recursal/Fanatic-Fandom huggingface dataset:
Rocket Cluster

Rocket cluster icon.png

## Description

A powerful early game weapon, it is exceptional at farming, dealing heavy amount of damage to single targets as well decimating clusters of spawns instantly. With its long range, high damage, and wide area of effect, rocket clusters are a force to be reckoned with for both hives and enemy players, or a non factor if poorly aimed.

AOE damage weapon.

## Strategy

Rocket clusters can be a flexible yet powerful tool to farm multiple hives at once, and a well placed rocket cluster can devastate enemy rigs, no matter how tanky. Keep an eye on the behavior of hives you have vision of, even if you can only see a corner or a peek. When the enemy engages a hive, most of the spawns will move ahead to attack the enemy. Use their behavior to predict where enemy rigs are, and let loose yourrocket clusters to force them to return to base to heal and abandon the hive. Alternatively, you can use it to try to get the last hit on the hive they are farming and steal the experience. If you are feeling especially daring, let loose your rocket cluster and flank them from behind to cut them off from healing at their base. Rocket clusters are also good for cutting off a retreat, firing where they are headed to force them to stop and wait, or turn around and engage an unfavorable fight. Inferno rounds is an ideal software for rocket cluster, as it adds DOT damage where rocket cluster lands, dealing damage to enemies passing through it or standing on top of it even if rocket cluster misses.

### Pros

* Wide range, good for sniping and multi-hive farming.
* High damage, both on its active and its provided dps making it a competitive weapon even with it's active on cooldown.
* Available at just level 2 allowing for a boost in early game leveling
* Can hit multiple targets, potentially devastating the entire enemy team, especially if they are dominated by squishy units such as supports or gunners.
* Benefits from inferno rounds, which along with gear such as stub gun can capitalize on the DOT grenade round bonus

### Cons

* Has a casting/firing animation advertising that it is being used
* One of the longest weapon cooldowns
* Easily dodged in 1v1's

### Countering

* Bait out the enemy rocket cluster by poking, faking an engage, or waiting for them to use it for farming, it has a long enough cooldown for it to be on cooldown for an entire teamfight
* Watch for the animation/channeling of rocket cluster to indicate when to retreat or dodge the targeted area. this can also signal when you need to activate mobility gear or shielding gear to mitigate the damage
* Alternatively choose the moment when the enemy rig does fire rocket cluster to move forward and engage using mobility and initiation gear such as boosters or bull rush
* High mobility tanks do well against rigs with rocket cluster if the enemy team composition lacks cc, allowing tanks to force repositioning of enemy gunners equipped with rocket clusters without firing them at optimal times or risk losing the entire rig
* As with many aoe gear, spreading out or flanking from multiple sides limits the amount of damage they can do to your team
Frequency Adaptation

Frequency adaptation icon.png

## Description

Frequency Adaptation is a gear that stacks armor with each autoattack from an enemy rig. This can be great against weapons with high attack speed.

Stacks armor on hit by auto attack.

## Strategy

Frequency adaptation is an effective, low maintenance gear for countering weapons with a high attack speed. Unlike some gear, the armor stacked from being hit by auto attack is armor that can be used against abilities as well as auto attacks. However it can only stack armor via being hit by weapon attacks. This can be a great way to use an opponents strength against him, for example stacking armor quickly by being hit with assault plasma as the enemy attempts to kite you, making your tank gradually tankier. Against team compositions reliant on weapon damage, this can result in a quick buildup of armor for your tank. It is also good against hives as the low damage auto attacks can help you stack armor cheaply. This can be a quick way to stack armor as well before a fight by aggroing nearby hive spawns to stack armor with their autoattacks with a low penalty in lost health.

##### Pros

* Low control, always on passive
* Unlocks early on for more survivability in farming.
* stacks can be farmed from hives quickly
* very effective against high attack speed weapons and rigs reliant on kiting

##### Cons

* Abilities do not help you gain stacks
* vulnerable to strategies that open with heavy ability damage, or are dependent on ability damage (pulverizer, rocket cluster)
* Passive sacrifices high effect gear for a boost in stats

##### Countering

* Since frequency adaptation depends on being hit with weapon damage, use abilities to melt down the enemy tank before it can gain any stats, making it highly vulnerable for a tank
* Gear such as shredder field not only dont apply stacks to frequency adaptation, but lower their armor further for additional damage from abilities
* Weapons such as pulverizer or thresher flail actives can apply consistent ability damage without allowing frequency adaptation to gain stacks
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Stub Gun

Stub gun icon.png

## Description

   A later game variant of the thermite grenade, the stub gun is ideal for gunner builds that require a level of 3+ as it scales better than its counterpart. It also fires a small aoe grenade that does light damage.

AOE damage weapon.

## Strategy

The strategy for stub gun is similar to thermite grenade. The only real differences is that because it unlocks at level 2, it is not usable for initial farming. It does however scale well for late game teamfights.

### Pros

* Many of the same pros and cons of the thermite grenade
* Scales better into the late game

### Cons

* Many of the same pros and cons of the thermite grenade
* Cannot be used for initial farming
* Less effect early game than its counter part

### Countering

* See Thermite grenade

###
Glob Launcher

Glob launcher icon.png

## Description

The glob launcher is an AOE weapon that provides moderate DOT damage as well as an armor debuff effecting ALL units, including your own. It can be a powerful weapon to help amplify allied damage, but aimed poorly, and it can lead to your own rigs demise.

   Damages a single target.

## Strategy

Glob launcher is a long range weapon that can prove hazardous to both yourself and your enemies. Therefore, exercise caution when attempting to land shots. In the early game, glob launcher can easily melt entire clusters of Kavash units, especially weaker units. This can clear spawns on targets such as the spawns on vision towers. This can save you time and health from not having to walk over to the vision tower or actually fight the Kavash as glob launcher has an extremely long range that can be utilized without even aggroing kavash units. . It can also quickly eliminate Kavash spawns from Hives so your gunner has less to deal with. The debuff can also amplify damage from your allied units. With its long range, glob launcher can be a great precursor to long range weapons like rocket cluster, with its aoe debuff amplifying damage. Glob launcher also stacks with acid cannon for mechanic heavy composition to significantly lower armor as well as stacking DOT damage. This can greatly amplify your third rig, so that weapons like bombard array and rocket cluster can simply melt tanks.

### Pros

* Long range
* Applies an AOE armor debuff
* Can eliminate lesser spawns without aggro
* Long duration

### Cons

* Can damage and effect friendly units
* Low damage
* Small amount of debuff

### Countering

* Glob cannon is relatively easy to see as it flies to its target, keep an eye on the skies
* Try to reposition fights to put your enemies in their own globs
Boosters

Boosters icon.png

## Description

   The late game variant to the thruster, the booster provides a dash on a low cooldown, allowing the gunner to hard engage with burst damage and dish out DPS, and dash out just as quickly. The booster sacrifices early game mobility for late game tactical dominance.

Active Mobility.

## Strategy

While sacrificing the early game safety and mobility of the thruster, boosters provides late game mobility that, with the proper tactical implementation, can execute a wide range of strategies. Leveling at level 4, it is important to either level quickly to unlock the booster, or keep the gunner safe behind your front lines until it can be leveled. Boosters are especially useful for baiting and harrassment, as its low cooldown is on a short enough cooldown to engage and disengage fights quickly. One strategy is to begin loading up cores to draw in the enemy team and escape as they arrive. Doing this repeatedly keeps the enemy from finishing objectives and allows your team to out farm the enemy team, or complete objectives such as Sergeant slaughter with minimal competition.

### Pros

* Low cooldown allows for flexibility in tactical use.
* One of the best mobility gear in the game unrivaled by any other mobility gear in terms of distance and cooldwon
* Excellent for baiting and dodging multiple gear abilities

### Cons

* Unlocks late game
* Sacrifices early game mobility and safety
* Many of the same disadvantages of the thruster, including dashing into flanking enemies

### Countering

* Due to its late level unlock, the gunner is especially vulnerable to CC and counter mobility gear
* Use early game weapons to carpet the enemy gunner to get early kills and slow down enemy farming
* Use superior vision to catch the enemy gunner resulting in an easy kill
* Use CC to pin down the gunner, and/or burst damage to quickly kill the gunner after it unlocks boosters
* Surround the enemy team to leave it few places to run, or catch the enemy team in a corner
Ground Pounder

ground\_pounder\_icon1.png

## Description

Ground pounder is a skillshot AOE root that deals damage. It is unlocked fairly early game and has a small aoe auto attack. It is ideal for teamfights and for securing other AOE skills but suffers from a long cast time and slow execution. When the ability is executed, it leads with a trail of heated flooring that does nothing to enemy units, and erup

ts at the target area.

AOE skillshot root.

## Strategy

Ground pounder is a great initiation tool to set up for engage

ments and opening up opportunities for flanks, aoe damage, and repositioning. The root applied does not stun or interrupt, but does inhibit movement, so dodging abilities and soaking in auto attacks is still necessary, but also allows for the landing of difficult skill shots or abilities such as rocket cluster or capacity overload. If landed, this is a great ability to allow for the chaining of CC. Keep in mind however that the animation to cast ground pounder, as well as the time it takes for its leading trail to get to the targeted destination. In this way, the slow animation and long advertising of targeted area balances the large AOE it is able to effect, allowing time to dash out of the area.

### Pros

* Large AOE CC
* Decent damage
* Low level unlock
* Relatively low cooldown

### Cons

* Long animation
* Advertises its targeted direction
* Not ideal for farming

### Countering

* Watch for the slow raising of the hammer and the direction the tank is facing and move away from the area
* utilize dashes and movement buffs to make it more difficult to land ground pounder
* Don't group up your units
Emergency Reserves

Emergency reserves icon.png

## Description

Emergency Reserves provides an significant boost of health when the mechanics health is low.

   Passive Self Heal

## Strategy

Emergency reserves is a passive heal that is automatically activated, making it well suited for low control and low micro compositions. It can also be used to bait out enemies that try to kill the mechanic, focusing fire on finishing off a seemingly weak rig, which can provide avenues for the escape of other rigs, or the destruction of enemy rigs. This health boost can be complimented by additional armor or damage mitigation to capitalize on the boost of health. It can also be used on mechanics that sacrifice health for advantages, such as Turbines ult, to mitigate the disadvantages of the self damage aspect of it.

### Pros

* Passive, automatic activation
* Significant heal at a low level
* Good for baiting out enemy abilities and damage

### Cons

* High cooldown
* Cannot control when activation occurs
* Lacks the utility and cc of other gears

### Countering

* Don't focus the enemy mechanic
* The mechanics sacrifice of health over utility means you can capitalize more safely with your repositioning and cc
Snowman

**Snowman** (also written as '**snowman**'), is a sick faggot. You can notice a person if that's him, checking if he does lame or he doesn't lame.

He was the oldest player in FFS, aged 33. He's got hobbies as laming helicopters, interiors and much stuff as this. He can't fight fair.

Murder him in the first place you've seen him.
Proximity Response

## Description

Proximity response is a great passive that requires low control and frees up more actions for other abilities. It increases tankiness when near enemy rigs or hives. For a tank that relies on positioning up close and taking damage, proximity response can be a great counter that requires little management.

Damages a single target.

## Strategy

Proximity response is ideal for aggressive tanks to pummel into enemy rigs, zoning them out of reach of either objectives being completed for the squishy dps backline. The passive it provides allows for microing of other higher control units. It is also valuable for holding the front line against melee heavy compositions, for example tank heavy compositions. It can also be useful for higher survivability while farming hives, as many hive spawns are either engaged at close range or attack at close range. Especially effective for pilots like knockout that depend on speed but lack the tankiness of Vice, as well as weapons such as thresher flail that require very close contact.

### Pros

* Passive, requires no activation for full effect
* Great against tank heavy compositions
* Good for aggressive tanks for zoning

### Cons

* Not as effective as some actives, less control needed for less effect
* Ineffective against ranged rigs and units
* Mid game gear, only effective at level 3

### Countering

* Ranged units do not activate the effect of proximity response, allowing them to kite effectively while not buffing up enemy tanks with its presence
* Focus on sniping down tanks with proximity response before pushing your front line to engage the back line
* Cancel out the effect with armor debuffs such as Vanguard's passive or shredder field to make proximity response more manageable
* Applying ranged armor debuffs before sniping can easily melt down tanks without applying proximity response's buff allowing an advantageous engagement
Positron Condenser

Positron condenser Icon.png

## Description

   Positron Condenser is an early game aoe damage and stun ability with a 1s delay upon use. It damages in a circle and can stun multiple units. It is useful in teamfights and brawls, but its disadvantage comes with its delay as well as its limited farming ability.

AOE damage and stun

## Strategy

Positron condenser an AOE stun that can useful for positioning, set up, and initiation. It can be used to set up for skill shots or aimed abilities such as rocket cluster, or to escape enemies. It is especially useful for disrupting uploading rigs, or channeled abilities. It's aoe stun capabilities mean it can potentially stun an entire team. It has two main weaknesses however. One is the fact that it appears at the aimed area and signals where it has been fired, but only comes into effect after a 1s delay. This gives enemy rigs some reaction time to escape or avoid the stun. In addition, Positron is not very effective for farming, resulting in a slower level rate for your team.

##### Pros

* AOE stun
* Early Level Unlock
* Can interrupt uploads and channeling abilities

##### Cons

* Delay before effect
* shows animation and warns enemies where it will activate
* Short range

##### Countering

* Watch for the dark blue circle from ion cannon and move out of it as quickly as possible. You have 1s before it activates
* Don't group together
* Mechanics can mitigate the effect of ion cannon with specific softwares
* Anticipate an engage after stun hits so reposition your rigs accordingly.
* Keep an extra close eye on critical squishy units such as mechanics and gunners
Crumple Panels

Crumple panels icon.png

## Description

Crumple panels are a versatile body gear, able to block multiple instances of damage. It is an ideal escape tool, as well as an ideal gear to absorb burst damage and high dps output.

Absorbs damage.

## Strategy

Crumple panels are ideal for both squishier tank builds as well as tanks focusing on absorbing damage. Since crumple panels is not effected by how much damage is inflicted with each instance of spells and damage, it can be put to very good use absorbing the impact of high damage abilities such as bombard array. Keep in mind however that each grenade from abilities like bombard array counts as one instance of damage, and if equipped with inferno rounds, the DOT damage left on the ground where each grenade lands also counts as their own individual instances. In addition, crumple panels does not block on hit effects, such as CC or debuffs from passives such as Vanguards -2 armor debuff. Crumple panels can be great for baiting out high cooldown abilities on the enemy team, as well as escaping enemies or leading them on a chase. Gear such as sludge tanks and pilots like knockout, equipped with sludge panels, can allow for deep penetration into the enemy territory, interrupting farming and level disruption. It can also be useful for maneuvering into the enemy back line and zoning out DPS rigs.

### Pros

* Blocks multiple individual instances of damage regardless of amount of damage
* Great for escaping and aggressive engages and zoning
* Ideal for allowing squishy tank builds to maintain the ability to absorb some high damage output
* Relatively low cooldown

### Cons

* Does not absorb CC
* Instances of deflected damage can be wasted on low DPS effects such as instances of DOT damage, or high attack

speed weapons

* Can be baited out and wasted if an engagement does not happen

### Countering

* DOT effects such as inferno rounds can pop crumple panel absorption instances
* Low damage high attack speed weapons can quickly waste away crumple panel absorption instances
* Simply disengaging once the ability is used and waiting out the effect can waste the ability and leave tanks vulnerable
* Use CC to cripple the tank to be able to quickly apply auto attacks or low value instances of damage and leave the tank vulnerable
Surge Amplifier

Surge amplifier icon.png

## Description

   Surge amplifier is a skillshot stun that can ministun up to 2 targets, with damage and stun duration increasing with the projectile's distance traveled.

Skillshot stunning up to 2 enemies.

## Strategy

Surge Amplifier can be a great precursor to high damage attacks, as well as a great way to interrupt channeled abilities or uploads. Its multi target stun, if timed right, can serve as a vital set up to insure the landing of high damage burst attacks such as rocket cluster and bombard array. It can also interrupt channeled abilities such as pulverizers and uploading cores. In addition, it can serve as a disengage to secure the safety of escaping rigs. Unfortunately it also has a slow animation for its projectile, advertising its activation. This can be detrimental for trying to catch the enemy off guard, but can also be used as an advantage to block off a certain route of escape using its slow movement and large projectile.

##### Pros

* Can interrupt and stun multiple rigs
* Significant range
* Large projectile
* Longer distance traveled increases effectiveness

##### Cons

* Slow projectile speed
* Stun is short the less distance projectile travels

##### Countering

* Surge amplifier has a slow moving projectile that can be easy to dodge, keep an eye out for it as if it hits it can set up high damage abilities
* Spread out your rigs so there is less of a chance for surge amplifier to apply multiple instances of stun
* Your tank is large enough that it can bodyblock the projectile from surge amplifier to protect your more vulnerable rigs
Kavash

The Kavash

Overview

Seventy years after humans first established a permanent colony on the moon of Europa, a hostile alien lifeform made itself known, erupting from the ground and executing a widespread, attack on dozens of human settlements. This event became known as K-Day. The creatures, known as the Kavash, killed thousands of humans and overwhelmed the planet's defenses. Drauger Limited, the corporation behind the Europa colony, fought back to the best of its ability, but in the end it was forced to evacuate the planet. Since the events of K-Day, the Kavash have claimed all of Europa, including the advanced Core production facilities that make the moon so valuable.

Very little is known about the Kavash despite many attempts to gather usable data. Using the small cache of available research, scientists and strategists have made the following observations:

•    It is presumed that the Kavash are at least as strategically intelligent as humanity. They plan their targets effectively, carry out assaults in a highly coordinated fashion, and adapt quickly to opposition.

•    It is clear that this Kavash population did not originate on another world, at least not while humanity has been watching Europa; however, no trace of them were discovered prior to their assault on human settlements.

    •    There are no reports of a Kavash language or direct communication between Kavash, but there is clear coordination between them. The prevailing theories are that some sort of telepathic link or hive-mind is enabling their communication.

•    The Kavash appear to always emerge from the ground via rooted hive-like structures; their emergence comes in waves or swarms.

•    The Kavash are highly resistant to disease. Drauger attempted several rounds of biological warfare that looked promising but ended with the Kavash growing immune to future attacks.
Kaner

**Kaner** is a *leading admin* / *co-owner* in FFS. He has met **Alpha** when he got troubles with Turkish, Kurdish and Azerbaijani players. He joined FFS in the first days of its host.

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

He knows over 8 languages (most are familiar to Turkish, Uzbek, Gurkani and Azeri). His identify comes from a Uzbek-Mongol (Gurkani) family in Samarqand, Uzbekistan; which immigrated to Antalya, Turkey.

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

**Kaner** is a fucking psycopath. He's someone so asocial and silent. When he gets mad, you should better start running. Otherwise you will burn like in hell. You better don't even imply we didn't warn you.
Sidewinder Frame

Sidewinder frame icon.png

## Description

Sidewinder gives armor against abilities, as well as granting an ability power buff when ability power is inflicted on your gunner. It not only protects against gear that utilizes ability power as its main source of damage, but buffs your own ability damage. This can be useful against an AP composition when using an AP focused build.

   Passive armor and AP buff.

## Strategy

Sidewinder Frame is ideal for rigs that are speccing for ability power, as well as rigs looking to gain some tankiness against ap damage. This is an especially useful gear against enemy compositions utilizing weapons that rely heavily on AP, such as pulverizers and rocket clusters. Stacking abilities and software that gives armor against abilties can be a great way to mitigate large amounts of ability damage, turning your squishy gunner into a tanky brawler. Sidewinder is ideal for builds that are expected to take damage and draw fire, such as the supercharger build, which can allow sidewinder to not only soak up much of the damage directed at this build that requires unusually close range for a gunner, but also increases superchargers output damage. Walking through the remnants of inferno rounds for example is a low cost way of activating sidewinder frame for the damage output boost.

### Pros

* Increases tankiness of gunner
* increases AP damage output

### Cons

* Does not protect against weapon attacks
* Enemy can choose not to focus you or fire abilities at you in order until after your main abilities are on cooldown to mitigate your damage

### Countering

* Use weapon attacks to easily melt the enemy gunner
* Avoid using abilties against it, as a significant amount of its damage is mitigated and will activate an AP debuff for it.
Mechanics

## General

* Core Upload: 10s
* Delay between uplinks: 1s (The uplink needs to cool down for 1s after a cancel/successful uplink)
* Taking Vision Tower: 12s (100%), 6s (50%)

## NPC

* Hive respawn: 2 min
* Boss respawn: 2 min
* Boss powerup duration: 90s (1.5 min)
* Kavash respawn: Once a Hive is aggro'd by a player, the hive will immediately spawn waves of kavash.

Additional waves of kavash will spawn at :00 and :30 on the actual game clock, this timing is not hive-specific but instead global for all aggro'd hives.

## Pilot respawn

* Max. pilot level 1: 30s
* Max. pilot level 2: 35s
* Max. pilot level 3: 40s
* Max. pilot level 4: 50s
* Max. pilot level 5: 60s

Pilot respawn timer depends on the rig with the highest level.

## Mind The Gap

* Jumppad (Mind The Gap): 1.8s (Airborn time)

Jump pads will move a unit at a fixed 33.3 m/s, so if the distances between jump pads ever change, so would this timing
Twinned Coils

Twinned Coils icon.png

## Description

   Twinned Coils is a formidable weapon capitalizing on it's already notable dps with a chain ability it can activate for a limited amount of time, a flexible ability that can be used both to farm and for team fighting. Twin coils can not only multiply its dps, but potentially extend the range of it's attacks further than most gunners would typically be able to, making it a great dps gear for poking. before a major fight. Note that twinned coils active cannot effect an enemy unit more than once.

AOE damage weapon.

NOTE: Twinned coils does weapon damage to the unit it is targetting and the first unit hit, but its chain lightening when it is amplified deals only ability damage.

## Strategy

Because twin coils extends its damage to up to 5 enemy units equally, twin coils dishes out its maximum capable damage when fighting up to 5 enemies. As enemy teams are only composed of 3 rigs, twined coils only truly shines when fighting hives. With the high single target dps of a gunner, combined with the multitarget farming capability of a tank, twinned coils allows quick elimination of surrounding spawns while melting down Hives with a gunners high DPS.

Twin coils is also useful for teamfight however. because of its chaining ability, gunners can take advantage of grouped enemies and simply aim for the slow moving tank upfront, allowing its DPS to chain to the squishier units in the back that would otherwise be out of range. With sufficient disengage and mobility, this can force the enemy to back off allowing you to complete an objective or increase map control. While dishing out less burst damage than other gunner weapons, if twinned coils can land shots throughout its duration against grouped enemies, it can match or potentially surpass other active abilities.

### Pros

* Farms minions very well early game
* Capable of farming some hives on its own
* Can use chaining to extend its range to squishier units in the back
* Can be used for poking
* Allows DPS to be distributed through potentially a whole team
* Low cooldown

### Cons

* Has very limited usefulness 1v1
* Only effective if enemies are grouped
* Lacks burst damage
* Lacks damage output if enemies are split up

### Countering

* Don't fight grouped up to minimize chaining
* Engage as soon as possible or flank to prevent extended poking
* Mobile tanks can shrug off chained dps
* CC can pin down enemy rigs preventing poking
* Burst damage and short, high damage, intense fights can minimize potential chaining DPS
Nanite Amplifiers

Nanite Amplifiers Icon-0.png

## Description

   Nanite amplifiers heals a good amount of damage to the most hurt allied rig in its range. It has a 6 second cooldown however so consecutive abilities activated will not trigger more than 1 heal unless there is a 6 second gap in between activations. It does not require activation so it is easier on low APM players.

Heals a single target.

## Strategy

Nanite Amplifiers allows for a higher level of healing, but with the trade off of

### Pros

* Rapid fire allows for a steady slow on multiple targets
* Great harrassment tool minimizing risk
* Scales well into the late game
* Ideal hit and run weapon for drawn out fights and poking at enemy
* Makes 1v1 against tanks easy with the proper micro, which can force a tank to retreat for healing allowing the rest of your team to take objectives or engage squishier enemy units.

### Cons

* Less range than the plasma rifle, meaning higher risk against enemy gunners and requires higher risk kiting.
* Lacks burst damage as well as aoe making it less useful in fully engaged teamfights
* Against gunners with higher DPS weapons or longer ranger weapons the Assault plasma can lose out
* Slow is not as useful as burst damage/high dps for farming hives. The assault plasma gun is catered more for pvp.

### Countering

* Tanks can mitigate the CC such as the plasma assault rifles slow using crumple panels, drawing fire to allow other units to chase down or hit the gunner
* Fight fire with fire. CC such as stuns from supports or slow from mass fields can allow tanks and other units to close the gap and prevent kiting
* Another counter for tanks is to use initiation gear such as bull rush to close the gap quickly and use slow weapons such as slaggers or pulverizers to prevent escape.
* Gunners typically have similar range, mobility, and DPS. A gunner with high DPS and/or burst damage can quickly melt gunners equipped with assault plasma guns.
* The Plasma Rifle outranges the Assault plasma rifle and out damage's the Assault plasma rifle until late game. Use this to establish early game dominance and capitalize on this advantage.
Disruptor Cannon

disruptor cannon icon.png

NEEDS UPDATE

## Description

Disruptor Cannon is a variant of pulse cannon, functioning more as a nuke than its more CC oriented counterpart. It provides a mini stun of .5 seconds, but hits for a whopping 300 damage.

Single target nuke and CC.

## Strategy

Disruptor cannon is great for locking down on single targets, much like pulse cannon. However disruptor cannon is much less dependent on other rigs abilities for damage to capitalize on its stun. While it can still interrupt and stun enemy units and rigs, it provides a far shorter window of opportunity to land abilities. It does however deal a very significant amount of targeted damage, allowing for a guaranteed amount of significant damage. This weapon, along with pulse cannon is ideal for locking down rigs with a heavy amount of level investment.

##### Pros

* Heavy damage
* Targeted reliable ability
* Interrupt

##### Cons

* Stun is very short
* Relatively long cooldown
* Very slow farming time
* Late game unlock
* Relatively Short Range

##### Countering

* Take advantage of the subpar farming abilty of disruptor cannon and gain early advantages counter jungling and stealing hives, as well as engaging in early game teamfights
* Healing and disengages can be a great way to mitigate advantages of disruptor cannon
* Abilities like crumple panels still counts disruptor cannon's ability as one instance of damage, allowing you to mitigate the damage nuke it applies
Shredder Field

Shredder field icon.png

## Description

Shredder Field damages surrounding units over time around the tank as long as the enemy unit stays in range of shredder field. Shredder field further reinforces the roll of many tank builds as an tanky aoe dps, complimenting its ability to decimate hives and their spawns. It does however sacrifice armor for its ability to deal additional DPS.

AOE DPS around tank.

## Strategy

Shredder field is a great aoe ability for not only aoe damage, but also chasing escaping units. Without the need to stop to deal damage, keeping enemies simply in range of your shredder field is an easy way to whittle down and finish off escaping rigs. Bullrush and pulverizers are ideal weapons to pair with the shredder field. With the positioning of bullrush and the slow and aoe damage of pulverizers, shredder field can deal out a significant amount of damage. Shredder field can also be good for tanks built for chasing and aggressive pushing, such as knockout armed with spectral lash or thresher flail, allowing for consistent damage without the need to stop to apply damage or autoattack. Use ability boosting software to increase the capability of shredder field and software that allows the tank to leech health from ability power to compensate for the loss of tankiness while shredder field is active.

##### Pros

* Aoe damage
* DOT damage without the need to stop
* Great for farming

##### Cons

* Does not have significant damage on its own
* relatively high cooldown
* Not useful for early game farming
* can be kited or ccd to mitigate damage dealt
* -3 armor while active

##### Countering

* Apply cc to tank to keep it from following your units and applying shredder field on your team
* Don't clump together making it easy for the enemy tank to engage
* use mobility to bait an engage, and reengage after abilties go on cooldown
* Hit tanks with ranged damage such as rocket cluster to take advantage of the armor debuff while shredder field is active
Plutus

### Traits

Allies near Plutus gain bonus Armor while they are holding a Core. Enemies near Plutus lose Armor while they are holding a Core

## Biographie

The true origins of Plutus are a mystery. One day he simply "appeared" in the crowds of Exile refugees in orbit around Europa declaring himself one of the leaders of a new (some would say strange) religious movement calling itself the Paradigm. Plutus declared that he was one of the Holy Septe (Holy Seven) a secret cadre of the sect's most influential spiritual leaders. No one has even seen any of the other Six, and some believe that there are no others (and that Plutus is unhinged and that this is a religious movement with only one member).

The foundation of the Paradigm's faith is a belief that native Europans are the chosen people and the next righteous evolution of the human being. The Paradigm seeks nothing more than the recapture of Europa, ridding their homeland of the Kavash, and a total conversion of the population, by whatever means necessary. According to Plutus, Cores are gifts from the ancient race that gave birth to the Europans, the rightful inheritors of the planet. To reclaim these gifts of the gods, Plutus has chosen to view Core hunting as a front in the holy war for the future of the planet.

Piloting a special rig developed for him by the Paradigm, Plutus is oblivious to what others think of him and his religion, and will routinely exhort his squad mates to "fight for the good of the Paradigm".

## Default Loadout

 Class

## Progress

 2
 3
 4
 5
1.1.0

## Description

**1.1.0** was released on December 24th, 2015 as part of 1.1.x. It was the first and only release in 1.1.x. It only supported Minecraft 1.8.0 and was only available as a Beta. It replaced 1.0.0 and was replaced by 1.2.0.

## Changelog

* Added RFtL recipe
* Began early code for config file

## Trivia

* Literally the second build of this mod
* Only available as a beta! There were no release builds yet!
Cortex

### Traits

Any damage Cortex deals heals nearby allies, but will not heal cortex himself. A higher percentage of ability damage is converted into healing.

## Description

Cortex is about as confused about who he is as he is about the role he fills, but whatever he is, it works. Half brain and half machine, Cortex is also split on his function. Cortex can heal allied rigs for a percentage of the ability damage he deals, allowing him to both melt Kavash as well as heal his more meaty allies.  And don't worry, despite being a mechanic, Cortex has no lack of firepower. Cortex's ultimate calls down a flurry of drone strikes that carpet bomb enemy targets in the area.  By that measurement, Cortex is both the greatest doctor and murderer in the history of Europa.

## Bio

As Professor Alfie Montjoy, Cortex was a leading member of the 'DOC' (Drauger Ops Center) psychological warfare team deployed to Europa to help counter the earliest Kavash attacks. It was his job to determine whether the Drauger representatives could reason with the hostile aliens, or if all hope of diplomacy or containment was lost; such an outcome would put the Core project, and all future Jupiter missions, in jeopardy. After crunching the numbers and running simulation after simulation, Montjoy took it upon himself to travel to the surface of Europa to get a closer view of his subjects. He was attacked immediately by Kavash and his body torn apart. Luckily, a salvage team was able to recover his brain and nervous system and sell it to the highest bidder.

A transhumanist sect known as Axon purchased Cortex’s remains and used them in Project Vital, the first crude attempts to engineer rig pilots from damaged brain matter supplemented with computer AI. It was a huge failure. (Like, really bad.) Cortex’s human and computer halves seemed incapable of coming to agreement on basic actions, and the resulting choice-paralysis rendered him useless. He also had trouble distinguishing between the past and the present, haunted by memories of his past life as Alfie Montjoy. Project Vital was scrapped, making Cortex the only one of his kind and a novelty wherever he went.

Despite his personal setbacks, Cortex has been able to leverage his knowledge of the Kavash to build a career as a second-rate Core hunter. His programming usually guides him, giving him some structure in a complicated existence, but his humanity often comes through when he least expects it.

## Progress

 2
 3
 4
 5
Coke

## Description

**Coke**is a well known industrial fuel. It is made by heating and compressing Bituminous Coal. The More Fuels Mod added Coke in version 1.4.0 as part of The Useful Update. It can be made by smelting Bituminous Coal in a furnace. It has a burn time of 3200 Ticks or 160 Seconds. This is double the burn time of vanilla Coal.

## Recipe

You can get Coke by smelting Bituminous Coal in a furnace. This will give you 0.5 experience points per Coke.
Guard Sallet

"A heavy helmet that covers the face."

The **Guard Sallet** is an article of clothing in *Ghost of a Tale*. It is obtained by asking Gusto and Fatale about armour after already obtaining another piece of the costume. It is part of the Rat Guard costume needed for *A Mouse in Rat's Clothing*.

Sallets were popularized during the Second War of Abstention, when King Nor sent artists onto the battlefield to sketch the opposing soldiers.

## Statistics

 Spring Speed
 Auditive Discretion
 Visual Discretion

## Resistances

 Fire
 Poison
 Falling
Lista de Personagens de Seven Up!

Esta é uma lista de personagens que participam da série Seven Up!. A série possui vários personagens. A história se passa num universo fictício que é background para diversos jogos de luta da franquia.

A ideia principal do enredo e dos personagens veio como paródia de diversos desenhos animados, animes e jogos de videogame.

## Seven Up! (primeiro jogo)

* Francisco Martínez
* Priscilla Makihara
* Koke Fernandez
* Mizuho Nadeshiko
* Camilla Szarvas
* Lightning Boy
* Mey Amagasa
* Drako Mihajlovic
* Almirante Perrovolador
* Laura Maistera
* Vicenzo Legrotagglie
* Nanoko Saru
* Jason Lazaridis
* Officer Doggy
* Eliza Delgado
* Hasan Martizano
* Kenneth Valo
* Alannia Hansveit
* Rosetta Vizcarrondo
* Alvin Reilly
* Mr. Michael
* Rocky Esquilo
* Nicole Hearn
* Príncipe Tommy
* Kayne Jones
* Uwelton Shirokov
* Captain Colatina
* Kinu
* Nigga Dragon
* Palhaço Dankler
* Komodo Hazazi
* Wirias Sompre
* Teia de los Infiernos
* Darwin de los Infiernos
* Grotesco
* La Tinebla
* Nicolas del Toro
* Sánchez Prette
* Clèment Hauser
* Frida Le Sommer
* TenshiOni

## Seven Up! Remix

* Mariano Zaniel
* Mizuki Tarnavassa
* Padre Ramírez
* Blink
* Comandante Violetta
* Julianna Muslera
* Cristina Reteñosuyor
* Liza Maurrechaufe
* Alisa Thoeto
* Príncipe Sadi
* Hector Formiga
* Nato Coala
* ShadowyCloud
* Haggam Rekdal
* Dr. Plumita
* Bruno Tirano-Rex
* Maestro Borghetti
* Pulzetossauro

## Seven Up! Act 3: New World

* Kilmo Martínez
* Ryu Sanzou
* James Zewlakow
* El Falco
* Comandante Aranhinha
* Fabbie Dzemali
* Jasmine Hammal
* Cute Chloe
* Gatinho Quixadá
* Michelangelo Westvalley
* Beentrix Phoenix
* Tomas Poborsky
* Ulrich Weidenfeller
* Garreth Kinnear
* Werner Milanov
* Maquiavel
* Senhora Pigg
* Fraser
* Sükru

## Seven Up! Act 4: Showdown of Timeless

* Tio Usami
* Mighty Mimi
* Alien Zimbo
* Remi Kawakami
* Leonardo
* Jim Funky
* Hydra Sumo
* PatoTanque
* Walter Asad
* Pamela Kranevitter
* Branquinho
* Toppy Koyote
* Juanito Camiñante
* [[Mr. Diferenciado
* Akkeccer Kuriza
* Gorila Gunther
* Miedo
* Rascunhito
* Rei Ducruell

## Seven Up! Act 5: Fantastic Journey to Jipangu

* Carlinhos Paulada
* Tami Nuvenzinha
* Willy Islander
* Sarah Forster
* Stefano de Macaco
* Flick the Pirate
* Dolores Esquilo
* Rizzen Delnegro
* Príncipe Ducruell
* Evil Anna Almerares
* Rainha Ducruell

## Seven Up! Act 6: Cartoonisanity Catastrophe!

* Joseph Martínez
* Amália Martínez
* Ratinho Casemiro
* Venus Deathbed
* Liu Haiming
* Cyber Anima
* Rildo the Bandicoot
* Download
* Dr. Erick
* Vlady Morcego
* Heat McCool
* Capitão Toadoritto
* Jabba Panda
* Hades
La Tinebla

**La Tinebla** ou **La Tinebla de Nieve** é uma antagonista que aparece primeiramente em Seven Up!. Ela atua como uma das subchefes do primeiro e do segundo jogo da série. Ela é inspirada na cantora Tati Zaqui e na personagem Alice Carrol de Rage of the Dragons.

## História

Conhecida apenas como Tinebla, Tharten era uma garota comum de uma família nobre no Brasil, ela era uma garota muito talentosa e em sua adolescência, ela ficou cada vez mais bonita, à ponto de até se candidatar a Miss Brasil, se tornando a miss Brasil mais jovem de toda a história.

Porém, apesar da boa vida, Tharten estava entediada e irritada com a vida fácil. Ela começou a se envolver em problemas, na maioria das vezes em busca de prazeres sexuais. Desesperada pelo prazer lascivo, ela descobriu a poderosa força de Malakoi e tentou apoderar-se dela, porém, ela teve que fazer um pacto com o guardião da força, que lhe presenteia com toda parte do poder de Malakoi.

Com este novo poder, lhe garantiu maior poder para buscar por prazeres sexuais, e com isso ela sai do controle e começa a sugar as almas indiscriminadamente ao redor da América do Sul, tudo por prazer.

### Seven Up

No ano de 1995, ela localiza Colatina e vai em busca de novas vítimas para saciar sua sede de sexo e de almas e no decorrer do tempo, ela toma conhecimento do Torneio de Artes Marciais que iria acontecer naquele país, para assim ter a oportunidade de se deliciar de prazer, mas como o torneio era em dupla, ela forçada a se unir a Grotesco, um homem que vive nos esgotos e com seus objetivos.

## Personalidade

Tinebla é uma mulher bestializada. Ela só procura prazer e em especial o sexo, independentemente do gênero da pessoa e da espécie. Ela se veste de forma provocante para caçar suas vítimas, embora ela tenha preferência sempre a humanos ou animais belos.

## Poderes

* **Aura demoníaca** - Tinebla pode atacar os inimigos com sua aura demoníaca em torno de seu corpo. Essa mesma aura também pode servir como escudo.

* **Braço demoníaco** - Tinebla pode pegar seus inimigos com uma imagem astral de uma mão demoníaca.

* **Geyser demoníaco** - Tinebla pode arremessar um gêiser de energia demoníaca em seus inimigos.

* **Fator de cura** - Tinebla possuí um fator de cura abrangente que possuí duas vias:
	+ **Por drenagem**: Ela suga o oponente com uma mordida em qualquer parte do corpo de sua vítima.
	+ **Por relação sexual**: Ela suga a energia de sua vítima no meio do ato de estimulação sexual, independente do gênero ou da espécie da vítima.

## Estilo de luta

Tinebla pode usar seus poderes demoníacos de diversas formas, desde a pequenas magias até golpes telegrafados. Ela possui curto alcance e velocidade já que flutua (por sprite).

Ela possuí golpes acrobáticos que se adaptam aos seus poderes, porém, devido a sua velocidade e pouco porte físico, ela não possuí tanta resistência.
The Cardinal Points

"Gusto and Fatale need a compass. Fetch one from the Pirate Frog."

**The Cardinal Points** is a secondary quest in *Ghost of a Tale*. It can be obtained from Gusto and Fatale in the courtyard of Dwindling Heights Keep after *The Hidden Stash* has been completed.

The compass can be found early in the sewers, up the ladder from where the first eel is encountered. The door must be opened from the other side.

## Objectives

* Talk to the Pirate Frog.
* Unclog the sewer drain.
* Empty Kerold's nightsoil bucket.
* Return to Kerold the Frog.
* Explore the sewers and find the compass.
* Return to Gusto and Fatale.
Deportivo Crystal

## História

O Deportivo Crystal foi fundado no começo dos anos 40 e é um dos pais do futebol Colatinense e foi um dos primeiros clubes a inicialmente praticar apenas o futebol, que na época era um fator raro, já que a maioria dos clubes sempre valorizavam outros desportos.

Localizado na cidade de Crisálida, o Deportivo Crystal foi formado por duas mulheres que trabalhavam em um criadouro de casulos e insetos de origem lepidoptera. A ideia inicial era que a equipe seguisse uma proposta de defesa e proteção dessas espécies, mas a ideia não foi adiante daquela forma.

Mas, com apoio de um homem da mesma família conhecido como Héctor Mazali que era um engenheiro e bem sucedido, financiou o time. O Crystal no nome da equipe se definiu em ideia a cidade que pelo nome tinha a maior concentração de crisálidas, mas o uso do nome **Crystal** foi uma definição de que assim como o Crystal, o nome que batiza a cidade possuí um grande valor.

No futebol, o Deportivo Crystal sempre valorizou muito as categorias de base, em especial, os jogadores vindos da várzea, e lá se formaram grandes craques criados pelo próprio Deprotivo Crystal como: Baltazar, Cayama, Jonathan (Mr. Jones), Ramón (El Don Ramón) e Gato. Além de grandes jogadores vindo de outras equipes e outras nacionalidades como: Lucas Castro, El Turco Sadi e os mais recentes, Koke, Zewlakow e no futebol feminino Cristina.

Com o tempo, o Deportivo Crystal passou a ter muitas conquistas no futebol, ganhando competições nacionais, regionais, estaduais e municipais. Mas com isso, ganhou a rivalidade de outro clube da cidade, o Atlético Crisálida. O Deportivo Crystal vive em um bairro de classe média de Colatina, perto de periferias

## Rivalidades

O Deportivo Crystal tem como seu maior e grande rival, o Atlético Crisálida, que apesar de ser um rival menos glorioso, a rivalidade entre as duas torcidas é forte.

## Títulos

* Campeonato Colatinense - 1950, 1952, 1953, 1956, 1960, 1980, 1981, 1986, 1993, 1994 e 1995
* Copa de Colatina - 1987 e 1992
* Regional de la Estrella - 1948, 1949, 1953, 1954, 1955, 1956, 1957, 1958, 1959, 1960, 1961, 1965, 1969, 1977, 1979, 1982, 1984, 1985, 1990, 1992, 1993, 1994 e 1995