Meridian

Short Description: Hammer-wielding automaton built to defend his allies with the light of Hyperion.

RoleSupport
AffiliationHyperbotics
Actual Health180
StatValue
Health
6
Damage
7
Survival
5
Difficulty
3

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 NameDescriptionCostType
DaybreakGain 4 additional energy per hit while Zenith is active.1Energy
Blunt ForceReduce the effects of cover by half.2Damage Up
BludgeonDeal 4 additional damage in the circle portion of the template.3Damage Up
Path of GloryGain Haste until the end of turn.3Good 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 NameDescriptionCostType
Kinetic ChargerGain 5 energy each time you take direct damage on the turn you cast this ability.1Energy
Local AnestheticHeal you and your target for an additional 5, reduced by 1 for each square away you are.2Heal Up
Field MedicYou gain Haste until end of turn.2Good Status
Back From The BrinkIncreasing the heal amount to your targets by up to 10 more based on missing health.3Heal Up
Guiding LightCan target through walls.2Range Up
CrusaderRange of Reforge reduced by 2. Passive: Base movement increased by 1.3Special

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 NameDescriptionCostType
Whirling DynamoGain 4 additional energy per hit while Zenith is active.1Energy
KneecapperEnemies that dashed this turn are hit for an additional 8 damage.2Damage Up
WallshatterReduce the effects of cover by half.2Damage Up
Compound FractureHit enemies are also Weakened until next turn.3Bad Status
ZealousCooldown of Boneshatter is reduced by 1 per enemy hit past the first.3Cooldown
ConquerorAngle of attack increased by 90 degree.1Area 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 NameDescriptionCostType
Heave HoIncrease range by 1.1Range Up
Shining JusticeGain 4 additional energy per hit while Zenith is active.1Energy
FlashpointIncrease central damage by 3 for each enemy hit in the outer ring.2Damage Up
Heavy JusticeIf no target is hit in the center, all targets are Slowed.3Bad 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 NameDescriptionCostType
SunbathingAllies in the aura gain 2 energy, increasing by 2 each turn it is active.1Energy
SunblockGain 3 extra self shields per enemy in the aura.2Shield Up
SunburstAllies affected by Zenith gain 5 extra healing from Reforge.2Heal
Praise the SunShielding amount increases by 3 each turn it is active.3Shield Up
SunstoppableAllies also gain Unstoppable the first turn it is active.3Good 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 Brynn’s forefathers.

Rivals:

  • Rampart: Meridian reportedly called Rampart a “stripped-screwed punk who wouldn’t know a nut from his head,” much to Rampart’s delight.