Lex

Short Description: A fiery warrior wielding twin flamethrowers, capable of incinerating foes and igniting the battlefield.

RoleFirepower
AffiliationHyperbotics
Actual Health145
StatValue
Health
4
Damage
7
Survival
5
Difficulty
6

Abilities

Ability 1: Firestarter

  • Phase: Blast
  • Cooldown: None
  • Free: No
  • Description: Unleash twin flamethrowers, torching enemies for 28 direct damage. Spaces hit by both templates are set on fire until end of turn, dealing 5 indirect damage to enemies that touch them.
  • Energy Gained: Gain 6 energy per enemy hit. Ground fire hits do not grant energy.
  • Target Type: Free aim
  • Target Range: 4
  • Area of Effect: Cone
Mod NameDescriptionCostType
Heating UpGain 2 more energy per enemy hit.1Energy
HotfootGrants Haste next turn.2Good Status
Heat SignatureEnemies are Revealed until end of turn if hit by both templates.2Bad Status
InfernoDeal 2 more damage to enemies hit by both templates.3Damage Up
Bathed in FlameIncrease template arcs from 30 to 45 degrees.3Effect Size

Default Mod: Hotfoot


Ability 2: Flash Point

  • Phase: Prep
  • Cooldown: 4
  • Free: Yes
  • Description: Imbue yourself, an ally, or an enemy with an explosive charge until end of turn. This charge detonates during Blast Phase dealing 10 indirect damage to nearby enemies, but not the target.
  • Energy Gained: Gain 4 energy per enemy hit.
  • Target Type: Self/Ally/Enemy
  • Area of Effect: radius of 1.5
Mod NameDescriptionCostType
IgnitionThe cooldown of this ability is increased by 1, but resets whenever the Superheated ability is activated.1Cooldown
InfraredCan target through walls.2Range Up
Heat ShieldTarget gains 10 shields until end of turn.2Shield Up
Concussive BlastEnemies hit by the explosion are Slowed.2Bad Status
On FireIf you are superheated, the duration of this ability is increased by 1 turn.2Special

Default Mod: Infrared


Ability 3: Afterburners

  • Phase: Dash
  • Cooldown: 3
  • Free: No
  • Description: Launch yourself toward a target space, dealing 23 direct damage to enemies around the destination. This dash will stop short at the first enemy in your path. Spaces covered by this template are set on fire until the end of the turn, dealing 5 indirect damage to enemies that touch them. Damage from this ability ignores cover.
  • Energy Gained: Gain 5 energy per enemy hit. Ground fire hits do not grant energy.
  • Target Type: Grid
  • Target Range: 4
  • Area of Effect: damage radius of 1.5
Mod NameDescriptionCostType
Scorched EarthIf superheated, ground fire from this ability lasts 1 additional turn.1Special
AftershockEnemies hit by the explosion are Slowed.2Bad Status
Rocket FuelIncrease range by 1.2Range Up
Ground ZeroIncrease damage by 3.2Damage Up
ForgedGain 8 shields per enemy hit.3Shield Up
Engage NOSGrants Haste next turn.3Good Status

Default Mod: Aftershock


Ability 4: Backdraft

  • Phase: Prep
  • Cooldown: 4
  • Free: No
  • Description: Gain 20 shields during Prep Phase. During Blast Phase, hurl a fireball that deals 15 direct damage to enemies it passes through. If you are hit by a direct damage attack, you will throw a second fireball in the same direction, dealing 15 additional indirect damage and setting the ground on fire until end of turn. Enemies that touch the fire take 5 indirect damage.
  • Energy Gained: Gain 8 energy if you hit an enemy, and 2 energy for each enemy hit per blast. Ground fire hits do not grant energy.
  • Target Type: Free aim
  • Target Range: 7
  • Area of Effect: Grid
Mod NameDescriptionCostType
Thermal DynamoGain 5 shields next turn for each direct damage attack that hits you this turn.1Shield Up
Fuel ReservesShields last until the end of next turn.1Special
Burning RageThe damage of the second fireball is increased by 5.1Damage Up
Last StandGain 20 more shields if health is below 60.2Shield Up
UncontrollableGain Unstoppable until end of turn.3Good Status

Default Mod: Last Stand


Ability 5: Superheated

  • Phase: Prep
  • Energy Cost: Activation Cost: 50 energy
  • Description: Unleash your inner flame, becoming superheated until end of next turn. While superheated, dealing damage to enemies with your abilities or ground fire will ignite them, dealing 5 indirect damage during the next turn and showing their location. Ignite damage will trigger Cryo Cores.
  • Free: Yes
  • Target Type: Self
Mod NameDescriptionCostType
FalloutSlow adjacent enemies on cast.1Bad Status
BurnoutGrants Haste until end of turn.2Good Status
WildfireGrants Energized until end of turn.2Energy
Boil OverGrants Might until end of turn, but increases the energy cost of Superheated to 75.3Good Status
Phoenix RisingHeal 10 on cast.3Heal
Spontaneous CombustionLast 1 additional turn. Automatically activates when usable.2Special

Default Mod: Burnout

Dossier

SKILLS: Keeping the heat on her enemies. Heavy fire. Pro flamer.

KNOWN FOR: Always looking for a great match.

PERSONAL MANTRA: It only takes one ember to start a blaze.

BIRTHDAY: October 24

Story:

According to Lex, before the fall of Hyperion, she was slated to be the first true cybernetic soldier of Hyperion. (Her brother was second). She took easily to the training required for cybernetic enhancement, unlike some others in her class, and purportedly “burnt her competition to a crisp” while they were “still learning how to make icicles.”

Due to the failure of the Hyperion reactor, Lex was put into a prolonged and unexpected cryosleep. When the Hyperion Reactor was restarted decades later, her unusual body chemistry caused her to awaken from sleep weeks early. She then vanished for an undisclosed period of time. (Curiously, during this time, it was also reported that sudden wildfires flared up all over frozen Hyperion subzones, thawing some, and burning down others. Connections to Lex are still purely conjecture).

Hyperion records state that Lex can manipulate fire, superheating the air around her and creating explosions at will.

Friends:

  • N/A

Rivals:

  • N/A