User:Jockshocker/csstestpage

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Look, the Legends are great and they deserve respect, but they've NEVER faced anyone like me. And when we hit the ground, I dare any of them to bring the fight up close and personal.
— Forge just before his death.
Forge
Forge.png
Details
Real Name James 'Jimmy' McCormick
Alias The Forge
Gender Male
Age 28
Height 6'5.5" (196 cm)[1]
Weight 269 lbs (122 kg)[1]
Occupation HFF fighter
Status Deceased
Real-world Info
Voice Actor Darin De Paul [2]
Appearances Season 4 Teasers

This page, Jockshocker/csstestpage, is a garbage pile of a bunch of stuff from a bunch of different pages so that I can test CSS changes in one place easily.

Stats

Attachments

Main article: Attachments
Optics


Damage Profile

Target Modifiers Damage.svg Damage Shots to kill
100 HP 150 HP 175 HP 200 HP 225 HP
Head
(1.5×)
- 39 3 4 5 6 6
Helmet.svg LV.1 36 3 5 5 6 7
Helmet.svg LV.2 33 4 5 6 7 7
Helmet.svg LV.3/4 31 4 5 6 7 8
Body - 26 4 6 7 8 9
Fortified.svg Fortified 22 5 7 8 10 11
Leg
(0.85×)
- 22 5 7 8 10 11
Fortified.svg Fortified 19 6 8 10 11 12

Abilities

Amped Cover

Amped Cover.svg Tactical Q/ LB/L1/LB
Amped Cover
Description Build a crouch-cover wall, which deploys a full-cover amped wall that blocks incoming shots and amps outgoing shots. (Max: 5)
Cooldown 20 seconds

  • You can hold up to 3 charges of this ability, and gain 1 charge every 20 seconds.
  • Ignores ally collision during placement.
  • Amped Cover takes 2 seconds to deploy, during which only the bottom part is available.
    • During deployment, it has 120 health. Once fully deployed, it will have full health.
  • The base and the amped barrier have separate health:
    • The crouch base has 400 health. If this part is destroyed, the entire cover is gone.
    • The amped barrier has 175 health; health is shown through 7 hexagons, each one being worth 25 health.
  • Amped Cover boosts the damage of outgoing shots by 20%.
    • The side that can be shot through is indicated by blue and the blocking side by orange color.
    • Shooting through multiple Amped Barriers will still only amp the damage once, and all Amped barriers after the first one will be destroyed.
  • Non-damaged covers can be picked up to restore one charge.
  • Rampart remains in placement mode until she runs out of walls

  • The walls are susceptible to friendly damage from both Rampart and her allies.
  • The amped barrier can be destroyed by Crypto's Drone EMP.svg Drone EMP.
  • The amped barrier takes 1.5x damage from an Arc Star.svg Arc Star.
  • The amped barrier can be damaged by Caustic's Nox Gas Trap.svg Nox Gas Trap and Nox Gas Grenade.svg Nox Gas Grenade (1 dmg per tick), but cannot be destroyed by them.
  • Thermite Grenade.svg Thermite Grenades only damage the Amped Cover's base.
  • It takes two melee hits to destroy the entire Amped Cover.
    • If you melee an enemy who is too close to the Amped barrier, only the enemy takes damage, not the Amped barrier.

  • Rampart effectively switch between placement-mode and attack mode. Since Rampart can and will place walls rapidly until she runs out reserves, players should practice effective switching between the 2 modes, and practice how to rapidly place walls in appropriate positions
  • While stacking Amped Cover will still only provide you one single effective Amped Barrier, the crouch-covered wall still works. As such, it is still viable to stack Amped Cover during initial setup, depending on the situation.
    • With the 2023-09-19 update, Rampart can rapidly stack up to 3 walls for extra protection. Even if enemies managed to break one, the wall(s) behind them may stay. Depend on situation, stack either 2 or 3 walls from none, which helps ensure that at least a wall stay up. This should be the default deploy method if one is in a firefight.
    • Make sure to destroy the outer amp barrier first, as there is not damage bleed-off.
  • Don't take cover behind a single amped barrier that's still being deployed, for two reasons:
    • The barrier has less health at this point, and being behind it when it's destroyed leaves you vulnerable.
    • Enemies are less likely to try to destroy the in-progress barrier if no one is behind it.
  • If you must take cover behind a single amped barrier while being deployed, crouch behind it while it is being built. (This is referenced in the SFTO "Endorsement", where Rampart jump behind a counter and stay crouch as she activated her amp cover)
  • Alternative to rapidly stack up 3 walls as stated above, deploy the walls side-by-side rapidly, with one angled a bit. This plays into other players' psychology, who usually focus on destroying one wall. By having side-by-side walls, enemies will have to decide which wall to destroy first, but still increase the chance of at least one wall stay up. If they failed to destroy it, you also gain a wider coverage.
  • For aggressive Ramparts fighting in the open, consider placing a wall and then strafe into the open (and continue fighting). In effect the wall serve as a pseudo-decoy: enemy can either shoot you, in which you can go back to the wall for protection; or shoot the wall, which allows you to shoot them back.
  • Take advantage of any temporary cover to set up, such as Gibraltar's Dome of Protection.svg Dome of Protection and Newcastle's mobile shield.
  • If you do not plan to move from the general area, let the barrier-destroyed Amped Cover stay. It can be used to deploy an Amped Cover wall right behind it and thus make it harder for enemies to destroy it during the building animation.
  • A quickly deployed Amp Cover blocks explosions and the stun that comes from it.
  • A slide-build can provide you extra protection on the move.
  • Unlike other defense characters' traps, Amped Cover's effective range is anywhere you have line of sight.
    • Use long-range weapons to maximize its potential. Unlike other Legend's transulent shields, you can shoot throught it.
    • A quick deployment provide users a safe space to confirm enemy's precise location
  • Know the direction of the amped cover. When encountering another enemy's Amped Cover, consider Orange for facing Out, and Purple for Power.
    • For that matter, be aware of your own amped cover, especially when fights become non-linear.
    • Undeploy/destroy amped portion (if not the whole wall) as needed, especially when you foresee possibility of being at the Orange-side of the wall.
  • Amped Cover can't protect shots from above. Don't set up on the low ground if you can help it.
  • Due to head tilting affect position of the head's hitbox, it is viable to look at the ground even when hiding behind the crouch wall to minimize hitbox exposure.
  • If you realize there are 2 possible attack directions that are perpendicular to each other (eg one in front, one to your right), but want to conserve your wall reserves, consider putting one wall at an angle instead of setting up 2 walls to each direction.
  • If an obstacle is blocking your wall's optimal placement location, jumping vertically will allow the placement marker to mark the area further ahead of the obstacle while you are in the air. This can be used to "walk" your wall
  • Enemies like to rush close and jump past your Amped Cover. Counter this by retreating to a second Amped Cover behind it.
  • Similar to Nox Gas Trap.svg Nox Gas Trap, it can be used as a barricade to block a door, so the enemy cannot open the door toward it.
    • Careful not to accidentally lock your squadmates out. They can't open the doors either.

  • Sometimes the wall won’t deploy when placed on certain geometry.
  • Occasionally, in the Firing Range, you'll hear the sound of the wall getting destroyed or picked up, even if there are no walls in your realm.


Modded Loader

Modded Loader.svg Passive
Modded Loader
Description Increased magazine/heat capacity and faster reloads/recharge when using LMGs and the Minigun.
?

  • Increases magazine size by 15% and decreases reload time by 25%.

  • Stacks with the magazine increase of Extended Mags and the reload time decrease of Standard Stock.svg Standard Stocks. Also stacks with the Splatter Rounds.svg Splatter Rounds hop-up, which has the same effect as Modded Loader.
  • Magazine/heat size increases include:
    • Sheila: 150 → 173
    • Spitfire: 35 / 40 / 45 / 50 → 40 / 46 / 52 / 58
    • Rampage : 28 / 32 / 36 / 40 → 32 / 37 / 41 / 46
    • Devotion: 36 / 40 / 44 / 48 → 41 / 46 / 51 / 55
    • L-STAR: 24 / 26 / 28 / 30 → 28 / 30 / 32 / 35; also faster cooldown
  • Reload time decreases include:
    • Sheila: 8.67 seconds → 6.5 seconds
    • Spitfire:
      • Tactical: 3.4 / 3.29 / 3.17 / 3.06 → 2.55 / 2.47 / 2.38 / 2.30
      • Full: 4.2 / 4.06 / 3.92 / 3.78 → 3.15 / 3.05 / 2.94 / 2.84
    • Rampage:
      • Tactical: 3.1 / 3 / 2.89 / 2.79 → 2.33 / 2.25 / 2.17 / 2.09
      • Full: 4 / 3.87 / 3.73 / 3.6 → 3 / 2.90 / 2.80 / 2.7
    • Devotion:
      • Tactical: 2.80 / 2.71 / 2.61 / 2.52 → 2.10 / 2.03 / 1.96 / 1.89
      • Full: 3.63 / 3.51 / 3.39 / 3.27 → 2.72 / 2.63 / 2.54 / 2.45
    • L-STAR (when overheat): 2.45 / 2.37 / 2.29 / 2.21 → 1.84 / 1.78 / 1.71 / 1.65

  • As the passive also affect the cooldown of L-Star, it becomes a very powerful weapon in the hand of a Rampart who can manage its recoil pattern,
    • A Rampart player can carry 2 Standard Stock.svg Purple-Stocked L-STARs, fire a quick burst, then swap to bypass the heat cooldown. Note that this swap must be done before the gun reaching critical, otherwise the full part-swap animation will be played.

  • This ability can persist even after changing characters in the Firing Range. Replacing the LMG you already have with another weapon will fix this.


Mobile Minigun "Sheila"

Mobile Minigun -Sheila-.svg Ultimate Z/LB + RB/L1 + R1/LB + RB
Mobile Minigun "Sheila"
Description Wield a mobile minigun with a single high capacity magazine. Place it down for anyone to use as a stationary and reloadable turret (Max: 3)
Charge time 2 minutes

  • When activated, Rampart carries Sheila with a single magazine of 173 rounds.
    • After firing all the shots, it can either be placed down as a turret or be put away. (Holster will also count as putting it away.)
    • Toggle fire-mode to start the cooldown and the % of unused ammo gets refunded as ultimate energy (max: 75%, unless Sheila was never fired).
    • Use the normal weapon switch to holster Sheila; it will remain "active" with that magazine, and can be switched back with the ultimate button, until it was placed in cooldown or emplaced.
    • Press "Utility action" key to switch between mobile mode and placement mode.
  • Sheila deals 14 damage per round, at 20 rounds/second, with a 2x headshot multiplier and no leg multiplier (full damage profile available at Rampart/Mobile Minigun "Sheila").
  • Sheila has a 1.25 seconds spin up of barrels before any bullets are fired.
    • Laser sight will be activated when spinning, visible to both allies and enemies.
    • Aiming down sights pre-emptively starts the spin up. If the barrel is spinning, you can shoot it immediately.
  • Tap the sprint button to toggle zoom.
    • Mobile mode: 1.8x; Emplaced mode: 3x.
    • Built-in Holosight will pop up when zoomed in, showing distance to the target like a sniper scope.
  • While emplaced, Sheila has 350 health, a magazine size of 150 (or 173 with Modded Loader.svg Modded Loader), and infinite reserve ammo.
    • Angle of fire is limited to 180° in horizontal view and upward to 71° and downward to 53° in vertical view.
    • Emplaced Sheila can be destroyed by pressing "Utility action" key. No charges will be refunded.

  • Can destroy doors.
  • Can be mounted on the back of the Trident.
  • When emplaced, friendly minigun marker is shown on the map.
  • Emplaced Sheila is susceptible to friendly damage from both Rampart and her allies.
  • Emplaced Sheila can be destroyed in two melee attacks.
  • Mobile form is affected by Revenant and Seer's Silence.
  • Holding Mobile Sheila prevents interactions with loot, death boxes, activation panels and material canisters; players also cannot remove items from inventory screen; also cannot take down Amped Cover (due to the same key used to switch to placement mode).
    • Can still open loot containers and doors; can still interact with and on zipline; can still use items on the inventory screen.
  • ADS with Sheila will slow your movement on gravity cannons.
  • The minigun has two inspect animations by Rampart herself and only one inspect animation by other Legends.
  • As it is an ultimate, it does not count as an LMG for the purpose of battlepass challenges.

  • Once the round is over, any remaining ultimate is gone, with no charges carry over; nor would you get a discount for purchase if there are remaining charges.
  • Putting it in cooldown in mid-match will not be able to bring it back out, even if there are remaining charge. (You can still holster freely within the round)

  • Accuracy is initially poor but improves after ramping up.
  • Sheila users need to pay extra attention to the environment.
    • Reduced rate of fire in mobile mode
    • The zoomed scope can easily create tunnel vision
    • Emplace Sheila makes the gunner stationary, and has a limited field of view; smart enemies can easily flank an inattentive gunner.
    • Because of its loud ramp-up sound and tracking laser, enemies will notice when you stay on Sheila for too long and will plan around it.
  • Due to the above, Sheila is best used as a proactive weapon instead of reactive. Put Sheila away if you are suddenly caught by the enemy.
  • Even within a fortified position with walls, sometimes mobile Sheila is better; the addition of movement allows the user to get out of danger fast, while mobile Sheila has a significantly greater FOV, allowing the user to even shoot straight down from the high ground.
  • Emplace Sheila behind a deployed Amped Cover.svg Amped Cover to gain extra cover and more damage.
    • Place Amped Cover behind Sheila so the gunner won't get shot from the back by surprise.
    • Emplace Sheila near chokepoints to force enemies into your line of fire, especially by the Ring-closing in.
    • Emplaced Sheila's reload time is very long and leaves you vulnerable. Sometimes you'll have to use just one magazine and abandon it.
  • Take every opportunity you can to finish off downed enemies. With a fresh magazine, Sheila will grind through at least purple Knockdown Shield.svg Knockdown Shield in seconds, and even possible a team of enemies all equipped with a purple knockdown shield.
  • Panicked enemies have a hard time hitting even a stationary target. The more you can catch them off guard, the better.
  • Consider picking up an emplaced Sheila back up when leaving an area as the enemy may use it against you.
  • If the mobile Sheila has more than 130 bullets (75%) remain, putting it in cooldown mode allows it to be usable after 43 seconds has passed.
  • If the mobile Sheila used more than 87 bullets (50%), consider placing Mobile Sheila in cooldown when one is expected to rotate to a different point of the map to ensure a fresh magazine is available.
  • Holstering a completely depleted mobile Sheila will still put it away until it's fully charged. Thus, if you almost deplete a mobile Sheila (eg less than 15 bullets remain), consider holstering it instead of completely depleting it. That way you can run toward the desired location to emplace it.
  • While you can place Sheila on a Trident's back, It's treated as "user is in the air" and is significantly less accurate. Don't consider this a serious strategy.
  • The angle displayed on the holosight is an exaggeration of the actual angle.

  • Occasionally, in the Firing Range, you'll hear the sound of the turret getting destroyed or picked up, even if there are no turrets in your realm.
  • Performing a melee attack with a completely depleted mobile Sheila will start recharging it's magazine. This persists while remaining in placement mode. Switching to mobile mode allows using the ammo currently on magazine (and stops magazine from recharging any further).

Perks

Perk Effects
Controller Class.svg
Controller

Upgrades

Level 2 Upgrades - Unlocked at 450 EVO
  • Ultimate Cooldown: Reduce Sheila cooldown by 30 seconds. (120 sec → 90 sec)
  • Bandolier: Carry additional ammo per stack.
Level 3 Upgrades - Unlocked at 1800 EVO
  • Ramped Up: Improves Sheila's handling and spinup time by 20%.
  • Amped Reloads: Reload [?]% faster while behind Amped Cover. Also applies to Emplaced Sheila.

Cosmetic Items

There are a total of 109 Legend skins for Wraith; 3 Mythic, 2 Iconic, 45 Legendary, 15 Epic, 28 Rare and 16 Common.

Story of Wraith:

  1. The Liberator: Once a senior science Pilot, Dr. Renee Blasey was driven to unlock the secrets of Phase tech and volunteered for experimental trials. The tests went wrong and stripped her of her memories - but ARES wasn’t willing to let her go so easily.
  2. Voidwalker: Wraith spent years as an ARES Division test subject, exposed to increasingly dangerous experiments. She had lost hope of ever escaping until she met an unlikely ally: herself, from another dimension.

Note:

  1. The skin was named "Ghostwraith" on release, but was changed to its current name.
  2. 2.0 2.1 2.2 This skin changes Wraith's Legend select animation.
  3. May alternatively require Void Specialist.
  4. Store exclusive, included in the Sanguine Bundle.

  1. Original name was Roughneck.
  2. Included in the Quick Draw Wraith Bundle.
  3. This is tied to a promotion with the Monster Energy energy drinks whose rewards can be redeemed starting on September 1, 2021 until March 31, 2022.

Holosprays

Main article: Holospray

Gallery

Videos
Images
Merchandise

Locations

Loading scripts

References