Eversor Assassin

“...”

The Eversor Assassin is an unstable, bloodthirsty killer, kept in check with a cocktail of powerful sedatives. When a threat to the Imperium is chosen, the Assassin is unleashed, going to any lengths it takes to destroy the Emperor's enemies.

Unit stats
typehero
squad1
health690
energy100
courage100
Model stats
typehero
armorcommander
sizesmall
xp500
global30
health690
melee skill70
speed5.5
rotation800
sight40 (5)
charge speed-
charge range15
charge duration-
charge cooldown6
leapno
12345678910
health69072576179983988192597110191070
health regen0.50.530.550.580.610.640.670.70.740.78
energy100110120130140155165175185200
energy regen11.051.11.161.221.281.341.411.481.55
melee skill70717273747576777879
melee damage11.051.091.141.181.221.251.291.331.36
range damage11.021.041.061.081.11.131.151.171.2

Default


gk_chain_machete_eversor

melee_pvp damage
44 damage per hit
40 damage per second

gk_executioner_pistol_default_eversor

piercing_pvp damage
30.8 damage per hit
16.05 damage per second

Executioner Pistol


gk_chain_machete_eversor

melee_pvp damage
44 damage per hit
40 damage per second

gk_executioner_pistol_eversor

piercing_pvp damage
45 damage per hit
23.45 damage per second

Eviscerator Axe


gk_eviscerator_axe_eversor

melee_power_weapons_pvp damage
55 damage per hit
50 damage per second

gk_executioner_pistol_default_eversor

piercing_pvp damage
30.8 damage per hit
16.05 damage per second

Neuro-Gauntlet


gk_neuro_gauntlet_eversor

melee_power_weapons_pvp damage
80 damage per hit
80 damage per second

gk_executioner_pistol_default_eversor

piercing_pvp damage
30.8 damage per hit
16.05 damage per second

Melee Resistance Aura

This unit takes 40% less damage from melee weapons.

Unstable Metabolism

When the Eversor dies, his combat drugs react violently, detonating his body and dealing 20 explosive damage in a radius 15 around him. If the Bio-Meltdown ability is active when he dies, he deals 75 explosive damage instead.

Psychon
60

The Eversor deals 30% more damage with his weapons and gains 30% damage resistance for 8 seconds at the cost of 100 hp. Cooldown 30 seconds.

Improved Psychon
60

The Eversor deals 30% more damage with his weapons and gains 30% damage resistance for 12 seconds at the cost of 50 hp. Cooldown 30 seconds. Requires the Synskin upgrade.

Neurotoxin
40

Slow a targeted model by 40% and deal 120 piercing damage over 5 seconds. Cooldown 40 seconds.

Killzone
50

For 12 seconds, enemy units in radius 15 of a targeted area take 25% more melee damage and have their melee skill reduced by 10. Additionally, the Eversor deals 30% more damage and gains 10 melee skill while in this area. Cooldown 45 seconds.

Frenzon
10

While Frenzon runs through the Eversor’s veins he is granted suppression and knockback immunity, 30% damage resistance and takes 8 explosive dps. Toggled ability. Costs an additional 3.5 energy per second to sustain.

Charge
60

Charge at the targeted location, increasing speed by 200%. Each second, all units in radius 6 take 7.5 power melee damage and ability knockback. Targets in radius 2 take an additional 7.5 power melee damage. Damage can only be dealt to each individual model 2 times every 2.5 seconds. Cooldown 50 seconds.

Rapid Reflex
30

Reduce ability cooldowns by 50% and heal the Eversor for 12 hp/s for 10 seconds. Cooldown 60 seconds.

Chem-Cloud Grenades
30

Instantly suppresses enemy infantry in radius 7.5 on detonation. For 12 seconds, enemy infantry in radius 10 lose the ability to regen health, deal 50% less damage, and have their melee skill reduced by 10. These effects linger on entities for 3 seconds. Cooldown 50 seconds.

Melta Bomb
40

Throws a melta bomb at an enemy vehicle or monstrous creature. Melta bombs do 160 melta damage, reduce rotation rate by 60%, and reduce speed by 60% for 15 seconds. Cooldown 60 seconds.

Executioner Pistol  | T1
100 25 20

Equip the Eversor Assassin with an Executioner Pistol, highly effective against infantry. Grants the Neurotoxin ability which slows a targeted model by 40% and inflicts 120 piercing damage over 5 seconds. 23.45 piercing DPS, 40 melee DPS.

Synskin Bodyglove  | T1
110 25 20

Increases the Eversor's health by 75 and health regen by 1 HP/s. Improves Psychon reducing health cost to 50 HP and extending duration to 12 s.

Chem-Cloud Grenades  | T1
110 25 20

Instantly suppresses enemy infantry in radius 7.5 on detonation. For 12 seconds, enemy infantry in radius 10 deal 50% less damage and lose the ability to regen health. These effects linger on entities for 3 seconds.

Eviscerator Axe  | T1
130 25 20

Equip a Power Axe effective against all infantry. Grants the Killzone ability which increases allied melee damage. 50 power melee DPS.

Assault Armor  | T2
150 30 20

Grants the Eversor the Charge ability and increases his health by 150 and health regen by 2 HP/s.

Onslaught Injectors  | T1
100 20 15

The Eversor Assassin imbibes a cocktail of Onslaught, increasing his charge range by 3. Every tier his speed is increased by 0.25 and his melee skill by 1.

Neuro-Gauntlet  | T2
135 35 20

Equip a Neuro-Gauntlet, a claw filled with deadly toxins. Enemies struck by this weapon take an extra 5 piercing DPS for 2.5 seconds over time. The Eversor does not perform special attacks while equipped with this weapon. 80 power melee DPS.

Frenzon  | T3
150 40 20

The Eversor is outfitted with a Frenzon module, one of the deadliest combat drugs known to the galaxy. Increases the Eversor's health by 200, health regen by 1.5 HP/s and energy by 50. Grants the Frenzon ability, granting the Eversor damage resistance and immunity to suppression and all knockback at the cost of health and energy per second.

Cybernetic Enhancement  | T2
100 25 20

The Eversor Assassin is modified with extensive bionics. Increases his energy by 50, energy regen by 0.2 E/s, reduces ability cooldowns by 20%, and unlocks the Rapid Reflex ability which heals the Eversor over time.

Melta Bombs  | T2
125 25 15

Melta bombs are powerful anti-vehicle explosives. Thrown like grenades, they have a shorter range but will adhere to a target. They inflict heavy damage to vehicles but are not usable against other target types.

Sanctify  | T1
50

Instantly restore 75 energy to the targeted squad. Cooldown 80 seconds.

Hypermetabolism  | T1
75

Overclock the Eversor to the peak of his combat performance. He gains +100% cooldown reduction , 2 e/s and 12 hp/s for 15 seconds. Once the duration ends the Eversor takes 30% additional damage for 10 seconds. Cooldown 100 seconds.

Bio-Meltdown  | T2
175

The Eversor takes 10 dps and emits a radius 15 damage aura dealing 10 piercing dps every second for 22 seconds. All infantry exiting the aura continue taking damage for 3 seconds. If the Eversor dies before this ability wears off, all units in radius 15 take 75 explosive damage and weapon knockback. Cooldown 240 seconds.

Mark  | T2
150

Off-map Vindicare support reveals the location of all enemy units on the battlefield for 10 seconds. Cooldown 120 seconds.

Orbital Bombardment  | T3
500

Call in a massive orbital strike capable of destroying even the heaviest units. Deals 30 explosive dps in radius 4 for 6 seconds while lifting units. On detonation, it deals 500 explosive damage in radius 6 and an additional 150 explosive damage in radius 11. Cooldown 120 seconds.