How does Pressure build?
Maintenance Calliper is a four-hit string and the Pressure gains are back-loaded: 5, 10, 10 and 40 on hits 1 to 4. With a CBT2 cap of 90, one full string plus a pursuit attack is 70 of the 90 points. Only 20 remain, and the fourth hit alone accounts for most of what you just gained.
| Input | CBT2 Pressure | CBT2 damage |
|---|---|---|
| Hit 1 | 5 | 30.80% |
| Hit 2 | 10 | 49.56% |
| Hit 3 | 10 | 36.82% |
| Hit 4 | 40 | 114.50% |
| Pursuit attack | 5 | Not published |
| Charge below 30 Pressure | 5 | Listed as a heavy hit |
That shape is why the character plays around the end of the string rather than the beginning. Hits 1 and 2 together give 15 Pressure; hit 4 gives more than both twice over. The fourth hit is also the biggest percentage in the kit at 114.50%, so the string's payoff and its resource spike arrive on the same input.
What happens below 30 Pressure?
Below 30 Pressure the charged attack is a heavy hit and it adds 5 Pressure. It is not the tiered version. Early in a fight, with the bar still low, holding attack gives a single committed blow rather than an area attack.
The practical consequence is that you charge after string completion, not before. Reaching 30 is what unlocks the real charged attack, and one full string clears that threshold several times over.
How do the tiers above 30 work?
Above 30 Pressure the charge becomes a tiered spin, and each further 30 points raises the tier: Lv1 is a small area, Lv2 a large area, Lv3 the maximum area. The bar caps at 90, so a full bar is the top tier described in the CBT2 data.
| Pressure state | Charge behaviour |
|---|---|
| Below 30 | Heavy hit, adds 5 Pressure |
| Above 30 | Lv1 tier, small area of effect |
| Each further 30 points | One tier higher |
| Top of the 90 bar | Lv3, the maximum area described |
So the decision each rotation is timing: start the spin as soon as the area matters, or finish one more string to raise the tier. The fourth hit's 40 points is the fastest single step upward, which makes "one more string" a short wait rather than a full cycle.
Why is the spin safe?
During the charge spin Captain Kaboom takes 50% less damage. A long, slow, area attack is normally a bad trade; a 50% reduction turns it into a trade you can take in front of an elite. That is what makes the tier system usable at all.
It does not make the spin free. Damage reduction is not stagger immunity, and a charge that gets interrupted wastes the setup. Take the spin when the enemy is committed to an animation of its own, and hold it when a red ring is already in the air.
Which inputs skip the string?
A perfect dodge lets the next basic attack fire the Lv2 charged Coup de Grâce immediately, and that version interrupts. A parry chains into hit 3 instead. Both shortcuts are worth taking: the dodge converts a red ring into the strongest charged attack in the kit, and the parry converts a yellow ring into the tier-relevant part of the string.
Compare the two. The parry route skips hits 1 and 2, which are only 5 and 10 Pressure, so it barely costs you resource. The dodge route skips the charge time entirely, which is where most of the risk sits. The ring-colour rules themselves are in the combat guide.
Who is Captain Kaboom?
Captain Kaboom is a maintenance worker, and the crew — the clang squad — keeps the city's Cone running: the cone-shaped reactor that turns Silverium into electricity. Child-sized, green-haired and armed with a calliper, the character is a 4★ Radiatio Saviour with the epithet Of Tinkers and Tunes.
A repair crew character with a Radiatio reactor is a good joke about maintenance work: the kit's currency is pressure, every attack is percussive, and the whole design reads like a tool being applied to a stuck machine. It also explains the Break Suppressor label — a calliper is an instrument for forcing something open.
What does Break Suppressor mean here?
The CBT2 role label is Break Suppressor on a Radiatio Saviour. Like Lorin, Kaboom is judged on how fast Stun Buildup fills rather than on peak percentage, and the fourth hit at 114.50% is the largest single number in the kit. A break slot wants exactly that: one enormous hit plus a wide area attack to spread break damage across a pack.
The difference between the two break characters is shape. Lorin is a five-hit fist string with a combo bridge; Kaboom is a four-hit string into a tiered spin with damage reduction. The Lorin build covers the other route.
Common questions
Does the spin consume Pressure?
The CBT2 sheet describes the tiers and the cap but not a spend. Do not assume the bar empties after a charge.
Can you reach the top tier?
Yes. The bar caps at 90, which is the top tier described. Hits 3 and 4 are the quickest way to climb.
Does the damage reduction stack?
No stacking is described. The CBT2 figure is a flat 50% reduction while the spin is running.
Is Kaboom or Lorin the better break slot?
Both carry the Break Suppressor label. Choose by shape: a single huge hit and a wide spin, or a five-hit string with a dodge bridge.