Sparkplug R

Sparkplug R is a multiplayer 3D fighting game, and a reboot of the Sparkplug series, taking place in a different universe with redesigned characters and new, more coherent lore. The players can pick one out of 30 different playable robots, each of which has different attributes and abilities, and can then fight against other players in a variety of different modes and arenas. The game's setting is a futuristic city known as the Marey Matrix, which is primarily inhabited by sentient robots performing various tasks for the human leaders of the Marey Matrix. The game's story focuses on the conflict between the lower and higher classes of the city's society.
==Gameplay==
===General===
Sparkplug R is a labelled 3D fighting game, although it can also be compared to a hero shooter, in that the game focuses on 30 different characters with different moves and attributes. As with its predecessors, each character has Health, Attack, Defense and Speed stats. Health affects the amount of HP a robot has, Attack affects the damage attacks deal, Defense lowers the amount of damage attacks deal and Speed determines the movement speed of each robot.
In terms of moves, every character has a basic spammable attack, as well as three special moves, which each have three different customization options, adding an element of surprise and customization to the game. In addition, every character has an "ultimate" attack, furthering the connection between the game and certain Hero Shooters. What distinguishes the game from a Hero Shooter is that the various characters typically do not use guns at all, not to mention most characters lack highly ranged options, with the gameplay focusing more on close-quarters fighting. Unlike the previous games, if a character has a passive ability, it doesn't take up a slot in their moveset, though passives in general are a lot less common than in the previous games.
===Mode Categories===
====Multiplayer====
The main category of the game. Upon selecting this mode, players can pick a game mode, after which they are put in a waiting lobby. Players can then vote for one of three randomly-selected stages, with a stage being randomly selected if nobody votes after a certain delay. Players can then pick the character of their choice out of the 30 characters, being able to select customized loadouts for each of them as well. If a player does not pick a character after a certain delay, they're given a random character with randomized moves. Gameplay then occurs, depending on the selected mode, and once the match is over, a victory screen is shown, with the winner character(s) playing a victory animation and the losing characters a losing animation. The cycle then restarts. Matches are generally limited to 12 players, and there must be at least 2 players for a match to begin.
There is also an option to play Multiplayer with a specific set of other players, rather than random players from online. In this mode, the limits on the amount of player in a match is heightened to a whopping 30 players. There is a "host player" who can manually change the rules, such as the time limit.
=====Elimination=====
One of the main Multiplayer modes, in Elimination, the goal is to be the last player remaining. There is a time limit, and at the end of this time limit, if there are still multiple players remaining, they will be warped to a smaller area which consists of a platform over a fiery pit. This platform will progressively shrink until only one player remains.
=====Battle Royale=====
A variation on Elimination that works much the same except the time limit is greatly increased and the amount of maximum players is increased to 30. Tiebreaker matches still do happen if the time limit is eventually reached, however.
=====Deathmatch=====
Another major Multiplayer mode, Deathmatch, rather than focusing on being the last player standing, focuses on killing as many players as possible. After dying, players can simply respawn in this mode. There is a time limit, and the player with the most kills wins at the end of the time limit. If there is a tie, a tiebreaker match in an arena very similar to Elimination's tiebreaker arena will occur.
=====2-Team Deathmatch=====
This variation on Deathmatch adds two teams, the Red and the Blue teams. Rather than being the player with the most kills, you must now ensure your team as a whole have the most kills. Players are randomly put into teams before the character selection, allowing players to strategize to a degree when picking their character. The team nature of the mode makes "wall" robots like Solar more viable than in the regular Deathmatch mode, seeing as they can now support their more offensive allies. Friendly fire is off.
This mode is only available when playing with strangers online, with hosted matches favoring a generic "Team Deathmatch" mode instead.
=====4-Team Deathmatch=====
4-Team Deathmatch works exactly the same as 2-Team Deathmatch except the number of teams is increased from two to four, adding the Green and Yellow teams to the Red and Blue teams. The amount of maximum players is increased from 12 to 16 here in order to allow for larger teams to form. The nature of the mode also means at least 4 players need to be present for a match to start in this mode.
Much like the 2-Team Deathmatch, this mode's only available when playing with strangers.
=====Team Deathmatch=====
A mode exclusive to manually-hosted matches, where players have the option to manually join a team. They can also choose to randomly join a team, in which case the game will try to even out the teams, but it's entirely possible to end up with, say, a 29 vs 1 match with manual team joins - the game doesn't tries to limit what players can do in host multiplayer overall. In addition, players are not limited to 2 teams here, with the amount of different teams possible being increased to 10, including Red, Blue, Green, Yellow, Orange, Purple, Cyan, Pink, Black and White as defaults. The host can also manually set team names and colors in the ruleset. Finally, the host can choose whether to enable or disable friendly fire.
=====2-Team Elimination=====
A mode that works much like 2-Team Deathmatch, with the same character selection quirks, except for the Elimination gamemode rather than the Deathmatch gamemode, putting particular emphasis on keeping your teammates alive. 
This mode is only available when playing with strangers online, with hosted matches favoring a generic "Team Elimination" mode instead.
=====4-Team Elimination=====
If 2-Team Elimination is the Elimination version of 2-Team Deathmatch, 4-Team Elimination is the Elimination version of 4-Team Deathmatch, with all of the same quirks.
Much like the 2-Team Deathmatch, this mode's only available when playing with strangers.
=====Team Elimination=====
A mode exclusive to manually-hosted matches, which is basically Team Deathmatch except it's Elimination instead of Deathmatch. The host can actually quickly swap between these two modes without having to exit their lobby and recreate it.
====Singleplayer====
TBA - includes at least story mode
====Others====
TBA - includes options and customization
==Story Mode==
TBA
==Characters==
Sparkplug R has a cast of 30 different playable robots, each with their own different moves, stats and attributes.
Doormat	Doormat was originally a robot made to open doors, or so she was told. She was... not exactly content with this task, and after analyzing the classes of society, she decided to organize a gang to take down the elite of the Marey Matrix, armed with her trusty key blade. She can be considered the main character of the game. Doormat isn't actually her real name - she picked it up as a fake gang name to "make the elite uncomfortable".
Gameplay-wise, Doormat is a very fast character, and one that hits hard at that. However, she is a close-range fighter, and she is quite frail, making her a risky but powerful character overall. Her moves also give her a fair amount of mobility, meaning it's not too hard for her to get close to foes, especially with her high speed.
Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center" 	Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 		
A basic horizontal slash, albeit a quick one that can easily be spammed, shredding nearby foes. 		
Special 1 		
A circular slash that deals damage to enemies around Doormat. It also deals more damage than her basic attack, but has a significantly longer cooldown. When used in midair, the attack causes her vertical momentum to briefly stop.
The move's first alt deals less damage and covers less range, but rather than just stopping her vertical momentum, it propels her upwards, which is useful to get to higher places.
The move's second alt instead focuses on its offensive side. She winds up, and then proceeds to perform a series of three quick circular slashes that shred nearly foes - although it's easy to punish because of the wind-up period.		
Special 2 		
Doormat extends her key blade arm towards the targeted location, allowing her to poke foes from a distance - giving Doormat a long-range option. If she hits a wall, she'll launch herself towards it, giving her nifty mobility.
The move's first alt has her extend her hand arm instead, dealing no damage, but instead pulling foes towards her. However, she can't scale walls with this version of the custom.
The move's second alt has less range than the other variants, but as long as the player holds the attack button, she'll be holding her keyblade towards the mouse's position. She can hit foes multiple times with this, although there's a brief cooldown for each hit and it's not all that strong.		
Special 3 		
Doormat dashes forward while slashing, dealing damage to enemies in her path and allowing her to cover distance quickly. This is both an useful approach option and an useful getaway option.
The move's first alt changes the move to an uppercut slash which deals significantly more damage, but lacks the ability to quickly cover ground, although Special 1's vertical momentum stopping can be used to cover more ground with it. It's also another nice way to scale walls, albeit redundant.
The move's second alt is quicker and has more range, but she doesn't slash and there's a brief period of time after the dash where she can't attack.		
Ultimate 		
Doormat's chest opens, revealing a set of chainsaws and other sharp instruments which then obliterate whatever is unfortunate enough to be in front of her at the time, one-shoting enemy robots in particular. This is very telegraphed, however, making it easy to punish, but it can be devastating in team battles, especially if the teammates have stunning moves.		
Cooler	Cooler, as his name implies, is a robot designed to cool machines up. He is Doormat's best friend, although he's shy and afraid of losing his job despite its very redundant nature. He's also a nerd who's completely aware and proud of the fact he shares his name with a certain Dragon Ball character. He has joined Doormat's gang, being her most recent recruit by the time the story starts.
Cooler is the opposite of Doormat in terms of gameplay, being a slow, defensive character who is best when keeping his distance from foes. His main gimmick is his usage of coolant in his moveset, allowing to cool down and even freeze foes, keeping them away. If the foes do get close, however, he's in trouble, not having many options to deal with close range combat.
Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center" 	Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 		
Cooler sprays coolant from his hoze, dealing weak damage and slowing down foes slightly. The move has good range, however, and can be held to spray continuously. 		
Special 1 		
Cooler launches an orb of coolant from his mortar in an arc towards the targeted location, dealing decent damage and creating a coolant puddle on impact which can slow down foes.
The move's first alt has him create an ice orb instead, which deals significantly higher damage but lacks the slowing property or the puddle.
The move's second alt has him release 9 smaller coolant orbs around himself, creating a ring of coolant around him. This is very useful to deal with groups of nearby enemies, although it's much less useful at dealing with foes from a distance due to its much shorter range.		
Special 2 		
Cooler bends forward before releasing a jet of freezing air from his mortar. While the move has high startup, it can outright freeze foes for a brief period, leaving them vulnerable to attacks or allowing Cooler to make a getaway.
The move's first alt replaces the freezing air jet with a coolant jet, creating a puddle in front of him that lasts longer but lacks the freezing effect.
The move's second alt has him shoot a cloud of freezing air that is faster and can reach much farther, but that freezes for a much shorter time, only briefly stunning the foe.		
Special 3 		
Cooler sprays coolant from his hoses downwards with such intensity that he begins hovering. He can deal low damage to foes under him with this, and it also allows him to hover to higher places. However, he has a limited supply of coolant, so he can't hover forever.
The move's first alt has him charge up for a bit, before practically rocketing upwards, instantly reaching the maximum height of the hover and dealing good damage to nearby foes. However, it can't cover as much horizontal distance and is impractical when dealing with smaller heights or gaps.
The move's second alt is similar to the base form, but has him angle the coolant further, decreasing its vertical reach but increasing his horizontal speed.		
Ultimate 		
Cooler charges a huge orb of coolant above his head, to the point he has to use his arms to help support it, hovering up slightly, and then he launches it down, releasing a massive burst of coolant, slowing down foes all around the impact point and dealing good damage to those caught in the coolant orb itself. The move also leaves a coolant puddle behind.		
Nuclear	Nuclear is a bombastic robot with an explosive personality, who was made as a nuclear plant worker - although the Marey Matrix mostly uses tidal energy. Nuclear was discharged on day one, unfortunately for him, being a risk-loving robot with a very childish personality. However, he does have a sense of justice, as well as reckless courage - which led him to join Doormat's gang, seeing as he had nothing to lose anyways.
Nuclear, fittingly for a bomb-based robot, is extremely fast and extremely strong, though he is very fragile and even takes recoil damage from some of his attacks, making him a very risky character to use. However, his raw power allows him to push through most situations, so long as he's not up against experienced players who know how to abuse his weaknesses.
Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center" 	Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 		
Nuclear shoots an orb of fire forward, moving at a relatively slow speed and creating a fiery burst on impact. Generally good to shoo foes away or just whittle down foes without whittling down yourself. 		
Special 1 		
Nuclear charges for a very brief moment before exploding, dealing high damage to nearby robots but also damaging himself. He survives the explosion, however, and the recoil damage can't actually kill him.
The move's first alt has a longer pause before the explosion occurs, but the explosion doesn't actually damage him, meaning players can't punish him as easily but giving players more time to get away and punish Nuclear directly.
The move's second alt gives him a longer charge time as well, even longer than the first alt, but he can actually move during the charging time, giving him a chance to chase players around but also meaning players have even more opportunities to get away and punish him. He can't attack during this, as well.		
Special 2 		
Nuclear jumps, and proceeds to activate his jets, gliding around very quickly. If he hits someone, he deals damage to them, but should he hit a wall, he'll take recoil damage instead - though like with Special 1, he can't kill himself with this. The jets deactivate after a bit, or after hitting someone.
The move's first alt replaces the quick gliding with slower hovering. He no longer deals damage on contact, but can also safely fly around walls and it's easier to control overall.
The move's second alt increases the gliding speed to nigh-uncontrollable levels, allowing him to zip through the map but practically guaranteeing he'll either hit someone or, more likely, a wall. However, the damage he deals to robots is increased as a result.		
Special 3 		
Nuclear charges up for a bit, and then gets increased range and damage on his next attack.
The move's first alt has him charge up for a bit as well, but he's instead given a speed boost for a few seconds.
The move's second alt has him charge up for a decent period before recovering some health, which is quite useful considering his recoil weaknesses but gives him some form of recovery. However, if he's caught, it's very easy to punish him. 		
Ultimate 		
Nuclear charges intensely, creating loud noises and bright lights to alert nearby players, and then, after a few seconds, creates a massive explosion shaped like a mushroom cloud, dealing massive damage to nearby players... but also himself, taking out 75% of his HP. Like with his first Special, he can't actually kill himself with this, however, although the move will deal less and less damage once he has less than 75% HP remaining depending on his percentage of health left.		
Hydro	Hydro is a robot that hides a dark past and even dark secrets within her design, what with most of her body being obscured by a dress and her head being able to open into jaws... but, rather than acting cryptic and spooky, she's meek and genuinely kind, essentially just wishing for acceptance. Her outcast nature, along with her wish for acceptance, is what led her to join Doormat's gang.
Hydro has very balanced stats, but this doesn't mean she's stuck as a master of none, as she has increased regeneration compared to other characters and great terrain control, which is coupled with great versatility and her burst mode Ultimate.
Attributes 	Attributes
Hydro has a passive attribute that gives her increased passive health regeneration compared to the rest of the cast.
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center" 	Moves
Basic Attack 	
Hydro shoots bubbles forward, being able to hold down the attack button to release a continous stream of them while moving about. Although they don't have too much accuracy or power, they're still useful as a quick attack to keep foes away. 	
Special 1 	
Hydro whips forward with her tentacles, dealing good damage to nearby foes. If she doesn't hit anyone, she releases a water cutter after the slash, giving her an opportunity to attack foes at a range, although this is less powerful than the slash itself.
The move's first alt removes the water cutter, but decreases the cooldown of the tentacle, allowing her to shred foes at a close range instead.
The move's second alt has her coat her whips in bubbles, releasing a stream of inaccurate bubbles instead of a single precise water cutter. It decreases the power of her slash slightly, but makes her slow foes down slightly on impact to make up for it.	
Special 2 	
Hydro forms a pulse of water under herself, dealing decent damage and pushing foes away.
The move's first alt has her create a water vortex instead which pulls foes towards her. This reduces the endlag of the move so that she can combo it with another move, but the move isn't too hard to punish.
The move's second alt has her create a much larger water pulse, but once that lacks either a push or a pull. It has slightly increased damage, however. 	
Special 3 	
Hydro extends her tentacles forward a fair distance. If she grabs a foe, she pulls them towards herself while dealing damage, giving her an opportunity to form a combo. If she hits a solid surface, she instead pulls herself towards said surface.
The move's first alt works similarly at first, but upon grabbing a foe, she launches them away instead, still dealing damage, which is increased if she manages to throw them at a wall. Speaking of walls, instead of grabbing onto solid surfaces, she pushes herself away from them.
The move's second alt also works similarly, but if she grabs onto a foe, she'll instead simply constrict them. She can then repeatedly constrict them, while the foe can button mash away from her grip. The interaction with walls is the same as the base version of the move.	
Ultimate 	
Hydro twitches briefly, before her dress is torn apart by many large tentacles, while her head splits, revealing a jaw. In this form, Hydro's moves are significantly buffed - for example, her bubbles are much faster, have more accuracy and deals more damage. After a period, Hydro will revert to her initial state, somehow regaining her dress in the process. The move has a long cooldown, but it's useful in a pinch or to finish off a match in certain gamemodes.	
Solar	Solar is a casual and chill robot who works, predictably, at a solar plant. However, the city's preference for tidal energy means it doesn't sees much business, giving Solar plenty of time to hang out with Doormat and her friends, being an important part of the gang who mediates conflicts. He's known for saying "oy" every other sentence - according to him, he just likes the way it sounds.
Solar, despite looking like a twig, is actually one of the most defensive members of the cast. His attacks are rather weak, and he's rather slow, but he's very hard to kill, mostly because of his insane regeneration, having many, many healing options.
Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 		
Solar holds a panel forward and shoots a beam of light from it. If it hits, he recovers a little health. This attack is precise and has good range, but doesn't deal a lot of damage.		
Special 1 		
Solar holds his hands forward and proceeds to shoot a decently large beam of light from it. The move doesn't heal him, but it's his strongest attack.
The move's first alt weakens the move, but adds a lifestealing effect to it much like his basic attack.
The move's second alt allows him to charge the move. It takes a bit of time for it to get as strong as the regular variant, but he can charge it further than that to deal even more damage.		
Special 2 		
Solar quickly jabs forward with one of his hands, recovering half of the damage dealt while doing so and dealing usable damage.
The move's first alt changes the jab to a clap with both of his hands, which deals more damage but takes more time to hit and is easier to punish if it misses.
The move's second alt has him simply hold out his hand quickly, which deals little to no damage but knocks foes away. Most important, he can reflect weaker projectiles with this, although stronger projectiles cannot be reflected.		
Special 3 		
Solar takes the Tree yoga pose, and begins recovering health at an accelerated rate as long as he holds the pose.
The move's first alt makes him take the Warrior yoga pose, increasing his Attack stat slowly but surely. This sticks for the rest of the match, though there's a cap. In addition, if he's hit while taking the pose, he'll not only take extra damage, but will also lose his charge.
The move's second alt makes him take the Mountain yoga pose. He ascends upward, while his defense is drastically increased as long as the pose is held. This allows him to get to higher places and is also useful to tank stronger attacks.		
Ultimate 		
Solar sits and meditates, then begins to glow. He then recovers all of his lost health instantly. He can only use this once per match, however. 		
Soma	Soma Enseph was once a human girl with a passion for tennis, but the rise of robotic competition forced herself to transfer her mind into a robotic body. She heavily regrets this decision, however, often agonizing about the fact there are many things she cannot do anymore as a result of her body being metal rather than flesh. She's occasionally considered by her peers to be a bit of an edgelord, though she's far from the edgiest person around.
Soma has very average stats, slightly favoring speed over defenses, though her biggest niche is how well she counters ranged characters, being able to reflect projectiles and pull characters towards herself. She can also boost her stats over the course of a match, so it's best to kill her quickly to prevent her from snowballing.
Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center" 	Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 		
Soma swings her tennis racket forward, dealing mediocre damage on impact. Holding the attack button will make hold the racket instead, reflecting projectiles when they get near, though with a 0.8x damage multiplayer. If she hits a projectile with the base swing, however, she'll actually deal 1.5x extra damage with the reflected projectile.		
Special 1 		
Soma creates a tennis ball out of red energy and swings it forward at high speed. It'll bounce against walls up to three times, with each additional hit actually increasing the power of the move, encouraging players to hit players with ricocheted balls.
The move's first alt makes the tennis ball have more concentrated energy, and causes it to burst on impact, dealing higher damage. However, it loses the ricocheting ability entirely.
The move's second alt increases the number of ricochets to ten, but removes the bounce buffs. However, this means Soma can have up to around 5 balls bouncing around at once rather than just one or two.		
Special 2 		
Soma creates a net out of red energy and swings it forward. Foes caught in the net will take damage and be pulled to her.
The move's first alt increases its range, but trades its ability to affect foe with the ability to grab onto the terrain and launch herself towards the grabbed spot, giving her some more mobility.
The move's second alt has her swing the foe upwards before slamming the foe against the ground, dealing more damage but removing the ability to pull foes towards her.		
Special 3 		
Soma leaps up before slamming her tennis racket onto the ground, dealing high damage to hit foes and creating a red energy shockwave that deals extra damage and pushes foes away.
The move's first alt greatly increases the height of the leap, allowing her to get to even higher places, but removes the shockwave at the end of the slam.
The move's second alt has her directly slam the ground without jumping, creating a bigger shockwave but removing the move's ability to get to higher places at all.		
Ultimate 		
Soma holds her racket up and proceeds to get a slight boost to her Attack, Defense and Speed along with a 5% heal. These boosts last until she gets killed, but most importantly, it can stack and has a lower cooldown compared to average, meaning if left unchecked Soma can snowball into a devastating force. 		
Axon	Axon Enseph is Soma's older sibling. Unlike her, they roboticized themselves in order to infiltrate the police force. Effectively, while Axon has a heavy sense of justice, they feel much of the injustice seen in the Marey Matrix is caused and enabled by its police force. Thus, they effectively became a cop in order to bring other cops to justice. It also helped that they have a fascination with guns, albeit not an obsessive one.
Axon is inspired by your typical shooter character and is meant to play much like one, having an assortment of gun-based moves. Perhaps their most notable trait is their versatility, however, with each of their specials giving them very different moves, allowing them to use a lot of different playstyles compared to other characters.
Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center" 	Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 		
Axon shoots with their guns alternatively, the move hitting quickly and having decent accuracy. They can hold the basic attack button to keep shooting repeatedly. 		
Special 1 		
Axon pulls out a rifle and goes in first person mode. This move has great accuracy and speed, and they can use it to snipe foes from a distance.
The move's first alt swaps the rifle entirely in favor of a shotgun, which deals a lot of damage at close range but is much less effective at a distance.
The move's second alt final alt swaps it to a minigun, which fires a number of bullets quickly. However, they cannot move while using the gun and the move has significant startup and endlag to make up for its high power. It's also not that accurate, although it's more accurate than the shotgun.		
Special 2 		
Axon throws a grenade, which explodes after a few seconds. They can hold the attack button in order to launch the grenade farther. If Axon is hit by the grenade, they'll take damage and knockback, though they can use it to "rocket jump".
The move's first alt has them swap the grenade to a slow rocket, which deals less damage but has more overall range and is easier to hit with. However, the move's biggest use is the ability to rocket jump much faster than with the grenade, making it very useful to get away from foes.
The move's second alt changes the grenade to a flashbang, which deals much less damage but briefly blinds and stuns those hit by it. However, it also deals little to no knockback, making it impractical for rocket jumping.		
Special 3 		
Axon pulls out a knife and stabs forward, dealing high damage if it hits. Useful for melee situations, but it has very little range.
The move's first alt has them instead pull out a medkit to heal about 20% of their health. It has a decently long cooldown, however.
The move's second alt has them pull out a shield to block an attack. They can still attack while the shield is up, which can come in handy.		
Ultimate 		
Axon pulls out a massive laser cannon, and after setting it up, shoots it towards the targeted location, releasing a huge laser that deals incredible damage. However, the laser is very loud and there is a telegraph shortly before it hits, so it's not hard to dodge.		
Doctor Neuron	Doctor Neuron Enseph is the father of Soma and Axon, and a genius inventor who actually pioneered human-to-robot transition technology. This explains why he has performed such a process on himself. Compared to Soma and Axon, he is much more laid back, however, and is considered by many to be a dork. This does not mean, however, that he is overlooking Soma and Axon's problems or that he isn't in fact deeply troubled by the current state of the Marey Matrix.
Neuron, by himself, is rather underwhelming. However, Neuron has the unique ability to set up sentries and turrets, allowing him to form armies of enemies if left unchecked. While he's slow, it's also worth noting he's rather bulky.
Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center" 	Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 		
Doctor Neuron's light bulb flashes very brightly, dealing low damage to those around him. 		
Special 1 		
Doctor Neuron crouches and builds a Sentry, which will chase other players when they get near and attack with flashes much like Doctor Neuron's own flashes. If there are no players nearby, they'll wander around aimlessly. Other players can destroy these Sentries, them only having 5 Base HP and 25 Base Defense. He can have up to 15 Sentries out at once. If Neuron dies, the sentries stay in place. Do note that Neuron, however, cannot posthumously win a match using the sentries in Elimination modes (aside from Team matches, but if the Sentries are the only members of his team left they still can't win for the team).
The move's first alt increases the time he builds significantly, but he ends up with a bigger Sentry that has more range, damage and health, having 15 Base HP. It's a bit slower, however. The maximum amount of Sentries here is 5.
The move's second alt makes him build much quicker, creating a slightly smaller Sentry with only one health point. However, they don't actually deal less damage, although they do have slightly less range.		
Special 2 		
Doctor Neuron crouches and builds a stationary Turret. This turret will shoot beams of light at nearby players, dealing decent damage, and has 10 Base HP and 30 Base Defense. He can build up to 5 of these. The same rules that apply to the Sentries after Neuron's death also apply here.
The move's first alt has him build a bigger turret with 20 Base HP. He can only build one of these, but it has heavily increased range, although it doesn't actually deal more damage.
The move's second alt has him build a smaller Turret, which only has 5 Base HP and decreased damage and range. However, he can build up to 10 of these.		
Special 3 		
Doctor Neuron activates a jetpack and can then hover away. There is a fuel limit, however, and he can't attack while hovering.
The move's first alt has him charge the jetpack before instantly reaching the maximum hover range. This leaves him vulnerable to attacks for a bit, however, and has less horizontal range.
The move's second alt has him drop the jetpack before having it detonate in a burst of light that deals damage to him, although it allows him to rocket jump and also deals damage to nearby enemies.		
Ultimate 		
Doctor Neuron creates a copy of himself out of light, which will trail behind him and block attacks while creating AoE light bulb flashes. This allows him to safely build turrets and sentries in a pinch. However, this can only be used once in a match and the copy can be destroyed, having 25 Base Health Health and 10 Base Defense.		
Time	Time is one of the top elites of the Marey Matrix society. He, much like the Enseph family, was once a human known as Timothine Jostley, but he changed himself into a robot, feeling it would allow him to "ascend" to a higher level of evolution... and most importantly, because the robot body has the power to manipulate time, hence his name. This makes him very feared amongst the lower class, although it seems something stops him from time travelling at will...
Time is a "mage" type character - while he's rather slow and frail, he can dish out a lot of damage, and he also has a lot of hax thanks to a variety of time-themed moves.
Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center" 	Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 		
Time materializes arrows of light, shaped like clock hands, around himself, and then automatically shoots them towards nearby foes. He can hold the basic attack button to keep materializing more light arrows. 		
Special 1 		
Time releases a "timeline" in the form of a clock hand-shaped beam of light. The more this beam of light travels, the more damage it deals, although it also progressively decelerates, which is noticeable when trying to snipe foes.
The move's first alt instead makes the move stronger the quicker it hits, but causes it to progressively accelerates instead, having a slower base speed to compensate. This does, however, mean that it has less potential damage.
The move's second alt allows him to charge the beam, dealing the more damage the longer is it charged. This variant, however, lacks either acceleration or deceleration, and also has a constant amount of damage once fired.		
Special 2 		
Time creates parallel "Times" around himself, being able to make up to four depending on how long he holds the attack button. Once released, he'll create another Time and will randomly warp to one of these created Times. The Times will then charge forward, ignoring gravity and dealing damage on impact, with most disappearing on contact with a wall, with the exception of the real Time, who just drops. The extra Times will not take damage, but Time himself will take significantly increased damage if he's hit, and he's also the only one who casts a shadow.
The move's first alt has him automatically create three clones (including the final clone) at a much faster rate. This gives it less potential damage, but makes it more useful in a pinch or to escape.
The move's second alt has him create up to 10 Times, including himself, forming a circle, the size of which increases as more Times are created. They'll then charge towards the center of this circle, with only the real Time remaining afterwards.		
Special 3 		
Time automatically teleports back to the position he was in 5 seconds ago upon using this move, dealing low damage if he hits a target while teleporting.
The move's first alt seems to do nothing but make him glow at a glance, even allowing him to move and attack uninterrupted, but he'll then warp back to the position he used the move at after five seconds.
The move's second alt has him begin glowing brightly for about five seconds, becoming unable to attack but still able to move, actually gaining a slight speed boost too. He'll then warp back to his original position, but will also regain any health and lose any status he'd have gained during the five seconds period. If he's killed, this will even allow him to respawn quickly, although it will not revert a Deathmatch point in that mode and similar modes.		
Ultimate 		
Time stops time for 3 seconds. He can move and attack freely during this period. However, characters will not take damage until after the period ends (including himself) and he's unable to actually kill anyone (they are left with 1 HP if they would die). He, however, can die, which will instantly get rid of the timestop.		
Emit	Emit is Time's twin sister, and the other top elite of the Marey Matrix society, overlooking everything that goes on with him. While she takes on a cute, bubbly facade, she's actually just as smart and plotting as her twin brother. Rather than being able to manipulate time, Emit can manipulate energy to release powerful energy attacks. That being said, she prefers to not get her hands dirty directly and prefers to exercice her political power to get rid of her enemies. Like Time, she was once a human, known as Emilabeth Jostley.
Much like Time, Emit is a "mage"-type character, although instead of having time-based gimmicks, Emit's gimmick is the ability to charge her attacks in order to deal higher damage. She's faster than him, but is frailer as a result.
Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center" 	Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 		
Emit creates an orb of pink light. By holding the attack button, she can charge it to make it bigger and stronger, but slightly slower. 		
Special 1 		
Emit charges up, before causing lightning bolts to fall from the sky in a line, culminating into a bigger lightning bolt. By charging the attack, she can increase the maximum range of the attack and its damage - its range being indicated to Emit with a transparent circle-shaper marker.
The move's first alt causes her to randomly strike her surroundings with lightning bolts instead, with the amount of lightning bolts created depending on how long she charges.
The move's second alt causes her to create lightning bolts in a "X" shape around herself, with the lightning bolts getting more range as she charges - however, the potential range of the move is significantly limited compared to the regular version seeing as there's more lightning bolts created.		
Special 2 		
Emit charges up, before causing pink icicles to rain at a targetted spot, the amount of icicles created increasing depending on how long she charges.
The move's first alt causes all of the icicles to be created in a precise spot rather than only around the target spot, and decreases the charge time. However, it's easier to get away from as a result.
The move's second alt swaps the icicles for snow that deals significantly less damage, but covers a larger range and causes foes to be slowed down, with the slowdowns stacking.		
Special 3 		
Emit charges up once again, before creating a pillar of pink fire that propels herself up and deal damage to nearby enemies. Charging the move greatly increases the height she can propel herself up at as well as the size of the fire burst. However, if she's hit while charging, the move will backfire and explode, dealing damage to Emit but also damaging nearby foes.
The move's first alt has her hold her hands forward, causing the pillar of fire to be created horizontally and sending her back while hitting foes more easily. However, it deals less damage and prevents her from getting to higher spot.
The move's second alt has her create "stacks" of charged fire as she charges, working differently from her other moves. Upon clicking without charging, she'll release one of her stacks, boosting up. She can therefore boost several times in a row. It takes longer to fully charge than the base form, however, and has less damage potential.		
Ultimate 		
Emit briefly gains the ability to use all of her moves without charging them. However, she'll then find herself in a state where she cannot charge her moves at all for about twice the amount of time she had free charges. Useful to get out of a pinch or finish off a match.		
Microwave	Microwave is known in the Marey Matrix to be one of it's best chefs, although she is also quite judgmental, and unfortunately for her, often ends up having to cook mundane food. She's kind of just a regular person in this cast full of quirky characters and mostly just wants to produce fancy food in peace and quiet.
Microwave on her own is a wall that has trouble dealing damage, but that is very tanky. Still, she can be underwhelming... outside of a team. In team matches, Microwave has moves that can heal her allies, effectively turning her into the game's primary support character.
Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 		
Microwave adds food to a frying pan she holds. She can have up to 10 stacks of food. By right clicking, she can then throw the food at opponents to deal damage. If she hits an ally with it, she'll heal them instead.		
Special 1 		
Microwave releases heat waves forward, being able to hold them with the attack button. The waves are wide, pierce foes and thus can hit multiple foes. This progressively deals damage to foes while lowering their defenses, the move therefore getting stronger and stronger - although it starts off very weak. In a team, the move is particularly deadly since other players can abuse the defense debuffs.
The move's first alt swaps the heat wave to an AoE around her, allowing her to target multiple enemies around her more easily but lowering its maximum range.
The move's second alt concentrates the heat wave into a small stream of fire which deals significantly more damage, but cannot pierce foes, cannot target multiple foes as a result and is harder to land. It also reduces the speed at which defense is lowered slightly.		
Special 2 		
Microwave launches ice cream in an arc, creating a puddle that slows foes down on impact and deals damage, leaving them vulnerable to allies.
The move's first alt has her charge a bit, before releasing five ice creams in an arc one by one, scattering around the target. The move's accuracy is low, but it can deal significantly more damage and can slow them even more.
The move's second alt has her launch a smaller ice cream directly forward at high speed, dealing less damage but being much more accurate overall. Also, rather than creating a puddle that slows down, it simply stuns the foe for a split second.		
Special 3 		
Microwave gets a burst in speed, moving three times as fast for about two seconds.
The move's first alt has her charge up, before dashing forward at even higher speeds until she hits a wall or another player. You cannot cancel this move, however, and it conveys less control than the base form of the move.
The move's second alt instead has her getting a huge boost to her already high defense for two seconds, making her block practically all attacks.		
Ultimate 		
Microwave heals herself for 20%... as well as all of her other allies in a team match by the same percentage. 		
2-ME	2-ME is a wannabe newscaster in the Marey Matrix society. She's not the most well-known newscaster, but she's popular enough to support herself. She's mostly known, however, for being a huge source of gossips and leaks. Effectively, 2-ME is a very snoopy person... therefore, many Marey Matrix politicians dislike her, seeing her as an annoyance, even if she's been smart enough to not break any laws. It doesn't help that she likes to tease politicians about this fact or about their secrets.
2-ME, fitting her teasing nature, is very speedy and also surprisingly defensive. She's not particularly powerful, but has the moves to whittle down foes and perform quick escapes when she needs to. Most importantly, though, she can create a fake duplicate of herself. 2-ME also shines well in Team Matches as a support.
Attributes 	Attributes
2-ME can hover mid-jump by holding the jump button, still being able to move around horizontally while doing so. The hover automatically ends after five seconds, or after the jump button is released.
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center" 	Moves
Basic Attack 	
2-ME shoots very quick neon beams at a very quick rate. The move deals very little damage, even taking into account its quick rate, but is good for slowly whittling down foes, particularly those with low Health. 	
Special 1 	
2-ME perform a neon slash forwards. Its base damage is mediocre, but the move deals more damage the more Health a foe has left, allowing her to counter foes with high Health.
The move's first alt inverts the move's properties, dealing more damage the less Health a foe has left, allowing her to finish off foes with low health easily.
The move's second alt swaps it for a much farther-reaching slash that deals significantly less damage, but that also has a lower cooldown, allowing her to quickly chain up slashes and get away just as quickly.	
Special 2 	
2-ME creates a flash of neon that stuns nearby foes and increases her already-high speed, allowing her to make a quick getaway. The clone, if present, will also perform a flash when this move is used.
The move's first alt makes the flash of neon damaging, but removes its ability to stun as a result. However, 2-ME can now charge the flash to deal extra damage, glowing as she does so. If she's hit in this state, however, she'll lose the charge. The clone unfortunately cannot charge the move and will just release a damaging flash.
The move's second alt has her create a small spark of neon in front of her eye. This is much harder to land, but if it does hit, it'll deal a significantly long stun. The clone will not mimic this move at all if it's present.	
Special 3 	
Both 2-ME and her clone if it's present get shielded from all attacks for a split second.
The move's first alt instead gives them a defense buff for a few seconds, making it more useful for long-term situations but less for short-term ones. Notably, however, this move will also slightly buff the defense of nearby allies.
The move's second alt heals both 2-ME and her clone for 10% total health. 	
Ultimate 	
2-ME sacrifices part of her health to create an identical-looking clone with identical stats. The clone will move on its own, chasing players and automatically attacking with her basic attack when it's close enough - this deals even lower damage than usual, however. If it has less than 25% health, it'll attempt to flee from players instead, but will still attack if they get close. By using the Ultimate attack while a clone is present, 2-ME will swap positions with them, creating a small damaging AoE while doing so.	
Atbash	Atbash is the leader of the Destruction Crew, a group of three robots who focus on destroying buildings in the Marey Matrix. Atbash, however, is perhaps most known for being the oldest robot in the whole Marey Matrix. He seems to have trouble adapting to all of the rapid changes in society, but tries his best to be nice and understanding, being generally well-liked. He was originally known as Operative, though he seems ashamed of this name and often tries to hide it. Despite his age, he seems to still have a lot of energy left.
Atbash is a melee-focused character, similar to Doormat, but rather than being speedy, he is tanky. His ultimate allows him to counter ranged characters and he has methods to slow down foes or speed up so that they can't just walk away from him.
Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 		
Atbash slashes forward with his axe. The move has quick startup, but has higher endlag, so it can be punished if whiffed. 		
Special 1 		
Atbash digs dirt from the ground with his bulldozer arm and throws it at a targetted location in an arc. This slows down foes on impact. If he hits a foe with the digging itself, he'll deal very high damage to them.
The move's first alt swaps the dirt for a rock, which deals more damage and has more range, but lacks the ability to slow down foes.
The move's second alt has him scatter the dirt around himself instead of throwing it forward, allowing him to slow down foes around himself but lowering it's maximum range. It can hit multiple foes, however.		
Special 2 		
Atbash plunges his bulldozer arm into the ground and then begins to charge forwards, dealing damage on contact. As he keeps holding the move, he'll accelerate and begin to deal more damage. However, the player can't change direction while using this move.
The move's first alt changes the move significantly by allowing him to charge a dash instead, decelerating and dealing less damage instead of accelerating over time. The more he charges, the faster and stronger he'll be.
The move's second alt increases the acceleration to even faster levels, and has him reach maximum acceleration much faster. However, he'll now take recoil damage if he hits a wall, and even if the attack button is released, he'll still begin skidding significantly, no longer dealing damage or taking recoil but leaving him vulnerable to attacks for a bit.		
Special 3 		
Atbash repairs himself, which heals him for about 10% HP and gives him a defense buff for a short period.
The move's first alt removes the defense buff, but increases the heal to 20%.
The move's second alt lowers the heal to 5%, but gives him buffs to all of his stats for a short period.		
Ultimate 		
Atbash creates a shield around himself which blocks projectiles entirely, while also gaining a boost to his speed, allowing him to reach ranged characters and punish them. This lasts for about 3 seconds.		
Drillerine	Drillerine is the youngest member of the Destruction Crew, her nature allowing her to dig holes through walls. She's very bubbly and energetic, and is known for occasionally moving around by twirling. It's a mystery that she can somehow move like so without drilling through the floor, seemingly being able to do so at will. She seems to have a close bond with the rest of the Destruction Crew and often acts as a mediator between Atbash and Landmine, who don't always get along.
Drillerine, like Atbash and Doormat, is a melee character, being kind of an in-between between their speed and defense, though she doesn't deal as much damage as them as a result. She does have a decent amount of versatility and agility, though.
Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center" 	Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 		
Drillerine spins at high speeds like a top while stretching her arms, dealing repeated contact damage to nearby foes. She also gets a speed buff while doing so, and stays in this state if the attack button is held. If held for too long, however, she'll get dazed for a short period.		
Special 1 		
Drillerine digs into the ground slightly, scattering damaging debris around herself as well as a dust cloud that slows down enemies slightly.
The move's first alt increases the size of the dust cloud significantly and increases its slowing potential, but significantly decreases the amount of debris that are created.
The move's second alt removes the dust cloud, but increases the amount of debris created and their potential range.		
Special 2 		
Drillerine begins to spin faster and faster as the attack button is held, after which she'll dash forwards while digging into the ground slightly. She deals more damage and reaches further the longer the attack is charged. She'll pierce through enemies, allowing her to potentially hit multiple enemies.
The move's first alt removes the charge entirely and instead allows her move around freely on the surface of the ground until she hits an enemy, after which she'll jump back up and deal some knockback to them. This is a little redundant with the basic attack, but it deals more immediate damage.
The move's second alt changes the way the move works, having her outright dig into the ground before popping back up in a different spot, which is indicated to the player by a yellow marker. The player can use the movement keys as Drillerine charges to choose where exactly she'll reappear. She'll deal high damage to an enemy if she hits one while doing so, and is invulnerable while underground. However, this doesn't allow her to hit multiple enemies like the base form of the move.		
Special 3 		
Drillerine dodges to the side and... trips. However, this causes her to bounce from her "pickaxe pigtails", allowing her to reach higher places. It's an unconventional way to dodge attacks. In addition, if she hits a foe with the tripping, she'll deal heavy damage to them.
The move's first alt has her charge the "trip", but she doesn't bounce and instead simply digs into the ground. High startup and endlag, but it'll deal massive damage if it hits.
The move's second alt makes her bounce not once, but thrice, which can include bouncing off walls, each bounce getting progressively higher. It's harder to control and predict, but when mastered can allow her to reach even higher places.		
Ultimate 		
Drillerine digs into the ground and creates an earthquake that deals damage over time to players in a large radius. The closer they are to Drillerine aka the epicenter, the more damage they'll take. 		
Landmine	Landmine is the third and final member of the Destruction Crew, and is the resident explosives expert, particularly loving to blow up large buildings in one big burst. She's also known for being rather flirty to... just about everyone in her age range that she likes. It goes to show just how similar to humans these robots can be. She and Atbash don't get along all that well, however, seeing as Landmine will occasionally forgo her duties just to flirt.
Landmine, like Nuclear, focuses on explosions, but despite this, they have radically different playstyles - whereas Nuclear is extremely aggressive, Landmine is a very technical character who can set up elaborate traps using mines. She also shines well on a team.
Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 		
Landmine sets up a mine, that will explode when stepped on, dealing decent damage. 		
Special 1 		
Landmine instantly detonates all of the mines around herself in a certain radius by pressing her remote as she strikes a pose.
The move's first alt has her instantly detonate all of the mines she set up, even if they're on the other side of the map, but the move gets some significant endlag, leaving her vulnerable to attacks afterwards.
The move's second alt allows her to manually detonate mines by clicking them. She can see mines through walls and can click them to make them detonate instantly, no matter how far away they are.		
Special 2 		
Landmine sets up an ice mine, that deals slightly less damage but will slow down foes on impact. It takes longer to reload than the basic attack, as well.
The move's first alt has her set up an electric mine instead that briefly stuns foes when stepped on, while also dealing more damage. However, it doesn't slow down for as long and takes longer to reload.
The move's second alt sets up an anti-air mine that will quickly jolt upwards if one goes above, homing onto flying players. However, it can still be avoided by simply walking around it.		
Special 3 		
Landmine drops a bomb that explodes automatically after a bit, dealing good damage. Landmine can use this bomb to "bomb jump", and is unharmed by it even if it explodes on her at point blank range. The bomb can also roll down slopes and the like, and will automatically explode if damage.
The move's first alt has her throw the bomb in an arc instead of merely dropping it. This allows it to reach farther, but makes it harder to bomb jump off it.
The move's second alt has her throw a small grenade at much higher speeds, having more reach but making it even harder to bomb jump from. It also deals less damage, but has significantly lower reload.		
Ultimate 		
Landmine calls an airstrike towards a targetted location, causing bombs to shower that area in explosions.		
Dihydrogen Monoxide	The fabulous Dihydrogen Monoxide is a well-known superhero in the Marey Matrix, known for his pompous, hammy personality, his great control over water... and also his incompetence. He is very much concerned about fame and will often be distracted from his task just to ensure he is presented well. Sometimes it's hard to tell if he genuinely wants to save people or if he only cares about the fame that goes with his superhero role.
Dihydrogen Monoxide, following his incompetence, is actually surprisingly weak when it comes to offense. However, he is decently tanky and most importantly is very agile. His moveset mainly focuses on knockback, which ties well into his Ultimate, which floods the map.
Attributes 	Attributes
Dihydrogen Monoxide jumps about 1.5x higher than the average character.
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center" 	Moves
Basic Attack 	
Dihydrogen Monoxide shoots blobs of water from his hose arm at a quick pace, sort of like an inbetween between Cooler and Hydro's basic attacks. Deals decent knockback to foes. 	
Special 1 	
Dihydrogen Monoxide declares that he is performing the "Sprint of the Seven Seas!" as he dashes, holding his trident forward and covering himself in a water bubble that bursts on impact or after the move ends. The water bubble's burst deals knockback and the trident deals decent damage.
The move's first alt removes the trident in favor of a bigger bubble that deals more knockback. The bubble's explosion also now deals low damage.
The move's second alt removes the bubble, but increases his charging speed, maximum potential distance and as a result increases the damage of the trident to good levels.	
Special 2 	
Dihydrogen Monoxide declares that he is using the "Scourge of the Stream!", as he creates a whip out of water and lashes it forward to launch foes away from him while dealing mediocre damage. He swings the whip horizontally, and can hit multiple foes this way.
The move's first alt allows him to charge the attack. It begins with lower damage, knockback and range than the basic version of the move, but he can charge it to increase these values, significantly in the case of knockback and range.
The move's second alt has him whip the "scourge" directly forwards, reaching higher and dealing more damage and knockback but being harder to land.	
Special 3 	
Dihydrogen Monoxide recites a random "Amazing One-Liner" to increase his attack for a moment. Nearby allies will also get the attack boost if they are present.
The move's first alt has him accuse his foes of being an evildoer, with the specific messages depending on the nearbiest character. This lowers the foe's confidence, harshly reducing their attack for a brief period.
The move's second alt has him recite a random message about how he will never give up, healing him by 15%.	
Ultimate 	
Dihydrogen Monoxide shouts that he will perform the Deluge of Doom, so hard that everyone in the map can hear him. The map will then begin to be flooded with water, dealing damage over time and lowering the foe's stats if they are underwater. However, no matter the map, the flood will never go high enough to completely flood to map, and will generally stay low enough to give everyone a reasonable chance of escaping it.	
Corrosis	Corrosis is Dihydrogen Monoxide's partner in stopping crimes. She's supposed to be the "spy" type of superhero, but Dihydrogen Monoxide seems entirely too concerned with her image, and has a tendency to blow her cover before she can actually do anything, causing the two to argue often. Dihydrogen Monoxide is also convinced she's a "femme fatale" when she's actually a prude. She does, however, prove to be genuinely competent when she doesn't have to deal with her partner's incompetence.
Corrosis may be a spy, but she's actually kind of slow, but can take her time thanks to her tanky stats and her ability to heal herself. Her main gimmick, however, is her ability to poison foes and whittle them down over time.
Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center" 	Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 		
Corrosis spews a gravity-affected orb of acid forward, poisoning foes on contact and dealing damage over time. 		
Special 1 		
Corrosis creates a pool of poison under herself that poisons foes. The power of the poison increases the longer they stay in the pool.
The move's first alt increases the range of the pool significantly, but removes its ability to progressively get stronger.
The move's second alt makes the pool slightly smaller, but rather than having an "intensifying poison" effect, it stuns foes.		
Special 2 		
Corrosis creates a poisonous shield that blocks melee attacks, while inflicting on the foe a poison whose strength increases depending on the power of the intercepted move.
The move's first alt swaps the melee shield for a reflective shield that converts projectiles to poisonous orbs. Similarly to the melee shield, the strength of the poison inflicted by these orbs depends on the power of the reflected projectile.
The move's second alt creates a shield for a much more brief moment, but it can reflect both melee attacks and projectiles.		
Special 3 		
Corrosis inflicts a "reverse poison" on herself that heals her over time, healing 30% of her health over a duration of about 10 seconds. The move has a rather long cooldown, however. She also creates a pulse that heals nearby allies by 10% over time.
The move's first alt has her instantly heal 15% of her health instead, which is not nearly as potent but is more useful in a pinch. The pulse only heals 5% of the allies's health if they're nearby.
The move's second alt makes her regenerate health at a greatly accelerated pace as long as the special is held, but leaves her vulnerable to attacks while she heals as she cannot move and has a defense debuff. It also removes the ability to heal allies.		
Ultimate 		
Corrosis charges for a moment, before generating acid rain above the map, dealing damage over time to all foes in the map. This can be avoided by taking cover, but that isn't always possible. The move's a good way of whittling down all your foes and is particularly useful in team and/or elimination matches.		
Password	Password is a security guard who is well known amongst the Marey Matrix, seeing as he generally does a very good job. He is very stoic and chooses to almost never speak. Apparently, he used to have a partner in guarding, but whoever they were, they're long gone. He and Axon seem to not get along at all for mysterious reasons, which may have to do with the reason their partner is gone...
Password has massive defenses and isn't too slow either, though he has cripplingly low attack. However, he has numerous "hax" moves that allow him to make up for his lack of attack, such as reflectors or position switchers.
Attributes 	Attributes
Homing attacks and non-player character enemies don't actually target Password unless he's the only foe remaining in the map. Neuron's sentries will still attack if he gets near, however.
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 	
Password lashes with his sword forward, dealing decent damage (for his attack stat) and draining health. 	
Special 1 	
Password creates a literal fire wall that blocks attacks and deals damage over time on contact. Password isn't affected by its fire and can jump on it to reach higher places.
The move's first alt creates an ice wall instead that slows down foes on contact.
The move's second alt changes it to an electric wall that delivers a single stun on contact, though once the stun is performed it won't deal a stun again.	
Special 2 	
Password creates a circle-shaped glass wall that moves forward at decent speeds and reflects projectiles on contact. It also deals low damage on impact, shattering.
The move's first alt creates a larger glass wall that doesn't move. It also reflects projectiles, but cannot damage.
The move's second alt creates a slow-moving glass orb that reflects projectiles. Rather than breaking on impact, however, it bounces off walls and enemies. It can, however, be destroyed by melee attacks.	
Special 3 	
Password crouches, and can then click on a foe or ally to swap positions with them. There are several ways this can be abused - for example, to get away from an attack, to tank or even counter a move for an ally, and most cheaply, to drop foes into obstacles. There's a maximum range to the move, however.
The move's first alt instead allows him to teleport anywhere he wants without the swap. This gives him more freedom about where he can teleport, but removes its cheap hax properties. Like the normal version, it has limited range.
The move's second alt swaps him with a random foe in the map. This is riskier, but allows him to teleport to completely different spots. He can't swap with allies using this.	
Ultimate 	
Password's shield expands. He can now counter any move that comes his way - when hit, he'll dash to the foe quickly and dramatically slash them. The damage dealt is twice the damage the foe would do to themselves if they hit themselves with their move. It also delivers a short stun to allow Password to get away.	
Teslade	Teslade is a police officer, much like Axon, but isn't there to be a rogue cop. She specializes in stunning robots using electric devices, such as her trademark electric grenades. She takes her job very seriously and will often chastize her peers for not taking their jobs seriously. Her focus is enforcing the law at all costs, regardless of the circumstances, which has given her a poor reputation.
Teslade is somewhat slow, but makes up for it by her great terrain control and her many stunning moves, combined with good defenses and offenses. However, many of her attacks have high startup, meaning she has to be wary of pressure.
Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center" 	Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 		
Teslade tosses an electric grenade forward. It explodes after about one second, though the move's cooldown is actually slightly shorter than that, allowing her to keep up a barrage of grenades. It has brief hitstun as well as decent damage after explosion. Teslade can right click to automatically detonate the bombs, though she can't shoot electric grenades for a few seconds after doing this.		
Special 1 		
Teslade creates a lightning bolt at a targetted location, sparks appearing for a brief moment before it strikes. This deals good damage along with a stun, but is telegraphed, so it's not too hard to dodge.
The move's first alt replaces it with a quick zap with much less telegraphing, but significantly lower damage and no stun. However, the move also has lower cooldown.
The move's second alt creates four lightning bolts around herself in random positions, with the same telegraph, damage and stun as the normal version. This is less precise and has less overall range, but can hit multiple foes and is less predictable.		
Special 2 		
Teslade shoots a small electric bolt that releases sparks, these sparks dealing extra damage. The bolt starts off slow, but rapidly accelerates, making Teslade able to snipe foes with it. The move deals a brief stun.
The move's first alt removes the acceleration and keeps the bolt at a somewhat slow speeds (though faster than the base speed of the base form), but greatly increase the rate at which sparks are created as well as the time they last. This allows her to create "walls" of sparks. The bolt itself also stuns for a longer period and deals slightly higher damage.
The move's second alt creates an electric bolt with a swift base speed, but that decelerates over time. After fully decelerating, it explodes into a burst of sparks. If a foe is hit before the burst, they'll simply take damage and a stun without facing the spark burst.		
Special 3 		
Teslade charges, and then thrusts forward with her spear extended, stunning foes on impact. Higher charges increases the dash's range and damage.
The move's first alt replaces the dash with a set of electric spins, dealing damage multiple times and being able to hit foes multiple times but removing the ability to get in and out of situations easily. It also deals less damage and stunning per hits as a result of hitting multiple times.
The move's second alt has her extend her hand out instead as she dashes, still being able to be charged. Rather than stunning the foe, she grabs them and can then toss them away. This still deals damage, and with good timing can throw them into a grenade or another robot's attack (or just into obstacles).		
Ultimate 		
Teslade charges for a brief moment before jabbing forwards. If she hits a foe, they're stunned for three seconds, leaving them highly vulnerable to Teslade and allies. 		
Magnifique	Magnifique is a popular detective known for his eccentric personality betraying a great ability to make deductions. Unfortunately for him, whereas he'd like to take on big, deep cases of corruption and the such, he's often assigned to small tasks, such as tracking down shoplifters, much to his frustration. He's not afraid to go against the law to do what he feels is right, however.
Magnifique, fitting his design and eccentric personality, has a bizarre playstyle focused on stealth, where he can "Investigate" foes to increase the amount of damage he can deal to them. While he starts off underwhelming as a result, he can become very scary at the end of a match.
Attributes 	Attributes
Thanks to his "detective instincts", Magnifique can see the location of foes through walls.
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 	
Magnifique shoots a beam of light through the magnifying glass he holds. This beam progressively gets smaller, with the smaller areas actually dealing more damage than the bigger areas as they're more concentrated. 	
Special 1 	
Magnifique can click on a foe to "investigate" them, as long as they're in sight. He will then be able to deal higher damage to them, with investigation buffs being able to stack. The closer he is to the target, the more "investigated" they are. In Deathmode matches, upon dying, a foe will have their investigation stat halved. Do be warned he is slightly vulnerable after investigating a foe, as he will play an animation where he looks at them through his magnifying glass.
The move's first alt makes him investigate the foe for a longer period, after which he will get a significantly increased investigation buff compared to normal. However, if he's hit, he'll be unable to complete his "investigation" and will take extra damage compared to usual.
The move's second alt allows him to instead "expose" the foe, which will lower their defense, otherwise working the same as the base form - however, this is actually weaker than investigating... for Magnifique. Other robots and allies can also take advantage of the defense debuff, effectively. The "expose" debuffs are just entirely removed rather than merely being halved after death, however.	
Special 2 	
Magnifique becomes invisible for a moment. He can still move, but can only use Special 1 in order to balance out the attack.
The move's first alt lowers the period in which he's invisible, but gives him a speed boost during the invisibility, making it more useful in short bursts but less useful in a long term situation.
The move's second alt allows him to instead make an ally briefly invisible during team matches by clicking on them. Outside of team matches, Magnifique can use it to make foes invisible instead, which can actually backfire horribly on him, making it useless for such matches.	
Special 3 	
The camera of the player goes in first person with a "zoom" similar to seeing things from a sniper rifle (or through a magnifying glass, in this case). After clicking again, Magnifique will suddenly zip towards the spot he was looking at, dealing damage to foes in his path and stunning them for a split second.
The move's first alt removes the move's damage, but increases the length of the stun, which can leave them vulnerable to a well-placed basic attack from him.
The move's second alt has him go back to his original spot after the zoom, basically turning it into a long-ranged snipe move. However, this does heavily limit his movement potential.	
Ultimate 	
Magnifique "takes a break" by drinking a cup of coffee, healing 25% of his HP and getting doubled speed for a short period afterwards. If he has allies nearby, they will also be able to drink coffee, but they will only heal 15% HP and won't get as drastic of a speed boost.	
Dreadgon	Dreadgon, on the surface, is a large, intimidating robot who runs a haunted house where he chases and scares other robots. However, the real reason he runs this haunted house is actually for benevolent reasons - he distributes most of the money he makes from this haunted house to robots living in the Scrapyard, the Marey Matrix's slums. One little-known fact is that Dreadgon isn't actually the one who made the haunted house - he merely renovated it. The haunted house was originally designed for humans, but not much else is known.
Dreadgon is extremely powerful and tanky to boot. However, he suffers from very low speed and a huge hitbox, along with an exclusively melee moveset which does not bode well with his sluggishness. He excels in team fights, however, where his teammates can help him reach his foes more easily.
Attributes 	Attributes
Dreadgon's "glare" scares nearby robots, lowering the damage of their attacks. However, it does not affect far-away robots, who can snipe him without suffering the debuff.
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 	
Dreadgon performs one of three moves in a set pattern - two quick slashes, followed by a stronger but slower bite.	
Special 1 	
Dreadgon delivers a frenzy of slashes in front of himself. He slows down significantly while using this, but nearby foes can get shredded. He can keep using the move as long as he holds the attack button, though the endlag afterwards is high.
The move's first alt allows him to charge the frenzy of slashes. This means he can't hold it indefinitely anymore. However, charged frenzies deal more damage and have much less endlag to compensate.
The move's second alt causes him to dash forwards while slashing, allowing him to reach foes more easily but lowering the amount of potential damage significantly.	
Special 2 	
Dreadgon emits a terrifying roar that scares nearby foes so much they're slowed down, leaving them vulnerable to Dreadgon's powerful attacks.
The move's first alt instead makes him scream so loud he releases an AoE that deals mediocre damage, knocks foes away and dissipates weaker projectiles entirely. Stronger projectiles are not affected, however.
The move's second alt has him screech very briefly, which startles nearby foes enough to stun them for a split second. This has a significantly higher range than the normal terrifying roar, however, and is quite useful to assist allies in team battles.	
Special 3 	
Dreadgon crouches, before jumping high, screaming, before crashing down onto the ground, dealing high damage on impact. This move allows him to reach higher areas, enhancing his otherwise-low mobility.
The move's first alt has him crouching, but then he leaps forward a longer distance, but reaching much less high. The move also deals slightly less damage. This is rather redundant if you have the third version of his Special 1, although having two mobility-enhancing moves can be useful.
The move's second alt has him screech before trying to grab a foe. If it lands, he'll then jump up and deliver a piledriver to them, dealing very high damage. This is a nod to an earlier iteration of his Sparkplug R design where he was planned to be a pro wrestler.	
Ultimate 	
Dreadgon suddenly gets a boost of speed for a brief moment. This is very useful in order to actually reach foes. 	
Petroleum	Petroleum is an old robot who originates from a village that later found itself destroyed to make way for the Marey Matrix. Resentful, she now lives in the Scrapyard, leading a gang known as the Bird Bandits with the goal of returning the Marey Matrix to its original state, regardless of the cost. She's cold and smart, yet impatient and generally aggressive, making her a feared figure.
Petroleum is a very tanky character with good power to boot, though she has the flaw of being very slow. Still, unlike most slow characters, she actually has range, so one can't exactly just walk away from her. In addition, she can increase her own stats significantly at the cost of chunks of her health.
Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center" 	Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 		
Petroleum shoots a rather large oil orb from her blaster in an arc, creating an AoE burst on impact. While it has high startup for a basic attack, it deals good damage if it hits. 		
Special 1 		
Petroleum charges, before thrusting her wrecking ball-like arm forwards, dealing heavy damage on impact and knockback. Charging more will increase the maximum range of the wrecking ball and its power. The wrecking ball can hit multiple enemies, though the damage of the ball decreases for each hit until it returns to Petroleum.
The move's first alt changes the thrust to a swing that causes the ball to wrap around a foe if they're hit by the chain, dealing mediocre damage. However, she'll then pull them towards her. The ball itself deals good damage, though not nearly as much as the base form of the move.
The move's second alt has her simply "drop" the ball for as long as the attack button is held. The ball absorbs attacks and can be used as a shield. However, if she manages to drop it on a foe from above, it'll deal incredibly high damage. Once she releases the attack button, the ball will swing back to her, dealing good damage to foes in its path, though not as much as the drop.		
Special 2 		
Petroleum creates a large pulse of oil from her blaster downwards, dealing high AoE damage to nearby foes and knocking them away. The pulse deals more damage the closer the foes are to Petroleum, and slows them down in general.
The move's first alt has her instead drop oil puddles in a stream, which can be done for as long as the move is held. Foes will take minor damage over time on contact with the oil and will be slowed down.
The move's second alt has her shoot the pulse of oil forwards instead of downwards. This allows it to potentially hit faraway foes easier. Foes will take significant knockback and damage depending on how close they are to the center of the pulse. It should be noted the radius of the pulse isn't nearby as high as the base pulse's.		
Special 3 		
Petroleum tilts her blaster back before releasing oil in a burst that propels her forwards. The burst itself deals very high damage, while Petroleum herself deals decent damage on contact. The move is also good for mobility.
The move's first alt has her rocket directly upwards. This doesn't deal as much damage, though the burst actually has more range. It also allows her to reach higher areas, though it's not very useful for horizontal mobility.
The move's second alt has her ignite the fire, creating a fiery explosion that deals even more damage, but has a smaller hitbox. It also sends her farther. However, it deals significant recoil damage to her, so it's risky.		
Ultimate 		
Petroleum gets a boost to her attack, defense and speed, with the speed boost being higher than the attack and defense boosts. However, this costs her 33% of her health. She can only use this move 3 times, even if she's healed, to prevent her from snowballing too much in a fight. Heals in addition will increase the cooldown of the move. If she has less than 33% HP left, the move fails entirely.		
Xineoph	Xineoph is the second member of the Bird Bandits and the youngest by far. Compared to the other two, she is extremely quiet, to the point she's often used by the two for sneak attacks - Petroleum even having built her a cloaking device. Xineoph is more of an apprentice to the Bird Bandits, and is in fact an amnesiac, unaware of her past. Petroleum claims to see something in her, though it seems like Petroleum may in fact have known who Xineoph was before she lost her memories.
Xineoph is a swift "assassin" type of character whose biggest draw is the ability to go invisible with her ultimate. However, she's quite frail, so once she uncloaks she has to make it count. Additionally, while she has a high attack stat, her attacks themselves tend to be rather underwhelming base damage-wise.
Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center" 	Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 		
Xineoph swipes horizontally with the claws in her wing extended, dealing decent damage. This attack deals extra damage if the foe has less than 50% HP left. 		
Special 1 		
Xineoph swipes with her wing horizontally, but rather than extending the claws, she releases a set of 7 swift feathers in an even spread following the swipe's angle. Upon getting near a character, they'll home towards them, making it harder to dodge.
The move's first alt makes her swipe upwards, ascending in the air as she does so and dealing low damage on contact, before swiping downwards, unaffected by gravity during the swipe. During the latter swipe, she releases 4 feathers in an uneven spread towards the target.
The move's second alt simply has her hold out her wing forward while continuously releasing feathers in all directions, doing so for as long as the move is held. This is rather innacurate, though it's a good way to ward off foes. The feathers themselves have more homing range than average to compensate for their lack of accuracy.		
Special 2 		
Xineoph ascends upwards, before diving down, dealing high damage on impact. The move can also be used to get to higher places.
The move's first alt, rather than just having her dive down, rather has her swoop. If a character is in her path, she grabs them with her talons. If it's an enemy robot, she kicks them down to the ground afterwards, dealing okay damage but not quite as much as the base form. If they're an ally, she instead gently lets go of them. The move is better for overall mobility but less useful for damage dealing.
The move's second alt has her simply deliver an upwards kick which knocks foes in the air and deals good damage (though once again not as much as the dive, though by a lesser margin). This has much less range but has significantly lower startup compared to the move's other variants and is particularly dangerous with invisibility.		
Special 3 		
Xineoph wraps her wing around herself before vanishing in a cloud of feathers, before teleporting to the targetted spot with a similar cloud. She has a limited range and can't warp through obstacles in her way, however. The feathers are only for looks and don't actually damage.
The move's first alt starts off similarly, though there's a longer pause before she reappears. However, upon reappearing, she'll perform a slash to damage foes, dealing more damage if they've lost over half of their health similar to her basic attack.
The move's second alt starts off the same way, but rather than disappearing, she gains a shield of clouds for a few seconds. She's unable to attack during this period, but can use it to approach foes without fearing harm.		
Ultimate 		
Xineoph floats up, her body becoming a black shadow as she wraps her wing around herself. She then vanishes, effectively becoming invisible to other players (with the exception of Magnifique players, who can still detect her). The invisibility automatically runs out after a while, though it's a pretty long period. It also wears off if she attacks or if she gets hit. In the later case, she'll take tripled damage from the hit. Additionally, the cooldown for the ultimate only starts after invisibility.		
Navexte	The third and last member of the Bird Bandits, Navexte was, much like Petroleum, from the village that used to exist before the Marey Matrix, though she's a bit younger. She dreams of going to space, but all the work she had done on said dream was trashed away by the Marey Matrix's building process. She is now heavily resentful towards the Marey Matrix, so she formed the Bird Bandits with Petroleum.
Navexte, while quite big, actually has extremely good mobility thanks to her ability to fly more effectively than other characters. While she doesn't have the best damage output, she's good at sniping foes from a distance. However, she's surprisingly frail, a flaw increased by her big size.
Attributes 	Attributes
Navexte has a fuel bar, which she uses for flying. When not flying, the bar will slowly regenerate.
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center" 	Moves
Basic Attack 	
Navexte shoots a small rocket in an arc. It explodes on contact with land, creating a small AoE. When flying, she drops the rocket like a bomb instead. 	
Special 1 	
Navexte shoots a laser from her arm that releases a small burst on impact, though it only deals mediocre damage. Thanks to the laser's speed, it can be used to snipe enemies from a distance.
The move's first alt allows Navexte to charge the laser, it having three levels of charge. The first, uncharged level, is a weak laser. The second level is much like the base form. And the third level releases a larger beam that creates a bigger burst that deals more damage on impact. This makes it harder to snipe with the move, but gives it more damage potential.
The move's second alt releases a laser that doesn't create a burst, but instead bounces on walls. It also moves at an even faster rate than usual, allowing it to easily snipe foes. It has a life expectancy of about 3 seconds, although by then it will usually either have hit a player or gone out of the map.	
Special 2 	
Navexte charges, before before dashing so fast she appears to just warp to her destination, dealing damage to all foes in her path.
The move's first alt has her instead by surrounded in flames as she dashes quickly, but not instantly. However, she can chain up multiple dashes with little startup or endlag, although each progressive dash will be weaker, slower and reach less far.
The move's second alt has her warp upwards. While significantly less useful for damage or horizontal traveling, it gives her more vertical traveling and gives her a head start for flight.	
Special 3 	
Navexte takes one of 3 fuel tanks, recovering 20% flying fuel per tank. Navexte must use them wisely.
The move's first alt instead has a fuel tank that automatically refills, reaching up to 15% and starting with 5%. However, the refilling is quite slow.
The move's second alt has her charge in place as her fuel refills at an accelerated rate. However, it's still not fast and it makes her vulnerable to attacks, her defenses lowering while she's doing this. It also has a fair amount of endlag once released.	
Ultimate 	
Navexte takes off, being able to fly freely in any direction. Notably, she is still capable of attacking. She can exit the flight mode by using the ultimate again. However, this consumes fuel, and if she loses all of her fuel, she comes crashing down, taking significant recoil. The higher she is, the more recoil she'll take. She can, however, damage foes with it, although this generally isn't considered worth it.	
Incinerator	Incinerator is a bounty hunter employed by the government to hunt down and melt criminals in the Scrapyard, particularly the more dangerous ones. He is widely feared, to the point he is often dubbed a devil - and, to be fair, it isn't hard to see why considering his horns. What makes Incinerator particularly horrifying is that he does not feel any guilt or remorse for his actions - in fact, the molten metal covering him actually comes from robots he's melted down, and he makes no effort to clean it up.
Incinerator, fitting his bounty hunter nature, is extremely powerful, and can melt them to deal even higher damage. He does suffer, however, from very low speed and very poor mobility.
Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center" 	Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 		
Incinerator releases a flamethrower from one of his, well, flamethrowers. While it has middling base damage, it deals damage at a very fast rate, giving it high DPS, provided the foe stays within the flamethrowers. Incinerator can hold the flamethrowers, but has his already slow speed halved and cannot turn as quickly while using the move.		
Special 1 		
Incinerator holds his two flamethrowers together and releases a very hot jet of whitish fire for a split second, dealing good damage. Foes hit by the attack will take the "melted" status, which deals low damage over time and decreases defenses. The move, however, has a rather middling radius, making it easy for foes to sidestep the move.
The move's first alt has Incinerator charge the flamethrowers before releasing the jet, giving the move more range and making the move harder to sidestep, but giving foes more time to dodge the move before it's released.
The move's second alt has Incinerator spread the two flamethrowers apart before releasing two smaller jets of fire he can hold for about three seconds. This still induces melting, but has significantly lowered reach and deals much less base damage.		
Special 2 		
Incinerator begins spinning as he activates his flamethrowers. He spins up to three times, and his speed will progressively boost by about 20% with each spin, though this is reverted after the spins finish. While this has more range than the basic attack, it reduces the amount of time foes will generally stay in the flames, so it actually deals less damage on average, making it more of an approach option.
The move's first alt has Incinerator spin three times standing still, progressively faster, without activating his flamethrowers, before making him suddenly dash in a direction with three times his walking speed, along with his flamethrowers being activated.
The move's second alt has Incinerator spin three times, but this time, rather than increasing his speed, he progressively gains height. This can notably be used to catch a fall, since any vertical momentum he may have had is reset upon usage.		
Special 3 		
Incinerator releases a small ember, which moves forward while Incinerator holds it, progressively accelerating. Incinerator can then release the attack button to detonate the ember, dealing good damage on impact. However, the explosion is rather small and if the ember itself hits, it'll just deal middling damage. However, the ember can notably go through walls, which can be abused in certain situations to surprise foes.
The move's first alt removes the acceleration from the ember and forces Incinerator to stand still. However, it makes up for this by giving Incinerator the ability to control the ember, with it having higher base speed as well. This makes it an even better sniping tool.
The move's second alt can be held, and has him release up to 5 embers which decelerate quickly. Upon releasing the attack button, all embers will detonate. This has more potential damage in theory, but causes him to have middling range overall, so it's mainly recommended for team fights.		
Ultimate 		
Incinerator charges for a moment, glowing orange, before spinning around while releasing lava from his flamethrowers. This surrounds him in magma that quickly deals high damage over time if stepped on. 		
Vigenere	Vigenere is the leader of the Party of Green, one of three major political parties in the Marey Matrix. Her goal is to convince other robots that nature still has a place in life, because otherwise, they will face a shortage of ressources. She isn't afraid to interrupt her political opponents if they say falsehoods or are being hypocritical, showing care for the truth. Outside of her political life, she is a nerd who studies plants and insects.
Vigenere shares similarities in playstyle with Solar, the other plant-based fighter of the cast, in that they are both very tanky. However, Vigenere focuses less on healing and more on offense, at the cost of being much slower.
Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 		
Vigenere extends one of her back vines forward and "punches" the foe with it. She deals more damage the closer she is to the foe, though she can reach an impressive range for a melee attack with it. 		
Special 1 		
Vigenere whips a front vine in a targetted direction, which then "hardens" into wood and sticks in front of her, being able to have up to two vines in front of her this way, each of which last for about two seconds. The vines can block attacks and can also repeatedly deal damage to foes, although her basic attack and the initial extension deals more damage.
The move's first alt removes the "hardening" part of the move, but makes the "whip" arc significantly thinner while piercing foes and giving it the ability to deal damage multiple times consistently. In conjuction with the Basic Attack, which can be used at the same time, this allows Vigenere to deal a surprising amount of damage.
The move's second alt has the vines detach from Vigenere after hardening, with another vine regenerating. The detached vines, however, will generate large wood spines and grow significantly in size, allowing Vigenere to create barriers.		
Special 2 		
Vigenere's front vines glow, before she attempts to grab a foe with both of them. Upon grabbing a foe, she can still move around, although she is slower, and can pummel them with her basic attack. By using Special 2 again, she will constrict them, draining health doing so and dealing extra damage. However, the foe can still attack, and by button mashing can break out of her grip.
The move's first alt prevents her from attacking while grabbing the foe, but also prevents the foe from attacking. In addition, her speed will not be lowered with this variant of the move. She will release the foe when using Special 2, but the foe can still button mash. The use of the move is situational, but can be used to, say, drop the foe above a pit, or leave them vulnerable to allies.
The move's second alt changes the function to the move, making it so instead of grabbing foes, you can grab surfaces, being able to extend both vines separately to climb walls. This gives Vigenere some much-needed mobility, but reduces her offensive potential.		
Special 3 		
Vigenere begins to "generate" energy, recovering health over time and progressively giving herself an attack boost at the cost of being unable to move, until the Special 3 button is released. There is a cap to the attack boost, however, and the move has high startup and endlag, making Vigenere vulnerable to ambushes during the generation period.
The move's first alt replaces the attack boost with a speed boost, which has a higher cap. This gives her more mobility potential, but reduces her attack potential.
The move's second alt removes the boost entirely and instead creates an AoE pulse around her that heals nearby allies as well, while making her own health recovery slightly faster.		
Ultimate 		
Vigenere will glow green, before extending all four vines towards a target at a quick speed. If she hits a foe, she'll rapidly begin sapping their health, stealing about 50% of their remaining health. However, the move is easy to dodge.		
Affine	Affine is the leader of the Party of Enlightenment, which also doubles as the main religion of the Marey Matrix. Affine's aides effectively spread the idea that Affine has a connection to a deity. Affine himself seems to only speak in ciphers. He surrounds himself with robot priests that decode these messages, revealing them to be blessings... or at least, so they say. Making Affine's true goals enigmatic is the fact he actually existed before the Marey Matrix was created, and was a normal robot at the time...
Affine is a melee-focused character who starts off somewhat underwhelming. However, he has a variety of ways to become stronger, allowing him to ascend to near-unstoppable levels if not stopped by the end of a match.
Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center" 	Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 		
Affine swings his axes forwards, one after the other, dealing decent damage to foes caught by the swings. 		
Special 1 		
Affine charges forwards while surrounded in orange energy. This move actually pushes foes away, until the very end of the move, where he suddenly delivers a cross slash with a bright burst of lights. If he spaces the move correctly and hits, it deals massive damage, but otherwise, it deals middling damage.
The move's first alt removes the charging forward portion of the move, but still has him charge energy a bit beforehand. This reduces his mobility, but allows him to deal massive damage quicker - although it's also easier to dodge.
The move's second alt significantly increases the damage and intensity of the charge, but removes the slash at the end of it, making it more useful as a general attacking and mobility option but making it less of a finisher.		
Special 2 		
Affine extends his arms before spinning, dealing deceptively low damage to nearby foes consecutively. He spins faster the longer the move is held, dealing damage as a quicker rate when doing so. At maximum speed, he'll begin sparking with orange energy, increasing his attack power as long as the energy remains - that is, a few seconds after the end of the move. He can still move while spinning, although his speed is lowered a bit.
The move's first alt works the same way, but rather than giving him an attack boost, it gives him a speed boost of about 1.5x his current speed - which, during the spin, means he effectively already begins to move faster than normal once the speed boost is activated.
The move's second alt once again works similarly, but this time, it gives him a heavy defensive buff, basically shielding him from weaker attacks during the spin portion of the move.		
Special 3 		
Affine glows orange as he ascends upwards slowly, sapping health from nearby foes in a relatively large radius while gaining health from allies - without sapping their health, unless friendly fire is turned on. It's worth noting this makes him vulnerable to attacks, however, seeing as the move cannot be cancelled. The move can be used to save Affine from falling into pits and the such as well.
The move's first alt has him sap and gain attack power from nearby robots instead of regaining health.
The move's second alt works much like the first alt, but with speed and increased jump height.		
Ultimate 		
Affine releases a large pulse of energy that turns the surroundings orange and black, dealing... surprisingly weak damage over time, as religious chanting begins to play. However, there's a catch - the move straight up revives dead foes and allies alike in the range, as AIs with about 25% of their health remaining. The AIs will focus on protecting Affine from attacks and supporting him.		
Caesar
<tabber>Caesar=|-|ROT13=|-|</tabber>	Caesar is the leader of the Party of Law, which is the rival party of the Party of Green - with the Party of Enlightenment largely being seen as a fringe party by the two. Caesar values the enforcement of law above all else, and believes robots have the means to forgo nature for the sake of efficiency. He's... very quick to anger, however, and is very self concious about his short height. When very angry, he can alter his physique to enter his battle-focused ROT13 form.
Caesar stands out in the cast by being one of the only characters to undergo a form change, switching from a defensively-oriented form to an offensively-oriented one when in danger. There are various playstyles one can exploit with this gimmick thanks to his ultimate, which allows him to switch forms instantly.
Attributes 	Attributes
Caesar switches to his ROT13 form upon reaching 50% or less health. Several of his moves receive altered properties as a result, he gains a smaller hitbox and gets different, more offensively-focused stats.
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 	
Caesar slashes forward. In base form, this slash can block weak attacks, but in ROT13 form, he dashes while using it instead. 	
Special 1 	
Caesar pulls out a shield that blocks projectiles. If he's hit by a melee attack while the shield is up, he counters with a powerful slash whose damage is higher the stronger was the countered melee attack. In ROT13 form, he can no longer block projectiles, but the counter deals increased damage.
The move's first alt reverses the countering, making the move block melee attacks but reflect projectiles in the form of an energy orb - albeit, the damage multiplier from the reflected attack isn't quite as high. Similarly, in ROT13 form, it can no longer block melee attacks but the reflected projectiles deal further increased damage.
The move's second alt allows him to block both types of attacks, with the addition of being able to block AoE attacks as well. This version of the move isn't changed in ROT13 form.	
Special 2 	
Caesar throws his sword, which proceeds to spin before coming back to him like a boomerang, giving him range. In ROT13 mode, rather than the sword coming back to him, he dashes to the sword afterwards. He can't attack until he regains his sword.
The move's first alt increases the damage, speed and range of the move by making him throw the sword directly forwards without a spin. This means it doesn't come back to him, so he instead pulls out another sword from his robe shortly afterward. This does, however, leave him a bit vulnerable during this period, although he can still move. In ROT13 mode, if the sword hits an enemy or surface, he dashes towards it instead to regain it, much like the normal version of the move.
The move's second alt has him point his sword forward before shooting a green "energy sword" from it. The damage of this energy sword is higher the more health Caesar has in his base form. In his ROT13 form, it instead deals more damage the lower his health is, and takes a red color instead.	
Special 3 	
Caesar pulls out a hammer, which he swings down, dealing high damage and creating an AoE that deals additional damage to nearby foes. In ROT13 form, he throws the hammer in an arc instead, giving it range but making it take more time to land - its damage and AoE properties are unchanged, however.
The move's first alt has him instead pull out a bow, shooting an arrow in an arc. This arrow will automatically target nearby foes and will home slightly onto them, although it's still possible to dodge it by being fast enough or using a move such as a dash. In ROT13 form, the automatic targetting and homing is removed, but the move deals significantly higher damage.
The move's second alt has him pull a spear, which he spins above himself in order to hover upwards for a few seconds. In ROT13 form, he instead spins it around him, shredding nearby foes. In midair, the ROT13 version of the move removes his vertical momentum, but doesn't make him hover upward.	
Ultimate 	
In base form, Caesar comically slams his sword into his own head, reducing his health to 50% but instantly allowing him to enter ROT13 form. In ROT13 form, he will instead take deep breaths and recover up to 50% of his total health - although this is capped at 75% of his health to prevent him from just fully healing himself over and over. In addition, the ROT13 form of the ultimate has a massive cooldown, so one can't abuse it easily.	
X Y Z	X, Y and Z are a trio of robots known for their ability to create objects from only scraps of the materials needed to create said objects. They are generally employed to produce buildings at a pace no other machine could hope to match, making them incredibly important to the Marey Matrix. They obey their superiors with no issue and generally don't show much signs of personality, though what little they do show suggests they merely wish to support other robots.
X, Y and Z are gimmicky in that they are pretty much three characters in one, and they actually have three separate health bars. To make up for their low individual health, they are very speedy. They are also surprisingly defensive, although their damage can be a little underwhelming.
Attributes 	Attributes
Each member of the trio has its own health bar, meaning each can individually be destroyed. Once one is destroyed, the Trio won't be able to use its attacks anymore seeing as it's gone. In matches where respawning is implemented, they only respawn once all three are dead, but won't count as killed until all three are killed.
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 	
Each of the three robots shoot an energy sphere corresponding to their color forwards, one at a time. Holding the move allows the player to release a barrage of spheres. If one is destroyed, it obviously won't attack seeing as it won't be there anymore. 	
Special 1 	
X creates a large red cube, which blocks attacks. X then moves it forwards, dealing mediocre damage on impact and pushing foes away. If the foe gets crushed against a wall, they will take heavy damage. The Trio can hop on the cube in order to use it as mobility.
The move's first alt creates a red cube in the air, which moves down to crush foes if they walk under it, dealing heavy damage. If a foe somehow gets above the cube, it'll move up very quickly and deal even higher damage. It does not react to allies or the Trio itself.
The move's second alt creates four smaller cubes around the trio, which each move in the cardinal directions, with the "north" being the direction the Trio was facing while using the move.	
Special 2 	
Y creates two medium-sized green cubes, one in front of the trio and one behind, moving along with the trio and rotating around them. They will deal decent damage on contact, and can block projectiles, although they can be destroyed if hit enough.
The move's first alt creates four cubes instead, which are smaller and more fragile, but cover more space around the Trio and deal damage at a quicker rate.
The move's second alt creates a single medium-small cube, with the catch that you can stack these, unlike the other variants of the move, creating up to 8 shielding cubes.	
Special 3 	
Z creates a blue medium-sized cube in front of itself, which it then extends forward similar. The growing tip of the cube deals high damage, while the rest of the cube deals medium damage. Worth noting is that the cube stays in position, and that Z can move away from it or use it as a platform of sorts.
The move's first alt seems similar at first, except instead of growing the cube forwards, it grows the sides of the cube, albeit at a slower speed to make up for the fact there are two edges growing instead of one.
The move's second alt has the trio jump, before creating a cube below themselves much like a platform, which proceeds to "explode" shortly afterwards by growing in all directions, pushing foes away and dealing decent damage. If the trio is still on it, they're launched away as well, but with no damage, serving as a strange mobility option of sorts.	
Ultimate 	
If one member is missing, the other two members will materialize said missing member into existence with half of their health remaining. If two are missing, the remaining member will materialize both with one third of their health remaining. This has a high cooldown and does nothing if there is no missing member.	
Valve	Valve is an enigmatic woman who keeps tabs on the happenings of the Marey Matrix. In truth, however, she is actually the enemy of Time, having an ability to travel through time much like him, but using her power to prevent him from abusing the power for his goals. She appears to be the same type of robot as the Enseph family, once being a human woman known as Valve Dafney. While she was once dorky, her new occupation has led her to overanalyze almost anything she comes across. It's unknown how she acquired her powers exactly, but they don't seem to come from her robot body...
Valve is a character designed to disrupt her foes, being capable of setting up portals around the map for easy travel and being able to disable their moves. She is a very hax-focused fighter with rather low offensive capabilities, but a lot of hax.
Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center" 	Attributes
{| class="table" style="background:#00000066; border:0px solid #f7e7ff; border-radius:12px; color:#f7e7ff; font-family:Orbitron; font-size:16px; margin:0 auto 10px; transform:skewY(-1deg);" width="700px" cellspacing="2" cellpadding="5" align="center"	Moves
Basic Attack 		
Valve opens a rift above the targetted location, from which a random object drops. Regardless of their appearance, all of these objects will deal the same amount of damage. 		
Special 1 		
Valve opens a rift in front of her, from which glowing tentacles lash out, dealing decent damage over time. She can walk away independently from the rift after setting it up.
The move's first alt has a single large tentacle attempt to grab the foe, before pulling them towards the rift - but before it can do so, the rift closes and the tentacle vanishes, although the momentum does not - Valve can use this to launch foes towards places they'd rather not be in, such as powerful attacks or pits. She can also use this on allies to pull them out of dangerous situations.
The move's second alt has a swirling mass of glowing tentacles come out of a rift, moving forwards, whipping nearby foes and dealing damage over time. This deals less damage than the base form, but has more range.		
Special 2 		
Valve appears to do nothing when the move is first used apart from an odd sound. When she uses it again, she'll warp to the location she first used the move at at with the help of a rift. She can thus use the move to travel through the map with great ease. If she uses it yet again, she'll warp back to the location she warped from, and so on.
The move's first alt works the same, except the rifts she creates do not disappear after use, meaning others can use them, for the better or the worse - but Valve also does not automatically use them anymore, creating them in front of her. Valve can therefore set up traps with them, or use them as support for allies. However, it can also backfire on her, especially if not set up well. If she creates another portal, the earliest portal created present will be destroyed.
The move's second alt does not require setup, but instead has her automatically go through a rift that teleports her to a random location on the map. This can backfire horribly, but is unpredictable and requires no setup, making it quicker to use.		
Special 3 		
Valve blinks, before a small AoE flash comes from her eye, preventing the foe from using the last Special move they used for a decent period. If they have not used a Special move, it disables a random move instead. The move can only have one disabled move at a time, even if multiple players are using Valves and attempt to disable moves.
The move's first alt has her shoot a yellow laser from her hand with a similar effect, except the disabling period is much shorter, only lasting a couple seconds. The move's cooldown is not high enough to allow her to disable more than one move, but it wouldn't be able to anyways.
The move's second alt has her deliver a glowing punch - while this has an extremely small range, it will completely disable the foe's moves for a few seconds if it hits.		
Ultimate 		
Valve charges up a large rift in front of herself on the floor, the outline of the rift being visibly formed for a few seconds. If a foe enters the rift when it's fully formed, the rift will close and they'll find themselves in a void. A cutscene will then play from their perspective, showing them turning around, before spotting a dot, which promptly explodes into the big bang itself, killing the foe instantly.		
==Arenas==
TBA
==Gallery==
File:NeuronSentryDPS.png|Neuron's Sentry
File:NeuronTurretDPS.png|Neuron's Turret
File:HydroDPS.png|Early version of Hydro, missing the fins
File:AtbashDPS.png|Early version of Atbash, missing some of the lighting
File:AtbashIconDPS.png|Early version of Atbash's icon
==Development==
Many of the concepts and characters in Sparkplug R were actually designed in 2019, about a year before the creation of Sparkplug R. As a matter of fact, Doormat's current model was actually created a year before the rest of the cast and was recycled from this period. The goal was to revisit the old characters and redesign them to test some newfound character creation knowledge and generally just the wish to update some older characters. A google doc outlining a new version of the game was also made, with much of the current gameplay being taken from this document. However, the new character concepts were for the most part only sketches at the time and the plans never got far enough to be posted on Fantendo.
There were two things that inspired the revisiting of these old plans. The first thing was the completion of KillGames 2's story, the KillGames series being a fighting game with a variety of unique characters much like the Sparkplug series. This inspired Poisonshot to revisit his plans for the game. The other thing that sparked the revisiting was ROBLOX's updated lighting engine, which made metallic models like the ones in Sparkplug look gorgeous.
==Trivia==
*As with its predecessor, every character was made and rendered in ROBLOX.
Category:Sparkplug
Category:Poisonshot
Category:Games
Category:Original Games
Category:3D Fighting Games
Category:Fighting Games