What is Aura's best card now? (Primarily for competitive)


(ProfPlump) #1

Before the Gen 2 update, Aura’s best card was almost always considered to be the BL41, since it 1) gave a gun that wasn’t as situational as the shotguns, 2) gave her Extra Supplies so that she could replace destroyed health stations faster, 3) gave her Get Up, which is good for obvious reasons, and 4) gave her the M9 which is the best sidearm.

However, with Gen 2 we have a few new contenders, so what do you guys think? Which is the best loadout now?


(Equanimity) #2

Tried the BL41 and the H71 but I’ve got to say I am really digging the BL83 right now. A solid side arm in the Selb, a bat for CQC and Unshakable, Heal Reach, and Quick Draw.


(nokiII) #3

If you don’t have any problems with Double Time, the BL41 reigns supreme. If you’ve, get the Gen2 BL72.


(terminal) #4

I’ve seen Hollunds used effectively in competition before.


(KUST__LunarTM) #5

H83 is normally my go-to card for Aura, mainly because it’s my only good one, lol, but I like it for its Healing Reach ability along with Get Up. With Healing Reach, I can more safely put my station further into cover to greater protect from nades and the sort while still being able to give healing to my allies defending the point. Works great on Underground defending in the yellow corridor next to the ammo crate.

Get Up generally is awesome when I’m having to revive multiple people quickly and don’t have the time to charge a greater revive.

Hollunds is a great shotgun IMO. Unlike the Remburg, it has moderately good range, which is what I like on a shotgun. I’d preful an Ahnuhlds, but that can’t be helped. I tend to play this Aura more in a point defender role, using corners to my advantage, so I don’t usually have to worry about long ranges, and the Hollund’s range works more than enough for me.

The Steldbast is alright. It’s not the M9, but it has a good firerate for finishing off enemies hit by the Hollunds. Cricket Bat is life.

I never use Springy. It’s kind of useless to me as my playstyle stands right now, but I guess if I actually do the whole flying shotgun stuff, then maybe I’ll see a use for it.


(LifeupOmega) #6

I genuinely think we could see any of the Blishlok Gen 2’s used in the future, they all offer some nice little things from Unshakeable (BL83) saving you from Fletcher’s chip damage to what looks to be a more offensive BL72. The 41 is still solid but Get Up just isn’t AS important as it used to be imo, which lets you have a bit of a more diverse choice.


(watsyurdeal) #7

Normally I fucking loathe double time, but considering how you’re supposed to play Aura, it’s not too bad.

Get out there, dish some damage, get back to your station to heal up and you’ll be reloaded and ready to go.

It’s not too bad, just requires you play a little differently than usual.


(Szakalot) #8

the original double time is probably still the best, but there is an interesting loadout ive been trying out lately:

blish + selbstad unshakeable, healing reach, quickdraw.

Unshakeable and healing reach combo nicely when you are bunkering against AoE mercs, you can run out and tank most spam (surviving direct nader hit!), surviving non-stuck fletcher bombs), while staying healed from a station that is a bit too far in the corner for the spam to directly destroy it.