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Square Boxer

A Square Boxer. Made by FallenBooster

Awoken Polygons are a new type of opponent. There is a chance that they will replace their original counterpart. They come in tiers. 1st tier is weak, has no abilities, and is more of an annoyance. The 2nd tier is stronger, and has a few abilities, but is still weak. 3rd tier is where it gets strong, and they have a chance to summon lower tiers. 4th tier are more like bosses, and will take multiple players to beat. The rare 5th tier is the strongest of them all, and requires teamwork. This is important! These are not created to be insanely powerful bosses like the Archprophet, or the Avatar of Panzer (Two epic examples :) ). They are made as Ai enemies, not crazy bosses (Apart from tier 4 and 5. And even then they are not as deadly of a fight as insane bosses).

If one spawns, they will roam around, but stay with other polygons. If a player is either at or above the level for the tier, the player attacks a large amount of polygons near it, or it is hit by a player, it will attack the player. They are defenders of the polygons, in a sense. If an Ai tank attacks polygons, the Awoken Polygons will attack.

Quick info

Every tier apart from 1 has abilities, apart from Awoken Crashers (Large). Further tiers have upgraded versions of the lower tier's abilities, and new ones as well.

Tier 1 Awoken Polygons will only target level 15 tanks or over normally, but if you kill a large amount of polygons near it, it will attack. It will also attack if hit.

Tier 2 Awoken Polygons will only attack level 21 tanks or over, unless hit or a large group of polygons are attacked near it.

Tier 3 Awoken Polygons will only attack level 30 tanks or over, unless hit or a group of polygons are killed near it.

Tier 4 Awoken Polygons will only attack level 36 tanks or over, unless hit or if a group of polygons are killed near it.

A tier 5 Awoken Polygon will only attack level 45 tanks, unless hit or if a group of polygons are killed near it.

Unlike the other tiers, tier 5 has a 1/50 (For now) chance to replace the tier 4 below it when the tier 4 spawns.

Awoken Squares

The weakest of the group, Awoken squares are more annoying. But as squares spawn the most in Diep.io, that means that they are also the ones you will see the most.

They rely on blocking most attacks, and trapping the player before killing them. It is best to have high dps tanks to drill through their powerful defenses, before killing them. Having a friend to help you out is useful, but not needed.

Tier 1: Square boxer.

Design: Normal sized square with two squares half the size of it by it.

The Square boxer is the weakest of all the Awoken Polygons that can be found. They have a decent 100 health (Decent for polygons that is.) and do 15 damage with their fists.

They can raise a fist to block attacks, and a fist can take a total of 300 damage before it stops blocking. When a hand has taken 300 damage, it will move back to the Boxer's side, and can only be used for attacking for 30 seconds.

When killed, they give 150 XP.

Chance for it to replace a square spawn: 1/100


Tier 2: Square warrior.

Design: Square the size of 4 squares put together. Has normal sized squares for hands.

The Square warrior is the next tier of Square polygons. With a good 500 health, it cannot be one hit (To my knowledge) by any tank.

With a punch, it does 30 damage, so it is more of a concern than a Square boxer. It's hands can block 750 damage before they cannot block any more.


Abilities:

Square wall: Rises a wall of 8 squares in front of it. Each square has 100 health. If the wall is not destroyed in 5 seconds, the Square warrior will punch the back of the wall, sending the squares flying outwards. The squares will do 7 damage to the player each.

Square trap: Creates a square of 8 squares around a player. The player is unable to move, but can still shoot. Each square has 100 health. If the player does not destroy the squares in 8 seconds, the Square warrior will seem to clench one of its square hands, and the squares will fly in. Each square will smash into the player, doing 7 damage each, until either the player dies or the squares die.(Other players can damage the squares as well.)

When killed, a Square warrior will give 1000 XP, and 4 normal squares will appear where the Square warrior's main body was.

Chance for it to replace a square spawn: 1/450


Tier 3: Square guardian.

Design: Square the size of 9 squares put together. Has squares 1.5 times larger than normal squares for hands. Has one eye in the middle square which is the same color as a Necromancer's square.

The middle tier of the Awoken Squares, the Square guardian is not an easy fight (I hope so anyway.). With 1500 health, or half the amount of an alpha pentagon, it is quite the tank compared to the two below it. A punch from it will do 40 damage, which is quite deadly if you are caught off guard.

It's hands can block 2250 damage, however it and upgraded forms can only block for 30 seconds at max. If 2250 damage is done to the hand, like the others, it will not be able to block for 30 seconds.


Abilities:

Square wall (2.0): Rises a wall of two rows of 8 squares in front of it. Each square has 300 health. If the wall is not destroyed in 8 seconds, the Square guardian will punch the back of the wall, sending the remaining squares flying. The squares gain tiny spikes on them, which doubles their body damage to 12.

Square trap (2.0): Surrounds a player in a square of 8 squares, and 8 squares will be randomly on the outside of the large square. The player is unable to move, but can still shoot. Each square has 300 health. If the player does not destroy the squares in 12 seconds, they will grow tiny spikes, and dive in. (Other players can damage the squares as well.) Each square will do 12 damage until either the player dies or they die.

Square shot: Aims two hands at two random players, or at one player if only one are attacking it. 5 squares will be shot out at the same speed as a max speed Tri-Angle. This burst will happen 1-3 times. The squares have 300 health, and have tiny spikes on them, doing 12 damage on hit. If a square hits a player, it will bounce off of them. The square does not disappear, however.

There is a rare chance that against more than one player the Square guardian will summon a Square boxer. When killed, it will give 3000 XP. It's main body will turn into 9 squares, and the middle square has a high chance to become a Square boxer.


Chance for it to replace a square spawn: 1/950


Tier 4: Square champion.

Design: Square the size of 16 squares put together. Has squares the size of 4 squares put together for hands. Has two eyes near the middle, which glare at the players it is fighting.

The Square champion has arrived! Spawn message.

The Square champion was killed by "Tank name"! Death message.

The strongest naturally spawning Awoken square, the Square champion is quite the challenge. With 3000 health, it is as durable as an alpha pentagon. A punch from it will do 55 damage, and daze the tank, causing it to move and shoot slower.

It's hands can block 4750 damage, but can only be held up for 30 seconds at max. If somehow 4750 damage is done to the hand before it stops blocking, the hand cannot block for 30 seconds.


Abilities:

Square wall (3.0): Rises a wall of three rows of 10 squares in front of it. Each square has 600 health. If the wall is not destroyed in 12 seconds, the Square champion will punch the wall, sending the squares flying outwards. The squares grow smallish spikes on them, and do 18 damage on contact.

Square trap (3.0): Surrounds a player in two squares, one of 8 squares and the other with 16. The player is unable to move, but can still shoot. Each square has 600 health. If the squares are not destroyed in 20 seconds, they will grow smallish spikes, and dive in. (Recommended that other players damage the squares as well.). Each square will do 18 damage until either the player dies or they die.

Square shot (2.0): Aims two hands at two random players, or at one player if only one player is attacking it. 8 squares will be shot out slightly faster than a max speed Tri-Angle. This burst will happen 3-5 times. The squares have 600 health, and have smallish spikes on them, doing 18 damage on hit. If a square hits a player, it will bounce off of them. The square does not disappear.

Square rain (Ultimate): Raises both hands, and the eyes look up. Squares will start to rain from above it. Each square has 100 health, and has smallish spikes on them, dealing 18 damage. The squares will pass through polygons or walls, and will fall for 20 seconds. This lasts for 40 seconds.


There is an uncommon chance that, if against more than one player, the Square guardian will summon a Square boxer. There is a rarer chance that it will summon a square warrior.

When killed, it will give 12000 XP. It's hands will turn into 4 squares, it's eyes will fade and it will turn into 16 squares. There is a high chance that a Square warrior will form from its remains. If one does not, 3 Square boxers will form from the remains instead.

Chance for it to replace a square spawn: 1/1700


Tier 5: Square Emperor.

Design: Square the size of 25 squares put together. Has squares 1.5 times bigger than the Square champion's hands for hands. It has two eyes near the middle, and a crown on its head.

The Square Emperor has replaced the Square champion! Spawn message.

The Square Emperor was killed by "Tank name"! Death message.

By far the strongest Awoken square, the Square Emperor kicks aside every other Awoken square in power. With a massive 7000 health, it is over twice as durable as the Square champion!

A single punch does 80 damage, and will daze the player. It's hands can block 10000 damage, but can only be held up for 30 seconds at max. If somehow 10000 damage is done to the hand before it stops blocking, the hand will be unable to block for 30 seconds.


Abilities:

Sanctuary(Square wall 4.0): Rises 4 walls of four rows of 35 squares around itself. These form a barrier, and while the Square Emperor is inside it, it regenerates 50 health every second. Each square in the walls has 1000 health, and have large spikes on them. They do 25 damage on contact.

Square crush(Square trap 4.0): Surrounds a player in 50 squares, which circle around the player. The player can move and shoot, but the squares will move with them. Each square has 1000 health. If the squares are not destroyed in a minute, the squares will grow large spikes, and crush in. It is impossible to pure tank a crush, so you have to destroy them. (Highly recommended that other players damage the squares as well.)

Square beam (Square shot 3.0): Aims two hands at two players, and both eyes will track a third. 15 squares will be shot out at 1.75 times the speed of a max speed Tri-Angle from each hand. 25 squares will shoot out of each eye. This will happen 5-10 times in a row. The squares have 1000 health, and large spikes on them, doing 30 damage in a hit. If a square hits a player, it will bounce off. The square does not disappear. After the attack seems done, it will shoot a 5x5 beam of the squares under it. A player caught in the stream will most likely die.

Square storm (Square rain 2.0. It is rare for it to be used.): Raises both hands, and looks up. Squares will rain from above it. Each square has 300 health, and has large spikes on them, doing 25 damage. The squares will pass through polygons or walls, and will last 30 seconds each. This lasts for 2 minutes. In the last 20 seconds, squares will also fly from left to right, and right to left.

Square vengeance! (Ultimate): The Square Emperor will raise both arms, and look at the tanks, before saying "Square vengeance!". After that, 1 of 4 things will happen. The 1st thing is that 20 Square boxers will be summoned in random places near the Square Emperor. 2nd is that 8 Square warriors will appear, 4 on each side of the Square Emperor. The 3rd is that two Square guardians will appear on each side of it. And the 4th is that it summons a Square champion below it. This ability can only be used once, and only when the Square Emperor is under 25% health, also known as 1750 health.

It is common for it to summon Square boxers during the fight. Uncommonly it will summon a Square warrior, and rarely it will summon a Square guardian. When killed, it gives 65000 XP to the one who landed the last hit. It will hold up a hand, and it's eyes will widen as the hand turns into squares. It would move to punch the nearest player, but it's other hand will turn to squares before contact. It would shut it's eyes, as it turns into squares.













Hold on just a second, tanks!

The squares would reform, forming just the body of the Square Emperor! (Most of the tier 5 bosses will have multiple stages.) The crown will shatter, as the Square Emperor gains 3000 health back. In this form, it will use only abilities, or send squares flying at players, but loses the ability to block with a fist, or punch. It gains two new abilities.

Abilities:

Square slam: A shadow will appear under a tank. 5 seconds later, 3x3 squares will smash down. If the tank moves as the squares slam down, they will avoid impact. The squares will fly out after they hit the ground. Each square has 300 health, and has large spikes on them, doing 25 damage.

Square shockwave: Every 5 seconds during this last part of the fight, a burst of squares will fly out of it. Each square has 300 health, and has large spikes on them, doing 25 damage.


When actually killed, the Square Emperor will start to fall apart. Giving all players who have fought it an extra 10000 XP, and the one who landed the final blow 35000 XP.

There is a high chance that a Square guardian will form from the remains. If one does not, 9 Square boxers will form instead.



Awoken Triangles.

Awoken Triangle

Ah Triangles. Cousins of the crashers, these swift little things may prove more deadly than originally thought.

Triangles rely on being high body damage attackers, and turning nearby triangles to more allies to overwhelm a player. It is best to stay back from them, and wipe out all nearby polygons with spread tanks. If you are a body damage tank, it is best to avoid these, as even a tier 1 is enough to kill you if you are unprepared.

Tier 1: Triangle dasher.

Design: Triangle with two stripes on, like if a Tri-Angle's barrels were turned purple, but on the body of the Triangle, not outside.

Weakest of all of the Awoken Triangles, this one is simple. But can be a very deadly surprise if you do not expect it. They take 50% less body damage, and do 8 body damage. Health wise, it has 150 health.

For attacking, it very simply moves to ram into a player. Or so one would think. :)

Every 5 seconds, when attacking a player, it will gain 500% movement speed and blur forward, leaving a small after image. When dashing, it cannot turn around, so you can sidestep.

When killed, they give 250 XP.

Chance for it to replace a Triangle spawn: 1/60


Tier 2: Triangle commander.

Design: Similar to the first one. It is twice as large however, and the stripes are dark green.

This fearsome foe sends tanks running. But they can never run fast enough. The Triangle commander has 650 health, and is 50% resistant to body damage. It does 20 body damage on contact.

Every 5 seconds, when attacking a player, it will gain 600% movement speed and blur forward, leaving an after image. When dashing, it cannot turn directions. It has abilities, which make it fun :)

Abilities:

Thorn armor: Tiny spikes form on it. It gets 20 extra body damage for 30 seconds.

Rise, minions!: Up to 8 nearby Triangles will become Triangle dashers and target whoever the Triangle commander targets. If none are near, three Triangle dashers will spawn.

When killed, it gives 1000 XP.

Chance for it to replace a Triangle spawn: 1/230


Tier 3: Triangle general.

Design: Twice as big as the second one, still has the stripes, and has a thin metal edge. One eye is in the middle of it, half closed. The half of the eye that can be seen is orange.

The Triangle general has a large 2000 health. Damage wise, it does a big 50 damage, and has upgraded to having 70% resistance to body damage. So rammers beware!

Every 6 seconds, when attacking a player, it will gain 700% movement speed and blur forward, leaving an after image. When dashing, it cannot turn directions.

Abilities:

Spike armor(Thorn armor 2.0): Smallish spikes form on it. It gets an extra 75 body damage for 30 seconds.

Rise, minions!(2.0): Up to 12 nearby Triangles will become Triangle dashers. If more than 8 spawn, one is guaranteed to become a Triangle commander. If no Triangles are nearby, 5 Triangle dashers will spawn.

Hyper speeeeeeeeeed!: The Triangle General will pause, and aim at its target. Even if they go off-screen, it will dash at 1500% Speed at them. It will turn to stay aimed at the player while they are off-screen, but when it enters the player's field of view, it will lose the ability to turn.

When killed, it gives 2750 XP.

Chance for it to replace a Triangle spawn: 1/550


Tier 4: Triangle champion.

Design: 1.5 times larger than the Triangle general. Still has the stripes, but are darker green. Has a slightly thick metal edge. It has a fully open eye, which is dark orange. It watches it's target most of the time, but will glance to lower tiers and then look at other targets, directing the lower ranks to attack others while it focuses on one. This is if there are multiple targets. If there is one, it will glance at the lower tiers and then look back at the target.

The Triangle champion has spawned! Spawn message

The Triangle champion was killed by "Player name"! Death message

The Triangle champion is the strongest naturally spawning Awoken Triangle, the Triangle champion has 3750 health. It does 70 damage in a hit, and has 80% resistance to body damage. Rammers really, REALLY, want to avoid tier 4 and 5 Awoken Triangles.

Every 7 seconds, when attacking a player, it will gain 800% movement speed and blur forward, leaving an after image. When dashing, it cannot turn directions.

Abilities:

Anti rammer armor(Thorn armor 3.0): Medium spikes form on the Triangle champion. It gets an extra 100 body damage for 30 seconds.

Rise, minions!(3.0): Up to 20 nearby Triangles will become Triangle dashers. If more than 5 spawn, one is guaranteed to become a Triangle commander, and if more than 16 spawn, one is guaranteed to become a Triangle General. If no Triangles are nearby, 8 Triangle dashers and a Triangle commander will spawn.

Hyper speeeeeeeeeed!(2.0): The Triangle champion will stop, and aim at its target. Even if they go off-screen, it will dash at 2000% Speed at them. It will turn to stay aimed at the player while they are off-screen, but when it enters the player's field of view, it will lose the ability to turn.


War Machine mode (Ultimate.): The Triangle champion will pause, then face the target. The two sides facing the target will split open from their middles.

Arm 1: Claw arm. An arm made of red squares will form out of one of the two gaps. At the end of it, there is a claw, with a triangle on the end of each claw. The arm is covered in medium-sized spikes. The claw will try to grab it's target.

Arm 2: Annihilator arm. The other arm is made out of red squares as well, with a larger square at the end. An Annihilator cannon will be on the end. It fires max Annihilator bullets at its target.

If the Claw arm grabs the player, not only will they take 60 damage from it, but if they do not do 500 damage to the arm in a few seconds, they will take an Annihilator bullet to the face.

Each arm can take 5000 damage before breaking. The claw can be used to block bullets fired at the Awoken Champion, and if it breaks, the Annihilator cannon will be used instead.

Each arm gives only the Triangle Champion (And not themselves) 33% resistance to all damage.


When killed, the eye will widen, and it will dash to the player. All the player has to do is shoot once at the Triangle champion, and it will collapse into Triangles. The player gets 7000 XP.

Chance for it to replace a Triangle spawn: 1/1000


Tier 5: Triangle Overlord.

Design. 1.5 times larger than the Triangle champion. Still has the stripes, but the stripes are void black. Has a thick metal edge. It has a fully open eye, which is dark green. It watches it's target most of the time, but will glance to lower tiers and then look at other targets, directing the lower ranks to attack others while it focuses on one. This is if there are multiple targets. If there is one, it will glance at the lower tiers and then look back at the target. It glows dark red.

The Triangle Overlord has decided that it will do the Triangle Champion's job! Spawn message.

The Triangle Overlord's rule has been ended by "Player name"! Death message.

The strongest Awoken Triangle, the Triangle Overlord's mere presence freezes tanks. With 9000 health, it can take more than a beating. With body damage of 100, and being 85% resistant to body damage, it can kill a player in a second if they are not careful. However, contact with it will throw you back. So it cannot instantly kill you.

Every 10 seconds, when attacking a player, it will gain 1000% movement speed and blur forward, leaving an after image. When dashing, it cannot turn directions.

It has a 1/50 chance to replace a Triangle champion when it spawns.

Abilities:


The Master's armor (Thorn armor 4.0): Large glowing spikes grow on the Triangle Overlord's armor. Not only does it get 120 extra body damage for 20 seconds, but it heals for 20 health every second during that time as well. When the attack is over, each spike shoots out, doing the same amount of damage as a max Annihilator bullet.


The army (Rise, Minions! 4.0): Up to 50 Triangles nearby will turn into Triangle dashers. If more than 5 spawn, one will always be a Triangle commander. If more than 15 spawn, one will always be a Triangle general. More than 27 means two tier 3 and tier two Awoken Triangles will spawn. And if 45 magically manage to spawn, a Triangle champion will spawn. If no Triangles are nearby, 16 Triangle dashers, a Triangle commander and a Triangle general would spawn.


You can't see me! (Hyper speeeeeeeeeed! 4.0): It will pause, and shudder as it takes 200 damage to do this. Then it will aim at a target, even if they go off screen from it. It will blur at 5000% speed at the player, turning to stay aimed at them. One on screen however, it cannot turn. If it whacks into a player, they will be reduced to one health and be sent flying. It will then cough, triangles flying out of it. 1 for every 5 health lost during the charge. At the least, 40 triangles will fly out of the Triangle Overlord.


War Machine Mode (2.0. Used at 5000 health.): The Triangle Overlord would pause, and face upwards. The two sides facing upwards will shudder, and two different, evenly spaced slots will open on each side facing upwards (4 total sides).

Arm 1: Claw arm. An arm made of red squares will form out of one of the four gaps. At the end of it, there is a claw, with a triangle on the end of each claw. The arm is covered in large sized spikes. The claw will try to grab it's target.

Arm 2: Annihilator arm. This arm is made out of red squares as well, with a larger square at the end. An Annihilator cannon will be on the end. It fires max Annihilator bullets at its target.

Arm 3: Mega Trapper arm. Also made out of red squares, with a larger square at the end. A Mega trapper cannon will be on the end. It fires max Mega Trapper traps at players, and after 10 seconds, the Mega traps will explode into 8 traps, shooting evenly outwards.

Arm 4: Overlord arm. This one is also made of red squares. At the end, a sphere with three drone spawners is there. The arm can control up to 12 drones, and can use attack methods such as the claw method.

If the Claw arm grabs the player, not only will they take 70 damage from it, but if they do not do 1000 damage to the arm in a few seconds, they will take an Annihilator bullet and a Mega Trapper trap to the face.

Each arm can take 6000 damage before breaking. The claw can be used to block bullets fired at the Awoken Overlord. If the claw arm breaks, the Mega trapper arm will block. Then the Annihilator cannon arm will block, and finally the Overlord arm will block.

Each arm gives only the Triangle Overlord (And not themselves) 22% resistance to all damage

When an arm breaks, it will explode into a pile of squares and triangles.


The Awakening (Ultimate): A dark green pulse will go out of the Triangle Overlord, distorting the background behind and around it for a few seconds. Every triangle in the map will flash, and have a big chance to become an Awoken polygon. 60% for tier 1, 30% for tier 2, 5% for tier three and 5% that they will not change. They will then fly to the Triangle Overlord. Every triangle that spawns after this has the same chance until this ends. This lasts for 30 seconds. As well as all of this, triangles have a much larger chance to spawn during this. This is used right after War Machine Mode. When using this, it gets 99% resistance to all damage.

After The Awakening, the Triangle Overlord will crack, and then it's eye will flash. The Triangle Overlord's remaining red patches will turn void black, and every square will turn void black in the map, and it will become 50% darker.

Foolish mortals. I have never been killed. You are not an exception!

It will lose the War Machine Mode and The Awakening, but gain some other stuff.

Upgraded abilities:

The Swarm (Rise, Minions! 5.0): 8 rifts will open. As well as nearby Triangles turning into Triangle dashers, 10 more triangle dashers will pour out of each rift. For each 5 Triangle dashers, a Triangle commander will spawn.

You can't see me! (Hyper speeeeeeeeeed! 5.0): It will pause, and shudder as it takes 100 damage to do this. Then it will aim at a target, even if they go off screen from it. It will blur at 5000% speed at the player, turning to stay aimed at them. One on screen however, it cannot turn. If it whacks into a player, they will be reduced to one health and be sent flying. It will then cough, triangles flying out of it. 1 for every 5 health lost during the charge. At the least, 40 triangles will fly out of the Triangle Overlord. It will do this three times, to three different players if able.

New abilities:

Jaws of death: Triangles the size of Alpha pentagons will form, invulnerable at the borders of its vision. They are set so if they are slammed together somehow they slot together perfectly. Two will flash, next to each other but opposite each other, and then the two rows will slam together. However, if you go between the two teeth that flashed, they will ghost through you, doing no damage. This repeats 5 times.

Stare of death: It's eye will seem to wince, before it starts to change where it's eye is looking wildly. The issue is, is that it shoots invulnerable triangles out as a constant stream during this. The triangles last for 10 seconds. This whole thing lasts for 2 minutes, AND it can use other abilities during this.

When it gets to 1000, it will pause, and 7 streams of triangles will spiral out of it, moving constantly. It will be hard to hit it, but you must get through it. It can no longer use any abilities when it does this.

When it dies, an image of its eye cracking will appear to every player in the server, as the server brightens and the background turns back to normal.

It gives 15000 XP to all who fought it and lived, and 45000 to the one who landed the last blow.



Awoken Crashers

Depending on how you play, you may barely ever see these or see them commonly. They replace Crashers, but work differently, as Crashers have their own "tiers". There will be a different version for both small and large crashers.

Small Awoken crashers rely on stealth, and doing lots of damage to a player in a single way, while Large Awoken Crashers rely on using unique attacks to both attack, defend and summon. For Small Awoken Crashers, a constant dps is needed to keep them from being able to hide, while for the Large Awoken Crashers it is best to keep aware of what they are doing, and prepare to counter it. Or just get a friend and bullet spam over a massive area as Pentashot, that works to an extent.

Small Crashers negate 15% of piercing per tier. (Example: Tier 3 = 45% resistance)

Large Crashers gain 20 regeneration after 20 seconds of taking no damage per tier. (Example: Tier 3 = 60 regeneration after 20 seconds of taking no damage)

Tier 1 (Small): Crasher sneaker

Design: A small Crasher with a small patch on it that changes from its colour to the colour of the background. This patch is on a random part of it

With the lowest health of any Awoken Polygon at 75, the sneaker relies on a much different method to attack players. When it spawns, it is invincible for 10 seconds, and spends this time cloaking. While cloaked, it can move very slowly towards players. When hit, they do not uncloak, but the bullet does disappear. When they get to a player, they get to do one hit of body damage.

Normally, it's body damage is 20, but when it is cloaked, it gets x2 damage, allowing it to do 40 damage (For a scale, only tier 3+ awoken Triangles or Squares can do 40 damage in a single hit without abilities). When it is uncloaked, it will try to dart towards players, hiding behind nearby polygons to avoid damage.

When killed, they give 90 XP.

Chance to replace a small Crasher spawn: 1/100


Tier 1 (Large): Crasher novice

Design: A large crasher with a small blue aura around it.

At 150 health, it is the only tier 1 Awoken Polygon that has abilities. They also have the ability to hide in other polygons, but only if the polygon is big enough. You have to destroy the polygon first to harm it.

Aura passive: Bulletbender.

The blue aura gives a 60% chance for bullets to be pushed away, as hostile bullets. There is also a 10% chance that bullets not pushed away will become a pentagon shield (300 health, 30 body damage) or 5 random crashers.

Abilities:

Circular shot: It's aura extends outwards a bit, and then 12 small crashers spawn in a rotating circle around it. After 3 seconds, it shoots the circle out at a player, the crashers still rotating. These small crashers have 20 health rather than 10.

Dart storm: It will turn to a player, and the aura will flicker, before small Crashers appear at a rate of 1.5/s around it, aiming at the player while not moving. While they are still, they cannot be harmed. After two seconds for each Crasher, they will fly at the player. They have 20 health rather than 10. This lasts for 10 seconds.

When killed, they give 180 XP.

Chance to replace a large Crasher spawn: 1/70


Tier 2 (Small): Crasher evader

Design: A small crasher with two smaller patches on it that change from its colour to the colour of the background. These patches are on random parts of it.

With a larger health pool of 350, the Crasher evader is able to take more than one or two bullets. When it spawns, it is also as invincible as well for 10 seconds, and cloaks during this time. When hit, like the others, it does not uncloak when hit, but the bullet disappears. When they get to a player, they can do one hit of body damage before becoming visible.

Normally, it's body damage is 40, but when it is cloaked, it does 2.5 times damage, allowing it to do 100 body damage in a hit. For a reference, that is more base damage than any Awoken Square can do and as much base body damage as the Triangle Overlord itself.

Abilities:

Warp hit: It warps behind a player, and does invisible damage. Cannot kill a player. It will be bounced back after, so it cannot instantly get another hit on you.

Shameful stab: It slices through a polygon, gaining their points as health. Can effect multiple polygons. It takes no damage during this.

When killed, they give 720 XP.

Chance to replace a small Crasher spawn: 1/450


Tier 2 (Large): Crasher apprentice

Design: A large crasher with a small yellow aura around it.

With a large health amount of 900, the Crasher apprentice turns from a weakling to a tank. A tank with firepower to match! It also has the ability to hide in polygons, if the polygon is large enough.

Aura: Hasty trouble!

The yellow aura allows the Crasher apprentice to duck and weave through shots, evading 20% of bullets which should hit it. As well as this, it will randomly teleport, and the next attack will move 500% faster. It can only teleport once every 10 seconds.


Abilities:

Circular shot (2.0): It's aura extends outwards a bit, and then two rings of 10 small crashers spawn in two rotating circles around it. After 3 seconds, it shoots the circle out at a player, the crashers still rotating. These small crashers have 50 health rather than 10.

Dart storm (2.0): It will turn to a player, and the aura will flicker, before small Crashers appear at a rate of 3/s around it, aiming at the player while not moving. While they are still, they cannot be harmed. After two seconds for each Crasher, they will fly at the player. They have 50 health rather than 10. This lasts for 25 seconds.

Bullet burst: The aura will flash twice, before expanding to the size of a alpha pentagon. Crashers will spawn at a rate of 6/s, aiming outwards from the Crasher apprentice. After 3 seconds for each Crasher, they will fly out. They have 100 health rather than 10. At the end, three bursts of 30 Crashers will shoot out of the edge of the aura. They have 100 health rather than 10.

When killed, they give 1180 XP.

Chance to replace a large Crasher spawn: 1/280


Tier 3 (Small): Crasher Sneakthief

Design: A Small crasher, 50% larger than before. It has three of the patches on it, covering roughly half of it. These patches switch from it being normal to being the color of the background, and are out of sync.

With a decent health pool of 1000, the Crasher Sneakthief becomes a true killer. Due to the fact that I do not want these things to be a one hit kill to players, damage for the Small Crashers does not change from what it was before. When it spawns, it is also as invincible as well for 10 seconds, and cloaks during this time. When hit, like the others, it does not uncloak when hit, but the bullet disappears. When they get to a player, they can do one hit of body damage before becoming visible.

Normally, it's body damage is 40, but when it is cloaked, it does 2.5 times damage, allowing it to do 100 body damage in a hit. However, it gains the ability to gain the damage it did as health.


Abilities:

Warp hit (2.0): It warps behind a player, and does invisible damage. This cannot kill a player. It is bounced back after, so it does not kill you after. After this, it will warp to another player to do the same. If no other players are nearby, it will warp to a polygon, and get 3 times the polygon's points in health.

Shameful stab (2.0): It stabs through a polygon, gaining two times their points in health. This can effect multiple Polygons.

Tactical retreat?: It will dart away from players, while it's health regenerates at 4 health a second. After 5-12 seconds, it will disappear, and reappear at half the distance it was to the player before. It will then continue attacking.

When killed, it gives 2650 XP.

Chance to replace a small Crasher spawn: 1/950


Tier 3 (Large): Crasher Adept

Design: A large Crasher, 50% larger than before. It has a medium-sized orange aura around it.

Strangely, the magi have more health than their assassin brethren. With 2600 health, it becomes a severe threat. A plus side is that it cannot hide in any basic polygons, however, it can still hide inside of a Alpha Pentagon, making a fortress of death.

Aura: A pyromaniac's dream.

The orange aura comes with plus sides and downsides. The plus side is that anything in range will take 5 damage a second, and take a extra 5 damage a second for 3 seconds when outside of the aura. A second plus side is that any projectiles shot will set a target on fire (also 5 damage a second for 3 seconds) along with their damage. The downsides include that attacks will die out from taking burn damage, and that they are unable to regenerate.


Abilities:

Circular shot (3.0): It's aura extends outwards a bit, and then three rings of 14 small crashers spawn in three rotating circles around it. After 4 seconds, it shoots the circle out at a player, the crashers still rotating. These small crashers have 150 health rather than 10.

Dart storm (3.0): It will turn to a player, and the aura will flicker, before small Crashers appear at a rate of 4/s around it, aiming at the player while not moving. While they are still, they cannot be harmed. After two seconds for each Crasher, they will fly at the player. They have 150 health rather than 10. This lasts for 40 seconds.

Bullet burst (2.0): The aura will flash three times in a row, before expanding to the size of a alpha pentagon. Crashers will spawn at a rate of 8.5/s, aiming outwards from the Crasher apprentice. After 2 seconds for each Crasher, they will fly out. They have 250 health rather than 10. At the end, 5 bursts of 20 Crashers will shoot out of the edge of the aura. They have 250 health rather than 10.

Seeking shots: The aura will shrink, then expand to its normal size. Three shots every 1.5 seconds will fire out at each player it is fighting. After 15 seconds of this, each player will be froze, but effected by recoil. 1 Crasher with 100 body damage will shoot out at each player. They need to use recoil or do 250 health of damage to stop the attack.


When killed, it gives 3000 XP

Chance to replace a Large Crasher spawn: 1/650


Tier 4 (Small): Crasher Shadowfoot

Design: A Small crasher, 25% larger than the tier before it. It has 5 of the patches on it, covering most of it. These patches switch from it being normal to being the color of the background, and are out of sync.

The Crasher Shadowfoot has spawned! Spawn message

The Crasher Shadowfoot was killed by "Player name"! Death message

Oooh boy, 2750 health right now. The Crasher Shadowfoot excels in any single fight . Once again, due to the fact that I do not want these things to be a one hit kill to players, damage for the Small Crashers does not change from what it was before. When it spawns, it is also as invincible as well for 10 seconds, and cloaks during this time. When hit, like the others, it does not uncloak when hit, but the bullet disappears.

When they get to a player, they can do one hit of body damage before becoming visible. Normally, it's body damage is 50, but when it is cloaked, it does 2 times damage, allowing it to do 100 body damage in a hit. However, it gains the ability to gain the damage it did as health.


Abilities:

Warp hit (3.0): It warps behind a player, and does invisible damage. This cannot kill a player. It is bounced back after, so it does not kill you after. After this, it will warp to two other players to do the same. If no other players are nearby, it will warp to a polygon, and get 3 times the polygon's points in health, before repeating this once.

Shameful stab (3.0): It stabs through a polygon, gaining 4 times their points in health. This can effect multiple Polygons.

Tactical retreat? (2.0): It will dart away from players, while it's health regenerates at 6 health a second. After 8-16 seconds, it will disappear, and reappear at half the distance it was to the player before. It will then continue attacking.

This realm shall know nothing but darkness...(Ultimate): It fades from view entirely, as the arena becomes 80% darker. While this happens, Across the arena, 20 tier 1 Awoken Small Crashers will appear throughout the arena, as well as lesser amount of higher tiers. Tier 4+ cannot spawn. This also increases the chance for Awoken Polygons to spawn by 25%. This lasts for two minutes.


When killed, it will start to crack up, as it spins around, looking for an escape route. It tries to become invisible, only for it to shatter into pieces.

When killed, it gives 7500 XP

Chance to replace a Small Crasher spawn: 1/1700


Tier 4 (Large): Crasher Master

Design: A large Crasher, 25% larger than before. It has a medium-sized red aura around it.

The Crasher Master has spawned! Spawn message

The Crasher Master was killed by "Player name"! Death message

The Master. With 5000 health, it just gets stupidly high in health.. It can still hide inside of a Alpha Pentagon, and now it can move it, acting like a 3000 health boost.

Aura: Living portal.

The red aura brings pain to all who are near, both in the sense that it does 5 damage ever 3 seconds and the fact that it can summon groups of 5-7 tier 1-2 Large Awoken Crashers every minute.


Abilities:

Circular shot (4.0): It's aura extends outwards a bit, and then four rings of 20 small crashers spawn in 4 rotating circles around it. After 6 seconds, it shoots the circle out at a player, the crashers still rotating. These small crashers have 300 health rather than 10.

Dart storm (4.0): It will turn to a player, and the aura will flicker, before small Crashers appear at a rate of 7.5/s around it, aiming at the player while not moving. While they are still, they cannot be harmed. After two seconds for each Crasher, they will fly at the player. They have 300 health rather than 10. This lasts for 60 seconds.

Bullet burst (3.0): The aura will flash three times in a row, before expanding to the size of a alpha pentagon. Crashers will spawn at a rate of 13/s, aiming outwards from the Crasher apprentice. After 2 seconds for each Crasher, they will fly out. They have 500 health rather than 10. At the end, 7 bursts of 15 Crashers will shoot out of the edge of the aura. They have 500 health rather than 10.

Seeking shots (2.0): The aura will shrink, then expand to its normal size. Five shots every 1.5 seconds will fire out at each player it is fighting. After 15 seconds of this, each player will be froze, but effected by recoil. 1 Crasher with 100 body damage will shoot out at each player. They need to use recoil or do 400 health of damage to stop the attack.

Spiraling spike spin (Ultimate): The aura forms a spiral around it, as Small Crashers shoot out in a spiral pattern, moving far beyond its border. When they reach their edge, they will then spiral inwards. It spins around as it does this, so the spiral rotates even more. Either you find a small gap to avoid death, and keep with it, or you rush out of range.


When killed, it's aura starts flashing, as 20 very tightly placed rings of Crashers form around it. As they start to fly out, there is a shattering sound. As the Crasher Master splits in two, the rings of Crashers shatter.

When killed, it gives 10000 XP.

Chance to replace a Large Crasher spawn: 1/1200


Tier 5 (Small): The Grey Crasher.

Design: A Small Crasher 25% larger than the tier before it. It's pink color is replaced by a light grey, with a half open eye on one side of it. It shifts from being visible and invisible randomly, although this is not technically the invisibility buff, as it lasts a second or two before shifting back.

The Grey Crasher wishes to "Speak" to those who dare to kill their apprentices. Spawn message

The Grey Crasher fades away, beaten into submission by "Player name". Death message

The Grey Crasher. A rumor, a myth. That is what the guards will say. The Small Crashers have no leader, and if they did they would have been executed. If that is so, then what are you facing? 6250 hp. And A load of damage. 60 basic body damage, 100 when invisible. Those mechanics remain the same. When it spawns, it is also as invincible as well for 10 seconds, and cloaks during this time. When hit, like the others, it does not uncloak when hit, but the bullet disappears.


Abilities:

The Shadow's Blade (Warp hit 4.0): It spins around slowly, observing all in a massive area around it. There is then a flash, as every player takes 1/4th of their health 3 times in a row in the span of 2 seconds. For each target it effects, it gains 50 health. It less than 6 players are hit, a low heath polygon will get hit instead.

A needed sacrifice (Shameful stab 4.0): It looks to an area, looking at how many polygons are there. Enough clones to equal the size of the area of it appear on either side of it. After 3 seconds, they will all blur through that area, the main one gaining health based on the points the polygons would give, but by 6 times. The clones disappear after.

A Master knows when to fall back (Tactical retreat? 3.0): It will move at afterimage speeds away from players, while it's health regenerates at 50 health a second. After 20 seconds, it will disappear, and reappear at half the distance it was to the player before. It will then continue attacking. But while this is going on, tier 1 Small Awoken Crashers will appear in the area, and try to distract players from attacking the Grey Crasher.

What will occur is darker than the Void itself (This realm shall know nothing but darkness... 2.0): It fades from view entirely, as the arena becomes 90% darker. While this happens, Across the arena, 70 tier 1 Awoken Small Crashers will appear throughout the arena, as well as lesser amount of higher tiers. Tier 4+ cannot spawn. This also increases the chance for Awoken Polygons to spawn by 25%. In its place, there will be a Crasher Shadowfoot, which cannot use this ability. The ability will end when the Shadowfoot dies.

Section off (Ultimate part 1): "You, mere mortals, cannot dare to face my fury." It will flash, as it looks in 6 random directions from the middle of the map. It will then slice through each area, slicing the map in 6. Players cannot cross the border. They will then face 5 waves of Awoken Small Crashers, each one getting more Crashers. Any Ultimate moves cannot be used. After the first 4 waves, the 5th will contain a half health Grey Crasher, which cannot enter phase 2. When a section beats all 5 waves, they will be randomly distributed across the other sections. When all 6 are beaten, the second phase starts. This only happens when the Grey Crasher is under 3000 health.

Amusing. Now, face the true might of the leader of darkness.

In this stage, the Grey Crasher loses Section off, but gains three abilities

Abilities:

Dagger sweep: Three daggers, made of Small Crashers, will form in the air. These will sweep in the direction of nearby players. The catch? A wave of invincible Crashers are sent out a second after each swipe. Daggers have 1000 hp each.

Poisoned shot: It will aim to each player, and shoot a tiny (10% size) Small Crasher, that is tinted green. This poisons all players for 50 damage. However, during this, they gain 50% damage.

Heh, game over, kids. (Ultimate part 2): Players here a dark laugh, as, for 20 seconds, Every polygon in the arena becomes a tier 1, 2 or 3 of its type. They have all abilities, and infinite detection range. No hiding, and no fighting. Hold out for 20 seconds, to survive. Because after 20 seconds, they all melt. Happens at 1000 health.

... (The final move): It looks at the player who has done the most damage to it. There is a flash, as their points drain, all the way to level 1. For each 100 points drained, a tier 1 Small Crasher spawns. A tier 2 for every 1000. And a tier 3 for each 10000 points. Pray that there is not a million point player who is hit by this. After all of those Small Crashers are killed, it gathers up its power. Then, it combines three non ultimate moves. It is invincible while it uses this.

When it dies, it lets out a sigh, as it fades from grey to pink. It winks at the players, before disappearing in a flash.

When it is killed, it gives 15000 XP to all who fought it. The one who landed the last blow gets 60000 points.


Tier 5 (Large): The Arch-Crasher.

Design: A deep purple Crasher, with a glowing rune on it. The rune colour acts as a health bar, starting Gold and turning paler as it continues to fight, being grey when it is near dead. It has an equally dark, if not darker, purple aura around it.

The Arch-Crasher has teleported to avenge his kin! Spawn message

The Arch-Crasher's legacy was ended by "Player name"! Death message

The Arch-Crasher is yet another being who is believed to be the one who created the Awoken Polygons. An arcane being from the start of the Awoken Polygon's rising, it has always been protective of them, almost to the point of parenthood. But such a thing cannot hold such power, right? 13500 health would say otherwise. It also retains the ability to hide inside of a Alpha Pentagon, along with moving once inside of it. But the Alpha Pentagon turns a brilliant gold, doubling in health, acting like a massive, yet temporary, 6000 health boost.

Aura: Master's might.

As the one who taught those below it, the Emerald Green aura around the Arch-Crasher embodies both the powers of those below, and its own power. Blue upgrade: It has a 40% chance for bullets to be repelled as hostile bullets, along with a 5% chance that bullets not pushed away become a ring of 300 health pentagons around it, that rapidly rotate around it.

Yellow upgrade: There is a 10% chance that it will evade bullets that make contact with it, the bullet flying past it harmlessly. As well as this, it can teleport, with the next attack moving 300% faster. It can only teleport once every 8 seconds.

Orange upgrade: Anything within the aura's range will take 3 damage a second, with 4 damage for 3 extra seconds when leaving the aura. Projectiles shot out will set targets on fire, but take burning damage over time equal to that of the aura, and cannot regenerate.

Red upgrade: Anything within the aura's range will take 5 damage every 2 seconds, and every minute 12 tier 1-2 Large Awoken Crashes will spawn.

Green upgrade: Not only does it heal 10 health a second, it also causes polygons it passes to have a 50% chance to awake. Those used in attacks are not included in this as abilities like Purity burst would cause the players to fight several hundred Awoken Small Crashers. Also known as hell.


Abilities:

Sawblade barrage (Circular shot 5.0): It's aura extends outwards in the shape of a sawblade, and then four sawblade shaped rings of 36 small crashers spawn in 4, alternating in size, rotating circles around it. After 4 seconds, it shoots the sawblades out at nearby player, the crashers still rotating. These small crashers have 500 health rather than 10. When the solid sawblades hit something or reach a certain range, they explode outwards, sending the crashers zooming across the arena.

Hurricane of magic (Dart storm 5.0): It will start spinning around, rushing towards players as its aura flickers wildly. Small crashers will form around it at a rate of 10/s around it, aiming at the nearest player while not moving. While they are still, they cannot be harmed. After one and a half seconds for each Crasher, they will fly at the player. They have 500 health rather than 10. This lasts for 60 seconds. At the end, 50 crashers rain from above at 5 times their regular speed, with the same stats as those used in Hurricane of magic. These bend towards the Arch-Crasher, flying through them and out in a random burst downwards.

Machinegun spray (Bullet burst 4.0): The aura will rapidly flash, to the point where it gets annoying, before expanding to be slightly larger than the size of an alpha pentagon. Crashers will spawn at a rate of 19/s, aiming outwards from the Crasher apprentice. After 1 mere second for each Crasher, they will fly out, leaving a clone behind them each second. This clone acts the same as the Crashers used in Hurricane of Magic. Both clone and real Crashers have 800 health rather than 10. At the end, 12 bursts of 10 Crashers will shoot out of the edge of the aura wildly. These have 600 health rather than 10.

Arcane gaze (Seeking shots 3.0): The aura will shrink, then expand to its normal size. Five shots every 1 seconds will fire out at each player it is fighting. After 20 seconds of this, each player will be froze, but effected by recoil. 3 Crashers with 100 body damage will shoot out at each player, one every 1.5 seconds. They need to use recoil or do 700 health of damage to stop the attack.

Purity burst (Spiraling spike spin 2.0): The aura forms a spiral around it, as Small Crashers shoot out in a spiral pattern, moving far beyond its border. When they reach their edge, they will then spiral inwards. It spins around as it does this, so the spiral rotates even more. Either you find a small gap to avoid death, and keep with it, or you rush out of range. There will always be two gaps within the area, but as this occurs, several small crashers will dash through the save zones, requiring you to keep dodging or destroy them. This lasts two minutes.

Triplet warfare (Ultimate ability, used at 6750 health): It becomes invincible, before it's aura turns from green to gray. It freezes in place, as three auras appear in a triangle around the main one, each an equal distance away from the aura at 5 squares. A almost identical copy of the Arch-Crasher appears within each one, but with 4500 health each. They then break formation, attacking the players. They lose Purity burst and Arcane Gaze, while being unable to use Triplet warfare due to never hitting 6750 health. As they are fought, tier 1 to 4 Large Awoken Crashers will appear around the real, frozen Arch-Crasher. This will continue until all three fake Arch-Crashers are slain. Once they are, lightning send every player flying from the real Arch-Crasher, destroying all bullets, as stage 2 begins.


Stage 2 differences:

Background changes: Rain pours down, along with lightning. While mostly just for looks, lightning can strike down on the battlefield, which destroys all player bullets, traps and projectiles instantly, along with stunning all for a second.

Ability changes: Triplet Warfare is lost, as is Purity burst. 4 more abilities, and 3 more ultimate abilities, are gained, however.

Abilities:

Golem march: The aura wraps around several nearby polygons, and Crashers latch on to them, forming bizarre golems. Regardless of what makes up the golem, they will have 1250 health, and do 30 damage whenever they make contact with players. At least 3 golems will be made. If not enough polygons are nearby, Crashers will simply make one, with a tier 3 Large Awoken Crasher as the Core.

Awakening: An image of a polygon will replace the aura for a moment, as spawn rates of that polygon increase by 200%, with the chance for them to be a type of Awoken Polygon doubling. This lasts 3 minutes, and cannot be used multiple times in a row.

Blast mirage: Its aura will become a brighter shade for a moment, before what seems like a pure hell of small Crashers fly from it. The fake ones, of which 2/3 of them are, are slightly paler than the others, and pass through everything. The real ones, however, blow up on impact with anything, doing 85 damage.

Nest pests: If it was lured from the pentagon nest, it will rush back there instantly. Once it reaches there, its aura will expand to the size of the nest. The nest will then spawn only Large Awoken Crashers, between tier 1 to 3. It can then return to attacking, while this ability lasts for 2 minutes.

Guardian's will (Ultimate ability, used at 4500 health): With a flash, a golden Alpha Pentagon forms around it. As this happens, two large arms made of small Crashers will form on either side of it, with each having a Guardian on the end, facing outwards. It will try to fight back the players with a 6000 health suit. The arms will heal and produce small crashers, while the Guardians spawn more small crashers and fight players. Each Guardian has 3000 health. If the Alpha Pentagon is destroyed first, the arms will shatter, and the Guardians will resort to using their original fighting style.

Judge's act (Ultimate ability, used at 2000 health): It will slowly spin around, its gaze going over every player. Certain things will happen based on their score and level. It will be invincible until all Awoken Polygons spawned are killed. Level 30 or below: Spawns 1 tier 1 Awoken Polygon to attack them. Level 31-44: Spawns several tier 1 Awoken Polygons to attack them. Level 45-25000 points: Spawns several tier 1 Awoken Polygons and a tier 2 Awoken Crasher. 25001-4000 points: Spawns several tier 1 and 2 Awoken Polygons. 40000-50000: Spawns several tier 1, 2, and a few tier 3 Awoken Polygons. 50001+: Spawns more tier 1,2 and 3 Awoken Polygons based on the size of the score. Highest amount that will spawn for a player is if they have 100,000 score.

Tower's rage (Ultimate ability, used at 500 health): 8 Pillars will rise around it, as a golden Alpha Pentagon spawns around it. Each pillar will spawn Large Crashers. The top two will spawn basic Large Crashers, the middle four will spawn Tier 1 Large Awoken Crashers and the bottom two will spawn Tier 2 Large Awoken Crashers. While this happens, several abilities will be used as well. Each pillar has 2500 health, and the Alpha Pentagon is invincible until all 8 are killed. The Alpha Pentagon has 6000 health. Once this is dead, the Arch-Crasher will burst out with attacks wildly until it falls.

When it dies, it's aura will wildly burst outwards in random shapes, as the grey rune starts to crack, and spread outwards along its form. With a blinding flash of light, the Arch-Crasher disappears.

When it is killed, it gives 18000 XP to all who fought it. The one who landed the last blow gets 65000 points.

Awoken Pentagons.

The rarest Awoken Polygons, Awoken Pentagons, if left alone, can turn a Pentagon Nest into an Awoken Pentagon hive with a frigid fury against all Tanks.

Note: They have two different sections, Abilities and Structures. Structures are not abilities, but abilities can be structure based. This is why technically tier 1 still has no abilities, leaving Large Awoken Crashers to remain the only tier 1 with abilities.

They rely on making small structures with their hands, upgrading them to the maximum their tier allows, and then building more. When a lot have spawned, they can effectively make a fortress with all their buildings, able to hold off dozens of tanks. They can attack themselves, by punching, but it is rarely used. They do have more health than the Awoken Polygons below them, but not by a massive amount to make them seem like pure tanks. The best method to beating them is to beat them as a group, or to battle them before they fully set up a base. If neither is available, always target the buildings if you have a high enough dps to counter the healing one Awoken Pentagon can do to it, and target the Awoken Pentagon if you do not.

Awoken Pentagons increase the spawn chance of other Awoken Pentagons by 3% per tier, and of all other Awoken Polygons by 1% per tier. The maximum amount per Awoken Crasher is the tier 5, having a 15% increase in Awoken Pentagon spawn rates, and a 5% spawn rate increase for all other Awoken Polygons. This effect that the Awoken Pentagons have stacks with each other, thus 5 tier 1's will equal a tier 5.

With all tiers, they will search for another Awoken Pentagon base. If they cannot find one, they will set up their own base, remaining in the middle with the Turret and other defenses, while using walls as outside defenses.

Tier 1: Pentagon builder.

Design: A Pentagon with two pentagons floating on either side of it, 50% smaller than it, acting as hands.

With the highest health of any Awoken Polygon at 250 health, the Pentagon builder can be more of a concern for players than the crashers in the nest. Each hand has 750 health, and when broken cannot build or heal structures for 30 seconds. They can punch players if need be, for 10 damage, but will only do so if need be.

Structures:

Turret: Has 450 health. Takes 10 seconds to build. When built, shoots out basic tank bullets with their bullets doing 15 damage per shot. Their appearance is that of a brown square, with a bronze turret in the middle. A limit of 1 can be placed by a tier 1. Cannot be upgraded.

Wall: Has 500 health. Takes 3 seconds to build. When built, they link up with any walls next to each other, making sure there is no gaps between them. Their appearance is that of a regular Pentagon. A limit of 10 can be placed by a tier 1. Cannot be upgraded.

When killed, it gives 400 xp.

Chance to replace a Pentagon spawn: 1/50


Tier 2: Pentagon constructor.

Design: A Pentagon, 10% larger than before. It's hands remain equal size. The increased size edge is colored silver (Basically the regular Pentagon's area in the middle is regular color, with the rest being silver.)

At 850 health, the Pentagon Constructor gains numerous upgrades to before. It has a 5% resistance to damage due to its armour. Each hand has 2000 health, and when broken cannot heal or build structures for 45 seconds. Once again, if needed, they can punch players for 15 damage, with a decent amount of knockback.

Structures:

Turret: Has 450 health. Takes 10 seconds to build. When built, shoots out basic tank bullets with their bullets doing 15 damage per shot. Their appearance is that of a brown square, with a bronze turret in the middle. A limit of 3 can be placed by a tier 2. Can be upgraded, taking 15 seconds to upgrade each.

Turret v2.0: Has 1200 health. Takes 15 seconds to upgrade. When upgraded, it can shoot at two different targets with two turrets, having 20 damage per shot. Their appearance is that of a rusty grey square, with two silver turrets in the middle. A limit of two upgraded turrets is allowed per tier 2. Cannot be upgraded.

Wall: Has 500 health. Takes 3 seconds to build. When built, they link up with any walls next to each other, making sure there is no gaps between them. Their appearance is that of a regular Pentagon. A limit of 25 can be placed by a tier 2. Can be upgraded taking 4 seconds each. Can be upgraded, taking 4 seconds to upgrade each.

Walls v2.0: Has 1250 health. Takes 4 seconds to upgrade. When built, they link up with any walls next to them, making sure there is no gaps between them. Their appearance is that of a regular Pentagon, with the outer 20% layer colored silver. Cannot be upgraded.

HZC (Health Zone Creator): Has 800 health. Takes 18 seconds to build. When built, it heals all allied Polygons, structures, Friendly (To the structure) bosses, and more for 10 health a second in a radius of 2 level 45 tanks all around it. This can go over the maximum health of a structure, giving them a temporary 100 health shield. Their appearance is that of a green circle, with a silver edge along the edge. 4 bolts seem to hold it in place. A limit of 1 can be placed by a tier 2. Cannot be upgraded.


Abilities:

Overclock: Can only be used 2 minute after one has been used. When used it gives a buff to the target structure chosen. Walls are the least likely to be picked, but all will be effected at once. Turrets get 300% attack speed, Walls all get healed for 20 health a second (Total health healed is 400) and the HZC will get its aura increased to the size of the Pentagon Nest. All upgrades last 20 seconds.

Repelling force: The Constructor smashes its hands together, sending all bullets and players backwards the distance of an Arena closer.

When killed, it gives 1300 xp.

Chance to replace a Pentagon spawn: 1/200


Tier 3: Pentagon Master.

Design: A Pentagon, now 20% larger than tier 2. It's hands are 10% larger. All increased size edges from the regular Pentagon size is colored gold.

Holding a titanic 3000 health, the Pentagon Master is a serious upgrade from before. It now has a 10% resistance to damage. Each hand has 5000 health, and when broken cannot heal or build structures for 50 seconds. They can punch players when needed for 25 damage, with a large amount of knockback.

Structures:

Turret: Has 450 health. Takes 10 seconds to build. When built, shoots out basic tank bullets with their bullets doing 15 damage per shot. Their appearance is that of a brown square, with a bronze turret in the middle. A limit of 6 can be placed by a tier 3. Can be upgraded, taking 15 seconds to upgrade each.

Turret v2.0: Has 1200 health. Takes 15 seconds to upgrade. When upgraded, it can shoot at two different targets with two turrets, having 20 damage per shot. Their appearance is that of a rusty grey square, with two silver turrets in the middle. A limit of 5 upgraded turrets is allowed per tier 3. Can be upgraded, taking 15 seconds to upgrade each.

Turret v3.0: Has 2000 health. Takes 15 seconds to upgrade. When upgraded, it can shoot at double the rate, at two targets, with two turrets. It does 35 damage per shot. Their appearance is that of a silver square, with two golden turrets in the middle. A limit of 2 v3.0 turrets is allowed per tier 3. Cannot be upgraded.

Wall: Has 500 health. Takes 3 seconds to build. When built, they link up with any walls next to each other, making sure there is no gaps between them. Their appearance is that of a regular Pentagon. A limit of 40 can be placed by a tier 3. Can be upgraded taking 4 seconds each.

Walls v2.0: Has 1250 health. Takes 4 seconds to upgrade. When built, they link up with any walls next to them, making sure there is no gaps between them. Their appearance is that of a regular Pentagon, with the outer 20% layer colored silver. Can be upgraded, taking 5 seconds to upgrade each.

Walls v3.0: Has 2750 health. Takes 5 seconds to upgrade. When built, they link up with any walls next to them, making sure there is no gaps between them. Their appearance is that of a regular Pentagon, with the outer 30% layer colored gold. Cannot be upgraded.

HZC (Health Zone Creator): Has 800 health. Takes 18 seconds to build. When built, it heals all allied Polygons, structures, Friendly (To the structure) bosses, and more for 10 health a second in a radius of 2 level 45 tanks all around it. This can go over the maximum health of a structure, giving them a 100 health shield. Their appearance is that of a green circle, with a silver edge along the edge. 4 bolts seem to hold it in place. A limit of 1 can be placed by a tier 3. Can be upgraded, taking 27 seconds each.

HZC v2.0: Has 1750 health. Takes 27 seconds to upgrade. When built, it heals all allied Polygons, structures, Friendly (To the structure) bosses, and more for 25 health a second in a radius of 3 level 45 tanks all around it. This can go over the maximum health of a structure, giving them a temporary 150 health shield. Their appearance is that of a green circle, with a golden edge along the edge. 4 bolts seem to hold it in place. Cannot be upgraded.

Metal forge: Has 2000 health. Takes 30 seconds to build. When built, it produces up to 10 Awoken Constructs, one every 10 seconds (Taking 1 minute 40 seconds to make all 10). Each construct looks like a Pentagon builder, but made of metal. They have no abilities, and have a long blade attached to one hand. They have 650 health (1800 for each hand), and their blade does 55 damage. They circle the fortification, attacking players who go nearby. The structure itself looks like a large, gold square with a gap on one side, and two crossed silver blades as a symbol in the middle. Cannot be upgraded.


Abilities:

Overclock (2.0): Can only be used 1 minute 45 seconds after one has been used. When used it gives a buff to the target structure chosen. Walls are the least likely to be picked, but all will be effected at once. Turrets get 300% attack speed, Walls all get healed for 20 health a second (Total health healed is 400), the HZC will get its aura increased to the size of the Pentagon Nest and the Metal forge will produce 20 Awoken Constructs in a second, outside of the regular limit. All upgrades last 20 seconds, excluding the 20 Awoken Constructs. Those stick around.

Repelling force: The Constructor smashes its hands together, sending all bullets and players backwards the distance of an Arena closer.

Upgrade wave: It focuses for 30 seconds, every building around it being upgraded slowly at once. This ends if it takes 500 damage.

Forge Goliath (Ultimate ability, shared throughout the top three tiers): Rarely ever used, this is one of the most feared abilities in the Awoken Polygon's arsenal. When used, it will take 1000 damage or be sent to one health if under 1000 health, and Awaken an Alpha Pentagon.. When awoken, the thing increases in health, up to 15000, and gains two near equally sized, invincible fists. A large hatch appears on the bottom of it, spawning Molten Awoken Constructs, as it charges players. It does have abilities, but a proper description of it shall be made when Awoken Pentagons are done.

When killed, it gives 4000 xp.

Chance to replace a Pentagon spawn: 1/500


Tier 4: Pentagon Architect.

Design: A Pentagon, now 15% larger than tier 3. It's hands are 5% larger. All increased size edges from the regular Pentagon size is colored dark orange. A pair of goggles sit on it, slightly above the middle. The glass of these goggles glows dark orange as well, as its eyes. He holds a golden wrench in a hand.

The Pentagon Architect has spawned! Spawn message

The Pentagon Architect was killed by "Player name"! Death message


The Architect has designed many a great creation. Polygons are grateful for his creations every day, some even taking up his path, and learning to build what he can. Sadly, the Tanks have been killing his students. He has nothing against the Tanks, unlike most of his kind. He just needs his students to survive.

Wielding 4500 health, the Architect rises up a mighty fortress from the grounds up if ignored. He wields a 15% resistance to damage, with his hands being immune to damage. If he punches a player with his empty hand, it does 30 damage, but a wrench smack does 55 damage, and dazes the player while sending them back.

Structures:

Turret: Has 450 health. Takes 10 seconds to build. When built, shoots out basic tank bullets with their bullets doing 15 damage per shot. Their appearance is that of a brown square, with a bronze turret in the middle. A limit of 7 can be placed by a tier 4. Can be upgraded, taking 10 seconds to upgrade each.

Turret v2.0: Has 1200 health. Takes 10 seconds to upgrade. When upgraded, it can shoot at two different targets with two turrets, having 20 damage per shot. Their appearance is that of a rusty grey square, with two silver turrets in the middle. A limit of 6 upgraded turrets is allowed per tier 4. Can be upgraded, taking 15 seconds to upgrade each.

Turret v3.0: Has 2000 health. Takes 15 seconds to upgrade. When upgraded, it can shoot at double the rate, at two targets, with two turrets. It does 35 damage per shot. Their appearance is that of a silver square, with two golden turrets in the middle. A limit of 4 v3.0 turrets is allowed per tier 4. Can be upgraded, taking 15 seconds to upgrade each.

Turret v4.0: Has 3500 health. Takes 15 seconds to upgrade. When upgraded, it can shoot at 1.5 times v3.0's rate. It gains a third turret, and can now aim at three players if needed. It does a large 50 damage per shot. Their appearance is that of a golden square, with three dark orange turrets in the middle. A limit of 1 v4.0 turrets is allowed per tier 4.

Wall: Has 500 health. Takes 3 seconds to build. When built, they link up with any walls next to each other, making sure there is no gaps between them. Their appearance is that of a regular Pentagon. A limit of 50 can be placed by a tier 4. Can be upgraded taking 3 seconds each.

Walls v2.0: Has 1250 health. Takes 3 seconds to upgrade. When built, they link up with any walls next to them, making sure there is no gaps between them. Their appearance is that of a regular Pentagon, with the outer 20% layer colored silver. Can be upgraded, taking 4 seconds to upgrade each.

Walls v3.0: Has 2750 health. Takes 4 seconds to upgrade. When built, they link up with any walls next to them, making sure there is no gaps between them. Their appearance is that of a regular Pentagon, with the outer 30% layer colored gold. Can be upgraded, taking 5 seconds to upgrade each.

Walls v4.0: Has 4750 health. Takes 5 seconds to upgrade. When built, they link up with any walls next to them, making sure there is no gaps between them. Their appearance is that of a regular Pentagon, with the outer 50% layer colored dark orange.

HZC (Health Zone Creator): Has 800 health. Takes 18 seconds to build. When built, it heals all allied Polygons, structures, Friendly (To the structure) bosses, and more for 10 health a second in a radius of 2 level 45 tanks all around it. This can go over the maximum health of a structure, giving them a 100 health shield. Their appearance is that of a green circle, with a silver edge along the edge. 4 bolts seem to hold it in place. A limit of 3 can be placed by a tier 4. Can be upgraded, taking 24 seconds each.

HZC v2.0: Has 1750 health. Takes 24 seconds to upgrade. When built, it heals all allied Polygons, structures, Friendly (To the structure) bosses, and more for 25 health a second in a radius of 3 level 45 tanks all around it. This can go over the maximum health of a structure, giving them a temporary 150 health shield. Their appearance is that of a green circle, with a golden edge along the edge. 4 bolts seem to hold it in place. A limit of 2 v2.0 is allowed per tier 4. Can be upgraded, taking 35 seconds to upgrade.

HZC v3.0: Has 2800 health. Takes 35 seconds to upgrade. When built, it heals all allied Polygons, structures, Friendly (To the structure) bosses, and more for 40 health a second in a radius of 4 level 45 tanks all around it. This can go over the maximum health of a structure, giving them a temporary 200 health shield. Their appearance is that of a green circle, with a dark orange edge along the edge. 4 bolts seem to hold it in place. A limit of 1 v3.0 is allowed per tier 4. Cannot be upgraded.

Metal forge: Has 2000 health. Takes 30 seconds to build. When built, it produces up to 10 Awoken Constructs, one every 10 seconds (Taking 1 minute 40 seconds to make all 10). Each construct looks like a Pentagon builder, but made of metal. They have no abilities, and have a long blade attached to one hand. They have 650 health (1800 for each hand), and their blade does 55 damage. They circle the fortification, attacking players who go nearby. The structure itself looks like a large, gold square with a gap on one side, and two crossed silver blades as a symbol in the middle. A limit of 1 can be placed. Can be upgraded, taking 45 seconds.

Metal forge v2.0: Has 3800 health. Takes 45 seconds to upgrade. When built, it produces up to 15 Awoken Constructs, one every 8 seconds (Taking 2 minutes to make all 15.). Each construct looks like a Pentagon builder, but made of metal. They have no abilities, and have a long blade attached to one hand. They have 650 health (1800 for each hand), and their blade does 55 damage. They circle the fortification, attacking players who go nearby. The structure itself looks like a large, dark orange square with two gaps on either side, along with two crossed golden blades as a symbol in the middle. Cannot be upgraded.

Nest Core: Has an insane 10000 health. Will always be in the middle of the defenses made. Takes 2 minutes to upgrade, and will always be made last. When built, it does 3 things. It creates an artificial Pentagon nest, 25% smaller than the actual thing. However, it spawns all types of Polygons that can be Awoken. The second thing it does is signal all Awoken Polygons within a range of 4 Ranger's visions in a square, with the middle of that square being where the Nest Core is. All Awoken Polygons, and allied Polygon entities (Bosses that guard an area will move to there.), will start to journey over to the Core, which can both help defend the place, and signal to players that a Nest Core is alive. The third thing it does is increase the spawn chance of Awoken Polygons and regular Polygons in the server by 20%. Any Awoken Pentagons with a base set up will leave their base, which will despawn when the Awoken Pentagon reaches the Nest Core. Cannot be upgraded, even by tier 5. It looks like a Glowing Emerald circle, with a symbol of a Pentagon in the middle. (If in ToD, this is replaced by the Polygon Mother.)

ADBD (Area Denial Bullet Defense): Has 4000 health. Will take 1 minute to make. When made, it will shoot an instant laser at a bullet/trap/drone within a Dominator's range (The limit of targetable attacks is 30). This laser does "damage" to the attack, equal to that of a bullet with 1 in each bullet stat every second to the attack. Weaker attacks will die quickly, while say a max Annihilator bullet is unlikely to die from this. Cannot be upgraded. It looks like a dark orange triangle of equal scale that an Alpha Pentagon is to a Pentagon, along with crackling with energy.


Abilities:

Overclock (3.0): Can only be used 1 minute 35 seconds after one has been used. When used it gives a buff to the target structure chosen. Walls are the least likely to be picked, but all will be effected at once. Turrets get 300% attack speed, Walls all get healed for 20 health a second (Total health healed is 400), the HZC will get its aura increased to the size of the Pentagon Nest, the Metal forge will produce 20 Awoken Constructs in a second outside of the regular limit, the Nest Core spawns 3 Alpha Pentagons and a large burst of Polygons and the ADBD releases a flash of light, killing all hostile attacks instantly. All upgrades last 20 seconds, excluding the 20 Awoken Constructs and instant abilities.

Repelling force: The Constructor smashes its hands together, sending all bullets and players backwards the distance of an Arena closer.

Upgrade wave (2.0): It focuses for 20 seconds, every building around it being upgraded quickly (At a ratio of 2 seconds upgrading for the building for every 1 second focused. Aka any building that takes less than 40 seconds to upgrade will be upgraded.) at once. This ends if it takes 950 damage.

Forge Goliath (Ultimate ability, shared throughout the top three tiers): Rarely ever used, this is one of the most feared abilities in the Awoken Polygon's arsenal. When used, it will take 1500 damage or be sent to one health if under 1500 health, and Awaken an Alpha Pentagon.. When awoken, the thing increases in health, up to 15000, and gains two near equally sized, invincible fists. A large hatch appears on the bottom of it, spawning Molten Awoken Constructs, as it charges players. It does have abilities, but a proper description of it shall be made when Awoken Pentagons are done.

Emergency defense systems: 5 v4.0 turrets will rise around the Architect, forming a barrier as they shoot out. However, they take 50 damage a second, dying in 70 seconds without any player interference. This is not commonly used.

Frozen Core (Ultimate ability, rarely used.): It turns an icy blue, as it proceeds to charge players. It has a 35% extra resistance to damage and knockback, as well as double damage, as it attacks players. It can send out icy bullets at players, which do around 40 damage and slow. These can be as simple as a single shot, or as complex as a bullet hell. This lasts a minute.

When killed, it gives 15000 xp.

Chance to replace a Pentagon spawn: 1/900


Tier 5: The Grandmaster Pentagon.

Design: A Pentagon, 10% smaller than tier 4. It's hands are 5% smaller. All increased size edges from the regular Pentagon size is colored glowing emerald green. A pair of goggles sit on it, slightly above the middle. The glass of these goggles glows glowing green as well, as its eyes. It holds a dark orange wrench in a hand.

The Grandmaster Pentagon chooses this realm to be it's testing grounds! Spawn message

The Grandmaster Pentagon's legacy was ended by "Player name"! Death message

The Grandmaster. The first of its creative kind. Before it, Awoken Pentagons simply relied on brute power and defensive ability to take on the tanks. It watched in fear and horror, as the Tanks executed its kind, entering their home, slaughtering even their goliaths. And thus, it started to build its own home. The Pentagon nest, where Pentagons could rest easy. Soon, it became a fortress to rival the Tank's own, with none threatening them. However, it could not be there forever, as dark forces loomed across the horizon. The Grandmaster taught the Architect all but a few of its secrets, and has left to convince the forces against them to refrain from fighting. In the rare occasions that it returns, it is... Displeased, to say the least, with the tanks. Without the Grandmaster's top tier defenses, they took advantage and ruthlessly slaughtered those in the Pentagon nest, even though both its student and the Crashers tried to fend them off. Take this all in mind as you face it, for it has many a reason to not hold back.

Holding 11000 health, The Grandmaster Pentagon clearly proves its power is beyond that of any other Awoken Pentagon. Its emerald armor blesses it with a fairly powerful 25% resistance to damage, with its hands being immune to damage. If it chooses to punches a player with a empty hand, it does 44 damage, but a powerful strike from the wrench does 70 damage, and dazes the player while sending them back.

The Grandmaster's buildings always start at tier 2, and upgrading takes much less time. The final tier upgrade for each structure takes a massive amount of time, but makes the building much stronger. Not including walls, only one building can be v5.0. This is to avoid a base being unstoppable.

Structures:

Turret v2.0: Has 1200 health. Takes 7 seconds to build. When built, it can shoot at two different targets with two turrets, having 20 damage per shot. Their appearance is that of a rusty grey square, with two silver turrets in the middle. A limit of 9 upgraded turrets is allowed for tier 5. Can be upgraded, taking 11 seconds to upgrade each.

Turret v3.0: Has 2000 health. Takes 11 seconds to upgrade. When upgraded, it can shoot at double the rate, at two targets, with two turrets. It does 35 damage per shot. Their appearance is that of a silver square, with two golden turrets in the middle. A limit of 7 v3.0 turrets is allowed for tier 5. Can be upgraded, taking 11 seconds to upgrade each.

Turret v4.0: Has 3500 health. Takes 11 seconds to upgrade. When upgraded, it can shoot at 1.5 times v3.0's rate. It gains a third turret, and can now aim at three players if needed. It does a large 50 damage per shot. Their appearance is that of a golden square, with three dark orange turrets in the middle. A limit of 4 v4.0 turrets is allowed for tier 5. Can be upgraded, taking 25 seconds to upgrade.

Turret v5.0: Has 6000 health. Takes 25 seconds to upgrade. When upgraded, each cannon changes weapon type. One shoots at the rate of a Streamliner, doing 5 damage each shot but shooting around 15 shots a second in a line forward. The second shoots out Annihilator shots, doing 95 damage but shooting 1 every 2.5 seconds. The third shoots normally, having a 1.25 times upgrade from v.40 in speed. These do 55 damage, and move as fast as the fastest bullets. The appearance of the v5.0 Turret is that of a dark orange square, with three glowing green turrets in the middle, altered for their attack type. Only one turret can become a v5.0, for balance.

Walls v2.0: Has 1250 health. Takes 1 seconds to build. A limit of 85 walls can be placed by the Grandmaster. When built, they link up with any walls next to them, making sure there is no gaps between them. Their appearance is that of a regular Pentagon, with the outer 20% layer colored silver. Can be upgraded, taking 2 seconds to upgrade each.

Walls v3.0: Has 2750 health. Takes 2 seconds to upgrade. When built, they link up with any walls next to them, making sure there is no gaps between them. Their appearance is that of a regular Pentagon, with the outer 30% layer colored gold. Can be upgraded, taking 3 seconds to upgrade each.

Walls v4.0: Has 4750 health. Takes 3 seconds to upgrade. When built, they link up with any walls next to them, making sure there is no gaps between them. Their appearance is that of a regular Pentagon, with the outer 50% layer colored dark orange. Can be upgraded, taking 12 seconds to upgrade each.

Walls v5.0: Has 9000 health. Takes 12 seconds to upgrade. When built, they link up with any walls next to them, making sure there is no gaps between them. Each one looks like a regular Pentagon, but glowing green. Only 25 Walls can become a v5.0.

HZC (Health Zone Creator) v2.0: Has 1750 health. Takes 16 seconds to build. When built, it heals all allied Polygons, structures, Friendly (To the structure) bosses, and more for 25 health a second in a radius of 3 level 45 tanks all around it. This can go over the maximum health of a structure, giving them a temporary 150 health shield. Their appearance is that of a green circle, with a golden edge along the edge. 4 bolts seem to hold it in place. A limit of 4 v2.0 is allowed for the Grandmaster. Can be upgraded, taking 26 seconds to upgrade.

HZC v3.0: Has 2800 health. Takes 26 seconds to upgrade. When built, it heals all allied Polygons, structures, Friendly (To the structure) bosses, and more for 40 health a second in a radius of 4 level 45 tanks all around it. This can go over the maximum health of a structure, giving them a temporary 200 health shield. Their appearance is that of a green circle, with a dark orange edge along the edge. 4 bolts seem to hold it in place. A limit of 3 v3.0 is allowed for the tier 5. Can be upgraded, taking a minute to upgrade.

HZC v4.0: Has 5600 health. Takes a minute to upgrade. When built, it heals all allied Polygons, structures, Friendly (To the structure), bosses, and more for 65 health a second in a radius of 5 level 45 tanks all around it. This can go well over the maximum health of a structure, giving them a temporary 500 health shield that decays swiftly if the HZC is destroyed. Their appearance is that of a dark green circle, with a glowing green edge. The 4 bolts around it shoot out beams at the Grandmaster, healing him for 10 health a second each, for 40 total health. A limit of 1 v4.0 is allowed for the Grandmaster.

Metal forge: Has 2000 health. Takes 22 seconds to build. When built, it produces up to 10 Awoken Constructs, one every 10 seconds (Taking 1 minute 40 seconds to make all 10). Each construct looks like a Pentagon builder, but made of metal. They have no abilities, and have a long blade attached to one hand. They have 650 health (1800 for each hand), and their blade does 55 damage. They circle the fortification, attacking players who go nearby. The structure itself looks like a large, gold square with a gap on one side, and two crossed silver blades as a symbol in the middle. A limit of 1 can be placed. Can be upgraded, taking 38 seconds.

Metal forge v2.0: Has 3800 health. Takes 38 seconds to upgrade. When built, it produces up to 15 Awoken Constructs, one every 8 seconds (Taking 2 minutes to make all 15.). Each construct looks like a Pentagon builder, but made of metal. They have no abilities, and have a long blade attached to one hand. They have 650 health (1800 for each hand), and their blade does 55 damage. They circle the fortification, attacking players who go nearby. The structure itself looks like a large, dark orange square with two gaps on either side, along with two crossed golden blades as a symbol in the middle. Can be upgraded, taking 90 seconds.

Metal forge v3.0: Has 6500 health. Takes 90 seconds to upgrade. When built, it produces up to 25 Awoken Constructs, one every 12 seconds (Taking 5 minutes to make all 25.). Each construct looks like a Pentagon builder, but made of metal. They have no abilities, and have a long blade attached to one hand. They have 650 health (1800 for each hand), and their blade does 55 damage. They circle the fortification, attacking players who go nearby. Some will go out of the bounds, and help other Awoken Polygons reach the base. On death, 30 Crashers will burst from an Awoken Construct. These cannot be Awoken or Large. The structure itself looks like a large, glowing green square with a gap on every side, along with two crossed dark orange blades as a symbol in the middle.

Nest Core: Has an insane 10000 health. Will always be in the middle of the defences made. Takes 2 minutes to upgrade, and will always be made last. When built, it does 3 things. It creates an artificial Pentagon nest, 25% smaller than the actual thing. However, it spawns all types of Polygons that can be Awoken. The second thing it does is signal all Awoken Polygons within a range of 4 Ranger's visions in a square, with the middle of that square being where the Nest Core is. All Awoken Polygons, and allied Polygon entities (Bosses that guard an area will move to there.), will start to journey over to the Core, which can both help defend the place, and signal to players that a Nest Core is alive. The third thing it does is increase the spawn chance of Awoken Polygons and regular Polygons in the server by 20%. Any Awoken Pentagons with a base set up will leave their base, which will despawn when the Awoken Pentagon reaches the Nest Core. Cannot be upgraded, even by tier 5. It looks like a Glowing Emerald circle, with a symbol of a Pentagon in the middle. (If in ToD, this is replaced by the Polygon Mother.)

ADBD (Area Denial Bullet Defense): Has 4000 health. Will take 40 seconds to make. When made, it will shoot an instant laser at a bullet/trap/drone within a Dominator's range (The limit of targetable attacks is 30). This laser does "damage" to the attack, equal to that of a bullet with 1 in each bullet stat every second to the attack. Weaker attacks will die quickly, while say a max Annihilator bullet is unlikely to die from this. Can be upgraded, taking 2 minutes to upgrade. It looks like a dark orange triangle of equal scale that an Alpha Pentagon is to a Pentagon, while crackling with energy.

ADBD v2.0: Has 7000 health. Will take 2 minutes to upgrade. When made, it shoots an instant laser at an attack within a Dominator's range (The limit of targetable attacks is 50). This laser does "Damage" to the attack, equal to that of a bullet with 2 in each bullet stat every second to the attack. Weaker attacks will die quickly, while stronger attacks will survive long enough to hit. It looks like a glowing green triangle of equal scale that an Alpha Pentagon is to a Pentagon, while crackling with energy.

Anti Boss Ranged Blaster (ABRB): Has a very small 100 health. Takes 1 minute to make. When made, it waits for a boss that is not friendly. Ignoring any defense, it does a 1000 damage blast to the boss (Or a part of it), every few seconds while they are in a Dominator's level range. Lower tier bosses will be wiped by this, while the stronger ones will get annoyed at best. This gives it some form of defence. This does not target players, or friendly bosses. Its weakness is the mere 100 health and no defense, allowing a boss to end it in a second. And to a player, it may as well be nothing. Its appearance is a spinning, glowing green square, with a dark orange triangle on top, which shoots the blast at the boss. Only one can be made.

The Furnace: Has 4500 health. Takes 105 seconds to make. It placed on top of a wall v5.0. When made, it spews out lava, taking up a 3 tile radius in front of the Furnace, and along all connecting walls, acting as a moat. As well as this, blobs of lava will sometimes shoot out, taking up a 4x4 tile radius in the area struck. The blobs last for 10 seconds, and all lava does a constant 5 damage a second while you make contact, leaving you to burn for 3 damage a second for 8 seconds once stepping out. It looks like a glowing red grate on the Wall, that opens whenever a blob is shot out. Replaces the Wall's health for balance. Only one can be made.

Missile launcher: Has 3500 health. Takes 80 seconds to make. When made, it makes 4 target crosshairs within a Ranger's range around it. After 5 seconds, a missile will quickly be shot out to there (Note: Not to be confused with the class's shots). Once it reaches there, or hits a player, it explodes in a 6x6 tile radius, doing 45 damage. The target crosshairs are randomly placed every 15 seconds, but will aim around players when the base or Pentagon Master are under attack. It looks like a 4x6 rectangle, with a rocket on top. When charging, the rocket is gone. The rectangle is a glowing green, as it all Grandmaster Pentagon made structures.


Abilities:

God's charge. (Overclock 4.0): Can only be used 1 minute 35 seconds after one has been used. When used it gives a buff to two target structures chosen. Walls are the least likely to be picked, but all will be effected at once. Turrets get 300% attack speed, Walls all get healed for 20 health a second (Total health healed is 400), the HZC will get its aura increased to the size of the Pentagon Nest, the Metal forge will produce 35 Awoken Constructs in a second outside of the regular limit, the Nest Core spawns 3 Alpha Pentagons and a large burst of Polygons, the ADBD will release a flash of light, killing all hostile attacks instantly, the ABRB will shoot a 10k damaging shot to all hostile bosses within range, The Furnace will spew out 10 blobs and the lava will increase to a 6 tile radius around the walls and the Missile launcher will spew out 36 missiles in a burst, aiming for the edges of its range in a circle. All upgrades last 20 seconds, excluding the 20 Awoken Constructs and instant abilities. The 35 Awoken Constructs will rush outwards to help allied beings reach the base.

Repelling force: The Constructor smashes its hands together, sending all bullets and players backwards the distance of an Arena closer.

Mind makes matter (Upgrade wave 3.0): It focuses for 30 seconds, every building around it being upgraded quickly (At a ratio of 3 seconds upgrading for the building for every 1 second focused. Aka any building that takes less than 90 seconds to upgrade will be upgraded.) at once. This ends if it takes 1500 damage.

Forge Goliath (Ultimate ability, shared throughout the top three tiers): Rarely ever used, this is one of the most feared abilities in the Awoken Polygon's arsenal. When used, it will take 2500 damage or be sent to one health if under 2500 health, and Awaken an Alpha Pentagon.. When awoken, the thing increases in health, up to 15000, and gains two near equally sized, invincible fists. A large hatch appears on the bottom of it, spawning Molten Awoken Constructs, as it charges players. It does have abilities, but a proper description of it shall be made when Awoken Pentagons are done.

Instant tank eradication (Emergency defense systems v2.0): 8 v5.0 turrets will rise around the Architect, forming a barrier as they shoot out. However, they take 300 damage a second, dying in 20 seconds without any player interference. This is not commonly used. The low duration is to balance out the fact that there is 8 v5.0 turrets. Simply stand back.

Frozen Core 2.0 (Rare ability.): It turns an icy blue, as it proceeds to charge players. It has a 55% extra resistance to damage and knockback, as well as double damage, as it attacks players. It can send out icy bullets at players, which do around 60 damage and slow. These can be as simple as a Spread Shot, or as complex as a bullet hell. This lasts a minute and a half. When it ends, a tight ring of ice shards will fly out from it, each shard doing 30 damage and slowing, dazing and weakening a player for 20 seconds.

Creator's will (Ultimate ability, used at 5000 health): When it hits 5000 health, the Grandmaster staggers back, invincible, before raising both arms as it fades into the background. A base, as strong as it can make, will form, as 3 tier 3 Awoken Pentagons will spawn, helping to make the base. The players have the fun job of beating the defenses entirely. When it is beaten, the Grandmaster will get 20 seconds to build whatever it wishes, before becoming vulnerable, with several abilities.

Stage 2 abilities:

Robotic guard squad: It raises it's wrench, a lightning bolt striking it. A flash of light envelops it, and 10 Awoken Constructs will spawn around it. Not much to say here, they just attack players, and retain their stats.

Wall rise: With a single punch to the ground, 3 increasing sized circles of walls v4.0 appearing around it. While inside, it heals at a rate of 20 health a second.

A winter wasteland of wonderlands (Ultimate ability, used at 1000 health): With a massive pulse, an icy wind takes over the arena, the Grandmaster unleashes the remains of what he has. The ground becomes slippery, icy spikes grow on Polygons and the ground. Frozen Core remains activated forever, as buildings constantly upgrade. This lasts until it dies. Abilities can be used.

When killed, the Grandmaster's armor shatters, as the wrench spins around, flying apart. Falling down, the Grandmaster Pentagon looks up, at the tanks, before looking down. It turns grey, before disappearing.


When killed, it gives 25000 xp to all who fought it. The one who landed the last hit shall get 75000 xp.


Awoken Alpha Pentagon

Tier 1: Forge Goliath.

Design: An Alpha Pentagon with two Alpha Pentagons as hands. These hands are 20% smaller, however. Its main body is a dark grey steel color, with two slits for eyes about 2/3's up its body. These glow dark crimson. A dim forge mouth is on the lower side of it, where lava constantly leaks. Both hands are burnt, blackened Pentagons in appearance.

A hulking demon of an Awoken Polygon, the Forge Goliath knows only a deep desire to bring Hellish Retribution to tank kind. Despite it being the lowest tier of Awoken Alpha Pentagons seen, its health and potency rivals that of the strongest Awoken Polygons. Awoken by the Awoken Pentagons, they are left to actively hunt down tanks, regardless of level. They care not if you are a level 1 tank, who has yet to shoot a Polygon, or if you are a level 45 tank who has slain giants, for they shall attack ruthlessly.

It boasts a mighty 15000 health, the highest of any Awoken Polygon. Due to its metal form, it takes 25% less damage, and its hands are immune to damage. When it reaches a player, a punch does an insane 75 damage, along with sending the player a Ranger's view range in distance back. This is dampened by body damage, which at max will allow a player to only be sent a Sniper's view range in distance back.

Another fun thing that occurs is that lava drips from it, in a 3x3 tile radius from the forge mouth. As well as this, Molten Awoken Constructs will spawn. They look like Awoken Constructs made of magma, their form barely staying together. While they have a lower 400 health, they do 60 damage with a sword attack, burn foes on impact, and collapse into a 5x5 tile radius pile of lava. All lava lasts 15 seconds.

Abilities:

Hell's whirlwind: It begins to spin rapidly, pulling players in, while lava globs spray out randomly. When these land on a space, they leave a 4x4 tile radius pile of lava at the impact zone, lasting 10 seconds each. If a player is pulled in fully, they will take 85 damage, and are sent back, burning. This can be resisted, however.

Blade of retribution: A frozen blade appears in a hand, glowing deep blue in contrast to the fiery orange glow of the Goliath. This does equal damage to a punch, but slows, weakens and dazes players who are hit. It lasts for 30 seconds, before melting.

Fueling the flames: The forge mouth widens, as Polygons fly in. Each one gives their health to the Forge Goliath. Uncommonly used.

Collapse of Titan's shell: Used at 6000 health. When used, the metal body will melt into the lava, as the hands turn molten. While it is in this stage, it leaves a constant lava trail wherever it touches, and does 65 damage on impact along with burning. However, it loses damage resistance.

Eruption (Ultimate): Used at 1000 health. It freezes in place, stone cooling around all but the middle of it, as it begins to shake. As well as gaining 75% damage resistance, all players have 30 seconds to do 1000 damage (shattering it), or to simply watch as it erupts into a lava pool the size of a Dominator's range. If a player gets stuck in this, they are going to die. But the 30 seconds allow a player to run if the Forge Goliath is not going to be killed.

If killed while in stone form, all players who did damage will get 12000 xp, with the one who got the last hit also gaining 50000 xp.

If it erupts, however, players only get 9000 xp.


Trivia

Note for all, Please tell me if Awoken Polygon spawn rates seem fair. If they are not, tell me what you think would be better.

The Awoken Large Crasher, at tier 1, is the only Awoken Polygon to have abilities at tier 1. (Note that Awoken Pentagon's moves are not abilities, but their passive move set.)

Repelling force is the only ability to not upgrade.

The Ultimate Ability, Forge Goliath, is shared throughout all three, and spawns the unique Awoken Alpha Pentagon. The only difference is what is needed to use the ability.

The Nest Core is the only Structure to be seen before tier 5, yet not get upgraded, due to its insane abilities already.

The Forge Goliath is the only Awoken Alpha Pentagon, and for good reason. If a tier 5 Awoken square has 7000 health from the original 10, what will a tier 5 Awoken Alpha Pentagon have when the original health is 3000?

It is also the only Awoken Polygon to both actively hunt players and attack regardless of level.

Yet another thing the Forge Goliath has going for it is the fact that it does not have its polygon type in its name.

Each one has their own sort of "thing":

Awoken Squares are semi tank, and either trap or spam squares at you.

Awoken Triangles are all about summoning allies and ramming damage.

Awoken Crashers (Small) are about stealth and lifestealing.

Awoken Crashers (Large) meanwhile are about being general bullet hellish bosses, and spamming attacks at you.

And Awoken Pentagons create structures designed to attack, defend and create Constructs.

Awoken Alpha Pentagons are full on tanks, and rely on brute force and speed to take out players, with a few other abilities thrown in.

No, the Grey Crasher is not fallen. Find the reference :)

Only tier 4 and 5 are real bosses. The others are challenges sure, but not bosses in my opinion.

The bosses, while seeming powerful and too dangerous for it to randomly replace a spawn, is extremely rare. A tier 4 has to spawn, firstly, and then there is a 1 in 50 chance that it is replaced by the tier 5. For example, you would have to get the 1/1700 chance to get a Square Champion, and then the 1/50 chance after that for it to become a Square Emperor.

Due to how Awoken Polygons work, and the fact that they do spawn at the generation of an arena, you could spawn to every polygon being Awoken. This, of course, is rare to the point of impossibility.

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