Sniper Volley Instant 0/1Immediately finishes the cooldown on Series of Shots and increases alacrity by 10% and energy regeneration by 50% for 10 seconds.Left click to add a point | |||
Imperial AssassinPassive0/3Increases the critical damage dealt by Series of Shots, Takedown, and Followthrough by 10%.Left click to add a point | Siege BunkerPassive0/2Reduces all area effect damage taken by 30% while Entrench is active.Left click to add a point | ||
Recoil ControlPassive0/2Reduces the energy cost of Followthrough by 2 and reduces its cooldown by 1.5 seconds.Left click to add a point | FollowthroughPassive0/1Fires a well-controlled follow-up shot at the target that deals (x) - (y) weapon damage. Only usable within the 5 seconds immediately following a Snipe or Ambush. Range: 30 mLeft click to add a point | Pillbox SniperPassive0/2Reduces the cooldown of Entrench and Orbital Strike by 7.5 seconds.Left click to add a point | |
Between the EyesPassive0/2Increases the critical hit chance of Snipe, Series of Shots and Followthrough by 2%.Left click to add a point | Sector RangerPassive0/1Cover Pulse knocks targets back an additional 2 meters. Additionally reduces the activation time of Orbital Strike by 1 second.Left click to add a point | Rapid FirePassive0/3Reduces the cooldown of Ambush and Series of Shots by 1 second.Left click to add a point | Sniper's NestPassive0/1Increases the energy regeneration rate by 1 per second while in cover.Left click to add a point |
Snap ShotPassive0/2Entering cover has a 50% chance to make the next Snipe activate instantly. This effect cannot occur more than once every 6 seconds.Left click to add a point | Diversion Range:35 m instant Cooldown:1 min 0/1Throw a smoking canister at the target, reducing accuracy by 45% for 9 seconds and exposing the target from cover for 6 seconds. Cannot be used on Operation bosses.Left click to add a point | Reactive ShotPassive0/2Snipe and Series of Shots critical hits have a 50% chance to reduce the activation time of the next Ambush by 1 second.Left click to add a point | |
Heavy ShotPassive0/1When Ambush strikes a target within 10 meters, the target is knocked back several meters.Left click to add a point | Ballistic DampersPassive0/2Entering cover grants 3 charges of Ballistic Dampers. Each charge absorbs 15% of the damage dealt by an incoming attack. This effect cannot occur more than once every 1.5 seconds. Ballistic Dampers can only be gained once every 6 seconds.Left click to add a point | Precision AmbushPassive0/2Ambush ignores 10% of the target's armor.Left click to add a point | Imperial DemarcationPassive0/2Reduces the cooldown of Leg Shot by 1.5 seconds.Left click to add a point |
Cover ScreenPassive0/2When exiting cover, you have a 50% chance to gain Cover Screen, increasing ranged defense by 20% for 6 seconds.Left click to add a point | Steady ShotsPassive0/2Increases the damage dealt by Snipe, Series of Shots and Cull by 3%.Left click to add a point | MarksmanshipPassive0/3Increases ranged and tech accuracy by 1%.Left click to add a point | |
0Marksman (Damage) |
Plasma Probe Energy:20 Instant Cooldown:18 secs 0/1Deploys a plasma that attacks the target area, dealing (x) elemental damage over 18 seconds to up to 5 targets by 50% for 3 seconds. Damage is delivered faster within the first few seconds. If the initial hit strikes a target affected by your Interrogation Probe, that target is stunned for 2 seconds.Left click to add a point | |||
Deployed ShieldsPassive0/2Reduces all damage taken while in cover by 3% and reduces the cooldown of Ballistic Shield by 15 seconds.Left click to add a point | Electrified RailgunPassive0/5Series of Shots has a 33.3% chance when dealing damage to electrify the target, dealing (x) elemental damage over 4 seconds. Stacks up to 4 times.Left click to add a point | ||
Energy OverridesPassive0/2After activating EMP Discharge, the next Explosive Probe or Plasma Probe used costs 50% less energy.Left click to add a point | EMP Discharge Instant Cooldown:1 min 0/1Discharges an electromagnetic pulse from an active Interrogation Probe on the target, immediately dealing (x) - (y) energy damage to the affected target. Also immediately finishes the cooldown on Adrenaline Probe and Shield Probe. This ability does not respect the global cooldown and does not require line of sight with the target.Range: 60 mLeft click to add a point | Augmented ShieldsPassive0/2Increases the amount of damage absorbed by Shield Probe by 15%.Left click to add a point | |
Imperial MethodologyPassive0/1Increases the number of cluster bombs dropped by Explosive Probe by 2. In addition, when the cluster bombs detonate, you recover 5 energy.Left click to add a point | Calculated PursuitPassive0/2You have a 50% chance to gain Calculated Pursuit upon exiting cover, which reduces the energy cost of Overload Shot by 100% for 6 seconds. This effect cannot occur more than once every 20 seconds.Left click to add a point | Experimental ExplosivesPassive0/2Increases the critical damage dealt by all area effects by 15%.Left click to add a point | |
Cluster BombsPassive0/2After Explosive Probe detonates, it drops an additional 1 cluster bomb on the target. A cluster bomb explodes when damaged by blaster fire, dealing (x) kinetic damage to the target. Cluster bombs cannot be detonated more than once every second.Left click to add a point | Efficient EngineeringPassive0/2Reduces the energy cost of Explosive Probe, Interrogation Probe and Plasma Probe by 2. Requires 1 point in Interrogation ProbeLeft click to add a point | Interrogation Probe Energy:20 Instant Cooldown:18 secs 0/1Summons an interrogation probe that clings to the target and deals (x) energy damage over 18 seconds. If the target is defeated or the effect is removed prematurely, Interrogation Probe immediately becomes available for use again.Range: 30 mLeft click to add a point | Inventive Interrogation TechniquesPassive0/2Interrogation Probe reduces the target's movement speed by 15% for the duration.Left click to add a point |
Explosive EngineeringPassive0/3Increases the damage dealt by Explosive Probe and all area effects by 5%.Left click to add a point | Vital RegulatorsPassive0/2Adrenaline Probe heals you for 3% of your total health over 3 seconds.Left click to add a point | Stroke of GeniusPassive0/2Activating Cover Pulse has a 50% chance of making the next Snipe activate instantly.Left click to add a point | Vitality SerumPassive0/2Increases total Endurance by 2%.Left click to add a point |
Engineer's Tool BeltPassive0/2Reduces the cooldown of Flash Bang by 7.5 seconds and Fragmentation Grenade by 1.5 seconds.Left click to add a point | Energy TanksPassive0/2Increases maximum energy by 5.Left click to add a point | GearheadPassive0/3Increases total Cunning by 3%.Left click to add a point | |
0Engineering (Damage) |
Weakening Blast Instant Cooldown:15 secs 0/1Deals (x) - (y) weapon damage and causes the target to take 30% additional damage from the Agent's next 10 poison effects. Lasts 15 seconds.Left click to add a point | |||
Devouring MicrobesPassive0/3Increases the damage dealt by poison effects by 5% on targets below 30% of max health.Left click to add a point | Lingering ToxinsPassive0/2Reduces the damage taken by periodic effects by 7.5%. In addition, when Corrosive Dart or Corrosive Grenade end, they have a 50% chance to be replaced by a weaker version of that same effect that deals 15% of the original effect's damage over 9 seconds.Left click to add a point | ||
Cull Energy:25 Channeled:3 sec Cooldown:9 secs 0/1Fires a volley of bolts at the target, dealing (x) - (y) weapon damage each second. For each of your poison effects present on the target, the target is culled for an additional (z) internal damage each second.Range: 10 mLeft click to add a point | Razor RoundsPassive0/2Increases the critical chance of Cull and Series of Shots by 4%.Left click to add a point | CounterstrikePassive0/2Countermeasures has a 50% chance to remove all movement-impairing effects when activated.Left click to add a point | |
Lethal PurposePassive0/2Reduces the cooldown of Adrenaline Probe by 15 seconds. In addition, critical hits with poison effects restore 1 energy.Left click to add a point | Adhesive CorrosivesPassive0/2Corrosive Grenade has a 50% chance to reduce the movement speed of all targets by 30% for 6 seconds.Left click to add a point | Hold Your GroundPassive0/2Reduces the cooldown of Escape by 15 seconds, Shield Probe by 7.5 seconds and Cover Pulse by 2.5 seconds.Left click to add a point | Lethal DosePassive0/3Increases the critical hit chance of all periodic effects by 4%.Left click to add a point |
Corrosive Grenade Energy:20 Instant Cooldown:12 secs 0/1Hurls a corrosive grenade that spews acid in a 5-meter radius on impact, dealing (x) internal damage over 21 seconds to up to 3 targets.Left click to add a point | Targeted DemolitionPassive0/2Increases the damage dealt by Fragmentation Grenade and Corrosive Grenade by 4%.Left click to add a point | Cut DownPassive0/2Increases the damage dealt by Overload Shot, Series of Shots and Cull by 3%.Left click to add a point | |
Slip AwayPassive0/2Reduces the cooldown of Debilitate by 7.5 seconds, and increases movement speed by 15% for 4 seconds after activating Debilitate.Left click to add a point | Flash PowderPassive0/2Reduces all targets' accuracy by 10% for 8 seconds after Flash Bang ends.Left click to add a point | Corrosive MicrobesPassive0/2Corrosive Dart has a 12.5% chance to tick twice when it inflicts damage.Left click to add a point | Lethal InjectorsPassive0/1Increases the duration of Corrosive Dart by 3 seconds.Left click to add a point |
Deadly DirectivePassive0/2Increases alacrity by 2%.Left click to add a point | LethalityPassive0/3Increases ranged and tech critical chance by 1%.Left click to add a point | Razor EdgePassive0/2Increases the damage dealt by Shiv by 4%.Left click to add a point | |
0Lethality (Damage) |
User Submitted / Approved Builds |