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Characters Terror Byte - Tweaks

SvenZ

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NEW
Signature
Ability 1
Inflict SLOW for 10/12/15 seconds after every 3 seconds not suffering a hit (includes blocked hits).
Signature
Ability 2
HEADRONE HITS (including blocked hits) inflict INVERSE POLARITY for 10/12/15 seconds and reduce opponent BLOCKBUSTER METER by 10/15/20% (Salvo rockets count as 1 hit)

Terror Byte is an odd character. Her SA1 can't effectively stack SLOW, due to the low duration long wait period before the next application. Slow on itself is not that strong of a debuff, so this restriction makes its effect barely noticeable. Power Surge on the other hand in my eyes is more of a defensive debuff, but that doesn't really fit the rest of the SAs of this variant. On defense Robo Fortunes barely uses Headrones, let alone effectively, so SA2 becomes non-existent on defense.

That is why this change focuses on making her better for offense/utility. SLOW now lasts longer and is quicker to apply. Considering Silver variants can apply it faster, I don't see a problem with that. Slow on itself however does not prevent Blockbusters, which is why SA2 Headrone hits now also reduce opponent BB Meter, making sure they can't surprise you with a BB3 out of nowhere. Power Surge is however removed from SA1, because I honestly don't see a need for it. One can argue that it synergizes great with DDOS on offense, however as mentioned, Power Surge is more of a defensive debuff, and unless the defending robo fortune is performing long combo strings, she'll barely apply any power surge from old SA1. Not to mention that Headrone play is generally better for zoning, considering its lackluster frame data in SGM.
 
Signature ability 1 inflict slow and power surge after every 3/2/1 seconds not suffering a hit (includes blocked hits), when reach 5, it turns into quietus, slime or bleed for 10/12/15 seconds. Power surge and slow are removed when robo fortune gets a hit.

This is meant to be matched with wunderkind and lowkey save your life when the enemy counterattack with a blockbuster.
Also, just control meter is kinda useless for an offensive variant, it needs to be paired with something more.

If notice, slow and power surge are now timeless.

Signature 2 HEADRONE HITS (including blocked hits) inflict INVERSE POLARITY for 10/12/15 seconds and reduce opponent BLOCKBUSTER METER by 10/15/20% (Salvo rockets count as 1 hit)
Headrone hits increase the duration of all debuffs to 2 seconds, included rocket launcher.





Rocket launcher doesn't much, so it is fair to give it something cool.
 
Signature ability 1 inflict slow and power surge after every 3/2/1 seconds not suffering a hit (includes blocked hits), when reach 5, it turns into quietus, slime or bleed for 10/12/15 seconds. Power surge and slow are removed when robo fortune gets a hit.

This is meant to be matched with wunderkind and lowkey save your life when the enemy counterattack with a blockbuster.
Also, just control meter is kinda useless for an offensive variant, it needs to be paired with something more.

If notice, slow and power surge are now timeless.
Having the application be every 1 second is way too fast and too many effects are going on, some of which contradict others.
- First, Slow application + BB removal from SA2 removes any fear from the enemy using a Blockbuster, so Power Surge is really not necessary here.
- Second, adding Bleed completely contradicts inverse polarity from SA2.
- Third, Slime is only powerful at multiple stacks, and having this form of application doesn't make much sense. Even more so considering Robo has innate ways of removing buffs, thus making Slime weaker for her.
- I personally don't see a need for the quietus either. That debuff is good on burst damage attacks, and not on variants that rely on draining the opponent's HP via dots

Headrone hits increase the duration of all debuffs to 2 seconds, included rocket launcher.
I don't see a need for that. Applying 5 stacks of Slow after 15 sec is completely reasonable, considering we're adding an additional BB prevention tool to SA2.

Terror Byte has extremely easy and fast access to Inverse Polarity, which is a very strong effect. That on its own makes her a good character. However, her main weaknesses are as follows

- Slow application is ironically too slow
- Power Surge and Slow are contradictory effects
- Slow is not a good enough BB deterrent, especially for a Gold variant

The changes may not seem grand, but they in fact make her an immediate counter to Dahlia, especially Corrosive. With good Headrone use, you can keep a consistent up time on Inverse Polarity, and with the Slow and BB removal, you can make sure she doesn't use a BB to negate those effects
 
Really like the direction you are going, but slow is one of those debuffs that just is not good. you could make it 5 stacks of perma slow after 3 seconds and her only use would be a ninja/beast king/soul crusher support. I'd like to see a little more for the first ability!
Third, Slime is only powerful at multiple stacks, and having this form of application doesn't make much sense. Even more so considering Robo has innate ways of removing buffs, thus making Slime weaker for her.
I'd argue the exact opposite: slime gets stronger the more buff control you have, since it usually allows more buffs to be applied + get the slime damage without worrying about the actual buff effects!
 
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Having the application be every 1 second is way too fast and too many effects are going on, some of which contradict others.
- First, Slow application + BB removal from SA2 removes any fear from the enemy using a Blockbuster, so Power Surge is really not necessary here.
- Second, adding Bleed completely contradicts inverse polarity from SA2.
- Third, Slime is only powerful at multiple stacks, and having this form of application doesn't make much sense. Even more so considering Robo has innate ways of removing buffs, thus making Slime weaker for her.
- I personally don't see a need for the quietus either. That debuff is good on burst damage attacks, and not on variants that rely on draining the opponent's HP via dots


I don't see a need for that. Applying 5 stacks of Slow after 15 sec is completely reasonable, considering we're adding an additional BB prevention tool to SA2.

Terror Byte has extremely easy and fast access to Inverse Polarity, which is a very strong effect. That on its own makes her a good character. However, her main weaknesses are as follows

- Slow application is ironically too slow
- Power Surge and Slow are contradictory effects
- Slow is not a good enough BB deterrent, especially for a Gold variant

The changes may not seem grand, but they in fact make her an immediate counter to Dahlia, especially Corrosive. With good Headrone use, you can keep a consistent up time on Inverse Polarity, and with the Slow and BB removal, you can make sure she doesn't use a BB to negate those effects
Fair point, bleed could not fit here, I hadn't a clear idea then.
Let's make it this way:

Signature ability 1 inflict slow and power surge after every 3/2/1 seconds not suffering a hit (includes blocked hits), when reach 5, it turns into slime AND death mark, quietus or immobilize 10/12/15 seconds. Power surge and slow are removed when robo fortune gets a hit.
As stone says, slime is stronger when you can remove buffs.
Quietus helps, it is always nice to ignore resistance.


Also, as a note, slow is not a great effect by itself, except for defense.
If it can be removed with a single blocked hit, is fair enough in both paths, defense or attack.

Slow application is ironically too slow, and mostly meaningless without something more.
Power surge and slow together are redundant, but is like "drain hp from your enemy if is suffering bleed" yes, that's redundant, but is it is better.
Contradictory is more like auto-block and unfliching.
Slow is not good enough, fair.


I have doubts about the timing, as you said are too many debuffs per second, this way she would be annoying in defense.
Each 5 seconds has a good change to inflict "immobilize", helping her to avoid more hits.
BUT I think that sounds cool.
 
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A good pick to discuss about.

Her SA1 is completely useless as Robo-Fortune already has a really easy way to access Wither via her BB1. Her only saving grace is her easy access to Inverse Polarity.
NEW
Signature
Ability 1
Inflict SLOW for 10/12/15 seconds after every 3 seconds not suffering a hit (includes blocked hits).
Signature
Ability 2
HEADRONE HITS (including blocked hits) inflict INVERSE POLARITY for 10/12/15 seconds and reduce opponent BLOCKBUSTER METER by 10/15/20% (Salvo rockets count as 1 hit)
This still sounds quite weak. I still can't see a reason why I would pick Terror Byte over any other Inverse Polarity user even with this rework. Her only saving grace is still Inverse Polarity with this rework.

Everyone has their own line of thought when thinking of reworks, tweaks. So don't get me wrong, I'm just hypothetically trying to imagine a situation where I would prefer using Teror Byte over anyone that has a comparable kit. Namely Psykid, Blitz and Glamour.

I previously made a suggestion for Terror Byte on Aoskull's post few months ago. Here is a slightly tweaked version of it.

SA1: Inflict SLOW and POWER SURGE after every 4/3/2 seconds not suffering a hit (includes blocked hits).

SA2: HEADRONE HITS (includes blocked hits) inflict INVERSE POLARITY for 10/12/15 seconds and detonates SLOW, POWER SURGE and WITHER; dealing 3% MAX HEALTH damage per stack.

+ Now SA1 inflicts TIMELESS debuffs and in a much quicker fashion.

+ Now SA2 does extra MAX HEALTH damage per each stack of SLOW, POWER SURGE and WITHER by detonating them instead of just applying Inverse Polarity.

This iteration of Terror Byte can deal very high percentage damage through debuffs but without inflicting bleeds. She doesn't even require enemy to be healed just to be useful as she now has more tools than just Inverse Polarity.
 
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A good pick to discuss about.

Her SA1 is completely useless as Robo-Fortune already has a really easy way to access Wither via her BB1. Her only saving grace is her easy access to Inverse Polarity.

This still sounds quite weak. I still can't see a reason why I would pick Terror Byte over any other Inverse Polarity user even with this rework. Her only saving grace is still Inverse Polarity with this rework.

Everyone has their own line of thought when thinking of reworks, tweaks. So don't get me wrong, I'm just hypothetically trying to imagine a situation where I would prefer using Teror Byte over anyone that has a comparable kit. Namely Psykid, Blitz and Glamour.

I previously made a suggestion for Terror Byte on Aoskull's post few months ago. Here is a slightly tweaked version of it.

SA1: Inflict SLOW and POWER SURGE after every 4/3/2 seconds not suffering a hit (includes blocked hits).

SA2: HEADRONE HITS (includes blocked hits) inflict INVERSE POLARITY for 10/12/15 seconds and detonates SLOW, POWER SURGE and WITHER; dealing 3% MAX HEALTH damage per stack.

+ Now SA1 inflicts TIMELESS debuffs and in a much quicker fashion.

+ Now SA2 does extra MAX HEALTH damage per each stack of SLOW, POWER SURGE and WITHER by detonating them instead of just applying Inverse Polarity.

This iteration of Terror Byte can deal very high percentage damage through debuffs but without inflicting bleeds. She doesn't even require enemy to be healed just to be useful as she now has more tools than just Inverse Polarity.
Oh, this one is good.
 
A good pick to discuss about.

Her SA1 is completely useless as Robo-Fortune already has a really easy way to access Wither via her BB1. Her only saving grace is her easy access to Inverse Polarity.

This still sounds quite weak. I still can't see a reason why I would pick Terror Byte over any other Inverse Polarity user even with this rework. Her only saving grace is still Inverse Polarity with this rework.

Everyone has their own line of thought when thinking of reworks, tweaks. So don't get me wrong, I'm just hypothetically trying to imagine a situation where I would prefer using Teror Byte over anyone that has a comparable kit. Namely Psykid, Blitz and Glamour.

I previously made a suggestion for Terror Byte on Aoskull's post few months ago. Here is a slightly tweaked version of it.

SA1: Inflict SLOW and POWER SURGE after every 4/3/2 seconds not suffering a hit (includes blocked hits).

SA2: HEADRONE HITS (includes blocked hits) inflict INVERSE POLARITY for 10/12/15 seconds and detonates SLOW, POWER SURGE and WITHER; dealing 3% MAX HEALTH damage per stack.

+ Now SA1 inflicts TIMELESS debuffs and in a much quicker fashion.

+ Now SA2 does extra MAX HEALTH damage per each stack of SLOW, POWER SURGE and WITHER by detonating them instead of just applying Inverse Polarity.

This iteration of Terror Byte can deal very high percentage damage through debuffs but without inflicting bleeds. She doesn't even require enemy to be healed just to be useful as she now has more tools than just Inverse Polarity.
That's an interesting take. Considering it's 2 debuffs and timeless, I don't think the refresh time should be so low. My other reason for removing the Power Surge was to alleviate Wunderkind synergy with her SA2.

I agree that her BB1 lazer already covers enemy meter, but I was thinking this as a specific counter to Corrosive, as you remove meter, without having the need of using any BB. Plus, I don't like the idea of a mandatory move to carry. This removes the dependance on that move

With this change she's DPS centric and doesn't have that utility anymore. So I insist that meter drain removal should be part of the reworked kit.

What about the following.

SA1: Inflict SLOW every 4/3/2 seconds not suffering a hit (includes blocked hits).

SA2: HEADRONE HITS (includes blocked hits) inflict INVERSE POLARITY for 10/12/15 seconds and remove all SLOW stacks, dealing 2/3/4% MAX HEALTH damage per stack. Opponent BLOCKBUSTER METER is reduced for the same amount.


SA2 becomes a bit bloated, but I think that's fine considering the style of recent variants
 
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That's an interesting take. Considering it's 2 debuffs and timeless, I don't think the refresh time should be so low. My other reason for removing the Power Surge was to alleviate Wunderkind synergy with her SA2.
Timeless Slow can be considered useful but Power Surge has no worth in offense. It is just there for opening up some synergies, could be debuff stacking ones, Wunderkind or just with her SA2 mainly.

Robo-Fortune already has a decent synergy with Wunderkind. It can catch people off guard at first but it is really easy to get around it. I think she can be used in double nodes with Wunderkind as a defender in low-mid tier rifts. Either way you are going to need Immunity against any defender Robo + Wunderkind combo or just try to kill Wunderkind asap, your call.
I agree that her BB1 lazer already covers enemy meter, but I was thinking this as a specific counter to Corrosive, as you remove meter, without having the need of using any BB. Plus, I don't like the idea of a mandatory move to carry. This removes the dependance on that move
It is just that sometimes some moves are too good to miss on for me, like Filia's Ringlets or Annie's uppercuts.

Oh I see. For me Corrosive's main quality as defender has been the barriers instead of the cleanse. If she is built tanky enough she can stop a Blockbuster finisher in rifts easily. Other than that I think she already has many ways to work around her. So I don't think either rework is letting us get Blockbuster Finisher bonus against her in rifts, except via BB3.
What about the following.

SA1: Inflict SLOW every 4/3/2 seconds not suffering a hit (includes blocked hits).

SA2: HEADRONE HITS (includes blocked hits) inflict INVERSE POLARITY for 10/12/15 seconds and remove all SLOW stacks, dealing 2/3/4% MAX HEALTH damage per stack. Opponent BLOCKBUSTER METER is reduced for the same amount.
There is a little loophole, I understand that you want to make her more useful against Corrosive Agent (a prime Inverse Polarity user prey), however as you know Slow is removed upon gaining Haste (No time to die), so it would be quite hard to make this work against her.

There are also dramatically more users who use AUTOIMMUNE in their defenses since the last rift balance changes. During most of my encounters against Corrosive Agent, I saw people paired BLACK DAHLIA'S own AUTOIMMUNE, so it immediately gets activated the moment she has 2 debuffs. So it is really dicey no matter how you handle the SA1. Realistically if they have AUTOIMMUNE you shouldn't use Terror Byte anyways.

I think we should keep Power Surge as a synergy tool for her SA2 as well due to how Haste counters Slow.

Integrating a METER REDUCTION against Corro sounds good. However then numbers on the SA2 will need fine-tuning so she doesn't end up being an unnecessarily strong or just another very niche unit. It needs to be integrated in an efficient way so it doesn't cull much of her damage, but also inflicts just enough meter gain reduction against enemy so they can't bombard you with BB3 as easily.

SA1: Inflict SLOW and POWER SURGE after every 4/3/2 seconds not suffering a hit (includes blocked hits). [NO CHANGES]

SA2:
HEADRONE HITS (includes blocked hits) inflict INVERSE POLARITY for 10/12/15 seconds and detonates SLOW and POWER SURGE; dealing 3.5% MAX HEALTH damage and reducing by 2% BLOCKBUSTER METER per stack.

+ SA2 now reduces up to 20% METER.

+ SA2 max potential damage is lowered from 45% to 35%.

-+ WITHER synergy is removed.

This version deals slightly less overall damage, but doesn't require you to equip WITHER BB1 for max damage output anymore. It also has some METER REDUCTION, just enough to stop enemies from immediately using BB3 against you.

What do you think?
 
Timeless Slow can be considered useful but Power Surge has no worth in offense. It is just there for opening up some synergies, could be debuff stacking ones, Wunderkind or just with her SA2 mainly.

Robo-Fortune already has a decent synergy with Wunderkind. It can catch people off guard at first but it is really easy to get around it. I think she can be used in double nodes with Wunderkind as a defender in low-mid tier rifts. Either way you are going to need Immunity against any defender Robo + Wunderkind combo or just try to kill Wunderkind asap, your call.

It is just that sometimes some moves are too good to miss on for me, like Filia's Ringlets or Annie's uppercuts.

Oh I see. For me Corrosive's main quality as defender has been the barriers instead of the cleanse. If she is built tanky enough she can stop a Blockbuster finisher in rifts easily. Other than that I think she already has many ways to work around her. So I don't think either rework is letting us get Blockbuster Finisher bonus against her in rifts, except via BB3.

There is a little loophole, I understand that you want to make her more useful against Corrosive Agent (a prime Inverse Polarity user prey), however as you know Slow is removed upon gaining Haste (No time to die), so it would be quite hard to make this work against her.

There are also dramatically more users who use AUTOIMMUNE in their defenses since the last rift balance changes. During most of my encounters against Corrosive Agent, I saw people paired BLACK DAHLIA'S own AUTOIMMUNE, so it immediately gets activated the moment she has 2 debuffs. So it is really dicey no matter how you handle the SA1. Realistically if they have AUTOIMMUNE you shouldn't use Terror Byte anyways.

I think we should keep Power Surge as a synergy tool for her SA2 as well due to how Haste counters Slow.

Integrating a METER REDUCTION against Corro sounds good. However then numbers on the SA2 will need fine-tuning so she doesn't end up being an unnecessarily strong or just another very niche unit. It needs to be integrated in an efficient way so it doesn't cull much of her damage, but also inflicts just enough meter gain reduction against enemy so they can't bombard you with BB3 as easily.

SA1: Inflict SLOW and POWER SURGE after every 4/3/2 seconds not suffering a hit (includes blocked hits). [NO CHANGES]

SA2:
HEADRONE HITS (includes blocked hits) inflict INVERSE POLARITY for 10/12/15 seconds and detonates SLOW and POWER SURGE; dealing 3.5% MAX HEALTH damage and reducing by 2% BLOCKBUSTER METER per stack.

+ SA2 now reduces up to 20% METER.

+ SA2 max potential damage is lowered from 45% to 35%.

-+ WITHER synergy is removed.

This version deals slightly less overall damage, but doesn't require you to equip WITHER BB1 for max damage output anymore. It also has some METER REDUCTION, just enough to stop enemies from immediately using BB3 against you.

What do you think?
I like the approach, though I still insist that Power Surge is unnecessary. The Wunderking synergy is too efficient and although I personally like gimmicky combos, the fact it can be reset will make Terror Byte a burst damage variant, which I don't think should be the case

I'm also a bit iffy on the burst damage part. It is cool, but the fact that it's combined with Inverse Polarity is what doesn't stand right with me, especially if Power Surge is kept.

Slow being removed is more of an issue where the Slow gets consumed and determines how much meter/damage is dealt. That's why in my original post SA2 has no dependancy on SA1, the effects just compliment each other

As for meter reduction, it's not specifically against Corro, but it works the best vs her. BB1 still has the limitations of: requiring a move slot, requiring meter to activate, can be blocked, being countered by disable BB, Wither and variant based Meter reduction. So you can't rely always on it.

I'd also like to add that I don't play Rifts and any suggestion I post is without taking Rifts into consideration
 
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I'll be the first to admit that I'm a bit too safe with my remake proposals. I come from a different background of games, where buffs are done incrementally, and there's rarely a big powerspike, as those get swiftly nerfed, often times making the character worse than their original version. However, that doesn't seem to be the case in SGM, especially given the very infrequent balance changes to existing characters.

So even though I said I'm against her gimmicky combo, what if that was the driving force of this variant?
SA1: Inflict POWER SURGE every 2 seconds for 5/10/15 second not suffering a hit (includes blocked hits).

SA2:
HEADRONE HITS (includes blocked hits) inflict INVERSE POLARITY for 10/12/15 seconds and consume all POWER SURGE stacks, draining 5% BLOCKBUSTER METER per stack.

We completely remove the Slow, as we now want the opponent to gain meter. Because, for each stack of Purge, instead of removing meter, we straight up drain it. Thus giving more BB options to Terror Byte. So on 5 stacks, you drain 25% BB Meter. May not sound like much, but a 3 Solvo attack will drain 75% meter on 1 go. Additionally, we keep the synergy with Wunderkid.

As an example:

Robo can already utilize Wunderkid thanks to her DDOS Marquee. With the change however, you'll be able to do this at max distance and zone the opponent. Since Headrone attacks are super cancelable, you can summon/activate a headrone and use a BB, thus maintaining meter upkeep thanks to SA2. Since we want to maintain a consistent 3 stacks and then reset, her Ping Check marquee might be even better, as we don't want too many stacks of Powersurge

Powersurge on its own won't really discourage the AI from using a BB, but it might help in getting a finishing blow, due to being able to get a lot of stacks, relatively quickly, and even faster at close range when combined with DDOS. That in turn can make her rather annoying on defense for certain variants, as they'll be highly discourage from using BBs.
 
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I'll be the first to admit that I'm a bit too safe with my remake proposals. I come from a different background of games, where buffs are done incrementally, and there's rarely a big powerspike, as those get swiftly nerfed, often times making the character worse than their original version. However, that doesn't seem to be the case in SGM, especially given the very infrequent balance changes to existing characters.
It is completely fine. All reworks and tweaks are just personal ideas; there are no rights or wrongs in how one handles them.

So even though I said I'm against her gimmicky combo, what if that was the driving force of this variant?
SA1: Inflict POWER SURGE every 2 seconds for 5/10/15 second not suffering a hit (includes blocked hits).

SA2:
HEADRONE HITS (includes blocked hits) inflict INVERSE POLARITY for 10/12/15 seconds and consume all POWER SURGE stacks, draining 5% BLOCKBUSTER METER per stack.

We completely remove the Slow, as we now want the opponent to gain meter. Because, for each stack of Purge, instead of removing meter, we straight up drain it. Thus giving more BB options to Terror Byte. So on 5 stacks, you drain 25% BB Meter. May not sound like much, but a 3 Solvo attack will drain 75% meter on 1 go. Additionally, we keep the synergy with Wunderkid.
We already have two Robos that can spam BBs quite efficently. Prototype and Buffer Zone (when you don't max BZ's SA2 and pair her with Rock Star). You can spam BB3+BB1 non-stop with BZ. Also, the opponent's Blockbuster Meter or Slow shouldn't matter when draining their meter because Neuro wouldn't be able to gain meter as quickly. But if you thought it is just unnecessary to still have Slow in your iteration, I understand.


As an example:
Robo can already utilize Wunderkid thanks to her DDOS Marquee. With the change however, you'll be able to do this at max distance and zone the opponent. Since Headrone attacks are super cancelable, you can summon/activate a headrone and use a BB, thus maintaining meter upkeep thanks to SA2. Since we want to maintain a consistent 3 stacks and then reset, her Ping Check marquee might be even better, as we don't want too many stacks of Powersurge
Pretty cool usage in the vid, seems fun.

You could always zone from afar with Robo Fortunes but it is not always safe even if you constantly drain their BBs. Even if you combine it with a Special Move lock they will opt to tag out instead, you need a lot to actually zone from far without them being able to reset the zoning or even punish you. Sure Wunderkind would be able to synergize with her nicely even if she was far from the opponent, but all she provides is just extra damage, I would prefer safety all day.

I personally don't like this version much. This way she just feels the same ol' Terror Byte except now you don't need to equip her wither BB1, though you still can. Sure she is better but not much for me to meaningfully use her. But hey, we are just brainstorming anyways.
 
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A1: Inflict POWER SURGE every 2 seconds for 5/10/15 second not suffering a hit (includes blocked hits).

SA2: HEADRONE HITS (includes blocked hits) inflict INVERSE POLARITY for 10/12/15 seconds and consume all POWER SURGE stacks, draining 5% BLOCKBUSTER METER per stack.


Have to agree with Kheul above: This just does not bring any meaningful change her way in my opinion. Her first ability is almost an exact replica of her (defensive) marquee, just for the wunderkind synergy? Like the video you showed, its just as efficient to just level the marquee up to level 4 if you really want to use wunderkind support. Regaring the addition to the second ability: Even vector would still be a better meter drain variant, ignoring the health drain she gets too.
 
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