Hyper Healer
Allies affected by [Hyper Ring] gain 85 Overhealth.
Practical framework for stadium powers, item priorities, and round planning on Juno.
Juno - support
by Community - 59,000 cash
Practical item and power sequencing for consistent stadium rounds.
Allies affected by [Hyper Ring] gain 85 Overhealth.
While affected by [Hyper Ring], [Medi-Blaster]'s fire rate is fully automatic.
Allies affected by [Hyper Ring] are healed for 40% of the damage you do.
While using boosting or hovering, gain 100% more Ultimate Charge from Damage or Healing. [Orbital Ray] now follows you and has 50% increased duration.
Vantage Shot
Weapon Power +5% (Mediblaster)
4,000
Pulse Spike
10% Attack Speed (Pulsar Torpedoes, Mediblaster),35% [Pulsar Torpedoes] Projectile Speed,35% [Pulsar Torpedoes] Ally Lock On Speed
10,000
Long Range Blaster
Weapon Power +20% (Mediblaster)
12,000
Gravitational Push
Weapon Power +10% (Glide Boost, Mediblaster),Melee Damage +15%
9,000
Lux Loop
Weapon Power +5% (Mediblaster),Ability Power +5% (Pulsar Torpedoes, Orbital Ray),25% [Hyper Ring] Duration
4,000
PulStar Destroyers
{"abilityLifesteal":0.1}
10,000
Solar Shielding
Ability Power +15% (Pulsar Torpedoes, Orbital Ray)
10,000
Total 59,000
Swap Fission Chamber for survivability and prioritize early health items.
Keep Hyper Healer online and shift budget toward armor/mitigation.
AP
75%
WP
30%
AS
10%
CDR
10%