

ENERGY WEB
Active skill - Deals 350% damage to 3 random enemies, reducing their Speed by 80 for 3 rounds. Additionally, there is a 100% chance to inflict an additional 350% Poison damage for 3 rounds. If the target is already Poisoned, deal an additional 75% damage.
Low base HP (2.37M) makes Primm the most fragile fighter in the Mantis roster — he won't survive mech boss attacks. Poison DoT from Energy Web is negligible against massive boss HP pools.
Speed reduction has no mech value. 100% Poison application rate is wasted when DoT damage is irrelevant. Outclassed by every dedicated mech pick. Only viable if you have nothing else, and even then he'll die early.
Lower-tier Mantis finisher for club smash. Poison synergy with other Mantis DoT fighters (Lily, Vex) provides stacking damage over time. Assassin's Touch gives +50% ATK/Crit Chance/Crit Damage and +100 Speed.
Fragile with the lowest HP in the Mantis roster. Harder They Fall's +125% bonus damage against higher-HP enemies is relevant against tanky faction opponents. Best used as a glass cannon finisher when the team can protect him in the back line.
Fast Poison assassin with high Speed (+100 from Assassin's Touch) and Crit stats (+50% Crit Chance/Damage). Harder They Fall bonus provides +125% damage against tanky PvP targets with higher max HP.
Very fragile — tends to die before making meaningful impact in PvP. Speed 1316 ensures Primm acts early but one hit can end him. Stealth +20 provides minimal protection. Best as a niche speed assassin against slow, tanky compositions.
Guaranteed 100% Poison application from Energy Web helps set up DoT on minion waves. Harder They Fall bonus provides +125% damage against high-HP hard-mode bosses and elite minions.
Low survivability limits reliability — Primm's 2.37M HP means he can get one-shot by boss attacks. Energy Web's Speed reduction (-80 for 3 rounds) can slow down dangerous minions. Better hard-mode picks exist but Primm contributes as a glass cannon in the opening round.
Filler Mantis finisher for sewer content. 100% Poison application and Speed debuff from Energy Web provide utility, synergizing with Mantis Poison-heavy compositions.
Low HP (2.37M) makes Primm a liability in extended sewer attrition fights — he's likely to be the first casualty. Assassin's Touch's high stats help him deal damage early but he lacks the staying power for long sewer runs. Prioritize sturdier Mantis fighters first.
Speed reduction and guaranteed Poison from Energy Web help manage multi-enemy campaign waves. Harder They Fall bonus scales naturally against late-game high-HP enemies, providing +125% damage.
Fragile and outclassed by sturdier campaign carries — Primm's low HP means he often doesn't survive to later waves. Viper Bite adds supplemental Poison through basic attacks. Best for early-to-mid campaign before tanky enemies demand more survivable fighters.
