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Collection for Complete Bot Ability sets

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    SparkShredderSparkShredder Posts: 1,300
    BreakDown (G1) : Tactician

    Abilities :
    -Concussion Gun - Powerful Shot Shackles the Systems
    -Vibratory Shatter - His Engine Vibrates too Much that Vibrations passes to Opponent

    Ranged Attacks:
    - Concussion Gun has 30% chance to inflict a Mechanical Failure causing 40-80% chance to cause Transformation Failure for 5 sec.
    - 100% Chance to nullify a attack, melee or ranged damage buff.
    - Mechanical Failure can't be stacked and doesn't interrupt SoundWave and Blaster Heavy Attack as they don't Transform.
    - Transformation Failure causes stun for 1.5 sec and removes Mechanical Failure.

    Heavy Attack:
    - 40% Chance to 'drain 10% Max Power and inflict a Vibratory Shatter debuff for 3-1 sec'.(duration reduces with rank up)
    - When this debuff expires, it nullifies all Armors and Resistances.(like Wasp's Stings)
    - These Debuffs are also applied if Opponent Intercepts Heavy Attack using Melee Attacks or Dash.

    Opponent's Dash:
    - Gains a 20% Melee Evade Buff which lasts till their dash is finished.
    - Does not gain evade within 2 sec from Opponent's last successful ranged attack.(Use Ranged before dash).
    -Logic is this paranoid will try to evade the dash, but if a ranged shot hit him he'll be dazed for a while

    No ideas for animations:
    Special Attack 1:
    - Inflicts a non-stackable 20% Armor Break for 15 sec.

    Special Attack 2:
    - Inflicts a non-stackable 30% Attack Debuff for 15 sec.

    Special Attack 3:
    - Inflict a Mechanical Failure for 15 sec which can't be removed by Transformation Failures.
    - This Mechanical Failure doesn't Stack with any other Mechanical Failure Debuff.
    - Nullify all Armor, Attack, Melee and Ranged Buffs.

    Signature Ability: Intense Paranoia---His paranoia gets to a intense level when Opponent comes in close proximity
    - While Opponent is in Close Proximity
    +Gains 25-60% Passive Resistance to all Basic & Heavy Attacks and Melee Special Attacks.
    +Resistance Icon Might be shown in Grey to show if resistance is currently active.
    Better Keep a little distance from him

    Synergies:
    -Enemies- SideSwipe

    -Allies- All Stunticons

    -Till Stunticons Ride- MotorMaster - All Stunticon Heavy Attacks are +25% Anti-Evade and have +25% Attack Rating.

    -Paranoids - Red Alert - +15% Chance to evade all non-Special Melee Attacks.

    -Stunticon Leader - MotorMaster:Outgoing - MM gains unique buffs from stunticons and give their heavy Attacks 40% Chance to Inflict a 25% Armor Break or Attack Debuff for 5 sec.

    -Stunticon Comrade - Motormaster - MM has 100% chance to trigger unique ability for each ramming debuff.
    + Armor Breaks nullifies an Additional Armor buff.
    + Attack Debuff nullifies an Attack Debuff; Bot-generated buff priority, then MOD buff then Mastery Buff.
    + Power Debuff nullifies a Power Gain , Power Rate Buff or any buff with these effects.
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    SparkShredderSparkShredder Posts: 1,300
    WildRider/Brake-Neck (G1) : Brawler

    Abilities :
    Crit Rate Debuff - You became a brawler with low attack and health!
    Melee Buff - Muscle Power, man!
    Bleed Accuracy Debuff - This will 'drive' warriors 'wild'!

    Bleeds :
    - Bleeds 'drive' WildRider 'crazy'.
    - Each Bleeds inflicted on WildRider give his Heavy Attack +10% Passive Crit Rate.
    - Crit Heavy Attacks don't trigger Opponent's Abilities and Inflict a Bleed Accuracy Debuff.
    - Bleed Accuracy Debuff reduces their Chance to trigger Bleeds by 60-100% for 7 sec.
    - Bleed Damage is reduced by 40-80% as long as Opponent is under effect of Crit Rate Debuff.

    Heavy Attacks :
    - Unstoppable and Inflicts a 100% Crit Rate Debuff for 4-6 sec.
    - Nullifies all Precision and Crit Rate Buff, Hound's Ammo switches to Inferno Ammo.
    - +50% Armor in Vehicle Mode and Purifies Burns.

    Melee Attacks :
    - +20-40% Attack Rating and +35% Power Rate against Enemies with Crit Rate Rate Debuffs.

    Special Attack 1:
    - 100% Chance to stun for 2 sec.

    Special Attack 2:
    - Inflicts Crit Rate Debuff for 12-16 sec.
    - Inflicts Bleed Accuracy Debuff reducing Opponent chance to trigger Bleeds by 60-100% for 10 sec.

    Special Attack 3:Madness Extreme
    - WildRider Transforms, burns up tyres and crashes in enemy knocking them down. While they are on knees trying to stand up, Wildrider charges towards them and transforms, gives a Backflip kick again knocking them down and transforms mid-air landing on them and transforms again and jumps off them and transforms again and circles around them, drifting and crashing in them time-to-time and then, jumps while still in vehicle mode (hydraulics?) and crashes in their face.
    - 100% Chance to inflict Crit Rate Debuff for 15 sec while landing on them.
    - Stun for 5 sec while smashing in their face.

    Signature Ability : Extreme Wildness
    -Successful Heavy Attacks have 100% Chance to grant a permanent 10-30% Melee Damage buff and 15% Crit Damage Buff.[Max Stack:10]

    Synergies :
    Enemies- WindCharger

    Allies- All Stunticons

    Unstoppable Force - MotorMaster | RamJet - Gains Unique buff from them and Grants 100% Chance to Take no damage from Opponent's Attacks while Unstoppable.

    Enforcers - MotorMaster | Ramjet | KickBack

    Stunticon Leader - MotorMaster:Outgoing - MM gains unique buffs from stunticons and give their heavy Attacks 40% Chance to Inflict a 25% Armor Break or Attack Debuff for 5 sec.

    Stunticon Comrade - MotorMaster - MM has 100% Crit Resistance while Unstoppable.
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    SparkShredderSparkShredder Posts: 1,300
    Pyra Magna (G1/IDW comics) : Tactician

    Abilities :
    Burn - Helpful in winters!
    Acid - You are the test tube for Chemical Reactions!
    Armor Break - There are some or many cracks in there!

    Passive :
    - Hard Conditions of Sea of Rust has made her 25% Resistance to Acid and Burn Damage.
    - +20% Block Proficiency for each Acid or Burn Active
    - -20% Block Proficiency of Opponent for Each Acid or Burn Active.

    Ranged Attacks :
    -Shoots Corrosive, but highly inflammable, Chemicles.
    -30% Chance to inflict Acid for 30-50% Attack over 6 sec.
    -Acid Corrodes an Armor every sec.

    Heavy Attacks :
    -Rotates her fire-truck ladders to smash into Opponent.
    -Ignites Each Acid to Convert into a Burn for 50-70% Attack over 6 sec.

    Melee Attacks :
    -Burns weaken the Armors, inflicting passive 25% Armor reduction for each Burn active.
    -Crit Hits have 50% Chance to bleed the Burning Opponent for 35% Attack over 3 sec.

    Special Attack 1:Enforced and Broken!---Hey GrimLock!, I've heard you purify debuffs?
    - Uses her Cudgel to Strike Opponent thrice.
    - 60% Chance per Hit to break armor inflicting 20-40% Armor Break for 5 sec.
    - Inflicts a Enforce debuff preventing Opponent from purifying any debuff for 10 sec.
    - Purifies Crit Rate Deuffs and inflicts a 50% Crit Resistance Debuff for 7 sec.
    - Crit Resistance doesn't really increase the Crit Rate, but counters any crit resistance Opponent has.(say Primal!)

    Special Attack 2:Corroding Sensations!---It pains !...and gives a HeadAche too!
    - Charges her Ranged Shot and rain on them shooting upto 5 shot.
    - And a Heavy smash of Ladders on her Back,(she turns at 90 degree, and rotates her ladders)
    - Ranged Shots have 70% Chance to inflict Acid.
    - Ladder Smash has 80% Chance to stun for 3 sec.

    Special Attack 3:Magna Flames---Firetruck not to rescue!
    - Smashes her Ladder and hit with Cudgel and inflicts Enforce for 15 secs.
    - Shoots with Corrosion Cannons and Inflicts upto 6 Acids with 30-50% Attack damage over 3 sec.
    - Transforms and Rams in them right when Acids elapses 2.5 sec and converts them in Burns dealing 50-70% Attack over 4 sec.
    - While only 1 sec is left for Burns to elapse, she pours a concentrated Chemical on Opponent with Corrosion Cannon.
    - Chemical Ignites instantly due to contact with Fire(burns) and inflicts a burn dealing 100% Attack over 13 sec.

    Signature Ability:Survive or Rust
    - While Opponent is under effect of Acid, they have 20-50% chances for Transformation Failures.
    - While Opponent is Burning, they drain 2-6% of Max Power per second for each Burn Active.[Effective for Max Stacks of 3]

    Synergies:
    Till All are One: - RustDust/WindBlade
    Brothers in Arms: - StormClash/JumpStream
    Rust Renegade Leader: - Pyra gain unique buffs from her Renegades and gives them +10% Attack and Health.
    Blessings of Matrix:- Optimus Prime(G1) - Inspired Pyra Magna gains +20% Power Rate.
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    SparkShredderSparkShredder Posts: 1,300
    Rust Dust (G1/IDW comics): Scout

    Abilities :
    Evade - Did you just attacked?
    CRIT Rate Buff - Get ready for hard times!

    Passive :
    - Hard Conditions of Sea of Rust has made her 25% Resistance to Acid and Burn Damage.

    Opponent's Ranged Attacks :
    - 35% Chance to Evade Ranged Attacks.

    When Finishing a Combo:
    - Can Perform 7 hit combo.
    - Gain 40-80% Evade for 1.5 sec.

    Dodging Opponent's Attacks:
    - Gain a 20-40% Crit Rate buff for each hit avoided.[Max Stack:4]
    - Consumes a Crit Rate buff for each successful attack.

    Crit Hits:
    - +30% Power Rate for Crit Hits.
    - Steals 10% of their Current Power from Enemies with Power Gains.

    Heavy Attacks:
    - Transforms and Charges Towards Enemy and 'Backflips' to hit them.
    - Her Heavy Attack can hit to other corner of arena and can avoided by either intercepting or sidestep.
    - Gives current shocks on her to opponent refreshing duration.

    Special Attack 1: Flury of Kicks
    - Charges at Opponent jumping high and spreading a leg at 90 degree angle
    - Rotates to hit with Shin four times.
    - Inflicts Power Lock for 6 sec.

    Special Attack 2: Hard to Catch
    - Dash towards Opponent and jumps and kicks with both feet..like Jazz?
    - Still Mid-Air, Gives three Shin Kicks.
    - Inflicts Power Lock for 6 sec.
    - Gains a 20-40% Chance to Evade all Attacks for 4 sec.

    Special Attack 3: Driller Imbalance
    - Transforms and Rush towards enemy at full speed,,transforms again and goes towards opponent rotaing like a drill.
    - Kicks opponent with both legs on chest...about 5-6 times till they are against wall.
    - While lands on ground, she instantly jumps and gives 4 shin kick on face.
    - Inflicts Power Lock for 6 sec.
    - Gains a 20-40% Chance to Evade all Attacks for 4 sec.
    - +30% Power Rate for 15 sec.

    Signature Ability: Power Race
    - Upto +50-120% based on Opponent's Power Meter filled.
    - Upto +50-120% Crit Damage based Opponent's Power Meter empty.

    Synergies :
    Rust Renegade Comrade - Pyra Magna - Pyra has +30% Power Rate against Burning Opponent.
    Allies - Arcee | WindBlade | Rust Renegades
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    SparkShredderSparkShredder Posts: 1,300
    StormClash (G1/IDW comics): Warrior

    Abilities :
    Bleed - You're Leaking
    Precision - Don't Evade and suffer the CRITS.

    Passive :
    - Hard Conditions of Sea of Rust has made her 25% Resistant to Acid and Burn Damage.
    - Decreasing Opponent's health fuel her violence giving her upto passive +20% Crit Rate based on Opponent's Lost Health.

    Combo Meter:
    - Concentrating Aggression make her +10% Anti-Evade per 5 hits.

    Sword Attacks:
    - Crit Hits have 60-70% chance to bleed for 30-40% Attack over 4 sec.
    - +30% Power Rate against Bleeding Opponent.

    When Knocked Down:
    - Becomes Very Angry and Gains 50-80% Precision increasing CRIT rate and preventing their Evades for 5 sec.

    Opponent's Special Attacks:
    - Gains 25-45% Precision increasing CRIT rate and preventing evades for 3 secs.
    - +3 sec for Successful Special Attacks.

    Heavy Attacks :
    - 100% Chance to inflict Bleed for 40-60% Attack over 5 sec while slicing Opponent with RotorBlades.

    Special Attack 1:
    - Steals Power Rate Buffs for Same effectiveness and Duration.
    - Inflicts Bleed for 50-70% Attack over 6 sec.

    Special Attack 2:
    - Purifies All Power Leaks/Drains.
    - +20% Damage for each Power Leak/Drain purified.
    - Inflicts Bleed for 90-130% Attack over 10 sec.

    Special Attack 3:
    - Purifies All Power Leaks/Drains/Rate/Lock Debuffs.
    - +25% Damage for Each Purification.
    - Inflicts Bleed for 100-140% Attack over 10 sec.
    - Inflicts 70% Crit Rate Debuff for 12 sec.

    Signature Ability: The End is Near---As Tempograph on her Helicopter Mode describes
    - Upto +50-150% increase in Bleed Damage based on Opponent's Health Lost.

    Synergies :
    Rust Renegade Comrade - Pyra Magna - +100% Anti-Evade against Enemy under Burn or Acid Effect.

    Sky Assault - Windblade | Airazor | Wasp | StarScream

    Sisters - SkyBurst - Their will to save each other give them unique buffs as each of other losses health.
    + If SkyBurst is under 50%, get +75% Crit Damage.
    + If SkyBurst is Under 10%, get +30% Duration to Bleeds.
    + If SkyBurst is K.O, start fight invulnerable for 5 sec.
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    SparkShredderSparkShredder Posts: 1,300
    SkyBurst (G1/IDW comics): Brawler

    Abilities :
    Attack Armor - Each Attack will cost you!
    Melee Buff - I got Heavy Hand!
    Buff Protection - You think you can steal or nullify?

    Passive :
    - Hard Conditions of Sea of Rust has made her 25% Resistant to Acid and Burn Damage.

    When Attacking or getting struck:
    - 15% Chance to gain an Attack Armor (Orange colored) for 5 sec while get struck.
    - This chance is 10% while attacking.
    - Each Stack of Armor reduces +4-8% Damage and provides +2-4% Attack Rating. [Max Stacks:15]

    When Attack Armor is active:
    - Each Opponent's Attack gives one additional stack of Armor.
    - 50% Chance for Attacks of SkyBurst give her one additional Stack.
    - Opponent has 60% Chance to gives 2 stack on heavy and 3 stacks on last hit of a special instead of 1.
    - Skyburst's Heavy and special don't give her additional stacks.
    - When new stacks are gained, they refresh duration of all stacks.
    - When Armors expire, their each stack is converted into a 8-16% Melee buff for 6 sec.

    Heavy Attack:
    - +5% Crit Rate for each armor active.
    - Crit Missile Attacks burn for 60% Attack over 4 sec.

    Special Attack 1:
    - 60% Chance to Stun for 2 sec.
    - +0.3 sec for Each Armor Active.

    Special Attack 2:
    - Last Hit grants a Attack Armor for 2.5 sec if she don't has already.So, the Challenge is get into combo after the Attack ends
    - Stacks collected afterwards last 6 sec.
    - Gains 'Buff Protection' buff protecting her buffs from nullify effects for 9 sec.

    Special Attack 3:
    - Consumes All Armor instantly to Gain Melee Buffs.
    - Inflicts 25% Crit Rate Debuff for 9 sec.
    - Gains 'Buff Protection' for 9 sec.
    - Grants an Attack Armor for 3 sec at last hit and stacks collected afterwards last 6 sec.

    Signature Ability : Heal Armor
    - Attack Armor has max stacks of 10, after which she gains Heal Armor for non-limit stacks for 5 sec.
    - New Stack of Heal Armor don't refresh duration of previous Attack/Heal Armor stacks and new stacks have remaining duration of first stack.
    - E.G->If first stack has 3 sec remaining, new stack will start with duration of 3 sec.
    - Heal Armor heal 50% of Damage instantly as Opponent deals, 150% of Damage which Debuffs are dealing.These effects don't Stack.
    - When Heal Armors Expires, heals 2-6% of Max Health per Heal Armor.

    Well, you have to kinda 'rain' basic attacks to get as many heal armors within 5 sec,still you just have 50% chance per attack to get one heal armor...so, another way is stand steady and get attacked...as an opponent, control your attacks for 5 sec,,no attack armor,no heal armor.

    Armor Abilities seems too complicated or OverPowered or something because I just Explained them too much. However, in practical use, it won't be that complicated
    Synergies :
    Sisters - StormClash - Their will to save each other give them unique buffs as each of other losses health.
    + If StormClash is under 50%, start fight with 2 Attack Armor.
    + If StormClash is Under 10%, get +50% Crit Rate for Heavy Attack.
    + If StormClash is K.O, start fight invulnerable for 5 sec.

    Rust Renegade Comrade - Pyra Magna - Crit Heavy attacks have 100% Chance to burn Armor Broken enemy.
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    SparkShredderSparkShredder Posts: 1,300
    Dust Up (G1/IDW comics) : Warrior

    Passive :
    - Hard Conditions of Sea of Rust has made her 25% Resistant to Acid and Burn Damage.
    - +20% Increase in crit damage for Each Power Drain/Leak she suffers during the fight.
    - If neither Opponent nor Dust Up tries to Attack (no dash forwards, no ranged, just defensive moves) for 4 sec, She will get a Unstoppable for 2 sec and +60% Precision for Next Successful Hit while unstoppable.

    Melee Attacks:
    - Uses her Bat'Leth Blade to slice up Opponent
    - Crit Hit have 40% Chance to bleed for 60-100% Attack over 5 sec.
    - Grants 20% less power to Opponent for Each Power Rate/Gain they Activated during the Fight.

    When Hit by Opponent:
    - When their combo meter reaches 6 hits, gains 20-40% Precision Buff for 6 sec.

    When Opponent triggers any Evade:
    - Gains Precision increasing Crit Rate by 4-12% and Prevents Evades for 4 sec.

    Heavy Attacks:
    - Crit Hits have 40% Chance to stun for 2 sec.

    Special Attacks:
    - Unsuccessful Special Attacks grant 20-40% Precision for 3 sec.

    Special Attack 1: Catch the Blade!---A Dangerous game to Play
    - Throws her Blade at Opponent with 80% Chance to Bleed for 80-120% Attack over 6 sec.
    - Charges and jumps and kicks Opponent with 60% Chance to Stun for 2 sec, and picks up her blade.

    Special Attack 2: Slicer Girl!---Tornado Coming!
    - Holds her Blade Horizontally with both hands close to her chest.
    - Charges towards Opponent and rotates continuously and Slices her Opponent.
    - Damage is done in 12 small hits each with 60% Chance to bleed for 50-80% Attack over 5 sec.

    Special Attack 3:
    - Inflicts Evade Lock preventing Activation of Evades for 10 sec.
    - Inflicts 50% Power Rate debuff as long as Opponent is bleeding.
    - 15-25% Precision for 8 sec.

    Signature Ability: You soon will Rust!
    - +10-20% passive increase in Crit Damage for Each Bleed she inflicted during the fight and not purified.(Say Grim and MV1, but not Primal though bleeds will heal and there won't be crit hits at all)
    - Ignores all Passive Evade Buffs.(Not the Green icon Evades)(Poor Arcee)

    Synergies:
    Conjunx Endura - JumpStream - +10% Attack and Health
    Rust Renegade Comrade - Pyra Magna - +20% Crit Damage for Each Burn or Acid active on Opponent.
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    SparkShredderSparkShredder Posts: 1,300
    JumpStream (G1/IDW comics): Brawler

    Abilities :
    Armor Buff - Protection Tool used since Ancient Times.
    Melee Buff - I got a Heavy Hands!
    Stun - Feeling Dizzy and Having HeadAches?

    Passive :
    - Hard Conditions of Sea of Rust has made her 25% Resistant to Acid and Burn Damage.

    Blocking:
    - Blocks using her shield with +30% Block Proficiency.
    - 100% Block Proficiency against Enemies with Precision.
    - Opponent's Attack while Blocking have 25% Chance to give 20-40% Armor for 7 sec.

    Dash :
    - With Shield in Front, Dashes Forward with +40% Armor and 100% Crit Resistance for duration of dash.
    - Dashes Back taking cover of Shield with +20% Armor and 50% Crit Resistance.
    - Opponent's Attacks while Dashing have 40% Chance to give 40-60% Armor for 4 sec.

    All Attacks :
    - 15% Chance to gain 10-30% for 7 sec.

    Opponent's All Attacks:
    - 15% Chance to gain 20-40% Armor Buff for 6 sec.
    - 20% Chance to gain 30-50% Melee Buff for 7 sec.

    Special Attack 1:
    - Shoots a ranged Attack and Throws her Shield at Opponent and Shield deflects back Jumpstream
    - Shield Smash has +50% Crit Rate and 60% Chance to Stun for 2-4 sec.
    - +0.2 secs to stun for Each bleed inflicted to her during the fight.

    Special Attack 2:
    - Inflicts 40% Power Rate debuff for 7 sec.
    - Inflicts 40-80% Precision Debuff for 12 sec reducing efficiency of Precisions.

    Special Attack 3:
    - Gets 'Immunity' Buff purifying All DoT Debuffs and protecting JumpStream from Any DoT Debuff for 15 sec.
    - Inflicts 100% Crit Rate Debuff for 8 sec.

    Signature Ability: Absolute Solution
    - Crit Hits of Opponent don't have pierce armor, unless stated by their Bot Abilities.
    - When getting DoT debuff from melee hits(both JS's or Opponent's), 40-90% Chance to Return the Debuff to Opponent.
    - When getting DoT debuff from ranged hits(of any), gains 10-30% Attack Buff for 6 sec for each Debuff.

    Synergies:
    Conjunx Endura - Dust Up - +10% Attack and Health
    Rust Renegade Comrade - Pyra Magna - 75% reduced DoT Ability Accuracy for Enemy under Acid or Burn Effects.
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    Gunz0Gunz0 Posts: 2,949
    Combiner: Victorion
    Class: Scout
    Faction: Autobot

    Signature Ability: Relic Protector
    - The Torchbearers' devotion to protect and collect relics cause her to get a lil' bit tetchy when her opponent threatens the sacred relics. Victorion activates her powers from the relic to annihilate the enemy, increasing her crit rating by a 20~45% and purifying all debuffs while providing a 10~15 second debuff immunity upon dropping below 70% health.

    Passive:
    - Victorion's ability to manipulate gravity grants her a big advantage against her opponents
    - The Torchbearers possess 25% Acid and Burn resistance

    Critical Sword Hits:
    - Deals 50% more crit damage against Decepticons
    - Causes Armor Breaks and Shield Breaks when the opponent is suffering from a Gravity Increase debuff, applying a 30% Armor/Shield rating reduction.

    Blocking:
    - Gravity Reduction
    - 20% chance to evade melee attacks and gain 40~55% a power bar on successful evades
    - Gains a Gravity Increase buff, increasing her dashing speed and ranged speed for 8~12 seconds.

    Heavy Attacks:
    - Gravity Increase
    - Drains 10% of opponent's max power
    - Inflicts a Gravity Increase debuff, reducing the opponent's ability accuracy by 60% and dashing speed for 8~12 seconds

    SP1: Energy Slash: Leaves a shocked wound
    - Inflicts 2 Shock debuffs for each power bar the opponent has, each debuff dealing 30% attack over 6 seconds

    SP2: Earthquake: Shakes the ground with your power!
    - Gains a Gravity Reduction buff while inflicting a Gravity Increase debuff

    SP3: Wrath of Gods: Unleash the wrath of Gods on their heads!
    - Deals 50% extra special damage if Victorian is under a Gravity Reduction buff
    - Deals 50% extra crit damage if the opponent is under a Gravity Increase debuff
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    Gunz0Gunz0 Posts: 2,949
    edited July 2018
    Bump!
    Blackarachnia
    Class: Warrior
    Faction: Predacon (we need moar cons)

    Signature Ability: Web of Time
    - Blackarachnia uses her “Web of Time” to predict the future, allowing her to sense incoming danger. Blackarachnia has a 10~20% chance to evade incoming attacks when the opponent is webbed. Blackarachnia also gains a 20~40% crit rate buff when evading, lasts for 2 seconds (better intercept)

    Basic Ranged Attack:
    - 70% chance to web the opponent, reducing their defensive ability accuracy by 18~26% for 5s
    - +20~25% crit rate against webbed opponents
    - Web stacks indefinitely

    Critical Hits:
    - 20~25% chance to cause Bleed, dealing 50% attack over 5s. Combo enders have double this chance

    Sidestepping:
    - 90% chance to inflict a 15% crit rate debuff for 4s
    - 75% chance to renew the duration of web effects

    Heavy Attacks:
    - 20% chance to stun the opponent for each active web, lasts 1.5s
    - Inflicts Electro-venom, dealing 80% attack over 4s while reversing all power gain effects

    SP1: Web Trap: Traps the prey in web
    - Each hit has a 70% chance to inflict a web effect
    - Inflicts a 6-second power rate debuff, reducing the opponent's power rate by 100%

    SP2: Whiplash: Is she too fast for you?
    - Gains a 10-second crit rate buff, increasing he crit rate by 20%
    - Stuns the opponent for 2s

    SP3: Blackwidow: Blackarachnia is very dangerous while hunting
    - Inflicts 3 stacks of 9-second Web
    - Inflicts Electro-venom, dealing 180% attack over 10s while reversing all power gain effects

    P/S: Electro-venom cannot be stacked and does not reverse power gained from attacking or being attacked

    Unique Synergies: Romance with Silverbolt
    - Silverbolt gains power at the start of the fight like Windblade
    - Blackarachnia's combo starters have doubled chance to inflict Bleed on crits
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    Gunz0Gunz0 Posts: 2,949
    edited July 2018
    Tarantulas (Transmetal)
    Class: Tech
    Faction: Predacon

    Signature Ability: Power Shield
    - Tarantulas' well-timed blocks activate his Power Shield, reducing 22.5%~66.5% ranged or special damage and gaining 25~50% of a power bar per hit.

    Passive: Transmetal Exterior
    - Transmetal exterior provides him 10% ranged damage resistance and 35% reduced stun duration

    Combo Enders:
    - Light: Inflicts a 4-second Power Lock
    - Medium: Inflicts a 4-second Repair Block

    Passive: Power Steal, Life Steal
    - Tarantulas is very cunning, he'll steal the opponent's power gained when they're Power Locked or steal the opponent's Repair when they're Repair Locked

    Critical Hits:
    - +20% crit rate when the opponent is Shocked
    - +100% crit damage when the opponent is Shocked

    Blocking:
    - Hold block for 2s to renew the duration of Power Lock and Repair Block
    - Repair Block and Power Lock expire immediately if Tarantulas' block is broken (by a heavy or unblockable atk, etc)

    Heavy Attacks:
    - Rushes in, dealing 30% additional damage and gaining 40% additional power
    - Repairs 1% max health if the opponent is Repair Blocked
    - Gains 10% a power bar if the opponent is Power Locked

    Special Attacks:
    - Place 1~2 Spider Drones on the opponent, each reducing the opponent's Defensive Ability Accuracy and Energy Resistance by 12.5% (Max: 8 stacks)

    SP1: Bullet Barrage: Pew Pew Pew Pew
    - Each hit gives Tarantulas 1% of max power (10 hits in total)

    SP2: Transformation Lock Lens Say Hello to my little friend!
    - Disables the opponent's heavy and SP3 for 8 seconds if they're in robot mode
    - Stuns the opponent for 3 seconds if they're using a heavy attack
    - Each Web shot inflicts Shock, dealing 40% attack over 5 seconds (2 Web shots)

    SP3: Kill the prey: Bwahahahaha
    - Inflicts E.M.P, a permanent Passive Shock effect, thus cannot be purified. E.M.P deals no damage
    - Inflicts a Sticky debuff, preventing the opponent from backstepping, sidestepping or evading Tarantulas' attacks

    Note: All of Tarantulas' special attacks are energy-based, you can see how useful his Spider-drones' Energy Resistance reduction is

    Synergies:
    - Cunning Traitors:
    + Starscream can now nullify armor and melee damage buffs through blocks (still deals shock damage)
    + Tarantulas' ranged attacks travel faster
    - Intellects:
    + Shockwave's SP2 life steals 25% damage dealt
    + Soundwave's Power Leak now becomes Power Leech, allowing Soundwave to steal 100% power leaked
    + Tarantulas gains +10% flat ranged damage resistance
    - Predacon's Terrorization
    - Waspinator can evade ranged attacks while in his Bee mode
    - BW Megatron deals 10% more damage for each Predacon on his team
    - Tarantulas now reduces stun duration by 50% instead of just 35%
  • Options
    SparkShredderSparkShredder Posts: 1,300
    Crosshairs (The Last Knight) : Warrior

    Abilities :
    DisConfindence - Opponent gets heart broken
    HeadShots - BullsEye!

    Ranged Attacks :
    - Crit Hits have 40% Chance to inflict 50-80% Attack as Direct Damage.No additional bleeds

    Opponent's Dash or Heavy Attacks :
    - Ranged Attacks can't be evaded or missed.
    - Intercepting using Melee Attacks reduces their Confidence reducing their Ability Accuracy by 40-80% while lowering their chances to use Dash or Heavy Attacks for 7 secs.Well actually, rough words used by Crosshairs upon breaking their dash make them disconfident

    Basic Melee Attacks:
    - +20% Crit Rate against Dis-confident Opponent.

    Heavy Attacks:
    - Crit Hits have 40% Chance to Stun Dis-confident Enemy for 4 sec.

    When Knocked Down:
    - His arrogance gets triggered, increasing his Power Rate by 50% for 6 sec.

    Special Attack 1: Power Fault---Opponent feels a little ill while their Power Enhancements fail
    - A flurry of three kicks and a ranged shot.
    - Each kick has 70% Chance to Convert a Power Rate buff into 30% Power Rate debuff for 7 sec.
    - Ranged shot has 60% Chance to convert a power gain into 40% Power drain over 5 sec.

    Special Attack 2: Viper Sniper---Bullets Precise and Lethal as a Viper Bite.
    - BackFlips very high to backward side, shooting Total of 6 Ranged Shots while mid-air
    - Puts his Goggle on and gains +35% Precision for duration of this attack,
    - Opens Parachutes to land on the ground.

    Special Attack 3: Harsh Talk---He never cares who he's talking to
    - Burns up tyres and starts drifting midway(like heavy attack, but faster, harsher)
    - Transforms and as he's rotating ,he kicks opponent with both legs, knocking them down.
    - Opponent looks for Crosshairs, he's just standing behind them, taps on their shoulders, opponent turns back.
    - and He immediately Punches on their face and give high kick on face.
    - Throws two grenades(borrowed from hounds!) at feet of opponent and walks away like a gentleman.
    - Puts his Goggles on and Gains 20% Precision Buff for 10 sec.
    - Burns opponent for 100% Attack over 5 sec.
    - This Attack deals +50% Damage against DisConfident Enemy.

    Signature Ability: Confidence---Crosshair gets on cloud nine when when he kicks out the Opponent
    - Gains a Confidence buff for 8 sec upon landing a successful Special Attack.
    - While Crosshairs is confident, he grants 40-90% less power to opponent while attacking and is 50% less likely to trigger their abilities.
    - While Attacking, Confident Crosshairs also ignores existence of Power Rate buffs.

    Synergies :
    - SharpShooters - Arcee | Mirage | Hounds | Rattrap
    - Sniper Support - All Movie Autobots - +15% Anti-Evade and Crosshairs snipes down health equal to 20/40/80% of attack rating of these bots each times opponent triggers an evade and passively stuns them for 0.4 sec.
    - Outlaws - Barricade | Grindor
    - Racing Rivals - Hotrod | Mirage
    - Reckless Driving - Prowl
    - Allies - Hounds | Prime(MV1/TLK)
  • Options
    @SparkShredder can you do one for the g1 medic hook. Give him and megatron a similar synergy to the Op and ratchet one
  • Options
    SparkShredderSparkShredder Posts: 1,300
    Hook (G1) : Tech

    Abilities :
    - Repairs : Constructicons reconstruct their damaged parts!
    - Concussion Charge : Gun Shot hit very hard enough to Break Buffs.

    Passive : These abilities are just meant as Small Backups.
    - Gains 2% Power per sec for each burn stack active and reduces their damage by 50%.
    - After Every 10th hit in combo Meter, gains 10% of remaining Power over 1.5 sec.
    - After Every 20th hit in combo meter, repairs 4-6% of lost health over 2.5 sec.

    Blocking :
    - Hook scans opponent's offense systems and prepares to tackle them
    - Every 0.75 sec, gains a concussion charge.[Max Stack:4]

    Ranged Attacks :
    - Each Successful Ranged Attack consumes a concussion charge and nullifies a Special Damage, Ranged Buffs and Crit Damage buff.
    - While nullifying a Buff, Drains 8-12% of Max Power.
    - 20% Chance per Concussion Charge to nullify Unstoppable and stun for 2 sec.
    Concussion charge is consumed whether or not opponent has these buff.

    Heavy Attacks : Drives towards Opponent and rotates his Hook to smash them
    - Crit Hits have 20% chance per Active Concussion Charge to stun for 2.5 sec.

    Opponent's Special Attacks: *Optional*Can be Used but better not, to keep him balanced*
    - 15% Chance per Each Special, Ranged or Projectile Buff active on them to Construct a Shield blocking 60-90% of Damage for 7 sec.

    Special Attack 1: Hook you Up!--- For Construction, there needs some more parts
    - Shoots a Ranged Shot dealing Shock for 60% Attack over 4 sec. Cosumes a Concussion Charge.
    - Dash in and Attacks with Hook Ladder on his back, Power Locks opponent for 6 sec.

    Special Attack 2: See Saw--- So, Break the Opponent to get Spare Parts
    - Slices out the Opponent dealing 10 Minor Attacks of Round Saw Blade with 40% Chance each to Bleed for 30% Attack over 5 sec.
    - Then, Gives a Serious Whirlwind Slash with 100% Chance to a non-stackable 15% Armor Break for 15 sec.
    - Heals 15-25% of Damage taken.

    Special Attack 3: Master Craftsman---Part gathered, Let's Construct and Reconstruct
    - Gains 3 Concussion Charges and Shoots 5 Ranged Shot each consuming a Concussion Charge.
    - Transforms and grabs Opponent and smashes them here and there and throws them against the wall.
    - Transforms back, brings out laser sword to dismantle the opponent (which is off screen).
    - 100% Chance to Inflict 20% Armor Break for 30 sec.
    - Heals 25-35% of Damage taken.
    - Gains a Shield reducing damage by 40-60% for 9 sec.

    Signature Ability : Pure Perfection---From Smallest to the Biggest, Hook does every work with precision accurate to a nanometer
    - As long as his combo meter is above 12 hits, Hook gains Prefect Strike Buff increasing his power rate based on Combo meter,upto 90-190% for 100 hits.
    - It also increases Crit Rate by 15% and making him 70% less likely to trigger any ability except evades.

    Synergies :
    - Emergency Support - Megatron G1:Incoming - Heavy Attacks have 120% chance based on Health Lost to consume one additional Fusion Charge and trigger Heal. Fusion Overload is deactivated for 4 sec while triggering Heal.
    - Emergency Support - Hook:Incoming - Once per Fight, when Hook drops below 20% Health, Repairs 10% of Max health over 2 sec.
    - Medics - Ratchet:Mutual - Heals are 25% more efficient.
    - Brain Drain - ShockWave - Shocks last 0.5/1/2% longer for each hit in Combo meter.
    - Constructicon Leader - All G1 Constructicons - Buff constructed by them last 25% Longer.In case, they are added
    - Medic Support - Soundwave | Bludgeon - Repairs 7% of base Health at Start of Fight. +5% repair in Raids.
    - Enemies - Optimus Prime | WheelJack - +8% Attack Rating.

    Note: Megatron has 120% chance instead of 100% like Prime, because Prime gets Attack Buff every time he Heavy, but Megs Fusion Charges much uncommon and greater importance.Strength of Heal is equal.
    His signature power rate is kept high because It requires a lot if skill to maintain combo meter at that high.
  • Options
    SparkShredderSparkShredder Posts: 1,300
    Sentinel Prime (Dark of the Moon) : Tactician

    Abilities:
    Bleeds - There are some Holes in you.
    Enforce - You are Enforced to suffer.
    Armor Break - Nothing shall stand against me!

    Sword Attacks:
    - Crit Hits have 30% Chance to Bleed for 20-30% Attack over 7 sec.
    - +10% Crit Rate against Armor Broken opponent.
    - Bleeding causes weakness, decreasing their Melee Damage by 12% per Stack.

    Blocking: Uses his Shield to Block
    - +50% Block Proficiency on Well-Timed Blocks
    - If Opponent dashes in the Block,upto 1-2 of their Melee Buffs wear off. 1 till r2, 2 from r3

    Ranged Attacks: RIP Ironhide!
    - 100% Chance to Rust their Armors (Each attack removes one Armor)

    Heavy Attacks :
    - Crashes in them and has 40% chance to inflict 'Enforce' for 7-9 sec preventing opponent from purifying any Debuff.
    - Enforce also Heal Blocks bleeding opponent.

    Special Attack 1 : Broken Spark
    - Jumps towards Opponent and kick them.
    - Then Smashes opponent with his Shield twice with 60% Chance to 20-30% Armor Break for 7 sec.

    Special Attack 2 : Primax Edge
    - 6 Brutal Sword Slashes with +20% Crit Rate.
    - 100% Armor Penetration and Ignores Crit Resistances.

    Special Attack 3 : We Were Gods
    - Crashes hard into the Opponent and enforces them for 16 sec.
    - Slices Opponent with 4 Slashes.
    - Gives Charged Shot of Cosmic Rust Gun and Inflicts 20-30% Armor Break for 14 sec.

    Signature Ability : War Veteran---Experienced Master-Mind can tackle any Hard Situation
    - Non-Damaging Debuff last 30-80% Shorter and Any Permanent Debuff last for 8 secs.
    - 40% less reduction against demolitions.(40% of 30-80% reduction)
    - 15% Chance to be Unblockable against Bleeding Opponent.
    - 15% Melee Resistance against Armor Broken enemy.
    Impair Charges are not considered Debuff in Game Mechanics

    Synergies :
    - Enemies - Bumblebee | IronHide | Megatron(RotF) - +8% Attack Rating Bee,IH only gets synergy while Megs also give synergy to Sentinel
    - Betrayal - Optimus Prime - +8% Melee Damage and 15% increased Ability Accuracy Only MV1 get benefits,not Sentinel
    - SwordMasters - Dinobot | Drift | Windblade | Bludgeon
    - ShieldMasters - MixMaster | Dinobot

    Strong Match-Ups
    - GrimLock/Mv1 : Neither You can Purify Bleeds nor heal.
    - MotorMaster/Tantrum : Dashing will cost you something very useful.
    - Primal/Grindor : No Armor, No Crit Resistance, Only Bleeds, No Hope!
    - Ratchet : You are enforced and bleeding, still wanna Heal?
    - Jazz : How long your confuse and Backfire work? Feeling Useless?
    - Megatron G1 : Your Debuffs may elapse before you may try to fuse them, they will not fuse anyway.

    Weak Match-Ups
    - ShockWave/ WindBlade/ Drift/ BoneCrusher/ Ironhide/ Galvatron/ MixMaster/ Megatron(RotF) - Only Debuff we have are Damaging, So suffer.
    - Wasp: Keeping Distance is always better against full close combat enemy.
    Sentinel has no defensive ability, expect that well-timed block, which of course, is not that useful.

    Mods
    - Harm Accelerator: Permanent +15 Crit Rate, 20%Unbockable Chance,12% melee reduction per stack,,Scaring!
    - EMI Module: Let them come near him and taste the sword, enjoy melee damage reduction.
    - Exo-Filter: Reduces vulnerability against damaging debuffs.
  • Options
    SparkShredderSparkShredder Posts: 1,300
    Optimus Prime (TLK) : Warrior ReWork

    Abilities:
    Bleed - Direct Damage over Time
    Daze - Some Serious Smashes install Traumatic programming in the cerebral circuitry to make them miss attacks and evades.
    Determination - Prime's Determination to finish the opponent helps him shrug off power leaks and stuns.

    Passive:
    - +0.5% Anti-Evade per each 1% health opponent misses.
    - +5% Passive Attack Rating for each Power Leak opponent inflicted during the fight.--You can guess it's Scout exclusive more specifically Kickback and Prowl

    Crit Sword Attacks:
    - 25% chance to inflict bleed for 45-65% attack for 7 sec.
    - +20% Crit Rate against bleeding opponents.

    Blocking :
    - +20% Block Proficiency and Gains 10% Armor for 7 sec
    - While Armored, Crit Rate buffs of opponent are 75% less effective.It's also Scout exclusive .... or warriors too?

    Dash Forwards:
    - Shield in Front grants +20% Armor.
    - 30% Chance to Daze opponent decreasing their chance to evade by +50-80% and causing 12-18% chance to miss melee attacks for 6 sec.
    (Triggers only on Crit Hit like Bludgeon Stun.)

    On enemy Evades:
    - 50% chance for Prime to be unstoppable for 1.2 sec.---Meant to avoid counter-attack of opponent when they evade

    Determination :
    - Stun are 45-65% shorter, two or more stacks of power leaks are purified for 6-10% power.
    - Power lock are purified for 8-12% power.
    - While leaking power, power rate is increased by 50%.

    Special Attacks :
    - Crit Hits have +20% chance to trigger the respective Abilities.

    Special Attack 1 : I am Optimus Prime! ---Can you survivePrime's Blade : Ask TLK Combaticons(or whosoever the jerks they were)
    - Two Small Chops each with 35% chance to inflict bleed for 20-30% Attack over 5 sec followed by a Super Slash with 60% chance to inflict bleed for 60-70% Attack over 7 sec. (Infernocus Scene)
    Odds of bleeds are not so frequent, right?, but their strength combined with other abilities is quite effective... what if it's crit hit?

    Special Attack 2 : I am Coming for YOU! ---Shield Slap hits harder when Prime comes at lightning speed!
    - Two Charged Shot from Shield ,then Prime come Rocket-Powered to give Shield Slap with 60% chance to inflict Daze for 9 sec.

    Special Attack 3 : Hard Lessons ---Some people tried to Outpower Prime, but failed with insults
    - While Opponent is dashing at you, A shield Slap is enough loose them their consciousness to ground for 60% chance to Daze for 10 sec.(GrimLock)
    - When they stand up ,Full Charge the booster to dash in and Smash a Kick to shackle their Spark with 70% chance for 20% Attack Debuff for 16 sec.(Megatron)
    - Then they are on knees, transform to gain some momentum and again for high jump for sword stab for 100% chance 90-110% attacks as Bleed for 12 sec.(LockDown)

    Signature Ability : Do you Forget WHO I AM ? --Easiest way to let others remember you is to give them some serious pain and helplessness
    - Bleeding Opponent drains 2.5-6% of their Current Power per sec and 20% Reduced healing per bleed stack.
    - Dazed Opponent are 30% less likely to trigger their abilities.

    Synergies :
    - SwordMasters
    - Allies - Hound | Drift | Crosshairs | Bee - +8% Armor
    - Enemies - Megatron(TLK) - +8% Attack Rating.
    - Nemesis - Megatron(RotF) - +12% Power Rate.
    - ShieldMasters - Dinobot | MixMaster | Sentinel Prime
    - SwordWielders - Grimlock | MotorMaster - +10% Damage to Sword Attacks. /just a suggestion for Grim, MM, not to add

    Strong Match-Ups :
    - Scouts - He is lethal to most scouts.
    - Ratchet - Sign Ability makes sure he doesn't heal much health.

    Weak Match-ups:
    - MV1/ GrimLock/ Primal/ Grindor- Most abilities revolve around Bleeds and Crit Hits.
    - Ninjas - Most Abilities need to land Successful hits
  • Options
    SparkShredderSparkShredder Posts: 1,300
    edited August 2018
    CliffJumper (G1) : Tactician

    Abilities :
    - Glass Gas : It makes you shatter in pieces before making you weak.
    - Attack Buff : I'm feeling a strange strength.
    - Attack Debuff : Hey, weak guy!

    If Opponent is a Decepticon :
    - His Hate for Decepticons make him 15% more likely to trigger his abilities.
    Tacticians can have abilities discriminating Factions

    Ranged Attacks :
    - Glass Gas shots have 65% chance to inflict a 10-18% Armor Break for 7 sec.[Max Stacks:5]
    - 20-36% chance per Armor Break to stun Dashing Unstoppable opponent for 3 secs.
    Don't worry about stacking 5 armor breaks will cause a lot of damage, extra stacks efficiency is mitigated in game mechanics

    Heavy Attacks : Shoots with Laser Gun from his Hood.
    - +20% Crit Rate against Armor Broken Enemy.
    - Crit Hits nullifies a Melee or Attack buff from Armor Broken enemy.

    Dashing Forward :
    - His Battle Front personality gives him a +20-40% Attack Buff for 4 secs.
    - 10-18% Chance per Armor Break to 'Remove Unstoppable from Enemy and stun them for 1 sec'.

    Special Attack 1: Crimson Boots
    - Gives opponent taste of a backflip kick and while mid-air, rotates to smash three more kicks.
    - Each Hit has 12% Chance per Armor Break to Bleed for 50% Attack over 2 sec.

    Special Attack 2: OverCharge OverLarge
    - Uppercut and a groovy kick.(no ability)
    - Brings out a really over-sized cannon and charge a Powerful Shot inflicting a 20-32% Attack Debuff for 14 sec.
    - Inflicts 15% Attack as Shock over 4 secs for each Armor Break.

    Special Attack 3: On the Front Line
    - Dashes at opponent and gains his attack buff for duration of this attack and jumps and kicking with both feet on their face knocking them back.
    - Shoots a powerful shot of Glass Gas applying a 14-24% Armor Break for 16-18 secs.
    - Transforms immediately and shoots a laser beam removing every buff from opponent all at once.Opponent is not knocked down
    - Brings out two Big Cannons and shoots them simultaneously to to inflict 20-32% Attack debuff for 20 sec.

    Signature Ability : On the Battle Front---CliffJumper is always first to be on front line. To avoid any casualty, he has little Powered Up his Glass Gas weakening all Opponent Buffs.
    - All Buffs on Armor Broken enemy last 8-20% Shorter for each Armor Break. Effective for upto 4 stacks only.
    - Passive: +8% Physical Resistance for each Armor Break active on Opponent.
    Everything revolves around Armor Breaks, because Weakness in Armor is caused by Glass Gas, hence Armor Break signifies that Glass Gas' effect is currently ON, Attacks by Cliff reveals additional Side-Effects of Glass Gas

    CliffJumper may be have naturally low HP and/or Attack Rating to keep him balanced
    Synergies :
    - Till All are One - Bee(G1) | Jazz(G1)
    - Brothers in Arms - Hound(G1) | Mirage(G1)
    - Allies - WheelJack(G1) | IronHide(G1)
    - Enemies - Megatron(G1) | StarScream(G1) | SoundWave(G1) Because they kicked him hard in the Show
    - Role Models - Jazz | Optimus Prime(G1) - Gains Unique buffs from them and gives them +8% Attack Rating.
    + Optimus Prime's determination to protect his comrade gives CliffJumper +12/25/50 Resistance for 4 secs while Dashing.
    + Jazz gives him passive flat +8% increase in Power Rate for each Armor Break on Opponent.

    Strong-MatchUps :
    - Tantrum/MotorMaster : Your Dashes are welcome with sincere Glass Gas treats.
    - Grindor/Primal : What are Armors?

    Weak MatchUps :
    - MixMaster/Ramjet/Drift : Being close ranged most of time can save from his nasty Glass Gas and their major Buffs don't have timers.
    - Megatron(RotF) : He can inflict impair charges on Melee Attacks too and hence can switch between Close Combat and Distant ShootOuts as per his Needs.
    - WindBlade/Bones - No Buff! Close Range, Miss Ranged, Only Bleeds.
    - Prowl - Sooner his Melee buff elapse, the sooner he'll generate more and additional Power.
    - Ninjas - All you to do is avoid his ranged attacks and he will as easy to slice through like butter with hot knife.
  • Options
    SparkShredderSparkShredder Posts: 1,300
    CliffJumper (G1) : Tactician

    Abilities :
    - Glass Gas : It makes you shatter in pieces before making you weak.
    - Attack Buff : I'm feeling a strange strength.
    - Attack Debuff : Hey, weak guy!

    If Opponent is a Decepticon :
    - His Hate for Decepticons make him 15% more likely to trigger his abilities.
    Tacticians can have abilities discriminating Factions

    Ranged Attacks :
    - Glass Gas shots have 65% chance to inflict a 10-18% Armor Break for 7 sec.[Max Stacks:5]
    - 20-36% chance per Armor Break to stun Dashing Unstoppable opponent for 3 secs.
    Don't worry about stacking 5 armor breaks will cause a lot of damage, extra stacks efficiency is mitigated in game mechanics

    Heavy Attacks : Shoots with Laser Gun from his Hood.
    - +20% Crit Rate against Armor Broken Enemy.
    - Crit Hits nullifies upto two Melee or Attack buff from Armor Broken enemy.

    Dashing Forward :
    - His Battle Front personality gives him a +20-40% Attack Buff for 4 secs.
    - 10-18% Chance per Armor Break to 'Remove Unstoppable from Enemy and stun them for 1 sec'.

    Special Attack 1: Crimson Boots
    - Gives opponent taste of a backflip kick and while mid-air, rotates to smash three more kicks.
    - Each Hit has 12% Chance per Armor Break to Bleed for 50% Attack over 2 sec.

    Special Attack 2: OverCharge OverLarge
    - Uppercut and a groovy kick.(no ability)
    - Brings out a really over-sized cannon and charge a Powerful Shot inflicting a 20-32% Attack Debuff for 14 sec.
    - Inflicts 15% Attack as Shock over 4 secs for each Armor Break.

    Special Attack 3: On the Front Line
    - Dashes at opponent and gains his attack buff for duration of this attack and jumps and kicking with both feet on their face knocking them back.
    - Shoots a powerful shot of Glass Gas applying a 14-22% Armor Break for 16-18 secs.
    - Transforms immediately and shoots a laser beam removing every buff from opponent all at once.Opponent is not knocked down
    - Brings out two Big Cannons and shoots them simultaneously to to inflict 20-32% Attack debuff for 20 sec.

    Signature Ability : On the Battle Front---CliffJumper is always first to be on front line. To avoid any casualty, he has little Powered Up his Glass Gas weakening all Opponent Buffs.
    - All Buffs on Armor Broken enemy last 8-20% Shorter for each Armor Break. Effective for upto 4 stacks only.
    - Passive: +8% Physical Resistance for each Armor Break active on Opponent.

    Everything revolves around Armor Breaks, because Weakness in Armor is caused by Glass Gas, hence Armor Break signifies that Glass Gas' effect is currently ON, Attacks by Cliff reveals additional Side-Effects of Glass Gas
    CliffJumper may be have naturally low HP and/or Attack Rating to keep him balanced
    Synergies :
    - Till All are One - Bee(G1) | Jazz(G1)
    - Brothers in Arms - Hound(G1) | Mirage(G1)
    - Allies - WheelJack(G1) | IronHide(G1)
    - Enemies - Megatron(G1) | StarScream(G1) | SoundWave(G1) Because they kicked him hard in the Show
    - Role Models - Jazz | Optimus Prime(G1) - Gains Unique buffs from them and gives them +8% Attack Rating.
    + Optimus Prime's determination to protect his comrade gives CliffJumper +12/25/50% Resistance for 4 secs while Dashing.
    + Jazz gives him passive flat +8% increase in Power Rate for each Armor Break on Opponent.

    Strong-MatchUps :
    - Tantrum/MotorMaster : Your Dashes are welcome with sincere Glass Gas treats.
    - Grindor/Primal : What are Armors?

    Weak MatchUps :
    - MixMaster/Ramjet/Drift : Being close ranged most of time can save from his nasty Glass Gas and their major Buffs don't have timers.
    - Megatron(RotF) : He can inflict impair charges on Melee Attacks too and hence can switch between Ranged and Melee as per his Needs.
    - WindBlade/Bones - No Buff! Close Range, Miss Ranged, Only Bleeds.
    - Prowl - Sooner his Melee buff elapse, the sooner he'll generate more and additional Power.
    - Ninjas - All you to do is avoid his ranged attacks and he will as easy to slice through like butter with hot knife.
  • Options
    SparkShredderSparkShredder Posts: 1,300
    CliffJumper (G1) : Tactician

    Abilities :
    - Glass Gas : It makes you shatter in pieces before making you weak.
    - Attack Buff : I'm feeling a strange strength.
    - Attack Debuff : Hey, weak guy!

    If Opponent is a Decepticon :
    - His Hate for Decepticons make him 15% more likely to trigger his abilities.
    Tacticians can have abilities discriminating Factions

    Ranged Attacks :
    - Glass Gas shots have 65% chance to inflict a 10-18% Armor Break for 7 sec.[Max Stacks:5]
    - 20-36% chance per Armor Break to stun Dashing Unstoppable opponent for 3 secs.
    Don't worry about stacking 5 armor breaks will cause a lot of damage, extra stacks efficiency is mitigated in game mechanics

    Heavy Attacks : Shoots with Laser Gun from his Hood.
    - +20% Crit Rate against Armor Broken Enemy.
    - Crit Hits nullifies a Melee or Attack buff from Armor Broken enemy.

    Dashing Forward :
    - His Battle Front personality gives him a +20-40% Attack Buff for 4 secs.
    - 10-18% Chance per Armor Break to 'Remove Unstoppable from Enemy and stun them for 1 sec'.

    Special Attack 1: Crimson Boots
    - Gives opponent taste of a backflip kick and while mid-air, rotates to smash three more kicks.
    - Each Hit has 12% Chance per Armor Break to Bleed for 50% Attack over 2 sec.

    Special Attack 2: OverCharge OverLarge
    - Uppercut and a groovy kick.(no ability)
    - Brings out a really over-sized cannon and charge a Powerful Shot inflicting a 20-32% Attack Debuff for 14 sec.
    - Inflicts 15% Attack as Shock over 4 secs for each Armor Break.

    Special Attack 3: On the Front Line
    - Dashes at opponent and gains his attack buff for duration of this attack and jumps and kicking with both feet on their face knocking them back.
    - Shoots a powerful shot of Glass Gas applying a 14-24% Armor Break for 16-18 secs.
    - Transforms immediately and shoots a laser beam removing every buff from opponent all at once.Opponent is not knocked down
    - Brings out two Big Cannons and shoots them simultaneously to to inflict 20-32% Attack debuff for 20 sec.

    Signature Ability : On the Battle Front---CliffJumper is always first to be on front line. To avoid any casualty, he has little Powered Up his Glass Gas weakening all Opponent Buffs.
    - All Buffs on Armor Broken enemy last 8-20% Shorter for each Armor Break. Effective for upto 4 stacks only.
    - Passive: +8% Physical Resistance for each Armor Break active on Opponent.
    Everything revolves around Armor Breaks, because Weakness in Armor is caused by Glass Gas, hence Armor Break signifies that Glass Gas' effect is currently ON, Attacks by Cliff reveals additional Side-Effects of Glass Gas

    CliffJumper may be have naturally low HP and/or Attack Rating to keep him balanced
    Synergies :
    - Till All are One - Bee(G1) | Jazz(G1)
    - Brothers in Arms - Hound(G1) | Mirage(G1)
    - Allies - WheelJack(G1) | IronHide(G1)
    - Enemies - Megatron(G1) | StarScream(G1) | SoundWave(G1) Because they kicked him hard in the Show
    - Role Models - Jazz | Optimus Prime(G1) - Gains Unique buffs from them and gives them +8% Attack Rating.
    + Optimus Prime's determination to protect his comrade gives CliffJumper +12/25/50 Resistance for 4 secs while Dashing.
    + Jazz gives him passive flat +8% increase in Power Rate for each Armor Break on Opponent.

    Strong-MatchUps :
    - Tantrum/MotorMaster : Your Dashes are welcome with sincere Glass Gas treats.
    - Grindor/Primal : What are Armors?

    Weak MatchUps :
    - MixMaster/Ramjet/Drift : Being close ranged most of time can save from his nasty Glass Gas and their major Buffs don't have timers.
    - Megatron(RotF) : He can inflict impair charges on Melee Attacks too and hence can switch between Close Combat and Distant ShootOutsas per his Needs.
    - WindBlade/Bones - No Buff! Close Range, Miss Ranged, Only Bleeds.
    - Prowl - Sooner his Melee buff elapse, the sooner he'll generate more and additional Power.
    - Ninjas - All you to do is avoid his ranged attacks and he will as easy to slice through like butter with hot knife.
  • Options
    SparkShredderSparkShredder Posts: 1,300
    Aah! Cliff got repeated, i was having problem in commenting where it was not registering the comment.
  • Options
    Inferno (Beast Wars)
    Class:Demolitions
    Faction: Predacon

    Abilities:
    -Ranged Attacks:
    +10% Critical Rate
    •Critical hits have an 100% chance to inflict a 1st degree burn.

    Burns:
    1st Degree Burns: Deals 30-55% of attack as heat damage for 15 seconds.
    •If the opponent has 4 stacks of 1st degree burns, they'll convert into a 2nd degree burn.
    2nd Degree Burns: Doesn't deal damage overtime, but each Physical Hit that Inferno lands on the opponent will cause Power Burn, draining 7% of a power bar. These lasts 20 seconds
    •If the opponent has 3 stacks of 2nd degree burns, they'll convert into a 3rd degree burn.
    3rd Degree Burn: If Inferno places any hit on the opponent, they deal an additional 60-80% of attack as heat damage. This Burn is permanent, but can be purified. Maximum stacks: 1-2

    Heavy Attacks:
    •Inferno transforms into ant mode and bites the opponent with his mandibles. Close Ranged
    •100% to reset the duration of 2 stacks of 1st and 2nd Degree burns each.

    Special Attacks:

    SP1: Psychotic Pyromaniac
    Inferno kicks the opponent, then flies up and shoots the opponent 4 times with his dual flamethrowers.
    •Ranged hits have a 65% chance to inflict 1st Degree Burn charges.

    SP2: Burn All Opposition
    Inferno does a back flip, using his Abdomen jet pack to burn the opponent, and upon landing, grabs a flamethrower to shoot a stream of fire at the dazed opponent.
    •The first hit from the Abdomen jet pack has a 50% chance to place a 2nd Degree Burn charge.
    •The steam of fire has an 100% chance to place three 1st Degree Burn charges.

    SP3: FOR THE GLORY OF THE ROYALTY!
    Inferno transforms into ant mode and digs underground, disappearing from view. The opponent looks around scared, trying to locate Inferno, until CRASH! Inferno shoots back up to the surface and into the sky. The impact of his eruption creates a 20 foot wide sink hole that consumes the opponent as Inferno transforms into robot mode and takes flight with his jet pack. Inferno then flies around the the hole shooting a stream of fire inside, setting the hole and the already helpless opponent ablaze. The opponent runs around inside the hole, screaming as they burn and try to get out, but it is no use; the hole is too deep. Inferno laughs at his opponents dismay and to finish it off, he fires a charged shot at the opponent, creating a massive explosion.
    •All attacks from the steam of fire have a 50% chance at inflicting a 1st or 2nd Degree Burn.
    •100% chance to place a 3rd degree burn on the opponent.
    •Increases speed of Ranged attacks for 15 seconds

    Signature Ability: Pain is my Friend!
    -Passive
    •Inferno's loyalty and sheer determination gives him a high resistance to pain and urges him to fight harder. Inferno gains 15-35% attack for each debuff on him.
    •Additionally, Inferno gains 10% physical resistance.

    Synergies:
    -Allies:
    All Predacon Faction members
    (Except Tarantulas):
    +2-8% Armor Rating (Mutual)

    -Enemies:
    All Maximal Faction members:
    +2-8% Attack Rating (Mutual)

    Rivals:
    Tarantulas:
    +2-8% Critical Damage Rating (Mutual)

    Lieutenant:
    BW Megatron:
    -Inferno gains +5% energy resistance
    -BW Megatron: Coming Soon

    Strong Match-ups:
    -Starscream: With little to no buffs for Screamer to nullify, that just makes him one easy target for Inferno.
    -G1 Megatron: Inferno's signature ability allows him to hit harder the more debuffs he has, so Megs is doing him a favor.
    -Bonecrusher: Inferno's dependency on Ranged Attacks means he doesn't have to worry about making physical contact with Bonecrusher. Additionally, 3rd degree burns add additional damage that aren't Crits.

    Weak Match-ups:
    - Shockwave: Shockwave's tendency to convert Ranged Attacks into shock charges, and Inferno's reliance on Ranged Attacks spell a recipe for disaster.
    -Blaster: Blaster's ability to slow down Ranged Attacks can spell doom for Inferno.
    -Optimus Primal: Optimus Primal's Critical Armor will give the Maximal leader an easy win against this Predacon.

    Recommended Mods:
    - Nightbird's Mark: This mod's Critical Damage boost will make Inferno deal a little more damage on his Critical Ranged Attacks
    - Laser Guidence Module: A Ranged boost will surely help make opponent''s burn a lot faster.
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    So much reading
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    ScarredArachnid333ScarredArachnid333 Posts: 1,856
    edited August 2018
    Rampage/Protoform X (Beast Wars)
    Class:Brawler
    Faction: Predacon
    Also: TRIPLE-CHANGER

    Abilities:
    -Passive:
    •This bot's naturally tough Cybertronian exterior permanently provide 10% passive Armor.
    •Rampage can switch between Crab or Tank mode when dashing back and holding block for 1 second.

    -When Attacking or being Attacked:
    •10~15% chance to Regenerate 5~8.76% of Max Health over 8 seconds, based on stored Power.

    -Modes
    •Crab Mode: Rampage specializes in Melee Buffs, each Buff increasing Melee damage by 12~15%. (Max Stacks: 10).
    •Tank Mode: Rampage specializes in Ranged Buffs, each Buff increasing Ranged damage by 12~15%. (Max Stacks: 10)
    •All Melee/Ranged Buffs are permanent.

    -When switching Modes:
    •Buffs for a specific mode convert into the specialized buff for the opposite mode.
    (For example: Rampage is in Crab Mode and has 3 Melee Buffs, but when he switches to Tank mode those 3 Melee Buffs become 3 Ranged Buffs and vice versa.)

    -When filling the 1st bar of Power:
    •Crab Mode: Rampage gains 1 Melee Buff.
    •Tank Mode: Rampage gains 1 Ranged Buff.

    -When filling the 2nd bar of Power:
    •Crab Mode: Rampage gains 2 Melee Buffs
    •Tank Mode: Rampage gains 2 Ranged Buffs

    -When gaining the Maximum amount of Power:
    •Crab Mode: Rampage gains 2 Melee Buffs
    •Tank Mode: Rampage gains 2 Ranged Buffs
    •Gains a Regeneration Buff, regardless of which mode, regenerating 5% of his max health in 3 seconds.

    -Heavy Attacks
    Crab Mode:
    •Rampage transforms into a King Crab.
    •Close Ranged Heavy Attack.
    •50% chance to apply Armor Break to the opponent applying 20~23.5% armor reduction for 15 seconds.
    •Has a 5% chance for each Melee buff to Stun the opponent for 2.5 seconds.
    Tank Mode:
    •Rampage transforms into a triple-barreled Tank
    •Long Ranged Heavy Attack.
    •Has a 100% of Inflicting a Critical Rate Debuff: Decreases critical rate by 20~25% for 10 seconds
    •5% chance for each Ranged Buff to Stun for 2.5 seconds.

    Special Attacks:

    SP1: Well-Armed Maniac
    Rampage punches the opponent, then fires multiple shots at them with his Gatling Cannon.
    •100% chance to inflict a Critical Rate Debuff, decreasing Crit chance by 40~50%

    SP2: Crazed Cannibal
    Rampage blasts the opponent with his Gatling Cannon, then rams into his opponent, bludgeons the opponent with the front and back of the G. Cannon, punches them twice, then BITES the opponent in a twisted frenzy.
    •Biting the opponent has 100% chance to Health Steal, stealing Health based on 60~75% of Damage the opponent took.
    •If Rampage has bleed in this fight inflict bleed dealing 50~65% of attack for 8 seconds

    SP3: Immortal Serial Killer
    Rampage grabs his Gatling Cannon, firing it at the enemy a bit before quickly running out of ammo. He puts it away, runs at the dazed opponent, and uppercuts them, sending them flying. While the opponent is in the air, Rampage transforms into a King Crab, grabs the opponent out of the air with his claws, and slams them to the ground. He then drags their body across the floor damaging the environment and the opponent. He then throws the opponent across the map, transforms into a Tank, and fires three misses from his triple-barreled cannon, each of them landing a direct hit on the opponent.
    •100% Chance to inflict Critical Rate Debuff, decreasing Critical Rate by 80~100% for 15 seconds.
    •100% Chance to inflict Armor break, applying 20~23.5% armor reduction for 15 seconds.
    • The last hit has a 5% chance, for each Offensive Buff on Rampage, to Stun.
    •Automatically changes Modes when he transforms into the specified mode.

    Signature Ability:Is that Fear your Feeling?
    Rampage's terrifying presence and the opponent's weakness lower their confidence while boosting his.
    -When Attacking an opponent with a Debuff
    •Physical hits have a 35~55% chance to Power Steal, stealing 8~23% of a Power Bar.
    Synergies:
    -Allies:
    All Predacon Faction Members:
    +2~8% Armor Rating

    -Enemies:
    All Maximal Faction Members:
    +2~8% Attack Rating

    -Immortal Sparks:
    •Starscream: When Starscream is downed, he has a 75% chance to Revive himself with 15% Max health
    •Waspinator: Waspinator restores 5% more health for each buff purified during Waspinator Lives.
    •Rampage: When Rampage reaches Max power he has a 100% chance based on lost health, to activate a second regenerating buff, but at the cost of a Melee/Ranged Buff

    -Shared Programming:
    •Rampage: 40% Chance of applying an additional bleed stack during SP2.
    Dinobot 2: Coming Soon

    Strong Match-ups:
    Hot Rod: Rampage's Signature ability to Power Steal and his Critical Rate Debuff will cancel out Hot Rod's Acceleration Buff and Deceleration Debuffs.
    Bludgeon: Rampage's Debuffs and Regen will make Bludgeon''s bleeds and Signature useless.
    •Windblade: Windblade''s dependency on Crits for bleeds and low health make her an easy opponent for Rampage to crush with his Melee/Ranged Buffs.

    Weak Match-ups:
    Starscream: Rampage''s Melee Buffs can be easily Nullified by Starscream and can be punish Regen if Starscream is Duped
    G1 Megatron: Rampage's powerful Buffs can easily be stolen by Megatron, making the Decepticon leader stronger.
    Shockwave: Rampage has a dependency on Power Rate, which can be countered by Shockwave, who can also counter Rampage's Regen due to Heal Block.

    Recommended Mods:
    Robot Resource: Gaining an unlimited Power Rate Buff will surely strengthen his Regen and make him gain Buffs faster.
    Harm Accelerator: The opponent needs a Debuff in order for Rampage to Steal Power. Having an unlimited Bleed Debuff will surely help with that.

  • Options
    It seems I have made a mistake with Inferno.
    First Degree Burns should deal 50~75% of attack instead of 30~50%.
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    SparkShredderSparkShredder Posts: 1,300
    edited August 2018
    Hound (G1) : Tech

    Abilities :
    - Holo Charges : Energy absorbed by HoloGrams is used for something good
    - Confuse : What's going on? Who is Where?
    - Shock : I'm Sparking!

    Blocking :
    - +100% Block Proficiency against Energy Attack if there are less than 4 Holo Charges active on him.
    - Each Energy attack on block generates a Holo Charge for 6 sec [Max Stacks:4]
    - Holo Attacks consumes a Holo Charge to drain 8-14% of their Max Power instantly per Charge consumed.

    Hound's fourth light attack is a hologram placing a punch. Only Successful hits consume a Holo Charge.
    Heavy Attacks : Releases a HoloGraphic Hound towards Opponent.
    - 30% chance to confuse opponent for 8 secs reducing Attack Rating by 10-16% and increasing their chance to trigger Special Attacks until they use a special attack.
    - Crit Hit shocks opponent for 50-70% Attack over 7 sec.
    These HoloGram Attacks act like a normal Energy Ranged Hit, can be sidestepped easily, but not dodged by Dash Back.

    Dashing : Hound uses his HoloGram technology to misguide opponent into Illusion.
    - 16-24% Chance per Holo Charge for opponent to miss their Attacks while Dashing.

    Holo Charges duration are refreshed when Special Attacks starts
    Special Attack 1 : Holo Assault
    - Shoots a Charged Ranged Shot with 20% Chance per Holo Charge to stun opponent for 3 secs.
    - Then, A Holograhic Hound dashes towards Opponent, jumps high smashes a kick on their face and consumes all Holo Charges at once to drain power and inflict shock for 40-60% Attack over 10 secs for each Charge consumed.
    - Crit Holo Hit has 25% Chance per Holo charge to Confuse for 9 secs.
    Holo Attack can sidestepped or by well timed dash-backs

    Special Attack 2 : Release the Hounds!
    - Four Holographic Hounds dash towards Opponent, and Backflips to kick them before disappearing.
    - Crit Hits have 70% Chance to Shock Opponent for 60-80% Attack over 6 sec.
    - First Hit has 25% Chance per Holo Charge to confuse for 12 secs.
    These Holo Attacks can be sidestepped, or dodged by well timed dash-backs like Prowl SP2.

    Special Attack 3 : Hounds All Around ---Epic Confusion! - Hard to Come out!
    - Gains 4 Holo Charges and Generates 4 Holograhic Hounds which encircles opponent running around them.
    - These HoloGrams randomly attack at opponent and disappear.
    - Transforms and generates 2 Holograms (of alt form), These two holograms crash into opponent followed by real Hound!.
    - Opponent is confused for 30 sec, this confuse isn't removed when they use a special attack.
    - When real Hound crash into opponent, they are power locked for 6 secs.
    - Each Remaining Holo Charge is converted into a 12% Ranged Buff for 10 secs, after completion of this attack.

    Signature Ability : Holo Power
    - Each Time Hounds consumes a Holo Charge, Hound generates 6-15% of max power over 10 secs. SP3 generates 40% less effective Power Gains
    - +8% Power Rate for each Holo Charge.
    Power is not generated if Holo Charges expire naturally or are nullified

    Synergies :
    - Enemies - Swindle
    - Espionage Specialist - Mirage | Bee's
    - Brain Drain - Shockwave - When ShockWave consumes an Energy Charge, Generates 12% of a Power Bar per Charge.(not when it expires naturally)
    - Allies - G1 Bee | Ratchet
    - Holo Support - WheelJack(G1) | CliffJumper(G1) - All Autobots' Special Attacks have 100% chance to inflict "Illusion" debuff for 5 secs, causing opponent 25% chance to miss their Attacks.

    Strong Match-Ups :
    - Wasp/ Megatron/ Galvatron - Relying on Ranged would be Risky.

    Weak Match-Ups :
    - KickBack/Drift/Bludgeon - No Energy Attack, No Holo Charge, Complete junk you are!
    - WindBlade - Long Power Gains makes you more vulnerable to Stormfall Blast.
    - Cheetor - Well, he doesn't need to use ranged attack anyway, and you think you can drain power of him?
    - Prowl - His SP1 power drain will reduce effectiveness Hound's Signature Ability and He relies less on Ranged Attacks
    - Tantrum/Grmlock - Being in Close Range make you less likely to give him Holo Charges.
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    I thought we already had a suggestion thread
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    Gunz0Gunz0 Posts: 2,949
    I thought we already had a suggestion thread

    This is a more organized version
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    SparkShredderSparkShredder Posts: 1,300
    edited August 2018
    OnSlaught (G1) : Tactician

    Abilities :
    - Resistance : Incoming Weakened!
    - Attack Buff : Outgoing Strengthened!
    - Armor Peirce : Defenses Tackled!
    - Armor Break : and Removed!
    + Way to the Victory, Clear!

    When Blocking : He needs some time to make strategy to counter their Defenses
    - Blocking for 2 secs, purifies Crit Debuffs and gives 40-80% Armor Peirce for 7 secs.
    - Opponent's attacks while Blocking, has 17% chance to provide +16-28% Damage Resistance for 5 secs.
    '+' means extra stacks added with no mitigation, no '+' means extra stacks will mitigate.

    When Getting Attacked: Successful Hits only
    - After 8 consecutive basic physical hits, He gains a 14-26% Physical Resistance for 10 secs.[Max Stacks:5]
    - After 6 consecutive basic energy hits, He gains a 12-20% Energy Resistance for 8 secs.[Max Stacks:4]
    This sequence is broken if OnSlaught lands a successful hit, or they attack of other type

    Heavy Attacks : Shoots anti-air laser-guided missiles.
    - 30% Chance to give a 18-34% Attack buff for 6 secs.
    - Crit Hits have 100% chance to burn for 60% Attack over 3 secs.
    - These missiles can't be Evaded or Missed. Because they are meant to find target from the HELL

    Special Attack 1: Tactical Start ---Phase 1 : Destroy Their Offenses
    - Shoots two Charged Ranged Shot with 100% to nullify unstoppable and inflicts stun for 3 secs.
    - Dashes to give a hard Super-Bot punch nullifying upto 3 Melee or Attack buffs.
    Stun triggers only if Unstoppable is nullified.

    Special Attack 2: Photonic Charge ---Phase 2 : Break their Defences
    - Shoots 5 Charged Blast from His Back Cannons with 70% Chance to inflict 12-20% Armor Break for 8 secs.

    Special Attack 3: Expert Combatant ---Phase 3 : Attack with 'Brute' Force
    - Obliterates opponent with 4 Photonic Blasts with 70% Chance to inflict 12-20% Armor Break for 12 secs.
    - Transforms and engulfs opponent in rain of 6 missiles with +25% Crit Rate.
    - Crit Missile Attacks have 100% Chance to burn for 80% Attack over 4 secs.

    Signature Ability: Master Tactician---OnSlaught needs no time for making plan to tackle their Moves
    - Each time Opponent gets a Offensive Buff, OnSlaught equips a 15-35% Melee Resistance for 5 secs.[Max Stacks: 5]
    - Each time Opponent gets a Defensive Buff, OnSlaught equips a +15-35% Attack buff for 5 secs.[Max Stacks: 5]
    - Each time Opponent gets a Utility Buff, OnSlaught equips a +20-40% Power Rate buff for 5 secs.[Max Stacks : 5]
    - These Abilities have 50% less chance to trigger for duration of Opponent's Special Attacks

    Synergies :
    - Combaticon Leader - to all Combaticons - They are given +6% Resistance for each Offensive Buff and +8% Attack Rating for each defensive buff opponent has. [Passive Increase]
    - Till Combaticons Combat - Brawl | Vortex - All Decepticons' Offensive Buffs and All Debuffs last 40% longer.
    - Allies - Starscream | Galvatron

    Strong Match-Ups :
    - KickBack/ Drift/ Bludgeon : From where the Hell in the universe, will you bring a basic energy hit?
    - Primal - Ape-Bot loves to Attack on Blocks. This will do nothing more than backfiring.
    - Grindor - Crit Debuffs will be purified, Armor will be penetrated.
    - Tantrum - His signature will punish you for Frequent Melee Buffs and Unstoppable.

    Weak Match-Up :
    - Wasp - No resistance, Rare buffs, Signature Useless.
    - Most Demos/ Ranged - Signature Melee Resistance may not do so well against Ranged Ones.
    - Megatron(G1)/ Galvatron - Last Melee energy hit is enough to break the sequence.
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    SparkShredderSparkShredder Posts: 1,300
    Swindle (G1) : Scout

    Abilities :
    - Trade : The Master Business-bot
    - Crit Rate Buff : I got the Power!
    - Evade : Haha! Customer got pissed! Now Run!

    Trade :
    - Crit Melee : 50% Chance to Trade their Power Gain Buff for 7-9 secs with 20-40% Power Drain over 6 secs.
    - Crit Ranged : 70% Chance to Trade a Power Leak or Power Lock for 7-9 secs with 8-16% Power Gain over 6 secs.
    - Heavy Hits : 35% Chance to Trade a Shield for 7-9 secs with 10-20% Resistance debuff for 6 secs.
    - Crit Heavy : 70% Chance to Trade each Shock on him for 7-9 secs with 8-12% max health heal over 6 secs. [ShockWave's gonna be pissed]
    Heavy Attacks are melee
    Strength of Stolen buff from Opponent is same. For 'tick' buff, the benefit is ame same per tick, just duration varies

    Profit :
    - After Successfully trading 5 times, Swindle gets a Crit Rate buff and a Evade each time:
    + Crit Rate buff : +30-50% Crit Rate for 6 secs.
    + Evade : 60-100% Chance to Evade every Attack for 3 secs.

    Loss :
    - Swindle is 15% less likely to trigger any Trade ability for Each bleed or Crit Rate debuff active on him.
    Any means ANY!, including Special Attack and Signature

    Special Attack 1: Bellicose Business
    - Fires Two Powerful Ranged Blasts each with 70% Chance to Trade a Ranged Buff for 6-8 secs with 20-30% Interference for 6 secs.
    - Dashes to Land a Kick on Face, Crit Hit has 100% Chance to Trade Each Attack Buff for 5-7 secs with 12-20% Attack Debuff for 6 secs.

    Special Attack 2: Defensive Bargain
    - Dashes and Rotates to give 7 whirl-wind kicks; Crit Hits have 100% Chance to trade a Armor, Shield or Resistance for 7-9 secs with 8-14% Resistance Debuff for 6 secs.
    - Fires A Powerful Ranged Shot; Crit Hit stuns for 2 secs.

    Special Attack 3: Swindling Sale!
    - Fires 5 Ranged Shots, and Transforms to Crash in them.Opponent bounces back on knees
    - Transforms back and Hits a backflip and rotates to gives give 4 kicks.
    + Ranged Shots have 100% Chance to Trade a Ranged Buff and a Power Leak.Together!
    + Alt-Form Crash has 100% Chance to trade Each and Every Power Lock, Shield and Shock.
    + Kicks have 100% Chance to Trade a Power Gain and Attack buff.

    Signature Ability : Eminent Entrepreneur
    - Basic Melee Hits have 20% Chance to Trade any Buff for 6 secs.
    + Offensive Buffs are traded with 8-20% current Power Drain over 6 secs.
    + Defensive Buffs are traded with 20-45% Power Rate debuff for 6 secs.[Stacks' effectiveness mitigated]
    + Utility Buffs are traded with Stun for 1 sec.
    - Basic Ranged have 25-70% Chance to Trade any non-damaging Debuff for 6 secs with 10% Crit Rate buff for 6 secs.
    Swindle surely has set-up a vast business empire!

    Synergies :
    - Enemies - Hound(G1) | GrimLock
    - Allies - StarScream | Megatron(G1) | Galvatron
    - Combaticon Combatant - OnSlaught - Each Burn drains 1/2/4% Power per sec.Burns last really short though.

    Strong Match-Ups :
    - All Techs : Lab-Worms are Profitable Customers
    - KickBack : Weak Power Leaks for Strong Power Gains, Not a bad trade.

    Weak Match-Ups :
    - Drift/ WindBlade/ IronHide/ Arcee/ Megatrons/ Galavtron/ Dinobot/ Grindor/ Bonecrusher : Rarely any Buff you'd want to trade, for warriors Bleeds will make it worse.
    - Ninjas
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    SparkShredderSparkShredder Posts: 1,300
    Brawl (G1) : Brawler

    Abilities :
    - Armor : Thick Armor hard to leak through.
    - Melee Buff : He got a Heavy Punch
    - Ability Accuracy Debuff : Reprogram their Ability Triggers into Fear

    Passive :
    - +10-14% Passive Armor

    Opponent's All Attacks :
    - 20% chance to gain +16-28% Melee Buff for 6 secs. [Max Stacks : 6]

    Brawl's All Attacks :
    - 16% Chance to gain 12-20% Armor for 5 secs. [Max Stacks : 5]

    Heavy Attacks : Ranged Physical like Bludgeon's
    - Crit Hits inflict Ability Accuracy debuff for 7 secs making them 30-54% less likely to trigger their abilities.
    - 18% Chance to stun for 2 secs. Can trigger on non-crit hit

    Special Attack 1 : Mental Trauma ---When Brawl is in Rage mode, His furious punches are more than enough to Shackle their Brain Modules
    - Kicks opponent. Like MotorMaster's SP2
    - Then, Smashes a Hard Punch right on their face.
    - 100% Chance to inflict 40-68% Ability Accuracy Debuff for 10 secs.
    - Crit Kick stuns for 2 secs.

    Special Attack 2 : Thundering Rage ---Stand Steady, and Enjoy the Missiles coming along Thunder BOOMS!
    - Dashes and Gives an UpperCut to Opponent. Equips a 25% Ranged Precision for 10 secs.
    - Bends on Knees and Shoots 5 Missiles Shot with Cannon on his Back.
    - Crit Hits have 100% chance to inflict 15% Armor Break for 8 secs.

    Special Attack 3 : Physical Torture ---It is never a good idea to come in his way
    - Brawl gives a Hard punch on their face knocking them down, grabs their leg and throws them against the wall.
    - Transforms and rolls towards them, shooting 4 missiles and then crushes them under himself.
    + 100% chance to inflict 30-54% Ability Accuracy debuff for 12 secs.
    + Gains a 30% Ranged Precision for 12 secs. When crushing them, inflicts a 25% Crit Rate debuff for 20 secs.

    Signature Ability : Worship Violence
    - Melee Hits have +12-30% Crit Rate against enemy under effect of Ability Accuracy debuff.
    - +15% Crit Resistance for each Melee Buff on him.

    Synergies :
    - Combaticon Combatant - OnSlaught - Opponent is 15% less likely to trigger abilities for each resistance on him.
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