- Zero In (1) — Electromagnetic Aid (2) — Ammo Replication (3) — Riot (2) — Focused Beam (2)
- Zero In (1) — Disengage (3) — Ammo Replication (3) — Nova (1) — Focused Beam (2)
- Hard-core (3) — Disengage (3) — Nothing (0) — Riot (2) — Focused Beam (2)
#1 is my classic Nix build. The focus with Nix is on not being seen. The best way to do that is to be really far away. So we take range on 1 and 5. I’m a big fan of Riot Round for the weaken, and Ammo Replication is really fun for big drone value — it has a lot of potential increased value. You can also take Drone Network if you feel like you’ll be out of vision or the enemies have a lot of dashes such that you’ll want to have more traps up. That leaves 2 points for Electromagnetic Aid.
#2 is a variant that takes Disengage, which is really nice for staying safe. Lots of movement — can help you get the extra distance you need to sprint across the map or get more of the way towards the brush you ultimately want to end your invis in.
#3 runs a pierce mod. I used to run this mod all the time, but it can be hard to line up a pierce shot (though not as hard as you’d think). I just prefer the range because it lets me position much more flexibly which is super important on Nix (and one point is cheaper than three points, too), but Hard-core isn’t bad. 34 + 22 = 56. That’s a heck of a lot of damage for a primary ability.
Other twists might include Reaper Shells on ult, but if they’re below 50% you’ll often one-shot them anyway with a simple mighted ult unless it’s a tank. Again, range gives a lot of flexibility. Invis on ult isn’t bad, actually — definitely worth playing around with if you can spare the point and don’t think you’ll need the extra range on ult.
Recommended Catalysts: Might, Fade / Regroup, Adrenaline / Chronosurge
I take Might for a big ult. Second Wind is an option, especially if your support is a Helio, but my philosophy with Nix is that if you take any significant damage, you’re probably just dead. He doesn’t exactly have a lot of hit points or escapes. The whole point is to stay far away and not get caught in the first place. For that reason, we consider running Regroup, even though Fade is my preferred dash catalyst on most freelancers and always a solid choice. Adrenaline is nice because a knockback, especially on an invis turn, can really ruin your day, but if they don’t have that then Chronosurge is nice to reposition yourself (especially on the second turn of stealth, where you can get into brushes you couldn’t otherwise reach) or kite melee.
- Divide (3) — Tagged (2) — Overwhelming (2) — Tr-Tr-Tricky (1) — Faster Than Light (2)
- Divide (3) — Lucent (3) — Nothing (0) — Mighty Me (2) — Razzle Dazzle (2)
- Laser Focused (2) — Tagged (2) — Nothing (0) — Afterglow (3) — Welcome (3)
How much milk does it take to lose a game? 1 Oz. (Credit to Kochevnik.)
I think Divide and Conquer is pretty good? Because you can hit two targets for 26 each, boosted to 29 = 58 damage. That’s a lot. And it’s very likely you can only hit a given target once anyway, say if you’re doing a turret style and only your afterimage is nearby. Or one may be blocked by a wall. Etc.
#1 is my usual build. Oz is very difficult to play, but basically you want to try to hit something every turn and get a big spray when you can.
#2 is supposed to be a cool build where you use Lucent to do a bunch of damage (take Might for your ult, Echo Boost it, then do a big spray the turn after).
#3 is this weird energy build that a friend swears by. I haven’t tried it yet.
Recommended Catalysts: Regenergy, Fade, Chronosurge / Adrenaline
I like Regenergy for Adrenaline is good because if Oz gets knocked it screws up his afterimage position for later, makes his dash weaker, etc., and Chronosurge is good for repositioning.
- Rabid (3) – Play Time (1) – Retractable Leash (2) – Caught the Scent (2) – To Eleven (2)
- Bloodhound (2) – Play Time (1) – Retractable Leash (2) – Dog Shelter (3) – Resonance (2)
#1 is my go-to Solo Queue build where I want to just hunt down some squishy target like a Nix. Full damage, reveal out of invis, and I think range on Dash and Walkies are almost always good options.
#2 is a more serious survival-heavy build. I would probably run something like this in competitive.
Note: Please do not take Hunting Dog under any circumstances. Yes, the mod has fringe uses, but most of the time it just takes you out of the fight for an extra turn unnecessarily. For three points, you don’t want a mod that is often detrimental.
Recommended Catalysts: Second Wind, Fade, Adrenaline / Chronosurge
Adrenaline so you can make sure to pull people where you want them to go. Chronosurge also not bad for sticking to targets.
- Honed (1) – Crane (2) – Escalating Force (2) – Cut Them Down (3) – Vengeance Seeker (2)
- Wandering (2) — Monkey (1) — Escalating Force (2) — Cut Them Down (3) — Vengeance Seeker (2)
I like Honed Edge and Wandering Warrior on primary. Cross Slash is pretty good for burst, but it’s hard to find the extra point. Way of the Monkey is nice if you can make use of the 40, and Way of the Crane is decent otherwise. Escalating Force and the ones that gives shields are both good options on the ranged attack, that’s up to you. Cut Them Down is almost mandatory, it’s such good burst. Vengeance Seeker adds a lot of flexibility to your ult, so I recommend it.
Recommended Catalysts: Might / Second Wind, Fade / Fetter, Chronosurge
I think Might is good for a big ult / Ren’s Fury burst turn, and Second Wind is good on a melee who may need to recuperate. Fade is my preferred dash catalyst on most freelancers, but Fetter is good on melee as well. Chronosurge seems quite good on Tol-Ren as he needs to stick on enemies — Adrenaline same principle if against CC.
- Rangefinder (2) — Thermodynamo (2) — Storm Surge (1) — Permafrost (3) — Winter Winds (2)
This is my only Vonn build. Range on primary is near-mandatory — it’s extremely good. Energy on cryo core helps you get your amazing ult, and I like range on it for 2 points. Permafrost is also near-mandatory, giving a third turn of shielding and letting you be safe a significantly higher percentage of the time. Storm Surge is taken with the remaining point — again, energy good. You can mess with the build but I’d keep Rangefinder and Permafrost.
Recommend Catalysts: Second Wind, Fade, Adrenaline
- Extra Shrapnel (3) — Stickiest (2) — Bigger One (2) — Extra Big (1) — Concentrated (2)
- Extra Shrapnel (3) — Phospho (1) — Bigger One (2) — Something Extra (2) — Concentrated (2)
- Extra Shrapnel (3) — Shell Shocked (3) — Long Range (1) — Extra Big (1) — Concentrated (2)
- Mr. Punch (2) — Stickiest (2) — Shock and Awe (3) — Extra Big (1) — Concentrated (2)
I favor Extra Shrapnel on her main attack, but some players like Mr. Punch for the 35 direct. Both are pretty good, but I think Shrapnel is better.
Stickiest is nice on bombs, but I do still take Phospho vs. invis. Shell Shocked is quite nice if you can spare the points.
I like Bigger One and Long Range Ballistics on the Big One now that it’s always a Free Action, but you could justify Shock and Awe in certain circumstances.
The dash mods are kind of a throwaway, but they’re decent too. Might is especially good on Zuki if you do a setup turn (which you can’t if dashing). You could run Booster Jet instead if you prefer energy.
Concentrated Fire and Artillery Barrage are both good on the ult. I prefer the former now that the latter was nerfed. I don’t love through walls — imo much better to line up an ult you’re happy with that take that kind of damage penalty for 3 points.
Recommended Catalysts: Might, Fade, Your Choice
Might is really, really good on Zuki. Not only can you get a massive Mighted ultimate for really huge damage, but you can also set up a big turn with delayed damage. Sticky Bombs and the Big One both deal their damage the next turn, which means you can use one (or both, with Peekaboo!) the previous turn, then Might for a big ult or main attack plus both of those for essentially triple Might. Super good! Fade is my preferred dash catalyst on most lancers. Your call on Blast Phase cata.