
PRIMARY FIRE
Bonespur
Fire a burst of spikes.
tank
Stalwart
Findlay Docherty
Unknown
Hit Points
650425 Health - 225 Armor

A radical disruptor and an unstoppable weapon, Hazard has rocketed to fame in the criminal underworld as he fights to tear the system down.

PRIMARY FIRE
Fire a burst of spikes.
PASSIVE
You deal increased damage to enemies beyond 20 meters. Bonus: 10% increased damage.
PASSIVE
Damaging an enemy reduces their healing received by 25% for 2 seconds.
PRIMARY
Fires radioactive projectiles that deal 20 damage on impact plus 40 damage over 3 seconds as radiation. 5 shots/s, 30 ammo, 1.5s reload. Radiation damage stacks.
SECONDARY
Launch a blob of radioactive material that creates a 4m radius contaminated zone for 5 seconds. Enemies inside take 30 damage/s. 12 second cooldown.
SHIFT
Release a burst of radiation around Hazard, dealing 40 damage and applying 20 damage over 4 seconds to all nearby enemies. 8 second cooldown, 8m radius.
E
Generate a personal radiation shield absorbing 150 damage for 4 seconds. Enemies near the shield take 15 damage/s. 10 second cooldown.
ULTIMATE
Create a massive 12m radius radiation field for 8 seconds. Enemies inside take 40 damage/s plus an additional 10 damage/s for each second they remain in the field (up to 120 damage/s). 2200 point cost.

SECONDARY
Protect yourself from frontal damage, firing homing spikes at nearby enemies and regenerating ammo.

SHIFT
Lunge forward. Activate again to slash at enemies, knocking them back.

E
Launch a spiked wall that damages and knocks back nearby enemies.

EXTRA
Rain down a torrent of spikes, immobilizing enemies.

ULTIMATE
Scale short walls and grab ledges.
PASSIVE
Receive reduced knockback and grant less Ultimate charge to enemies from damage and healing.

PRIMARY
Fire a burst of spikes.
PRIMARY
Automatic radiation projector firing radioactive projectiles. 20 direct damage + 40 radiation over 3s (stacks). 5 shots/s, 30 ammo, 1.5s reload.
Minor Perks

Deep Leap
Violent Leap's range is increased by .
Fallout Zone
Irradiate zone radius increased by 1.5 meters.
Off the Top
Violent Leap's Slash deals 30% more damage to enemies above 250 health.
Persistent Decay
Radiation damage from Gamma Blaster lasts 1 second longer.

Anarchic Zeal
Spike Guard's spikes gain Lifesteal.
Major Perks
Chain Reaction
Enemies killed while irradiated create a small explosion dealing 50 damage in 3m.
Critical Meltdown
Meltdown damage ramp increased to 15 damage/s per second (max 160 damage/s).

Reconstitution
Jagged Wall hits charge Spike Guard with 25 energy, up to 50 extra.

Explosive Impalements
Bonespur hits mark targets with spikes. Quick Melee and Violent Leap's slash detonate them for 40 explosive damage.
Subrole moved from Stalwart to Initiator.
Developer comment: Hazard was originally placed in the Stalwart subrole to mitigate the impact of crowd control during engagements. Since the introduction of subroles, he has struggled in performance. Moving Hazard to the Initiator subrole better supports a more aggressive, sustain-focused playstyle.
Knockback damage increased from 40 to 50. Health increased from 350 to 400.
Developer comment: With recent adjustments to Hazard's block effectiveness, we're restoring some of Jagged Wall's previous strength. These changes make the Wall a more reliable option for both defensive and offensive pressure.
No longer prevents critical damage.
Developer comment: With Hazard's block now less reliable against burst damage, this change increases his mobility, allowing him to reposition and engage more effectively.
Cooldown reduced from 6 to 5.5 seconds.
Lifesteal increased from 25% to 30%.
Damage reduction reduced from 65% to 60%.
Damage reduced from 80 to 70.
Now only refills ammo while dealing damage to an enemy.
Developer comment: Jagged Wall was providing too much impact as a single ability, particularly in combination with the Reconstitution perk. Reducing its health and knockback damage lowers its overall value, while the Spike Guard change requires Hazard to be actively fighting to gain its ammo benefit.
Knockback damage reduced from 50 to 40. Health reduced from 400 to 350.
Changed to a Minor Perk. Violent Leap's range is now only increased by 15% (down from 20%).
Changed to a Major Perk. Now drains additional resource before base resource.
New Major Perk. Bonespur hits mark targets with spikes. Quick Melee and Violent Leap's Slash detonate them for 40 explosive damage.
Changed to a Minor Perk. Spike Guard's spikes now only gain 25% lifesteal (down from 40%).
Removed.
Ledge climb animation time reduced from 0.6 to 0.4 seconds.
Developer comment: Hazard's slower climbing fits his lumbering tank fantasy, but it was a point of friction when trying to chase down or escape from enemies, so we're speeding up how quickly he can vault over a ledge. Additionally, we're boosting Anarchic Zeal's lifesteal as the current value wasn't effective enough.
Spike Guard's Lifesteal is increased from 25% to 40%.
Increase Leap Slash's damage from 30% to 50%.
Violent Leap's range is increased by 20%.
Jagged Wall hits charge Spike Guard with 25 energy, up to 50 extra.
Spike Guard's spikes gain 25% Lifesteal.
Violent Leap's Slash deals 30% more damage to enemies above 250 health.
Violent Leap cooldown increased from 5 to 6 seconds.
Developer comment: We're finding our newest tank's mobility to be a little too hazardous. By decreasing Violent Leap's cooldown, Hazard will have to be more selective with how he dives into the opponent backlines.
Damage reduction reduced from 75% to 65%. Duration reduced from 3.5 to 3 seconds.
Ultimate cost increased 13%.
The angle of protection provided by Spike Guard increased from 104 degrees to 180 degrees. Damage per second reduced from 75 to 70.
Minimum obstacle height to trigger Vault reduced from 1.75 meters to 1.25 meters.
Post-slash recovery time for Primary Fire and Quick Melee increased from .3 seconds to .5 seconds.
Health increased from 350 to 400. Knockback damage increased from 40 to 50. Damage interval increased from 1.5 seconds per target to 1.75 seconds per target.
Airborne momentum lost by casting Downpour reduced from 90% to 50%.
Damage per spike increased from 6.75 to 7.5. Each volley's center projectile no longer has a random launch spread and now always launches straight.
Developer comment: The community feedback from Hazard's trial has been largely positive, despite underperforming slightly. We're adjusting his kit to increase the damage of his primary fire, making Bonespur more consistent and a reliable tool for finishing off enemies.