Megalomaniac

"You're gonna have a bad time."

**Megalomaniac** is a Water, Diamond Marie variant.

**JUDGEMENT DAY**

## Tips and Tricks

### Role & Strategy

* Megalomaniac is a defensive fighter that gains permanent ARMOR for every HEALTH lost by any teammate. When she is the active Fighter and has three stacks of ARMOR, she punishes opponents in 15 seconds intervals by dealing damage and inflicting STUN, allowing Megalomaniac to start her counter attack. All of this makes Megalomaniac a dangerous defender to face against without sufficient preparation.

* Other sources of ARMOR will count towards the condition of her second Signature Ability. Thus, variants that can provide ARMOR to their teammates such as Model Leader are great teammates to pair her with. Furthermore, catalysts such as FROST ARMOR or ARMOR RATING also synergizes well with Megalomaniac's ability.
	+ Model Leader also removes DEBUFFS on her team, so her presence makes HEX and CURSE, two DEBUFFS that can shut down Megalomaniac, less effective.

* Megalomaniac's permanent ARMOR stacks gets removed each time a blockbuster is used, making her weak against variants that can spam blockbusters easily such as Prototype, Candy Crusher and Heavy Reign. Notably, all of the named variants also have elemental advantage over Megalomaniac, making them more effective than usual when it comes to dealing damage.
	+ Other measures of countering Megalomaniac include IMMUNITY, FINAL STAND, HEX and CURSE. Furthermore, using an OUTTAKE to bring her to the field will prevent her from entering the field with 5 stacks of permanent ARMOR, allowing players more room to defeat her.

* Megalomania's second Signature Ability timer is active from round start, but won't do anything unless she has at least 3 ARMOR stacks and is in the field. This means that she will always trigger the ability when the timer strikes X:00, X:15, X:30 or X:45 (X here being the amount of whole minutes left). Players can use this knowledge to their advantage by timing their BUFFS, DEBUFFS or blockbusters accordingly.

* **Marquee Ability**: As a defensive variant, REINFORCED REVIVAL will be the optimal Marquee Ability choice for Megalomaniac. However, the AI will generally have trouble getting MORTUARY CHARGES, and as such won't be able to access their Marquee Abilities often.

* **Stat Investment**: To further bolster her defensive abilities, Megalomaniac will benefit from investment in HP and Defense. Resistance will allow her to shrug off DEBUFFS like HEX and CURSE and Meter Gain will allow her to charge her blockbusters faster to punish opponents. While ATK can increase the damage she deals to the opponent, the STUN is the more useful part of her ability and modifiers that increases her ATK stat will be more than sufficient.

### Trivia

* This variant is a reference to Sans the Skeleton from *Undertale* and his in-battle theme, MEGALOVANIA, with its catchphrase being a direct quote from the character.
	+ Hilgard's tie represents the scarf of Sans' brother, Papyrus.
	+ Marie’s blockbuster, REPETITIVE SKELETON IMPACT, is also a reference to Sans’ slamming attack, since both characters move their arms to push the enemy around the screen.

### Gallery

Fighter Trailer- Marie - MEGALOMANIAC - Skullgirls Mobile