Meridian
Short Description: Hammer-wielding automaton built to defend his allies with the light of Hyperion.
| Role | Support |
|---|---|
| Affiliation | Hyperbotics |
| Actual Health | 180 |
| Stat | Value |
|---|---|
| Health | |
| Damage | |
| Survival | |
| Difficulty |
Abilities
Ability 1: Dawnhammer
- Phase: Blast
- Cooldown: None
- Free: No
- Description: Smash the ground in front of you, dealing 27 direct damage.
- Energy Gained: Gain 8 energy per enemy hit.
- Target Type: Free aim
- Target Range: 3.5
- Area of Effect: Circle
| Mod Name | Description | Cost | Type |
|---|---|---|---|
| Daybreak | Gain 4 additional energy per hit while Zenith is active. | 1 | Energy |
| Blunt Force | Reduce the effects of cover by half. | 2 | Damage Up |
| Bludgeon | Deal 4 additional damage in the circle portion of the template. | 3 | Damage Up |
| Path of Glory | Gain Haste until the end of turn. | 3 | Good Status |
Default Mod: Blunt Force
Ability 2: Reforge
- Phase: Prep
- Cooldown: 3
- Free: No
- Description: Heal target ally and yourself for 10 to 32, based on their missing health. Enemies around the target are made Weak. You can target yourself if no ally is in range, but you will not receive twice the healing.
- Energy Gained: Gain 10 energy.
- Target Type: Self/Ally
- Target Range: 8
| Mod Name | Description | Cost | Type |
|---|---|---|---|
| Kinetic Charger | Gain 5 energy each time you take direct damage on the turn you cast this ability. | 1 | Energy |
| Local Anesthetic | Heal you and your target for an additional 5, reduced by 1 for each square away you are. | 2 | Heal Up |
| Field Medic | You gain Haste until end of turn. | 2 | Good Status |
| Back From The Brink | Increasing the heal amount to your targets by up to 10 more based on missing health. | 3 | Heal Up |
| Guiding Light | Can target through walls. | 2 | Range Up |
| Crusader | Range of Reforge reduced by 2. Passive: Base movement increased by 1. | 3 | Special |
Default Mod: Guiding Light
Ability 3: Boneshatter
- Phase: Blast
- Cooldown: 3
- Free: No
- Description: Slam enemies for 28 damage. All enemies hit are Slowed until end of turn.
- Energy Gained: Gain 8 energy per target hit.
- Target Type: Free aim
- Target Range: 3
- Area of Effect: 1/2 of a circle with radius of 3
| Mod Name | Description | Cost | Type |
|---|---|---|---|
| Whirling Dynamo | Gain 4 additional energy per hit while Zenith is active. | 1 | Energy |
| Kneecapper | Enemies that dashed this turn are hit for an additional 8 damage. | 2 | Damage Up |
| Wallshatter | Reduce the effects of cover by half. | 2 | Damage Up |
| Compound Fracture | Hit enemies are also Weakened until next turn. | 3 | Bad Status |
| Zealous | Cooldown of Boneshatter is reduced by 1 per enemy hit past the first. | 3 | Cooldown |
| Conqueror | Angle of attack increased by 90 degree. | 1 | Area of Effect |
Default Mod: Wallshatter
Ability 4: Solar Strike
- Phase: Blast
- Cooldown: 4
- Free: No
- Description: Call down your hammer on target location, dealing 24 direct damage and Revealing targets in the central ring,and dealing 20 direct damage to targets in the outer ring. Ignores cover.
- Energy Gained: Gain 8 energy per enemy hit.
- Target Type: Free aim
- Target Range: 7
- Area of Effect: Circle of radius of 2
| Mod Name | Description | Cost | Type |
|---|---|---|---|
| Heave Ho | Increase range by 1. | 1 | Range Up |
| Shining Justice | Gain 4 additional energy per hit while Zenith is active. | 1 | Energy |
| Flashpoint | Increase central damage by 3 for each enemy hit in the outer ring. | 2 | Damage Up |
| Heavy Justice | If no target is hit in the center, all targets are Slowed. | 3 | Bad Status |
Default Mod: Flashpoint
Ability 5: Zenith
- Phase: Prep
- Cooldown: 0
- Free: Yes
- Description: Summon a fusion orb that shields you and your allies for 15 each turn. While active, you are Unstoppable. Lasts until deactivated or until the energy cost cannot be paid. Goes on a 2 turn cooldown when disabled.
- Energy Cost: Requires 20 energy to cast, but the cost increases by 20 per turn until deactivated.
- Target Type: Self
- Area of Effect: circle with radius of 3
| Mod Name | Description | Cost | Type |
|---|---|---|---|
| Sunbathing | Allies in the aura gain 2 energy, increasing by 2 each turn it is active. | 1 | Energy |
| Sunblock | Gain 3 extra self shields per enemy in the aura. | 2 | Shield Up |
| Sunburst | Allies affected by Zenith gain 5 extra healing from Reforge. | 2 | Heal |
| Praise the Sun | Shielding amount increases by 3 each turn it is active. | 3 | Shield Up |
| Sunstoppable | Allies also gain Unstoppable the first turn it is active. | 3 | Good status |
Default Mod: Sunblock
Dossier
SKILLS: Killing you with kindness (and also a giant hammer).
KNOWN FOR: Keeping the Hyperion Stronghold safe for over a century.
DEEPEST FEARS: Failing to restore Hyperion. Being melted by his own hammer. Bugs.
Story
Whispers of the “miracle maker from Hyperion” preceded Meridian’s arrival in Atlas. The paint was dry on his new Trust, Hyperbotics before he’d taken one step into the city. Some say he bribed the Trusts with such incredible wealth, they could rebuild all of Atlas in pure radamantium. As of yet, the city’s only major change has been the blue rise of Hyperbotics across the skyline, leaving many to wonder how the ancient automaton marshalled such power so quickly.
His presence inspired immediate loyalty from a number of Freelancer - Brynn in particular. He’s also been seen frequently at Zuki’s Flying Junkyard, which has created much gossip over whether or not he’s had any work done. (For the record, when asked, the prideful automaton insists he’s 100% original).
Friends:
- Brynn: It is widely believed that Meridian (repeatedly) saved the lives of Brynnâs forefathers.
Rivals:
- Rampart: Meridian reportedly called Rampart a âstripped-screwed punk who wouldnât know a nut from his head,â much to Rampart’s delight.