
Active Ability: Grappling Hook
Athena will launch a grappling hook to the targeted location and immediately pull herself towards it. While in flight, Athena can stop pulling herself and instead swing, allowing her to perform impressive maneuvers.
MAROONED GDF #
Her GDF Academy recon training was cut short when the Strogg invaded Earth. When the Terran were ready to counterattack the Strogg homeworld years later, Athena was among the first in line. But the Strogg were expecting them. Just after the dropships launched their pods, a powerful EMP disabled all but a few. She assumed her pod would become her coffin. Then, a miracle: ground forces destroyed the Slipgate generator, sending a shockwave of otherworldly energy outward from the surface. It swept across her pod, taking her… somewhere else.
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Athena Stats | |||
Active Ability | Grappling Hook | ||
Passive Ability | Ramp Jump: Athena can reach great heights by using the top step or ramp as a launching platform. | ||
Start | Max | ||
![]() | Health | 125 | 100 |
![]() | Armor | 0 | 75 |
![]() | Speed | 320 | 800 |
Active Ability Tips:

There are two modes to the hook: The primary and default mode being the Linear Hook, which will pull yourself to your hooked target. If the ability button is pressed again while in flight, Athena will disconnect from her grapple while maintaining the momentum gained.
While in flight, Athena can switch her hook into the Swing Hook by tapping and holding the ability button, locking the length and instead allowing her to swing from her target.
- Cooldown: 45 seconds (15 sec / hook)
- Number of Hooks: 3
- Grappling Hook Damage: 25 damage
- Impact Damage While Swinging: 25 damage
- Weapon Disable Duration: 0.5 seconds
- Grapple Throw and Swing Activation Delay: 0.1 seconds
- Grapple Sequential Use Delay 0.4 seconds
- Grapple Pull Initial Impulse: 400 ups
- Grapple Pull Initial Speed: 400 ups
- Grapple Swing Velocity Max Speed: 1000 ups
- Grapple Hook Length: 4000 u
The hook’s cooldown work similarly like Keel grenades i.e. they can all be independently used with each hook’s cooldown being added to the total ability cooldown