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Kett Armor is a four-piece set of armor in Mass Effect: Andromeda.

MEA Kett Integrator Armor Set
MEA Kett Fusion Armor Set
MEA Kett Unity Armor Set
Kett Integrator
Armor Set
Kett Fusion
Armor Set
Kett Unity
Armor Set

Description[]

Although this hardsuit's basic materials-ceramic armor plating and kinetic padding-are Initiative standard, kett biotech permeates the overall design and feeds directly into the user's nervous system. Kett armor enhances combat prowess through chemical regulation and stimulation. This derivative armor can achieve the same result in conjunction with a SAM and Pathfinder implants.

  • At Ranks III & IV, the existing description changes to add the following text: "The upgraded suit is skintight and offers total control over the user's body temperature."
  • At Ranks V - X, the existing description changes to add the following text: "This upgraded suit adds exterior armor too heavy to wear without biotech enhancements."

Types[]

Ranks I - X are named Kett Fusion when the four armor pieces are crafted.
When the four armor pieces are found in-game:

  • Ranks I-II are named Kett Integrator.
  • Ranks III-IV are named Kett Fusion.
  • Ranks V-X are named Kett Unity.

Note: There are no differences between the found versions compared to the crafted versions (other than visual).

Arms / Helmets / Legs[]




Stats[]

Rank Combat Power Damage Weapon Damage
I +3% +1%
II +4% +2%
III +5% +3%
IV +6% +4%
V +7% +5%
VI +8% +6%
VII +9% +7%
VIII +10% +8%
IX +11% +9%
X +12% +10%

Development[]

Rank Rd icon heleus orange Research Cost Kett alloy icon Kett Alloy Renderable plates icon Renderable Plates Cadmium icon Cadmium Erioch fluid sack icon Eiroch Fluid Sac MEA Augmentation Slot For Tables Augmentation Slots
I 50 10 5 20 2 2
II 55 10 6 30 2 2
III 60 10 6 30 2 2
IV 65 20 7 30 3 2
V 70 20 8 40 3 2
VI 75 20 9 40 3 2
VII 80 20 9 50 4 2
VIII 85 20 9 50 4 2
IX 90 20 10 50 4 2
X 95 20 10 50 5 2
Total 725 170 79 390 32 N/A

Chests[]



Stats[]

Rank Combat Power Damage Weapon Damage Combat Power Cell Capacities
I +4% +1% +1
II +5% +2% +1
III +6% +3% +1
IV +7% +4% +1
V +8% +5% +1
VI +9% +6% +1
VII +10% +7% +1
VIII +11% +8% +1
IX +12% +9% +1
X +13% +10% +1

Development[]

Rank Rd icon heleus orange Research Cost Kett alloy icon Kett Alloy Renderable plates icon Renderable Plates Cadmium icon Cadmium Erioch fluid sack icon Eiroch Fluid Sac MEA Augmentation Slot For Tables Augmentation Slots
I 100 30 14 70 4 4
II 110 40 17 80 4 4
III 120 40 19 90 4 4
IV 130 50 21 100 5 4
V 140 60 24 120 5 4
VI 150 60 26 120 5 4
VII 160 60 26 130 6 4
VIII 170 70 28 140 6 4
IX 180 70 29 140 6 4
X 190 70 30 140 7 4
Total 1450 550 234 1130 52 N/A

Player Notes[]

 Features[]

Kett armor features the strongest support for Combat powers, with increased power damage and increased power cell capacity.

Strategies[]

Kett armor is arguably the best choice for Combat-based power specialists, due to the increased power damage and additional power cell capacity. The clear advantage of the armor is the ability to focus more shots on target with the main Combat skills: Concussive Shot, Flak Cannon, Omni-Grenade, and Trip-Mine. Each has an evolution track allowing for greater power cell capacity, which can further increase the number of shots the combat specialist can place on targets. Because these skills have evolutions devoid of cooldowns, players can freely load up on the heaviest weapons in the game.

As such, the armor synergizes best with the Solider profile, almost exclusively, because of the focus on aggressive weapon attacks and player durability. In this way, Kett armor supports the player as a mid-range 'artillery' and perimeter specialist that can pile on damage to hardened targets or clear the field of weaker enemies. The force of combat powers are also effective at knocking enemies out of cover for follow-up attacks with weapons fire. With careful planning and armor/weapon crafting, this durability can extend even further to reinforce shield regeneration and damage resistance.

Unfortunately, these strengths have a trade off in the dynamics of player and squad combat; since combat powers lack priming and only have one detonator ability (Concussive Shot), players looking to create combo explosions will need to either cross-train (and equip a tech/biotic skill or specialized ammunition) or bring a squadmate with one, narrowing options down to Cora, Peebee, or Liam.

Additionally, on harder difficulties with prolonged combat, players may find themselves limited to only two activities: laying down suppression fire while squadmates move around the battlefield or running for ammo crates. To offset this, consider pre-setting several Combat skill combinations among Ryder's favorites and 'switch' profiles in protracted engagements to bring up the next set. Since they will not need recharging, Ryder can switch to a new combat power without needing to run to another ammo crate; with this method, Ryder can deplete each power's ammunition before needing to reload and further take advantage of the armor's extra power cell bonus.

Trivia[]

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