Abilities: Soldier Skills Level 2: Shield Bash Level 4: AP Slug Level 4 Bonus: To Protect and Serve Increases the Enforcer's Maximum Health by 100. Spoiler Ability Name: Shield Bash Ability Button Description: Deals 150 damage to nearby enemies, knocking them back and stunning non-Massive enemies for 1 second. Ability Cost: 25 Energy Cooldown: 10 Seconds Ability Filters: Ground Effect: See Description. 1.5 effect radius. Transient: Yes Menu: Main Hotkey: E Ability Name: AP Slug (Toggle) Ability Button Description: [Activate] Switch ammunition to AP Slugs, which increases Weapon Damage by 50% but removes Splash Damage while active. [Deactivate] Switch ammunition to Buckshot, which lowers Weapon Damage but deals Splash Damage while active. Ability Cost: None Cooldown: 2 Seconds Ability Filters: Self Effect: See Description. Transient: Yes Menu: Additional Actions Hotkey: H Shotgun Proficiency Increases the damage, attack speed, and splash radius of the Enforcer's Combat Shotgun. Level 1: +10% Attack Speed and Weapon Damage, +25% Splash Radius Level 2: +20% Attack Speed and Weapon Damage, +50% Splash Radius Level 3: +30% Attack Speed and Weapon Damage, +75% Splash Radius Level 4: +40% Attack Speed and Weapon Damage, +100% Splash Radius Level 4 Bonus: Explosive Shot Activate to deal 4x damage on the next attack. Spoiler Ability Name: Explosive Shot Ability Button Description: Load a High Explosive Shell into the Shotgun, increasing the damage of the Enforcer's next attack by 300%. Ability Cost: 15 Energy Cooldown: 1 Second Ability Filters: Self Effect: See Description. Notable is that despite being called explosive, the Explosive Shot ability does not deal explosive damage in any capacity and therefore will not trigger Chain Explosives. Ability is disabled if the buff is already active. Visuals: i'unno Transient: Yes Menu: Main Hotkey: R Take Cover! Passively increases Damage Reduction. Take Cover! can be activated to provide Ranged Damage Reduction to the Enforcer and allies in an aura. Level 1: +5% Passive Damage Reduction, +15% Ranged Damage Reduction Aura Level 2: +10% Passive Damage Reduction, +30% Ranged Damage Reduction Aura Level 3: +15% Passive Damage Reduction, +45% Ranged Damage Reduction Aura Level 4: +20% Passive Damage Reduction, +60% Ranged Damage Reduction Aura Level 4 Bonus: Tactical Advance Units under the effect of Take Cover! also gain 60% Explosive Damage Reduction and 10% increased Movement Speed. Spoiler Ability Name: Take Cover! Ability Button Description: Provides 15%/30%/45%/60% Damage Reduction against Ranged attacks to the Enforcer and all allies within a 6 radius. Lasts for 10 seconds. Passively increases the Enforcer's Damage Reduction by 5%/10%/15%/20%. Ability Cost: 50 Energy Cooldown: 20 Seconds Ability Filters: Allied Effect: See Description. Take Cover!'s active effect stacks with the Enforcer's Passive Damage Reduction. Visuals: i'unno Transient: Yes Menu: Main Hotkey: Q Crowd Control Provides access to crowd control tools used by Military Police. Level 1: Tear Gas Grenade creates a smoke cloud to slow enemies even after they've exited it. Level 2: Thunderclap Shells lower enemy Movement Speed when attacking. Level 3: Flashbang Grenade blinds units in an area, causing them to miss all attacks. Level 4: Taser Spike repeatedly micro-stuns a single target. Level 4 Bonus: Suppression Tactics Increases the duration of Crowd Control abilities by 50%. Spoiler Ability Name: Tear Gas Grenade Ability Button Description: Creates a cloud of hazardous gas for 30 seconds that lowers the Movement Speed of units within it by 50%. Units continue to be slowed by 50% for 5 seconds after exiting the cloud. Tear Gas can slow allies. Ability Cost: 50 Energy Cooldown: 30 Seconds Ability Filters: Ground, Air Effect: See Description. Copy/Paste of the (reworked) Grenadier Rifleman's Smoke Grenade ability with an added bonus of a sticky slow and a 30% radius increase. Cloud duration increased to 45 seconds with Suppression Tactics. Visuals: Smoke Grenade except yellow? I'm not so great at this when I don't have the Effect Browser open. Transient: No Menu: Main Hotkey: W Thunderclap Shells Non-Massive Enemies damaged by Basic Attacks have their Movement Speed reduced by 20% for 2 seconds. Massive Enemies are slowed by 10%. Duration increased to 3 seconds with Suppression Tactics. Ability Name: Flashbang Grenade Ability Button Description: Launch a grenade that emits a blinding flash with deafening noise, causing all units within the radius to miss all attacks for 4 seconds. Ability Cost: 40 Energy Cooldown: 20 Seconds Ability Filters: Ground, Air Range: 20 Effect: See Description. MGL delivery, radius identical to the Frag Grenade ability. Duration increased to 6 seconds with Suppression Tactics. Visuals: POWER OVERWHELMING no I'm serious there's a really neat white flash thing called power overwhelming that nobody uses for some reason Transient: No Menu: Main Hotkey: F Ability Name: Taser Spike Ability Button Description: Launch a spike that deals 100 damage per second and micro-stuns the target every 0.25 seconds for 6 seconds. Ability Cost: 75 Energy Cooldown: 40 Seconds Ability Filters: Ground, Air Range: 10 Effect: See Description. MGL delivery. Micro-stuns last for 0.15 seconds. Taser Spike is excluded from the Suppression Tactics effect because they are gained at the same level. Visuals: Could get away with a Marauder grenade, probably. Transient: No Menu: Main Hotkey: V SI: Flechettes (FC) "Increases Weapon Range by 10 and causes Biological targets to bleed for an additional 150 damage over 3 seconds." SI: Police Brutality (PB) "Reduces the Energy Cost and Cooldown of Crowd Control abilities by 50%."