Mechalodaunt

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==Description==
(SPAWNS ARE CURRENTLY BUGGED)
The Mechalodaunt is one of the four Megalodaunt variants. It is a weapon produced by The Ignition Union by enhancing Megalodaunts with iron shells, machinery and a powerful Gatling gun. They are found in Miner's Landing, its Voidzone Saramaed Summit and The Diluvian Mechanism. They are unfinished and were activated prematurely by the Summer Company, thus defaulting to their natural behavior, resulting in them attacking both friend and foe. The moves do a lot of damage, but are easy to parry and roll. The recommended level for these is 15-20 due to the sheer damage output they can have, easily ending high level players in a few attacks.
Mechalodaunts in the Saramaed Summit often spawn in groups of two, only spawning a chest after both have been defeated. Its recommended that you are careful when exploring the area as aggroing both Mechalodaunts can make them significantly more difficult to kill off. They are relatively easy to cheese in Miner's Landing by going past doorways, which are too short for them to pass through, and setting up campfires. This can also be done in Saramaed Summit, however due to the fact that voidzones cause all campfires to last significantly less and all healing is reduced, this strategy is much less effective.
A Mechalodaunt, finally back under control, can also ambush players who have Hunted tier Reputation with the Union. 
==Attacks==
Name 	Description 	Parryable?	Blockable?	Dodgeable?	Danger
Slash 	A short range Slash using their forearms, often used twice in a row or paired with a kick. 
*Heavy posture damage.
*If the Megalodaunt uses it twice in a row, it also means it is not gonna do anything for a short period of time, usually enough to land ~3 hits using a MED or LHT weapon, ~2 hits if using a HVY weapon.
*if it only slashes once, it will do another attack really shortly after, in which case attacking is a bad idea.	◯ 	◯ 	◯ 	(★☆☆)
Kick 	The Mechalodaunt's leg will flash red before delivering a Kick that can rag-doll and send the player flying.
*Causes the player to be Dazed if kicked into a wall.
*This ability is very dangerous as it cannot be blocked and can send you into unwanted situations.
*This ability is only used in the Slash + Kick combo.	✗ 	✗ 	◯ 	(★★★)
Blazing Kick 	The Mechalodaunt's leg will flash red before delivering a Kick that can rag-doll and send the player flying. However this kick is held for an extra half~ a second, making it harder to dodge, as well as setting the player on fire.
*Causes the player to be Dazed if kicked into a wall.
*This ability is very dangerous as it cannot be blocked and can send you into unwanted situations.
*Missing the dodge means you'll waste a roll putting out the flames.
*Simply do not roll cancel and always roll to the side so that if you miss the roll, the Mechalodaunt will still miss the kick.
*This ability is only used by itself and will not be used in the Slash + Kick combo.	✗ 	✗ 	◯ 	(★★★)
Jump 	If the target is above it, the Megalodaunt will Jump at the direction of it's opponent, causing a multi-hit attack in a wide radius in front of it. Often used after kick.	◯ 	◯ 	◯ 	(★★☆)
Thousand Needles 	The Mechalodaunt bends over and points its tubes towards an opponent, spewing a large and constant bullets at anyone in front of/around it for a second. 	◯ 	◯ 	◯ 	(★☆☆)
Bullet Fury 	The Mechalodaunt holds its shoulder mounted cannon before rapidly firing it at an opponent.
*Very limited range
*It can sometimes turn around and miss it altogether.
*Autogrips	◯ 	◯ 	◯ 	(★★☆)
Furnace Explosion	The Mechalodaunt will create a laser from its furnace in a circle, which later creates a fiery explosion. 	◯ 	✗ 	◯ 	(★★★)
Roar 	Lets out a Roar at nearby targets, initiating combat and inflicting a generous amount of insanity. After this, it usually tends to use Thousand Needles or Kick in quick succession.
*Blocking negates much of but not all the insanity gain.
*Increases posture damage against all players affected by the roar, similarly to Ardour Scream.	✗ 	◯ 	◯ 	(★★☆)
== Trivia ==
* Mechalodaunts probably have a radio built into them, as if you were to get ambushed by the Ignition Union with hunted rep it could say " *Kzzt!* This one's REALLY nicked. *Kzzt.* " Alternatively, they could also have the ability to talk (although this is probably not true).
Category:Monsters
Category:Ambush Enemies
Category:The Ignition Union
Category:Ignition Union Enemies