One-Two
Hitting an enemy into a wall with Rocket Punch reloads Hand Cannon and adds 2 extra rounds.
Choose this when
Choose this when you are comfortable punching enemies into walls. A wall impact reloads Hand Cannon and adds 2 extra rounds.
The Best Defense grants 25 overhealth on eliminations, and its overhealth cap increases by 50.
Power Block absorbs projectiles for its first 0.8 seconds.
See when an alternative fits better.
Hitting an enemy into a wall with Rocket Punch reloads Hand Cannon and adds 2 extra rounds.
Choose this when you are comfortable punching enemies into walls. A wall impact reloads Hand Cannon and adds 2 extra rounds.
The Best Defense grants 25 overhealth on eliminations, and its maximum overhealth increases by 50.
The Best Defense grants 25 overhealth on eliminations, and its overhealth cap increases by 50. It helps you gain overhealth in fights where you keep securing eliminations. If eliminations are hard to get but you can land Rocket Punch wall impacts, choose One-Two instead.
Seismic Slam slows enemies it hits by 40% for 2 seconds.
Choose this when enemies escape after Seismic Slam before you can finish them. Enemies hit move 40% slower for 2 seconds.
Power Block absorbs projectiles during its first 0.8 seconds.
Power Block absorbs projectiles for its first 0.8 seconds. Start blocking as a projectile arrives to absorb that attack. If this timing is difficult and you want to slow enemies after Seismic Slam, choose Aftershock.
We checked perk effects, values and conditions against game data, then reviewed the reasons and alternatives. These recommendations interpret when the effects are useful; they are not claims of playtesting every hero. Game data reviewed: 2026-10-12.
English text reviewed: 2026-10-12