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Adaptive Armor

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## Uses

* For Tychus' talent, see: Adaptive Armor (Talent)
* For Tychus' passive skill, see: Adaptive Armor (Tychus)
* For Swann's passive skill, see: Adaptive Armor (Swann)
* For Predator's passive skill, see: Adaptive Armor (Predator)
Irradiate

Irradiate is a passive aura learnable by all heroes. It causes all enemies within 7 range to take 4 damage per second (-3 vs Structures). The damage from Irradiate stacks with itself up to three times, up to 12 damage per second (3 vs Structures). Because of his melee range and limited attack damage, Irradiate is one of Predator's primary sources of damage and kills, allowing it to very easily take on and (slowly) kill entire armies of CP forces.

## Irradiate Improvements

* Megaman: Increases radius by 2
* DSL Class Toxins: Increases damage against Heroic targets by 3 per stack. (+9 at 3 stacks)
* Toxic Waste: Increases damage by 6 per stack, removes the -3 damage vs structures, and increases radius by an unknown value at this time.
Energy

Energy is the primary resource to use abilites in Starcraft 2. Most hero abilites cost a certain amount of energy to be used. All heroes start with roughly 100 energy and gain additional maximum energy and energy regenration as they level up.

Energy reserves and regeneration can be increased through talents, e.g. Power Crystals or Masteries, e.g. Energy Mastery. However, some talents or Masteries will also incur penalties in exchange for powerful bonuses such as Ionized Chambers talent, Psionic Warrior Mastery or Pierce the Veil Mastery.
Leadership

Leadership is a perk available to all heroes at the beginning of the game. Leadership is mostly an offensive perk, as it only increases damage of your Minions. Minions will include Battlecruisers, Nexus Exiles, Combat Drones, Dusk Wings, Flaming Betties, Hellfires, and Gatlings. It synergizes well with Helldivers and Air Support perks.

This perk is mandatory for Swann, Aquila, Fury, Atlas. It increases the damage of Swann's turrets, Aquila's blades/exiles, Fury's Iron Legion and mines, and Atlas' drop pods. These are all basic abilities, and as such don't require a particular mastery investment to gain most of the benefit.

The reason why Aquila picks the Leadership perk is that she benefits much less from other perks. Other Protoss heroes will also benefit from Leadership, but may have better options, depending on pla style.

Nova, Pyro, Tassadar, and Messiah significantly benefit from Leadership as well, but only if you choose their corresponding masteries: Combat Drone Mastery, Skyshield Mastery, Reaver Mastery, and Enslave Mastery respectively.

Tassadar in particular you may find Leadership to be less useful, since Reavers do ridiculous amounts of damage anyway, and take a long time to reach their destination.

## The Numbers

Leadership can either provide a 15%, 20%, or 50% boost (+x% to spell, melee, ranged, and splash damage) to your minions. Note that this is an additive bonus and some minions have other damage multipliers on them, e.g. Aquila's Mothership, and as such the actual damage dealt increase is lower than depicted here.

### +15% damage

* Helldivers
* Hellfire Missile Battery

### +20% damage

* Purifier Colossus (Aquila)
* Auriga Interceptors (Dune)
* Auriga Legionary (Dune)
* Auriga Prism (Dune)
* Auto Turret
* Blade of Auir (Aquila, Zamara's Guardian adds 25% damage for a total of 45%)
* Devil Dog
* Dusk Wing
* Echo Bomber (Dune Echoes of Gantrithor Mastery)
* Firebat
* Flaming Betty
* Goliath
* Hammer Securities
* Interceptor
* Marauder
* Marine
* Medic
* Jötunbanne (Anvil)
* Rally Templar (Messiah)
* RRTS (Atlas)
* Selendis Interceptor
* Skibi's Angel (Mercenary Medics)
* Spartan Company
* Reaver (Tassadar)
* Tempest (Tassadar)
* Valkyrie (Anvil)
* War Pig
* Widow Mine
* Odin (3000 Kill Streak)

### +50% damage

* Archon
* Arthur
* Battlecruiser
* Carrier
* Colossus
* Combat Drone
* Dark Templar
* Dragoon Trooper
* Flaming Moe
* Gar
* Immortal
* Iron Legion (Fury)
* Liberator (Pyro)
* Mohandar (Elite Void Ray)
* Stalker
* Zealot
* Scout (Tassadar Stargate Mastery)
* Elite Dusk Wing (Anvil Mobile Command)
* Mothership (Aquila Mothership Mastery, only affects base damage, the effective increase is only 7%)
* All Enslaved units (damage bonus varies due to multiple bonuses being present usually)
Mothership

The Mothership is a powerful air unit that patrols the CP base for Aquila.  It is acquired by taking Mothership Mastery.

# The Numbers

1. Mothership
	1. Mothership Beam
		* Damage = 20 x 7 = 140 (Leadership adds 50% base damage, or +10 damage)
		* Attacks = 6
		* Attack Speed = 2.21 / 1.2 = 1.84
		* Range = 12
		* Armor Reduction = 1

The Mothership's long range beam is quite powerful alone, doing 457 DPS.  In most games it will clear the CP base fairly quickly by itself and since it does splash damage, it does much more than it seems.  Leadership is not particularly useful on Mothership since most of the damage comes from the 7x mastery behavior buff, and will only add +10 damage per hit.  Additionally since the attacks hit 6 times, armor will significantly reduce the damage of the target.  Using Void Tear will add a significant amount of armor and significantly lower the mothership's DPS.
Guidance

Guidance is a powerful perk, but takes time to build up. Every 13 minutes past the first minute after taking the mastery, each player will assign a stack of guidance (up to a maximum of 10) to whoever has the lowest damage score. Much like Onslaught, guidance will only affect your hero, and will only affect your base damage.

Guidance provides the following per stack, up to a maximum of 10 stacks:

1. 5% damage
2. 0.1015 energy regeneration
3. 2 shield armor
4. 3% health

After 40 minutes, guidance will provide the same effective 20% damage as onslaught, but keep in mind that onslaught provides this 20% damage instantly, and also provides movement speed and extra shields. Guidance takes a full 2 hours to max out if everyone in the game takes guidance.

Guidance is worthwhile only for games where the "mid-game" is around 1H30 the end game is closer to the 2 hours mark. Therefore Guidance is not recommended for Hellwalker games, where the end-game happens by 1H30, and mid-game is around 1H00.

Since guidance always applies to whoever is lowest in damage, you can control who gets guidance, and stack an extra 40% damage on them within 13 minutes in a 4 player game. In a speedrun setting, it's not particularly useful except to buff a single player (such slow starters like Nova and Tychus) who do great late game DPS or are exceptional nukers.

Onslaught and Guidance bonuses are added together, up to a maximum of +70% damage, rather than multiplied together as you might expect. The Focus talent, or Fury's Metalstorm are also added, not multiplied, which means that Onslaught and Guidance are significantly less effective on Fury compared to other players.
Killer Instinct Mastery

Effects

Killer Instinct is a Mastery only available to Nova. Upon learning this Mastery, critical strikes have a chance to further increase your critical strike chance. You can earn this bonus 20 times. Once all bonuses have been unlocked, critical hits have a chance to restore 4% of Nova's energy. With sufficient energy maximum, Strafe can be used to actually gain mana.
Corona

Energy Cost

Corona fires multiple beams of energy, each dealing spell damage to a single target and ignoring armor. Beams are fired on 0.1-second intervals, target the closest targets within range, and deal 25% damage to Structures. Initially, Corona fires 4 beams wtithin a range of 6, each dealing 150 damage. When fully upgraded, Corona can potentially fire 10 beams within a range of 8, each dealing 400 damage (+40 vs Massive).

## Corona Improvements

* Sun God Mastery: Increases beam damage by 50, range by 2, and beam count by 1, and causes Predator to passively fire one Corona beam every 7 seconds.
* Big Game Hunter Mastery: Increases beam damage against Massive targets by 40.
* Weapons Research Mastery: Increases beam damage by 10 per stack, up to 100.
* Lightweight Equipment Mastery: Decreases cooldown by 0.5 per stack, up to -10.
* Unstoppable Force Mastery: Increases beam damage by 100, beam count by 3, and improves structure damage from 25% to 75%.
* Midnight: Decreases cooldown by 5.
* Dawnbringer: Increases beam count by 2.
List of Predator's talents

* Adaptive Armor
* Adaptive Shields
* Aftermath
* Aspect of the Cheetah
* Attack Formations
* Ballistic Foam
* Bareknuckle
* Battle Hardened
* Battlecry
* Bio Implants
* Bolstering Shout
* Boss Killer
* Call in the Fleet
* Compound Plates
* Corona
* DSL Class Toxins
* Deafening Roar
* Demolition Expert
* Demoralize
* Dual Armor
* Dusk Wings
* Elite Support Drops
* Emergency Kit
* Endurance
* Field Medic
* Field Research
* Fried Zergling
* Gladiator
* Heavy Body Armor
* Highpower Capacitators
* Hightened Senses
* Impenetrable Armor
* Imperial Funds
* Improved Shield Generators
* Improved Silos
* Inspire
* Irradiate
* Massive Blast
* Mechanized Squad Support
* Medic Nanites
* Megaman
* Midnight
* Modular Shields
* My Life for Aiur!
* Nemesis Module
* Nimble Feet
* Nuclear Winter
* Phalanx(tm) Shield Generator
* Power Crystals
* Pro Life Kit Alpha
* Pro Life Kit Beta
* Pro Life Kit Delta
* Pro Life Kit Echelon
* Phalanx
* Radical Restructuring
* Rainmaker
* Reinforced Exos Skeleton
* Retribution Field
* S.H.A.R.D. Generator
* Scout
* Shield Batteries
* Shield Kit
* Shield Kit X
* Shield Matrix
* Sonic Reflection
* Supercharge
* Support Drop Auto-Turret
* Support Reactor
* Surgical Bombs
* Survival Kit
* Technology Scavenger
* Unity
* Vice Admiral
* Vitality Kit III
* Vitality Kit MkI
* Vitality Kit MkII
* Vitality Kit X
* War Funds
* Weapons of Mass Destruction
* Widow Mines
Total Drama: The Race

Chris decides to bring back 14 contestants for a race around the United States of America. But with a twist: No teams. Each contestant will have to go to a landmark-- On their own and complete a challenge and the winner will be immune while the rest are up for the vote. After a passenger is voted out they will proceed to take the trash chute of shame and be taken too playa des losers. Who will win this frightful journey? Stay tuned to find out.
List of Evil Crap Structures

* **Baneling Nest**
* **Carrion Nest**
* **Creep Tower** - High health. Heals nearby bosses, Hatcheries, Lairs and Hives at the expense of its own health. Has detection.
* **Creep Tumor** - Generates Creep to support surrounding hostile buildings and units. Low health. Spawns no enemies upon destruction.
* **Evolution Chamber**
* **Mega Spore Crawler** - World Event.
* **Greater Spire**
* **Hatchery** - Main building. Must be killed in order to achieve victory. Spawns weak enemies when killed or attacked.
* **Hive** - Must be killed to achieve victory. High armor and life. Spawns powerful enemies upon death. Attempts to hatch strong enemies when attacked.
* **Hydralisk Den**
* **Infestation Pit**
* **Lair** - Increased health and armor compared to a Hatchery. Must be killed in order to achieve victory. Spawns weak enemies when killed, but attempts to hatch strong enemies when attacked.
* **Roach Warren**
* **Spawning Pool**
* **Spine Crawler**
* **Spire**
* **Spore Crawler**
* **Spore Cannon**
* **Ultralisk Cavern**
Roach

The normal zerg roach is a lower tier unit that is often in crowds of it's brothers and has a moderate amount of health and a close range acid spit attack that does low damage. Nothing too dangerous although it comes in two slightly more dangerous flavours as well as having a few other interest points like the mass of hidden roaches that spawn in when you conquer roach hill in the middle east of the map.

The roach does have a primal variant that is most frequently seen as a pod drop.

### Base Strain

###### a.k.a *Normal Roach*

The base strain is pretty easy to take on with the only threat being the numbers of which they appear in with the early swarms being around 4 to 8 but they quickly spiral out of control as the game progresses until they fill out massive hordes among other units.

### Corpser Strain

###### a.k.a *Other Roach*

You'd expect this roach strain to be a great pusher with it's ability to create tiny clones from the corpses of your many troops but in CP2 they have been neutered somewhat with this ability taken away. They really are only slightly more dangerous version of the base strain with a slightly larger hitbox so they can block movement a little easier. They get thrown into the hordes commonly as the game goes on so keep in mind their higher hitpoints and damage.

### Vile Strain

#### a.k.a *Sticky Roach*

The most dangerous type of roach, but fortunately also the most rare. This roach is very slightly tougher than the normal strain but has a slowing spit that debuffs any unit hit by it's basic attacks both in attack speed and movement by 50%. This can set you up for a more damaging enemy and lead to a quick almost unavoidable death. The only way to stay safe against them is to stay behind allied units or fight them when you can isolate them and take them down without interruption. In short treat them with respect and leave room in your offensive plans in case they turn up with a horde of allies.
Energy Mastery

Description
 Effects

This mastery will increase your energy regen and maximum energy. Due to the way energy talents are spread out throughout the game, it is unlikely for heroes to require Energy Mastery later in the game. Most heroes can skip Energy Mastery until they feel they are constantly running out of energy.

Tychus has a unique version of Energy Mastery called Unshackled Energy Mastery, which also increases his Psionic Warrior cast radius by 2. Unless you're constantly using Escalate, it's generally an optional Mastery.

Dune is a unique hero that does not utilize energy to use abilities, and instead depends on rage generation through attacks. End of Times Mastery gives Dune a cleave attack, which generates 10 extra rage, and is essentially his version of Energy Mastery.

Most heroes can only effectively use one of Energy Mastery or the Absorption perk. Tychus and Nova are notable exceptions.
Iron Man Mastery

Effects

Iron Man Mastery has different value depending on the chosen Hero and difficulty, but it is especially useful for tank Heroes like the Predator and Pyro. It's main purpose is to allow Heroes who died to not suffer certain death penalties, such as losing minerals and XP.

Additionally every minute for the next 30 minutes your Hero gains permanent bonuses to maximum life and energy.

After fully completing the Mastery your hero gains resistance to Snare debuff and Toxic Gas aura . Purple roaches apply Snare with each attack thus reducing Hero's movement speed and attack speed by 50% for 15 seconds. Certain bosses possess Toxic aura which damages all units around them and also slows those units to 50% of their movement speed. Reduced movement speed is very dangerous for tanks, who need to kite bosses and survive under continuous incoming zerg drop pods. With Iron Man movement speed penalty is reduced to 7% while attack speed penalty remains the same.

Tenacity perk allows you to take Iron Man Mastery at the start of the game without the need to spend a Mastery Point but takes away one Talent Point in exchange.
Bosses

*article stub. help by expanding this article.*

Bosses are powerful foes which you need to overcome as you venture through the map. Most bosses are accompanied by special events. All bosses have the "heroic" attribute and all of them need to be killed in order to finish the map.

## List of all Bosses

* Brutalisk
* Omegalisk
* Leviathan
* Brain Bug
* Hybrid General
Battlecruiser

CP Air support arrives every 660 seconds, plus or minus 60 seconds. The Call in the Fleet talent will reduce this time 20 seconds per player. Players can use the "-bi" chat command to see when the next CP Air Support will arrive.

When CP Air support arrives, a CP owned Battlecruiser will patrol the base for 180 seconds. Players will also receive additional air units based on talents they currently have, owned by the player. All these units also have a timed life of 180 seconds.

* Vice Admiral - 70% chance to create a personal Battlecruiser for the player
* Carrier has arrived - Carrier
* Dusk Wing - Dusk Wing

See the Air Support perk for more detailed damage on Battlecruisers and Dusk Wings.

Interceptors from Carriers ignore armor and do 16 damage per attack with a period of 2 for a paltry 64 DPS.

The Air Support Perk creates a permanent Battlecruiser which has a special behavior that adds +1 attack, increases attack speed, and +150% spell damage for Yamato Cannon.

After getting 4000 kills in non-Hellwalker difficulties, a powerful permanent BC is created to defend the base which has a special behavior that adds +3 attacks, and +100% damage. In S1 Prestige, the BC was +200% damage and golden. In single player 4 BCs are spawned, and in 2 player 2 BCs are spawned.
Mental Bad Things

Mental difficulty has a unique mechanic nicknamed "Bad Things" (called that way during difficulty selection and by the creator BlacKcuD in the patch notes introducing Mental). Every 31 minutes or whenever a player dies, random negative events will occur in addition to everything else. The twist: everytime bad things happen, they become worse.

### Bad Things Occurrence

Bad things happen whenever 31 minutes of ingame time have passed and whenever a player's hero dies.

### Mental Bad Things Severity

The actual severity of "bad things" ranges from simple Roach drops to multiple enhanced bosses spawning at the same time. Random events between the minimum and maximum severity level will happen. The minimum and maximum severity of events to happen will go up, everytime bad things are triggered. Maximum severity rises 2x faster than minimum severity. For example, after 31 minutes and 3 player deaths, maximum severity is 4 and minium severity is 2.

### Possible Events by Severity

Maximum severity starts at 1 and goes up every 31 minutes or whenever someone dies. Minimum severity will grow slower, but ultimately lead to only the stronger events happening. Starting maximum and minimum severity is 1. Here is a list of possible events by severity:

1. Roach Drop Pods
2. Aberation Drop Pods
3. Raptor Zergling Attack
4. Spine Crawler Drop Pods
5. Single weak random event (Zergling, Roach or Aberation Drop Pods)
6. Hive Guardian attack wave
7. Single weak random event
8. Two stronger random events (Broodlords, Guardians, Spine Crawler or Roach Drop Pods, Mega Banelings)
9. One stronger Brutalisk spawns (increased damage, armor, life and movement speed)
10. One stronger Omegalisk spawns
11. Two regular Omegalisks spawn
12. Hive Guardian attack wave
13. Two regular Brutalisks spawn
14. Hive Guardian attack wave
15. One stronger Brutalisk spawns
16. One stronger Omegalisk spawns
17. - 20. Insanely strong and fast Omegalisk and Brutalisks spawn (heavily increased speed, quadrupple damage, life and armor)

When additional Burtalisks or Omegalisks spawn, they have to be handled and killed before the map is set to complete. A good group with a skilled Predator can eventually overcome them, but it will cost them a lot of time

### 4 Hour Soft Enrage

Bad things will happen frequently for several minutes and gain a large increase in severity after game time has hit the 4 hour mark.

### 6 Hour Hard Enrage

After 6 hours on Mental, the game is usually over, as the amount and severity of Bad Things will trigger every minute. In addition, attack-speed, life, attack-range and damage of all enemy units, structures and bosses will increase by a huge margin.
Talent Point

Talent points are awarded to a player every time their hero level's up. Additional talents can be obtained in various ways like for example:

1. Having high rank which can award you additional talent points
2. Difficulty of the current game
3. Number of players in the game (when starting a game with less then 4 players the game gives a talent point)
4. Slight chance of finding a talent in debris
5. All arounder mastery gives 2 talents points when taken + every 45 minutes an additional talent point.
6. By completing some world events. There's a 50% chance to either get minerals or talent points.
List of Tychus's talents

## Complete List

* Adaptive Armor
* Adrenaline Rush
* Advanced Optics
* Aftermath
* Armor Piercing Rounds
* Battle Hardened
* Battlerage
* Berserk
* Bio Implants
* Boss Killer
* Call in the Fleet
* Demolition Expert
* Depleted Uranium Shells
* Devastator Cocktail
* Dual Armor
* Dusk Wings
* Elite Support Drops
* Emergency Kit
* Endurance
* Explosive Rounds
* Face Meltor
* Field Medic
* Field Research
* Giant Feller
* Gladiator
* Heavy Barrel
* Heavy Body Armor
* High Velocity Rounds
* Highpower Capacitators
* Hydra Protocol
* Immovable Object
* Impenetrable Armor
* Improved Shield Generators
* Improved Silos
* Incinerator
* Infantry Support Drops
* Ionized Chambers
* Iron Present
* Learn Flaming Betty
* Learn Frag Grenade
* Learn Inspire
* Learn Irradiate Aura
* Limitless
* Massive Blast
* Mechanized Squad Support
* Medic Nanites
* Megaman
* Modular Shields
* Mud Stompers
* My Life for Aiur!
* Nemesis Module
* Nimble Feet
* Nuclear Winter
* Parity Checks
* Personal Shield
* Phalanx(tm) Shield Generator
* Power Crystals
* Pro Life Kit Alpha
* Pro Life Kit Beta
* Pro Life Kit Delta
* Psionic Storm
* Pulverize
* Pyromaniac
* Quickening
* Radical Restructuring
* Rainmaker
* Reinforced Exos Skeleton
* S.H.A.R.D. Generator
* Scout
* Shield Batteries
* Shield Kit X
* Shredder Mag
* Spray and Pray
* Stimpack
* Stormbringer
* Supercharge
* Support Drop Auto-Turret
* Support Health Upgrade
* Support Reactor
* Survival Kit
* Technology Scavenger
* Titanium Bearings
* Treasure Hunter
* Twilight Storm
* Unity
* Unobtainium Bolters
* Vice Admiral
* Vitality Kit III
* Vitality Kit MkI
* Vitality Kit MkII
* War Funds
* Weapons of Mass Destruction
* Widow Mines

## Attack Improvements

* Heavy Barrel
* Titanium Bearings

## Mobility Improvements

* Mud Stompers
* Nimble Feet

## Health Improvements

* Vitality Kit MkI
* Vitality Kit MkII
* Vitality Kit III
* Vitality Kit X

## Shield Improvements

* Personal Shield
* Modular Shields
* Shield Kit X
* S.H.A.R.D. Generator
* Phalanx(tm) Shield Generator

## Support Improvements

* Infantry Support Drops
* Elite Support Drops
* Mechanized Squad Support
* Call in the Fleet
* Rainmaker

## Massacre Bonus Talents

* Modular Shields
* S.H.A.R.D. Generator
* Field Research
Weakspot Mastery

Effects

Weakspot Mastery is a debatably useful mastery that causes heroic attacks and spells to ignore the armor of their targets and deal bonus damage against Armored enemies. Its usefulness is debatable because of the usually high base damage of heroic attacks compared to the armor of their targets.

The effects of Weakspot Mastery differ depending on the hero.

### Tychus

Tychus's basic attacks actually ignore armor anyway. Weakspot Mastery causes Tychus to treat his targets armor as negative, gaining damage based on how much armor they have, as well as giving him a flat +10 damage against Armored targets.

### Swann

Weakspot Mastery causes Hellfire Missile Batteries, Gatling Turrets, and Swann's anti-air attack ignore armor, Gatling Turrets gain +7 damage against Armored targets, and Swann's anti-air attack gains +50 damage against Armored targets.

### Tassadar

Weakspot Mastery causes Empower, Interceptors built from Carriers, and Stalkers summoned by Nexus Exiles to ignore armor, and cause Tassadar's basic attacks to ignore armor and deal bonus damage to Armored targets based on their charge level. (50% and +10 for level 1, 70% and +10 for level 2, 100% and +15 for level 3)

### Nova

Weakspot Mastery causes Snipe, Combat Drones, Critical Hit, and Nova's basic attacks to ignore armor, and causes her basic attacks to deal +25 damage to Armored targets.

### Predator

Predator cannot learn Weakspot Mastery due to his defensive nature.

### Anvil

Major Anvil cannot learn Weakspot Mastery, however he can gain its armor-ignoring effects through a pair of Talents, one each for Tank mode and Siege mode.
Tenacity

Tenacity is one of four perks that essentially provide a free mastery point at the beginning of the game:

* Compartmentalization (Lightweight Equipment Mastery)
* Weaponsmith (Weapons Research Mastery)
* **Tenacity** (Iron Man Mastery)
* Absorption (Energy Mastery)

Tenacity provides the Iron man Mastery as soon as the player gets control of their character. Unless specifically omitted from the Mastery Taken trigger, it is always considered as taking a mastery. In Hellwalker, Tenacity does not trigger a retaliation, but in Season 2 Nemesis Episode 6, Tenacity does count towards a retaliation event.

Similar to Compartmentalization, Tenacity doesn't immediately provide the needed research and will take the usual 30 minutes to provide full snare resistance.

In addition to providing a free Mastery, Tenacity also increases the player Handicap by 8, resulting in essentially a 20% health increase for all units owned by the player. This can be extremely useful on tanks such as Dune, Predator, and Pyro, who all have extremely high health pools and have to fight in close combat.
Shadow Walker Mastery

Description
 Requirements Description
 Effects

Shadow Walker Mastery is a unique mastery for Nova, which allows her to become permanently cloaked and even gain detection on cloaked and burrowed units themselves. The mastery is only available to those who achieve a combined score of tank and damage of 2500, which means this will be a late game mastery. The cloaking effect from Shadow Walker does not proc Displace's Retreat! trait.

This Mastery should be taken as soon as possible, as it not only buffs your survival by an insane amount, allowing you to play more agressive and thus do more damage, but also gives you detection, which means you do no longer need to rely on the other heroes or the BC for detection. The optimal time to take this mastery is when you reach level 40, if you're good enough to squeeze out the damage score for it.
Tychus

Role
 Req. Rank
 Active Skills

## Character

Tychus is very weak to start with, but his damage ramps up significantly once he gets Psionic Warrior Mastery.

Tychus is a strong offensive character that excels at pressuring hatcheries but struggles with bosses compared to Nova or Swann. He deals very high sustained damage and AoE with his talents and masteries and makes a great character for pushing with troops and holding locations against enemy waves.

His unlocked mastery is Psionic Warrior, the mastery takes away your Psionic Storm skill and instead gives you a 10% chance to cast it when attacking enemies, with the storm centered on the enemy you are attacking when it procs. This takes his AoE damage and ramps it up hugely with massive hordes of enemies thanks to his high attack speed, pushing through the enemy lines to expose structures becomes very easy with a Psi-Warrior Tychus leading the charge. Tychus is an excellent kiter, as he can outrun virtually any enemy and with Mindbender Mastery, those enemies will be slowed.

Against bosses you will find your damage lack-luster. If you are fighting alone then try and use troop lines to slow enemies down letting you get your high sustain damage onto the boss for long enough to chip it's health bar down and remember to use Flaming Betties to break aggro and reposition.

## Key Talents

For a full list of Tychus's talents, see List of Tychus's talents.
Wiggly

Wiggly is a secondary antagonist in *Five Nights at Piggy's.*She is an interactive animatronic that entertains that of very young audiences, along with Piggly. Her starting location is The Junior's Playroom. Like all the other animatronics in the buffet, she roams the buffet at night until 6 AM.

Like other pig animatronics, Wiggly sees the player as an egg and will forcefully stuff the player inside her mouth, which results in death.

## Appearance

Wiggly is a lime green animatronic gilt. She has small, round ears and the insides are dark green. She has a yellow-green snout and bottom jaw. She is also equiped with a pink bow tie.

When Wiggly is in The Office, she bleeds black liquid from her eyes and her eyes begin to be flash different colors every millisecond.

## Behavior

Wiggly's starting place is the Junior's Playroom. Once activated, she'll move towards the vent that connects the Junior's Playroom to the Backstage. She'll then move towards The Office, where once seen, will disable the advantage to swtich the lights off.

## Trivia

* Five Nights at Piggy's is the only game where she appears in, along with Piggly, as they never return in the other games.
* She is the only animatronic to adopt flashing eyes.
* Piggly and Wiggly is one of the smallest animatronics in Five Nights at Piggy's. The smallest animatronic is Blue.
* In the beta version of the game, Wiggly used to have hair and wore a pink hat.
* Once in the Office, she cannot leave the room.
Zergling

Zerglings are small fast creatures with little health and attack. They come in different varietes which have different abilities and slightly varying stats. All Zerglings are light, biological units.

* Zergling - Regular zerglings.
* Primal Zerglings - Increased health and damage. Green, rough skin.
* Swarmlings - Increased health. Purple color.
* Raptors - Increased movement speed. Can jump up and down cliffs. Have small wings.
Talents

Talents are additional abilities that your hero can gain throughout the game in various ways to help them improve. You are given a choice to pick one of five available talents to customize your hero. These talents vary between offensive skills, defensive skills, support, or even character abilities. Some talents are guaranteed to show up within the first few levels, such as hero abilities.

Once chosen, the list will disappear and show up once a new talent point is available. The list is static, and will retain what talents you saw previously when choosing a talent with a new choice in the slot you chose before. Once the game is over, the list will semi-randomize the available talents in the next game.

## Earning Talent Points

Talent points are earned through a few ways:

* Leveling up grants 1 talent point.
* Difficulty of the current game.
* Number of players in the game (when starting a game with less than 4 players, the game gives each player a talent point).
* Having high rank which can award you additional talent points.
* Destroying rubble may sometimes give a hidden talent point.
* Choosing the All-Rounder Mastery will give you 2 immediate talent points, and 1 free talent point every 45 in-game minutes thereafter.
* By completing some World Events (There is a 50% chance to get either minerals or a talent point).

## Modular Talents

Some talents offer modular bonuses based off of Massacre Bonuses and other sources. These give no bonuses until chosen, and it is randomized whether or not you get the bonus on a massacre. Should you happen to have multiple modular talents, you can have more than one bonus show up at a time. While extremely rare, it is entirely possible to get multiple bonuses of the same talent if your massacre score is high enough.

### Earning Modular Bonuses

There are multiple ways to earn a bonus, some harder than others.

* Getting a Massacre Bonus
* Getting a 1000 killstreak in one life will award the player with multiple bonuses
	+ If you don't have a Modular Talent of any kind when you get to your 1000 killstreak, you won't gain any bonuses
	+ It's unknown if you can die and reobtain the 1000 killstreak bonuses
	+ It's unknown if you will lose any bonuses upon death, or multiple deaths, as the talent does state they are permanent bonuses.

## List of Talents

Listed below are talents available to each hero, as well as talents unique to each hero.

* List of shared talents
* List of Tychus's talents
* List of Swann's talents
* List of Tassadar's talents
* List of Nova's talents
* List of Predator's talents
* List of Major Anvil's talents
Tassadar

Role
 Req. Rank
 Active Skills

## Character

Possibly the most flexible hero to choose is Tassadar, he can fill any role at all effectively for much of a game although he does struggle to outmatch any of the other heroes in their role by endgame. He can be a good tank early in the game although it is almost entirely on his shields, his damage is quite high although it does need to be charged up and augmented with his unlocked mastery to fit the desired output of a damage hero but he doesn't have near enough damage to out-do nova in that field by about midgame.

As for his other skills the nexus exiles will be readily apparent as an extra pushing force that can be augmented with additional talents, in particular the colossus is an extremely useful unit to any force as it can see up cliffs without getting taken out at range from anti-air like aircraft. This makes certain parts of the map much easier to capture.

His strong single target charged attack is backed up by empower and thunderstorm, two powers which can take out many enemies over a set period. This gives him additional pushing power even if your gearing more for a tank or support build.

Tassadar's greatest strengths are his force fields that block non-heroic ground units such as omega sentinels, elder hive guardians, and hive guardians. Only bosses ignore the force fields, but do not break them, allowing him to separate a boss from the rest of their wave. Massive units do not break Tassadar's force fields, and thus he is excellent at holding back large waves of ultralisks, allowing allied units to destroy them without taking damage themselves.

His Protective Sensei mastery offers to opportunity to save 1 ally from death.

On multiplayer Hellwalker, his exiles, even when coupled with his Golden Armada mastery and Reaver mastery are only significant if the whole team pushes with them. They are very vulnerable to every single enemy in the map, whether it is roaches, zerglings or mutalisks. That is why solo Hellwalker games with Tassadar are very effective with strong exiles from Golden Armada and Reaver masteries, whereas exiles barely make a difference in multiplayer hellwalker games where the hordes of banelings and yagdras would quickly kill the reavers.

Due to his versatile nature, Tassadar's optimal strategies differ wildly between solo games and multiplayer games.

## Masteries

### Ascendance Mastery

This is one of the best early pushing masteries and incredibly helpful to Tassadar for almost any build possible. Adding a huge amount of DPS to early CP pushes, giving Tass the ability to either improve either his own or an allies spell damage to great effect later on, and with a little extra movement speed as a bonus,this talent helps Tassadar clear right through the early crap bases and continues to be useful all the way to late game. If it's not picked first, it should probably be picked second.
Foxy

Foxy is a easter egg in Five Nights at Piggy's 3.

## Appearance

Foxy's model is actually himself fro, the original Five Nights at Freddy's game as he is large, tall animatronic that is crimson. He has a ripped shell, showing endoskeleton legs, glowing yellow-orange pupils, two top front teeth, eight bottom teeth, a showing endoskeleton hand, and a hook for his right hand.

## Locations

Foxy is either seen in Party Cove or the Dining Area.

## Trivia

* Like the Golden Freddy easter egg, The Foxy easter egg appears twice.
* The picture that is used when Foxy is either in Party Cove and Dining Area is actually a frame of Foxy's jumpscare from the original Five Nights at Freddy's. However, when Foxy is in the Dining Area, the image of Foxy is flipped.
Flaming Betty

**This article is a disambiguation page for Flaming Betty**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

## Uses

* For the unit, see: Flaming Betty (Unit)
* For Swann's active skill, see: Place Flaming Betty (Swann)
* For Tychus' active skill, see: Place Flaming Betty (Tychus)
Shadow Stalker Mastery

Effects

Shadow Stalker Mastery allows hero to "blink" short distance.

Very effective if you need to escape certain death by being surrounded by horde of enemies or blocked by allied troops. Can also be used to scale walls.

This mastery will have it's energy cost and cool-down reduced, and cast range increased from massacre bonus (similar to modular shields or gladiator talent).
Ultralisk

Ultralisks are by far the most dangerous of the common enemies. They have high hitpoints, extremely high attack damage (280 base), and fairly fast, cleaving attacks. Additionally, Ultralisks can burrow and charge forward, knocking back nearby CP forces on arrival. Their damage is so high that in most cases the only effective way to fight them is to kite back. Ultralisks come in three strains: Base, Noxious, and Primal.

### Base Strain

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Normal Ultralisks have disproportionately low hitpoints for their attack damage. They will easily burst down any CP forces or heroes in their path, but can just as easily be bursted down by any hero.

### Primal Strain

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Primal Ultralisks are situationally more threatening than their normal brothers. They have higher movement speed and hitpoints, but cannot burrow, have smaller collision boxes. The movement speed makes it more difficult for heroes to kite away. They generally spawn from Ultralisk Caverns in pairs once every minute.

### Noxious Strain

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Noxious Ultralisks are by far the most dangerous normal enemy. They have much more hitpoints than normal Ultralisks and emit a poisonous, slowing aura of Noxious Cloud similar to that of the Brain Bug's Toxic Gas. A single Noxious Ultralisk can kill an entire CP infantry battalion in the blink of an eye and its mech backup seconds later. They most commonly spawn from larval Eggs near Hives or when Lairs or Hives are destroyed.
Toxic Gas

Toxic Gas is an aura projected by the Brain Bug boss. It affects all CP Units, Heroes, and Buildings with 9 range, slows their movement, in particular slowing their movement while on creep, and deals 20 damage to units, 30 damage to heroes, and 40 damage to buildings every half-second. Toxic Gas deals +10 damage per tick on Hard, and +20 damage per tick on Insane and Mental (80DPS base, 100DPS to Heroes, 120DPS to Buildings). Damage from the gas counts as spell-damage and thus ignores armor. Predator can reduce the damage by applying Demoralize to the boss. Units taking damage from the aura have the Toxic Gas debuff placed on them. Toxic Gas remains on targets for 2 seconds after they leave its application range, continuing to slow and damage them.

Toxic Gas also appears during a World Event and will be emitted by certain structures.
Creep Tower

Armor
 Purpose

 The **Creep Tower** is a structure found around many EC Hatcheries, Lairs, and Hives. Its purpose is to heal nearby Heroic units (Bosses, Hatcheries, Lairs, and Hives). It has no other form of attack or defense.

The Creep Tower's healing rate is proportional to the current difficulty level. It heals for 200HP/s on Normal, 250HP/s on Hard, and 300HP/s on Insane and Mental. It is highly recommended that the Creep Towers near a Hive be killed before the Hive itself. Tac Nukes are generally an effective way of doing this.

Creep Towers have an increased AI priority, making CP forces, your minions and your hero (if you attack-move) to prioritize attacking it.
Extremely Big Gun

The Extremely Big Gun is a strucutre built by Crap Patrol SCVs. It is a very heavily armored Planetary Fortress. It is not built directly; CP SCVs build Command Centers, which then transform into Extremely Big Guns. The EBG has two important abilities. First, it applies the Home Base Buff to all heroes within a range of 10, increasing their health and shield regeneration and movement speed. Second, it has a much higher combat target priority than other units, making hostile EC forces attack it before attacking other nearby targets. Note that Predator has even higher priority, so enemies won't reaggro from him to EBG. The EBG's extremely large health pool allows it to absorb significant damage before falling, thus buying heroes significant amounts of time to kill whatever is attacking it.

The EBG's main gun deals splash damage (full damage within radius 0.5, 75% within radius 0.8, 37.5% damage within radius 1.25).

### Upgrades

* Artifact - CP Building Shields: Gives the EBG 2000 points of Shields
* Artifact - CP Defense Building Damage: Increases the EBG's damage by 30.
Weaponsmith

Weaponsmith is one of four perks that essentially provide a free mastery point at the beginning of the game:

* Compartmentalization (Lightweight Equipment Mastery)
* **Weaponsmith** (Weapons Research Mastery)
* Tenacity (Iron Man Mastery)
* Absorption (Energy Mastery)

Unlike the other perks, weaponsmith simply provides all the stacks of Weapons Research Mastery for free. It will never trigger a retaliation event, and it does not even show up on the tab menu mastery list as being taken, but it does count towards the total number of masteries taken in Hellwalker. In effect, it's a free mastery and a free 5000 minerals.

If a player wants to take both Lightweight and Weapons Masteries at the start of the game, it's recommended to take the Weaponsmith Perk rather than the Compartmentalization Perk as Weaponsmith will provide a fully researched mastery, whereas Compartmentalization still needs to be researched.
Red (Beta Version)

> *Were you looking for Red's counterparts? Red (animatronic) from the original Five Nights at Piggy's and the sequel game, Five Nights at Piggy's 3, or his other (possible) counter part, Red (Bird)?*
>
>

## Appearance

Red is a Angry Birds version of Withered Chica, as they both have distorted jaws, a visible endoskeleton, eye gaps, and a sharp beak with alot of teeth. However, Red has eyebrows unlike Withered Chica.

## Locations

Red starts at Backstage-1 then moves towards to the Office Air-Vent then into the Office. Taking a look of Red's endoskeleton, unlike the endoskeleton from Backstage-2, Red's endoskeleton is flat and only has a lower jaw.

## Trivia

* Red is the only animatronic in the Beta to have the most smallest movement cycle as Red only goes into three locations.
* Red is one of the animatronics with a horribly animated jumpscare in the beta. Others are being Terrence (Beta Version) and Lucky Pucky Wucky
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## Improvements

* Bullet Dodger: Doubles the invulnerability from 1 to 2 seconds. This gives you a little bit more time to first run out of range of a Detector and then out of sight of your other attackers during the invisible period.
* Retreat!: Increases your movement speed while cloaked from Displace. This is usefull when trying to escape from bosses in combination with Strafe's Hunter Killer improvement.

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Toxic Waste

The old Irradiate has been removed from the game as a talent, and replaced with Toxic waste and has received a major buff. It also used to provide a significant boost to nuke damage, but this was removed as well.

All units within 7 range will take 20 damage every 0.9 game seconds. This debuff does not stack, so if a unit is in range of two Toxic Waste auras, only the first one to be applied will do damage. The damage can be increased up to +50 for each power cube picked up.

Megaman is a talent that increases the Toxic Waste range by +2, for a total of +9 range.

Having more than one toxic waste aura on a team is usually a waste of a perk, since the damage doesn't stack.

Toxic Waste also provides the unit with a life regen of 4, which is extremely powerful at low levels, especially when coupled with the debuff aura. However, after the first couple of minutes in the game, this life regeneration becomes un-noticeable. Frontline/Kiting heroes have other HP and/or shield regeneration that far surpass the life regeneration of 4, making toxic waste almost obsolete, even during the early-game stages.
King Pig

King Pig is the owner and boss of Red's Resturant and Piggy Bay Buffet. King Pig (possibly) is also the ruler of Piggy Island.

## Five Nights at Piggy's

King Pig had stopped teaming with Red (Bird) and started his own restaurant called Piggy Bay Buffet. He made more money than in his previous resturant and made the place into a buffet. His money grew bigger and grew into stacks.

## Five Nights at Piggy's 2

King Pig and Red (Bird) had wanted to create a resturant that was heart loving and entertaining to kids and adults. King Pig came up with a idea. Red and King Pig had teamed up and created something that no pig or bird had never build before in Piggy Island. They made a resturant. Not just a resturant, but animatronics. Then, Red's Resturant came to be.

## ​Five Nights at Piggy's 3

King Pig's buffet was burned down, but at least that he saved 1,000,000,000,000 golden eggs in his bank. Because of this, he made a second buffet. This time, he had improved the resturant. He had made more animatronics and made more rooms.

## Trivia

* It is easy to imagine what King Pig's full body will look like because of what he's called.
Robots

## Robots/Antagonists

This is a list of antagonists of FNaP 1.

#####

### Pig Animatronics

* Piggy Ham Bacon
* Ruby
* Hardy
* Lucky
* Piggly
* Wiggly
* Withered Piggy
* Moustache Piggy

### Bird Animatronics

* Red
* Chuck
* Stella
* Terrence
* Bomb
* Blue
* Red (FNaP 2)
* Chuck (FNaP 2)
* Stella (FNaP 2)
* Terrence (FNaP 2)

### Beta Enemies

* Suit-1
* Suit-2
* Daddy Long Legs
* Ssenkard
* Silver
* Chammy Hammy Dammy
* Ruby Glitter Bacon
* Hardy Hard Bacon
* Lucky Pucky Wucky
* Red (Beta Version)
* Chuck (Beta Version)
* Stella (Beta Version)
* Terrence (Beta Version)
* Piggly Ducky Duppy
* Wiggly Chicky Chucky

### Cancelled Characters

* Kill Bill
* Unknown Endoskeleton
* Blood Mouth
* Smile
* Prototype Piggy
* Prototype Ruby
* Prototype Hardy
* Prototype Lucky
* Prototype Red
* The Sock puppet bird animatronics
* Sock puppet Ssenkard

### Easter Egg Characters

* Hal
* Matilda
* Female White Bird
* Mighty Eagle
* Bubbles
* Female Red Bird

##### Cameo/ Reference Characters

* Foxy
* Toy Freddy
* Toy Bonnie
* Golden Freddy

## Audio

General

Ambient
Ranger Mastery

Effects

This Mastery increases your auto-attack range by 2 and allows your Psionic Storm to be cast anywhere on the map as long as you have vision. It also doubles the range and damage of your auto turret and grants you detection, making it a very strong early game talent. The main reason to take this talent is for the detection and the additional range. When used in conjunction with the Weapons Research Mastery and Heavy Barrel (Optic Scope can be gotten instead of weapon research if you're lucky enough) you will achieve a range of 7.5+, allowing you to outrange Spine Crawlers and taking them down from a safe distance. This allows you to push far easier, because you don't have to worry about spines. This trick however, relies on you not having the Close Quarter Combat Mastery, as it will drop you below 7 range, unless you have Heavy Barrel, the Weapons Research Mastery and **Ranger Mastery**.
Strafe

Energy Cost

Unlocked by the Learn Strafe talent. Nova gains 500% attack speed, but loses 20% attack damage and 50% move speed, for 4 seconds.

## Strafe Improvements

* Havoc: Reduces Strafe's cooldown by 16 seconds.
* Millisecond Targeting: Removes Strafe's damage penalty.
* Hunter Killer: Changes Strafe's movespeed penalty into a 10% movespeed bonus
* Lightweight Equipment Mastery: Reduces Strafe's cooldown by 2 seconds per stack, -40 seconds total. When combined with Havoc, this reduces Strafe's cooldown to 6 seconds.
* Rapid Fire: Increases Strafe's attack speed bonus to 600%.
* Focused Attacks: Increases Strafe's duration to 5 seconds.