
Favoured by 13 criteria
Encumbered · Stays on the offensive and generates its own SP, so the paused natural regen barely registers.
Poor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
Re-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
Rush · Cloudtrapper's pull yanks the sped-up enemies into one cluster, cancelling their mobility advantage.
Vitality · Sustained or amplified damage chews through the inflated HP pools.
Bent Edges · Damage comes from skills and basics rather than repeated ultimates.
Partition · Self-sufficient carry that does not need to swap operators mid-fight.
Physicolysis · Physical skills cleanse the forced Solidification.
Regeneration · Bursts targets down rather than leaning on crowd control that now heals them.
Synced Growth · Wins through raw damage instead of healing, which would also heal the enemy.
Time Limit · Fast killer that beats the shortened timer rather than ramping up slowly.
Tremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
Weaken · Team buffs and a strong economy help offset the flat stat reduction.


























































