The Astrek Rhino can throw their weight around in close combat, dealing high damage.
Rhino is unmatched in both area damage and single target damage. With Penetrating Rounds, Rhino can make extremely effective use of the very high single-target damage Omega Parsied. However, in most cases single-target damage is not very useful, even with Penetrating Rounds penetration abilities Omega does not do a very effective job of clearing more than one mob at a time. Fortunately, Rhino has Epicenter Mighty Charge - Mighty Charge can not only reset itself, but it can consistently reset itself, with a cap of nearly 40 meters area and doing between 3-8 million single-target damage per activation, Mighty Charge is extremely powerful. Rhino also can make use of Heavy Armor which is second only to Electrons Boomerangshot, however Heavy Armor blocks HKM charge so playing Rhino effectively is a slight challenge. With Charge for mobility - there is little a Rhino can't do.
| Slot | Name | Description | |
|---|---|---|---|
| Primary weapon | Photon Lance | The signature weapon. A new Rhino starts with the L90 Sunbeam. | |
|
Ability | Penetrating Rounds | For the duration of Penetrating Rounds, your primary weapon has unlimited ammunition and penetrates through multiple targets. |
|
Ability | Sundering Blast | Release an explosion of energy from your battleframe reactor, snaring and dealing Kinetic damage to enemies in the effect radius. |
|
Ability | Charge | Charge forward at high speed and are immune to knockback effects. Enemies near your charge are damaged, knocked back, and snared. Each enemy struck by Charge grants you increased damage reduction for a duration. This effect may stack up to 10 times. Charge also triggers the Stampede Perk if equipped. |
|
Ultimate | Mighty Charge | Charge forward while dealing damage to enemies and knocking them into the air. |
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 |
|
Get a Move On
1 point |
Increases run speed by 10% while weapon is holstered. |
| 15 |
|
Knockout
3 points |
Increases melee damage by 15%. Attacks with Brawling-type and Hammer-type Auxiliary Weapons now have a 25% chance to stun targets for 2 seconds. |
| 20 |
|
Microcompression Suspension | Absorbs ground impact energy, allowing safe landings from great heights in the events of jump jet or pilot failure. |
| 20 |
|
Back in Action
3 points |
Reduces respawn timer by 50%. |
| 25 |
|
Self-Cleaning Servos
3 points |
Reduces all snare effects and durations by 50%. |
| 25 |
|
Stampede
3 points |
Sprinting slows targets within 4m, reducing their movement speed by 50%. |
| 30 |
|
Deflection Plating
6 points |
Damage from all sources is reduced by 5%. |
| 35 |
|
Kill Stealer
6 points |
Increases weapon and ability damage by 30% against targets below 50% health. |
| 40 |
|
Hellbent
9 points |
Suffering damage causes your Battleframe's offensive systems to go into overdrive, increasing damage dealt by 5% for 10 seconds. Taking repeated damage increases the bonus by 5% per two seconds up to a maximum of 25% bonus damage. |
| 45 |
|
Hero
9 points |
When health reaches zero, become immune to damage for 5 seconds. This effect cannot occur more often than once every 15 minutes. |
How the points work is explained in the perks guide.