5 years ago
21
Patch 2.4
Player Avatar

Free Agent - NA

ABILITIES:

Left Click: Sniper Rifle, Weapon with 24 Ammo, 180 damage a shot every .15 seconds (smg mode). This is useful to confirm kills or ward off flanks as its damage is significant.

Right Click: Sniper Mode, allows charging of a 1200 damage nuke with no falloff. This ability can headshot and is best utilized at maximum charge in tandem with Steady Aim

F (rebind this to Left Shift): Transporter, allows teleportation to where you deploy the transporter shortly after. This teleportation is automatic and cannot be stopped after deployed.

Q: Oppressor Mine, Acts mainly as a reconnaissance ability. You should throw these to dismount enemies at their spawn after winning a point fight by throwing them as far as you can or to detect movement at the start of rounds. Using these to watch your flanks is mandatory into aggressive players.

E: Headhunter, allows faster charging sniper shots, 50% more damage on headshots and infinite ammo for 5s. Unnoticed effect but also increases the size of the enemies head hitbox.

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Tips for playing Kinessa:

1) You are able to animation cancel your reload by throwing an oppressor mine. this is a very effective filler use of time and a micro optimization.

2) You are able to take more aggressive angles than you believe you can with confidence in aim. While typically uncontested at range, that does not mean Kinessa must stay at range to deal her damage.

3) You are required to change angles more than you think. If nobody is coming around a corner and you have no reasoning to believe they will other than simply hoping, you are likely better off reassessing your surroundings and the game state to better effect the gameflow by providing damage to other angles to assuming other positions.

4) Your SMG does damage which should not be ignored, it is often better to finish enemies off with unscoped left clicks as the potential for choking is minimized and you are able to keep them under the effects of Cauterize to reduce healing.

5) TRANSPORTER CAN TELEPORT YOU THROUGH WALLS. By jumping you are able to teleport through as many walls are between you and the end point of your teleporter. This takes practice to be able to naturally tell where you will end up without indication, but is mandatory to playing Kinessa. This makes it much harder to be flanked and a lot easier to escape with your life or turn the fight.

Itemization
Build Section
Notes

Kinessa Itemization is relatively complex and has a key item which I would not normally recommend for other characters: Liferip.

Liferip is put into these builds as it synergizes extremely well with the Talent Steady Aim, ability of Kinessa to drop Cauterize from herself and loadouts which act in tandem with Liferip. The recommendation of liferip is limited specifically to Kinessa so please hear me out.

Burn Playstyle: For this your goal is to be burning through shields as your other damage dealer is a weaker Wrecker or the enemy team comp is heavily reliant on shields. The reason Wrecker is not prevalent in the other builds is that shooting a deployed shield (fernando, barik, khan, etc) forces you to regain the boon from Steady Aim.

Pick Playstyle: This way of playing revolves around more of a solo-carry mindset and is most likely to let you climb. Here you are simply trying to pick off key targets through the use of Kinessa's massive damage potential with headshots and the ability for a quick second shot kill. Morale Boost allows for faster Ult Generation and thus ONE SHOT POTENTIAL. The use of Nimble allows you to peek more aggressive angles and rotate through BunnyHopping with ease to get better Line of Sight on enemies.

Duelist Playstyle: More of a niche, this playstyle is exclusively when facing against other long range poke artists such as Sha Lin, Strix or the mirror match up of Kinessa. Against these match ups simply having sustain through build and the purchase of Liferip is not enough to ensure the victory of the duel. Generally whoever wins the duel between the offensive snipers can snowball the fight. Haven allows you to sustain more poke which has kill potential, other than offensive snipers most poke cannot stop you from safely farming HP off tanks.

Burn Playstyle
Wrecker

Wrecker

Weapon

Your weapon attacks deal 90% increased Damage to Shields.

Level 3

Level 3

Morale Boost

Morale Boost

Armor

Increase your Ultimate charge rate by 30%.

Level 3

Life Rip

Life Rip

Weapon

Your weapon shots gain +30% Lifesteal.

Level 3

Pick Playstyle

Level 3

Morale Boost

Morale Boost

Armor

Increase your Ultimate charge rate by 30%.

Level 3

Life Rip

Life Rip

Weapon

Your weapon shots gain +30% Lifesteal.

Level 3

Nimble

Nimble

Armor

Gain 21% Movement Speed.

Level 3

Duelist Playstyle

Level 1

Haven

Haven

Armor

Reduce the Damage you take from Direct and Area of Effect attacks by 6%.

Level 1

Life Rip

Life Rip

Weapon

Your weapon shots gain +10% Lifesteal.

Level 1

Morale Boost

Morale Boost

Armor

Increase your Ultimate charge rate by 10%.

Level 1

Card Selection
Build Section
Notes

Kinessa Builds revolve around two of the Legendaries: Steady Aim and Reposition (Repo) in the meta.

Steady Aim: This is my bread and butter, I strongly favor this over Repo as I feel the sustain far outweighs the benefit of constant Transporter use. Not only do you sustain HP through continuous fully charged shots, but you can effectively have infinite ammo from the use of one load out card.

Variations exist between two key factors more than anything for this build.

The main variation between builds for steady aim is the choice of Sustain vs Safety. You would want to swap the values of Beam Me Up and True Grit dependent on whether the enemy team contains a flank. Assuming they have a flank you would run a higher level of Transporter speed and run True Grit at level 4. The card values of Quick scope, Prodigy, Open Season remain unchanged regardless of flank pressure.

True Grit 5 is a 500 Heal on Fully Charged Shots (which is most of your shots), in tandem with Liferip 3 this is a 860 Heal when uncauted (and you should be able to be uncauted through taking proper angles) which allows you to soak much more poke damage than other builds.

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Reposition: Another perfectly viable choice, that I am biased against due to the allocation of cards and reduction in overall damage. Through this build you lose the damage potential from steady aim but gain increased safety and ability to act agressive.

The build for this playstyle has become very standardized to a point and revolves generally around holding the maximum level of Calibrate allowing for the ability to maintain Transporter off cooldown. Opting to go for Reposition allows for more unpredictability and mobility while lacking the stopping power of standard Steady Aim Kinessa. This tradeoff is not bad by any means, however I am biased against it believing that you do not need the permanent uptime of Transporter in exchange for insane sustain.

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Eagle Eye: A footnote must be mentioned for Eagle Eye, a Talent which was the premier option for Kinessa prior to its nerf. It had in the past provided a headshot multiplier of 50% more than the standard (1.5) - which allowed for 2400 Damage headshots. The one shot potential of this card has been lost with its reduction of half (25%). It now deals 2100 Damage headshots, which while still lethal to various characters is less than that of Steady Aim.

Steady Aim Standard
Quick Scope

Quick Scope

Sniper Mode

Reduce scope-in and scope-out time by 40%.

Level 2

Prodigy

Prodigy

Sniper Mode

Increase your Movement Speed while in Sniper Mode by 75%.

Level 3

Open Season

Open Season

Sniper Mode

Hitting an enemy with a fully-charged Sniper Mode shot generates 1 Ammo.

Level 1

True Grit

True Grit

Sniper Mode

Hitting an enemy with a fully-charged Sniper Mode shot Heals you for 250.

Level 5

Beam Me Up

Beam Me Up

Transporter

Increase the Flight Speed of Transporter by 40%.

Level 4

Reposition
Quick Scope

Quick Scope

Sniper Mode

Reduce scope-in and scope-out time by 60%.

Level 3

Prodigy

Prodigy

Sniper Mode

Increase your Movement Speed while in Sniper Mode by 75%.

Level 3

Reconfigure

Reconfigure

Transporter

Activating Transporter generates 8 Ammo.

Level 2

Restore

Restore

Transporter

Heal for 12% of your maximum Health after Teleporting with Transporter.

Level 2

Calibrate

Calibrate

Weapon

Hitting an enemy with your Sniper Rifle in Carbine mode lowers the Cooldown of Transporter by 0.75s.

Level 5

Who You Beat, Who Beats You.
Champion Section
Those You Counter
Bomb KingCassieLianViktorTyraVivianWilloImaniDredgeFuriaGrohkPipSerisYingBarikInaraMakoaRuckusKhanAtlas
Notes

Kinessa is in an odd place, in which she counters most of the roster if played properly. When she can operate uncontested she is able to entirely decimate enemy teams.

Supports: Kinessa is able to counter the common healing strategies provided as her damage is so bursty that it is able to delete characters either in a single hit or find the second required shot before they are able to be healed above the damage threshold of her shots.

Damage Dealers: Kinessa counters the more ranged variants of the roster with a few exceptions (that will be listed down below). Where most characters suffer from the issues of fall-off or Leading Shots, Kinessa does not. Due to not having to deal with these massive restrictions, she is able to effectively out trade the rest of the damage roster when operating in her effective range - and if they are close there is still headshot potential.

Tanks: There are few tanks which are able to avoid Kinessa's razor focus on their heads. Most tanks have fairly large hitboxes to allow Kinessa to leach HP off of and are subject to massive fall-off damage. These hitboxes allow Kinessa to effectively farm tanks provided there is not a concentrated effort to dislocate her.

Those Who Counter You
GroverAndroxusEvieBuckKogaTalusLexMaeveStrixSha LinDrogozFernandoAshJenos
Notes

There are various factors which lead to a Kinessa being less effective than her maximum potential: Shielding, Flanks and Ranged Poke.

Shielding: This takes the form of Fernando and Ash. Both these tanks are able to dislocate kinessa while receiving little to no damage due to their shield abilities being unaffected by bonus damage as well as Ash being able to pressure and Aim Punch Kinessa through her left clicks.

Flanks: This cast is able to effectively pressure out Kinessa through their presence alone. While these characters are still alive and working their way into the backline, Kinessa is unable to focus on burning the enemies backline and tanks as intended. These characters are simply able to stall Kinessa and pounce on her if she is not wary at all times of their presence.

Ranged Poke: This falls more into the category of straight dueling. Strix possesses a card in his arsenal that allows him to recieve up to 30% reduced damage while utilizing his scope. This means he can effectively wait until Kinessa shoots him (to minimize damage) and then return fire with his 1200 damage shot. Both Strix and Sha Lin posses stealth abilities. These allow them to open up the fight with the first shot on Kinessa in most situations leading to a massive disadvantage for the Kinessa.

Outliers:

Torvald: Poses a problem by providing his aid to those who Kinessa would seek to execute as they reach the health threshold, as well as often being paired with a flank allowing for hard dives without equal.

Drogoz: Suprisingly, Wyrm Drogoz is able to effectively contest Kinessa depending on map. Through his silent hovering, he is able to often get a massive payload off on Kinessa due to her limited FOV in scope.

Jenos: The main reason he is listed as a counter is his ability to use his ultimate to secure a kill on Kinessa. Unlike most of the cast, she is unable to effectively react to his ability due to being stuck in the scope animation and requiring extremely fast reflexes to avoid. I would not object to going Reposition in this matchup as the heals he provides should not outweigh your damage regardless.