Mellka - Battleborn Character Profile Page
About
NAME: Mellka
FACTION: Eldrid
ROLE: Attacker
WEAPON: Custom Machine Pistol
TALENT: Eldrid Operative’s Garb
SKILL 1: Claw Lunge
SKILL 2: Spike
ULTIMATE: Blade Launcher
PASSIVE: Venom
Characteristics
Agile | Assassin | Easy |
About Mellka
Mellka has some anger issues to work out. Fortunately, between her TX-12 Venom Launcher (which can rapid-fire loads of specialized nano-chemical mixes at foes) and an exotic Eldrid Bio-Glaive (a specialized near-living glove which can reshape itself based on subtle neural prompting) she’s always prepared to kick serious ass on the next away mission.
MELLKA’S DEAL:
The Eldrid tend to be scientific-minded and peaceful folks, in tune with the natural order of things. Mellka apparently missed the memo at the last Eldrid meeting. Born in space, Mellka developed an early hunger for solid ground, and found a clear calling in special operations, even joining with the Eldrid group called The Vigilant. While serving with The Vigilant, she developed close ties with an elite Peacekeeper operative named Trevor Ghalt. While proficient at several combat styles, Mellka prefers some of the more exotic Eldrid weaponry including an Eldrid Bio-Glaive which reshapes itself based on her neural prompting.
DEVELOPER NOTES:
“I like playing Mellka with serious stealth. She can really get a jump on an enemy if you spec her helix for it: Sneak up on an opponent, drop a spike for some initial damage that also pops her into the air and triggers invisibility — then light them up with Venom.” – Steve Gibson, VP of marketing for Gearbox
Trivia
- Development Name:
- Character Concept:
- Character Designer:
- Character Concept Artist: Amanda Christensen
- Voice: Brina Palencia
- The voice actor of Mellka is Brina Palencia who also did the voice of Miss Moxxi in Borderlands
- Before Mellka got announced i did some speculation on her.
Abilities
WEAPON
TX-12 VENOM LAUNCHER
It’s slow-loading and doesn’t pack a punch up-front, but it lets you tag your enemies and do damage over time.
27 Base Damage
Upgrades
- LEVEL 3: Cluster Venom Canister
- LEVEL 8: Increased Clip Size
TALENT
ELDRID BIO-GLAIVE
Pull off sick combo attacks with Mellka’s monstrous melee weapon. As a bonus, make sure to pop off a couple Venom canisters at the enemy and the Bio-Glaive inflicts additional damage.
53 Base Damage
Upgrades
- LEVEL 3: Quick Melee Propels Mellka backwards
- LEVEL 8: Increased movement speed when inflicting venom
ABILITIES
CLAW LUNGE
Lunges forward a short distance for a powerful claw strike dealing 208 damage. Enemies covered in venom take an additional 32% bonus damage.
Cooldown: 15 Seconds
Upgrades
- LEVEL 1: Slows Enemies
- LEVEL 4: Shoots a blade
- LEVEL 4: Reloads Pistol
- LEVEL 4: Bounce Backwards
- LEVEL 6: Cooldown Reduction
- LEVEL 9: Increased melee speed
- LEVEL 9: Increased damage
SPIKE
Charges a burst of energy that deals up to 208 damage to nearby enemies and launches Mellka into the air.
Cooldown: 14 Seconds
Upgrades
- LEVEL 1: Slows Enemies
- LEVEL 2: Adds an Aera of Effect
- LEVEL 2: Propels Mellka forwards
- LEVEL 2: Increased spike height
- LEVEL 6: Increased Aera of Effect
- LEVEL 7: Increased damage
- LEVEL 7: Cooldown reduction
[ULTIMATE] BLADE LAUNCHER
Unleashes a barrage of laced blades covering targets in venom and dealing 175 damage with each hit.
Cooldown: 52 Seconds
Upgrades
- LEVEL 10: Adds an bouncing / homing effect
- LEVEL 10: Adds an Aera of Effect
- LEVEL 10: Reduces shots, increases damage
[PASSIVE] VENOM
Mellka’s machine pistol ejects an explosive canister of venom when reloaded. Enemies afflicted with venom suffer damage over 8 seconds.
Upgrades
- LEVEL 5: Increased Health Regeneration by meleing venomized enemies
- LEVEL 5: Venomized enemies explode on death spreading the venom
- LEVEL 5: Stack Health Buffs
During the course of a gameplay session your Battleborn will earn experience points by taking down enemies or complete challenges. By earning enough XP Points your Hero will level up and gets presented a choice between two different augmentations in the Helix skill tree. Per level you can only choose one of these skills to enhance your character’s abilities.
Mellka’s Helix skill trees:
- COMBAT TRAINING
- NATURE’S ASSASSIN
- MUTATIONS
LEVEL 1
LEVEL 2
-
PARTING GIFT
Spike leaves behind an area of effect that covers nearby enemies with venom on the initial hit and deals damage over time. +21 Damage Per Second over 5 Seconds
-
LIFT OFF!
Increases Mellka’s Spike height.
-
SPIKE VAULT (Unlock Rank 3)
Activating Spike now propels Mellka forward.
LEVEL 3
-
AIR STALL
Mellka’s off-hand melee attack deals increased damage and propels her backwards. Can be used once every 3 seconds. +50% Damage
-
FRAG CANISTER
Reloading the Machine Pistol fires a venom canister that fragments into smaller projectiles shortly after launch.
LEVEL 4
-
BLADE EJECTION
Claw Lunge launches a blade at the end of the lunge, dealing additional damage. +53 Damage
-
TACTICAL WITHDRAWAL
If Mellka hits a target with Claw Lunge, she will bounce backwards.
-
ACTION RELOAD (Unlock Rank 5)
Using Claw Lunge refills Mellka’s Custom Machine Pistol.
LEVEL 5
-
ADRENALINE RUSH
Meleeing enemies afflicted with Venom increases Mellka’s regeneration rate for a short time. +14 Health regeneration rate for 4 seconds.
-
COMBAT RHYTHM
Killing an enemy afflicted with Venom grants a stack of increased health (to a maximum of 10 stacks). Health stacks are reset upon death. +30% Maximum Health per Stack
-
VENOM CONTAGION (Unlock Rank 7)
Enemies killed while affected by venom will explode dealing damage and spreading venom to nearby targets. Deals +26 damage to nearby enemies.
LEVEL 6
-
SPIKE BURST
Increased Spike’s area-of-effect radius. This also increases Parting Gift’s area of effect radius. +50% Area of Effect Radius
-
DESPERATE LUNGE
Decreases Claw Lunge cooldown on enemy kill. Up to -50% Cooldown Time
LEVEL 7
-
POWER SPIKE
Mellka switches to a more deadly form of venom that increases her Spike’s damage. This also increases Parting Gift’s Damage. +15% Damage
-
SECOND WIND
The cooldown for Spike is lowered based on Mellka’s remaining health. Up to -40% Cooldown time
LEVEL 8
-
REFINED CANISTERS
Increases Machine Pistol magazine size. +10 clip Size
-
THRILL OF THE HUNT
When a new target is afflicted with venom, Mellka’s Movement speed is increased for a short time. +30% Movement Speed for 5 Seconds
-
POTENT TOXINS (Unlock Rank 9)
Increases the duration of Venom. +4 Seconds Duration
LEVEL 9
-
FERAL STRIKE
Activating Claw Lunge increases Mellka’s melee attack speed for a short time. +20% Melee Attack Speed for 8 Seconds
-
FINISHING BLOW
Claw Lunge deals increased damage. +15% Damage
LEVEL 10
-
BLADE STORM
Blade Launcher’s blades bounce off the environment and home in on envenomated enemies instead of exploding on impact.
-
ALL IN
Blade Launcher fires a single, powerful shot dealing heavy damage to one target. +524 Damage
-
POOL SHOT (Unlock Rank 12)
Each shot from Blade Launcher explodes on contact and leaves a Parting Gift damage pool if it hits the ground.
Guides
Mellka Video Guides by the Community
provider: youtube
url: https://www.youtube.com/watch?v=UtdyAslyJ8Y&list=PLWknKmT4phDDBqeOHxzEFpK-AH7EWKiF1
src: https://www.youtube-nocookie.com/embed/UtdyAslyJ8Y?list=PLWknKmT4phDDBqeOHxzEFpK-AH7EWKiF1
src gen: https://www.youtube-nocookie.com/embed/UtdyAslyJ8Y
Mellka Tips & Guides
- Claw Lunge can be used midair, and with the right angle, you can fly across maps, making it an effective escape.
- Venom targets take significantly more damage, which makes it an effective finisher.
- Mellka can perform a slide kick by running and then use the off-hand melee.
Media
Images / Screenshots / Artwork
Videos
Mellka Multiplayer Gameplay Highlights
Mellka Skins & Taunts Preview
Lore Challenges
- FURIOUS UPBRINGING
Deal 30,00 damage with Blade Launcher. - SPACEBORNE MALADY
Kill 100 enemies while in the air. - HEEDING THE CALL
Play 3 matches on the same team as Ghalt. - WHICH BLADE?
Deal 250,000 damage to envenomated targets. - PUNCHING THE DARKNESS
Kill 100 Varelsi with Claw Lunge.
Reward
Mellka’s legendary gear is rewarded to the player when all lore challenges are completed.
Mellka Lore
Spaceborne Malady
|| UPR NON-STANDARD WEAPON INDEX
|| ARMAMENT: Custom TX-12 Machine Pistol, S.N. 5028474583
|| ASSIGNED TO: MELLKA HYENYOTA (pr. hīyĕn’yōtäw)
(Do NOT mispronounce Mellka’s ancestral name in front of her. If you absolutely have to say it, look up the phonetic key and practice a few times first. Otherwise, just stick with “Mellka”. Trust me on this one. –Ghalt)
Modified from a TX-series machine pistol, Mellka’s TX-12 has been altered to disperse volatile toxins at a high rate of fire. These toxins rapidly destabilize atomic sub-structures in a localized area, and can reach lethal concentrations in seconds under the right circumstances.
ADDENDUM (y.19948, d.221):
Mellka draws likenesses of Varelsi on each toxin pellet fired. We’re unsure when she finds the time for this. It is rumored that she’s repurposed an M1.Minion unit to serve as a local fabricator for her toxic projectiles, but there’s no physical evidence to support this theory.
Furious Upbringing
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OFFICE OF THE BLACK OBSERVER
in the year 19904 C.R. the 78th day
ANOMALY AFTER-ACTION REPORT
Regarding Darkenings, the Aelfrin, and Mellka Hyenyota’s early aptitudes
From “Black Observer Accounting of the Darkening of Farhallim”
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Darkenings are commonplace in these turbulent times. So many stars have fallen to this fate that it is hardly notable to speak of individual events, so similar are their tales.
Farhallim, however, is worth recounting. Not as an assessment of pre-Darkening Varelsi attack formations. Not for yet another investigation of the otherworldly wormhole crafting of our enemies. Not even because Farhallim was darkened alongside its star (an uncommon event – typically the planets are left to spin lifelessly into space).
We should remember the Darkening of Farhallim because of a child – Mellka Hyenyota, an Aelfrin born in space on board the Eldrid research vessel Athyrium.
Mellka’s parents – her father a Penarch-born human researcher, her mother an Aelfrin refugee from Eshteni – raised Mellka amongst the scientists and relief engineers of the Athyrium. They lived on the vessel together for five years, and the young Mellka, with her curiosity for nearly every part of the crew and its mission, became a favorite adopted daughter amongst many of the researchers.
However, the darkening of Farhallim brought a great tragedy into the life of the half-Aelfrin. Mellka’s parents were part of the extraction effort on the Fahallim. The unforeseen Darkening of the planet itself cut their expedition time much shorter than planned, and Mellka’s parents did not escape the planet before it was lost.
Understandably, the child Mellka is confused, angry, and seeks vengeance for the loss of her dear parents.
Despite her strong emotional response, Mellka continues to exhibit extraordinary reflexes and a sharp mind, even under immense pressure. Given her new and tragic motivations, I believe it is worth investing special attention into her development. She could be a candidate for rapid advancement to higher offices within the Eldrid Vigilant once she is of age.
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Punching the Darkness
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OFFICE OF THE BLACK OBSERVER
in the year 19957 C.R. the 199th day
BATTLE ACCOUNT: PENARCH
Conservator Threat Assessment Anomaly
Additionally: Accounting of a Varelsi Conservator Swarm
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Varelsi “Conservators” are well-documented as one of the most lethal threats among the known Varelsi sub-types. While various Varelsi types have been seen to use specialized technology to create localized “portaling” into battle, Conservators appear to possess this capability innately, allowing them to summon additional waves of reinforcements from otherworldly staging areas.
To defeat a Conservator, a combatant must fight through dozens (if not hundreds) of foes in order to attack the Conservator directly.
During the final days of the Battle of Penarch, Vigilant Operative Mellka Hyenyota fought and defeated a “swarm” of seven Conservators. Four of the Conservators were so physically broken that their death-deconstitution (surmised to be a sort of automatic battle injury recovery mechanism for the Varelsi) did not activate, leaving behind the first Conservator corpses ever recovered for close observation.
Witnesses attribute more than two-hundred Varelsi “Skulk” and “Scaven” kills to Mellka. Those same reports also describe Mellka in “a berserker-like battle-rage” that only escalated as the fight progressed. Two credible witnesses also describe the battle glove worn by Mellka (called “The Fist” c.f. ARMAMENT REPORT of the RED OBSERVER from the 193rd day of 19948) elongating and changing shapes during the course of the battle.
While other aeons may have seen a recommendation that Mellka be contained and removed from battle, it is the recommendation of the Black Observer that Mellka’s rage be encouraged. She has proven herself a most capable destroyer of our foes.
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Which Blade?
_______________________________________________________________________________
ARMAMENT EVALUATION REPORT
Concerning The Eldrid Mass-Morph Bio-Gauntlet known as “The Fist”
from The Red Observer on 19948 C.R. the 193rd day
CONFIRMED – Vigilant Operative Mellka was able to recover the bio-gauntlet known as “The Fist” from Codex before its Darkening.
CONFIRMED – Operative Mellka has begun to employ “The Fist” on the field, and has tapped into the linked neural control of the gauntlet’s shape and function.
CONFIRMED – Mellka never removes “The Fist”, not even to sleep or (presumably) bathe.
SUSPECTED, PARTIALLY CONFIRMED – The Fist has bonded permanently with Mellka, due to her mixed lineage. It has changed from its dormant shape and seems to be grafting itself to Mellka’s arm.
NOT CONFIRMED – As an artifact of the Observers, “The Fist” is capable of granting access of the bearer into the Observer neural information net. It is unclear if Mellka has discovered this function yet. More monitoring is recommended to verify the establishment of this neural link.
ADDENDUM:
I now write my final entry as the Red Observer, as the time long foretold by our calculations has come. We should seek a suitable replacement for the office. I will attempt to forward my recommendation and reasoning prior to my end. I have but one individual in mind.
Heeding the Call
(Excerpt from conversation between UPR Captain Trevor Ghalt and Eldrid Vigilant Operative Mellka Hyenyota aboard the Nova the day after the dissolution of “The Pact of the Dying” on y.19954, d.177 C.R. Audio attached, transcript below.)
Ghalt: Well, it’s done. The Pact is disbanded.
Mellka: Never thought I’d see it – one of the factions turning against us. Guess it had to be Rendain… dude even looks like evil incarnate.
(Ghalt sighs wearily.)
Ghalt: We should be winning this war. Instead, we’re being driven from star after star with our tail between our legs.
Mellka: We’re not dead yet. I mean, yeah, Rendain is ruthless. He’s got the Jennerit, a vast army, assloads of Minions, legions of Varelsi murderbeasts…
Ghalt: You’re not making me feel much better right now.
Mellka: We only lost at Jennar because of Rendain’s “surprising yet inevitable” betrayal. The Eldrid can mass an army! Or… something close to an army. And we’ve got minions! And your plans.
Ghalt: Eh, it’ll take more than the Eldrid. I can bring in the UPR, I think. And… well. MAYBE Reyna and her Rogues. Then there’s Deande…
Mellka: No!
(Mellka clears her throat softly.)
Mellka: No, sorry. I don’t… trust the separatists. And I definitely don’t trust Deande.
Ghalt: You CAN trust her. We’ve got history. And we’ve already worked out a pretty sweet bargain: we get her off Tempest alive, and she helps us buy some time before Rendain makes his last play at Solus.
Mellka: She friggin’ tortured you!
Ghalt: C’mon, who else CAN we count on? The factions? They’re back to squabbling over resources. They’re planning on defeat.
Mellka: Then screw ’em. We don’t need ’em – we’ve got Captain Ghalt and his mighty rolodex. You know plenty of badasses, right? And if they’re anything like me, they probably owe you a favor or two. We don’t need an army. We need a team. Precision strikes. No bureaucracy, no squabbling, no bullcrap.
Ghalt: Hm… that’s not a bad idea. I’ll make some calls. You on your way back to Solus?
Mellka: Along with the rest of the Eldrid.
Ghalt: Good, ’cause I got the perfect job in mind for you.
Mellka: You’re going to make me rescue Deande, aren’t you?
(Ghalt chuckles.)
Ghalt: Yep.
Mellka: Damn it.