So, if you're confused about what triep.io is (and therefore probably don't know how to get to it, here is the site link:
Or if you don't trust links from ppl you don't know open a new tab and replace the URL with triep.io.) then it's a game like arras and deip.io with most tanks gone or replaced with other but there's also 4 sandboxes (one of them can't be connected to idk why) and you can make a tank in the tank editor
then use it in sandbox or go to the custom tanks
and put a tank you find there and like into the tank editor
. Oh, and you can server save a tank to make a turret from another tank (or itself but that has a limit) shoot it out instead of a bullet. Then there's auras which make the body that's an aura unable to collide with things but able to damage (negative for heal), repel (negative for pull), or spin (negative for other direction) anything inside it, but be warned, as at the time of me making this post auras don't work properly with level size factor (how much size increases with levels) as in the aura grows but the distance at which things are affected doesn't. Anyways to submit a tank you made tell me what filter it's in, what page, and optionally tell me what its main dmg is.
Arms Race Week is almost over! This is the last one!
Evoker
Alternate Form: Lavenza
Arcana: Depends
Basics:
Evoker has the Guise Summoning ability of Lavenza, but a slightly more complicated secondary ability.
Explained:
Evoker's Guise Summoning ability is exactly the same as Lavenza's, Arcana, Elements and all.
But, instead of splitting in two for Lavenza's secondary ability, Evoker can use a special exclusive Guise called Orpheus, which can use the special move: Eternal Cadence of Death.
Eternal Cadence of Death curses all nearby Polygons with the Marked for Death effect, which in turn spreads to other tanks that kill those Polygons.
If you get Marked for Death, you have 30 seconds until you instantly die, meaning, you have to kill another tank (possibly also Marked for Death) in order to live.
If you kill a tank that's Marked for Death themselves, you get Marked for Death yourself, meaning, this Marked for Death effect is self-sufficient, it will always find more tanks to infect since tanks that are Marked for Death will naturally try to get rid of it, even if it means giving Marked for Death to other tanks.
Evoker is clearly a tank designed to troll every other tank, and there's no good counters to it, other than just rushing through Marked for Death and beat it, which removes all Marked for Death effects from other tanks.
As Evoker:
The best place to use Eternal Cadence of Death is in the Pentagon Nest, where there is a lot of Polygons you can curse with Marked for Death, which in turns increases the average tanks that are Marked for Death, extending it so far and wide that nothing will escape.
Sky Shredder
Evolution: Aerialist
Arcana: Not Applicable
Basics:
Sky Shredder controls a single Shredding Drone. which shoots out 36 projectiles. Shredding Drones can also fire out Missiles, which do more damage the higher the Tier of the tank they're targeting is.
Explained:
Sky Shredder on it's own is relatively weak, like a Big Cheese without it's Cheese, but with the Shredding Drone, it can destroy everything.
The Shredding Drone has good health, but it's main specialty is the 36 projectiles it fires from itself, 10 degrees apart from each other.
The Missiles it fires (which i told you about in the Basics), increases damage by 15% per tier.
Tier 1 - 0% bonus damage
Tier 2 - 15% bonus damage
Tier 3 - 30% bonus damage
Tier 4 - 45% bonus damage
Tier 5 (Arms Race exclusive) - 60% bonus damage
As the Sky Shredder:
Set your Shredding Drone to orbit around you, using right click on it, allowing for constant damage when you move.
Against the Sky Shredder:
Avoid it's Missiles, they may home in on you, but the homing isn't too tight, allowing you to flank the Missiles.
Shoot it from afar, especially in cramped hallways where most of the projectiles will be destroyed from the walls.
This tank's cool, since it's the Alternate Form of TWO tanks!
Magician
Alternate Form: Modulo, Luck Tryout
Arcana: Depends
Basics:
Magician takes the Cards from Luck Tryout, and the Modules from Modulo, and combines them together to create Casting Cards.
Explained:
Casting Cards are found about as commonly as Modules, and do special things, similar but different to Modules. Casting Cards can only be used one time, though.
There are 3 rarities of Casting Cards, much like the Rarities for Luck Tryout's Cards and the Module Categories for Modulo, and they are Common, Rare, and Unique, and they all require Energy to use.
Here are all the cards, divided into their rarity:
Common:
Drones - Summons 4 Drones that can be manually controlled.
Power Plus - Powers up the next Summoning Card, like Drones and Shielders.
Relapse - Draws a random Casting Card, and uses it immediately.
Heal - Heals 50% of your HP.
Shielders - Summons 2 Shielders that have a forcefield around them, reducing the damage taken by Drones within the radius and itself by 50%.
Rare:
Curse - Curses a nearby enemy Tank or Polygon, causing them to take damage over time.
Blessing - Boosts the next Summoning Card you are going to use.
Sneakers - Summons 7 Sneakers that are invisible for 5 seconds, and deal heavy close-ranged damage, but have low health.
Evokers - Summons 3 Evokers, which copy the next 3 cards you summon, and yes, this includes Effect Cards like Curse, and Surge,
Tanks - Summons 2 Tanks, which have higher health but move slower.
Surge - Causes all Summoning Cards to summon twice as many units.
Flame - Drops a wall of fire at the location you point to, dealing damage.
Unique:
Eternity - Summons an Eternity, which has significantly high health, and is the most targeted Summoning Card.
Battery - Increases the maximum energy you can own, and energy regeneration.
Executioner - Summons an Executioner, which does incredibly high damage with decent health, but is terribly slow.
Ultimate Heal - Restores 150% of your HP, the excess is Overheal, which is a shield that gives you a blanket before your actual HP.
I am sorry for the numbering on this one.
Senator
Other Form: Patriot
Arcana: Not Applicable
Basics:
Unlike Patriot, who relies on absolute defense in order to out-live their opponents, Senator is much tankier and does heavier damage (Patriot still can do crazy damage, just not as crazy as Senator).
Senator is more like a playable boss than a normal tank, but I'm still including it as a Fanon Tank since it's Patriot's alternate form (unlocked at Level 80).
Explained:
Senator is already quite capable, using Grabbing Turrets which grab on to tanks and polygons like hands and throwing them with just as much force. It also has more health than most other tanks, almost surpassing a Hexagon.
But, Senator's true power is unlocked when it is supposedly "defeated".
Senator actually remains at 0.011 HP (The health of an Egg), before healing back up to 200% of it's normal HP (560 HP), and gaining a bunch of attacks.
First, is Senator's usual Grabbing Turrets, which can now grab Gravel and Rocks, allowing for heavy damage once thrown,
Next, Senator can rush forward with flames, dealing high damage to both itself and all tanks nearby. Senator can also spew out flames out from the ground in a single direction as a ranged version of this attack.
When Senator reaches 180, 120, 60, and 1% of it's health, it will throw an entire Wall at the tanks fighting it, dealing incredible damage if the Wall is not broken.
Once Senator reaches 100% HP, it gains the ability to heal, you need to do enough damage to Senator to combat or at least weaken it's healing, since you can't directly stop it.
Hacker
Pre-Evolution: Coder
Arcana: Depends
Basics:
The Hacker's Console has new special software, and all previous software is vastly improved either in XP cost or effect. There's no more level caps either, meaning you can use a command immediately
The downside to this upgrade is that you can't passively gain XP anymore, and all XP gained is lessened by 2/3rds.
Explained:
First, the Legacy Console, which has all the commands of Coder, but better.
Damage Up+ (Costs 10/20/30/60 XP depending on Potency)
Increases Damage by 40/60/80/120%
Heartbreak (Costs 130/160/190/210 XP depending on Potency)
Deals 10/12/14/19% of an enemy tank or polygon's health as damage.
Epitaph (Costs 400/600/750/800 XP depending on Potency)
Predicts the next 10/12/16/20 seconds, with 70/75/80/95% accuracy.
Down-Weaken (Costs 1100 XP)
Downgrades an enemy polygon, while also weakening their health and damage by 25%. That polygon also provides 1.2x the XP it would normally give, without the downgrade.
Clone (Costs 1250 XP)
Turns the Coder into a Tier 1 to 4 tank of it's choice, and duplicates the Coder.
Overheal (Costs 50/70/100 XP)
Heals 120/150/200% of your HP as Overheal, which is an extra health bar on top of your current health bar and Shield Bar.
Rerouter (Costs 80/100/120 XP, with an additional cost of 10% of your HP)
Reroutes 10% of your HP to a shield with 10/12/15x that amount.
Witness (Costs 100/250 XP)
See an enemy tank's point of view for 30/45 seconds.
Possession (Costs 1700 XP)
Takes control of an enemy tank for 30 seconds.
Unfrozen Force (Costs 300/800 XP)
Summons 6/10 drones with Freezing Auras, which freeze all tanks and polygons nearby while dealing damage.
All-Out Weakening (Costs 200/450/800 XP)
Weakens an enemy tank's damage and defense down to 20/10/5% of what it would usually be.
Now, it's time for the New Console, with 5 fresh new hacks.
Arcana Manipulation (Costs 1000 XP)
Changes your Arcana from Basic to whatever you choose. If Magatsu-Izanagi is on the server, you can choose any Major Arcana not taken by Magatsu-Izanagi.
Acceleration (Costs 500 XP)
Accelerates your Attack Speed to 500%, Takes 30 seconds and lasts 30 seconds.
Spore Explosion (Costs 750 XP, and an additional cost of 50% of your HP or Overheal)
Shoots out spores everywhere, which poison all nearby polygons and tanks, yes, even your own. Poisoned tanks, if left alone, turn into Zombified Tanks, which are under the control of the Hacker. Those Zombified Tanks take 1% of their health in damage every second, and have no defense.
Final Shout (Costs 1000 XP, can only be used at 10% of your HP or lower)
Once your HP depletes to 10%, Final Shout can be used, which casts 5 random commands, except for those that take your HP.
Relapsed Time (Passive Command, can only be used 1 time)
Once you die, you get sent back to 1 minute beforehand, with 1% HP left, giving you a chance to change fate. Does not work with Final Shout.
This week is special, from Fanon Tank 30 to 37, I'll be making Arms Race Evolutions or Forms for each tank!
Calamitous Caster
Pre-Evolution: Unpursuer
Arcana: Not Applicable
Basics:
Calamitous Caster is a much better version of Unpursuer, due to having much better combat capabilities and worse Flow of Calamity effects.
It now has the ability to teleport around, and tanks who damage it get even worser than worse effects.
Explained:
Calamitous Caster has all the abilities of Unpursuer, but better in every regard.
First, the Flow of Calamity Effects.
As a refresher, tanks that follow or damage Unpursuer get sent to the Flow of Calamity, which decreases their Damage and health overtime.
This time, Calamitous Caster is much more unforgiving.
The Flow of Calamity's effects are much worse, since it decreases Damage by 75%, it also decreases Movement Speed by 50%, and it takes health over time, or 2% per second.
The Unpursuer had the ability to turn invisible so that tank wouldn't know they were pursuing the thing that would very well kill them. But, the Calamitous Caster has a much more advanced ability, similar but different. That being teleportation. If there isn't any tanks within the area, you can teleport there.
Finally, there's the Death to Fate ability, which is another instant kill ability.
Once a player has pursued you for 2 minutes, they will be permanently affixed to the Flow of Calamity, which allows for you to use Death to Fate on them, guaranteeing their death.
Oh, Redirector isn't the only one who's getting an Arms Race Evolution, here's another, for a tank you might remember as my peak! The one who redefined all future tanks, and here is their evolution! Or, you could call it a switch-over.
Magatsu-Izanagi
Tier: Not Applicable, same as Original Izanagi
Arcana: All Of Them
Switches To: Izanagi
Basics:
This tank, exclusive to Arms Race, is a special version of Izanagi that uses the Reverse Arcana system, which is a version of the Arcana system, except, more chaotic.
Explained:
When Magatsu-Izanagi is transformed from Izanagi, the Arcana system turns into the Reverse Arcana system.
Reverse Arcana causes all Arcana effectivity to be reversed.
It also has the unique ability of creating 22 new Arcana Cards, called Major Arcana, given to 22 random players on top of their original Arcana.
If there are insufficient players on the server, the players on the server will receive more Arcana cards, meaning if there are only 11 players in the server, 1 player will get 2 Arcana cards.
The new Arcana are Fool, Magician, Priestess, Empress, Emperor, Hierophant, Lovers, Chariot, Justice, Hermit, Fortune, Strength, Hanged Man, Death, Temperance, Devil, Tower, Star, Moon, Sun, Judgment, World and Universe.
Magatsu-Izanagi will always receive the World Arcana.
In order to be able to cast Magatsu-Izanagi's special move and turn it into Magatsu-Izanagi-no-Okami, you need to get all 22 Major Arcana.
Each Major Arcana Set improves Magatsu-Izanagi's ability even further.
Fool, Magician, Priestess, Empress, Emperor and Hierophant are part of the First Arcana Set, which increases Magatsu-Izanagi's damage by 20% per card, up to a 120% bonus multiplier to damage.
Lovers, Chariot, Justice, Hermit and Fortune are part of the Second Arcana Set, which increases Magatsu-Izanagi's Projectile Size by 10% for each card, up to a 50% size increase for projectiles.
Strength, Hanged Man, Death, Temperance, and Devil are part of the Third Arcana Set, which increases Arcana Effectivity for both Izanagi's by 10% per level, up to a 50% multiplier in Arcana Effectivity, meaning Resistance is now 25% damage and Power-Up is 300%.
Tower, Star, Moon, Sun and Judgment are part of the Final Arcana Set, which increases the effect of all other Arcana Sets by 100% once completed.
With the Final Arcana Set active, here is all the effects:
240% Damage
2x Projectile Size
2x Arcana Effectivity (Arcanas that resist your own only take 12.5% damage, and Arcanas that are weak to your own take 400% damage.)
Once you have every Major Arcana Card, you can turn into Magatsu-Izanagi-no-Okami.
Magatsu-Izanagi-no-Okami's special move is Thousand Curses, the opposite of Myriad Truths. It does 3 hits of 222 damage, with a 6.66x damage multiplier for 66.6 seconds afterward.
30th fanon tank! yay! due to this special occasion, we're making this tank Arms Race Exclusive!
Power Plant
Tier: 5 (Arms Race Exclusive)
Arcana: Sniper, Pounder
Evolves From: Redirector
Basics:
Power Plant is a significantly better version of the Redirector, being able to redirect a lot of Power and negate a lot of Resistance, except, it's mostly stationary.
Explained:
The Power Plant has a much higher Max Power Receivable stat, being 8, with the Resistance Negated stat being 6.
The Power Conducted stat is also much higher, being 1 Power to 50 damage and 1 Power to 8 Grid Units. As a side effect, the Amps stat is much higher, being 1.5, meaning it takes 1.5 seconds to process 1 Power, unlike the Redirector's 0.2 Amps.
The Power Plant also has much less Movement Speed and Reload, causing it to be a mostly stationary tank that does incredible damage.
However, there is an ability that makes Power Plant one of the better tanks out there, and that's called Overcharging.
Due to Power Plant's high Amp stat, it gains the new ability to Conduct bullets even while currently Conducting a bullet.
This is called Overcharging, which makes the Power Plant exceed it's usual cap of 8 Power and 6 Resistance, but at the cost of making Power Plant lose 2% of it's health for the duration of the Overcharge.
As the Power Plant:
Be aware of what kind of bullets you're Conducting, you might be unprepared for an Overcharge.
Alright, so Your av lore master just posted a sneak peek of their (possibly) greatest tank, and I know I gotta beat them with ease.
I need a tank that doesn't just counter Av's, I need a tank that can get rid of it's main ability, whatever it is. Whether it involves offense, or defense, or mobility, I need all of it wiped.
And I know just how to do it.
Bestower
Tier: Not Applicable
Arcana: Not Applicable
Basics:
At first, Bestower seems like a pretty good tank, being able to turn any polygon into a Chaser using it's special Life-Giving Turret, which gives life to unmoving polygons. It's much more than that however...
Explained:
Bestower is a relatively weak tank damage-wise, but it's good at defending itself by turning other polygons into Chasers that specifically target other tanks, but it grows at Level 15, 30 and 45.
The first ability unlocked at Level 15 is Life-Giving Body Damage, which allows it to provide health to itself by bumping into other tanks, Polygons do not have this effect, except for Chasers. The health given to Bestower is proportional to it's Body Damage. The more Bestower stays bumping into a single tank, the less the healing it recieves.
At Level 30, it gains the ability to do Reanimation, This ability is significantly strong, as it revives dead tanks, and turns them to it's side. However, the dead tanks still experience the decaying of a corpse, meaning overtime, the tank will lose it's FOV, damage, and slowly get their maximum health chipped away.
Finally, at Level 45, it gains two new abilities, the first being Enhanced Life Creation, meaning, whenever it creates a Chaser out of a Polygon, the Polygon will be 1 tier higher, like a Pentagon to a Hexagon, or a Square to a Triangle.
Finally, the final ability it gains is Truth Deletion, which is a single-use ability.
Tanks hit by Truth Deletion will die, and get returned to point zero, which is before they died, and they will keep dying, and their actions will be reset. Over and over again. The only option is to leave the server.
Here is a list of the things it bypasses:
Spinner's Infinite Rotation
Patriot's Dimension Shield
Aura Beholder's Auras
Entrepreneur's Elemental Abilities
Priest's Universe Reset
Plunderer's Go Beyond Bubbles
Coder's Coding
Sanitizer's Sanitized Goo
Izanagi-no-Okami's Myriad Truths
Absorber's Guns
Modulo's Love Train, Division Shield, and Resistance
Turf Taker / Cutter's Special Weapons
Luck Tryout's Mafia Drones
Conductor's Redirection
Time Eraser's Time Skip and Time Reversal
Aerialist's Apache Drones
Saboteur's Targeted Sabotage
Unpuruser in general
Engine Blade's Fuel
Subway Dweller's Subway
Tri-Elemental's Elements
Mining Squadron's Mining Drones
Rockstar's Speakers and Band
Freezethrower's Ice
Parasite in general
Lavenza in general
Phantom Thief in general
Revolver Shot in general
Also, here is every single one of @Your av lore master's tanks that Bestower will bypass:
Vasizomenos
Long Ranger
Valorant
Defenser
As I just said. Nothing that Bestower hits with Truth Deletion shall ever reach the Truth. Not even whatever you're making, Av.
NEW TANK CATEGORIZATION ALERT!
In order to organize every single tank I've made, I've made something called a Tank Series, which is basically a set of tanks all falling under a single category, and they are:
The Stand Series (Tanks based off of JoJo's Bizarre Adventure Stands):
Spinner - Fanon Tank 1
Patriot - Fanon Tank 2
Priest - Fanon Tank 5 (Recently Reworked)
Plunderer - Fanon Tank 6
Time Eraser - Fanon Tank 15
Unpursuer - Fanon Tank 18
The Guise Series (Tanks based off of Personas and characters from Persona 4 and 5):
Izanagi - Fanon Tank 9
Lavenza - Fanon Tank 26
Phantom Thief - Fanon Tank 27
The Splat Series (Tanks based off of Splatoon 1 to 3):
Sanitizer - Fanon Tank 8
Turf Taker / Cutter - Fanon Tank 12
The Scrambled Series (Tanks that don't fit too well in any category);
Aura Beholder - Fanon Tank 3
Entrepreneur - Fanon Tank 4
Coder - Fanon Tank 7
Absorber - Fanon Tank 10
Modulo - Fanon Tank 11
Luck Tryout - Fanon Tank 13
Conductor - Fanon Tank 14
Aerialist - Fanon Tank 16
Saboteur - Fanon Tank 17
Engine Blade - Fanon Tank 19
Subway Dweller - Fanon Tank 20
Tri-Elemental - Fanon Tank 21
Mining Squadron - Fanon Tank 22
Rockstar - Fanon Tank 23
Freezethrower - Fanon Tank 24
Parasite - Fanon Tank 25
FANON TANK 28:
Alright, I'm done with Tank Categorization, now, here's the 28th Fanon Tank.
Revolver Shot
Tier: 4
Arcana: Pounder, Sniper
Evolves From: Destroyer, Sniper
Basics:
Revolver Shot has two guns focuses on Ammo, it's exclusive passive ability. Revolver Shot has 60 Ammo it can use, meaning it can only shoot 60 times before having to find more.
Explained:
Revolver Shot is a tank focused on conserving Ammo, due to it having only 60 shots, before becoming empty. It does heavy damage to balance out the medium amounts of ammunition.
There is a new stat upgrade called Max Ammo, which sacrifices 1 point from every upgrade except Max Health to form a new one, causing all points on the 9th upgrade level of each stat be refunded.
Max Ammo increases the Ammo that Revolver Shot can hold by 3 each level, maxing at 27 more Ammo.
Revolver Shot's two guns reload after 6 shots, which you can still move in, but it temporarily pauses the reload. You can reload while still having Ammo, which just fills in the missing Ammo slots.
As the Revolver Shot:
If you need to spend all your Ammo to deal with threats, do not hesitate to do so. Use the Mid-Reload function (reloading while still having Ammo) to keep going on for a while.
If you couldn't tell, I've been finishing the Fanon Tank Ideas i had 20 days ago, just... better.
Phantom Thief
Tier: Not Applicable
Arcana: Depends
Basics:
The Phantom Thief has 4 main ways of attacking and defending, while having an extra ability based off of teams.
Explained:
Phantom Thieves have 2 main abilities, both focused on combat, but also focused on Arcana and Elemental effects.
The first ability is Team Up, a passive ability.
Team Up works when two Phantom Thieves work together, causing both Phantom Thieves to gain extra damage and health.
How Phantom Thieves work together is easy. Phantom Thieves can form Clans (now called Teams), anywhere.
Next is the pretty complicated combat system, which Phantom Thieves use.
If you throw a Calling Card at an Enemy Tank or Polygon, you can enter a turn-based combat system. This is optional, you can still play as Phantom Thief in the Arras style.
Calling Cards are earned by waiting, basically, like a cooldown.
There are 4 things you can do in the turn-based system, Attack, Guise, Gun, and Defend.
Attack is a normal attack, dealing alright damage.
Guise allows Phantom Thieves to summon a Guise. Guises have Arcanas too, and Arcana Advantages and Disadvantages now apply.
When a Phantom Thief summons their Guise, their Arcana changes to the Guise's Arcana, and when they switch Guises again, the Arcana swaps again if they move first.
Gun is a high damage Arcana-based attack that also has ammo, meaning you can't use it after 8 shots or usages.
Defend is a pretty self-explanatory effect. It increases your defense for that turn, but prevents doing anything else.
As the Phantom Thief:
Do not waste too many Calling Cards, you have 4, so do not waste them.
Lavenza
Tier: Not Applicable
Arcana: Not Applicable
Basics:
Lavenza has the unique ability to summon special Drones called Guises, which have both elemental and Arcana-based attacks.
Lavenza can also temporarily split into two tanks, both under the player's control, called Shocker and Clipboard.
Explained:
First, Lavenza can summon Guises, which cost SP, and damage based on BOTH Arcana and Element.
Lavenza can earn SP by damaging tanks and polygons, and depending on which Guise is chosen, the SP cost changes.
Lavenza also has 2 special Guises which can only be used once.
For example, a Tri-Elemental in Ice form takes extra damage from Fire-based attacks, and Trapper-Izanagi would deal less damage to a Guise who's Arcana is Twin.
Lavenza's Guises follow a simple naming convention which allows you to find the Guise you need with ease. It goes [Element]-[Arcana], for example, a Heat-Trapper would be a Trapper who's element is Fire. Cold-Director would be a Director who's element is Ice.
Lavenza's two special Guises are High Restore and Splitter.
High Restore heals 50% of Lavenza's health and is used at 25% HP and below.
Splitter splits Lavenza to Shocker and Clipboard, dividing it's CURRENT health in two, not MAX health, meaning, if you deal major damage to Lavenza before she splits, the damage is split between Shocker and Clipboard.
Shocker & Clipboard
Tier: Not Applicable
Arcana: Not Applicable
Basics:
Shocker and Clipboard are Lavenza's split tanks, and they both share traits from their merged self, whilst having their own abilities.
Lavenza's Guise summoning ability is transferred to Clipboard, while the pure DPS and elemental capability is given to Shocker.
Shocker has the ability to switch elements at will, but not to the great extent that Tri-Elemental can. Shocker's main attack is the only thing that changes, since Shocker's main attack is it's ONLY attack.
Shocker still retains the Elemental Effects, but nothing more.
Clipboard's ability is much more restrictive than Lavenza's, since Clipboard can only summon Arcana-based Guises, and elemental effects are unusable, meaning Clipboard can only summon Twin, Flank Guard, Director, Desmos, Pounder, Trapper, Machine Gun, and Sniper.
As Lavenza (and Shocker & Clipboard):
If you're not facing off against Izanagi, any of the Director Guises are good DPS dealers. If you ARE facing off against Izanagi, try to go for Guises that both have good DPS and resist Izanagi. If that's not an option, you can split into Shocker & Clipboard to overwhelm Izanagi.
Parasite
Tier: Not Applicable
Arcana: Not Applicable
Basics:
Parasite is a special kind of tank, since it spawns ON tanks, and not as A tank.
Explained:
Parasite ignores Auto-Leveling, which means it will ALWAYS start at Level 1, but it will spawn in the Inner Workings of a tank, which allows it to feast on the machinery inside.
Once it grows to Level 15, it can develop it's forms, Parasite has 3 main forms:
Defensive: Parasite's chest-mouth is not open, and it moves slowly, but has increased defense.
Offensive: Parasite now has Stealers in it's chest-mouth, which allow it to grab onto tanks and slowly absorb their health and score by giving them the Infection effect. It still moves relatively slowly.
Speedy: Parasite is a small leech which moves about 5/6ths as fast as a Booster, It doesn't have as much power, but it can quickly catch up to other tanks.
It gains all 3 of it's forms by Level 45, and it still gains Stat Points every level-up (3 level-ups past Level 30) until 45.
All bullet upgrades are replaced with Infectious Upgrades, which are:
Bullet Speed -> Infection Rate, which makes Infection deal damage faster.
Bullet Health -> Infection Length, which makes Infection last longer.
Bullet Penetration -> Infection Weakening, which makes the infected tank weaker in defense and speed.
Bullet Damage -> Infection Damage, which makes Infection deal more damage.
Reload -> Maximum Stealers, which gives Parasite more Stealers, meaning it can steal a lot more from one tank, or steal from multiple at the same time.
Once a tank dies to Infection, Parasite can turn it into it's host, which revives the tank, but makes it a container for Parasite. Be warned, since you won't know if you are a Parasite host or not.
As Parasite:
Try to level up Infection Rate and Length to make it deal okay damage a lot of times.
The maximum amount of Stealers you can have is 4, by maxing out the Maximum Stealers stat, meaning you can steal health and score twice as fast.
(bring it on @Your av lore master.)
Freezethrower
Tier: 3
Arcana: Machine Gun
Evolves From: Machine Gun
Evolves To: Blizzardier, Overfreezer
Basics:
Freezethrower has 3 guns which shoot out Icy Winds, that can slow down or even fully freeze Enemy Tanks, Polygons, and Drones.
Explained:
The Freezethrower uses 3 guns that shoot out special "projectiles" called Icy WInds, which are a full cone, and not a bunch of bullets forming a cone.
Icy Winds have the unique ability to apply the Freezing effect, which slows down enemies, allowing you to either flee or fight.
If an enemy tank gets hit by Freezing for 15 seconds, they get turned into an Ice Block, which on impact with another tank, wall, or polygon, will break, dealing incredible damage.
Blizzardier
Tier: 4
Arcana: Machine Gun, Flank Guard
Evolves From: Freezethrower, Flank Guard
Basics:
The Blizzardier has another set of 3 guns in the back and sides, meaning it now has 12 guns that ALL shoot out Icy Winds.
Explained:
The Blizzardier's 12 Icy Wind guns can easily overwhelm and freeze tanks, and due to their Freezing effect, tanks can't even flee properly, making Blizzardier a fast damage dealer, that works well with area controlling tanks.
The Freezing effect is EVEN WORSE now, due to it only taking 10 seconds of freezing to turn tanks and polygons into mere blocks of ice, and the blocks of ice THEMSELVES take more damage.
Overfreezer
Tier: 4
Arcana: Director, Machine Gun
Evolves From: Overseer, Freezethrower
Basics:
Overfreezer trades its Icy Wind Cannons for 4 Frosty Drone spawners which serve the same purpose as the Icy Wind Cannons, except, they have the Icicle effect, and not the Freezing effect.
The Icicle effect freezes the tank as usual, but it's instant, and the tank turns into a Trap, so to speak. Basically, tanks that are frozen by this effect turn into traps that enemies need to avoid or free.
As the Freezethrower:
Try to use your freezing ability offensively AND defensively, like using Ice Blocks to thwart enemies.
As the Blizzardier:
Freeze as much stuff as you can, but do not touch it, turning them into stage hazards other enemies may accidentally get hit by.
As the Overfreezer:
Always enable autofire, you do not want your Drones to go to waste and not freeze anything of value, like other tanks.
The tanks in this branch have increased bullet range and Speed at the cost of Speed and reload ,
So the first tank is the longranger
Its reload is like that of the pounder, and its bullet size is a bit smaller than the basic's
Also not to foget that it upgrades from the basic.
Now on to the next one wich is the culverin,
Culverin is roman for ,big cannon, and it can upgrade from the longranger or the pounder .
Its bullet size is that of the pounder and thats really it .
Now here is the longerange, it has is faster and fires bullets further
It can also upgrade from the sniper and the longranger (obvously)
This is the end for PT 1
I will make more
(hey @Your av lore master i see you making fanon tanks, and so i'm making one myself)
Rockstar
Tier: Not Applicable
Arcana: N/A
Basics:
The Rockstar combines elements from a Trapper, Booster, and an Overseer, and turns it into one of the most devastating area controlling tanks out there.
Explained:
The Rockstar is incredibly fast, with high damage attacks ready for anything.
It has 5 attacks, 4 excluding the Basic Attack, and they are:
Basic Attack:
The Rockstar has 2 guns at the front which shoot out star-shaped projectiles. This gives the Starstruck effect, which does another burst of damage immediately after.
Guitar Slam (Cooldown: 4 seconds):
A high damage melee attack that sends out 3 shockwaves which do more damage.
Speaker Trap (Cooldown: 8 seconds per Speaker):
Rockstar places down a Speaker, which constantly sends out shockwaves, allowing entire areas to be under Rockstar's control. Rockstar can place up to 3 Speakers at the same time.
Biggest Fans (Cooldown: 23 seconds):
Rockstar summons 10 to 15 Drones that have incredibly high damage, high speed, but terrible health.
Band Solo (Cooldown: 56 seconds):
Rockstar summons the Band, which gives it 99% Damage Resistance for 10 seconds, while also deploying 5 to 11 Biggest Fans and 2 Speakers. The Band also sends out Soundwaves, which are stronger versions of shockwaves.
As the Rockstar:
Your sole purpose is not just for control, since you are naturally fast, you can set up espionage attacks that hurt BIG TIME for the enemy teams/tanks.
Pentagon Nest control is generally a bad idea, since it's highly contested.
Mining Squadron
Tier: 4
Arcana: Director
Evolves From: Director
Basics:
The Mining Squadron is a standard Overlord, with 4 Drone Spawners, but the Drones differ depend on the Spawner.
Explained:
There are 4 different drones that will be spawned by the Mining Squadron, they are:
Twin Drill: The Twin Drill has high health, low damage with ridiculous attack speed, and can easily shred enemy's health and mine Rocks with ease. Has a much higher chance of finding Gems.
Artificer: A smaller version of the Spawner, which deploys up to 4 Mini-Drones that can deal with enemy tanks or polygons.
Defender: It has an incredibly powerful Shield, with good health to match, and it can even soak up damage for it's teammates using it's Connective Armor.
Detector: An incredibly fast Drone, who wields a Flare Gun, which the Mining Squadron can see on the mini-map.
Each of these Drones can be enhanced using Gems, and not in the Entrepreneur way. Gems can be converted to Experience for each of the Drones, which give them bonuses. At Experience Level 10, the Drones are feasible to get a Promotion, which evolves them even further, but resets their level to 0.
Twin Drill: Every Experience Level gives it:
+5% Mining Speed
+2.5% Damage
+4% Health
After Promotion:
Twin Drill gets a third drill, and every Experience Level now gives it:
+7.5% Mining Speed
+5% Damage
+6% Health
Artificer: Every Experience Level gives it:
+2% Mini-Drone Damage
+4% Mini-Drone Attack Speed
+8% Respawn Rate
After Promotion
Artificer can now summon up to 8 Mini-Drones, and every Experience Level gives it:
+4% Mini-Drone Damage
+8% Mini-Drone Attack Speed
+16% Respawn Rate
Defender: Every Experience Level gives it:
+10 Shield Points
+20 Health
+4% Damage Resistance
After Promotion:
Defender's Connective Armor now ignores 20% of the damage taken, while also giving 30% to the Defender itself, instead of the usual 15%, and every Experience Level gives it:
+25 Shield Points
+30 Health
+4% Damage Resistance
+3% Damage Ignored by Connective Armor
Scout: Every Experience Level gives it:
+2.5% Movespeed
+0.1 Flare Gun Ammo
+15 Health
After Promotion:
The Flare Gun used by Scout can now deal damage, and every Experience Level gives it:
+3% Movespeed
+0.2 Flare Gun Ammo
+15 Health
As the Mining Squadron:
Artificer with Defender's Connective Armor active is near-invincible, since most of the damage Artificer would be taking would either be ignored or given to Defender, very useful since Artificer isn't really tanky.
Tri-Elemental
Tier: Not Applicable
Arcana: N/A
Basics:
The Tri-Elemental has 3 modes, Ice, Fire, and Lightning, each mode serves it's own purpose and it's unique ability.
Explained:
The Tri-Elemental is 3 tanks packaged into one, basically, since it switches Turrets every elemental swap.
ICE ATTACKS:
Uncharged Attack (Left Click): A medium sized snowball is shot at the Enemy Tank/Polygon.
Charged Attack (Done by holding down left-click): An incredibly large snowflake shaped projectile is shot, catching enemies and dealing massive damage.
Icicle Crash (Right Click): Three to five icicles are spun into existence, before being launched toward your cursor.
Freeze Trail (Passive): Wherever Tri-Elemental moves, an ice trail follows, which lasts 30 seconds. Tri-Elemental can go back on the ice trails to refresh their duration and move faster.
Hailbreak (Done by pressing left and right click): Tri-Elemental turns into a ball of ice, before quickly dashing forward a long distance. Hailstones also follow the Tri-Elemental, increasing damage further.
Ice Cutter (Done by holding left click and pressing right click): Tri-Elemental impales a nearby enemy with an icicle. This attack takes away a percentage of HP of the enemy, while dealing damage.
Overfreeze (Done by pressing right-click, then pressing left-click): After sacrificing 30% of it's HP, Tri-Elemental will spin around, creating a massive ice aura around it, and any tanks or polygons caught in it will freeze for (6 - Tier) seconds.
FIRE ATTACKS:
Rapid Fire (Left Click): Tri-Elemental will rapidly shoot out fire bullets that apply Ignited to enemies. (Ignited does constant ticking damage for 20 seconds.)
Heat Spin (Hold down Left-Click): Tri-Elemental will spin around, igniting and dealing damage to enemies caught within the spin.
Flamethrower (Right-Click): Tri-Elemental will spew out a long cone-shaped flame that will constantly apply Ignite and do damage.
Fire Drive (Hold down right-click): Tri-Elemental will use it's flames to boost itself forward, still dealing damage, but mainly for mobility.
Overheat (Done by pressing left-click, then pressing right-click): Burns a massive area around Tri-Elemental, before decreasing attack for 30 seconds.
LIGHTNING ATTACKS:
Stormy Start (Passive): Tri-Elemental, after switching to Lightning, will be covered by a storm cloud, allowing it to turn invisible. This ability only lasts 40 seconds however.
Bolt Bash (Left-click): Tri-Elemental shoots out a small bolt, before charging forward and slamming into the enemy.
Storm Clouds (Right-click): Tri-Elemental covers an area around the cursor with storm clouds, which it can hide in and use as defense.
Ball Lightning (Left-click, then right-click): After charging for 3 seconds, a massive ball of lightning is sent out from Tri-Elemental, which shoots out bolts that target enemies. Lasts 10 seconds before exploding into a bunch of lightning bolts.
Electric Terrain (Passive 2): When Tri-Elemental reaches 45% HP, it will get surrounded by Electric Terrain, which regenerates Tri-Elemental's health faster, makes Ball Lightning last forever as long as it remains inside the Terrain, and deal Shock damage to enemies. (Shock slows down the enemy's movespeed and attack speed.)
As the Tri-Elemental:
Electricity or Ice is a good choice to use, since it has good damage capability. But, if you are on the run, Fire is a good choice.