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2 months ago
2
Patch 2.4
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Free Agent - EU

Loadout Cards
Build Section
Mandatory
Notes

These are the cards you need to have somewhere in your loadouts:

Formidable:

Since the Scorch rework this has been Fernando's go to Legendary. (Yes I call them Legendary cards, not talents, I'm an older player)

This grants massive self sustain and will easily save you from death when coupled with your shield to cleanse cauterise.

It has a 45 seconds internal cool down though so don't let it change how you really play or think too much.

Incinerate:

A considerable chunk of Fernando's damage comes from his Fireball, as it can pass through enemies; suffers no damage fall off; and has some serious range to it.

This decreases the cool down by 50% allowing you to spam it twice as often. You'll often get to use it 3-4 times in a duel before being forced to play defensive, if it ever comes to it that is.

Cavalier:

This card can work at literally any level depending on how you wish to prioritise your cards.

I personally prefer having it at level 3 and above, as this puts Fernando at 5,000+ health whilst not eating up all the loadout points.

Formidable

Formidable

Armor

Regenerate 55% of your maximum Health over 3s when you fall below 40% of your maximum Health.

Level 1

Incinerate

Incinerate

Fireball

Reduce the cooldown of Fireball by 3s

Level 5

Cavalier

Cavalier

Armor

Increase your base maximum Health by 450.

Level 3

Determiners
Notes

These are the cards that can/will more or less determine your overall play-style.

It's strongly advised that you make a different loadout fr each style:

Brand: [Still in testing.]

Theoretically the poke of 4-5 hundred healing will allow you to sustain in duels easier, effectively a 'safer' aggressive style.

Hot Pursuit:

This loadout card is effectively mandatory for a particularly aggressive or Flanknando style of play, as the 40% increase in speed allows for easy chasing, quick retreating, or other such simple re-positioning.

Due to the cards internal cool down of 10 seconds, you're most likely going to proc this speed buff every third or so Fireball. (Assuming you're spamming as soon as possible and never missing)

Immovable Object:

This card is most ideal at level 4 or 5, but can be used at lower levels as a filler if need be.

This card is best for styles that involve remaining in your healer's healing range, or that involve a more cautious approach due to high damage output from the enemies.

If you can block the enemy team's damage for 1.5 seconds with your shield, this card allows your team's healer to very quickly heal you back up if you're below 50%.

Brand

Brand

Fireball

Hitting enemies with Fireball heals you for 500 Health

Level 5

Hot Pursuit

Hot Pursuit

Fireball

Hitting Fireball increases your movement speed by 40% for 3s.

Level 5

Immovable Object

Immovable Object

Armor

While below 50% Health receive 20% increased healing from other players.

Level 4

Fillers
Notes

These cards are purely to fill up the last couple of slots in your loadout, so as to keep the game from throwing a hissy fit when you try to select it:

Last Stand:

It's just a little bit of self sustain to help you when your in a pinch.

It has no internal cool down and as such can be used whenever, though it is entirely shield dependant, rendering it almost useless in the face of strong wrecker.

Heat Transfer:

There's never any need to have this card above level 2.

At level 1 it allows you to reduce your Charge's cool down by up to 4 seconds. This won't let you spam the ability, but it'll certainly reduce it enough to increase your chances of having Charge off cool down in time to escape.

Launch:

It's just a comfortable increase in the distance Charge can go.

Useful for easier chasing and escaping, less useful if you prefer Charge for just short, yet quick, re-positioning.

Safe Travel:

Safe Travel requires a couple more points to be as effective as the other filler cards, but it's usefulness is undeniable.

It allows for a slightly safer initiation with Charge, and then allows you a margin more room for error in your Charge's use for escape.

Last Stand

Last Stand

Shield

While Shield is active and you are below 40% Health, you heal 100 Health each second until you reach 40% Health.

Level 1

Heat Transfer

Heat Transfer

Shield

Every 1000 Damage your shield takes reduces the cooldown of Charge by 0.5s.

Level 1

Launch

Launch

Charge

Increase the distance of Charge by 12%

Level 1

Safe Travel

Safe Travel

Charge

Gain a 150 damage Shield for 3s after you Charge.

Level 1

Example Loadout 1 (Full Aggro.)
Hot Pursuit

Hot Pursuit

Fireball

Hitting Fireball increases your movement speed by 40% for 3s.

Level 5

Incinerate

Incinerate

Fireball

Reduce the cooldown of Fireball by 3s

Level 5

Cavalier

Cavalier

Armor

Increase your base maximum Health by 450.

Level 3

Last Stand

Last Stand

Shield

While Shield is active and you are below 40% Health, you heal 100 Health each second until you reach 40% Health.

Level 1

Launch

Launch

Charge

Increase the distance of Charge by 12%

Level 1

Formidable

Formidable

Armor

Regenerate 55% of your maximum Health over 3s when you fall below 40% of your maximum Health.

Level 5

Example Loadout 2 (Cautious Aggro.)
Immovable Object

Immovable Object

Armor

While below 50% Health receive 25% increased healing from other players.

Level 5

Incinerate

Incinerate

Fireball

Reduce the cooldown of Fireball by 3s

Level 5

Cavalier

Cavalier

Armor

Increase your base maximum Health by 450.

Level 3

Last Stand

Last Stand

Shield

While Shield is active and you are below 40% Health, you heal 100 Health each second until you reach 40% Health.

Level 1

Heat Transfer

Heat Transfer

Shield

Every 1000 Damage your shield takes reduces the cooldown of Charge by 0.5s.

Level 1

Formidable

Formidable

Armor

Regenerate 55% of your maximum Health over 3s when you fall below 40% of your maximum Health.

Level 5

My Personal Solo Tank Loadout
Cavalier

Cavalier

Armor

Increase your base maximum Health by 750.

Level 5

Incinerate

Incinerate

Fireball

Reduce the cooldown of Fireball by 2.4s

Level 4

Immovable Object

Immovable Object

Armor

While below 50% Health receive 20% increased healing from other players.

Level 4

Last Stand

Last Stand

Shield

While Shield is active and you are below 40% Health, you heal 100 Health each second until you reach 40% Health.

Level 1

Heat Transfer

Heat Transfer

Shield

Every 1000 Damage your shield takes reduces the cooldown of Charge by 0.5s.

Level 1

Formidable

Formidable

Armor

Regenerate 55% of your maximum Health over 3s when you fall below 40% of your maximum Health.

Level 5

Notes

This is just my personal loadout I use for when I'm a solo tank, it has more emphasis on survivability over damage or aggression due to the likelihood of my having to contest the objective more often.

(I would advise against solo tank Fernando honestly, due to there being some far better options for solo tanking such as Ash and Inara)

In-Match Items
Build Section
Mandatory
Notes

You need to buy these items due to how effective they are on/for Fernando:

Cauterise:

This is Fernando's best item.

His flamethrower allows you to effortlessly cover an entire area in cauterise afflicting flames, and since the damage over time affect can also apply cauterise, you're able to extend it's duration by a further 2 seconds.

Do not get any other items before this has been maxed out.

If need be a second item can be purchased once this has reached level 2.

Rejuvenate:

Due to gow big of a target

Cauterize

Cauterize

Weapon

Your weapon shots reduce the effect of healing on your target by 90% for 1.5s.

Level 3

Rejuvenate

Rejuvenate

Armor

Receive 30% more healing from other players.

Level 3

Ideal
Master Riding

Master Riding

Armor

Increase your Mount Speed by 15%.

Level 1

Haven

Haven

Armor

Reduce the Damage you take from Direct attacks by 14%.

Level 2

Blast Shields

Blast Shields

Armor

Reduce the Damage you take from Area of Effect attacks by 14%.

Level 2

Filler
Morale Boost

Morale Boost

Armor

Increase your Ultimate charge rate by 45%.

Level 3

Nimble

Nimble

Armor

Gain 30% Movement Speed.

Level 3

Kill to Heal

Kill to Heal

Armor

Getting a kill or elimination heals you for 900 Health.

Level 3

Situational
Notes

Resilience:

Only get this if your getting hit by lots of CC (Obviously)

Typically a 2nd or 3rd item.

Illuminate:

Only get this if the enemy team has a seriously aggressive Skye that either won't leave your support alone, or is foolish enough to keep getting real close to you.

Typically a 2nd or 3rd item.

Wrecker:

Due to Fernando's damage being comprised of lots of smaller ticks rather than big chunks, wrecker isn't his best item. Only get this if the enemy Torvold is spamming his bubble shield onto his teammates.

Typically a 3rd or 4th item.

Bulldozer:

This should only be considered if the enemy team is running some combination of Ying, Grohk, Barik and Inara. Where your team lacks any form of blaster capable of carpet bombing, whilst at the same time not buying bulldozer to compensate.

Typically a 3rd or 4th item.

Resilience

Resilience

Armor

Reduce the duration and effectiveness of Crowd Control and Slows by 90%.

Level 3

Illuminate

Illuminate

Armor

Increase the range at which you see nearby stealthed targets by 60 units.

Level 3

Wrecker

Wrecker

Weapon

Your weapon attacks deal 225% increased Damage to Shields.

Level 3

Bulldozer

Bulldozer

Weapon

Your weapon shots deal 150% increased Damage to Deployables, Pets, and Illusions.

Level 3