Passively, Flak has 30% energy resistance. Additionally, Flak has 20% passive armor as long as the opponent is burned.
Flak's burns work very differently than other characters. Rather than stacking his burns, each time he would normally apply a stack of burn he resets the duration of the burn. If the burn is refreshed with a stronger burn, then the previous burn is replaced with the stronger burn.
When using a heavy attack, Flak has a 100% chance to burn for 55-75% of attack over 5-7 seconds. Ranged attacks have a 50% chance to burn for 45-65% of attack over 6-8 seconds. When hitting a burned opponent, Flack builds double the normal power gained and deals 40% more melee damage. Additionally, ranged attacks will extend the duration of the burn by .3 seconds.
Signature: Pyromania (Sig 5)
When Flak blocks a hit from a burned opponent, he deals 50% damage back to the attacker and not only resets the burn, but extends the duration of the burn by 1-1.5 seconds.
Specials
Special 1: Burst Bash
Flak fires off 3 missiles before lunging forward, backhanding the opponent. The first missile is unblockable, but every other hit can be blocked. Each missile has a 33% chance to burn for 75-80% of attack over 6-8 seconds. The final hit has a 100% chance to give Flak an armor pierce buff for 6 seconds. If he does not land the hit, then Flack doesn't get the buff.
Special 2: Guard Breaker
Flak fires off 6 missiles before readying his other missile launcher, firing off another 6. The first and 7th missile are both unblockable. This deals little initial damage, but each missile has a 25% chance to inflict burn for 85-90% attack over 7-9 seconds.
Special 3: Crack the Shell
Flak transforms and trips the opponent before transforming back to robot mode. He then grabs the opponent by the leg and throws the opponent up in the air, firing off all his missiles at once. Though all missiles are fired, all the missiles hit at once, meaning it only deals one hit. The last hit has a 100% chance to inflict burn for 95-100% of attack over 8-10 seconds. Additionally, Flak gains a 50-60% armor buff if the opponent is already burned prior to refreshing the burn.
Signature Ability: Air Supermacy
- Superion increases his flight speed significantly while dashing forward, dealing up to 25~45% increased melee damage and power gained by that attacked by 45~70%. Hitting the opponent with that melee attack has 30~60% chance to stun them for 0.4 seconds
1. Passive:
- Flat 4% chance to evade melee attacks, dashing backwards increases this chance by 12%
2. Ranged Attacks:
- Critical hits have 80~90% chance to disrupt the opponent's weapon systems, increasing their chance to miss on their ranged attacks by 35~50% for 6 seconds
3. Heavy Attacks:
- 25% chance to gain a melee evasion buff, increasing Superion's chance to evade melee attacks by 29~49% for 6 seconds
- 95% chance to inflict burn, dealing 40% attack as heat damage over 4 seconds
4. Safe Flight:
- Having higher health PERCENTAGE than the opponent:
Gains 15% power bar per second if he has less than 1 power bar
5. Danger Flight:
- Lower health percentage than the opponent:
Activates a passive armor, increasing his armor rating by 70% for 30 seconds
SP1: Air Raid loves surprises!
- 65% chance to stun the opponent for 1.5 on each hit
SP2:
- Interferes the opponent's weapon systems, reducing their ranged damage by 35% and increasing their chance to miss on a ged attacks by 60% for 5 seconds
SP3:
- Burns the opponent, dealing 140% heat damage over 7 seconds
- Increases Superion's chance to evade ranged attacks by 20% for the remainder of the battle as long as he has more than 25% health
Being that Sixshot is a sextuple-changer, he has 5 separate heavy attacks. At default, his first heavy used is his car mode. His next heavy attack will be a different heavy attack. The order goes car, fighter, tank, wolf and then laser pistol before cycling back to car mode. Each heavy has a 100% chance to give Sixshot a buff while giving the opponent a debuff. Each heavy has a different buff and debuff.
Car mode: Gives a 40% attack buff for 6 seconds and places an armor break debuff for 6 seconds.
Fighter mode: Gives a 100% ranged damage buff for 6 seconds and burns for 75-85% of attack over 5-7 seconds.
Tank mode: Gives a 75% melee damage buff for 6 seconds and places a stack of backfire for 10 seconds.
Wolf mode: Gives an 80% evade buff for 6 seconds and bleeds for 100% of attack over 6-8 seconds.
Pistol mode: Gives a triple projectile speed buff for 6 seconds and power locks for 4-6 seconds.
Signature: Jack in a Box (Sig 5)
Sixshot can block for .4 seconds to change his equipped heavy, which will also give Sixshot power equal to the power gained from a heavy attack.
Specials
Special 1: Wolf to Car
Sixshot pounces on the opponent in wolf mode before changing to car mode, smashing into the opponent. Both hits have a 25% chance to stun for 3 seconds and he gains both buffs from Car and Wolf mode for 7 seconds from the second hit. This will place the debuffs of his car and wolf heavy attacks if he already has the buffs from either his car or wolf heavy attacks. However, he won't gain the buffs from them so his buffs won't be refreshed or stacked.
Special 2: Fighter to Pistol
Sixshot punches the opponent and hits the opponent in fighter mode before transforming in mid air to pistol mode, firing off a shot. Both the first and second hit have a 30% chance to stun for 3.5 seconds and the final hit gives Sixshot the buffs from both his fighter and pistol heavy attacks for 8 seconds. This places the debuffs from his fighter and pistol heavy attacks if he already has the buffs from either his fighter or pistol heavy attacks. But just like Wolf to Car, the buffs won't be refreshed or stacked.
Special 3: Total Annihilation
Sixshot punches his opponent 11 times before firing a shot in his tank mode. The last hit will give Sixshot all the buffs from his heavy attacks for 12 seconds while also placing their debuffs.
Passively, Scorponok's ranged attacks will ignore resistance and armor and deal a percentage of the opponent's maximum health. The more health the opponent has, the more damage his ranged attacks will deal.
Scorponok's heavy attack, 3rd ranged attack and 2nd medium attack are stinger strikes, which have a 100% chance to inflict a stack of the virus debuff. There is no limit to how many stacks can be applied. Scorponok's attacks will deal 3% more damage per stack. Ranged attacks will not benefit from this, but they have a 5% chance per stack to place a stack of shock for 30-40% of attack over 5-7 seconds. However, each time the opponent hits Scorponok, there is a 25% chance a stack will be removed. Additionally, attacks that inflict the virus debuff cannot be evaded.
Each time Scorponok backdashes, he shoots a ranged attack forward. If it hits the opponent, it will act as if the opponent is unstoppable, meaning it doesn't deal any hit stun.
Signature: Berserk Virus (Sig 5)
Each stack of the virus debuff placed will make the opponent berserk and will flail about, giving the opponent's attacks a 1.5% chance to miss per stack.
Specials
Special 1: Stinger Combo
Scorponok hits the opponent twice with his claws before unleashing a stinger uppercut. The last hit inflicts 3 virus stacks.
Special 2: Scorpion Slam
Scorponok lunges forward and stings the opponent, hitting a total of 4 times. Each hit inflicts a virus stack and the final hit has a 50% chance to inflict bleed for 45-70% of attack over 7-9 seconds.
Special 3: Stinger Flurry
Scorponok releases a barrage of 9 stinger strikes before blasting the opponent back down with his blasters. Each stinger strike has a 40% chance to inflict a virus stack. The final hit has a 100% chance to stun for 3.5 seconds.
Hasbro hasn't forgotten about one of the MOST important and iconic characters in the transformers universe. Its getting ridiculous Kabam. Make it happen.
Would love Generations Kup and Hot rod they would make a good team and they can both include a Movie themed synergy with Ultra Magnus and Arcee
I think Hot Rod would probably be a Scout or a Leader (though that better suits Rodimus) and I think Kup would be Demolitions.
And they already have toy models that can be used so Hasbro will like that
Apart from that I think the only other character I really want to see added atm is Revenge of the Fallen Sideswipe.
Transformers prime soundwave and wheeeljack idw comics whirl, cyclonus, brainstorm and skids a jazz ,blaster,vos, g1 constructicons combaticons and stunticons . Cogman blurr bulkhead tfp starscream ghost starscream sunstreaker red alert
Passively, Scorponok's ranged attacks will ignore resistance and armor and deal a percentage of the opponent's maximum health. The more health the opponent has, the more damage his ranged attacks will deal.
Scorponok's heavy attack, 3rd ranged attack and 2nd medium attack are stinger strikes, which have a 100% chance to inflict a stack of the virus debuff. There is no limit to how many stacks can be applied. Scorponok's attacks will deal 3% more damage per stack. Ranged attacks will not benefit from this, but they have a 5% chance per stack to place a stack of shock for 30-40% of attack over 5-7 seconds. However, each time the opponent hits Scorponok, there is a 25% chance a stack will be removed. Additionally, attacks that inflict the virus debuff cannot be evaded.
Each time Scorponok backdashes, he shoots a ranged attack forward. If it hits the opponent, it will act as if the opponent is unstoppable, meaning it doesn't deal any hit stun.
Signature: Berserk Virus (Sig 5)
Each stack of the virus debuff placed will make the opponent berserk and will flail about, giving the opponent's attacks a 1.5% chance to miss per stack.
Specials
Special 1: Stinger Combo
Scorponok hits the opponent twice with his claws before unleashing a stinger uppercut. The last hit inflicts 3 virus stacks.
Special 2: Scorpion Slam
Scorponok lunges forward and stings the opponent, hitting a total of 4 times. Each hit inflicts a virus stack and the final hit has a 50% chance to inflict bleed for 45-70% of attack over 7-9 seconds.
Special 3: Stinger Flurry
Scorponok releases a barrage of 9 stinger strikes before blasting the opponent back down with his blasters. Each stinger strike has a 40% chance to inflict a virus stack. The final hit has a 100% chance to stun for 3.5 seconds.
Hasbro hasn't forgotten about one of the MOST important and iconic characters in the transformers universe. Its getting ridiculous Kabam. Make it happen.
Both Jazz and Scorponok are on their way, we just just don’t know when. Scorponok has been sitting around in the game unused since August or perhaps even earlier... I don’t quite recall. Jazz popped up more recently.
Scorponok should definitely be a demo class though, you nailed it. We also know one of his specials involves his cyber-bee.
Passively, Scorponok's ranged attacks will ignore resistance and armor and deal a percentage of the opponent's maximum health. The more health the opponent has, the more damage his ranged attacks will deal.
Scorponok's heavy attack, 3rd ranged attack and 2nd medium attack are stinger strikes, which have a 100% chance to inflict a stack of the virus debuff. There is no limit to how many stacks can be applied. Scorponok's attacks will deal 3% more damage per stack. Ranged attacks will not benefit from this, but they have a 5% chance per stack to place a stack of shock for 30-40% of attack over 5-7 seconds. However, each time the opponent hits Scorponok, there is a 25% chance a stack will be removed. Additionally, attacks that inflict the virus debuff cannot be evaded.
Each time Scorponok backdashes, he shoots a ranged attack forward. If it hits the opponent, it will act as if the opponent is unstoppable, meaning it doesn't deal any hit stun.
Signature: Berserk Virus (Sig 5)
Each stack of the virus debuff placed will make the opponent berserk and will flail about, giving the opponent's attacks a 1.5% chance to miss per stack.
Specials
Special 1: Stinger Combo
Scorponok hits the opponent twice with his claws before unleashing a stinger uppercut. The last hit inflicts 3 virus stacks.
Special 2: Scorpion Slam
Scorponok lunges forward and stings the opponent, hitting a total of 4 times. Each hit inflicts a virus stack and the final hit has a 50% chance to inflict bleed for 45-70% of attack over 7-9 seconds.
Special 3: Stinger Flurry
Scorponok releases a barrage of 9 stinger strikes before blasting the opponent back down with his blasters. Each stinger strike has a 40% chance to inflict a virus stack. The final hit has a 100% chance to stun for 3.5 seconds.
Hasbro hasn't forgotten about one of the MOST important and iconic characters in the transformers universe. Its getting ridiculous Kabam. Make it happen.
Both Jazz and Scorponok are on their way, we just just don’t know when. Scorponok has been sitting around in the game unused since August or perhaps even earlier... I don’t quite recall. Jazz popped up more recently.
Scorponok should definitely be a demo class though, you nailed it. We also know one of his specials involves his cyber-bee.
I would love to see these bots in the future months coming up please Kabam
Lockdown - age of extinction
Long haul - revenge of the fallen
The fallen - revenge of the fallen
Rampage - revenge of the fallen
Jazz - movie
Shockwave - dark of the moon
Starscream - revenge of the fallen
Nitro zues- the last knight
Cliffjumper- G1
Megatron- the last knight
Optimus prime- the last knight
Bumblebee- the last knight
Crosshairs- the last knight
Ratchet- dark of the moon
Stinger- age of extinction
Galvatron- age of extinction
Sideswipe- revenge of the fallen
Barricade- the last knight
Onslaught- fall of cybertron
Vortex- G1
Grimlock- the last knight
Strafe - age of extinction
Slug - the last knight
Swoop - G1
Passively, Scorponok's ranged attacks will ignore resistance and armor and deal a percentage of the opponent's maximum health. The more health the opponent has, the more damage his ranged attacks will deal.
Scorponok's heavy attack, 3rd ranged attack and 2nd medium attack are stinger strikes, which have a 100% chance to inflict a stack of the virus debuff. There is no limit to how many stacks can be applied. Scorponok's attacks will deal 3% more damage per stack. Ranged attacks will not benefit from this, but they have a 5% chance per stack to place a stack of shock for 30-40% of attack over 5-7 seconds. However, each time the opponent hits Scorponok, there is a 25% chance a stack will be removed. Additionally, attacks that inflict the virus debuff cannot be evaded.
Each time Scorponok backdashes, he shoots a ranged attack forward. If it hits the opponent, it will act as if the opponent is unstoppable, meaning it doesn't deal any hit stun.
Signature: Berserk Virus (Sig 5)
Each stack of the virus debuff placed will make the opponent berserk and will flail about, giving the opponent's attacks a 1.5% chance to miss per stack.
Specials
Special 1: Stinger Combo
Scorponok hits the opponent twice with his claws before unleashing a stinger uppercut. The last hit inflicts 3 virus stacks.
Special 2: Scorpion Slam
Scorponok lunges forward and stings the opponent, hitting a total of 4 times. Each hit inflicts a virus stack and the final hit has a 50% chance to inflict bleed for 45-70% of attack over 7-9 seconds.
Special 3: Stinger Flurry
Scorponok releases a barrage of 9 stinger strikes before blasting the opponent back down with his blasters. Each stinger strike has a 40% chance to inflict a virus stack. The final hit has a 100% chance to stun for 3.5 seconds.
Hasbro hasn't forgotten about one of the MOST important and iconic characters in the transformers universe. Its getting ridiculous Kabam. Make it happen.
Both Jazz and Scorponok are on their way, we just just don’t know when. Scorponok has been sitting around in the game unused since August or perhaps even earlier... I don’t quite recall. Jazz popped up more recently.
Scorponok should definitely be a demo class though, you nailed it. We also know one of his specials involves his cyber-bee.
What does 'popped up more recently' mean?
It means he ‘popped up’.... suddenly appeared in the game files in the last update or the one before it.
A few suggestions would be Lockdown from TF AOE, Soundwave from the Prime series and a few other Prime characters, IDW Megatron (Bomber version) and Fall of Cybertron/War for Cybertron Grimlock, Soundwave, and more characters from the FoC and WFC universe.
Comments
Flak (Collectors Club Version)
Class: Tactician
Basic Abilities/Passive
Passively, Flak has 30% energy resistance. Additionally, Flak has 20% passive armor as long as the opponent is burned.
Flak's burns work very differently than other characters. Rather than stacking his burns, each time he would normally apply a stack of burn he resets the duration of the burn. If the burn is refreshed with a stronger burn, then the previous burn is replaced with the stronger burn.
When using a heavy attack, Flak has a 100% chance to burn for 55-75% of attack over 5-7 seconds. Ranged attacks have a 50% chance to burn for 45-65% of attack over 6-8 seconds. When hitting a burned opponent, Flack builds double the normal power gained and deals 40% more melee damage. Additionally, ranged attacks will extend the duration of the burn by .3 seconds.
Signature: Pyromania (Sig 5)
When Flak blocks a hit from a burned opponent, he deals 50% damage back to the attacker and not only resets the burn, but extends the duration of the burn by 1-1.5 seconds.
Specials
Special 1: Burst Bash
Flak fires off 3 missiles before lunging forward, backhanding the opponent. The first missile is unblockable, but every other hit can be blocked. Each missile has a 33% chance to burn for 75-80% of attack over 6-8 seconds. The final hit has a 100% chance to give Flak an armor pierce buff for 6 seconds. If he does not land the hit, then Flack doesn't get the buff.
Special 2: Guard Breaker
Flak fires off 6 missiles before readying his other missile launcher, firing off another 6. The first and 7th missile are both unblockable. This deals little initial damage, but each missile has a 25% chance to inflict burn for 85-90% attack over 7-9 seconds.
Special 3: Crack the Shell
Flak transforms and trips the opponent before transforming back to robot mode. He then grabs the opponent by the leg and throws the opponent up in the air, firing off all his missiles at once. Though all missiles are fired, all the missiles hit at once, meaning it only deals one hit. The last hit has a 100% chance to inflict burn for 95-100% of attack over 8-10 seconds. Additionally, Flak gains a 50-60% armor buff if the opponent is already burned prior to refreshing the burn.
SUPERION
Class: Scout
Faction: Autobot
Signature Ability: Air Supermacy
- Superion increases his flight speed significantly while dashing forward, dealing up to 25~45% increased melee damage and power gained by that attacked by 45~70%. Hitting the opponent with that melee attack has 30~60% chance to stun them for 0.4 seconds
1. Passive:
- Flat 4% chance to evade melee attacks, dashing backwards increases this chance by 12%
2. Ranged Attacks:
- Critical hits have 80~90% chance to disrupt the opponent's weapon systems, increasing their chance to miss on their ranged attacks by 35~50% for 6 seconds
3. Heavy Attacks:
- 25% chance to gain a melee evasion buff, increasing Superion's chance to evade melee attacks by 29~49% for 6 seconds
- 95% chance to inflict burn, dealing 40% attack as heat damage over 4 seconds
4. Safe Flight:
- Having higher health PERCENTAGE than the opponent:
Gains 15% power bar per second if he has less than 1 power bar
5. Danger Flight:
- Lower health percentage than the opponent:
Activates a passive armor, increasing his armor rating by 70% for 30 seconds
SP1: Air Raid loves surprises!
- 65% chance to stun the opponent for 1.5 on each hit
SP2:
- Interferes the opponent's weapon systems, reducing their ranged damage by 35% and increasing their chance to miss on a ged attacks by 60% for 5 seconds
SP3:
- Burns the opponent, dealing 140% heat damage over 7 seconds
- Increases Superion's chance to evade ranged attacks by 20% for the remainder of the battle as long as he has more than 25% health
I got them from tfw they are all concept arts
Sixshot (G1)
Class: Tactician
Basic Abilities/Passive
Being that Sixshot is a sextuple-changer, he has 5 separate heavy attacks. At default, his first heavy used is his car mode. His next heavy attack will be a different heavy attack. The order goes car, fighter, tank, wolf and then laser pistol before cycling back to car mode. Each heavy has a 100% chance to give Sixshot a buff while giving the opponent a debuff. Each heavy has a different buff and debuff.
Car mode: Gives a 40% attack buff for 6 seconds and places an armor break debuff for 6 seconds.
Fighter mode: Gives a 100% ranged damage buff for 6 seconds and burns for 75-85% of attack over 5-7 seconds.
Tank mode: Gives a 75% melee damage buff for 6 seconds and places a stack of backfire for 10 seconds.
Wolf mode: Gives an 80% evade buff for 6 seconds and bleeds for 100% of attack over 6-8 seconds.
Pistol mode: Gives a triple projectile speed buff for 6 seconds and power locks for 4-6 seconds.
Signature: Jack in a Box (Sig 5)
Sixshot can block for .4 seconds to change his equipped heavy, which will also give Sixshot power equal to the power gained from a heavy attack.
Specials
Special 1: Wolf to Car
Sixshot pounces on the opponent in wolf mode before changing to car mode, smashing into the opponent. Both hits have a 25% chance to stun for 3 seconds and he gains both buffs from Car and Wolf mode for 7 seconds from the second hit. This will place the debuffs of his car and wolf heavy attacks if he already has the buffs from either his car or wolf heavy attacks. However, he won't gain the buffs from them so his buffs won't be refreshed or stacked.
Special 2: Fighter to Pistol
Sixshot punches the opponent and hits the opponent in fighter mode before transforming in mid air to pistol mode, firing off a shot. Both the first and second hit have a 30% chance to stun for 3.5 seconds and the final hit gives Sixshot the buffs from both his fighter and pistol heavy attacks for 8 seconds. This places the debuffs from his fighter and pistol heavy attacks if he already has the buffs from either his fighter or pistol heavy attacks. But just like Wolf to Car, the buffs won't be refreshed or stacked.
Special 3: Total Annihilation
Sixshot punches his opponent 11 times before firing a shot in his tank mode. The last hit will give Sixshot all the buffs from his heavy attacks for 12 seconds while also placing their debuffs.
Scorponok (Beast Wars)
Class: Demolitions
Basic Abilities/Passive
Passively, Scorponok's ranged attacks will ignore resistance and armor and deal a percentage of the opponent's maximum health. The more health the opponent has, the more damage his ranged attacks will deal.
Scorponok's heavy attack, 3rd ranged attack and 2nd medium attack are stinger strikes, which have a 100% chance to inflict a stack of the virus debuff. There is no limit to how many stacks can be applied. Scorponok's attacks will deal 3% more damage per stack. Ranged attacks will not benefit from this, but they have a 5% chance per stack to place a stack of shock for 30-40% of attack over 5-7 seconds. However, each time the opponent hits Scorponok, there is a 25% chance a stack will be removed. Additionally, attacks that inflict the virus debuff cannot be evaded.
Each time Scorponok backdashes, he shoots a ranged attack forward. If it hits the opponent, it will act as if the opponent is unstoppable, meaning it doesn't deal any hit stun.
Signature: Berserk Virus (Sig 5)
Each stack of the virus debuff placed will make the opponent berserk and will flail about, giving the opponent's attacks a 1.5% chance to miss per stack.
Specials
Special 1: Stinger Combo
Scorponok hits the opponent twice with his claws before unleashing a stinger uppercut. The last hit inflicts 3 virus stacks.
Special 2: Scorpion Slam
Scorponok lunges forward and stings the opponent, hitting a total of 4 times. Each hit inflicts a virus stack and the final hit has a 50% chance to inflict bleed for 45-70% of attack over 7-9 seconds.
Special 3: Stinger Flurry
Scorponok releases a barrage of 9 stinger strikes before blasting the opponent back down with his blasters. Each stinger strike has a 40% chance to inflict a virus stack. The final hit has a 100% chance to stun for 3.5 seconds.
Hasbro hasn't forgotten about one of the MOST important and iconic characters in the transformers universe. Its getting ridiculous Kabam. Make it happen.
I think Hot Rod would probably be a Scout or a Leader (though that better suits Rodimus) and I think Kup would be Demolitions.
And they already have toy models that can be used so Hasbro will like that
Apart from that I think the only other character I really want to see added atm is Revenge of the Fallen Sideswipe.
Both Jazz and Scorponok are on their way, we just just don’t know when. Scorponok has been sitting around in the game unused since August or perhaps even earlier... I don’t quite recall. Jazz popped up more recently.
Scorponok should definitely be a demo class though, you nailed it. We also know one of his specials involves his cyber-bee.
What does 'popped up more recently' mean?
Lockdown - age of extinction
Long haul - revenge of the fallen
The fallen - revenge of the fallen
Rampage - revenge of the fallen
Jazz - movie
Shockwave - dark of the moon
Starscream - revenge of the fallen
Nitro zues- the last knight
Cliffjumper- G1
Megatron- the last knight
Optimus prime- the last knight
Bumblebee- the last knight
Crosshairs- the last knight
Ratchet- dark of the moon
Stinger- age of extinction
Galvatron- age of extinction
Sideswipe- revenge of the fallen
Barricade- the last knight
Onslaught- fall of cybertron
Vortex- G1
Grimlock- the last knight
Strafe - age of extinction
Slug - the last knight
Swoop - G1
It means he ‘popped up’.... suddenly appeared in the game files in the last update or the one before it.
Jetfire- revenge of the fallen
I've been preaching that for a while!! ☺