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8/10/2025, 6:08:38 AM
Pulsar
>Gun: Rotational Energy
9 ammo, 1.2 bullets per second, starting bullet damage is 55, scaling at +2.1 per-boon. High velocity lightning shock that comes out of his head. Velocity scales with spirit at .6%
>1. Lighthouse Effect - Active
Looking directly at Pulsar blinds enemies. Begins as a glowing cyan flash that envelops the screen over 3 seconds of direct watching. Lighthouse Effect fades away over 2 seconds. Lasts for 10 seconds. 35 second cooldown.
Upgrades: +6sec duration - -10sec cooldown - More than 30% Blinded players take 30 Spirit Damage per second. Spirit damage scales on Spirit at 0.35
>2. Accretion - Active
Pulsar fires a projectile that alters the gravity of enemy players. Over 4 seconds, slows by 40%, gradually makes it impossible to jump or slide. Floating players (Vindicta/Talon etc.) are gradually forced downward. Cooldown of 20 seconds.
Upgrades: Airborne players take damage 10 damage per-meter - -8sec cooldown - Projectile bounces up to 2 times to nearby enemy heroes
>3. Electromagnetic Radiation - Active
Pulsar glows green, channeling radiation into his weapon. Shots fired by Pulsar's gun inflicts deadly radiation on his enemies. Each shot builds 1 stack, with a max of 6 stacks. Each stack steals 9 gun damage, and causes the player's skeleton to glow brighter and brighter cyan, visible through walls to Pulsar. Stacks last for 7 seconds each, stacks against multiple players grant Pulsar damage additively. Ability duration is 12 seconds, with a cooldown of 55 seconds.
Upgrades: +5sec glow duration per-stack - +5 gun damage steal per-stack - +8 maximum stacks.
>4. Gamma Ray Burst
A vast surge of energy is channeled through Pulsar. Firing in a straight, thin line with a range of 150m, Gamma Ray Burst deals 800 Spirit Damage. 8 second channel, can be fired manually, reaches full power at 3sec. 100 second cooldown.
Upgrades: -15sec cooldown - 1sec faster charging - +400 Spirit Damage.
>Gun: Rotational Energy
9 ammo, 1.2 bullets per second, starting bullet damage is 55, scaling at +2.1 per-boon. High velocity lightning shock that comes out of his head. Velocity scales with spirit at .6%
>1. Lighthouse Effect - Active
Looking directly at Pulsar blinds enemies. Begins as a glowing cyan flash that envelops the screen over 3 seconds of direct watching. Lighthouse Effect fades away over 2 seconds. Lasts for 10 seconds. 35 second cooldown.
Upgrades: +6sec duration - -10sec cooldown - More than 30% Blinded players take 30 Spirit Damage per second. Spirit damage scales on Spirit at 0.35
>2. Accretion - Active
Pulsar fires a projectile that alters the gravity of enemy players. Over 4 seconds, slows by 40%, gradually makes it impossible to jump or slide. Floating players (Vindicta/Talon etc.) are gradually forced downward. Cooldown of 20 seconds.
Upgrades: Airborne players take damage 10 damage per-meter - -8sec cooldown - Projectile bounces up to 2 times to nearby enemy heroes
>3. Electromagnetic Radiation - Active
Pulsar glows green, channeling radiation into his weapon. Shots fired by Pulsar's gun inflicts deadly radiation on his enemies. Each shot builds 1 stack, with a max of 6 stacks. Each stack steals 9 gun damage, and causes the player's skeleton to glow brighter and brighter cyan, visible through walls to Pulsar. Stacks last for 7 seconds each, stacks against multiple players grant Pulsar damage additively. Ability duration is 12 seconds, with a cooldown of 55 seconds.
Upgrades: +5sec glow duration per-stack - +5 gun damage steal per-stack - +8 maximum stacks.
>4. Gamma Ray Burst
A vast surge of energy is channeled through Pulsar. Firing in a straight, thin line with a range of 150m, Gamma Ray Burst deals 800 Spirit Damage. 8 second channel, can be fired manually, reaches full power at 3sec. 100 second cooldown.
Upgrades: -15sec cooldown - 1sec faster charging - +400 Spirit Damage.
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