MK1 is unlocked at captain level 7 for 34,000 gold, MK2 is unlocked at captain level 10 for 212,000 gold, MK3 is unlocked at captain level 16 for 537,500 gold, MK4 is unlocked at captain level 21 for 1,625,000 gold, MK5 is unlocked at captain level 30 for 2,850,000 gold, MK6 is unlocked at captain level 40 for 3,950,000 gold, and MK7 is unlocked at captain level 48 for ? gold.
Ingame Description[edit | edit source]
The Fixer changes the way battles play out. Fast and durable, she moves around the battle, applying damage here, repairing an ally there. Keeps her teammates alive and annoys the ship out the unfriends.
Everybody loves a good fixer.
Base Stats[edit | edit source]
|MK||Health||Defence||Speed||Ship Agility||Turret Agility|
|1||750 HP||0 DMG||1.01 (Max: 1.38)||34.7° (Max: 71.3° at all MKs)||38.5° (Max: 78.7° at all MKs)|
|2||950 HP||0 DMG||0.9 (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||2430 HP||0 DMG||0.7 (Max: 1.46)||23.8°||29.4°|
|6||2900 HP||0 DMG||0.68 (Max: 1.46)||23.2°||28.2°|
|7||0 DMG||(Max: 1.5)|
Slots and Slot Points[edit | edit source]
|MK||Red Slots||Yellow Slots||Green Slots||Blue Slots|
|4||2||1||3 3||2 2|
|5||2||1||4 4 4||2 2|
|6 and 7||3 3||1||5 5 5||2 2|
Note: Needs MK2, MK3, MK6, MK7, and updated MK1 images.
Patch History[edit | edit source]
- May 2, 2017, 2.2 update:
- MK5 Health: 2195 HP → 2130 HP
- MK6 Health: 2695 HP → 2560 HP
- June 29, 2017, 2.4 update: MK7 added.
- November 14, 2017, 2.6 update:
- MK1 Yellow Slots: 0 → 1
- MK1 Yellow Slot Points: 0 → 1
- MK1 Health: 600 HP → 750 HP
- MK2 Green Slots: 1 → 2
- MK2 Green Slot Points: 2 → 3
- MK2 Health: 800 HP → 950 HP
- MK2 unlock level: 12 → 10
- MK4 unlock level: 22 → 21
- MK5 unlock level: 29 → 30
- MK6 unlock level: 39 → 40
- December 19, 2017, 2.7 update:
- Maximum Turret Agility: 77° → 78.7°
- MK5 Health: 2130 HP → 2430 HP
- MK6 Health: 2560 HP → 2900 HP
- MK7 Health: +390 HP
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
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.
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.
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 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.
Repairing Cooldown, Repairing Boost.
Gallery[edit | edit source]
Note: Needs MK7 image.