The Omnidyne Mammoth is unrivaled when it comes to protecting their squad.
Mammoth is unique in that it's primary weapon is actually good - it is the only frame in game whose natural primary weapon is good on it's own. With extremely high rate of fire and weapon area - Mammoth can make quick work of both large and small mobs - and since it doesn't rely on abilities for damage, it can use Heavy Armor without worry of blocking HKM charge. Cycling between Thunderdome and Heavy Armor alone is more than enough to keep a Mammoth alive and healthy - and with it's charge it can easily move around as needed.
| Slot | Name | Description | |
|---|---|---|---|
| Primary weapon | Rotary Blaster | The signature weapon. A new Mammoth starts with the RC-01 Wendigo. | |
|
Ability | Gravity Pull | When you activate Gravity Pull, enemies in a cone in front of you within Gravity Pull's Range are dragged to your location, taking Kinetic damage in the process. |
|
Ability | Thunderdome | Create a spherical energy shield around yourself that will block enemy projectiles. The Thunderdome can be destroyed prematurely by damage taken from hostile attacks. |
|
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 | Dreadfield | Project a field that deals Kinetic damage over time and weakens enemies within the area of effect, reducing the damage that they deal. |
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 |
|
Harden
3 points |
After taking damage, your armor hardens to reduce all damage taken by 2% for 4 seconds, stacking up to 10%. |
| 25 |
|
Thick Skull
3 points |
Reduces all headshot damage taken by 20%. |
| 25 |
|
Shields Up
3 points |
Increases the health of all shields by 20%. |
| 30 |
|
Deflection Plating
6 points |
Damage from all sources is reduced by 5%. |
| 35 |
|
Thick Hide
6 points |
Increases Bonus Health by 25% |
| 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 |
|
Health Surge
9 points |
Activating an ability heals you for 15% of your maximum health over 10 seconds. |
How the points work is explained in the perks guide.