Illuminati
Grifter Goon Bounty Hunter Fixer Mercenary Illusionist Necromancer Thaumaturge Slayer Gunslinger Bodyguard
Templar
Magus Warlock Exorcist Crusader Executioner Soldier Preacher Gladiator Witch Hunter Puritan Paladin
Dragon
Martial Artist Assassin Monk Warrior Wu Hunter Ninja Neoshaman Warlord Chaos Theorist Pandemonist
Grifter
Description
The Grifter uses elemental powers and a shotgun, but that's only the opening gambit. This is a summoning deck, built around using a variety of manifestations and turrets to do the majority of the Grifter's work. While the Grifter fights with area-of-effect attacks, their summons provide chain, blast, and impairment effects.
Supporting abilities bolster the effectiveness of manifestations and turrets, while the elite passive inflicts damage at the point of summoning.
Weapon Requirements
- Elementalism
- Shotguns
Active Abilities
- Wildfire
- Fire Manifestation
- Lightning Manifestation
- Shotgun Turret
- Ice Manifestation
- Bomb Squad
- Hard Reset
Passive Abilities
- Grounded
- Lightning in a Bottle
- Elemental Precision
- Critical Control
- Blast Corps
- Dead on Target
- Big Bang
Goon
Description
The Goon, wielding blade and hammer, is the face that stopped a thousand punches. This is a deck intended for tanking, focusing on survivability and drawing attacks away from the group. With a variety of buffs that trigger when the Goon is struck with glancing blows, this deck welcomes a beating.
A selection of self-heal effects prop up the Goon's survivability, including both of their elite abilities.
Weapon Requirements
- Blades
- Hammers
Active Abilities
- Forking Paths
- Steel Palace
- Aftershock
- Crimson Theatre
- Martial Discipline
- Ying-Yank
- Silver Streak
Passive Abilities
- Perseverance
- Enervate
- Regeneration
- Shadow Play
- You're Next
- Immovable Object
- Sixth Sense
Bounty Hunter
Description
The Bounty Hunter goes in for the killer combo with shotgun and pistols. This deck involves building up to an overwhelming attack with guaranteed critical hit and penetration. Hindered enemies are vulnerable to the bonus effects of the Bounty Hunter's pistol and shotgun attacks.
With a passive ability set geared towards inflicting and exploiting debuffs, the Bounty Hunter works best focusing on a target and grinding it down.
Weapon Requirements
- Shotguns
- Pistols
Active Abilities
- Pump Action
- Stopping Power
- Set 'em Up
- Kickback
- Sticky Drone
- Takedown
- Shotgun Wedding
Passive Abilities
- Sawed Off
- Pinned Down
- Bad Break
- Gunsmoke
- Invasive Measures
- One in the Chamber
- Close Quarters
Fixer
Description
The Fixer uses fists and a backup assault rifle to solve sticky combat problems. The deck utilizes multi-hit burst attacks from both fist weapons and rifle, with supporting damage-over-time effects. You can switch up area-of-effect attacks with focused assaults as the situation demands.
The Fixer can rely on steadily increasing power the longer they are in combat, with passive abilities for stacking hit rating buffs and damage.
Weapon Requirements
- Assault Rifle
- Fists
Active Abilities
- Safety Off
- Three Round Burst
- One-Two
- Incendiary Grenade
- Bushwhack
- Cage Fight
- Core
Passive Abilities
- Healing Sparks
- Bloodsport
- Follow Through
- Short Controlled Bursts
- Lethality
- Call Your Shots
- Adrenalise
Mercenary
Description
The Mercenary uses an assault rifle and elemental powers to play the battlefield. This deck encourages spreading damage-over-time effects, which can be exploited by both grenade and magic attacks. As the Mercenary needs room to work, there are also options for controlling enemies that get close.
The elite abilities provide a powerful sniper shot, or allow the Mercenary to punish hindered enemies with an explosive effect.
Weapon Requirements
- Assault Rifle
- Elementalism
Active Abilities
- Suppressing Fire
- High Explosive Grenade
- Blaze
- Coldwave
- Flashpoint
- Tactical Retreat
- Red Mist
Passive Abilities
- Molecular Exploitation
- Shoot 'em Up
- Aidelon
- Leeching Frenzy
- Explosives Expert
- Elemental Force
- Demolition, Man
Illusionist
Description
The Illustionist leads enemies to their death, picking off the weak with chaos magic and hammer. Best used to focus on a single enemy, this deck loads extra damage on targets with low health. Supporting effects help push enemies below the threshold faster, with mitigation debuffs and hit rating buffs.
The Illustionist's impairment abilities assist with controlling enemies, and also trigger support buffs and debuffs from passive abilities.
Weapon Requirements
- Chaos
- Hammers
Active Abilities
- Deconstruct
- Schism
- Bone Breaker
- Helter Skelter
- Uneven Ground
- Beatdown
- Prisoner of Fate
Passive Abilities
- Sick Society
- Cutting Thoughts
- Paradigm Shift
- Tenderizing
- Street Fighter
- Breakdown
- From the Abyss
Necromancer
Description
The Necromancer is a modern twist on an old art, stealing life with an assault rifle and blood magic. This is an aggressive healing deck, focused on leeching anima from enemies to restore allies. Leech abilities exploit hindering and damage-over-time effects on the Necromancer's enemies to provide beneficial buffs for allies.
Supplementing the health leech-based healing, the Necromancer can use area-of-effect heals and barriers to quickly support their group.
Weapon Requirements
- Assault Rifle
- Blood Magic
Active Abilities
- Anima Burst
- Transfuse Anima
- Linked Veins
- Blood Pact
- Energize
- Mortar Support
- Universal Soldier
Passive Abilities
- Sanguineous
- Vessel Walls
- Anticoagulant
- Leech Therapy
- Post-Op
- Shadow Medic
- Veteran
Thaumaturge
Description
The Thaumaturge is a battle mage, armed with blood magic and fist weapons. This deck is built around delivering penetrating hits and damage-over-time effects. The Thaumaturge can wrack enemies with damage-over-time from a distance, and then get in close to take advantage of damage and penetration buffs.
The elite blood magic abilities provide further damage-over-time potential, which can be exploited for damage boosts with the Thaumaturge's fist attack.
Weapon Requirements
- Blood Magic
- Fists
Active Abilities
- Boiling Blood
- Blood Spike
- Tear 'em Up
- Anaesthesia
- Cage Fight
- Bushwhack
- Plague
Passive Abilities
- Dark Potency
- Iron Maiden
- Third Degree
- Doom
- Corrupted Blood
- Salt in the Wound
- Gross Anatomy
Slayer
Description
The Slayer brings an assault rifle to a blade fight, allowing punishing damage-over-time and area-of-effect attacks. Combat with this deck involves softening foes up with damage-over-time from the assault rifle, then rushing in with frenzy attacks. Area-of-effect damage features heavily in the Slayer's arsenal.
The Frenzy-supporting passives in the Slayer deck provide staying power, both from further damage-over-time effects and a health leech.
Weapon Requirements
- Blades
- Assault Rifle
Active Abilities
- Bamboo Cutter
- Clearing the Path
- Incendiary Grenade
- Spiral of Death
- Fire at Will
- Trial by Swords
- Four Seasons
Passive Abilities
- Shoot 'em Up
- Leeching Frenzy
- Twist the Knife
- Sudden Return
- Incision
- Sharp Shooter
- Fight of Daggers
Gunslinger
Description
The Gunslinger is quick on the draw with pistols and elemental powers – Old West and New Magic. This deck specializes in inflicting and empowering chain attacks. A Gunslinger can quickly chain critical hits and damage-over-time effects across several targets. Supporting abilities encourage further chain reactions on each hit.
As a Gunslinger works best outnumbered, they also need to work fast. Keeping up critical hits provides a small boost to speed.
Weapon Requirements
- Elementalism
- Pistols
Active Abilities
- Arc Flash
- Semi-Auto
- Electrical Storm
- Deadly Aim
- Sticky Drone
- Flashpoint
- Gun Crazy
Passive Abilities
- Chain Reaction
- Chain Feed
- Mind Over Matter
- Elemental Force
- Criticality
- Running Circles
- Seal the Deal
Bodyguard
Description
The Bodyguard, taking no chances, fields a hammer and shotgun. This deck supports dealing with many enemies at once, prioritizing devastating blast attacks that reduce opponents' effectiveness. The Bodyguard is also built for survivability, with stacking protection buffs and a strong block ability.
The elite abilities allow the Bodyguard to take even more punishment, providing multiple buffs and emergency health regeneration.
Weapon Requirements
- Shotguns
- Hammers
Active Abilities
- Fire and Forget
- No Mercy
- Both Barrels
- Beatdown
- Touchdown
- Stonewalled
- Unstoppable Force
Passive Abilities
- Blast Corps
- Improved Blasts
- Tenderizing
- Stone Cold
- Gunsmoke
- Bullheaded
- Forged in Fire
Magus
Description
The modern Magus supplements their elemental powers with a shotgun. This strike-focused deck is intended to deliver unrelenting damage to a single target. The Magus passive elemental abilities focus on building critical hits, while shotgun abilities add debuffs and damage to strike attacks.
The Magus also has group support potential, with a strong boost to group damage and a shared critical hit buff.
Weapon Requirements
- Elementalism
- Shotguns
Active Abilities
- Ignition
- Raging Bullet
- Flame Strike
- Short Fuse
- Coldwave
- Kickback
- Whiteout
Passive Abilities
- Violent Strikes
- Social Dynamo
- Punisher
- Gunsmoke
- Elemental Force
- Final Fuse
- Live Wire
Warlock
Description
The Warlock uses their battle hammer and chaos magic to form an impregnable bulwark. This is a deck intended for tanking, focusing on survivability and drawing attacks away from the group. The majority of the Warlock's survivability comes from blocking, with additional protection and evasion buffs.
The elite abilities allow the Warlock to take even more punishment, providing multiple buffs and emergency health regeneration.
Weapon Requirements
- Hammers
- Chaos
Active Abilities
- Rupture
- Blowout
- Aftershock
- Reality Fracture
- Trucker
- Stonewalled
- Unstoppable Force
Passive Abilities
- Extended Fracture
- Agitator
- Stone Cold
- Improved Blasts
- Bullheaded
- Inevitability
- Forged in Fire
Exorcist
Description
The Exorcist casts out sickness and wards against evil through blood magic and fist weapons. This is a healing deck, focusing on applying protective barriers to prevent damage. The deck promotes quick application of boosted heal and barrier effects, with rapid recovery of resources.
An Exorcist's barriers apply additional protective buffs to their target. Upon depletion, barriers slightly heal the target and recover the Exorcist's resources.
Weapon Requirements
- Blood Magic
- Fists
Active Abilities
- Linked Veins
- Cauterise
- Creature Comfort
- Angelic Aegis
- Vigour
- Infusion
- Cold Blooded
Passive Abilities
- Splatter
- Angel's Touch
- Sanguineous
- Making Amends
- Glimmer of Hope
- Vessel Walls
- Clotting
Crusader
Description
The Crusader's pistols and hammer chew through weakened targets. This deck involves debuffing a target then landing a string of critical hits, feeding into further debuffs and continuing the loop. The longer a Crusader stays focused on a target, the more damage they inflict with each attack.
As the Crusader works best uninterrupted, pistol drone abilities offer extra damage and a root effect to allow repositioning.
Weapon Requirements
- Pistols
- Hammers
Active Abilities
- Hair Trigger
- Start & Finish
- Bone Breaker
- Area Drone
- Marked
- Sticky Drone
- Gun Crazy
Passive Abilities
- Closer
- Mad Skills
- Punishment
- Insult to Injury
- Tenderizing
- One in the Chamber
- Seal the Deal
Executioner
Description
The Executioner gets their hands dirty with fist and chaos magic melee. This deck is built around delivering a flurry of damage, with many burst abilities that cascade damage over additional hits. Crowd control and fast movement abilities allow the executioner to swiftly reprioritise targets and maintain the pressure.
For maximum effectiveness with an Executioner, hit rating-boosting gear can be useful to ensure multiple attacks and avoid glances.
Weapon Requirements
- Fists
- Chaos
Active Abilities
- Prey on the Weak
- One-Two
- Four Horsemen
- Helter Skelter
- Bushwhack
- Chaotic Pull
- See Red
Passive Abilities
- Ripple Effect
- Cutting Thoughts
- Ferocity
- Follow Through
- Healing Sparks
- Pressure Point
- Adrenalise
Soldier
Description
The Soldier packs an assault rifle and pistols, but their chief weapon is mobility. The deck provides ranged snares and an up close reactive root effect, as well as plenty of damage. This allows the Soldier to stay one step ahead of enemies while peppering them with constant fire.
Passive abilities punish hindered enemies and add short-timer explosives, exploiting the speed difference between the Soldier and their targets.
Weapon Requirements
- Assault Rifles
- Pistols
Active Abilities
- Hip Fire
- Big Forty Five
- Frag Grenade
- Tactical Retreat
- Razor Wire
- Sticky Drone
- Shellshocker
Passive Abilities
- Lucky Bullet
- Steady Hip Fire
- Quick Forty Five
- Closer
- Explosives Expert
- Accuracy
- Demolition, Man
Preacher
Description
The Preacher spreads the word of power through blood magic and by the blade. This deck is heavy on damage-over-time abilities, and encourages having as many of them running as possible. Supporting abilities give the Preacher additional methods of applying and empowering damage-over-time effects.
The Preacher's two ranged stun abilities are useful both for defense and sustenance, as a passive ability recovers health when damage-over-time is applied to impaired enemies.
Weapon Requirements
- Blood Magic
- Blades
Active Abilities
- Boiling Blood
- Destiny
- Exsanguinate
- Anaesthesia
- Liquidation
- Trial by Swords
- Plague
Passive Abilities
- Corrupted Blood
- Blood Bank
- Destiny Fulfilled
- Fortunate Strike
- Unholy Knowledge
- Circulation
- Gross Anatomy
Gladiator
Description
The Gladiator is a heavy-duty combatant, wielding chaos magic and an assault rifle. This is a mass combat deck that utilizes area-of-effect frenzy attacks. Controlling and grouping enemies for maximum area-of-effect damage is key, while passive abilities add a hit rating buff and health leech.
The Gladiator is especially suited to delivering finishing blows. Both a normal and elite passive ability hit harder against enemies with less than 35% health.
Weapon Requirements
- Chaos
- Assault Rifles
Active Abilities
- Wheel of Knives
- Fire at Will
- Karma
- Uneven Ground
- Helter Skelter
- Razor Wire
- Black Hole
Passive Abilities
- Wheel of Misfortune
- Sick Society
- Leeching Frenzy
- Hysteria
- Lethality
- Breakdown
- From the Abyss
Witch Hunter
Description
The Witch Hunter uses hammer and blade to drive darkness before them. This deck favors up-close combat and stacking debuffs on your opponents. It features stuns and knockdowns to neutralize dangerous enemies. Prolonging impairment effects is of great tactical benefit, as it can restore the Witch Hunter's resources and health.
The Witch Hunter's elite passive ability increases the duration of impairment effects, allowing more time to exploit them.
Weapon Requirements
- Hammers
- Blades
Active Abilities
- Smash
- Haymaker
- Dancing Blade
- Beatdown
- Trial by Swords
- Touchdown
- Eruption
Passive Abilities
- Street Fighter
- Bully
- Tipped Scales
- Expose Weakness
- Below the Belt
- No Pain No Gain
- Thunderstruck
Puritan
Description
The Puritan rebukes the darkness with shotgun and hammer. This deck focuses on strike attacks building up heavy single-target damage and debuffs. Managing the distance of opponents is a key facet of Puritan combat, as many abilities will trigger effects or additional damage based on range.
Both of the elite abilities provide the Puritan with options for range control, with a pushback and a hindering effect.
Weapon Requirements
- Shotguns
- Hammers
Active Abilities
- Striker
- Raging Bullet
- Aftershock
- Buckshot
- Beatdown
- Touchdown
- Point Blank
Passive Abilities
- Strike Force
- Improved Strikes
- Punisher
- Rapid Reload
- Tenderizing
- Invasive Measures
- Close Quarters
Paladin
Description
The Paladin is an agile front-line fighter, wielding blades and dual pistols. The deck revolves around using rapid focus attacks to set up a variety of damage-over-time effects. An effective Paladin will use run-and-gun techniques to rapidly inflict and exploit their damage-over-time abilities.
Using both elite abilities, the Paladin can maintain battlefield mobility, while each successful attack builds towards inflicting damage-over-time on surrounding enemies.
Weapon Requirements
- Pistols
- Blades
Active Abilities
- Hair Trigger
- Chop Shop
- Shootout
- Trial by Swords
- Spiral of Death
- Destiny
- Master's House
Passive Abilities
- Seven and a Half Samurai
- Increased Focus
- Finish the Movement
- Fortunate Strike
- Incision
- Destiny Fulfilled
- Flight of Daggers
Martial Artist
Description
The Martial Artist's careful dance of chaos and blades seems to slip between attacks. This is a deck intended for tanking, focusing on survivability and drawing attacks away from the group. Abilities allow the Martial Artist to evade damage outright and gain a variety of beneficial buffs during combat.
The Martial Artist can briefly cheat death to take the brunt of enemy aggression, and shrug off controlling effects faster with their elite abilities.
Weapon Requirements
- Chaos
- Blades
Active Abilities
- Escalation
- Reality Fracture
- Brandish
- Chaotic Pull
- Smoke and Mirrors
- Illusion
- Immutable
Passive Abilities
- Inevitability
- Intensity
- Agitator
- Master of Illusions
- Brandishing Support
- Perseverance
- Prodigal
Assassin
Description
The Assassin's pistols and blood magic are a potent combination. This deck uses a variety of game systems. When the Assassin attacks with channeled abilities, they gain blood magic barriers to sustain themselves. Stackable critical hit buffs are built up through summoning drones and from passive abilities.
Finally, stun and hindrance effects keep the Assassin from being overrun, and allow them to pick off targets with ease.
Weapon Requirements
- Pistols
- Blood Magic
Active Abilities
- Hair Trigger
- Shootout
- Exsanguinate
- Anaesthesia
- Drone Kit
- Sticky Drone
- Gun Crazy
Passive Abilities
- Torture
- Increased Focus
- Culmination
- Sanguineous
- Critical Help
- Mad Skills
- Seal the Deal
Monk
Description
The Monk cleanses with the harmony of fist weapons and the rhythm of the assault rifle. This is a healing deck, focusing on applying heal-over-time restorative effects. The Monk further supports allies with reactive heals and health leech buffs, given boosted healing potential from passive abilities.
The elite abilities provide group-wide healing and heal-over-time effects, and give allies additional healing benefits when critically healed.
Weapon Requirements
- Fists
- Assault Rifles
Active Abilities
- Cauterise
- Groundwork
- Surgical Steel
- Anima Vessel
- Inner Spark
- Vigour
- Fired Up
Passive Abilities
- Healing Sparks
- Improved Bursts
- Improved Groundwork
- Kindle
- Making Amends
- Hot Iron
- Empowerment
Warrior
Description
The Warrior attacks aggressively with an assault rifle and shotgun, able to control the field and deal huge close-range damage. This deck offers area-of-effect attacks and many opportunities to hinder pursuers. A Warrior can keep enemies at a distance and wear them down, or blast those that stray too close.
The Warrior's passive abilities provide interplay for hindering effects and penetration, causing their shotgun attacks to be particularly ferocious.
Weapon Requirements
- Assault Rifles
- Shotguns
Active Abilities
- Safety Off
- Fire at Will
- Stopping Power
- Incendiary Grenade
- Tactical Retreat
- Buckshot
- Shellshocker
Passive Abilities
- Extra Bullet
- Rapid Reload
- Lucky Bullet
- Beanbag Rounds
- No Contest
- Pinned Down
- Demolition, Man
Wu
Description
The Wu is a brutal brawler who uses fists and blood magic to overpower opponents. Focusing on a single target at a time, this deck applies multiple damage-over-time effects to exploit. While the opponent suffers from attrition, the Wu increases their attack and damage potential.
The Wu operates best by rapidly bringing down one target, then moving on to the next. The elite active ability provides a damaging charge to the next victim.
Weapon Requirements
- Fists
- Blood Magic
Active Abilities
- Claw
- Bloodshot
- Tear 'em Up
- Cage Fight
- Contaminate
- Bushwhack
- Gore
Passive Abilities
- Sharp Claws
- Salt in the Wound
- Bloodsport
- Vital Fluids
- Blood Bank
- Killer Instinct
- Adrenalise
Hunter
Description
The Hunter controls the ground with their shotgun and elemental traps. This deck focuses heavily on area-of-effect damage, with supporting abilities that extend duration and increase damage. The Hunter also has options to hinder enemies, trapping them for longer in area-of-effect damage effects.
In addition, the Hunter's passive abilities provide penetration buffs every time enemies are hindered. These increase the Hunter's damage and refresh their resources.
Weapon Requirements
- Elementalism
- Shotguns
Active Abilities
- Wildfire
- Riot Act
- Inferno
- Coldwave
- Kickback
- Takedown
- Shotgun Wedding
Passive Abilities
- Riot Control
- Purgatory
- Beanbag Rounds
- Overpenetration
- Highly Strung
- Body Piercing
- Close Quarters
Ninja
Description
The Ninja is a careful killer, using elemental powers to set up a target then finishing with blades. The deck promotes using elemental attacks to cripple and damage enemies from range, then dashing in for the final blow. A Ninja's blade attacks also benefit from high penetration chance.
The elite abilities provide guaranteed penetrating strikes and damage-over-time infliction. Interplay between these effects is key to the deck's effectiveness.
Weapon Requirements
- Blades
- Elementalism
Active Abilities
- Delicate Strike
- Clearing the Path
- Blaze
- Surging Blades
- Flashpoint
- Ice Manifestation
- Four Seasons
Passive Abilities
- Fortunate Strike
- Aidelon
- Twist the Knife
- Incision
- Sudden Return
- Delicate Precision
- Fight of Daggers
Neoshaman
Description
The Neoshaman crosses the streams of blood and chaos magic to great effect. This deck encourages impairing enemies, then using the multi-hit focus attacks to trigger the passive abilities. Attacking an impaired target, the Neoshaman benefits from a range of effects from damage to debuffs to health restoration.
An effective Neoshaman makes good use of hit rating buffs and additional hits to cascade through their passive abilities.
Weapon Requirements
- Blood Magic
- Chaos
Active Abilities
- Bloodline
- Exsanguinate
- Pulling the Strings
- Liquidation
- Anaesthesia
- Helter Skelter
- Plague
Passive Abilities
- Unholy Knowledge
- Breakdown
- Pattern Recognition
- Sick Society
- Circulation
- Torture
- Gross Anatomy
Warlord
Description
The Warlord wields their hammer and chaos magic to huge disruptive potential. Most effective in the middle of the fray, this deck provides group control through area-of-effect damage and knockdowns. In addition, the Warlord's control effects leave enemies vulnerable to follow-up attacks.
Utilizing the elite abilities, the Warlord's ability to inflict impairment effects and their duration are increased. Many of the passive abilities prey on impaired enemies.
Weapon Requirements
- Hammers
- Chaos
Active Abilities
- Ground Pound
- Haymaker
- Pulling the Strings
- Helter Skelter
- Beatdown
- Uneven Ground
- Eruption
Passive Abilities
- Breakdown
- Pattern Recognition
- Street Fighter
- Bully
- Tenderizing
- Gnosis
- Thunderstruck
Chaos Theorist
Description
The Chaos Theorist rewrites the rules of close combat with chaos magic and fist weapons. This deck is based around area-of-effect attacks and impairment. Dashes allow you to move to enemies, or chaos magic abilities can pull enemies to you. Managing range is important for a successful Chaos Theorist.
Supporting passive abilities prey on impaired enemies, and can provide a heal-over-time effect to give the Chaos Theorist good sustainability.
Weapon Requirements
- Chaos
- Fists
Active Abilities
- Wheel of Knives
- Karma
- Berserk
- Bushwhack
- Helter Skelter
- Chaotic Pull
- Strange Attractor
Passive Abilities
- Wheel of Misfortune
- Hysteria
- Breakdown
- Sick Society
- Concussion
- Renewal
- From the Abyss
Pandemonist
Description
The Pandemonist conducts the volatile forces of elemental and blood magic. This chain attack-focused deck benefits from this mixture by adding damage-over-time elements to chain hits. A Pandemonist's chain attacks will jump further and more often, rapidly building up damage-over-time debuffs.
A Pandemonist also benefits from a strong suite of both single target and area-of-effect control abilities, allowing them to set up chain targets and keep out of danger.
Weapon Requirements
- Elementalism
- Blood Magic
Active Abilities
- Arc Flash
- Electrical Storm
- Infection
- Ice Manifestation
- Anaesthesia
- Coldwave
- Whiteout
Passive Abilities
- Chain Reaction
- Criticality
- Elemental Force
- Splatter
- Blood Bank
- Molecular Exploitation
- Live Wire