Creates a sound wave that boosts movement speed and damages enemies in your path.
Effective against groups of enemies, such as Mek Factory drones.
Cooldown: 10 seconds
Summons a speaker that boosts power and projects damage when your Hero attacks.
Effective against Troops with high HP, like Bulwark or Brute.
Cooldown: 20 seconds
Launches a blistering guitar solo that causes area damage.
Effective against crowds and high-priority targets, such as Heroes or Gatling Squad.
Cooldown: 40 seconds
For Jette, competing in the Arena isn't just a matter of superiority - it's her chance to perform in front of the biggest crowd there is! Reckless, tough and a bit of a showoff, this Alleytown Hero likes to push herself to the limit and live loud. Rules? If you've got 'em, she'll break 'em!
Light on defense, Jette is a capable damage-dealer and can really dish out the punishment. Careful timing on triggering Abilities and a Team that's well-balanced to defend and attack will help players bring the curtain down on the opposition.
Riff has a quick cooldown and can affect multiple enemies while boosting Jette's movement speed. Pair it with high-damage Troops for a strong opening rush. Amplify can exponentially increase Jette's damage output, but Amps are weak on their own and take a bit of time to summon, so choose your time wisely! Active Amps also significantly increase the damage of Riff. Trigger Showstopper to finish off weakened enemy Heroes, clear out groups of enemies or to get an emergency defense boost.
Build a Team around Jette that can help defend her while she generates Amps. Play Tanks or high-damage Troops like Knightwing, Brute or Buzzkill along with Shield to keep the enemy Hero occupied, or send a Wyrm to distract your opponent. Jette can be overwhelmed if she's caught without Riff or Amplify ready, so try Armykin or Shock to counter. Ranged Troops like Sniper or Archer can pick away at your foes while you evade using Riff's speed boost and defensive Spells.