Fires all his guns at a target in front.
At level 2: Basic Attack DMG +5%
At level 3: Basic Attack DMG +5%
At level 4: Basic Attack DMG +5%
At level 5: Basic Attack DMG +5%
Uses a drone he built himself to take the upper hand in battle. This drone summons a C.O. that can't be healed once per battle, after 35 seconds from its creation.
At level 2: HP +5%
At level 3: HP +5%
At level 4: HP +10%
At level 5: 28 s before summoning C.O.
Throws a portable EMP he built himself, inflicting AoE damage on and around the target. Seals the damaged targets' skills for 8 seconds.
At level 2: DMG +5%
At level 3: DMG +5%
At level 4: DMG +15%
At level 5: Cooldown -4 s, also cancels barriers
Efficiently modifies the operating systems of armored forces. Increases all Mechs' ATK by 10%.
At level 2: All Mechs' ATK +2%
At level 3: All Mechs' ATK +2%
At level 4: All Mechs' ATK +4%
At level 5: All Mechs' DEF Penetration +10% added to Passive buff
We will add them as soon as it's possible!
John Mason is a Ranger employee that focuses more on helping his teammates than on doing damage. Not only can his EMP Granade cancel any barriers, but also it can Silence whoever is struck in the pretty wide explosion. With a CDR set, the EMP cooldown can be lowered significantly, but sadly not enough to perma-Silence someone. Still, when paired with Mone, Mason becomes a staple in Guild Raid coop because together they can make the boss there a sitting duck and he won't ever use his devastating ultimate skill.
Sadly, in PVP he is rarely used because there are better Silencers there (like Choi Jihoon) and in Mecha deck there are cheaper and better options than him.
Story
Raids
Guild Coop
Shadow Palace
Danger Close
Dive 45-50
Relic Dungeons
PVP (SEA)
PVP (GLB)
- can Silence enemies, which makes him BIS for Guild Coop,
- good buffer for Mechs.
- high cost,
- useless in PVP in the current meta.
Set: Cooldown Reduction
Skill Haste substats.
Set: Cooldown Reduction
Skill Haste substats.
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