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Garrison

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Garrison select.png

Garrison, also known as the One Man Army, is a freelancer in Atlas Reactor.

Overview[edit | edit source]

  • Skills: Fighting. Talking about fighting.
  • Hobbies: Bare-knuckle boxing. Pub-crawling.
  • Known for: War-time heroics. Peace-time chaos.

Abilities[edit | edit source]

Piston Punch:[edit | edit source]

  • Blast - no cooldown
    • Punch the closest enemy for 26 damage. Other enemies in range take 18 damage.
    • Gain 8 energy per enemy hit.
  • Mods:
    • Power Glove: Gain an additional 5 energy if you hit an enemy. Costs 1.
    • Haymaker: All enemies hit take 26 damage. Costs 2.
    • One On One: The first target hit takes an additional 4 damage. Costs 2.

Hand Cannon:[edit | edit source]

  • Blast - 1 cooldown
    • Blast and enemy, inflicting 20 damage. Enemies caught in the secondary blase take 15 damage.
    • Gain 8 energy per enemy hit.
  • Mods:
    • Concussion Rounds: Slows the first enemy hit. Costs 2.
    • Big Shot: Increase range by 1 and increase the arc if the explosion. Costs 3.
    • Single Out: Initial damage is increased by 8. Costs 3.
    • Tracker Rounds: Enemies hit are revealed for the turn. Costs 1.

Missile Barrage:[edit | edit source]

  • Prep - 4 cooldown
    • After a 1 turn delay, launch missiles that deal 12 damage to 3 random enemies.
    • Gain 5 energy per enemy hit.
  • Mods:
    • Focus Fire: Damage is increased by 9. Damage is reduced by 3 for each target hit beyond the first. Costs 3.
    • Locked and Loaded: No longer a free action but damage increases by 8. Costs 2.
    • First One In: Gain 10 shields until end of next turn. Costs 2.
    • Double Trouble: Missiles launch 2 turns in a row. Cooldown increased by 1, damage and energy reduced by 2. Costs 3.
    • Eye in the Sky: Enemies hit are revealed until end of the turn. Costs 1.

Heavy Metal:[edit | edit source]

  • Dash - 4 cooldown
    • Jump to target location, inflicting 20 damage and slow on nearby enemies. Has a minimum range. Ignores cover.
    • Gain 8 energy per enemy hit.
  • Mods:
    • Heavier Metal: Increases damage by 5. Costs 2.
    • Frontline: Gain 15 shields until the end of next turn. Costs 2.
    • Quake Slam: Roots all enemies that are hit. Increases cooldown by 1. Costs 3.
    • In Pursuit: Upon use, gain haste for the next 2 turns. Costs 1.

Shockpod:[edit | edit source]

  • Blast - no cooldown
    • Call down a drop pod to target location anywhere on the map, dealing 35 damage. Spawns for minor power-ups that recover 15 health each.
    • Requires 100 energy.
  • Mods:
    • Flatten: Increases damage by 5. Costs 1.
    • Bone Shatter: Slows all enemies hit. Costs 2.

Catalysts[edit | edit source]

Prep[edit | edit source]

  • Critical Shot: Gain might for the turn.
  • Turtle Tech: Gain 40 shields for the turn.
  • Adrenaline: Gain haste and unstoppable until the end of next turn.

Dash[edit | edit source]

  • Fetter: Teleport a short distance and root adjacent enemies at the ending designation.
  • Fade: Teleport a short distance and become invisible until next resolve.
  • Shift: Teleport and medium distance.

Blast[edit | edit source]

  • Second Wind: Heal 45 health over 3 turns.
  • Brain Juice: Reduces ability cooldown by 2 at the end of the turn.