The Omnidyne Tigerclaw gains the capability to deal powerful damage from long range.
Tigerclaw is so close to being a decent frame, but it has one critical flaw. Tigerclaw needs Supercharge to deal effective damage, but supercharge blocks HKM Charge while active. Due to this, Tigerclaw is unable to effectively reset it's abilities with HYC and when Supercharge is down it has no good methods of resetting supercharge because it's abilities need supercharge to be decent.
| Slot | Name | Description | |
|---|---|---|---|
| Primary weapon | Fusion Cannon | The signature weapon. A new Tigerclaw starts with the F33 Graviton. | |
|
Ability | Afterburner | Rocket forward with incredible speed in the direction you are facing. Firecat Only: Afterburner leaves a trail of flame that deals damage to nearby enemies. Tigerclaw Only: Afterburner's total Thrust Potency is increased by 50%. |
|
Ability | Hellfire | Hover for the duration, launching a salvo of missiles towards your target reticle, dealing Kinetic damage to targets in an area of effect. |
|
Ability | Pulsar | Fire a Pulsar, which will attach to the point of impact. If the Pulsar takes damage, it will detonate, dealing massive Energy damage in a large area of effect. If attached to an enemy, they will be Slowed, and the Pulsar will explode after three seconds. |
|
Ultimate | Supercharge | Supercharge your battleframe, granting unlimited Jet Energy, increasing your movement speed, and Supercharging your Tigerclaw abilities. Supercharged Hellfire: Fires twice as many missiles. Supercharged Pulsar: Pulls nearby enemies in toward the pulsar. |
That's the kit the battleframe is built around. Secondary weapon, auxiliary weapon and the rest of the gear are up to you.
| Level | Perk | Effect | |
|---|---|---|---|
| 10 |
|
Quick-Flexing Servos
1 point |
Increases jump height by 3 meters. |
| 15 |
|
Plasma Enthusiast
3 points |
Thermal weapons and abilities deal 10% additional damage. |
| 20 |
|
Microcompression Suspension | Absorbs ground impact energy, allowing safe landings from great heights in the events of jump jet or pilot failure. |
| 20 |
|
Quick Hands
3 points |
Reduces weapon switching time by 45%. |
| 25 |
|
Plasma Scoops
3 points |
After taking Thermal damage, grants bonus Jet Energy regeneration (80 energy/sec) for 4 seconds. This effect cannot occur more often than once every 10 seconds. |
| 25 |
|
Quick-Pivot Servos
3 points |
Increases base movement speed by 0.25 meters per second and sprint speed by 5%. |
| 30 |
|
Invigorate
6 points |
Activating an ability invigorates you and your allies within 8m, increasing movement and rate of fire by 10% for 6 seconds. |
| 35 |
|
Eye of the Tiger
6 points |
Reduces the cooldown of movement abilities by 10% |
| 40 |
|
Second Wind
9 points |
Killing 5 or more enemies within 5 seconds while your health is below 35% heals you for 60% of your maximum health. |
| 45 |
|
Hunter
9 points |
Shooting an enemy grants 5% bonus damage against that enemy for 3 seconds. Shooting the same target repeatedly increases the damage once per second up to a maximum of 20% bonus damage. |
How the points work is explained in the perks guide.