Barik is good, he's a point tank unlike Ash who's an off tank or a main tank (MT), the reason new players, silvers, and golds think Barik is bad is because they're missing out on the actual kit that is hidden in his cards
Talents:Fortify: play the champion as intended by the designer, have a shorter cooldown, a bigger shield, and you keep the hitscan weapon that can land headshots, deals 500 up close, always deals either 100 or 250 (375 on headshot) at sniper range depending on luck and maybe on how centered your crosshair was on the enemy.
Tinkerin: On small maps, deal huge damage at mid range to the enemy support or backline damage, community calls it fat Cassie, your weapon is a projectile with damage falloff at range
Tinkerin' Projectiles are blocked by your turrets. Normal Blunderbuss fires through them normally
also used to break down Fernando shield faster with wrecker 3:
Hitscan 500 * 1.9 = 950/s damage to Nando shield
Tinkerin 600 * 1.9 = 1140/s, huge game changer
Forge Fire: throw the game unless you're only playing vs noobs or only hitscan, a meme build, was good on console due to the same reasons terminus was good if you know what I'm saying...
Forge Fire: lose dome shield, you now can have up to 4 turrets and you can only win if you were already winning without relying on them, source of a known copy pasta on the official palacord.
Against blasters (especially spammers) your turrets can't be of any use so you run a build without turret cards and you also place your turrets away from the point like behind it or to the sides, this is why ForgeFire is a throw pick! don't play it! it's now deleted from viability as it was a console only talent...
Loadout EssentialsBrave and bold 4 makes your HP 4000 and this is a must, you can't play Barik without this.
Bowling ball gives rocket boots its main use: gain enough shield to live through another hit while retreating to safety
Failsafe 3 (minimum and maximum is 3) is a must, it's the only reason Barik can survive for so long.
Fuel Efficiency: this card is a must on certain maps, even on 1 point it's really great! don't judge before trying it!
What else? from there you have a few points you can use, and this is the source of his build variety.
Build Variety:Your loadout depends on existence of enemy blasters, spam blasters, vs no blasters at all.
Without blasters it's up to you to choose 1 turret heal card or the other, or just both, usually vs Fernando I keep the repair card to annoy him more and keep the turret on the side so he can't burn me and the turret at the same time, dance!.
Against spammers you'd run a CDR (cooldown reduction) build using One Man's Scarp.
ITEMS:Rejuv is your best friend.
Wrecker vs Nando and Torvald, not worth it for the rest imho.
Tinkerin enjoyers like Chronos.
Dying a lot? master riding.
Haven over Veteran, sometimes mix the two if it's a meme elo lobby....
Resilience vs cc.
Brave and Bold
Armor
Increase your maximum Health by 600.
Level 4
Bowling Ball
Rocket Boots
Gain a 600-Health Shield for 3s after activating Rocket Boots.
Level 4
Failsafe
Armor
Reset the Cooldown of Rocket Boots after falling to or below 30% Health.
Level 3
Brave and Bold
Armor
Increase your maximum Health by 600.
Level 4
Bowling Ball
Rocket Boots
Gain a 600-Health Shield for 3s after activating Rocket Boots.
Level 4
Failsafe
Armor
Reset the Cooldown of Rocket Boots after falling to or below 30% Health.
Level 3
Healing Station
Turret
Heal for 75 every 1s while standing near any of your Turrets.
Level 3
Fuel Efficiency
Rocket Boots
Increase the duration of Rocket Boots by 0.3s.
Level 1
Brave and Bold
Armor
Increase your maximum Health by 600.
Level 4
Bowling Ball
Rocket Boots
Gain a 600-Health Shield for 3s after activating Rocket Boots.
Level 4
Failsafe
Armor
Reset the Cooldown of Rocket Boots after falling to or below 30% Health.
Level 3
Field Deploy
Turret
Heal for 40 each time one of your base Turrets hits an enemy.
Level 2
Combat Repair
Turret
Heal all of your Turrets for 180 every 1s while you are standing near them.
Level 2
Brave and Bold
Armor
Increase your maximum Health by 600.
Level 4
Bowling Ball
Rocket Boots
Gain a 600-Health Shield for 3s after activating Rocket Boots.
Level 4
Failsafe
Armor
Reset the Cooldown of Rocket Boots after falling to or below 30% Health.
Level 3
One Man's Scrap
Armor
When a Turret is destroyed, reduce your active Cooldowns by 15%.
Level 3
Fuel Efficiency
Rocket Boots
Increase the duration of Rocket Boots by 0.3s.