Versus Heroes Mode

**Heroes** is a Team Fortress 2 gamemode, based on Casual mode. However, there is one major difference, which that each team also has a mini-boss, a **Hero**, with very high health pool and a custom ability.

## Access

The **Heroes** gamemode is only accessible from our Freak Fortress 2 server. In order to change the mode to Heroes, 75% of the current server population must type **!vgamemode** into the game chat. Once this happens, a vote takes place to choose the map, after which the server will immediately change to the selected map and switches its gamemode to Heroes. After the map ends, the gamemode switches back to Freak Fortress 2.

## Mechanics

### Server

Each hero has greatly increased health, and an unique special ability called **Rage**, which the hero charges by dealing damage to enemies, and can later used by the "Call Medic" key. As this is a Team Fortress 2 gamemode, and not custom Freak Fortress 2, all weapon attributes for non-heroes are default, not the ones that are written on each class page of this wiki. The only exception to this is the Sandman, which stuns opponents instead of slowing them down, just like before the Jungle Inferno Update.

To become a hero, the player needs to have the most queue points out of his/her team, queue points are gained by doing well ingame. Once the player has more queue points than all his/her teammates and the last hero of the team died, the player will be asked if he/she wants to become the team hero, to which the player can answer either "Yes" or "No". If the latter is chosen, the next person in the queue will be asked.

Players can chose what hero they want to become by typing */hero* in the game chat. Once they do, a menu will appear, where the player can pick one of the following:

* Random
* None
* Twilight Sparkle
* Rainbow Dash
* Applejack
* Rarity
* Fluttershy
* Pinkie Pie
* Flutterbat
* Vinyl Scratch
* Octavia
* Starlight Glimmer

Choosing "None" will move the player out of the queue, preventing them from becoming a hero. Default setting is "Random", if the player changes his/her prefference to something else, it will not be kept through a map change or the player reconnecting, and it will be set back to "Random".

The gamemode will not chose anyone as a hero if there is less than 6 players on the server.

### Hero

All heroes share these traits:

* Heroes cannot capture or defend the objective.
* Heroes cannot carry the inteligence briefcase.
* Heroes cannot score random critical hits.
* Heroes cannot heal from health packs or the resupply cabinet.
* Heroes receive 80% less healing from Medic sources.
* Heroes cannot be overhealed.
* Heroes never take falling damage.
* Heroes regenerate 0,6% of their maximum health per second, although they cannot regenerate past 85% of their max health.
* Heroes lose 30% of their maximum health when backstabbed or market gardened. They also receive a chat message when it happens.
* Heroes gain 3% rage for every 50 damage taken.
* Heroes gain 1% rage for every nearby teammate every 7 seconds, capped at 5% rage every 7 seconds.
* Heroes do not gain rage while their rage is on cooldown.
* Heroes receive a minicrit boost for 8 seconds when they use their Rage.
* All hero abilities have a 25 seconds cooldown when used. Starlight Glimmer is an exception and her Rage has a 60 seconds cooldown once used.

Heroes that do not have a ranged weapon that deals damage when spawned have 12% knockback resistance, heroes that do have a ranged weapon when spawned do NOT have any knockback resistance.

## Heroes

### **Twilight Sparkle**

* Health Formula: *400 + (203 x n)* (*n* is the number of players on the enemy team.)
* Move Speed: 330HU/s (110%)
* Knockback Resistance: None
* Class: Engineer
* Weapons: Pomson 6000
* Damage needed for Rage *(Magic)*: 600
* Rage: Twilight Sparkle becomes locked in-place and after 2 seconds fires a charged shot from the Cow Mangler 5000. Twilight is invulnerable during the taunt. Also provides minicrits to nearby teammates in 600HU radius for 12 seconds.
* Ability Cooldown: 25 seconds
* Weapon Attributes:

Pomson 6000 | +40% faster firing speed
40% faster reload time
+10% faster move speed on wearer
+300% damage vs buildings
Wearer never takes falling damage
Does not require ammo
Projectile cannot be deflected
+200% clip size
On Hit: Victim loses up to 10% Medigun charge
On Hit: Victim loses up to 20% cloak
No random critical hits
-1 capture rate on wearer
-100% max metal on wearer
-100% health from packs on wearer
-25% damage vs players
Deals only 20% damage to buildings
Wearer cannot carry the intelligence briefcase or PASS Time JACK

### **Rainbow Dash**

* Health Formula: *400 + (203 x n)* (*n* is the number of players on the enemy team.)
* Move Speed: 400HU/s (133%)
* Knockback Resistance: 12%
* Class: Scout
* Weapons: Sandman
* Damage needed for Rage *(Tailwind)*: 600
* Rage: Nearby teammates in 1200HU radius receive a speed boost for 15 seconds, Rainbow Dash also receives the Haste powerup for 6 seconds.
* Ability Cooldown: 25 seconds
* Weapon Attributes:

Sandman | Alt-fire: Launches a ball that stuns opponents
-12% reduction in push force taken from damage
Wearer never takes falling damage
No random critical hits
-2 capture rate on wearer
-100% health from packs on wearer
Wearer cannot carry the intelligence briefcase or PASS Time JACK
-80% less healing from Medic sources

### **Applejack**

* Health Formula: *450 + (243 x n)* (*n* is the number of players on the enemy team.)
* Move Speed: 300HU/s (100%)
* Knockback Resistance: 12%
* Class: Engineer
* Weapons: Australium Wrench
* Damage needed for Rage *(Fortify)*: 1350
* Rage: Nearby teammates in 450HU radius receive the Battalion's Backup effect for 12 seconds. A Disposable Sentry with 30 health is spawned on each teammate in the radius. These sentries can be picked up and moved by Applejack and last until they are destroyed.
* Ability Cooldown: 25 seconds
* Weapon Attributes:

Australium Wrench | +20% damage bonus
50% faster repair rate
-12% reduction in push force taken from damage
Wearer never takes falling damage
No random critical hits
-1 capture rate on wearer
-50% max metal on wearer
-100% health from packs on wearer
Wearer cannot carry the intelligence briefcase or PASS Time JACK
-80% less healing from Medic sources
-100% maximum overheal on wearer

### **Rarity**

* Health Formula: *400 + (203 x n)* (*n* is the number of players on the enemy team.)
* Move Speed: 400HU/s (133%)
* Knockback Resistance: 12%
* Class: Spy
* Weapons: Sharp Dresser
* Damage needed for Rage *(Shroud)*: 600
* Rage: Rarity and nearby teammates in 1000HU radius receive Invisibility for 12 seconds, the invisibility breaks on attack.
* Ability Cooldown: 25 seconds
* Weapon Attributes:

Sharp Dresser | +25% faster move speed on wearer
-12% reduction in push force taken from damage
Wearer never takes falling damage
Attacks pierce damage resistance effects and bonuses
-1 capture rate on wearer
-100% health from packs on wearer
Wearer cannot carry the intelligence briefcase or PASS Time JACK
-80% less healing from Medic sources

### **Fluttershy**

* Health Formula: *350 + (114 x n)* (*n* is the number of players on the enemy team.)
* Move Speed: 352HU/s (117%)
* Knockback Resistance: None
* Class: Medic
* Weapons: Crusader's Crossbow, Quick-Fix
* Damage needed for Rage *(Regeneration)*: 1200
* Rage: Nearby teammates in 1100HU radius receive rapid health regeneration for 12 seconds.
* Ability Cooldown: 25 seconds
* Weapon Attributes:

Crusader's Crossbow | +10% faster move speed on wearer
Wearer never takes falling damage
No random critical hits
-1 capture rate on wearer
No headshots
-75% max primary ammo on wearer
-100% health from packs on wearer
Wearer cannot carry the intelligence briefcase or PASS Time JACK
-80% less healing from Medic sources
-100% maximum overheal on wearer
Quick-Fix | ÜberCharge increases healing by 300% and grants immunity to movement-impairing effects
+50% heal rate
+150% ÜberCharge rate
Wearer never takes falling damage
-100% maximum overheal on wearer

### **Pinkie Pie**

* Health Formula: *400 + (203 x n)* (*n* is the number of players on the enemy team.)
* Move Speed: 360HU/s (120%)
* Knockback Resistance: 12%
* Class: Scout
* Weapons: Candy Cane
* Damage needed for Rage *(Reflect)*: 700
* Rage: Nearby teammates in 900HU radius receive an effect that causes 90% of damage taken to be dealt back to the attacker for 12 seconds.
* Ability Cooldown: 25 seconds
* Weapon Attributes:

Candy Cane | +15% damage bonus
On Kill: A small health pack is dropped
-12% reduction in push force taken from damage
Wearer never takes falling damage
No random critical hits
-2 capture rate on wearer
Disables double jump
10% slower move speed on wearer
-100% health from packs on wearer
Wearer cannot carry the intelligence briefcase or PASS Time JACK
-80% less healing from Medic sources

### **Flutterbat**

* Health Formula: *400 + (141 x n)* (*n* is the number of players on the enemy team.)
* Move Speed: 368HU/s (123%)
* Knockback Resistance: 12%
* Class: Spy
* Weapons: Conniver's Kunai
* Damage needed for Rage *(Vampire)*: 700
* Rage: Flutterbat and nearby teammates in 1000HU radius receive the Concheror effect and Vampire powerup for 14 seconds.
* Ability Cooldown: 25 seconds
* Weapon Attributes:

Conniver's Kunai | +15% faster move speed on wearer
-12% reduction in push force taken from damage
Wearer never takes falling damage
-1 capture rate on wearer
-100% health from packs on wearer
Wearer cannot carry the intelligence briefcase or PASS Time JACK
-80% less healing from Medic sources

### **Vinyl Scratch**

* Health Formula: *400 + (141 x n)* (*n* is the number of players on the enemy team.)
* Move Speed: 300HU/s (100%)
* Knockback Resistance: 12%
* Class: Soldier
* Weapons: Cow Mangler 5000, Market Gardener
* Damage needed for Rage *(Remix)*: 600
* Rage: Enemy Sentries in 1000HU radius are disabled for 12 seconds and Vinyl receives a Righteous Bison, also for 12 seconds.
* Ability Cooldown: 25 seconds
* Weapon Attributes:

Cow Mangler 5000 | +20% self damage force
+25% faster move speed on wearer
-100% damage to self
-12% reduction in push force taken from damage
Wearer never takes falling damage
Does not require ammo
-100% damage penalty
No random critical hits
-1 capture rate on wearer
-100% health from packs on wearer
Wearer cannot carry the intelligence briefcase or PASS Time JACK
-80% less healing from Medic sources
Righteous Bison | +20% damage vs players
Does not require ammo
Projectile penetrates enemy targets
Projectile cannot be deflected
No random critical hits
Market Gardener | Deals crits while the wielder is rocket jumping
20% slower firing speed
No random critical hits

### **Octavia**

* Health Formula: *400 + (203 x n)* (*n* is the number of players on the enemy team.)
* Move Speed: 352HU/s (117%)
* Knockback Resistance: 12%
* Class: Medic
* Weapons: Bonesaw
* Damage needed for Rage *(Melody)*: 800
* Primary Rage: Octavia and nearby teammates in 900HU radius receive 25% damage bonus for 12 seconds.
* Secondary Rage: Octavia and nearby teammates in 1200HU radius are healed for 20 health every 2 seconds up to 7 times. Press the "Spy Alert" voice command to activate. Uses only 50% Rage.
* Ability Cooldown: 25 seconds
* Weapon Attributes:

Bonesaw | +10% faster move speed on wearer
-12% reduction in push force taken from damage
Wearer never takes falling damage
No random critical hits
-1 capture rate on wearer
-100% health from packs on wearer
-6 health drained per second on wearer
Wearer cannot carry the intelligence briefcase or PASS Time JACK

### **Starlight Glimmer**

* Health Formula: *400 + (203 x n)* (*n* is the number of players on the enemy team.)
* Move Speed: 345HU/s (115%)
* Knockback Resistance: 12%
* Class: Sniper
* Weapons: Kukri
* Damage needed for Rage *(Bubble Shield)*: 600
* Rage: Starlight Glimmer and nearby teammates in 1000HU radius receive a shield with 200 health that blocks damage and regenerates after not taking damage for 3 seconds. If the shield gets destroyed, it will not regenerate anymore. The shield lasts 60 seconds.
* Ability Cooldown: 60 seconds
* Note: Starlight Glimmer will not generate rage from taking damage when she is protected by her shield.
* Weapon Attributes:

Kukri | +15% faster move speed on wearer
-12% reduction in push force taken from damage
Wearer never takes falling damage
No random critical hits
-1 capture rate on wearer
-100% health from packs on wearer
Wearer cannot carry the intelligence briefcase or PASS Time JACK
-80% less healing from Medic sources

***Work in Progress.***