ANCIENTNEMESIS1 wrote: »
@Gunz0 all different classes and when they combine they make devastor a tac or all are tacs
BoneBoy wrote: »
Passively, Gnaw's attacks gain 10% more power than other characters.
On dash back, Gnaw gains a 20.5% ranged damage increase for 6 seconds. When dashing forward, he gains a 20.5% melee buff for 6 seconds. Both buffs have an 8 second cooldown and one can't be used twice in a row. While one of his buffs is on cooldown, he gains a passive 30% crit chance increase and a 40% crit damage increase. When one of his buffs becomes active, the crit buffs go away. Gnaw's base damage is also relatively low, so he should rely on his damage and crit buffs for a majority of his damage.
When using a heavy attack, he lunges forward and attacks. He has a 100% chance to inflict bleed equal to 25% of attack for 5 seconds. Gnaw has his crit buffs from his dash buffs active as long as he or the opponent are currently inflicted with bleed. Additionally, Gnaw's heavy attack has a 50% chance to give him a power gain buff for 6 seconds. This causes his basic attacks to gain 20% more power instead of the normal 10%.
Signature: SHARK!! (Sig 5)
Each light attack recovers some of Gnaw's HP equal to 2.5% of the total damage dealt. Every medium attack recovers HP equal to 5% of the total damage dealt. When using a special, Gnaw recovers HP equal to 10% of the total damage dealt.
Special 1: Shark's Gun
Gnaw fires off a single charged shot from his gun, 10% less damage than Ultra Magnus's Special 1. This has a 100% chance to inflict a 20.7% energy resistance down debuff for 7 seconds. Shark's Gun also has a 40% chance to stun for 2.5 seconds.
Special 2: Quick Trick
Gnaw transforms and rolls forward quickly, hitting the opponent a total of 4 times before smashing the ground with his mace. This deals 25% less damage than DOTM Bumblebee's Special 2. Each hit has a 20% chance to inflict bleed equal to Gnaw's heavy attack for 5 seconds. The last hit has a 100% chance to inflict one of two effects. It can either stun for 4 seconds or extend the current damage buff Gnaw has from his dashes by 5 seconds.
Special : Guilty or Innocent
Gnaw calls a swarm of his fellow Sharkticons from his reality and assaults the opponent in a frenzy until there's nothing left, hitting a total of 10 hits and dealing 20%more damage than Windblade's Special 3. Each hit has a 20.5% chance to inflict the same stack of bleed as Gnaw's heavy attack for the same duration. Upon exiting the Special 3 animation, Gnaw's next 5 ranged and/or basic attacks gain double the power. Additionally, Gnaw gains a frenzy buff, a version of one of his dash buffs with a doubled duration. The buff he gets is random and he can't control which buff he gets. Gnaw also cannot gain his normal dash buffs while his frenzy buff is up.
Shadowind_Prime13 wrote: »
No, this time I'm not joking about Predakongs and Teletubbies, so please be serious
Here's my opinion about:
QUINTESSONS (New World Boss)
When strucked by physical attacks: Gains 20% Attack Meter and 20% of a Power Bar, and gain Armor Up.
When strucked by energy attacks: Gains 10% Attack Meter and 33% of a Power Bar, inflict the enemy with a projectile debuff.
NOTE: This World Boss has 3 Attack Meters that allow it to attack and 5 Power Bars.
When Attack Meter is consumed, the Quintessons unleash one of these abillities:
RAGE: Deal Melee Attack to the enemy, granting the Quintesson Attack Buff, Unstopabble and Unblocable melee attacks for 5 seconds.
JUDGEMENT: Stun the enemy for 5 seconds and inflict them 50 Impair Charges that charges the Quintessons Special Attacks.
WISDOM: The Quintessons repair 20% of their max health and a Power Bar then continue to repair when strucked by any attacks.
LAUGHTER: Inflict Backfire and Repair Block on the enemy. For each debuff on the enemy, Quintessons got 10% of a Power Bar.
DEATH: Inflict 5 stacks of Resistance Debuff on the enemy and grant Quintessons a Death Blow that allow them to instantly defeats any enemies when using their Special Attack 3, 4 or 5.
Heavy Attacks: 20% chance to Fuse all the enemies' debuffs, the chance is increased for each health missing on them.
Impair charges: Increase the critical heavy attack damage
Energy charges: Inflict Shock debuff on the opponent
Dark energy charges: Inflict Dark Burn on the opponent
NOTE: All of these charges will consumed after a Heavy Attack, even the Fused ones.
SPECIAL ATTACK 1: Inflict Armor Break for 5 seconds with 50% chance to inflict Bleed to the enemy for 5 seconds.
SPECIAL ATTACK 2: 50% chance to inflict attack debuff on enemy and grant the Quintesson 30 Energy or Dark Energy Charges.
SPECIAL ATTACK 3: Dispel all buff on the opponent, purify all debuffs on Quintesson, and steal all buff from the opponent.
SPECIAL ATTACK 4: Deal energy attacks that inflict 10 random debuff from entire game to the enemy plus 2 more for each debuff Fused on the enemy.
SPECIAL ATTACK 5: Deal a physical damage that has increased damages for each debuff on enemy and buff on Quintesson for 100% more damages each buffs/debuffs.
The World Boss is guarded by 1 Super Bodyguards and 6 Bodyguards, which are S-1000 and thee 6 Class Sharkticons with a powerful mod on them.
The World boss must fighted by 1 Battlegroup (6 members), every fight's damage remain on your bot but the Quintessons' health remains each try. (Max try per a World Boss mission start: 5).
What did you think? Great, huh?
Except they are cowards without no protection