Fixer

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Fixer
SHIP REPAIR 6.png

The Fixer changes the way battles are played. Fast and durable, she moves around the battle, applying damage here, repairing an ally there. If you get her in your sights, take her out quickly, before she gets away and repairs back to full health. This weird machine and crew members Feelix & Dr. Buzzkill fit together like nuts and bolts.

MK1 is unlocked at captain level 7 for ? gold, MK2 is unlocked at captain level 12 for ? gold, MK3 is unlocked at captain level 16 for 537,500 gold, MK4 is unlocked at captain level 22 for 1,625,000 gold, MK5 is unlocked at captain level 29 for 2,850,000 gold, MK6 is unlocked at captain level 39 for 3,950,000 gold, and MK7 is unlocked at captain level 48 for ? gold.

Base Stats[edit | edit source]

MK Health Defence Speed Ship Agility Turret Agility
1 600 HP 0 DMG 1.01 (Max: 1.38) 34.7° (Max: 71.3° at all levels) 38.5° (Max: 77° at all levels)
2 800 HP 0 DMG 0.94 (Max: 1.38) 30.7° 35.7°
3 1300 HP 0 DMG 0.77 (Max: 1.42) 26.3° 32°
4 1900 HP 0 DMG 0.73 (Max: 1.42) 24.8° 30.7°
5 2130 HP 0 DMG 0.7 (Max: 1.46) 23.8° 29.4°
6 0 DMG (Max: 1.46)
7 0 DMG (Max: 1.5)

Slots and Slot Points[edit | edit source]

Note: Needs MK2, MK3, MK6, and MK7 information.

Strategies[edit | edit source]

Tactic One: move with friends. The Fixer is surprisingly stout and can move in to take part in active combat. Best practice is to manage your healing slot and damage slot cooldowns in order to keep friendlies up and contribute damage to unfriendlies.

Tactic Two: rush the capture point. Because of its slot layout and health the Fixer can move to the point at the beginning of the round and act as a deterrent. This also gives friendlies a fixed point to rally to for repairs.

Considerations: Initial engagements indicate that a sniper fit gives the Fixer a noticeable advantage. A smart unfriendly team will mark the Fixer as primary target, since it can most likely heal itself and others.

Current Fit: Sniper Cannon Repair Bolt Bandage

Overview:

The Fixer isn't very good at lower levels, because you have a high limitation of weapons. Instead, your main focus as a Fixer is to heal and keep your teammates alive via green repairing items. You shouldn't be the one to scout ahead and wedge yourself into a fight. Never do that. It'll get yourself killed much quicker by opposing Defenders, Shooters (One of the real dangers to the Fixer), and even Speeders and high health Enforcers and Fixer. This is especially risky should you be fighting a smart enemy team, where that tactic could cost your team a chance for victory. Smarter teams usually try to target Fixers, meaning they are very, very, very dangerous threats to a Fixer. However, here are some item choices and strategies to make sure you don't get killed very early on.

Item Choices:

Slots: (Read slots and slot points.)

Strategies: MK1: Equip a one-slot point weapon (good recommendations are Carronades, Blast Cannons, and Long Range Mortars), and any green item of your choice. For blue items I would highly recommend a Standard Shield because it will keep you alive much longer, but you can also use Turbo.

MK2: Keep that one slot point weapon and that other combo at MK1, then equip a yellow item of your choice. Some recommendations are Tesla Bolt, Nitro, Overboost, and Frost Blaster.

MK3: Okay, NOW you can switch that one-slot point weapon for a 2-slot point weapon (Napalm Launchers, Triple Torpedoes, Explosive Cannons, and Missile Launchers are highly recommended at this point, but Railguns are also useful, however, this is not recommended, as well as the Big Berta, Big Torpedo, and Fire Bomb. The high cooldown will leave you vulnerable, unable to defend yourself.)

MK4: Alright, if you were talking about that Turbo back there, it's all right now. With the second blue slot, you can play around with your Standard Shield and Turbo all you want. At MK4, the Fixer starts to take a turn in its defensive role. A Shield-Turbo is perfectly fine, but a double Standard Shield combo is good as well. Just be aware of the reduced speed. Still only one combat slot, but why does that matter?

MK5: "When the time comes, I know you will."

Exactly. The Fixer has now unlocked its full potential of repairing. The third green item slot is going to be helpful when the time comes. Not a particularly strong ship, but one that has its potential. Repair Pulse-Repair Bolt-Repair Box Launcher is a good fit at this point. Still limited combat power, but who even cares?

MK6: "The time is right. Stand up to your full potential. Live up to your name"

Okay, okay. The Fixer starts to shine in its combat power by now, with the second red combat slot, you got THAT. Take the strategy from MK3 and fuse it with a Blast Cannon, Mine, Cannon, as well as a mortar of your choice. Flare Guns are also nasty little scrapbuckets to have at this time.

At the same time, the Fixer also lives up to its name, because of the increase from 4 slot points to 5 in the green items.

An example of a strategy that turns useable at MK6.

Repair Pulse (X2), Repair Bolt, Missile Launcher (or Railgun), Blast Cannon, Cannon, Ballpark Mortar, Overboost, Double Standard Shield, but switching out one of the shields and switching it in with a Turbo also works as well.

Perks:

Repairing Cooldown, Repairing Boost.

MK7:

Same strategy.

Gallery[edit | edit source]

Note: Needs MK7 photo.