Fortnite Character stats written out and tier lists

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Fortnite Character stats written out and tier lists

Post  Dwlr on Thu Jan 11, 2018 11:59 pm

Characters will be grouped by what I feel is their main focus to reduce the number of categories in an attempt to avoid numerous single character categories, so there will be a few Hybrid characters that one could make a case for a different category.

Soldier Tier List
1. Special Forces - Good Passives that apply Damage directly reducing resource waste and with War Cry boosting Damage higher you save further resources with the 25% you have consistent advantages.

2. Urban Assault - Great Passives for DPS, but uses additional resources for that DPS and good AoE ability with Keep Out! for Frags.

3. Raider - Extremely high Shotgun abilities, but Shotguns have a gap with a lack of reliable Long Range options.

3. Shock Trooper - Fully upgraded Debilitating Shots with the relatively most spammable skill for the Soldier class providing solid AoE that can also be used to apply 3 stacks of your boosted Debilitating Shots to priority targets or simply debuff anything mixed in with the mob you use Shockwave on.

5. Rescue Trooper - Special Forces without War Cry subbing in some minor survivability. More consistent than Master Grenadier due to not relying purely on a Skill that has a fairly lengthy cooldown.

5. Master Grenadier - Relies heavily on Skills without Energy or if stuck on Cooldown is sub-par comparatively to other Soldiers. Instances where spawns are spaced out or lengthy defenses reduce effectiveness and those tend to be the harder missions.

7. Demolisher - Explosives Shot is a bit gimmicky and doesn't apply with team kills, trap kills, or Affliction, but it works well with high Damage weapons which incidentally tend to have synergy with Make It Rain making for a solid Sniper which have strong options.

8. Centurion - Solid Supporting character with a large War Cry and solid personal DPS from a fully upgraded Debilitating Shots with the
latter serves as a boon to team play as well thus shines as a team player, but still lacking in overall effectiveness comparatively.

9. Survivalist - Decent passives for Assault Rifle preference, but nothing standout since the Health Regen isn't too useful.

10. Commando - Fully Upgraded Debilitating Shots, but focuses heavily on Goin' Commando which even with the benefits has a low up-time that consumes most of the Commando's perks lowering his actual effectiveness the majority of the time.

11. Warlord - Awkward War Cry/Goin' Commando hybrid both have long cooldowns. A lot of wasted perks the majority of the time, but both abilities are fairly useful when you can use them since both are buffed in key areas having both Practiced In Combat and Boomstick!.

12. Support Specialist - Very little in terms of passives, has War Cry, but centered around an unnecessary niche. All actives are fairly weak due to this focus.


War Cry/Team Based Soldiers - Soldiers in this category either have War Cry as their main focus or are focused on being a team player than a personal star. Since War Cry can be seen largely as a team-centered ability it's not too far of a stretch to recognize heavily War Cry centered as a Team Based Soldier even though many of them can function perfectly fine as a standalone character.

Support Specialist - A pure gimmick character who's primary purpose is using infinite Rocket Launcher or Grenade Launcher during War Cry. Explosive weapons are pretty cheap making your gimmick pretty trivial and you lack anything outside of that gimmick to ameliorate the class above a fairly useless niche.

Passive Bonuses
+10% Ranged Damage
+10% Health
5% increased damage to target per shot for 15 seconds stacking up to 5 times
Assault Weapon has a 16% chance to generate 1 ammo for the equipped weapon when damaging an enemy. (.1 second cooldown)
+40% Ammo Capacity

War Cry
Cost: 35 Energy
Cooldown: 90 Seconds
Range: 4 tiles
Damage 40%
Range Attack Speed: 40%
Melee Attack Speed: 16%
Duration: 10 Seconds
Extras while active:
25% chance on damage with Ranged Weapons to get Ammo fired back.
No Durability loss to weapons
+25% Movement Speed
+10% Energy Regen

Frag Grenade
Cost: 45 Energy and 1 Ammo
Cooldown: 25 Seconds/Ammo
Damage: 279.0 Energy Damage
Range: 0.5 tiles
Capacity: 3 Grenades

Goin' Commando
Cost: 50 Energy
Cooldown 150 Seconds
Rate: 18/Second
Damage: 13 Physical Damage
Duration: 10 Seconds

-

Special Forces - With a 25% up-time of War Cry and a good array of passives Special Forces is easily a top tier character capable of high personal DPS as well as solid team support.

Passive Bonuses
+10% Ranged Damage
+10% Health
5% increased damage to target per shot for 15 seconds stacking up to 3 times
+24% Assault Weapon Damage
-29% Recoil
+30% Reload Speed
+40% Ammo Capacity

War Cry
Cost: 50 Energy
Cooldown: 60 Seconds
Range: 4 tiles
Damage 40%
Range Attack Speed: 50%
Melee Attack Speed: 16%
Duration: 15 Seconds

Frag Grenade
Cost: 45 Energy and 1 Ammo
Cooldown: 25 Seconds/Ammo
Damage: 279.0 Energy Damage
Range: 0.5 tiles
Capacity: 3 Grenades

Goin' Commando
Cost: 50 Energy
Cooldown 150 Seconds
Rate: 18/Second
Damage: 13 Physical Damage
Duration: 10 Seconds

-

Centurion - Centurion is focused on helping the team. With a boosted Debilitating Shots, War Cry with an increased Range and a Shockwave that can apply 3 stacks of your boosted Debilitating Shots you have several things working towards team play. Fair when played Solo, but your increased Radius is wasted and without a Cooldown Reduction for Shockwave as a solo player applying Debilitating Shots from your Shockwave has limited uses since you'll want to avoid getting surrounded if you don't have support and you'll likely only be applying your debuff to Husky Husks that are mixed in with the mob instead of being able to take a bit of a risk and catching some high value targets that you team can help focus fire.

Passive Bonuses
+10% Ranged Damage
+10% Health
9% increased damage to target per shot for 15 seconds stacking up to 5 times

War Cry
Cost: 35 Energy
Cooldown: 90 Seconds
Range: 6.2 tiles
Damage 40%
Range Attack Speed: 50%
Melee Attack Speed: 16%
Duration: 15 Seconds
Extras while active:
+25% Movement Speed
+10% Enegy Regen

Frag Grenade
Cost: 45 Energy and 1 Ammo
Cooldown: 25 Seconds/Ammo
Damage: 279.0 Energy Damage
Range: 0.5 tiles
Capacity: 3 Grenades

Shockwave
Cost: 30 Energy
Cooldown: 30 Seconds
Damage: 75 Energy Damage
Range: 1.38 tiles
Extras:
Applies 3 stacks of Debilitating Shots to Damaged enemies.


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Re: Fortnite Character stats written out and tier lists

Post  Dwlr on Sat Jan 13, 2018 10:18 pm

Goin' Commando Based Soldiers - These Soldiers have key perks to boost Goin' Commando.

Warlord - The Warlord has several boosts to War Cry and Goin' Commando, but the notable use is for you to use War Cry and then use Goin' Commando for a heavily boosted Goin' Commando, since this feels as if it was the intended idea thanks to the Energy Cost reductions on both abilities you can think of the Warlord as being Goin' Commando focused more so than War Cry focused. You can of-course use them separately to get weaker benefits over a longer range of time, but doing so makes him simply makes him feel like a much weaker Special Forces due to the lack of Leadership for his War Cry and Special Forces' passives or a weaker Commando due to the lack of Goin' Again and Commando's passives since Warlord lacks any passives what-so-ever he'll fall short when not utilizing his Actives and if he isn't using them together it defeats the purpose of his niche for extremely high Burst Damage even if that Burst Damage is greatly spread out due to lengthy Cooldowns in both skills needed to achieve it.

Passive Bonuses
+10% Ranged Damage
+10% Health
5% increased damage to target per shot for 15 seconds stacking up to 3 times

War Cry
Cost: 35 Energy
Cooldown: 90 Seconds
Range: 6.2 tiles
Damage 50%
Range Attack Speed: 50%
Melee Attack Speed: 16%
Duration: 15 Seconds

Shockwave
Cost: 30 Energy
Cooldown: 30 Seconds
Damage: 75 Energy Damage
Range: 1 tile

Goin' Commando
Cost: 35 Energy
Cooldown: 150 Seconds
Rate: 18/Second
Damage: 16.9 Energy Damage
Duration: 12 Seconds

-

Commando - Commando boasts Debilitating Shots with both Kneecapper and Lingering Pain and particular focus in Goin' Commando having not only the key Boomstick! ability that he shares with Warlord, but setting himself apart with Goin' Again which knocks off 50 Seconds of the normally 150 Second Cooldown, the issue is it's simply not enough. 100 Seconds is a lengthy Cooldown still when the majority of your perks are in that ability. Debilitating Shots buffs help off-set it a bit, but there are other Soldiers that have those perks for Debilitating Shots with a better surrounding kit. Aside from a focus in a skill that simply doesn't work due to the lengthy Cooldown, he has Rucksack which doesn't really give him anything useful as a random Frag Grenade Perk additionally without trying to use the novelty combo Warlord has of using both War Cry and Goin' Commando with a little wiggle room of Energy for positioning first the reduction in Energy for Goin' Commando doesn't do much for you and could have had something extra instead.

Passive Bonuses
+10% Ranged Damage
+10% Health
9% increased damage to target per shot for 15 seconds stacking up to 5 times

Frag Grenade
Cost: 45 Energy and 1 Ammo
Cooldown: 25 Seconds/Ammo
Damage: 279.0 Energy Damage
Range: 0.5 tiles
Capacity: 5 Grenades

Shockwave
Cost: 30 Energy
Cooldown: 30 Seconds
Damage: 75 Energy Damage
Range: 1 tile

Goin' Commando
Cost: 35 Energy
Cooldown: 100 Seconds
Rate: 18/Second
Damage: 16.9 Energy Damage
Duration: 12 Seconds
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Re: Fortnite Character stats written out and tier lists

Post  Dwlr on Mon Jan 15, 2018 6:37 pm

Passive Focus - These Soldiers have their main perks operating in the background as you play or otherwise permanently active.

Rescue Trooper - Every single Perk is a type of passive for better or worse. Comparable Passives with Special Forces, but lacking that shortened Cooldown War Cry puts a substantial gap between them since a base Shockwave doesn't offer you much in exchange particularly when talking about dealing with your larger threats like Smashers that War Cry shines against. Heavily Armored is a pretty solid perk, but Survivalist is not, not even as a Tactical from Master Grenadier which is hard to get anyway. Ammo Recovery is just fair since some of the better Assault Weapons out fire the Cooldown and reduce the actual percentage you'd get back and you can use it as a Tactical Skill if you aren't interested in anything else. Passives are good, but you lack a significant Active to help out and you traded away one for more passives of which only one of them was actually potentially worth it. No fuss character is great for beginners and Heavily Armored furthers that ideology, but there are stronger options if you're more comfortable using Active Skills and more confident in your ability to Survive which keeps Rescue Trooper as a mid-level Soldier and one of the awkward cases where there's pretty much a character that does absolutely everything this character brings, but does it better.

Passive Bonuses
+10% Ranged Damage
+10% Health
5% increased damage to target per shot for 15 seconds stacking up to 3 times
-29% Recoil
+30% Reload Speed
Killing an enemy with a Ranged Weapon heals 5 Base Health (2 second cooldown)
Assault Weapon has a 16% chance to generate 1 ammo for the equipped weapon when damaging an enemy. (.1 second cooldown)
+24% Assault Weapon Damage
+24% Damage Resistance
+40% Ammo Capacity

Frag Grenade
Cost: 45 Energy and 1 Ammo
Cooldown: 25 Seconds/Ammo
Damage: 279.0 Energy Damage
Range: 0.5 tiles
Capacity: 3 Grenades

Shockwave
Cost: 30 Energy
Cooldown: 30 Seconds
Damage: 75 Energy Damage
Range: 1 tile

Goin' Commando
Cost: 50 Energy
Cooldown: 150 Seconds
Rate: 18/Second
Damage: 13 Physical Damage
Duration: 10 Seconds

-

Urban Assault - The undisputed king of passive DPS. Between Lingering Pain and Debilitating Shots you have a lot of extra Damage as is, but Urban Assault goes further adding a few other substantial passives in their own right. Increasing your Firerate, by 50% is a very substantial boost to DPS and Reload Speed helps offset the increased need to Reload from going through your clip faster. The price of these passives come at increased resource consumption the added Firerate can increase Recoil which may be partially offset by Steady Aim, but only partial and thus could result in more missed shots or missed headshots wasting some of the gained DPS and Ammo. If you have to stop firing to account for Firerate based Accuracy loss you're also wasting potential DPS. Since Make It Rain's DPS comes solely from increased resources expenditure you can find yourself using significant amounts of ammo and depending on what you value efficiency vs raw DPS potential you may not value Urban Assault's passive kit as much as one that does increase efficiency despite it's potential DPS. Urban Assault also comes with a sole Frag Grenade perk which happens to be the only perk you truly need on your Frags randomly thrown into what would have been a pure passively perked character. The passives alone would have been enough to make a top tier character so it begs the question why Urban Assault also got the best Frag Grenade Perk tac'd on, but between the AoE and DPS potential Urban Assault is undoubtedly a top tier Soldier if not the best close to it based on what the individual values and even those who value efficiency will rate Urban Assault second or third thanks to Keep Out! and the improvements to Debilitating Shots.

Passive Bonuses
+10% Ranged Damage
+10% Health
9% increased damage to target per shot for 15 seconds stacking up to 5 times
-29% Recoil
+30% Reload Speed
Headshotting enemies increases Ranged Firerate by 50% for 5 seconds

Frag Grenade
Cost: 45 Energy and 1 Ammo
Cooldown: 25 Seconds/Ammo
Damage: 279.0 Energy Damage
Range: 0.5 tiles
Capacity: 3 Grenades
Extras
Leaves residual energy field that deals 25% of the initial Grenade blast damage every 1 Second. Field persists for 10 seconds.

Shockwave
Cost: 30 Energy
Cooldown: 30 Seconds
Damage: 75 Energy Damage
Range: 1 tile

Goin' Commando
Cost: 50 Energy
Cooldown: 150 Seconds
Rate: 18/Second
Damage: 13 Physical Damage
Duration: 10 Seconds

-

Survivalist - Survivalist is another pure passive character depending on your standpoint of Flak Vest being passive, given it's lengthy Cooldown I simply can't bring myself to consider it a true passive not that it's really affects anything. Survivalist is an awkward attempt at a tank, the added Health certainly helps, but Survivalist is sub-par and he spends an additional perk to double it's effect. Flak Vest is like a terrible version of Heavily Armored which Heavily Armored applies to Health and Shields and at a higher percentage than the actually useful perk Clean Living basically ends up that Survivalist just falls short in Durability and lost a few other passives notably Ammo Recovery which may just be a middle of the road passive, but it's certainly better than Survivalist and thus better than No Time to Bleed. Considering Heavily Armored is simply that much better than Clean Living, effectively improves Rescue Trooper's Survivalist Perk diminishing another of Survivalist's perks, No Time to Bleed which goes a long way completely trivializing Survivalist's differences. Rescue Trooper is similar to Special Forces, but even closer to Survivalist, but in this case Rescue Trooper comes out on top and there is no real trade off here as they both have tank-centric passives.

Passive Bonuses
+10% Ranged Damage
+30% Health
5% increased damage to target per shot for 15 seconds stacking up to 3 times
Killing an enemy with a Ranged Weapon heals 10 Base Health (2 second cooldown)
+24% Assault Weapon Damage
+30% Reload Speed
+40% Ammo Capacity

Persistent Bonus
Reduces damage taken by 90% initially, damage reduction drops 30% each time the Soldier is hit and is disabled for 60 seconds after the third hit.

Frag Grenade
Cost: 45 Energy and 1 Ammo
Cooldown: 25 Seconds/Ammo
Damage: 279.0 Energy Damage
Range: 0.5 tiles
Capacity: 3 Grenades

Shockwave
Cost: 30 Energy
Cooldown: 30 Seconds
Damage: 75 Energy Damage
Range: 1 tile

Goin' Commando
Cost: 50 Energy
Cooldown: 150 Seconds
Rate: 18/Second
Damage: 13 Physical Damage
Duration: 10 Seconds

-

Raider - Raider is impressive with the proper weapon and even has some decent utility without one. To optimize Raider you need a Shotgun that excels in Criticals specifically you need at least some Critical Hit otherwise a lot of the Damage potential is wasted since Critical Damage can easily provide a larger boost than the standard Damage bonus on an optimized weapon. Without an optimized weapon using primarily just the standard 24% Damage Raider is still a solid enough class. Going further if you don't want Shotguns the Raider has some utility with Sniper Rifles. While clearly not intended as a Sniper increased Movement Speed favors a Sniper playstyle to keep distance between you and the target to ameliorate the issue with loss of Field of Vision from looking down the scopes. When dealing with an optimized weapon Raider can compete as a top tier Soldier, but is slightly limited due to Shotguns not having a lot of Long-Range options and some have questionable DPS due to their firerate or lengthy Reload times especially since to maximize your Damage you have to forego Reload Speed perks on your weapon. Having Kneecapper without Lingering Pain is fine since Shotguns tend to have low(er) Firerates anyway making it hard to apply multiple stacks quickly to get the bonus Damage so maximizing the effect of each stack you do apply is more useful. Perfect Engineering works well with your close range tendency helping to soften up harder targets, since you're less likely to need Shockwave to help with AoE since the Shotgun class itself have AoE options. Raider can have a few issues with survivability since Survivalist and Flak Jacket don't offer too much protection and you have specialty with a close(r) range weapon class. If you like Shotguns Raider has everything needed to be a top tier Soldier, but even then you also need specific perks to optimize the class so there can be some difficulty to making Raider 'worth' using since without optimization the significant boost in Critical Damage can have pretty insignificant impact on your actual DPS which you'd then be relying on the 24% Shotgun Damage to boost your DPS and other Soldiers can match or exceed that DPS using a Shotgun through indirect means and if you like the Automatic Shotguns you might even see more benefit with a Soldier that has both Kneecapper and Lingering Pain since they can have noticeably higher base Firerates to take advantage of the extra stacks. If you pick Raider you get a bonus of a perk that not only helps the intended playstyle it can serve as a quality of life perk and that's I Love To Reload! firing a single bullet out of a clip and then Reloading will boost your Movement Speed that you can use to get from point A to point B outside of combat, though if you do this you'd probably be wise to use a gun you don't use normally in combat to save Shotgun Shells or the resources to create Shells when it comes to doing the objective you wouldn't want to run out of Resources or Ammo because you used it to get around the map faster.

Passive Bonuses.
+10% Ranged Damage
+10% Health
9% increased damage to target per shot for 15 seconds stacking up to 3 times
+24% Shotgun Damage
Killing an enemy with a Ranged Weapon heals 5 Base Health (2 second cooldown)
+70% Shotgun Critical Damage
Reloading increases Movement Speed 30% for 3 Seconds

Persistent Bonus
Reduces damage taken by 90% initially, damage reduction drops 30% each time the Soldier is hit and is disabled for 60 seconds after the third hit.

Frag Grenade
Cost: 45 Energy and 1 Ammo
Cooldown: 25 Seconds/Ammo
Damage: 279.0 Energy Damage
Range: 0.5 tiles
Capacity: 3 Grenades

Shockwave
Cost: 30 Energy
Cooldown: 30 Seconds
Damage: 75 Energy Damage
Range: 1 tile
Extras
Applies 3 stacks of Debilitating Shots to Damaged enemies.

War Cry
Cost: 50 Energy
Cooldown: 90 Seconds
Range: 4 tiles
Damage 40%
Range Attack Speed: 40%
Melee Attack Speed: 16%
Duration: 10 Seconds


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Re: Fortnite Character stats written out and tier lists

Post  Dwlr on Mon Jan 15, 2018 6:53 pm

AoE Skill focus - These Soldiers focus on skills that give them innate AoE potential. Whether it's Shockwave, Frag Grenades, or something else in their kit if their goal is AoE through their OWN skills they belong here, so any character that might excel with specific AoE weapons will not be counted among these characters.

Shock Trooper - Shock Trooper has a spammable Shockwave at 15 Seconds which beats out the Cooldown of Frag Grenades by a not unsubstantial 10 Seconds. While Shockwave is relatively weak at the discounted 15 Energy cost it's easy to use and it's Impact component allows it to staggering most enemies affected by it interrupting their attacks. You have a few extras that can arguably make it better than Frag Grenades. Power Impact gives you a wide Radius and applying 3 stacks of Kneecapper buffed Debilitating Shots is not insignificant when hitting enemies that survive the actual skill at a 27% increased Damage from all sources on those targets. Shocktrooper doesn't have too many bells and whistles when you can get Lingering Pain and Kneecapper on several other characters, but  he can make great use of Shock Pulse or Escape Artist thanks to his short Shockwave Cooldown and re-usable AoE is quite simply important enough to make Shock Trooper a competitor as a top tier Soldier.

Passive Bonuses
+10% Ranged Damage
+10% Health
9% increased damage to target per shot for 15 seconds stacking up to 5 times
+40% Ammo Capacity

Frag Grenade
Cost: 45 Energy and 1 Ammo
Cooldown: 25 Seconds/Ammo
Damage: 279.0 Energy Damage
Range: 0.5 tiles
Capacity: 3 Grenades

Shockwave
Cost: 15 Energy
Cooldown: 15 Seconds
Damage: 75 Energy Damage
Range: 1.38 tiles
Extras
Applies 3 stacks of Debilitating Shots to Damaged enemies.

Goin' Commando
Cost: 50 Energy
Cooldown: 150 Seconds
Rate: 18/Second
Damage: 13 Physical Damage
Duration: 10 Seconds

-

Demolisher - Demolisher is an odd class. There's a definite Frag Grenade focus, but lacking Keep Out! alone means that you Frag Grenades fall short of Urban Assault who only has that one Grenade perk and has much better passives to go with it. Cluster Bomb is basically useless and while Pull the Pin reduces the cost of Grenades to reasonable cost you're still limited by their 25 Second Cooldown and Grenade Generation simply doesn't generate Grenades fast enough the reduced Energy Cost to really have an impact on much of anything. You then have a few awkward perks scattered about for both your other actives neither of which particularly bring any added value to the skill. Shock and Awe would be helpful if it were applied to Explosive Shots, Frag Grenades or was coupled with Doppler Effect, but on a base Shockwave at 30 Second Cooldown you can't make any real use of it. Increased Range on War Cry is nice to a point, but it's also not particularly especially when it's the only boost to War Cry you have. Explosive Rounds is decent, but since you can't choose when to use it, it tends to be wasted or you have to sandbag to hold it back and then you're less effective while holding it back and you can only do so for a maximum of 14 seconds before you lose your 9 accumulated kills. It does decent Damage it's just awkward and feels more like an active that when trigger applies to your next shot or something that when activated lets you deal AoE for a short duration than a Passive since as a Passive it's novelty at best. Grenade Generation wouldn't be a bad skill if you had worthwhile Grenades and all kills counted towards the tally. As it is you can't use a Frag Grenade to contribute kills to earning another Frag Grenade and since ideally a Frag Grenade helps deal with groups of weak mobs that's several kills you either have to miss for your tally or take the time to kill with a Ranged Weapon passing up the best intended use of the skill to begin with. You have some merit with strong weapons since if your team, traps, or even your own Affliction Damage kill something you don't get credit for the kill for your counts and Make It Rain helps with wave clear when using slow firing weapons. The ability to survey the field would help you pick the shot for your Explosive Rounds that and Make it Rain helping your wave clear gives you some viability as a sniper particularly any sniper that can hit multiple enemies such as one with Headshot kills causing AoE Damage (Like Ralphie's Revenge) or simple piercing snipers (Like the Oneshot) the latter's piercing effect can help you get multiple kills counting towards your kill count with a single shot. You also have a bit of a niche with any weapon that can deal either AoE Damage that counts as Ranged Damage such as a Shotgun with a wide spread or any other Piercing Weapon though you would lose the advantage of range to help pick your Explosive Round shot when using it on other weapon classes. Having such a small niche and being an awkward novelty character that is poorly designed IMO he's not going to be real great, but he is a bit different and could be entertaining to play with if you don't care about optimizing, if you are looking at him for quality however you should look elsewhere except maybe when dealing with Sniper Rifles where you have some argument for wave clear potential.

Passive Bonuses
+10% Ranged Damage
+10% Health
5% increased damage to target per shot for 15 seconds stacking up to 3 times
Killing 10 enemies with a Ranged Weapon causes an explosion dealing Damage within a 1 tile Radius. (Count resets after 15 seconds without a kill.)
Killing 30 enemies with a Ranged Weapon grants 1 Frag Grenade. (Count resets after 15 seconds without a kill.)
Headshotting enemies increases Ranged Firerate by 25% for 5 seconds

Frag Grenade
Cost: 15 Energy and 1 Ammo
Cooldown: 25 Seconds/Ammo
Damage: 279.0 Energy Damage
Range: 0.5 tiles
Capacity: 3 Grenades
Extras
Frag Grenades release 6 Cluster Explosions around the initial Impact Site each dealing 20% of the original Damage.

Shockwave
Cost: 30 Energy
Cooldown: 30 Seconds
Damage: 75 Energy Damage
Range: 1 tile
Extras
Damaged enemies have 30% reduced Movement Speed and Attack Speed for 4.5 Seconds.

War Cry
Cost: 50 Energy
Cooldown: 90 Seconds
Range: 6.2 tiles
Damage 40%
Range Attack Speed: 40%
Melee Attack Speed: 16%
Duration: 10 Seconds

-

Master Grenadier - Master Grenadier is a one trick pony and that's heavily boosted Frag Grenades. The problem with that is that each Frag Grenade is on a 25 Second Cooldown so whilst they are strong, you eventually can run out even with Keep Out!'s persistent energy field cutting down on the need to use another Grenade for the same group of enemies. The perks here that help are Keep Out!, Bigger is Better, and Grenade Damage everything else is fairly insignificant to be honest. With Keep Out! particularly combined with Bigger is Better and Grenade Damage you really don't have to re-throw Grenades so the Energy Cost isn't an issue. Rucksack's contribution is marginal at best since if you're defending and using your Grenades you're going to end up only getting the benefit of 2 Frag Grenades divided across the entire duration of the fight, they do however help with non-defense objectives like Encampments that the Grenades can charge before engaging. Putting all your eggs in an Active when the Active has a decent length Cooldown makes you sub-par when you're unable to use them id est they're on Cooldown. The Defenses that tend to be the most difficult are when the spawns are spread out so you can't effectively use AoE and the Master Grenadier suffers more than most in those scenarios due to lack of re-usable Actives or fallback Passives and thus it'd be hard to argue that Master Grenadier is a top tier character overall when it's just a middle of the road character on those missions where you're more likely to fail which is when you want your character choice to pull through for you. For better or for worse you're basically a Ranged Ninja with longer Cooldowns.

Passive Bonuses
+10% Ranged Damage
+10% Health
5% increased damage to target per shot for 15 seconds stacking up to 3 times
Killing an enemy with a Ranged Weapon heals 5 Base Health (2 second cooldown)

Frag Grenade
Cost: 15 Energy and 1 Ammo
Cooldown: 25 Seconds/Ammo
Damage: 348.75 Energy Damage
Range: 0.675 tiles
Capacity: 5 Grenades
Extras
Frag Grenades release 6 Cluster Explosions around the initial Impact Site that deal 20% of the original Damage.
Leaves residual energy field that deals 25% of the initial Grenade blast damage every 1 Second. Field persists for 10 seconds.

Shockwave
Cost: 30 Energy
Cooldown: 30 Seconds
Damage: 75 Energy Damage
Range: 1 tile

Goin' Commando
Cost: 50 Energy
Cooldown: 150 Seconds
Rate: 18/Second
Damage: 13 Physical Damage
Duration: 10 Seconds
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Re: Fortnite Character stats written out and tier lists

Post  Dwlr on Mon Jan 15, 2018 9:40 pm

Outlander Tier List
1. Pathfinder - Best Resource Farmer. Improved Pick Ax, Keener Eyes, improved Speed, and Diamond Llama allow you to get anything you could possibly need Resource wise quickly which is the primary purpose of the Outlander as a class.

1. Ranger - Great DPS with the proper Pistol and some survivability

3. Gunblazer - Easier looting of Ammo without the need of a Tactical or Support and solid Pistol based DPS particularly for a fast firing weapon that can put out a lot of DPS after Phase Shift when you Damage is boosted.

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