





PUNISH STRENGTH
ActiveDeals [200/300/400/500/600]% damage to the 2 enemies with the highest Attack and stuns them for 2 rounds. Additionally, increases the Attack of all allies by [5/10/15/20/25]% for 2 rounds. The first time this skill is used, Nova will also add a shield to herself for [15/20/30/40/50]% of her Max HP for 3 rounds.
Skills — Click to Preview
Mode Rankings
Mediocre mech fighter. Punish Strength hits 2 targets for 600% with a 2-round stun, but the stun is wasted on a single boss. The 50% Max HP shield on first use and +25% ATK team buff provide some defensive and offensive value. Mecha-Smash's reactive Skill/Crit Damage stacking rewards getting hit, but resets after attacking.
Defense Mechanism's DR scaling with Energy above 100 and 50% Energy steal on received basics add survivability. Augmented Power's 50% HP and Stun immunity keep him alive. However, his 2-target kit wastes half its damage in single-boss fights, and his DPS ceiling is modest compared to dedicated mech carries.
Limited Smash value. Punish Strength's 600% to 2 highest ATK enemies with 2-round stun is a solid opener, and the first-use 50% Max HP shield buys time. The +25% ATK team buff for 2 rounds is useful but short-lived. Augmented Power's Stun immunity prevents the most common Smash CC.
However, Mecha-Smash's reactive damage stacking resets after attacking, making it inconsistent. Defense Mechanism's Energy-scaling DR is strong on paper but requires high Energy to activate. No revive, no tag-in synergy, and only 2-target damage limit his team fight impact compared to Dax or Nyx.
Underwhelming PvP fighter. Punish Strength's 2-round stun on the 2 highest ATK enemies is his best PvP tool, but 600% damage to only 2 targets limits his burst output. First-use shield and +25% ATK buff are solid but not fight-defining.
Mecha-Smash's reactive stacking resets after attacking, making it unreliable for sustained damage. Defense Mechanism's Energy-scaling DR is strong defensively but doesn't threaten the enemy. Stun immunity from Augmented Power is valuable, but he lacks the speed, burst, CC breadth, or revive mechanics that define top PvP fighters.
Solid hard-mode bruiser. Punish Strength's 600% to 2 highest ATK enemies with 2-round stun helps control dangerous minions, and the +25% ATK team buff and 50% Max HP shield on first use provide front-loaded value. Mecha-Smash's reactive Skill/Crit Damage stacking rewards tanking boss hits before counterattacking.
Augmented Power's 50% HP, 40% ATK, 35% Crit, and 50% Armor Break give him strong baseline stats. Defense Mechanism's Energy-scaling DR helps survive boss burst phases. Stun immunity prevents common boss CC. Falls short of S tier due to 2-target limitation on his skill and lack of true AoE for minion waves.
Functional sewer bruiser with good durability. Punish Strength's 2-round stun on 2 highest ATK targets controls wave threats, and the first-use shield absorbs initial burst. Augmented Power's 50% HP and Stun immunity provide baseline survivability for sewer attrition.
Defense Mechanism's Energy-scaling DR and 50% Energy steal on received basics help him sustain through multiple waves. Mecha-Smash's reactive stacking can build significant damage in extended fights. Limited by 2-target skill damage — he can't clear waves efficiently and serves better as a durable frontline than a primary damage dealer.
Decent campaign bruiser with multi-stage durability. Punish Strength's 2-round stun on 2 highest ATK targets controls priority enemies per wave, and the first-use 50% Max HP shield and +25% ATK team buff provide stage-opening value. Augmented Power's 50% HP ensures he survives into late stages.
Defense Mechanism's Energy-scaling DR and Energy steal sustain him across stages. Mecha-Smash's reactive stacking rewards the repeated hits campaign content delivers. Stun immunity from Augmented Power prevents common campaign CC. Limited by 2-target damage cap — he struggles to clear full minion waves and works better alongside dedicated AoE fighters.


