Power Play Button

“The Power Play Button is one of the fabled Mythic God Artifacts, hidden specially in a tomb beneath an ancient laboratory. Worn on the wielder’s wrist, a press of its button unleashes the word of god in the form of two mighty weapons, the Evil-Sealing Sword and the Divine Relic, powerful bolts of divine energy, and a line of other powerful weaponry. The true potential of this Artifact or how its powers work are unknown.”
- Ingame description of the Power Play Button
The Power Play Button is a Level AA Mythic God Artifact Tube present in Tube Wars. It is obtained by using the Divine Button as a Human, while at Professional Rank or higher. The Divine Button cannot be crafted, and can be found in the ancient tomb underneath the lab in the sakura forest, which opens for 1 day (10 minutes) every 10 ingame dawns. Once one player picks it up, they will set off a trap that will cause the player to lose the item if they don’t escape alive. You also have a chance to obtain it by pulling in the Arm Chair or opening a rare boss chest.
The Power Play Button is a well-balanced, yet high-stamina Tube that acts as a starter to more advanced Tubes, being able to maneuver around easily and attack from any range, all at good damage and decent speed. Skilled players can unleash monstrous barrages of projectiles and flurries (Though it may cost them a lot of their energy) that can take huge chunks out of tankier Tubes’ health. This Tube has lots of development potential.
==Strengths & Weaknesses==
Strengths	Weaknesses
*High stamina and great maneuverability
*Can continuously deal more damage, making it great for boss battles
*Useful against hordes and teams
*Effective at both close and long range
* Has multiple buff skills
*Can pull off both offensive and defensive play	
*Damage majorly depends on how many shots hit the target
*Modest energy, which can be depleted rather quickly if you are not careful
*Some moves lock the user in place
*Aiming and timing are crucial with some moves
*All special attacks and skills take a moment to do anything
*Diamond Minecart can require skill to control
== Background Info==
The Power Play Button is the Tube of Robert “Daring” Daniel (Based off of the Youtuber DanTDM), usually shortened to just “Dan”, the main protagonist of the Tube Warriors series. He is a scientist who works at Dr. Trayaurus’ lab, but also has a second job as a fantasia extermination specialist, problem solver, and occasional globetrotter who doesn’t expect to save the world, but finds himself pushed into doing it anyway for everyone’s safety. Usually, the perpetrator is just misunderstood or didn’t consider the consequences of their actions, and is either way forgivable. As such, he’s made friends with most, if not all character’s he’s met in his travels, even if they tend to fight each other sometimes, whether it is just for fun, to boast, to show off, or to display their magnificent powers to the world. 
Daniel debuted in the first Tube Warriors book, The Shattered Moon, where he finds the Power Play Button and later uses it to make the king of the fantasy underworld repair the shattered moon in the sky. After that, he’s appeared in every canon Tube Warriors work and spinoff, usually as the main protagonist, other times as another major character role. He fights other characters just to get them to see the good that’s still in them or the situation at hand, and usually refuses to fight otherwise unless it’s for something important or just so exciting that he’d do anything to get involved. Like his middle name suggests, he’s been known to take a lot of risks, which usually results in an accident even if he doesn’t see it coming or happening.
The Power Play Button is a dark-blue wristband with a large red button (Which glows cyan when being used), shaped like a rectangle with rounded edges. In its center is a white long triangle jewel. The Tube around the wielder’s arm looks like a long and wide aqua blue ribbon that twirls in a perfect cylinder around the arm, with a darker middle part with white runic letters written along it. When summoned, the user gains an aqua blue energy aura. 
The Tube can also summon two main weapons: The Evil-Sealing Sword, and the Divine Relic. The Evil Sealing Sword is a double-bladed short sword; From both sides of the brown hilt of the weapon sports two sky blue sword blades with slightly darker blue edges. The sword itself is, in total, almost as long as Daniel’s height. Both sides of each blade have a glowing blue marking that goes, in a lightning shape, from the hilt, until close to the hilt, where it disperses into lines that form an upside down diamond shape at the highest point. The sword also has a dark blue, circular shaped guard on both sides. The Divine Relic is a bow nearly the length of the Evil Sealing Sword. It glows bright, deep sky blue, and has tribal markings all across it that could only be noticed if one were to look closely.
==Basic Attacks & Skills==
===Passive: Supernatural Physiology ===
While having the Power Play Button equipped, the player has a 10% chance to dodge a melee attack or projectile that would hit them, taking no damage. This chance increases to 20% at Level 800, then to 35% at Level 1050. They will also take no to less damage when dashing through explosions that do not stun or inflict other movement-controlling effects. The player can also jump slightly higher than humans, run through mud, quicksand and other slow pits than other Tubes, and see much farther than others during a fog-inducing event.
===LMB (Before Lv. 600): Relic Bash===
User cycles between five quick, close range Divine Relic swings upon click, each dealing 55 → 67 Blood damage (63 → 75 on critical hits).
===LMB (After Lv. 600): Slash===
User cycles between eight quick, close range slashes and brief twirls with the Evil Sealing Sword upon click, each dealing 77 → 86 Solid damage (85 → 94 on critical hits). The eighth attack plunges the sword into the ground, causing a brief, close range shockwave.
===RMB: Single Bolt/Rapid Bolt/Outward Bolts Scatter ===
User cycles between the following moves upon click: 
*Fires a single energy bolt from the Divine Relic, dealing 50 → 62 Energy damage {58 → 70 on critical hits}.
*Rapidly fires a total of 12 energy bolts that spread apart from one another slightly as they travel and deal 10 → 22 Energy damage each (18 → 30 on critical hits), potentially dealing a good amount of damage to a single enemy if they are close enough.
*Charges for a split second before launching a wide, three layer outward spread of 12 energy bolts, able to hit multiple enemies in front of the user at once. Each bolt deals 35 → 47 Energy damage (43 → 55 on critical hits).
===Q (After Lv. 600): Spinning Diamond Barrier===
Trademark Technique. User twirls the Evil Sealing Sword like a baton in front of them to block attacks. For the first second of the move, the sword will emit a white glow and bounce most projectiles that hit it back at their shooters.
===Ctrl: Headstart===
Power Play Button users accelerate near instantly when sprinting.
===Double Spacebar: Flying===
User ascends off the ground and can fly around slightly faster than their ground sprinting speed when fly sprinting. Hold Ctrl to fly sprint, or double-press W, A, S or D to dash fly sprint. Hold the spacebar to rise higher, and Shift to descend downwards.
== Ring of Resolution==
Ring of Resolution is the Power Play Button’s first Special. It allows the user to summon and attack with barrages of cyan energy bolts, often lined in rings and circles as its name suggests. It has the most ranged attacks out of all this Tube’s Specials.
===1: Shield Bane===
User locks in place and charges a larger energy bolt on the Divine Relic for a split second before firing it. The bolt travels very quickly and for a long distance, while also piercing through any block and shield it hits, dealing 65 → 77 Energy damage (73 → 85 on critical hits). {Cast Time: 0.75 sec. | CD: 5 sec. | Energy Cost: 40}
===2: Gates of God===
User fires an energy bolt into the sky, creating a cloudy portal above their target which soon rains down energy orbs upon the ground below itself for a split second before disappearing, dealing 25 → 37 Energy damage (33 → 45 on critical hits) five times per second to enemies standing underneath. At Grade 2 (Level 675), the duration is increased to 1 and a half seconds, then to 2 seconds at Grade 3 (Level 950), potentially dealing massive total damage to enemies standing underneath who cannot escape. The range of the move also increases whenever the next Grade is unlocked. {Cast Time: 0.5 sec. | CD: 8 sec. | Energy Cost: 55}
===3: Powerthrough Barrage===
User summons a swarm of 10 large energy bolts above them which each fire towards their target a second after appearing, creating small explosions upon impact which deal 11 → 23 Energy damage each (19 → 31 on critical hits). At Grade 2 (Level 650), the amount of bolts spawned increases to 20, then to 30 at Grade 3 (Level 900). The user locks in place for a second after the key is pressed. {Cast Time: 1 sec. | CD: 6 sec. | Energy Cost: 85}
===4: Multi-Hero Rings ===
Requires Level 650 to use. User summons three spinning rings of 15 energy bolts that hover slowly away from them and rapidly fire their bolts at the target after 2 seconds. Each bolt pierces through enemies and is destroyed upon impact with any solid surface, dealing 16 → 28 Energy damage to any enemy it hits (24 → 35 on critical hits). At Grade 2 (Level 800), the user creates 4 rings instead of 3, then 6 at Grade 3 (Level 1050). {Cast Time: 0.8 sec. | CD: 8 sec. | Energy Cost: 90}
===5: Ring of Resolution===
Requires Level 850 to use. User levitates into the air and creates a giant ring of 50 energy bolts that spins vertically with the user hovering in the center, charging up the Divine Relic. After about 3 seconds, the bolts in the ring begin to fire towards the target at a rapid rate. Each bolt travels quickly and explodes upon contact with anything, dealing 6 → 8 Energy damage (Incapable of critical hits). Once all bolts are fired, the Divine Relic fires a 1.5 second giant beam of energy at the ultimate target, dealing 50 → 100 Blood damage before they drop back down to the ground below. The entire move can deal serious damage to a single enemy as well as any enemies right next to them, but could also prove useful against hordes. Energy regen is paused while using this attack. {Cast Time: Roughly 12 sec. | CD: 120 sec. | Energy Cost: 250}
=== Z: Ready Shot===
User locks in place and charges a shot on their Divine Relic, making the next RMB attack they use 50% stronger than it normally is (Shield Bane counts). After 20 seconds, or if the charge is used up, they will lose the charge and the move enters cooldown. {Cast Time: 0.5 sec. | CD: 10 sec. | Energy Cost: 25} 
== Hero Orbs==
Hero Orbs is the Power Play Button’s second Special. It allows the user to summon Play Button Orbs, energy balls of various shades of blue and cyan, with white triangles in their center pointing towards where they’re moving or firing. These have many purposes.
===6: Orb Summon===
Must be held for a second to use, and can only be used if there is an enemy closeby enough. User summons a Play Button Orb, which floats above them and follows them wherever they go. If there are any enemies nearby within 45 studs, it will point toward the nearest enemy in that radius and fire a small energy bolt at them every second, dealing 9 → 15 Energy damage (17 → 23 on critical hits) with each round. The user can use this again and again (Though it will consume energy every time) to spawn more orbs until they have a maximum of 3, which increases to 4 at Grade 2 (Level 650), then to 6 at Grade 3 (Level 900). When there is no enemy in range for 10 seconds, all orbs present around the user will disappear. {Cast Time: 0.25 sec. | CD: 3 sec. (Lv. 550 - 899), 1 sec. (Lv. 900+) | Energy Cost: 20}
===X: Wall of Justice===
Needs to be held, and at least 3 Play Button Orbs must be active to use. User pulls all active Play Button Orbs down to form a shield in front of them, blocking most melee attacks and projectiles. However, this also stops the orbs from shooting at enemies. Each orb has 200 health, which depletes with attacks blocked until they are destroyed. The user’s movement is slowed while using this skill, they are unable to do anything else until they deactivate the skill, and they are vulnerable from behind, above and below. This skill does not consume any energy and can be used as long and as frequently as the user wants as long as they have at least 3 orbs active.
===C: Hero Orbs===
At least 1 Play Button Orb must be active to use. User sends one of their active Play Button Orbs in the direction of their target, then makes it explode when it travels 30 studs away or hits a solid object or entity, dealing 55 → 67 Blood damage (63 → 75 on critical hits) to any enemy that was hit. This will cost you any orbs that are used this way, but the explosions are pretty big and can deal good quick damage if the target is close enough. This move does not consume any energy. {Cast Time: 0.25 sec. | CD: 1 sec. (Lv. 550 - 649), None (Lv. 650+)}
==Eternity Seal==
Eternity Seal is the Power Play Button’s third Special. It allows the user to “unseal” a Diamond Minecart, which allows for both transport and attacks, Spinning Diamond Razor Discs, and Diamond Ballistic Knives, which deal more damage than most energy bolts. This Special also allows the user to put “seals” on enemies, applying various negative effects to them such as paralysis.
===V: Diamond Minecart===
Requires Level 850 to use. User creates a bright light in front of them which they jump onto, landing on their feet inside the diamond-colored box that emerges from it, rigged with four big, blue wheels. The user then rides this box (Whilst standing up) at high speeds and mobility for 2 seconds before the vehicle disappears. While riding it, the user can jump, attack and even ride along walls and ceilings and through entities, making them hard to hit. The duration of the move increases to 3 seconds at Grade 2 (Level 1050). {CD: 10 sec. | Energy Cost: 150}
===7: Runes of The Gods===
User opens a total of 5 seals in a 10-stud radius around them (With a .25 second delay between each), each creating a dark cyan Spinning Diamond Razor Disc that circles the user at the elevation in which it was unsealed. These will deal 25 → 30 Solid damage per quarter of a second (Incapable of critical hits this way) to any enemies they are touching while active. After about 6.5 seconds, the discs will stop circling and fly at an average speed towards the user’s target, piercing through any entities they hit whilst dealing 70 → 76 Solid damage to enemies (78 → 84 on critical hits). Hitting solid surfaces will cause the discs to become stuck in those surfaces and cease spinning before being re-sealed, which also happens when they travel a certain distance. The number of discs unsealed is increased to 6 at Grade 2 (Level 650), then 8 at Grade 3 (Level 900). {Cast Time: 1 sec. | CD: 7 sec. | Energy Cost: 70}
===8: Fantasy Slayer===
User unseals something in their hand, then tosses a quick, short volley of 6 dark cyan Diamond Ballistic Knives. Despite the small number of them, they travel very fast and each deal 25 → 37 Solid damage on hit (33 → 45 on critical hits). The amount of knives thrown increases to 8 at Grade 2 (Level 650), then to 12 at Grade 3 (Level 900). {Cast Time: 0.5 sec. | CD: 6 sec. | Energy Cost: 35}
===B: United Sealing Powers===
Must be held, requires Level 800 to use. User locks in place and focuses energy with their Evil Sealing Sword, causing their aura to greatly intensify, covering a 2-stud radius around them. When released after a minimum of 1.5 seconds (Shown via a bar that appears at the bottom of the screen), the user’s aura will remain amplified until their next special attack (That isn’t a normal attack or skill), which will deal 50% more damage than it usually does. Additionally, the attack has a chance to place a seal on targets for 5 seconds, which either reduces their movement speed, lowers their damage, or decreases their defense, all by 35% for that duration. The bar resets once it reaches full and fills up again, increasing the effects until it has filled up 3 times (75% damage increase and seal chance at 2nd charge, then 100% at 3rd charge). Though it can be held indefinitely, each charge acquired consumes energy and if the user doesn’t have enough for the next charge when the bar fills up to that point, the move will cancel and no charge will be maintained. At maximum charge, the following attack has a 50% chance to instantly KO non-human Tubes/enemies who are below 25% health. Once fully charged, regardless of the charge, this skill cannot be used again until the total charge is used. {Cast Time: 0.5 sec. | CD: 10 sec. | Energy Cost: 75}
===9: Eternal Villain Seal===
Requires Level 1050 to use. The caster’s Evil Sealing Sword glows very brightly as they prepare to attack. After a split second, the caster charges a reasonable distance forward with their glowing weapon, creating a bright flash of light. If any enemies were in the user’s path, they will be frozen in place and, a few moments later, rapidly struck from all directions by numerous fast, bright slashes for about 2 seconds, receiving 27 → 30 Blood damage energy per tenth of a second (Incapable of critical hits) before they are knocked into the air with a stun. This move has the highest damage of all of the Power Play Button’s moves, but if the user has a level 3 United Sealing Powers charge when they use the move, the damage becomes enough to instantly KO most Tubes and enemies, and take huge chunks out of any boss’ health. {Cast Time: 2 sec. | CD: 120 | Energy Cost: 300}
=== N: Potential Awakening===
Requires Level 900 to use. User intensifies their Tube aura while crossing their arms for 2 seconds, then throws their arms downwards towards their sides in a standing power-up pose as their aura intensifies even more for a second afterward, and their hair begins to glow bright blue. This glowing hair will then start consuming 1 energy over time and block natural energy regeneration, increasing the user’s maximum stamina by 50%, their defense by 5, their speed by 25%, and all of their damage by 30%, as well as decreasing the energy costs and cooldowns of most of their moves by 20%. Upon transforming, the user will be healed by 75 points. The moves listed below will also be affected. The user transforms back to normal when their energy reaches 10 or lower, or when the key is pressed again. {Cast Time: 3 sec. | CD: 150 sec. | Energy Cost: 10}
* Supernatural Physiology (Passive) - The user’s dodge chance is increased by 10%, they will take absolutely no damage when dodging through non-Mega Skill explosions, slowing pits have an even lesser effect on them, and their jump height is nearly doubled.
* Slash (LMB) - The range of the Evil Sealing Sword is increased slightly, and the shockwave produced by the eighth click is replaced with a blue explosion which has greater knockback and a longer stun.
* RMB:
** Triple Bolt - Three bolts are fired instead of one, in a rapid succession.
** Rapid Bolt Gr. 2 - The number of bolts fired is increased to 18, and the bolts spread apart even more.
** Outwards Bolts Scatter Gr. 2 - The number of total bolts fired increases to 20, forming an even denser row that is harder to weave through.
* Spinning Diamond Barrier Gr. 2 (Q) - Remains active for a split second longer after initiation, and can now deflect larger projectiles that it cannot deflect normally.
* Shield Bane Gr. 2 (1) - Windup cut in half. The bolt travels faster and for a longer distance. Holding the key for 1 second allows the user to charge the move into Shield Bane Gr. 3, which deals 96 → 117 Energy damage (104 → 125 on critical hits) and sends 8 smaller bolts firing in eight different directions around its main path, each veering slightly away and dealing 87 → 93 Energy damage (95 → 101 on critical hits).
* Gates of God Gr. 3 (2) - Goes up a Grade regardless of whether the user is level 950 or not.
* Multi-Hero Rings Gr. 3 (4) - Goes up a Grade regardless of whether the user is level 1050 or not.
* Ring of Resolution Gr. 2 (5) - A second, horizontal ring is formed, and the attack functions a little differently— The user fires all 100 shots at one spot, freezing anyone caught within 10 studs of that area before a large, bright energy explosion ensues, dealing 470 → 520 Energy damage (Incapable of critical hits) and issuing massive knockback and a 4-second stun. It also costs 55 energy rather than its usual cost of 250.
** Ring of Resolution Gr. 3 (5 (Hold)) - Holding the key as they rise into the air (About 2 seconds) will cause the user to use this move instead— A third ring is formed, with the second and third rings being diagonally angled around the user like an atom structure. This version functions almost identically to Grade 1, with 50 bolts being fired at the user’s target and ending with a giant beam. However, they will also fire a rain of bolts around a 60-stud area around the main target, making it harder to escape it. The beam is also slightly larger than in Grade 1 and creates an explosion similar, yet also larger than Grade 2’s explosion upon impact, which only begins to subside after the beam fades. This version actually has the same energy cost as Grade 1, unlike Grade 2.
=== N (Hold): Evolution Awakening===
Requires Level 1050 to use. Instead of transforming after 2 seconds, user’s aura becomes even bigger and brighter, and they will begin losing 2 health over time. Should it be held long enough (4 seconds), the user’s aura will explode, dealing 100 → 150 Blood damage (Incapable of critical hits) and knocking all enemies hit by it far away before being replaced with a brighter-colored, towering version of their aura as their hair glows an even brighter blue. This state consumes 2 energy over time and blocks natural energy regeneration, but doubles the user’s maximum stamina and increases their defense by 40%, their speed by 60%, and all of their damage by 50% while also cutting most of their moves’ energy costs and cooldowns in half. Upon transforming, the user will be healed by 75 points, and the moves listed below are made more powerful. The user transforms back to normal when their energy reaches 0, or when the key is pressed again. {Cast Time: 6 sec. | CD: 150 sec. | Energy Cost: 10}
* Supernatural Physiology (Passive) - The user’s dodge chance is increased by 15%, they will take absolutely no damage when dodging through any kind of explosion, fog and slowing pits have absolutely no effect on them, and their jump height is increased by 145%.
* Slash (LMB) - The range of the Evil Sealing Sword is increased slightly, it swings faster, and the shockwave produced by the eighth click is replaced with a bright blue explosion which has much greater knockback and stun.
* RMB:
** Penta-Bolt - Five bolts are fired instead of one, in a rapid succession.
** Rapid Bolt Gr. 3 - The number of bolts fired is increased to 26, and the bolts are fired faster.
** Outwards Bolts Scatter Gr. 3 - The number of total bolts fired increases to 28, forming three dense rings that are harder to weave through.
* Spinning Diamond Barrier Gr. 3 (Q) - Remains active for a second longer after initiation, and can now deflect large projectiles that it cannot deflect normally.
* Shield Bane Gr. 3 (1) - Windup cut in half. The bolt travels faster and for a longer distance, and sends 8 smaller bolts firing in eight different directions around its main path, each veering slightly away and dealing 95 → 99 Energy damage (95 → 107 on critical hits).
* Gates of God Gr. 4 (2) - Instead of appearing where the user is targeting, the portal now appears directly above them and is about 100 studs wide.
* Powerthrough Barrage Gr. 4 (3) - The amount of bolts fired goes up to 50, and the bolts fire faster with two accelerating at a time.
* Multi-Hero Rings Gr. 3 (4) - The rings are now vertical and hover in the air around the user.
* Ring of Resolution Gr. 4 (5) - The user rises half as high into the air, summoning four rings of blue bolts in an atom structure formation. This version skips the bolt barrage and goes straight to the giant beam. Said beam lasts for 5 seconds, dealing 12 → 14 Energy damage per tenth of a second (Incapable of critical hits), is slightly larger than Grade 3, and can be slowly steered in eight different directions while firing, carrying all enemies caught inside with it.
* Orb Summon Gr. 4 (6) - The amount of total orbs the user can have is increased to 10, and there is no cooldown after summoning an orb. Summoning orbs also takes 5 energy instead of 20.
* Diamond Minecart Gr. 3 (V) - Duration increased to 6 seconds.
* Eternal Villain Seal Gr. 2 (9) - Distance traveled is greatly increased, and the slashes are even bigger, with the final one being absolutely ginormous.
==Tips and Strategies==
*To KO/exterminate enemies quickly without the risk of them retaliating, make sure you have Ready Shot and a level three United Sealing Powers charge ready, wait until your energy refills, then use as many Ring of Resolution attacks as you can, mixed with RMB attacks. Especially do this with bosses to take them down quickly. This makes the Tube a good boss killer.
*Large enough projectiles cannot be reflected by Spinning Diamond Barrier. Only small and medium sized ones can, so be wise when you use it.
*Many moves work well at any range, aside the Tube’s high versatility.
*It takes time to figure out how to best control Diamond Minecart. It’s best to practice with it before taking it into serious matters.
*Play Button Orbs can be very useful against invisible or otherwise hard-to-locate enemies, as they will always point towards the closest enemy, allowing you to quickly find them again.
*Sometimes it can be a good idea to lock onto your target (Such as if they are airborne), but other times, especially against faster or more agile opponents, you’ll want to aim manually to avoid missing.
*Potential Awakening and Evolution Awakening both consume energy over time and disable natural energy regeneration, so plan when to transform accordingly and make good use of the time you have to dish out as much damage as possible.
**Make sure to turn back before you completely exhaust your energy, otherwise you will be left helpless afterward.
*This Tube has good combos once fully completed, but be careful when putting them together, as they can eat up a lot of your energy and possibly leave you wide open afterwards.
==Link to Original Doc.==
https://docs.google.com/document/d/1IKClOaC_lbtKgciLpSehnsN9_etVmCjR9pg7OuJe8kg/edit#heading=h.80zqshp9ynt0
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