ADVISED POWER: 1280
Exodus Yard 2A –– The Separate, Cosmodrome
- Legend Trouble: Extra Shields, Suit Game, Locked Equipment, Bonus Champions
- Fallen Champions: Barrier, Overload
- Fallen Modifier: Scorched Planet
- Location Modifier: + Solar and Environmental damage taken
- Master Modifier: Attrition
- Melt: ++ Void Damages
- Minimal Revives: Gain extra revives by beating Champions
Possible Incentives:
- (If Solo) Unique Legs Shield –– Typical
- Improvement Cores –– Unusual
ADVISED POWER: 1250
Veles Labyrinth –– Forgotten Coast, Cosmodrome
- Tale Trouble: Extra Shields, Match Video Game, Locked Tools
- Hive Champions: Barrier, Unstoppable
- Hive Modifier: Fire Pit
- Destination Modifier: + Solar and also Environmental damages taken
- Shed: ++ Arc Damage
- Minimal Revives: Gain additional revives by defeating Champions
Possible Incentives:
- (If Solo) Exotic Arms Shield –– Uncommon
- Improvement Cores –– Unusual
- Arc Singe: Arc damages rises a little from all sources.
- Brawler: Melee abilities deal more damages and reenergize much quicker.
- Based: Damages taken while you are airborne is substantially raised.
- Sprint Grasp: Briefly boosts the weapon’& rsquo; s ready rate and also aim down views speed after running.
- Hand Cannon Loader: Boosts refill speed of Hand Cannons.
- Upgrade Module (1 for 1 Improvement Core & & 10 Legendary Shards & & 25 Baryon Bough & & 5000 Twinkle)
- Upgrade Module (1 for 1 Improvement Core & & 10 Legendary Shards & & 25 Helium Filaments & & 5000 Twinkle)
- Enhancement Prism (1 for 10 Enhancement Core & & 25 Dusklight Shard & & 10000 Twinkle)
- Enhancement Prism (1 for 10 Enhancement Core & & 25 Antarctic Starwort & & 10000 Glimmer)
- Ascendant Shard (1 for 10 Enhancement Prism & & 100 Spinmetal Leaves & & 50000 Twinkle)