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Jangster's Updated Tank Ideas (POLL for PR V1.8)

Discussion in 'Game Server Ideas' started by timkit, Dec 30, 2017.

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Which of the following tank ideas made by Jangster would you guys accept for PR V1.8?

  1. Mutilated Tank

    0 vote(s)
    0.0%
  2. Giant Squid Tank / Squid-ward Tank

    33.3%
  3. Birthday Tank

    0 vote(s)
    0.0%
  4. Cosmic Tank

    0 vote(s)
    0.0%
  5. T4NK / Robotnik Tank and Dr. Tankus / Doctor-Robot Tank

    0 vote(s)
    0.0%
  6. None of the above

    0 vote(s)
    0.0%
  7. All of them!

    66.7%
  8. My response is in the forum post below

    0 vote(s)
    0.0%
  1. timkit

    timkit MG Donor

    Hey'll, this is the forum thread for Jangster's tank ideas. The reason why I have decided to post it like this instead of a forum post on the Tank Ideas forum thread is so that I can add a poll. What you guys will need to do if you want to do so is to decide which of his tank ideas should be accepted for V1.8 in a vote.

    The quoted post is the original tank ideas post that jangster has not updated since it was first posted.
    Down below is the updated tank ideas where I update all of his ideas from that post only, staying close to the abilities but adding in some features to some abilities to make these tanks challenging enough. The one thing that i keep the same here however is the stories for the tanks made by jangster, they are nice and I would not like to change them, so i'll leave them as they are.

    NOTE: I've made it so that with each !tankinfo page, I don't do any more than 512 characters. This does mean that some abilities are continued onto the next page. This is because generally of what mute said to me about the character limit when he gave me the answer to my thing about the |E| Sticky Bomb Buff.

    Now I know I ain't going to be perfect with these tank ideas so if you guys have any feedback, post it here and I'll make sure to consider it.

    Mutilated Tank (Tier 2), Giant Squid Tank (Squid-ward Tank) (Tier 2), Birthday Tank (Tier 2), Cosmic Tank (Tier 3), T4NK (Robotnik Tank) (Tier 2) and Dr. Tankus (Doctor-Robot Tank) tank ideas are all owned by Jangster

    Mutilated Tank !tankinfo
    (Page 1)

    Mutilated Tank
    This tank had almost died in an intense battle with a group of survivors. Just before it could be defeated, it won. It was so torn you could see its insides. The tank was quickly overrun by disease, but used it to its advantage.

    (Page 2)

    Statistics:
    Mutilated Tank (Tier 2 Tank)
    HP: 165,000
    Speed: 1.65
    Attack Speed: 1.0
    Damage: 100
    Immunities: Fire, Explosions, Melee

    (Page 3)

    Abilities

    Gut Grab (Active)
    The tank launches its intestines out at a targeted survivor to pull them towards its insides. When the intestines ensnare the survivor, they deal 2% of the victims max health as damage and inflict internal bleeding every second. After 3 seconds of pulling, the victim will automatically be pulled into the insides of the tank and become trapped there. While trapped, the victim will take 0.5% of their maximum HP as damage per second until freed by another survivor.

    (Page 4)

    (Continued)
    The trapped survivor has a 3% chance per shove to become released. However once free, they suffer internal bleeding bad status effect for 3 to 30 seconds depending on how long they were trapped inside for. The tank can have a maximum of 3 survivors trapped inside. Intestine Grab Radius: 750. Cooldown: 30 seconds.

    (Page 5)

    Acid Reflux (Passive)
    The tank will build up acid from its stomach which has a 5% + additional 5% chance every second to randomly spit at the survivors. If it is biled the chance of the tank spitting is 10% + additional 10% chance every second instead. The acid deals 2% of the survivor's current HP as damage per tick. Random Spit Radius: up to 1000. Cooldown: 3 seconds.

    (Page 6)

    Contaminated Claws (Passive)
    On each claw hit on any survivor, the tank will inject mutated cells into the victim's body that makes their immune system weaker to infection. This increases the chances of the survivor being poisoned by +1/3% and being mutated by x2. The Weakened Immunity Bad Status Effect lasts 30 seconds and can stack up twice.

    (Page 7)

    Coagulation Claws (Passive)
    On each pound hit on any incapacitated survivor, the tank will inject special cells into the victim's body that remain dormant. Upon the victim being revived by any survivor, they activate and send out a calming effect that prevents the survivor from being healed and unable to heal themselves. The Coagulation Bad Status Effect lasts 15 seconds. The same survivor cannot be affected again for 15 seconds after the bad status effect expires.

    (Page 8)

    Fever (Active)
    The tank sends out paralyzing spores from its body that makes all surrounding survivors -15% slower, have 25% reduced jump power, made +50% more likely to be poisoned, +2.5x more likely to be mutated and take +10% more damage from common infected. The Fever Bad Status Effect lasts 20 seconds. Cooldown: 45 seconds.

    (Page 9)

    Common Cold (Passive)
    Whenever there are common infected around the tank, they can form a protective barrier that blocks -1% damage from all sources for each common infected near the tank. Maximum: -30%. Radius: 500 units.

    (Page 10)

    Parasitic Accident (Active)
    The tank has the ability to throw very 3 types of small parasites onto survivors within range, infecting them with 1 of the 3 types. When they are infected, the survivor will be notified but no one else and will be unable to use the chat for 10 seconds. The parasite that infects the survivor can either be Chubby, Scaled or Junkie type.

    (Page 11)

    (Continued)

    The following effects that occur on the victim when they are infected with 1 of each type of parasite:
    Chubby: -2% of max health every second and slowed down by -15%. It eats your first aid kit when infected and can be cured by having yourself or someone else heal directly with a first aid kit.
    Scaled: Makes you 25% weaker to explosions, fire and acid sources. It eats your throwable when infected and can be cured by igniting yourself using ZOOM key with a molotov in hand.

    (Page 12)

    (Continued)

    Junkie: Makes you constantly use drugs (pills and adrenaline) when you are infected as well as making you 25% weaker to fall and infected damage sources. It will eat your pain pills/adrenaline shot when infected and can be cured when you use 2 of any amount of the two health items. If you do not take any health items, you will die within 50 seconds from the clot bad status effect. Parasite throw radius: 1000. Cooldown: 75 seconds.

    (Page 13)

    Boomer Buddies (Active)
    The tank summons a wall of boomers around itself, giving the tank the ability to do a powerful bitch slap every 5 seconds and able to induce a vomit shower within a small range every 5 seconds. The boomer wall remains around for 10 seconds before disappearing. Vomit Radius: 500. Cooldown: 60 seconds.

    Squid-ward Tank !tankinfo
    (Page 1)

    Giant Squid Tank
    This tank was found swimming close to a CEDA research center. When guards sailed out to capture this tank, they found it to be sleeping. When they tried to net it, it woke up enraged and destroyed the ship in seconds. The tank swam to shore and killed all life it could find, it then swam through the ocean, looking for more things to kill.

    (Page 2)

    Statistics:
    Squid-ward Tank (Tier 2 Tank)
    HP: 300,000
    Speed: 1.75
    Attack Speed: 1.5
    Damage: 200
    Immunities: Fire

    (Page 3)

    Abilities:

    Familiar Waters (Passive)
    Whenever the tank is in any body of water or is covered in bile, it takes 20% reduced damage from all sources (impenetrable defense).
    Limb Regrowth (Passive)
    The tank is able to regenerate its limbs by healing 100 HP every 3 seconds. This healing cannot be reduced.
    Adaption (Passive)
    All common and special infected that spawn while this tank is alive become fireproof.

    (Page 4)

    Natural Swimmer (Passive)
    The tank gains +25% increased movement speed and reduces attack interval down to 1.0 if the tank is in any body of water or covered in bile.

    (Page 5)

    Ink (Passive)
    The tank will become scared, gain +50% movement speed for 2 seconds and leave a giant puddle of acid that deals 1% of survivor's current HP and slows down by 2% per tick. It also inflicts vomit and blind for 10 seconds on any survivors in range. Acid Radius: 500. Cooldown: 2 seconds.

    (Page 6)

    Captured Prey (Passive)
    Whenever the tank is near any incapacitated survivors, those survivors cannot attack or be revived in any way. The tank cannot target incapacitated survivors unless they are the only survivors alive.

    (Page 7)

    Mating Season (Active)
    The tank will spawn 4 squid witches in a small square around the tank. These witches are immune to fire, take 50% reduced damage whenever they go into water and or covered in bile and are angered easily within range.

    (Page 8)

    (Continued)

    Upon hitting 1 survivor only, they will have a 25% chance to instantly break the melee weapon of their aggro target and stun him for 5 seconds. The squid witches will remain alive after the tank dies. Squid Witch Spawn Radius: 500. Cooldown: 90 seconds, only usable after all spawned squid witches are dead.

    (Page 8)

    Tentacle Shot (Active)
    The tank will launch tentacles at targeted survivors, dealing 25 damage every 0.1 seconds to all survivors within range for 2 seconds and inflicting ink blindness bad status effect for 10 seconds. While affected, the survivors will now additionally be unable to do any actions other than moving around. Cooldown: 40 seconds.

    (Page 9)

    Tidal Wave (Active)
    The tank does a bellowing roar to create a massive tidal wave after 1 second that spawns from the tank's current position and travels 2500 units away at a rate of 250 per second. Any survivors caught within the tidal wave take 1.25% of their maximum HP as damage every half-second and gets launched away until the tidal wave stops travelling. If the survivor had a defibrillator on their body, they will become stunned for 5 seconds after the tidal wave stops.

    (Page 10)

    (Continued)

    The tidal wave lasts for 10 seconds. Survivors do not take fall damage upon landing and have a 10% chance to become permanently killed instead after landing (due to the tank being able to take survivor lives within the tidal wave). Cooldown: 120 seconds.

    (Page 11)

    Poseidon's Pets (Passive)
    The tank will alert a wave of zombies and will spawn 3 uber smokers whenever his HP drops below 80, 60, 40 and 20% HP thresholds. If there is at least 1 spawned uber smoker alive whenever the tank reaches a HP threshold, no more uber smokers will spawn.

    Birthday Tank !tankinfo
    (Page 1)

    Birthday Tank
    All this tank wants to do is surprise you... with a rock to the face!

    (Page 2)

    Statistics:
    Birthday Tank (Tier 2 Tank)
    HP: 250,000
    Speed: 1.6
    Attack Speed: 1.5
    Damage: 150
    Immunities: Fire, Explosions, Melee

    (Page 3)

    Party Meter (Passive)
    The tank has a party meter which fills by 1% every 0.6 seconds and 3% whenever the tank hits any survivor. Once the party meter fills, the tank will randomly activate a party ability and reduce his party meter back down to 0.

    (Page 4)

    Abilities:

    Makeshift Candles (Passive)
    The tank will absorb any throwable projectiles within range and turn them into candles. These candles have a fire AOE under them for 60 seconds and spout fire every 10 seconds onto a random location anywhere on the map. The spouted fire remains for 10 seconds with all fires dealing 20 HP/s per tick to affected survivors. Absorb Range: 500.

    (Page 5)

    Putting on the Frosting (Passive)
    Any players that take pills / adrenaline shots will instead be drained of their health and give it to the tank who restores it by +2000% of the amount absorbed.

    Before the Party Starts (Passive)
    The tank will get excited by experiencing a +45% increase in attack and movement speed when its party meter is over 90%.

    (Page 6)

    Time For the Party! (Active) (Party Meter = 100%)
    The tank will yell out in excitement, causing a massive explosion which will deal 0 - 20% of the survivor's maximum HP as damage and launch survivors away depending on distance from the blast. Survivors within 250 units of the tank are instantly killed and cannot be bought back from the dead (permanent death). The tank will then use 1 party ability at random 2 seconds after the explosion has occurred. Blast Radius: 1000.

    (Page 7)

    Box o' Jockeys (Active) (Party Meter Ability)
    The tank summons a purple box with a pink aura surrounding it, appearing where the tank currently is. If any survivor triggers the pink aura within range, the black box will burst, dealing 10% of the survivor's maximum HP as damage (Minimum: 150) to the survivor that triggered it and spawning 3-4 party jockeys. The Party Jockeys have no cooldown on their specials and they will constantly jump after grabbing onto a survivor.

    (Page 8)

    (Continued)

    They also have the knife deflection ability which has a 25% chance of making you stab yourself for 150 damage and giving you intense bleeding for 15 seconds. While the party jockeys are alive, they will spawn 2 clown zombies every 5 seconds and will make squeaky sounds to aggro them to the survivor whenever they get shoved.

    (Page 9)

    The Party Host (Passive) (Party Meter Ability)
    Whenever the party jockeys deal damage by riding survivors, they steal 1 bounty on each 2nd hit. However if they are knocked off and they have managed to steal any bounty, they will ignore all survivors and go straight to the tank's current position. Giving him enhancements and restoring the jockeys HP to full whenever they successfully give the tank bounty. Maximum Bounty Steal: 10 bounty.

    (Page 10)

    (Continued)
    These are the enhancements the tank can receive for every bounty stolen, they are applied at random.
    HP Regeneration: +25 HP/s per bounty stolen for 10 seconds
    Speed Enhancement: +0.05 movement speed per bounty stolen for 10 seconds
    Interval Enhancement: -0.05 attack interval per bounty stolen for 10 seconds
    Damage Enhancement: +25 punch damage per bounty stolen for 10 seconds

    (Page 11)

    Wrong Party? (Active) (Party Meter Ability)
    The tank will spawn a Joker Tank that disappears in 30 seconds.

    Birthday Boy Beatdown (Active) (Party Meter Ability)
    The tank will target the nearest survivor to itself and inflict bile on that target, The tank will then focus down on the victim, dealing an additional +50 damage, have a -0.05 decreased attack interval and deal no knockback on each tank punch and is immune to being forced to change aggro targets. This ability lasts for 20 seconds.

    (Page 12)

    Do you have Coulrophobia? (Active) (Party Meter Ability)
    The tank will spawn 30 clown infected within 500 units of itself. These clowns deal 50 damage per punch and have 180 HP.

    When the Clock Strikes Midnight (Passive)
    Whenever the tank dies, it will instantly permanently kill any bile affected survivors.

    Cosmic Tank !tankinfo
    (Page 1)

    Cosmic Tank
    This tank holds the power of the stars. It's obvious what he's going to do with it.

    (Page 2)

    Statistics:
    Cosmic Tank (Tier 3 Tank)
    HP: 365,000
    Speed: 1.5
    Attack Speed: 2.0
    Damage: 300
    Immunities: Fire, Acid, Explosions, Melee

    (Page 3)

    Star Gazing (Passive)
    If the survivors fight the tank at night, the tank radiates a blue colour with a white aura around itself, gaining a +50% movement speed and +200 punch damage buff. The tank also slows down survivors by -10% on each punch.

    (Page 4)

    Hardened (Passive)
    The tank has a hardened shell that has 100 units. The effect of the shell makes the tank take 1% less damage (impenetrable defense) for every 1 unit it has remaining. When hit by vomit jars, the shell breaks down by 3 units every second. When hit by explosions, the shell breaks down by 5 units on every hit. When the hardened shell gets destroyed, the tank can be damaged normally by bullets only and regenerates in 120 seconds.

    (Page 5)

    Asteroid Belt (Active)
    The tank will receive 3 rocks that will rotate and float around himself. The tank will randomly throw these rocks within 3 seconds for each one at either the same or at different targeted survivors, dealing 200 damage + 200 explosion damage depending on radius plus laying down an acid pool where the impact point was that deals 1% of the survivor's current HP as damage. Explosion Radius: 500. Cooldown: 20 seconds.

    (Page 6)

    Shooting Star (Active)
    The tank summons a star to shot into the sky like a blazing comet, this makes all the infected wishes come true, making then move +20% faster and deal +20% more damage for 20 seconds. This does not affect the tank itself. Cooldown: 40 seconds.


    (Page 7)

    Solar Eclipse (Active)
    All survivors have their vision dimmed by -80%, making it hard to see and making them feel hopeless. Additionally this increases the bleed-out rates of all survivors, incapacitated or not by +100% for 10 seconds. Cooldown: 45 seconds.

    (Page 8)

    Cosmic Backup (Active)
    The tank will summon 3 Cosmic Chargers out of a light portal. These Cosmic Chargers have 30000 HP with an immunity to explosions and fire, deal 150 HP on each punch, 200 on a charge knockback and when slammed into the wall, then 750 HP on each pound. They have -40% reduced movement speed and can be shoved when not pummeling any victims. When they die, they will fling back any survivors within 500 units. Cooldown: 60 seconds. Once all Cosmic Chargers are dead.

    (Page 9)

    Black Hole (Active)
    The tank summons a mini dying sun that then turns into a massive black hole, creating a red - black aura around itself. The black hole then forcefully pulls all survivors into its radius, dealing 1% of their maximum HP as damage and stunning them for the duration.

    (Page 10)

    (Continued)

    If any survivor attempts to leave the red - black aura, they will take 2000 damage, which can only be applied once. The black hole lasts 10 - 15 seconds and bypasses all buffs that block damage. Radius: 750 (1000 for aura). Cooldown: 90 seconds.

    (Page 11)

    Solar Flare (Active)
    The tank gathers an immense amount of solar energy within itself and will rise into the air, floating for 10 seconds. During this time, it absorbs all of the atmosphere air, while preparing to yell. When this time has passed, the tank will let out a very powerful deafening roar that forces the solar energy within the tank to be released within a powerful solar wind explosion that will leave a massive AOE fire puddle on the impact site.

    (Page 12)

    (Continued)

    When the explosion occurs, all survivors within 1000 units of the tank will instantly be permanently killed by having their bodies instantly disintegrate due to the extreme heat. Then all other survivors will take 200 - 6000 damage depending on how close they were to the explosion and will become knock backed up to a long distance away. Survivors who are more than 3000 units away from the tank will take 200 damage and will become stunned for 5 seconds.

    (Page 13)

    (Continued)

    The Massive AOE fire puddle that spawns will remain for 60 seconds and will deal 500 HP/s to any survivor who enters the dangerous fire, permanently killing any survivor who has their HP reach 0 within the fire. Fire Puddle Radius: 1000. Cooldown: 180 seconds.

    Robotnik Tank !tankinfo
    (Page 1.1)

    T4NK and Dr. Tankus
    Dr. Tankus prefers not to get his fists dirty when dealing with survivors. He made a special friend just for this purpose.

    (Page 1.2)

    Statistics:
    Robotnik Tank (Tier 2 Tank)
    HP: 200,000
    Speed: 1.45
    Attack Speed: 1.0
    Damage: 200
    Immunities: Fire, Bile, Explosions, Melee
    Weakness: Acid Bullets, Acid

    (Page 1.3)

    Abilities:

    Armored Plating (Passive)
    This tank is made out of mostly metal, bullets have a 20% chance to ricochet off it to random directions. They will deal 10% of the weapons base damage upon being reflected to any survivor. The tank is also immune to knock back from any sources at the cost of -0.25 movement speed reduction and +25% additional damage taken from acid bullet sources and double true damage from the acid effect.

    (Page 1.4)

    Heavy Hitter (Passive)
    The tank deals +50 additional damage at the cost of an additional +0.2 attack speed on each punch after the first. +100 additional damage instead if attacking incapacitated survivors.

    Self-Repair (Passive)
    After the tank takes less than 500 DPS for 10 seconds, it will start to regenerate HP at 500 HP/s.

    Extra Ammunition (Passive)
    Whenever the tank goes to throw a rock, it will throw 3 rocks instead with 3 degrees of separation from each other.

    (Page 1.5)

    Malfunction (Passive)
    Whenever this tank calls for reinforcements, it will let out a small explosion that deals 200 damage, knocking back all survivors affected for a short distance and lights them on fire, dealing 20 HP/s for 10 seconds. This also lights the tank on fire and deals 200 HP/s to it for 10 seconds.

    (Page 1.6)

    Rocket Boots (Active)
    The tank will charge at a targeted survivor and hit them with rocket force, dealing 300 damage to them and any other survivors within the path and launching them back far away. While the tank charges, it leaves a fire puddle behind that deals 20 HP/s to any survivor who steps into the fire. Charge Distance: 1500. Cooldown: 25 seconds.

    (Page 1.7)

    Thunder Clap (Active)
    The tank will let out a loud boom with his yell while clapping his hands. This causes a shock wave which deals 200 damage to nearby survivors, knocking them back slightly, making them drop their weapons and stunning them for 6 seconds. Cooldown: 40 seconds.

    (Page 1.8)

    Survivor Scanner (Active)
    The tank has a scanner built into this left eye that will lock-on to weak players. He targets survivors with low health, incapacitated survivors and survivors on their last strike. Those survivors will be biled and stunned for 5 seconds. This makes the explosive missiles from the missile barrage ability automatically home in on weak players as targets. Cooldown: 30 seconds.

    (Page 1.9)

    Missile Barrage (Active)
    The tank is able to fire explosive missiles out of its back at targeted players based on their last known position. They deal 500 damage on impact, leaving an acid puddle behind that deals 1% of the targets current HP as damage and launches them into the air.

    (Page 1.10)

    (Continued)

    The acid inflicts Incendiary Ignition Bad Status effect for 40 seconds, making the next explosive missile deal double damage and put the target on fire, dealing 25 HP/s for 10 seconds. Missile Explosion Radius: 500. Cooldown: 60 seconds.

    Static Shock (Active)
    The tank can let out a zap from its body that deals 250 damage and stuns all survivors affected within range for 10 seconds. Zap Radius: 1000. Cooldown: 45 seconds.

    (Page 1.11)

    Energy Shield (Active)
    The tank can create an orange barrier around itself, decreasing the damage dealt to the tank and the infected inside by -50% (impenetrable defense) for 60 seconds. Cooldown: 120 seconds.

    Core Burst (Active)
    After 180 seconds, the tank will start to get extremely hot and start flashing red slowly, starting a 30 second countdown until the tank lets out a powerful bomb tank's explosion. The less of the countdown that remains the faster the tank will flash red.

    (Page 1.12)

    (Continued)

    Once the tank explodes any survivors within 1000 units will instantly die and the explosion will leave a dangerous fire puddle behind that deals 500 HP/s to anyone that steps inside. The fire puddle will stay around for 15 seconds. Cooldown: 180 seconds.

    Backed Up (Passive)
    Whenever the tank eats up any CI or SI, they will be able to process it into bile which then can be vomited at the survivors every 10 seconds. Vomit Radius: 500.

    (Page 1.13)

    Mechanisms Powering Down (Passive)
    When the tank dies, it will do a much more powerful explosion within 5 seconds, any players within 2000 units will take 3000 damage and will be launched back far away. This damage bypasses all defenses and immunities. Doctor-Robot Tank is then spawned.

    Doctor-Robot Tank !tankinfo
    (Page 2.1)

    T4NK and Dr. Tankus
    Dr. Tankus prefers not to get his fists dirty when dealing with survivors. He made a special friend just for this purpose.

    (Page 2.2)

    Statistics:
    Doctor-Robot Tank (Tier 2 Tank)
    HP: 100,000
    Speed: 3.0
    Attack Speed: 0.5
    Damage: 100
    Immunities: Bile, Explosions, Melee
    Weakness: Acid Bullets, Acid

    (Page 2.3)

    Pipsqueak (Passive)
    The tank is reduced 50% in size, deals -50% reduced damage with giving half the usual knock back on every claw hit. The tank has the inability to be able to throw rocks, however it moves twice as fast as the Robotnik Tank.

    Doctor-Robot Tank Prototype (Passive)
    While this tank is alive, all infected within range become immune to fire, melee, explosives and take -30% reduced damage (impenetrable defense). Radius: 1000.

    (Page 2.4)

    Not Smart Enough (Passive)
    Whenever this tank is biled, the survivor that inflicted the tank with bile will also be inflicted with bile themselves. This bypasses the immunity to being biled on.

    (Page 2.5)

    Toxic Waste (Active)
    This tank can set down a trap that consists of a barrel of corrosively toxic waste with a green aura around it. Upon any survivor triggering the trap, the barrel will explode, spewing a massive pile of acid onto the area which slows down survivors by 5% per tick and inflicts them with poison bad status effect for 30 seconds and acid disease bad status effect, which reduces the maximum HP by 10 every second until the survivor has a minimum of 100 HP left. There is no way to regain lost maximum HP back.

    (Page 2.6)

    (Continued)

    The acid puddle spewed by the barrel will last for 15 seconds before disappearing. Cooldown: 45 seconds. Only 1 toxic barrel with green aura can be active at any one time, once it disappears the tank can spawn another again when it is not on cooldown.

    (Page 2.7)

    Taser (Active)
    The tank will grab out a taser and charge it for 2 seconds, then fire it at a targeted survivor, instantly downing them if they get hit or dealing 1200 damage to them instead if they have the tenacity buff equipped. Regardless, the survivor hit will become stunned for 10 seconds. Target Range: 1000. Cooldown: 30 seconds.
     
    Last edited: Dec 31, 2017

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