T-MAT
Role - Ranged DPS
Archetype - Shooter
2000.0 EHP
1700 HP
15 armor
650 move speed
176.5 scan base dps
1300.0 total dmg over 5s
1035 / 2050 / 3075 scan, proj, and burn damage
Baseline effects
Upgrade effects
![SquarePurifiedStatusEffect.png](/images/6/65/SquarePurifiedStatusEffect.png)
![SquareArmorBoostStatusEffect.png](/images/e/e5/SquareArmorBoostStatusEffect.png)
![SquareFocusStatusEffect.png](/images/7/7e/SquareFocusStatusEffect.png)
![SquareSpeedBoostStatusEffect.png](/images/b/be/SquareSpeedBoostStatusEffect.png)
![SquareCritStatusEffect.png](/images/d/d2/SquareCritStatusEffect.png)
![SquareAcidStatusEffect.png](/images/c/c4/SquareAcidStatusEffect.png)
![SquareSlowedStatusEffect.png](/images/a/ac/SquareSlowedStatusEffect.png)
![SquareStunnedStatusEffect.png](/images/4/48/SquareStunnedStatusEffect.png)
![SquareInterruptsPowerStatusEffect.png](/images/8/82/SquareInterruptsPowerStatusEffect.png)
Playstyle
T-MAT is a long-range shooter with powerful, consistent damage that can focus down a single target or whittle down multiple targets.
- She thrives far in the backline, freely beaming and sending missiles at enemies that don't have the range to fight back.
- Her only reason to get close to the fight is to hit with EMP, which is great against clumped enemies.
- Thrusters provides one of the best escapes in the game, although you do have to be careful not to get stuck on terrain.
- Her focus can potentially deal the most damage of any skill in the game, on top of having great range and no falloff, which makes it great for killing heroes, creatures, and guardians alike.
T-MAT is a relatively easy and effective hero to pick up and play, with good aim being the only skill necessary to dish out tons of damage.
Skills
Hold to lock onto targets, release to fire a volley of homing missile projectiles.
- Maximum 5 missile ammo.
- Must have missiles and lock onto targets to fire.
- Locks onto first target immediately, acquires a second target after 0.6s, and additional targets every 0.3s.
- Can lock onto targets multiple times.
- Missiles apply
burn, 50 dmg/s for 2s.
475.0 total dmg.
- Once fire is completed or canceled, after
5s a missile is restored, with additional missiles restored every
2s. Attempting to lock on resets the restoration timer.
- Can be cancelled after locking on by dodging, using
Thrusters, or using
Overclock.
- Targets that move out of range after lock on are still fired at, and can be hit by missiles.
![Cooldown.png](/images/9/9c/Cooldown.png)
Fly 9m forward quickly for 2s.
- Can be cancelled with dodge or focus.
- Ending animation can be cancelled with
Energy Blast to keep momentum.
Rapidly shoot Energy Blasts and launch
Homing Missiles.
- Uses independent version of these skills, upgrades have no effect.
- There is no damage falloff for any part of this skill.
- Missiles are not consumed.
- Homing Missile deals
75 dmg.
- On hit, missiles apply
burn, 50 dmg/s for 3s.
Focus increases
The in-game tooltip incorrectly states that missiles increase in damage with more focus, when they do not.
Upgrades
LMB - Energy Blast
![Upgrade path R.png](/images/thumb/2/26/Upgrade_path_R.png/52px-Upgrade_path_R.png)
Energy Blast
- Deals +15% damage vs burning enemies.
RMB - Homing Missiles
![Upgrade path L.png](/images/thumb/5/57/Upgrade_path_L.png/52px-Upgrade_path_L.png)
Homing Missiles
This works even if the missiles are not sequential, for example if you have two targets A and B and you lock your missiles on A,A,B,B,A, target A will still be stunned when the last missile connects.
Q - Thrusters
![Upgrade path LR.png](/images/thumb/1/11/Upgrade_path_LR.png/52px-Upgrade_path_LR.png)
Thrusters
- Fly
9m13.5m forward quickly for2s2.3s.
E - EMP
![Upgrade path R.png](/images/thumb/2/26/Upgrade_path_R.png/52px-Upgrade_path_R.png)
EMP
- Fires
13 balls of energy in a horizontal spread.
- Projectiles have reduced size.
The initial hit from all 3 balls can stack on the same target, dealing up to 35 105 dmg if target is in range of all 3 hit areas. This can be done at melee range by firing near your feet.
![Upgrade path RR.png](/images/thumb/6/69/Upgrade_path_RR.png/52px-Upgrade_path_RR.png)
F - Overclocked / Passive
![Upgrade path R.png](/images/thumb/2/26/Upgrade_path_R.png/52px-Upgrade_path_R.png)
Homing Missiles
- Once fire is completed or canceled, after
5s4s a missile is restored, with additional missiles restored every2s. Attempting to lock on resets the restoration timer.
![Upgrade path RL.png](/images/thumb/7/79/Upgrade_path_RL.png/52px-Upgrade_path_RL.png)
Passive
- When regenerating stamina in combat, gain
+20+25 per second. 7s5s combat timer.
The in-game tooltip states only that health regeneration begins 2s earlier, but the actual effect reduces the combat timer, meaning that sprinting and jumping will also cost no stamina 2s earlier.
Talents
Homing Missiles
Notes
- T-MAT's LMB has significant falloff at long range, so moving just a little bit closer to your target can net you a decent increase in damage.
- Missiles fired at targets that are too close can miss, hitting the ground instead.
- If locked on targets escape to safety behind terrain before you have a chance to fire missiles, dodge to cancel the skill and conserve your ammo.
- Position your thrusters so that you will be near the ground at the end, as you will be able to move and act much faster.
- T-MAT's focus skill deals absurd amounts of damage, with a 2 bar focus able to kill full health squishy targets and a 3 bar focus able to kill anyone except Margrave, who can only be killed if the entire skill hits his back.
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