5 years ago
41
Patch 2.4
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Free Agent - NA

ABILITIES:

Left Click: Weapon with 6 ammo, shoots for 520 damage every .36 seconds with heavy falloff.

In order to deal effective damage you must occasionally hit headshots

Right Click: Defiance (Punch) which can serve to animation cancel the Left Click for quick burst. Deals 520 damage and is very often a method to confirm kills in close quarters.

F (rebind this to Left Shift): Nether Step (Dash) allowing you to move omnidirectionally. Has 3 charges before cooldown timer begins. You can stagger these in order to hold onto your mobility for a longer period.

Q: Reversal (counter) allowing you to soak up damage and send it back at the enemies as a projectile with 75% of the damage stored after 1.4 seconds. This is mainly used to proc the reset of Nether Step through loadout cards.

E: Accursed Arm, Androxus' ultimate ability. This allows him to hover for a duration of 4 seconds and release up to 4 shots dealing 1000 damage each in an AOE. Generally you would seek to use this after utilizing your dashes to gain proper positioning in the air for it.

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Common mistakes people make on Androxus:

1) Constant Flicking: You don't have to dash flick every shot, dash is used for the hard commit or escape more often than not - using your dashes for a 1v1 is fine, just dont do so when you can have equally safe damage by simply side strafing.

2) Going for body shots: Androxus damage is simply just more effective if you aim for the head. With Hitboxes being what they are, you should always be looking to get the bonus damage - Androxus body shots are not enough to effectively kill many of the roster - especially accounting for a lack of Cauterize

3) Constant Flanking: You are perfectly capable of burning tanks. The divide between flank and damage is more often a case of mobility. You are not forced to attempt to flank just because characters are listed as that role, just as damage class characters are able to flank. Sometimes the enemy is able to box you out of being able to flank, generally at this point it is encouraged to burn tank CDs more than flank.

Overall what makes a good Androxus and breaks a bad Androxus is fluidity. If the Androxus can cycle cool-downs and time dashes to enemy shots while positioning for a dive or retreat they will do quite well.

It comes down to knowing your limits in regards to what you can do with the cooldowns you have, and not use cooldowns that you do not need.

Itemization
Build Section
Notes

Androxus Itemization is pretty simple for the most part. Primarily you decide what type of play style works best for your team comp, more often than not its dive. Wrecker is situational and is a very good pickup into key Shield Tanks (Torvald,Khan, Ruckus, Fernando).

Situationally you should pickup illuminate into characters such as Sha Lin or Skye in order to entirely shut them down if played correctly with coordination from your team.

Assassin Playstyle

Level 1

Rejuvenate

Rejuvenate

Armor

Receive 10% more Healing from other players.

Level 1

Master Riding

Master Riding

Armor

Increase your Mount Speed by 15%.

Level 1

Haven

Haven

Armor

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

Level 1

Burner Playstyle
Wrecker

Wrecker

Weapon

Your weapon attacks deal 30% increased Damage to Shields.

Level 1

Level 1

Rejuvenate

Rejuvenate

Armor

Receive 10% more Healing from other players.

Level 1

Haven

Haven

Armor

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

Level 1

Card Selection
Build Section
Notes

Androxus builds come down to a lot more personal preference compared to various other characters in the game.

The flexibility exists in the amount of dash distance, speed after dashing and the rate at which you reset reversal CD as well as the option of including self sustain in your build.

While there are many who vouch for inbuilt self sustain and run it at levels ranging from 2-3, generally I find more value in the ability to dive deeper or escape from further distances.

Legendary wise the most common selection is Godslayer. This is for the potential burst from enemies slightly feeding the reset as well as the GUARANTEE of a reset (if you hit the reversal).

A sleeper pick is defiant fist, which has lost most of its dueling potential due to a nerf a few months back. This legendary in my opinion is still something to heavily consider into an Evie or Drogoz matchup as it allows you to confirm kills through chasing a lot easier. Using this, your reversal is not used to go in or turn a fight but more to escape or have a quick pace change.

These builds are just the two core card variants, levels are generally the only things that vary between Androxus builds. I find Punch specific builds running Watchful and Abyssal touch to be too niche and ineffective to encourage their use.

Standard Dive
Power of the Abyss

Power of the Abyss

Reversal

Reduce the Cooldown of Nether Step by 80% after hitting an enemy with Reversal.

Level 4

Through the Warp

Through the Warp

Nether Step

Increase the distance of each Nether Step dash by 25%.

Level 5

Elusive

Elusive

Nether Step

Increase your Movement Speed by 40% for 3s after activating Nether Step.

Level 4

Sleight of Hand

Sleight of Hand

Nether Step

Generate 1 Ammo after activating Nether Step.

Level 1

Seething Hatred

Seething Hatred

Weapon

Reduce the Cooldown of Reversal by 0.5s after hitting an enemy with your weapon.

Level 1

Sustain Dive
Power of the Abyss

Power of the Abyss

Reversal

Reduce the Cooldown of Nether Step by 80% after hitting an enemy with Reversal.

Level 4

Through the Warp

Through the Warp

Nether Step

Increase the distance of each Nether Step dash by 20%.

Level 4

Elusive

Elusive

Nether Step

Increase your Movement Speed by 30% for 3s after activating Nether Step.

Level 3

Abyss Walker

Abyss Walker

Nether Step

Heal for 80 after activating Nether Step.

Level 2

Seething Hatred

Seething Hatred

Weapon

Reduce the Cooldown of Reversal by 1s after hitting an enemy with your weapon.

Level 2

Who you Beat, Who Beats you.
Champion Section
Those You Counter
MaeveTalusSkyeTalusMaeveDrogozViktorWilloDredgeKinessa
Notes

Pip: Simple blaster with a big head, you should not lose this 1v1.

Grohk: Unable to keep up with your DPS in a duel, provided you are hitting headshots you can burn him through his Totem. His ultimate is rendered less effective as you can chase him with dashes and kill him through it.

Evie: This matchup is skill based, but at worst it ends in a stalled confrontation between the two of you.

Talus: Flank with limited HP and a big head. While if you choke the shots it is possible to lose this, you are favored heavily.

Maeve: Flank with the ability to be much tankier than you would assume at first glance through loadout cards. Provided you can predict her daggers, you should be able to force her out or kill her through headshots.

Drogoz: The quintessential example of what you counter. While it is not such a straight counter with team play involved, generally you should be able to dispatch him without issue.

Viktor: Similar to grohk in how he doesnt have the damage to keep up with you, but far more threatening. If you can get up in his face there is little chance he can deal with you, however he possesses the damage and survivability to make it difficult if you are not the one engaging the fight.

Willo: Simple blaster with a big head, you should not lose this 1v1. In addition to this, you can chase her ultimate down relatively easy, serving to protect your team from her death from above.

Dredge: Simple blaster with a lack of mobility. He has no real method to dodge your shots, provided you dont tank his weapon shots, reload and broadside - should be a free kill.

Kinessa: While she does possess the ability to win the duel through a headshot, you should elect to engage her from angles where she cannot easily peek but you can dash from. Generally this is below her directly. Her low FOV will generally allow you to get the first shot off - beware of the potential of reposition allowing her to get a good angle on your however.

Those Who Counter You
JenosGroverLianCassieTyraStrixMakoa
Notes

Jenos: Able to interrupt Androxus dashes with his Lift ability. This removes any chance of using the remaining charges on Androxus' Nether Step and generally leads to a kill if his team can collapse on Androxus.

Grover: Provides a cripple which removes Androxus' Nether Steps in the same fashion as jenos.

Lian: Able to stop the approach of Androxus and give major poke damage if not outright 1v1.

Cassie: Able to burst Androxus provided he has to dive into the territory where she is most effective in order to pressure the backline. Often will win the 1v1 against Androxus. (she is also able to escape the situation with her two gap makers, Roll and Disengage)

Tyra: Marking Androxus as Tyra leads to his position being shown to the whole team, and as she should be running hunting party, Androxus becomes far more squishy. This discourages any aggression from Androxus.

Strix: While strix is a sniper, unless Androxus manages to sneak behind him without use of dashes, he will likely lose. Strix has the burst and ability to quickscope - as well as reveal common routes Androxus would use to flank.

Makoa: Able to hook Androxus through his Reversal and generally peel for teammates. While Androxus can elect to predict the hook and simply burn tanks, makoa can simply hold his cooldowns and force Androxus away from his team.

Good Teammate Synergy
TorvaldRuckusAshFernando
Notes

Torvald: Provides excellent survivability allowing Androxus to venture further into the Enemy team. Should be run with "Field Study" legendary in order to provide Androxus the burst damage to confirm opponents from higher HP thresholds.

Ruckus | Ash: Both these tanks allow for the same principle - organized dive. These tanks can follow up and dive at the same time as Androxus leading to a major pressure point in the enemies backline.

Nando: Fernando provides less diving pressure than an ash or ruckus, but can commit all the same. His ultimate ability allows Androxus to be relentless in his pursuit of kills - keeping him alive without equal.