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Frenemy is one of the toughest people- or sentient beings for that matter; since he, or more accurately it, can't exactly be described as a person- at least the definition of it that I know. It once obliterated a full legion of Tank Empire soldiers and survived without a scratch. Even I can't do that myself, so I'd say when it comes to kill you, the best thing to do is to hold your ground, and prepare to die like a little glitch being fixed by a developer. Oh look, there it is right now. Have fun dying!

~Titanititan (Development name: "Project: Devastation")

Frenemy is a boss that has a very low chance (1%) to spawn in Ultra Boss Mode as the 100th Ultra Boss. Created by Fall Out Wave.

Overview

Frenemy may resemble a Starship, and to be frank, it does fight quite like one, but saying that Frenemy is a Starship is like saying that a bucket wheel excavator is a land vehicle; while you're not wrong, it's much, much more powerful than a common one and obviously looks extremely different. Like its good friend and comrade Titanititan, Frenemy has lots of weaponry on it, though not all are visible...

Appearance

As mentioned above, Frenemy resembles a Starship. It has a rectangular body topped with a triangular nosecone, on which is a light blue chevron. On the back of Frenemy is a stout cylinder that functions as an engine. 2 long lances that serve as wings are attached to the body, and 2 smaller ones, along with a vertically mounted one, are attached to the engine and serve as stabilizers. On each wing is a triplet of Auto Turrets, 2 normal tank barrels and a pair of missiles. These missiles, unlike that of the Missiler, automatically seek out the nearest tank and are indestructible until they hit a target. These missiles strangely can be reloaded; when one is launched, another will take its place via emerging from where the wing connects to the fuselage, then moving horizontally into place. Frenemy also has a nosecone-mounted Gatling gun and 3 Auto Turrets above the chevron.

On Frenemy's body are 6 Auto Turrets, and, more importantly, its signature weapon: the Heracles Cannon. Said Heracles Cannon fires a laser beam that absolutely annihilates everything in its way and, for a weapon of its power, reloads quite quickly at an average of 1 shot per 2 seconds.

The Fight

Phase 1: Bombing

Frenemy itself cannot be seen. Only its shadow can be noticed, looming over the land. In this phase, Frenemy cannot be hurt (due to it being too high up in the air where normal ammunition can't reach), and it will bombard the ground with glowing orbs. These orbs do a ton of damage if hit and their splash damage are also fairly high. Before the orbs land, there is a glow on where the orbs will land. Frenemy will chase tanks and attempt to bombard them with orbs. The only method to get Frenemy out of Phase 1 is for everybody fighting it to avoid its orbs for a full 2 minutes. This may sound easy, but is, in fact, a terribly difficult task to do and slow tanks may suffer.

Phase 2: Aerial Combat

Entered when Frenemy fails to hit a target with his orbs for 2 minutes. It will descend from a high altitude where nothing can hurt it, to an altitude low enough to be seen, and for Bullets and Drones to hit it, but not Traps. During this stage, it will use the attacks listed below:

  • Auto Combat: Always active unless stated otherwise. It's Auto Turrets, including the Heracles Cannon, fire on tanks. The Heracles Cannon's laser fire has infinite penetration (but limited damage, though it's damned high) and disappears after 7 seconds.
  • Brrrrt: Fires its Gatling Gun and barrels at tanks while chasing them. The gun does light damage per shot, but this stacks up quickly and can kill in seconds.
  • Electro Missile: Fires 2 of its 4 missiles at tanks. Said missiles do electrical damage on hit and Stun and Paralyze for 10 seconds.
  • Liquid Nitrogen: Releases a large container of liquid nitrogen from the bottom of its fuselage. Said container, after landing on the ground, explodes into a large area of liquid nitrogen that inflicts Immobilized for 1 minute.
  • Autoflame: Shoots Battleship Drones from its barrels that inflict Burning for 20 seconds.
  • Electromagnet: Activates an (unseen) electromagnet under its fuselage that attracts tanks and sticks them to it. After attracting about 20 tanks, it drops them on other tanks, doing damage to both the tanks dropped and the tanks being dropped on.
  • Infinity Barrage: Starts launching missiles at an incredibly fast rate, with all 4 missiles deploying and reloading in one second. Lasts for 20 seconds.
  • Mustard Gas: Unleashes a cloud of yellow-brown gas from its Gatling gun. Said gas, when coming into contact with a tank, gives Poisoned, Bleeding and Blinded for the duration the tank is inside the gas plus 5 seconds.
  • Zero to Hero: Stops the firing of all its Auto Turrets, and instead fires the Heracles Cannon at +200% fire rate and damage. Lasts for 30 seconds and due to its power, is used much, much rarer than the other attacks.
  • Bombing Resume: Returns to what it was doing in Phase 1, but this time tanks only have to evade the orbs for 1 minute for it to re-engage in combat.

Phase 3: Land Combat

Frenemy TankHD

Frenemy after losing its wings and being forced to land.

Once Frenemy reaches 54000 health its wings will fall off and drop to the ground, and Frenemy will start descending as well. Just before it hits the ground, 2 sets of treads extend from the main body and Frenemy converts into a tank form. In this state it can be damaged by traps, but has Armoured for the rest of the fight. While it loses the missiles, 6 normal Auto Turrets and 4 Barrels, it gains 4 Gatling Gun turrets and 2 Auto Turrets that look like a Predator with Machine Gun barrels instead of normal barrels. Its attacks from Phase 2 are either lost, or used as a more powerful version.

  • Auto Combat II: Always active unless stated otherwise. Its Auto Turrets, including the Heracles Cannon, Predator/Machine Gun Turrets and Gatling Gun Turrets fire on tanks with +50% damage. The Heracles Cannon's laser fire has infinite penetration and disappears after 10 seconds.
  • Brrrrt II: Fires its Gatling Gun and Gatling Gun turrets at tanks while chasing them. The gun does light-to-mediocre damage per shot, but this stacks up quickly and can kill in seconds.
  • Liquid Nitrogen II: Shoots a large container of liquid nitrogen from its Heracles Cannon. Said container, after landing on the ground, explodes into a large area of liquid nitrogen that inflicts Immobilized for 1 minute and 30 seconds.
  • Autoflame II: Shoots Drones from its Predator/Machine Gun turrets that inflict Burning for 20 seconds.
  • Mustard Gas II: Unleashes a cloud of yellow-brown gas from its Gatling Gun and Gatling Gun turrets. Said gas, when coming into contact with a tank, gives Poisoned, Bleeding and Blinded for the duration the tank is inside the gas plus 7 seconds.
  • Zero to Hero II: Stops the firing of all its Auto Turrets, and instead fires the Heracles Cannon at +300% fire rate and damage. Lasts for 1 minute and due to its power, is used much, much rarer than the other attacks.
  • Bolt Blaster: All Auto Turrets (Heracles Cannon not included) shoot arrowhead-shaped projectiles instead of normal bullets. These projectiles have infinite penetration but have relatively low damage compared to normal bullets.
  • Overheat: Shoots flames from its Predator/Machine Gun turrets and lights a large area on fire. Then drives through it and gains +400% damage done at the cost of losing Armoured for 15 seconds. After 15 seconds, Frenemy immediately uses Liquid Nitrogen II and drives through it, getting rid of the flames and losing the +400% damage buff, but regaining Armoured.
  • Sweep: Its 4 Gatling Gun turrets start firing in a large area, moving back and forth. This increases chances of hitting more targets at the cost of continuous damage.
  • Charge Crush: Stops firing everything and makes its engine fire 200% more flames. This gives Frenemy +200% speed, and it will try to run over tanks. This lasts for 30 seconds, and is an instant kill if you happen to get run over.

Phase 4: Spider Tank

Frenemy Spider TankHD

Frenemy after losing its Gatling Gun, engine and treads.

Once Frenemy reaches 27000 health its treads will detach and fall apart, and so will its engine and Gatling Gun. Frenemy will grow 4 insect-like legs from where the treads were and continue to battle. In this state it has Armoured, but better; Instead of 50% damage resistance, it's now 75%. Its attacks from Phase 3 are either lost, or used as a more powerful version.

  • Auto Combat III: Always active unless stated otherwise. Its Auto Turrets, including the Heracles Cannon, Predator/Machine Gun Turrets and Gatling Gun Turrets fire on tanks with +70% damage. The Heracles Cannon's laser fire has infinite penetration and disappears after 10 seconds.
  • Brrrrt III: Fires its Gatling Gun turrets at tanks while chasing them. The gun does mediocre damage per shot, but this stacks up quickly and can kill in a second.
  • Liquid Nitrogen III: Shoots a large container of liquid nitrogen from its Heracles Cannon. Said container, after landing on the ground, explodes into a large area of liquid nitrogen that inflicts Immobilized for 2 minutes.
  • Autoflame III: Shoots Factory Minions from its Predator/Machine Gun turrets that inflict Burning for 10 seconds per shot.
  • Mustard Gas III: Unleashes a cloud of yellow-brown gas from its Gatling Gun turrets. Said gas, when coming into contact with a tank, gives Poisoned, Bleeding and Blinded for the duration the tank is inside the gas plus 10 seconds.
  • Mustard Gas, but without the gas part: Shoots a large yellow ball from a random Auto Turret at a tank. Said tank gets covered in mustard and gets Blinded for 30 seconds. During this period, all Drones, Battleship Drones and Factory Minions will attack said tank until the mustard wears off. Even friendly drones or the tank's own drones.
  • Zero to Hero III: Stops the firing of all its Auto Turrets, and instead fires the Heracles Cannon at +500% fire rate and damage. Lasts for 1 minute and due to its power, is used much, much rarer than the other attacks.
  • Bolt Blaster II: All Auto Turrets (Heracles Cannon not included) shoot arrowhead-shaped projectiles instead of normal bullets. These projectiles have infinite penetration but have slightly lower damage compared to normal bullets.
  • Sweep II: Its 4 Gatling Gun turrets start firing in a large area with +100% fire rate, moving back and forth. This increases chances of hitting more targets at the cost of continuous damage.
  • A Star is Born: The Heracles Cannon starts shooting white glowing bullets that have a gravitational field. This gravitational field isn't too strong, but touching the bullet means death. Also the fire rate remains unchanged, and neither does the speed of the bullet. Lasts for 10 seconds.
  • Orbital Leap: Becomes Invulnerable for the duration of this attack. Frenemy will glow gold and jump very high into the air, then land, causing a massive explosion that destroys everything near the impact zone.
  • Spears of the Earth: Stabs its front legs into the ground. Then, lots of small spikes come out of the ground and skewer tanks rapidly, doing mediocre-heavy damage each spike. Lasts for 10 seconds.

Phase 5: Re-take to the skies

Frenemy HelicopterHD

Frenemy after losing its bottom assembly.

Once Frenemy reaches 13500 health its entire bottom assembly will fall apart, including its legs, Gatling Gun turrets and Predator/Machine Gun turrets. The platform they are mounted on will also fall apart, and Frenemy will grow 4 rotors, and start flying again. The missiles from Phase 2 also make a return, this time being shot from the nosecone directly, 2 at a time. In this state it completely loses its Armoured, but gains extreme agility, being able to dodge many Bullets and Drones. Traps also cannot hurt it. Its attacks from Phase 4 are either lost, or used as a more powerful version. Some attacks from Phase 2 also return.

  • Auto Combat IV: Always active unless stated otherwise. Its Auto Turrets, including the Heracles Cannon, Predator/Machine Gun Turrets and Gatling Gun Turrets fire on tanks with +100% damage. The Heracles Cannon's laser fire has infinite penetration and disappears after 10 seconds.
  • Liquid Nitrogen IV: Shoots a large container of liquid nitrogen from its Heracles Cannon. Said container, after landing on the ground, explodes into a large area of liquid nitrogen that inflicts Immobilized for 3 minutes.
  • Zero to Hero IV: Stops the firing of all its Auto Turrets, and instead fires the Heracles Cannon at +500% fire rate and damage. Lasts for 1 minute and 30 seconds and due to its power, is used much, much rarer than the other attacks.
  • Bolt Blaster III: All Auto Turrets (Heracles Cannon not included) shoot arrowhead-shaped projectiles instead of normal bullets. These projectiles have infinite penetration.
  • A Star is Born II: The Heracles Cannon starts shooting white glowing bullets that have a gravitational field. This gravitational field isn't too strong, but touching the bullet means death. The fire rate is doubled. Lasts for 10 seconds.
  • Electro Missile II: Fires its missiles at tanks. Said missiles do electrical damage on hit and Stun and Paralyze for 15 seconds.
  • Infinity Barrage II: Starts launching missiles at an incredibly fast rate, with both missiles deploying and reloading in half a second. Lasts for 30 seconds.
  • Bombing Resume II: Returns to what it was doing in Phase 1, but this time tanks only have to evade the orbs for 1 minute and 30 seconds for it to re-engage in combat.
  • Rotorshred: Detaches its front rotors. They fly around and shred tanks for 10 seconds before reattaching to Frenemy.
  • Go The Distance: Frenemy gains +900% speed, agility and reload, but gets -70% damage. Lasts for 20 seconds.

Phase 6: Immobility

Frenemy TurretsHD

Frenemy after losing its rotors, missile launcher and nosecone.

Once Frenemy reaches 6750 health it explodes in a brilliant flash, and its rotors, nosecone (with its 3 auto turrets) and missile launcher fly out of the explosion and fall to the ground. What remains of Frenemy crashes to the ground, having absolutely no means of locomotion. 10 Destroyer Auto Turrets sprout from Frenemy's now-nearly-barren chassis, and Frenemy gains 90% damage resistance in a desperate bid to survive. Its attacks from Phase 5 are either lost, or used as a more powerful version.

  • Auto Combat V: Always active unless stated otherwise. Its Auto Turrets, including the Heracles Cannon fire on tanks with +100% damage. The Heracles Cannon's laser fire has infinite penetration and disappears after 15 seconds.
  • Liquid Nitrogen V: Shoots a large container of liquid nitrogen from its Heracles Cannon. Said container, after landing on the ground, explodes into a large area of liquid nitrogen that inflicts and Immobilized for 3 minutes, as well as doing light-mediocre damage.
  • Zero to Hero V: Stops the firing of all its Auto Turrets, and instead fires the Heracles Cannon at +500% fire rate and damage. Lasts for 1 minute and 30 seconds.
  • Bolt Blaster IV: All Auto Turrets (Heracles Cannon not included) shoot arrowhead-shaped projectiles instead of normal bullets with +50% reload. These projectiles have infinite penetration.
  • A Star is Born III: The Heracles Cannon starts shooting white glowing bullets that have a gravitational field. This gravitational field isn't too strong, but touching the bullet means death. The fire rate is tripled. Lasts for 20 seconds.
  • Go The Distance II: Frenemy gains +900% reload, but gets -50% damage. Lasts for 20 seconds.
  • Desperation: Used at 1500 health, and is similar to Last Hurrah used by the Archprophet. All its Auto Turrets start shooting in waves and patterns, and they gain +400% fire rate. Their damage also gets a +200% boost. The Heracles Cannon meanwhile, abandons shooting many small lasers and instead fires one giant beam that instant-kills upon contact. The Heracles Cannon will rotate at a speed of 8 seconds per rotation while shooting the beam at all times. Lasts for 5 minutes.

Death animation

Once the last of Frenemy's health is depleted, Frenemy's Auto Turrets will all detach from its body, and roll around. After that, the MANY pieces of debris left behind by the battle (Frenemy's parts that were broken off) start slowly moving, slowly gaining speed until they form a large ring around what is left of Frenemy. Then the Heracles Cannon will detach from its base and float upwards. Upon reaching a certain height, every piece of debris will fly up and surround the Heracles Cannon. Once each and every piece has flown up and surrounded the Heracles Cannon, it will explode in a bright flash and the debris flies everywhere, doing some last bits of damage to tanks. After the flash subsides, the Heracles Cannon is nowhere to be seen, and the following messages will be broadcast to the people who fought Frenemy, the second one broadcasting immediately after the first ends:

"You have only made things harder for yourself, fools..."
"Good luck dealing with the Observer of your future, the Harvester of your present and the Devastator of your past!"

After that, the Armageddon is triggered and will begin after 24 hours.

Trivia

  • I have to say I'm quite proud of that death quote.
    • Speaking of that death quote, I believe you can figure out who is the Observer, who is the Harvester and who is the Devastator on your own...
  • The name "Frenemy" was actually created after a particular roleplay involving The named BOSS and a whole lot of "fight me"s. Don't ask.
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