, but that’s only if they are implemented.
Dok’s Tools
Increase Health Regeneration by 1.0
Dok’s Tools is underwhelming at best. It simply doesn’t provide enough of a healing utility to make it worth taking, so granting health regeneration is probably the quickest and easiest way to make it viable.
Bouncy Shield
No Change
For an ability that effectively makes you invulnerable to melee units, the Bouncy Shield is pretty useful for ranged builds.
Proximity Mines
No Change
Proximity mines are good damage for good energy cost. I wish they wouldn’t set each other off or were otherwise immune to damage so they wouldn’t be destroyed by wayward AOE, but that’s wishful thinking rather than an actual balance suggestion.
‘Uge Bombz
Hard cap of 10 Bombz active at one time
‘Uge Bombz are good, but too easy to cheese the map with. I feel a cap of 10 is fair.
Commander items
Trophy Rack
Aura also decreases enemy suppression resistance by 25%
Once you get the Boss Poll, the Trophy Rack becomes vastly overshadowed. Suppression immunity and 100 health, along with it being easier to stick around your teammates rather than sticking around enemies, makes the Trophy Rack not worth taking. An increased enemy suppression vulnerability will give it a viable niche for later builds.
Roks
No Change
In my opinion Roks are stronger than both Orbital Bombardment and Eldritch Storm, but not really in need of rebalancing either way.
Boss Poll
No Change
Personally, I would make the suppression immunity the aura effect and have the bonus health only apply to the Mekboy. However, that’s just me, and not something I'm actually suggesting.
New Items
Bashin’ Stikkbomb: Melee Weapon
8 Melee Damage
Melee Special Attack chance: 15.0%
Melee Cooldown: 1.5
Traits
Kablooie!: The Bashin’ Stikkbomb has an 8% chance of exploding when attacking an enemy, dealing a large amount of additional damage to the enemy and knocking back both the target and the Mekboy. After it explodes, the Mekboy deals no melee damage for 5 seconds as he fishes out another Stikkbomb.
Circle of Bomma: When performing a Special Attack, the Mekboy scatters from 6 to 12 Stikkbombs around him.
Intimindatin’: The Mekboy takes 15% less damage in Melee, as enemies are afraid of striking and detonating the grenade.
Description: An exceptionally Orky weapon, this grenade seems to have no pin to pull, requiring the user to smash it repeatedly into enemies until it detonates. Where the Mekboy keeps getting these and how he avoids being harmed by the explosions is anyone’s guess.
Busta Slugga: Sidearm
35 Ranged Damage
Rounds Per Second: 1.0
Ranged Cooldown: 4.5
Accuracy: 65%
Traits
Area of Effect: Busta Slugga attacks deal damage in an area.
Knockback: Attacks cause knockback.
Scattershot: Attacks deal less damage the further away the target is.
Description: The original Busta Slugga was the result of a special request from a Stormboy who witnessed the Speshul Shoota of a Kommando Nob in action and wanted one for himself. Essentially a one-handed shotgun, the Busta Slugga is an exceptional addition to any choppy Ork’s arsenal.
‘Lectric Deff: Beamy Deffgun
50 Ranged Damage
Rounds per second: 1.0
Ranged Cooldown: 4.0
Accuracy: 100%
Traits
Armor Piercing: Attacks ignore up to 160 armor
Heavy: The Beamy Deffgun requires a short setup period before firing and, once setup, a teardown period before moving again.
Abilities
Shazam – 40 energy cost, 30 second cooldown
The weapon charges up for a brief period* and then unleashes a powerful sphere of energy** that explodes violently on impact, dealing damage and knockback in a moderate radius***.
* 3 seconds
** The Battlewagon’s Zzap Cannon projectile or the Weirdboy’s projectile
*** 175 damage in a radius of 5 with ability knockback
Description: A heavily customized Beamy Deffgun that can load an enormous amount of additional energy into its capacitors, leading to some truly spectacular destruction when unleashed all at once.
Loota Harness: Armor
Armor Rating: 12
Traits
Shur Footin’: Removes the setup time for Heavy weapons.
Target Fix'd: Increases Ranged Damage by 25% and Ranged Accuracy by 25%
Description: “Wif da Gitfinda on me face I can take it off da gun and put more dakka where the Gitfinda was! Cor, dat’s brilliant!”
Gofast Gubbinz: Armor
Armor Rating: 100
Traits
Swift: Increases Movement Speed by 25%.
Abilities
Gotta Go Fast – 10 Energy, 5 second cooldown
For a brief time*, the Mekboy runs at breakneck speed**, bowling over anyone unfortunate to get in his way. However, attacking is disabled for the duration of the ability.
* 5 seconds
** +3 movespeed
Description: “Puttin’ engines on me legs to make ‘em go fast works ‘coz I’m da Mek and I says it works!”
Rokkit Jumpa: Armor
Armor visual: Stormboy Epic armor
Armor Rating: 145
Traits
Jump! Smash! Chop!: After jumping or charging, the Mekboy gains 40% increased melee damage for 5 seconds.
Rokkit Propulsion: The Mekboy gains a rocket-assisted melee charge*.
* Deals 30 melee damage and weapon knockback on impact.
Abilities
Assault Jump – 15 energy, 2 second cooldown
Fly through da air wif da greatest of ease! If ya land on some poor git’s head, you’ll knock ‘em right over.*
* Same stats as the Captain’s Assault Jump. Just, y’know… more Orky.
Description: Rokkit Packs are commonly associated with suicidal tendencies, but Rokkit Packs can be custom made to be less “explosion prone” if one has enough teef. A favorite of Stormboyz, these primitive jump packs get the job done in the best way possible: Loudly.
Kult of Speed: Commander Item
Ability
Kult of Speed – 30 Energy, 30 second cooldown
Increase the movement speed of all allied units by 25% and reduce their melee and ranged weapon cooldowns by 25% for 15 seconds.
Description: A fervent desire for speed can manifest itself as a reality-altering boost if the Ork in question believes hard enough.
Instead of just adding The Last Stand back into the game, I would like to update it by buffing the underused wargear, adding in some new toys, and also possibly adding in new maps (although new maps will be somewhat later on because I don’t have a reasonable grasp of the editor yet. Alternately, I haven’t convinced anyone to do one for me yet).
The first character I’m starting with is the Mekboy. Out of all of the heroes available, he’s the one I’ve played the most and (in my opinion) also the one with the most flawed equipment.
Anyways, all of the information is below. Let me know what you folks think.
Weapons
Big Shoota
No Change
While utterly ridiculous in terms of DPS, the Big Shoota doesn’t really do anything neat (nor does it need to). It is basic and effective, and can find a comfortable place in multiple builds.
Burna
Increase Melee Damage from 4 to 16
Melee attacks ignore up to 65 Armor Value of target
The Burna’s problem is that it really stops being useful after the first handful of waves because there will always be melee units to tie it up. The Lord General’s Flamer does not share this problem because the Lord General usually has at least two things to tank for him, allowing him to continue burning with impunity. The other issue is that, in lore, the Burna’s pilot light is supposed to be “similar to that produced by a Plasma Cutter and is hot enough to slice through even the thickest armor”. To support this, Burna Boyz in Multiplayer have Power Weapon melee dps. So, to that end, the Burna’s getting a damage boost for punching melee in addition to minor armor penetration to up its viability as a weapon choice.
Big Choppa
Change energy boost from “On Melee Kill” to “On Kill”, allowing abilities to generate energy as well
Reduce energy generation from 5 to 2
An increased input at the cost of a reduced output makes the Big Choppa more versatile, allowing ability-centric Mekboys to sustain themselves more easily and making it a viable choice over the Burna.
Rokkit Launcha
Increase damage from 18 to 25
Add Ability: Rokkit Barrage – 15 Energy Cost, 20 second cooldown
Fires three rokkits at the target area in a high arc, dealing damage and knockback* on impact.
* 30 damage per rokkit with weapon knockback in a radius of 3
The Rokkit Launcha is, largely, useless. It lacks accuracy to reliably hit anything and the damage is underwhelming at best. The accuracy against vehicles is kind of nice, but the Launcha's vs. Vehicle DPS is outdamaged by the Big Shoota due to a higher accuracy, base damage, and fire rate. An increased damage output and a barrage ability will make the Rokkit Launcha more viable as a weapon choice. It may receive another buff later, but that all depends on how this buff turns out.
Dakka Deffgun
No Change
While the Big Shoota out-dpses it and it’s vulnerable to melee, the Dakka Deffgun isn’t that bad of a weapon. Suppression is incredibly useful in TLS, and I’m adding a new armor and changing some accessories that will make Deffguns more viable.
Zzap Knife
Fix enemy damage reduction glitch: When reactive-teleported, enemies gain the same damage reduction that the Mekboy does. The Mekboy is the only one that should receive damage reduction when reactively teleported.
Reduce health regeneration bonus from 2.0 to 1.0
The problem with the Zzap Knife is that it’s unreliable – it can be incredibly powerful (a lucky string of swings) or borderline useless (constantly teleporting the enemy or the Mekboy away). It doesn’t help that, due to a bug, enemies receive the damage reduction that the Mekboy receives as well when teleporting away. It is also the “better” option for strictly tanky Meks, as it deals better damage and offers random boosts of damage reduction over the Big Choppa. Its damage can be boosted even further by Ported!!, making all of the teleportation it causes end in violent explosions (which, once the enemy damage reduction glitch is fixed, will cause even more damage to enemies). To this end, the health regeneration has been reduced to make it less powerful and make the Big Choppa a more viable choice.
Armors
Teleporta Pack
No Change
The Teleporta Pack is debatably one of the strongest wargears in the game due to its low teleport cost and enormous kiting strength, and does not need changing.
‘Eavy Armor
If possible, change model to that of the final Slugga Boyz armor unlock
The ‘Eavy Armor makes the Mekboy incredibly durable. Basic but useful, and not really in need of any balance adjustments. I would suggest changing its appearance to make it more in-line with what it actually is and to give it more of a unique visual identifier, but this is strictly optional.
Mad Teleporta Pack
Fix enemy damage reduction glitch: When reactive-teleported, enemies gain the same damage reduction that the Mekboy does. The Mekboy is the only one that should receive damage reduction when reactively teleported.
The Mad Teleporta Pack is fine in concept; it just needs to stop helping the people you’re trying to kill.
Electric Armor
Increase armor rating from 32 to 88
OR
Either increase damage to 5 damage/sec
OR
Statikk Discharge: 10 Energy Cost, 10 Second Cooldown
On taking damage, dealing damage, or casting an ability, the Mekboy generates 1 Charge and can retain up to 100. On cast, Statikk Discharge causes an explosion centered on the Mekboy, dealing damage* to enemies based on how many Charges were stored.
* 150 damage in a radius of 5 on a full charge. 1 Charge equates 1% of damage, with every 20 Charges increasing the radius by 1 (to the maximum of 5).
The Electric Armor is almost oppressively bad. The armor rating wouldn’t be so bad if its damage was good. The damage wouldn’t be so bad if the armor rating was good. Neither of these things would matter if it could build up a deadly charge of energy and explode on command like Nailbrain could from the campaign. So, to that end, the Electric Armor is the first piece of Wargear that has multiple options for what can be done with it to make it less awful.
Kustom Force Field
If possible, change visual to the final Mekboy armor unlock, also the one currently in use by the ‘Ard Armor
Invulnerability on command with a character that can get a ton of energy is pretty handy, so it doesn’t really need a change in terms of stats. The only thing I would change is the visual, as it is (in my opinion) the strongest armor that the Mekboy has available.
Leaky Armor
Increase drop chance of Proximity Mines to from 25% to 50% if Proximity Mines are equipped
Add 25% chance to drop Booby Traps, 50% if the Booby Traps are equipped
The damage reduction it offers in exchange for lack of mobility is… underwhelming, to say the least. I’d rather not introduce another “tank” armor when the ‘Eavy Armor fills that niche so well, so this is more aimed towards pushing the unique aspect of throwing mines everywhere.
Accessories
Booby Traps
Reduce Energy Cost from 25 to 15
Nobody really uses these once they get more items, but they're not exactly bad. I figure all they need is a reduction in cost.
Battery Pack
No Change
The Battery Pack is a fantastic support item, and doesn’t really need changing.
Mega-Rumblah
No Change
Capable of handling entire waves comfortably at the cost of mobility. Not in dire need of an update.
Speshul Tools
Increase energy regeneration by 0.5
Considering that the Mekboy has no other energy-increasing items other than the Big Choppa, the Speshul Tools need a bit of a boost in effectiveness.
Cybork Parts
No Change
Straight durability with no strings attached. Doesn’t need anything else.
Sturdy Bitz
No Change
Knockdown immunity without being tied to a weapon or armor is pretty useful.
Boom Time!
Add trait: “Masta Exploda”, which increases explosive damage by 25%.
Optional visual addition: The Stikkbomma Squad “armor”, featuring the backpack full of stikkbombs
Boom Time! is one of those “oppressively bad” wargears. When the object of the game is to survive for as long as possible an on-death effect… really doesn’t fit. So, to make it actually useful, it will increase the damage of Rokkits, Proiximity Mines, and ‘Uge Bombz, making an Explosive-oriented Mekboy very possible. Stikkbombz and other suggested items will be effected as well, but that’s only if they are implemented.
Dok’s Tools
Increase Health Regeneration by 1.0
Dok’s Tools is underwhelming at best. It simply doesn’t provide enough of a healing utility to make it worth taking, so granting health regeneration is probably the quickest and easiest way to make it viable.
Bouncy Shield
No Change
For an ability that effectively makes you invulnerable to melee units, the Bouncy Shield is pretty useful for ranged builds.
Proximity Mines
No Change
Proximity mines are good damage for good energy cost. I wish they wouldn’t set each other off or were otherwise immune to damage so they wouldn’t be destroyed by wayward AOE, but that’s wishful thinking rather than an actual balance suggestion.
‘Uge Bombz
Hard cap of 10 Bombz active at one time
‘Uge Bombz are good, but too easy to cheese the map with. I feel a cap of 10 is fair.
Commander items
Trophy Rack
Aura also decreases enemy suppression resistance by 25%
Once you get the Boss Poll, the Trophy Rack becomes vastly overshadowed. Suppression immunity and 100 health, along with it being easier to stick around your teammates rather than sticking around enemies, makes the Trophy Rack not worth taking. An increased enemy suppression vulnerability will give it a viable niche for later builds.
Roks
No Change
In my opinion Roks are stronger than both Orbital Bombardment and Eldritch Storm, but not really in need of rebalancing either way.
Boss Poll
No Change
Personally, I would make the suppression immunity the aura effect and have the bonus health only apply to the Mekboy. However, that’s just me, and not something I'm actually suggesting.
New Items
Bashin’ Stikkbomb: Melee Weapon
8 Melee Damage
Melee Special Attack chance: 15.0%
Melee Cooldown: 1.5
Traits
Kablooie!: The Bashin’ Stikkbomb has an 8% chance of exploding when attacking an enemy, dealing a large amount of additional damage to the enemy and knocking back both the target and the Mekboy. After it explodes, the Mekboy deals no melee damage for 5 seconds as he fishes out another Stikkbomb.
Circle of Bomma: When performing a Special Attack, the Mekboy scatters from 6 to 12 Stikkbombs around him.
Intimindatin’: The Mekboy takes 15% less damage in Melee, as enemies are afraid of striking and detonating the grenade.
Description: An exceptionally Orky weapon, this grenade seems to have no pin to pull, requiring the user to smash it repeatedly into enemies until it detonates. Where the Mekboy keeps getting these and how he avoids being harmed by the explosions is anyone’s guess.
Busta Slugga: Sidearm
35 Ranged Damage
Rounds Per Second: 1.0
Ranged Cooldown: 4.5
Accuracy: 65%
Traits
Area of Effect: Busta Slugga attacks deal damage in an area.
Knockback: Attacks cause knockback.
Scattershot: Attacks deal less damage the further away the target is.
Description: The original Busta Slugga was the result of a special request from a Stormboy who witnessed the Speshul Shoota of a Kommando Nob in action and wanted one for himself. Essentially a one-handed shotgun, the Busta Slugga is an exceptional addition to any choppy Ork’s arsenal.
‘Lectric Deff: Beamy Deffgun
50 Ranged Damage
Rounds per second: 1.0
Ranged Cooldown: 4.0
Accuracy: 100%
Traits
Armor Piercing: Attacks ignore up to 160 armor
Heavy: The Beamy Deffgun requires a short setup period before firing and, once setup, a teardown period before moving again.
Abilities
Shazam – 40 energy cost, 30 second cooldown
The weapon charges up for a brief period* and then unleashes a powerful sphere of energy** that explodes violently on impact, dealing damage and knockback in a moderate radius***.
* 3 seconds
** The Battlewagon’s Zzap Cannon projectile or the Weirdboy’s projectile
*** 175 damage in a radius of 5 with ability knockback
Description: A heavily customized Beamy Deffgun that can load an enormous amount of additional energy into its capacitors, leading to some truly spectacular destruction when unleashed all at once.
Loota Harness: Armor
Armor Rating: 12
Traits
Shur Footin’: Removes the setup time for Heavy weapons.
Target Fix'd: Increases Ranged Damage by 25% and Ranged Accuracy by 25%
Description: “Wif da Gitfinda on me face I can take it off da gun and put more dakka where the Gitfinda was! Cor, dat’s brilliant!”
Gofast Gubbinz: Armor
Armor Rating: 100
Traits
Swift: Increases Movement Speed by 25%.
Abilities
Gotta Go Fast – 10 Energy, 5 second cooldown
For a brief time*, the Mekboy runs at breakneck speed**, bowling over anyone unfortunate to get in his way. However, attacking is disabled for the duration of the ability.
* 5 seconds
** +3 movespeed
Description: “Puttin’ engines on me legs to make ‘em go fast works ‘coz I’m da Mek and I says it works!”
Rokkit Jumpa: Armor
Armor visual: Stormboy Epic armor
Armor Rating: 145
Traits
Jump! Smash! Chop!: After jumping or charging, the Mekboy gains 40% increased melee damage for 5 seconds.
Rokkit Propulsion: The Mekboy gains a rocket-assisted melee charge*.
* Deals 30 melee damage and weapon knockback on impact.
Abilities
Assault Jump – 15 energy, 2 second cooldown
Fly through da air wif da greatest of ease! If ya land on some poor git’s head, you’ll knock ‘em right over.*
* Same stats as the Captain’s Assault Jump. Just, y’know… more Orky.
Description: Rokkit Packs are commonly associated with suicidal tendencies, but Rokkit Packs can be custom made to be less “explosion prone” if one has enough teef. A favorite of Stormboyz, these primitive jump packs get the job done in the best way possible: Loudly.
Kult of Speed: Commander Item
Ability
Kult of Speed – 30 Energy, 30 second cooldown
Increase the movement speed of all allied units by 25% and reduce their melee and ranged weapon cooldowns by 25% for 15 seconds.
Description: A fervent desire for speed can manifest itself as a reality-altering boost if the Ork in question believes hard enough.