Build focuses on AP damage and ability cycling. You wanna do (ability shoot ability shoot), this way we can trigger our [Mark of the Kitsune] and [Three-tap Tommygun] multiple times and kill people consistently.
Your main job until Round 3 is to heal the tank, but whenever possible try to sneak around and throw some missiles to the enemy backline. After Round 3 you should be able to play like an assassin of sorts picking 1v1s to get kills. You have insane mobility with [Blink Boosts] , survivability with [Lock-On Shield] & [Ironclad Exhaust Ports] , and insane damage with [Mark of the Kitsune] and [Three-tap Tommygun].
Your powerspike starts at Round 3, when you buy [Mark of the Kitsune] and take [Blink Boosts] And carries that momentum all the way to round 7
Rounds
Player Loadout
Powers
Items
Optional Items
Stats Impact
Core
Stats
Round Notes
Round Notes
Powers:
The most influential powers early game are usually "actives". This is the case for Juno as we take [Pulsar Plus] .
Items:
The most influential items on 1st round for low HP characters are Survival, though, not using 100% of our cash isnt beneficial so we'll only take 1. [ [First Aid Kit] being our best option for its passive.
Then, to increase our Torpedo damage we buy [ [Power Playbook] and since we are spamming left click to heal our allies, we'll take [Weapon Grease] in an attempt to squeeze in a bit more healing numbers to earn more cash. Although if its a good map for [ [Adrenaline Shot] and you think enemies will dive you, you can take that instead.