Hitpoints
Abilities
Hyperspheres
Launch two charges which implode after a short duration, dealing damage in an area.
Kinetic Grasp
Absorb projectiles in front of you and convert them into extra health.
Accretion
Gather a mass of debris and throw it at an enemy to knock them down.
Experimental Barrier
Hold to propel a floating barrier; release to stop. Press again to recall the barrier to you.
Gravitic Flux
Manipulate gravity to lift enemies into the air and slam them back down.
Stadium Powers
Zero Gravity
When you use an ability, gain the ability to fly for 1.5s. While flying, gain 10% Damage reduction and increased Movement Speed.
Trinisphere
Your primary fire launches a third Hypersphere that deals 50% damage.
Symphonic Syzygy
When Kinetic Grasp ends, for every 50 damage absorbed gain 10% Attack Speed for 4s, stacking up to 4 times.
Event Horizon
Damage absorbed by Kinetic Grasp grants Overhealth to visible allies and restores Experimental Barrier's health. Excess is converted to Overhealth.
Philharmonic Fortitude
Experimental Barrier has 25% increased Max Health. Barrier health regenerates constantly but 50% slower while deployed.
Orbital Barrier
Get a mini Experimental Barrier that orbits around you. It has 50% reduced health.
Singularity
Accretion splash damage is increased by 75% and enemies are pulled towards its explosion. Accretion's cooldown is reduced by 25% on direct hit.
Hyperloop
Hyperspheres direct hits reduce the cooldown of Accretion by 0.8s.
Maestro
50% Ultimate Cost Reduction. Gravitic Flux Radius is reduced by 35% and refunds 50% of Ultimate Charge if no enemies are affected.
Apogee Alignment
When you use an ability, create 2 Hyperspheres that orbit around you that deals 50% damage.
Astrophysical
Ability: Quick Melee causes enemies hit to levitate into the air for 1s. (10s Cooldown).
Mass Driver
Accretion projectiles that pass through Experimental Barrier gain 300% Projectile Speed, deal 20% increased damage and restore 100 Experimental Barrier health.
Story
Backgrounds
min
md
xl+