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Tank Ideas

Discussion in 'Game Server Ideas' started by Jang23, Oct 5, 2016.

  1. timkit

    timkit MG Donor

    It's time that I decided to update some old tank ideas that I made.

    for an upcoming something that will happen in the near future in mgftw (you don't get to know it, only those with the link will know).

    Enhanced Thief Tank (Tier 2)

    Here's an updated story about how this tank, exclusive to Dead Center's Map 3 and 4 came to be.
    The story (Old Version)
    The Thief Tank was trying to take down the survivors in the mall (third chapter of Dead Center Campaign). A few minutes go by and the tank barely had won against them. It decided that it had enough of the survivors and left the area of battle instantly.

    The Day turned into Night, then the tank decided that by stealing some of the clothes that the staff of a certain store forgot to put away. It would make itself become stronger and able to block more things from destroying its bloody ridden body. The tank then took a rest by sleeping and evolved itself into a more powerful black mass with a stronger set of abilities that could be used to destroy the survivors once and for all! He then waits in hiding to seek his ultimate revenge on them... As the Supreme Thief Tank.

    The Story (Updated Version)
    The survivors arrive at the mall, hoping to find safe passage by going to the area with the rumored Jimmy Gibbs Car. However, along the way they encounter a number of Thief Tanks who are more aggressively hostile in the malls other than anywhere else. But why were the Thief Tanks more aggressive?

    The Thief Tanks were trying to steal all the items from the survivors. The survivors took notice of this and decided to accept a quest towards eradicating the troublesome Thief Tanks. Once that quest was completed though, another quest had appeared.

    That quest was for hunting down a specific Thief Tank. One that was able to steal every single thing it wanted from every store in the mall. This angered the survivors and led to them accepting the quest for confronting this tank. Then one day during a walk in the mall, the survivors discover that they aren't able to access everything within their market in the place. A loud roar can be heard in the distance, then a tank came rushing at them from behind, catching the survivors by surprise!

    Now the changes to this tank.
    Supreme Thief Tank (Tier 2)
    - Changed the tank name from the above to Enhanced Thief Tank (Tier 2)

    - Changed the following with the Theft Attack ability

    Theft Attack (Passive)
    The Tank is able to steal between 1-5 bounty and $1-5 cash whenever a survivor is striked.

    to

    Theft Attack (Passive)
    The Tank is able to steal 5 bounty and $5 cash on hitting any survivor with his claws or rock strikes. If he incapacitates any survivor with his claws or rock strikes, that survivor loses 10 bounty and $10 cash instead. If any survivor is killed by the tank's claw or rock strikes, that survivor will lose all bounty on death.

    - Removed the Buy things for me! (Passive) ability

    - Added in a new ability

    Robbed Area (Passive)
    Before the tank fights the survivors, it ransacks everything off the shelves. This makes 1 section of the market for which you want to buy items from at random unusable while the tank is alive. Every time he loses 20% of his maximum HP he makes another section of the market at random unusable. At 100% it starts off with 1 random section, then at 20% Maximum HP left the market is completely unusable.

    When it spawns or during each 20% less maximum HP.
    for example, and it could not be this one.
    [PR] The tank has stolen items from the market!
    [PR] The Primary Weapon section has become unusable!

    When it reaches 20% Maximum HP
    [PR] The tank has stolen items from the market!
    [PR] The market is completely unusable!

    - Added in a new ability

    Phantom Thief (Passive)
    If the tank hasn't been near any survivors within the last 3 seconds, he will slowly become half invisible (at a rate of 5% each second until he gains a maximum of 50% invisibility in 10 seconds). The effect instantly wears off when he is near any survivor. Near Survivor Range: 500 units.

    - Added in an ability from the Thief Tank

    Worthless Infected (Passive)
    When the tank dies, it does not give any cash or bounty as rewards because it destroys it's monetary value internally. Survivors only gain experience from killing the tank.

    - Changed the following with the Drain Punch ability

    Drain Punch (Active)
    On one of the next tanks punches on a survivor, between 100-250 HP is drained from the survivor (the survivor takes the health drained from him/her as damage from the tank's punch associated with this ability) and given back to the tank as 500% of the amount drained from the survivor. Cooldown: 20 seconds.

    to

    Drain Punch (Active)
    On one of the next tanks punches on a survivor, 300 HP on top of the normal tank damage dealt is drained from the survivor and given back to the tank as 1000% of the amount drained from the survivor. Cooldown: 20 seconds.

    - Changed the following with the Break Punch ability

    Break Punch (Active)
    On one of the next tanks punches on a survivor, between 10-25% of the survivors movement speed is stolen (The survivor takes 100 damage from this ability in the tank's punch) (The survivor recovers lost movement speed% within the next 10 seconds) and give to the tank as the same amount of movement speed gained for the next 10 seconds. Cooldown: 40 seconds.

    to

    Break Punch (Active)
    On one of the next tanks punches on a survivor, that survivor will have his/her primary or secondary weapon broken down into non-salvageable parts, making that survivor feel sad for losing their item. As a result that survivor will deal 50% reduced damage to all infected for 20 seconds. Cooldown: 60 seconds.

    - Removed the Chill Punch ability

    - Changed the following with the Thievery ability

    Thievery (Active)
    The tank will charge for 8 seconds, then deal a pounding fist to the survivor which impacts him/her into the wall on his next tank punch. The tank will deal 100 damage, added by the amount of bounty stolen from survivors over the next 60 seconds (stolen bounty x 10 = additional damage) and stun the survivor hit for 10 seconds. The stolen bounty is then reset afterwards but before The survivor hit also instantly loses 25% of their current bounty and gives it to the tank as stolen bounty. Cooldown: 60 seconds.

    to

    Thievery (Active)
    The tank will charge for 3 seconds, then deal a pounding fist to the survivor which impacts him/her into the ground/wall/roof on his next tank punch. The tank will deal 20% of a survivors maximum HP as damage, added by the amount of bounty stolen from survivors over the course of the tank fight (stolen bounty x 2 = additional damage) and stun the survivor hit for 10 seconds. The survivor also has 25% of his current amount of bounty stolen from by the tank. Cooldown: 45 seconds.

    Enhanced Thief Tank (Tier 2)
    HP: 200000
    Speed: 2.0
    Attack Speed: 0.75
    Damage: 200
    Immunities: Fire, Acid, Explosions, Melee

    Abilities:

    Stolen Protection (Passive)
    The Supreme Thief Tank has stolen some defensive wear from the shops around Dead Center around the time of the evacuation. The defensive wear is then used as defense around its body which can block fire, acid, explosions and melee but render it still vulnerable to guns.

    Tank Robber (Passive)
    Before the tank fights the survivors, it ransacks everything off the shelves. This makes 1 section of the market for which you want to buy items from at random unusable while the tank is alive. Every time he loses 20% of his maximum HP he makes another section of the market at random unusable. At 100% it starts off with 1 random section, then at 20% Maximum HP left the market is completely unusable.

    Theft Attack (Passive)
    The Tank is able to steal 5 bounty and $5 cash on hitting any survivor with his claws or rock strikes. If he incapacitates any survivor with his claws or rock strikes, that survivor loses 10 bounty and $10 cash instead. If any survivor is killed by the tank's claw or rock strikes, that survivor will lose all bounty on death.

    Phantom Thief (Passive)
    If the tank hasn't been near any survivors within the last 3 seconds, he will slowly become half invisible (at a rate of 5% each second until he gains a maximum of 50% invisibility in 10 seconds). The effect instantly wears off when he is near any survivor. Near Survivor Range: 500 units.

    Payment Scam (Passive)
    Reduces by half the bounty gained by survivors.

    Loot Ignite (Passive)
    The tank destroys all its monetary loot when it dies. Survivors will only get experience as reward.

    Grand Theft Bounty (Active)
    Steals 40 bounty and $15 from all players within 750 units. Cooldown: 90 seconds.

    Drain Punch (Active)
    On one of the next tanks punches on a survivor, 300 HP on top of the normal tank damage dealt is drained from the survivor and given back to the tank as 1000% of the amount drained from the survivor. Cooldown: 20 seconds.

    Break Punch (Active)
    On one of the next tanks punches on a survivor, that survivor will have his/her primary or secondary weapon broken down into non-salvageable parts, making that survivor feel sad for losing their item. As a result that survivor will deal 50% reduced damage to all infected for 20 seconds. Cooldown: 60 seconds.

    Thievery (Active)
    The tank will charge for 3 seconds, then deal a pounding fist to the survivor which impacts him/her into the ground/wall/roof on his next tank punch. The tank will deal 20% of a survivors maximum HP as damage, added by the amount of bounty stolen from survivors over the course of the tank fight (stolen bounty x 2 = additional damage) and stun the survivor hit for 10 seconds. The survivor also has 25% of his current amount of bounty stolen from by the tank. Cooldown: 45 seconds.

    Enhanced Duelist Tank (Tier 2) is another tank I made changes to next as another idea.

    Now the changes to this tank.
    - Changed the tank name from the above to Enhanced Duelist Tank (Tier 2)

    - Changed the following with the stats of the tank
    HP: 120000
    Speed: 1.75

    - Changed the following with the Supreme Green Glow ability
    = Renamed the ability from the above to Duelist Power

    Supreme Green Glow (Passive)
    The Supreme Duelist Tank has gained a green glow within him to help in his duels! This green glow nullifies the effects of the Butcher, Witch Hunter Buffs, the mystery toaster bonus damage and the acid bullets. however he cannot gain the effects of guardian tank and knight tank's abilities and he cannot block damage with 2 or more tank types other than himself out in play.

    to

    Duelist Power (Passive)
    The tank has gained a green glow within him to help in his duels! This green glow nullifies the effects of the Butcher, Avenger, Witch Hunter Buffs, the mystery toaster bonus damage and the acid bullets. However he cannot gain the benefits of the Warrior, Guardian, Knight and Supreme Knight Tanks.

    - Changed the following with the Increasing Challenger ability

    Increasing Challenger (Passive)
    Each time the Supreme Duelist Tank takes a certain percentage of his health, his defense to melees increases by 5%. When the Supreme Duelist Tank reaches 20% of his maximum health left, his defense to melees has increased to a cap of 60%.

    to

    Increasing Challenger (Passive)
    Each time the tank loses 10% of his maximum HP, his defense to melees increases by 5%. When the tank reaches 20% of his maximum health left, his defense to melees has increased to a cap of 40%.

    - Changed the following with the Hardened Tank ability

    Hardened Tank (Passive)
    Each time the Supreme Duelist Tank takes a certain percentage of his health, his chance to break the melee weapon of survivor increases by 0.1%, When the Supreme Duelist Tank reaches 20% of his maximum health left, his chance to break the melee weapon of a survivor per swing has increased to a cap of 5%

    to

    Hardened Tank (Passive)
    Each time the tank loses 4% of his maximum HP, his chance to break the melee weapon of survivor increases by 0.125%, When the tank reaches 20% of his maximum health left, his chance to break the melee weapon of a survivor per swing has increased to a maximum of 2.5%

    - Changed the following with the Winning Duels ability

    Winning Duels! (Passive)
    If the tank manages to kill any survivors, he gets 5% of his maximum HP back and a permanent +25 damage increase. The Damage increase is uncapped.

    to

    Winning Duels! (Passive)
    If the tank manages to kill any survivors, he gets 5% of his maximum HP back and a permanent +25 damage increase, the effect lasts until the tank is killed.

    - Changed the following with the Tank Power ability
    = renamed the ability from the above to Mighty Swing

    Tank Power (Active)
    When the Supreme Duelist Tank is surrounded, he can use this ability to buff up his muscles in a power stance to deal 100 damage to non-tenacity buffed survivors and 5% of the maximum health as damage to tenacity buffed survivors and inflict a random amount of knockback up to 500 units away. Cooldown: 10 seconds. Cooldown is halved if the tank is inside at the time of using this ability.

    to

    Mighty Swing (Active)
    When the Supreme Duelist Tank is surrounded, he can use this ability to swing his claws towards all survivors within melee range to inflict 5% of a survivor's maximum HP as damage while giving all affected survivors knock back away from the tank. Cooldown: 20 seconds. Cooldown time is reduced at +100% Increased rate while 8 or more survivors are near the tank.

    - Changed the following with the Let's Duel ability

    Let's Duel! (Active)
    The Supreme Duelist Tank taunts at all survivors by pounding his fists into his belly in a way similar to the gorilla, calling them out to duel with the tank, the tank takes 100% Increased melee damage from survivors for 10 seconds. However the tank can deal 60% Increased damage to survivors with a 50% Increase in his Attack Speed and a 25% Increase in his Attack Range for 10 seconds. Cooldown: 45 seconds. Cooldown is reduced by 33% if the tank is inside at the time of using this ability.

    to

    Let's Duel! (Active)
    The tank summons a green square under him which attracts all survivors in range into the arena for 15 seconds. Survivors who attack the tank will deal melee damage which ignores the effects of Increasing Challenger ability (100% normal damage). The tank's attack speed while attacking any survivor inside the green square surrounding the tank and the survivors is increased to 0.5. Additionally all survivors that are incapacitated inside the green square during its duration cannot be revived by any other survivors through any way possible until the green square has worn off. Cooldown: 60 seconds. Green Square Radius: 1000 units.

    Enhanced Duelist Tank (Tier 2)
    HP: 120000
    Speed: 1.75
    Attack Speed: 1.0
    Damage: 250
    Immunities: Bullets, Fire, Explosions

    Abilities

    Duelist Power (Passive)
    The tank has gained a green glow within him to help in his duels! This green glow nullifies the effects of the Butcher, Avenger, Witch Hunter Buffs, the mystery toaster bonus damage and the acid bullets. However he cannot gain the benefits of the Warrior, Guardian, Knight and Supreme Knight Tanks.

    Increasing Challenger (Passive)
    Each time the tank loses 10% of his maximum HP, his defense to melees increases by 5%. When the tank reaches 20% of his maximum health left, his defense to melees has increased to a maximum of 40%.

    Hardened Tank (Passive)
    Each time the tank loses 4% of his maximum HP, his chance to break the melee weapon of survivor increases by 0.125%, When the tank reaches 20% of his maximum health left, his chance to break the melee weapon of a survivor per swing has increased to a maximum of 2.5%

    Stay Down (Passive)
    Increases surrounding survivors required time to be revived (while incapacitated) by 4 seconds.

    Winning Duels! (Passive)
    If the tank manages to kill any survivors, he gets 5% of his maximum HP back and a permanent +25 damage increase, the effect lasts until the tank is killed.

    Mighty Swing (Active)
    When the Supreme Duelist Tank is surrounded, he can use this ability to swing his claws towards all survivors within melee range to inflict 5% of a survivor's maximum HP as damage while giving all affected survivors knock back away from the tank. Cooldown: 20 seconds. Cooldown time is reduced at +100% Increased rate while 8 or more survivors are near the tank.

    Let's Duel! (Active)
    The tank summons a green square under him which attracts all survivors in range into the arena for 15 seconds. Survivors who attack the tank will deal melee damage which ignores the effects of Increasing Challenger ability (100% normal damage). The tank's attack speed while attacking any survivor inside the green square surrounding the tank and the survivors is increased to 0.5. Additionally all survivors that are incapacitated inside the green square during its duration cannot be revived by any other survivors through any way possible until the green square has worn off. Cooldown: 60 seconds. Green Square Radius: 1000 units.

    That's it for the update to the tank ideas for now.
     
  2. Finn's 115

    Finn's 115 New Member

    Enhanced Thief Tank (Tier 2)
    HP: 200000
    Speed: 2.0
    Attack Speed: 0.75 ( buff to 1 )
    Damage: 200 ( pls nerf)
    Immunities: Fire, Acid, Explosions, Melee


    other tank idea is ok {but there no T3 tank idea :( }
     
    Last edited: Jul 7, 2017
  3. I'm gonna suggest a tier 2 tank.

    Witch Tank
    This tank was formed from a conglomerate of witches fused together. The result is a tank with a super enhanced reproduction system that is able to reproduce witches at a fast rate.

    Stats:

    Health - Idk
    Damage - Idk
    Immunities - Idk

    Abilities (probably not complete):

    (Passive) Speedy Reproduction - The tank will spawn a witch every 60 seconds.

    (Passive) Witch Residue - On death, the tank spawns multiple witches (4 to 6?) at the spot where it died
     
  4. timkit

    timkit MG Donor

    Here's a new Tier 1 Tank idea. This tank can only appear on Dead Center, The Passing finales or with a 25% chance to spawn a maximum of 1 for every tier 2 or tier 3 tank with fire-based abilities.

    Oil Tank
    This tank is formed from masses of oil made into the shape of a tank. It is able to cover survivors in oil and make fires more hazardous to them. The oil within the tank can hold it's structure together until the tank is dead.

    Tier 1 Tank
    Stats
    HP: 50000
    Speed: 1.0
    Attack Speed: 0.75
    Damage: 50
    Immunities: Fire, Explosions, Melee

    Abilities

    "Heated Up" (Passive)
    The tank has a chance to spawn in Dead Center, The Passing and any custom campaign finale that involves collecting gas cans due to the tank's high smell sensitivity to fuel. It also has a 25% chance to spawn during any reinforcements for Shaman, Supreme Shaman, Infernal Tanks.

    "Oil Coater" (Passive)
    The tank's claws are able to cover the survivor in oil for 6 seconds, reducing the speed of all actions by 25%, causing the survivor to take double the normal amount of damage from fire and able to become ignited on fire for 10 seconds if they take any fire damage. The ignition timer resets if survivors take fire damage after being ignited.

    "Oil Spill" (Passive)
    Every 10% of maximum HP taken off, the tank will place down an oil puddle in the current spot. The tank also places down an oil puddle when he dies. Radius: 500.

    "Oil Puddle" (Passive)
    The Oil Puddle will instantly cover survivors who are within range in oil for 12 seconds. Additionally if a fire is placed down near the oil puddle it stays alight until the oil puddle has expired, burning out afterwards. Placed down oil puddles last 30 seconds. Survivors who have been affected with oil cannot be affected by it again for 10 seconds after the oil has dried out on them.

    Bad Status Effect

    Oil (Can only be caused by Oil Tank)
    When Afflicted
    [PR] The tank has covered you in oil!, effect lasts # seconds!
    [PR] All actions are slowed down by 25%
    [PR] You will take double the amount of fire damage from any fire source. Able to become ignited for 10 seconds if you get hit. Being ignited takes away 20 HP/s as true damage.
    When no longer Afflicted
    [PR] The oil has dried up on you.
    When Ignited
    [PR] You have just become ignited! You will take fire damage for 10 seconds!
    When no longer Ignited
    [PR] You are no longer burning.

    Btw, the "Heated Up" ability will be edited to include 1 more tank being introduced in PR V1.7 when it comes out.
     
    ancient likes this.
  5. I might as well take a shot at this its an idea I had for a little while now but

    The Flood Tank
    The basic idea for this tank is the he can negate the speedy water buff so if the tank uses his ability to flood an area him and a survivor is in the water speedy water wont work for them and the tank will have an easier time attacking them and while the tank is in a flooded area his speed and punch speed will increase.
    He is intended to a be an T1 tank
    Health: Not sure
    Damage: I would say normal damage (unless in flooded area it can be higher if you want)
    Speed: Normal (unless in water)
    Immune to Fire,Melee
     
    Last edited: Jul 27, 2017
  6. Finn's 115

    Finn's 115 New Member

    Really? Oil tank? More like minyeeeakkk tank (Indonesian joke)
     
    timkit likes this.
  7. timkit

    timkit MG Donor

    If a Tank known as the Hell Tank is to become defeatable within the current state of mgftw, this is how I would see it as the idea from Stoned.

    The Quoted Post: https://mgftw.com/threads/mg-needs-the-last-tank-suggestion.3157/

    Hell Tank (Tier 4)
    HP: 750000
    Speed: 1.05
    Attack Speed: 1.50
    Damage: 75
    Immunities: Acid, Explosions, Melee
    Absorbs: Fire

    Abilities

    "Rage State" (Passive)
    On Tank spawn, the tank will have a fire shield around itself (similar to infernal tank) and will be in the Rage State. Each time a survivor gets within range of the tank, they take 20 HP as fire damage each tick. Radius: 200. Additionally, for every 5 seconds that the tank still has it's fire shield, a fire will be spawned where the tank currently is and it deals 20 HP per tick to survivors within range. Fire Radius: 250. This state lasts until the tank hits 80% of his Maximum HP.

    "Upgrade State" (Passive)
    When the tank hits 80% of his Maximum HP, it changes its state from the Rage State to the Upgrade State in 10 seconds. It's claw punch now deals 150 HP base damage to survivors hit and will now cause an earthquake in strength of a paranoia tank when it pounds incapacitated survivors. Earthquake Radius: 500. The tank's Flesh Armor defense limit is now 50% and has an increase in movement speed from 1.05 -> 1.25. The tank's claw fists and it's explosive rocks now have increased range. The explosion from the tank's fists and rocks will now deal up to 100 HP per hit on survivors based on their range from the tank. Explosion Radius: 250. This state lasts until the tank hits 65% of his Maximum HP

    "Defense State" (Passive)
    When the tank hits 65% of his Maximum HP, it changes its state from the Upgrade State to the Defense State in 10 seconds. During the time period of changing states, the tank starts to gain fog around itself and becomes covered in it after the time period. The tank's Flesh Armor defense limit is now 75% and has an increase in movement speed from 1.25 -> 1.5. The tank also regenerates slowly by 1000 HP every 20 seconds. This state lasts until the tank hits 35% of his Maximum HP.

    "Apocalypse State" (Passive)
    When the tank hits 35% of his Maximum HP, it changes its state from the Defense State to the Apocalypse State in 10 seconds. The tank's Flesh Armor defense limit is now 100%. It's claw punch now deals 300 HP base damage and inflicts bile as well as doing an explosion to survivors on hit. The tank also regenerates slowly by 2000 HP every 20 seconds. It has an increase in movement speed from 1.5 -> 1.75. Every time the tank teleports to any survivor, a fire will be spawned where the tank currently is.

    "Hell Meteor Shower"
    The tank will summon a rain of meteors every second for 20 seconds. The meteors will fall in random locations based on the last position of the survivors. When the meteors hit the ground or any survivor, they will spawn fire at the impact site. Survivors will get dealt 0 - 1000 damage if they get hit by any meteors based on their proximity to them. Cooldown: 90 seconds. Meteor Radius: 250

    "Death's Grip"
    The tank will warn survivors of impending doom for 15 seconds, once that time is up all survivors will be teleported to the tank and will instantly be stunned for 3 seconds. Then all the survivors in range will be inflicted with the mutation bad status effect for 20 seconds. After this the tank will deal an explosive punch to all survivors that deals a moderate amount of knockback away from the tank. Mutation Inflict Radius: 250. Cooldown: 75 seconds.

    "Flesh Armor"
    The tank uses a flesh armor to reduce damage taken. At first, the tank shields 25% damage taken (this number increases based on the current state of the tank). On each hit, the tank loses 1% damage reduction and regenerates 4% per second.

    "Inferno"
    The tank will spawn a fire puddle (Similar to Shaman Tank) that deals 50 HP per fire tick to all survivors within range. Fire Radius: 500. Cooldown: 45 seconds.

    "Teleport"
    The tank will teleport to the first survivor or to the nearest survivor within finales. Cooldown: 20 seconds.

    "Poison"
    The tank will inflict all survivors within range with the Poison bad status effect for 45 seconds. Poison Inflict Radius: 500. Cooldown: 30 seconds.

    "Mutation"
    The tank will inflict all survivors within range with the Mutation bad status effect for 20 seconds. Mutation Inflict Radius: 500. Cooldown: 60 seconds.

    "Powerful Fists" (Passive)
    The tanks claw fists and the rocks the tank throws are explosive and increased range.

    "Drop Acid"
    The tank will leave a pool of acid that gradually slow survivors down for up to 25% of their regular speed. Cooldown: 20 seconds.

    "Devil's Hands"
    The tank will summon out 2 devil tanks with 40000 HP who will target 2 random survivors. The Devil Tanks cannot be aggro'd by any other means until their targeted random survivor gets killed, then they choose a new random survivor as their aggro. Once the tank hits the their targeted random survivor, that survivor gets inflicted with the bleeding bad status effect for 60 seconds or until the tank is dead. The bleeding deals 30 HP/s to non-incapped survivors and 50 HP/s to incapped survivors. Cooldown: 120 seconds.

    "Death's Revenge"
    The tank will charge a foggy white liquid for 3 seconds, then shoot it at 2 random survivors, removing all their incapacitation counts and inflicting them with the Black & White status (Last Strike). Cooldown: 90 seconds.

    "Frost Nova"
    After 5 seconds of charging ice within itself, the fire shield within the tank is gotten rid of and is replaced with an ice shield for 30 seconds. If any survivor is within range of the ice shield, they take 20 HP/s damage if not incapacitated and 50 HP/s damage if incapacitated and slowly lose movement speed until they can no longer move, becoming inflicted with the Frozen Bad Status Effect for 10 seconds. Cooldown: 120 seconds.

    "Hellfire"
    The tank will spawn a blue fire puddle (Similar to Shaman Tank) that deals 500 HP per fire tick to all survivors within range. Fire Radius: 500. Cooldown: 90 seconds.

    "Hell's Revenge"
    The tank will warn survivors of hell's gate opening within 20 seconds, after that time passes the tank summons 2 demon tanks with 40000 HP who have fire shields around them and deal no claw damage. Each time any survivor gets within range of the tank, they take 20 HP damage per fire tick. They move around randomly while constantly clawing away until they hit any nearby survivor. Once they hit, they stay on that survivor until they are dead or the survivor is dead. If the survivor they are targeting dies, they will go back to their normal state. During the time the 2 demon tanks are spawned, 5 demon Special Infected of random types are also spawned who have 5x normal base HP. These Special Infected all target a random survivor at a time and once they tag that survivor, one of the two demon tanks will go after the tagged survivor. After tagging, the Special Infected will all target another random survivor that hasn't been tagged within the last 15 seconds. Cooldown: 180 seconds, after all infected spawned by this ability are dead.

    "Devil's Roar"
    The tank will stand where he currently is and do a loud deafening roar, this roar then summons a twister which slowly pulls all survivors to where the tank is, If any survivor gets within range of the twister, they get inflicted with Poison, Blind, Slow, Internal Bleeding, Intense Bleeding, Bleeding, Oil, Curse, Confused, Dazed, Cursed, Mutation Bad Status Effects, all of which last for 30 seconds. If any survivors affected had moustachio bless active on, they don't get affected at all. After any survivor is inflicted, they get knockbacked a large distance away from the tank. Twister duration: 5 seconds. Cooldown: 120 seconds.

    "Lightning Burst"
    The tank will stand where he currently is and do a very fast pound into the ground, then gets inflicted with the Stun Bad Status Effect for 2 seconds. After doing a very fast pound into the ground, lightning sparks are shot out everywhere, dealing 300 HP damage to all survivors within range and inflicting them with the Stun Bad Status Effect for 4 seconds. Cooldown: 30 seconds.

    "Double Team"
    The tank will split into 7 tanks (not including itself) who have 4000 HP each. These tanks have the same stats as the original tank except for the HP. When each clone tank dies, it randomly causes an event to happen. Inferno ability: 20% chance, Spawn 1 First-aid Kit: 10% chance, Spawn 1 Defibrillator: 10% chance, Spawn 3 Pain Pills: 15% chance, Inflict Mutation: 15% Chance, Inflict Poison: 15% chance, Spawn an acid puddle: 15% chance. Cooldown: 120 seconds.

    "Medusa's Eyes"
    The tank charges with stone glare in his eyes for 3 seconds, then it will look at 2 random survivors. If the survivors targeted are looking at the tank, they are inflicted with the Stone Bad Status Effect for 15 seconds and become the tank's aggro target until they are dead or the Bad Status Effect expires. If the survivors die while having the Stone Bad Status Effect, they become permanently dead and cannot be defibrillated or rescued. Cooldown: 90 seconds.

    "Fists of Lightning"
    The tank charges with electricity in his claw fists for 3 seconds, then targets a random survivor and charges at them with 10x base speed, if the tank manages to hit the survivor, that survivor takes 1000 damage and gets inflicted with Electric Shocks Bad Status Effect for 60 seconds, the affected survivor take 20 HP/s and has a 10% chance to be inflicted with the Stun Bad Status Effect for 1 second. Cooldown: 90 seconds.

    "Fists of Fire"
    The tank charges with fire in his claw fists for 3 seconds, then targets a random survivor and charges at them with 10x base speed, if the tank manages to hit the survivor, that survivor takes 1000 damage and gets inflicted with Burning Bad Status Effect for 60 seconds, the affected survivor takes 20 HP/s and has a 10% chance to be inflicted with the buff effects of Anger Ignition which deals 20 damage to all survivors. Cooldown: 90 seconds.

    "Fists of Ice"
    The tank charges with ice in his claw fists for 3 seconds, then targets a random survivor and charges at them with 10x base speed, if the tank manages to hit the survivor, that survivor takes 1000 damage and gets inflicted with Cold Body Bad Status Effect for 60 seconds, the affected survivor takes 20 HP/s and has a 10% chance to be inflicted with the Frozen Bad Status Effect for 1 second. Additionally the affected survivor has his movement speed slowed down by 25% for the duration of the Cold Body Bad Status Effect. Cooldown: 90 seconds.

    "Hand of Thieves"
    The tank charges with purple fog in his claw fists for 10 seconds, then it will instantly steal a random health item or every health item from all of the survivors. First-aid Kit: 25% Chance, Pain Pills/Adrenaline Shot: 20% Chance, Defibrillator: 20% chance, Every Health Item: 35% Chance.

    Note that the states the tank gains stays with him after he gains another state.
     
    Last edited: Aug 6, 2017
    Finn's 115 likes this.
  8. timkit

    timkit MG Donor

    If there is anything to do with a future event at a future date (not gonna say).

    Then I got these 2 tank ideas, and the tanks do spawn together, their punches are fairly weak but in terms of their abilities, they aren't. The abilities have no cooldown as they instead rely on mechanics.

    The words have their meaning as follows for the two tanks.
    COMMON: The chance between 50 - 100% that an event happens. It often does.
    UNCOMMON: The chance between 15 - 49% that an event happens. it sometimes does.
    RARE: The chance between 1 - 14% that an event happens, it rarely does.

    Witch Tank (Tier 2)
    HP: 225000
    Speed: 1.5
    Attack Speed: 1.00
    Damage: 100
    Immunities: Fire, Melee

    Abilities

    "Evil Trickery" (Passive)
    This tank is able to favor from the abilities of the Wizard Tank whenever it is around.

    "Stone Cauldron" (Passive)
    A known expert in witchery crafting, the tank can use the stone cauldron it holds in its right arm to perform dangerous concoctions that can badly affect the survivors. It has 10000 HP and slowly fills up with water overtime by 1% every 0.3 seconds until it reaches full capacity (100% over 100 seconds). Afterwards the tank can use 1 ability at a time associated with the cauldron until the cauldron is destroyed. It regenerates in 30 seconds after it is destroyed.

    "Stone Cauldron" (Continued)
    The tank's movement speed slows down by 1% for every 5% of capacity filled up in the cauldron. Maximum: -20%.

    "Evil Looks"
    Whenever the tank punches any survivor it aggros it fears them for 5 seconds and slows them down by 25% (The slow cannot stack with the Time Attack effect).

    "Boiling Hot Cauldron" (Active) (Costs 50% of cauldron capacity) (Common)
    The tank uses its right claw to fling a nearby survivor into the cauldron, trapping it inside. It then uses a hot potion ingredient to react with the water making it boiling hot, starting to destroy and burn right through the body of the victim. The survivors can save the trapped survivor inside but only if they destroy the cauldron within 30 seconds. After that time passes and the cauldron hasn't been destroyed the survivor's body inside will completely be burnt out into just bones, permanently killing them (rendered undefibbable).

    "Poisonous Cauldron" (Active) (Costs 30% of cauldron capacity) (Common)
    The tank uses some poison potions stored within itself and puts it into the cauldron. After 10 seconds, the poison potions mix and brew up a poisonous gas that sticks in the area for 20 seconds, poisoning any survivor caught near the gas and its smell for 20 seconds. Radius: 750.

    "Explosive Cauldron" (Active) (Costs 80% of cauldron capacity) (Requires bones) (Uncommon)
    The tank uses all of the bones from the previous use of the Cauldron and some trinitrotoluene (TNT) potions stored within itself and puts it into the cauldron. After 10 seconds, the ingredients mix and brew up an huge massive explosion that deals up to 1/3 of a survivors maximum HP as damage depending on how close survivors are to the resulting effect. Radius: 1000.

    Wizard Tank (Tier 2)
    HP: 275000
    Speed: 1.25
    Attack Speed: 0.5
    Damage: 70
    Immunities: Fire, Explosives

    Abilities

    "Magical Wand" (Passive)
    The tank carries a magical wand with him that can be used to benefit the Witch Tank and himself with magic tricks with abilities. It gains magic power by 1% every 0.25 seconds and by 5% every time a survivor is hit. It can be knocked off with a chance of 1% whenever the survivors attack it with a melee weapon. The tank regenerates it in 10 seconds after it is knocked off. Maximum Ability Range: 2000 units.

    "Magical Regeneration" (Passive)
    If the tank hasn't been taking any damage for 10 seconds, it starts to regenerate at 0.5% of its maximum HP every second until it starts taking damage again.

    "Trick Attack" (Active) (Common)
    When the wand is used, it glows purple and uses power to make something happen. That power is making the Witch Tank divide into multiple witch tanks who are invisible (not including itself, but also makes it invisible). These tanks will then aggro on a targeted survivor for 10 seconds. The fake Witch Tanks don't take any damage and disappear when they hit the survivor. However the real Witch Tank deals triple damage to any survivor if they hit them while still invisible (bypasses all defenses).

    "Enhancer" (Active) (Rare)
    When the wand is used, it glows red and uses power to make something happen. That power is giving the Witch Tank's punches the power to deal 500 damage with 10% chance of a 5 second stun on hit and +90% defense for 10 seconds. Additionally the Wizard Tank's defenses are dropped to 0% for 10 seconds.

    "Powerful Concoctions" (Active) (Uncommon)
    When the wand is used, it glows green and uses power to make something happen. That power is giving the cauldron currently about to be used or currently in use an additional effect.
    Boiling Hot Cauldron: The Cauldron now explodes and spills, creating a fire puddle that deals 100 HP/s for 10 seconds when the victim inside dies.
    Poisonous Cauldron: The Cauldron now also applies blind and 5 stacks of Corrosion every second on top of the poison.
    Explosive Cauldron: The Cauldron now takes half the time to activate it's effect by causing a much quicker reaction to proceed.

    "Time Attack" (Active) (Common)
    When the wand is used, it glows blue and uses power to make something happen. That power is giving both this and the Witch tank with their punches the power to slow down survivors by 10% per hit. Additionally they attack 25% more faster and have 25% more movement speed. for 15 seconds.
     
  9. Finn's 115

    Finn's 115 New Member

    If there is anything to do with a future quest and scenario at a future date (not gonna say).

    My tank idea base of wakfu animation

    This tank can only be fought if you do the "infected in space" scenario quest (fell free to rename the quest)

    Eliatrope Tank (Tier 4)
    HP: 500000
    Speed: 1.25 (2.5 if the flight ability and wakfu rage ability is active
    Attack Speed: 1.00 (0.5 if the wakfu rage ability is active)
    Damage: 150 (200 if the wakfu rage ability is active)
    Immunities: Fire, Explosives, Bile

    Abilities

    "Dark wakfu charging" (passive)
    The tank absorbs essence of live including the survivors (survivors loses 5HP per 2 second) to change his dark wakfu (fury) for 2 minutes. radius: 375

    "Flight" (Active)
    Every 1 minute the tank can fly with his small dragon wing for 15 seconds (30 seconds will active if the tank HP is 75000 or below it).

    "Wakfu rage" (active)
    The tank used his wakfu to increase his offensive stats,but the tank lose his defensive by 50%. This ability last for 10 seconds. Cooldown: 95 seconds

    "(Active-fury) zapping portals"
    The tank used his portals instantly teleport to one survivor to another one, the tank deal the survivor 50HP per teleport. This ability last for 20 seconds (this is unavoidable)

    "(Active-fury) wakfu gun"
    The tank summon his magically wakfu gun and deal damage to survivors 50HP per. Bullet [2 bullets per second].if the tank can't see some survivors, the tank deal damge to survivors 15HP per bullet instead. This ability last for 15 seconds (This ability is unavoidable)

    "(Active-fury) knight transformation"
    The tank summon his sword and shield to used it. The sword deal the survivors 500HP per hit and if the survivors health is 5% or below of it, the tank deal a critical strike to that survivor, killed him and make his body undefibbable, Other survivors lose 250HP. The shield make the tank immune to front attack, have 25% damage resistance and if the survivors getting too close the tank, he lose 500HP (the tank used his sword) and get random bad status effects for 10 seconds. This ability last for 15 seconds

    "Eliacube insanity" (Passive)
    Every 10 minutes the tank use the eliacube make him became immortal for 5 seconds and 5% of tank'HP are restore and fury to 65% (wakfu rage ability also active if this ability activated also)

    "Six eliatrope dofus {Portal summoning}" (Passive)
    Every 25 minutes the tank used his 6 eliatrope dofus to summon a portals for 2 T3 to aid the eliatrope tank (note:the summoned tank have HP:25000, dmg:50HP and drop no reward) also the wakfu rage ability active if this ability activated also

    "Six eliatrope dofus {Gateway to other realm}" (Active)
    If the tank not been killed for 45 minutes, he lose all his abilitys, can't attack the survivors,can't move, and been immortal for 40 seconds.
    The tank summon a giant portal let the zombie eliatropes enter this world [Blu glowing CI] (HP: 10000, DMG: 50, immune getting shove) for 30 seconds.

    "The ultimate insanity of power" (Passive)
    If the tank's HP reach 5000, he will be immortal for 5 minutes and uses the eliacube and the six eliatrope dofus at the same time causing massive earthquakes to every survivors for 1 minute and if the survivor survive 5 tank punches, the 6th punch change unstable wakfu makes to instant kill the survivor and can't be defibbable, after 5 minutes the tank will explode because too many unstable wakfu to control it [similar to bomb tank] and bypass the bomb tank protection buff and make the bodies undefibbable [even you used this buff, the tank explosive still kill you], the tank explosion radius is 250. (note: the wakfu rage ability activated for 3 minutes and all fury ability activated for 30 seconds if this ability been activated)


    Let me know if you need suggestions or update about this tank,and fell free to tell me something about this tank

    Update: just fixed the sentences
     
    Last edited: Oct 18, 2017
    jrng0403 likes this.
  10. timkit

    timkit MG Donor

    I have now updated the Hell Tank idea to make this tank much more challenging than usual. Some abilities have received drastic text changes, others have had minimal number changes instead.

    Hell Tank (Tier 4)
    HP: 1600000
    Speed: 1.00
    Attack Speed: 1.00
    Damage: 200
    Immunities: Acid, Explosions, Melee
    Absorbs: Fire

    Abilities

    "Supreme Meteor Rain"
    The tank summons fourth meteors from the sky to rain down on survivors for 10 - 20 seconds depending on the tank's current HP.
    The meteors deal up to 1 - 5% of your maximum HP as damage depending on how close you are and depending on the tank's current HP.
    The meteors will become homing once the tank reaches 15% of his maximum HP left. Cooldown: 120 seconds.

    "Death Grip"
    The tank gives a 30 second warning by slowly growing dark purple.
    Once the time passes, all survivors are teleported to the tank, and become stunned for 5 seconds.
    The tank will then randomly mutate 25% of the current amount of survivors alive
    and deliver a devastating punch that instantly kills 1 survivor at random and deals 1000 HP damage to all other alive survivors.
    Mutation Bad Status Effect lasts 30 seconds. Cooldown: 180 seconds.

    "Flesh Armor" (Passive)
    The tank uses a flesh armor to reduce damage taken. At first the tank shields 100% damage taken.
    On each hit the tank loses 1% damage reduction and regenerates 4% each second.

    "Inferno"
    The tank summons a fire infront of him for 10 seconds that deals 250 damage per fire tick to survivors affected.
    Radius: 250. Cooldown: 45 seconds.

    "Supreme Teleport"
    The tank will randomly teleport to the nearest survivor, he also teleports all currently alive Special Infected with him.
    Cooldown: 30 seconds.

    "Supreme Poison"
    The tank will poison nearby survivors within range for 15 seconds. Radius: 1000. Cooldown: 75 seconds.

    "Supreme Mutation"
    The tank will mutate nearby survivors within range for 30 seconds. Radius: 1000. Cooldown: 120 seconds.

    "Super Strength" (Passive)
    The tanks rock has no cooldown. It's rock causes a bigger explosion that deals 0 - 200 damage to survivors in range.
    It's punch causes a bigger explosion that deals 0 - 1% of a survivor's current HP as true damage to survivors in range.

    "Aggro Attraction" (Passive)
    The tank's punches will inflict bile on survivors 100% of the time for 20 seconds.

    "Supreme Drop Acid"
    The tank will randomly drop acid at his current location that deals 1% of a survivors current HP as damage
    and slows them down by 2% per tick. The survivor's movement speed can be reduced down to 0. Cooldown: 60 seconds.

    "Hell Meter" (Passive)
    The tank has a hell meter that fills up by 1% every 0.6 seconds, taking 60 seconds to fill up to full.
    Once the hell meter is full the tank will activate any ability from his special abilities and reset his hell meter to 0.
    The tank is unable to use any other abilities including passives while a special ability is active.

    = SPECIAL ABILITIES =

    "Devil's Hands"
    The tank charges up his arms for 5 seconds, then causes 2 paranoia tanks (who have 40000 HP each) to be summoned near the tank's current location.
    These tanks move twice as fast as the Supreme Shaman Tank, cannot punch or throw rocks and they stay alive for 30 seconds.
    These tanks will choose two random survivors to go after. When the tank ends up touching the survivor targeted,
    that survivor becomes grabbed and takes 30 HP/s (50 HP/s while incapacitated) and cannot get out.
    The tanks will continue to squish the survivors for the duration that these tanks remain alive,
    however if the survivors targeted are killed the tank will target another alive survivor.
    The survivors can become free by inflicting 5% of the tank's maximum HP as damage.

    "Death's Revenge"
    The tank charges up for 3 seconds, and then shoots a stream of foggy white liquid at survivors within range of the tank for 10 seconds.
    The survivors affected lose ALL their incapacitation counts and become black & white.
    If the survivor is using the Tenacity Buff, that survivor takes 1000 HP damage every 2 seconds. Radius: 250.

    "Frost Nova"
    The tank will have a ice aura around him, getting too close to the tank while it has this aura will instantly freeze the affected survivor for 10 seconds.
    If the survivor is within close range of the tank, that survivor takes 30 HP/s (50 HP/s if incapped) and becomes slowed down by 5% each second.
    Additionally if any survivor incapped by Frost Nova then gets revived, that survivor is slowed down by 20% for 30 seconds or until they die.
    The tank can still punch and throw rocks while this ability is there. The Frost Nova lasts 30 seconds before disappearing.

    "Hellfire"
    The tank summons a blue fire infront of him for 20 seconds that deals 500 damage per fire tick to survivors affected. Radius: 500.

    "Hell's Revenge"
    The tank summons devil eyes in the sky that charge for 10 seconds, warning the survivors of impending doom.
    When that time is up, the devil eyes shoot a laser from them onto the ground that move at 10% the speed of a Supreme Shaman and randomly.
    If any survivor touches the laser they take 500 damage per second.
    Alongside the lasers, 5 ghost Special Infected (Immortal and cannot be killed in any way) of random types are spawned that will chase the same targeted survivor.
    If any of the 5 ghost Special Infected tag the targeted survivor, that survivor will become targeted by the lasers.
    The lasers and the ghost Special Infected stay around for 15 seconds before disappearing.

    "Devil's Roar"
    The tank roars out causing a twister to come out of it's mouth and drag in all alive survivors for 5 seconds.
    If any survivor reaches the twister, they get inflicted with 3 random bad status effects on top of mutation bad status effect for 30 seconds.

    "Lightning Burst"
    The tank quickly slams the ground real hard, causing a shockwave explosion.
    20 Lightning shots get shot out at random survivors from the impact point of the shockwave explosion,
    instantly incapacitating any survivor hit (deals 200 HP damage to Tenacity survivors) and deals 200 HP damage to incapacitated survivors.
    The lightning shots stay around for 3 seconds or until they hit a survivor.

    "Double Team"
    The tank summons 7 tanks around itself that have 10000 HP, are immune to melee attacks and can deal the same amount of damage as the real tank.
    When any 1 of the 7 tanks die, they fade away and cause something to happen at their death spot. Inferno (20% chance), 1 First Aid Kit (10% chance),
    1 Defibrillator (10% chance), 3 Pain pills (15% chance), Mutation (15% chance), Poison (15% chance) or Acid Puddle (15% chance).

    "Medusa's Eyes"
    The tanks eyes start glowing for 3 seconds, and then shine for 2 seconds. Any survivor who is caught looking at the tank during this time
    will get turned to stone for 15 seconds, take 200% additional damage from all sources and have their defenses dropped to 0 during the duration.
    The tank will focus on stoned survivors, starting with the closest stoned survivor to the tank in range.

    "Elemental Fists"
    The tanks fists will glow either red, yellow or blue for 30 seconds. Each hit on the same survivor will deal an additional 100 damage if the survivor was last damaged by the
    tank's punch in the last 3 seconds.
    If RED: The tank's punches on each hit will confuse and ignite its victim for 10 seconds, dealing 50 HP/s.
    If YELLOW: The tank's punches on each hit will make the survivor shocking for 10 seconds and stun its victim for 5 seconds, dealing 200 HP/s for each stunned survivor
    in range (400 units) to other survivors around (500 units)
    If BLUE: The tank's punches on each hit will cause fear and decrease the survivors movement speed by -25% for 10 seconds. The survivor can become frozen for 10 seconds
    if his movemment speed is decreased to 0.

    "Hand of Thieves"
    The tanks fists will glow purple for 30 seconds. Then after the first 5 seconds it will steal a random health item from survivors or everything once.
    First Aid Kit/Defibrillator: 10%, Pain Pills/Adrenaline Shot: 25%, Everything: 5%.
    Additionally on each hit, the tank will steal 1 bounty.

    EDIT: I have a few other ideas that I would like to share towards <something> event. but you don't get to know when I plan on posting these ideas. Not for a long while anyway.
     
    Last edited: Oct 6, 2017
  11. timkit

    timkit MG Donor

    Here you are frostbyte, wanted to help by giving you a complete flood tank idea. Anyone else who wants to know about this tank, it is here for you to read and imagine about! enjoy.

    Flood Tank (Tier 1)
    This tank first existed when a survivor mutated into the tank while in a
    flooded area. It has been known to benefit from being inside water
    and is a quick swimmer all around.

    HP: 60000
    Speed: 1.50
    Attack Speed: 1.00
    Damage: 100
    Immunities: Fire, Melee
    Absorbs: None

    Abilities

    "Hydrophilic Lover" (Passive)
    This tank loves being inside any body of water, benefiting
    from the long time spend inside.
    His movement speed is increased by +20%, his attack speed
    is increased to 0.65 and his damage is increased by +35%.

    "Sweep Bile" (Passive)
    If the tank is inside any body of water while affected by
    the effects of vomit jar, the bile is washed off the tank
    immediately causing the effects to expire.

    "Flooding" (Active)
    Every few seconds, the tank will flood a small area with water.
    Any victims caught inside will have their speedy water buff
    effects negated if it is equipped and become slowed down by
    25%. The flood lasts for 5 seconds. Radius: 750 units.
     
  12. timkit

    timkit MG Donor

    Here's an idea that I had for a scenario tank if we had the halloween event happen

    Supreme Executioner Tank (Tier 4)
    This tank is far more deadlier when it comes to executing survivors.
    Unlike its regular counterpart, it has more ways than 1 to execute any survivor.

    HP: 800,000
    Speed: 1.5
    Attack Speed: 1.0
    Damage: 100 (10,000 HP on execution)
    Immunities: Fire, Acid, Explosions, Melee

    Abilities

    "Supreme Telepoort" (Active)
    The tank will teleport itself and all special infected to a nearby survivor.
    Cooldown: 30 seconds.

    "Supreme Death Sentence" (Passive)
    Each time the survivors are hit by the tank, they
    will accumulate a 'Death Sentence' mark. Survivors lose a mark each 20 seconds.
    Each mark reduces defense by 10% and increases claw damage by 100.

    "Supreme Execution" (Passive)
    Survivors with 10 death marks or are incapacitated will be
    executed by the tank's claws, receiving 10,000 true damage.
    Executed survivors have a 25% chance to have their body
    destroyed by the tank, rendering them permanently
    undefibbable.

    "Praising Executions" (Passive)
    When any survivor is executed by this tank, the cooldowns of
    all active abilities are decreased by 15 seconds.

    "Increased Range" (Passive)
    The tank's attacks have increased range.

    "Dizzing Punch" (Passive)
    The tank's punch will leave survivors confused and dazed, making them
    unable to see their teammates or the infected for 20 seconds.

    "Projectile Incinerator" (Passive)
    Incinerates any heavy projectiles (grenades, molotovs, bottles) that go
    near the tank. It can also incinerate throwable traps.

    "Anti-Resistance" (Passive)
    All defensive abilities such as Moustachio bless and Protective Bag
    do not work while the tank is near (Range: 500 units).

    "Anti-Aggro" (Passive)
    The tank loves executing survivors so much that only focusing down
    survivors is the only thing he will ever do. He is unaffected by
    aggro from any buff and the minigun.

    "Super Boss" (Passive)
    The tank receives 40% less base damage from all sources. This
    passive cannot be negated by anything that ignores defenses.

    "Ultimate Meal" (Passive)
    The tank restores his HP upon killing any survivor equal to
    90 x the survivor's current level. The health regained
    cannot go past 25%, 50% and 75% health ranges once the
    tank reaches these values.

    "Supreme Desperation" (Passive)
    When the tank reaches 8000HP, it becomes desperate
    and now will now instantly execute all survivors that it hits
    and permanently destroy their bodies for good.
    Increases its hit interval to 0.1 and speed to 3.0.
    Additionally the tank becomes immortal for 55 seconds. Once
    that time passes, the tank will explode (similar to bomb tank)
    in a wide radius (1000 units) and die. The tank loses all his
    other abilities on this state.

    "Mind Trick" (Active)
    Scares the survivors by forcing hallucinations and playing tricks to their minds.
    Cooldown: 60 seconds.

    "Supreme Crow Attack" (Active)
    Sends crows flying into the air that will attack the survivors, aiming specially
    to their eyes. Damage: 4% of the survivor's maximum HP (minimum damage: 120 HP)
    on cast, followed by 2% of the survivor's maximum HP (minimum damage: 70 HP/s)
    during 5 seconds. Cooldown: 40 seconds.

    "Executing Organic Bomb" (Active)
    Plants candy-shaped bombs that explode if survivors get nearby, deals up to
    10% of the survivor's maximum HP as damage (minimum damage: 100 HP).
    If the survivor affected has less than 5% of his maximum HP left, he
    instantly becomes executed and cannot be defibbed back. Cooldown: 20 seconds.

    "Little Jokers" (Active)
    Spawns a 'Joker Tank' that instantly disappears after 45 seconds.
    Cooldown: 75 seconds.

    "Supreme Stand Still" (Active)
    The tank deploys a square trap that will surround an area for 5 seconds if
    a survivor ends up inside the trap and attempts to move away,
    he will receive 25% of his maximum HP as true damage (minimum true damage: 600 HP).
    Cooldown: 30 seconds.
     
    yank33 likes this.
  13. timkit

    timkit MG Donor

    These were tank ideas that I had in October, but never had put them out onto the forums until I had considered their ideas complete. well here are two of them.

    Electromagnetic Tank (Tier 2)
    The Electric Tank combined himself with powerful magnets to become a
    a powerful source of electricity and magnetism with a force to be
    reckoned with.

    HP: 180000
    Speed: 1.4
    Attack Speed: 1.25
    Damage: 200
    Immunities: Fire, Acid, Melee
    Absorbs: Electric

    Abilities

    "Electric Charge" (Passive)
    This tank will absorb 100% of all damage from electric sources.
    Each time it does so, it will receive a stack of Electric Charge
    which will increase its damage dealt with all active abilities
    by +20%. It can stack up to 5 times. The stacks disappear once
    any active ability is activated by the tank and it hits any survivor
    with it.

    "Shocking Source" (Passive)
    Damage from the tank will stun the victim for 5 seconds (+3 seconds if electrocuted).
    A victim can't be stunned again for 10 seconds.
    The tank is immune to being stunned himself from all sources.

    "Magnet Force" (Passive)
    When the victim is punched by the tank, they will slowly become
    attracted towards the tank instead of being knocked away from it.
    They also become magnetized to the ground for 10 seconds on every 5th punch,
    becoming unable to jump or receive knockback away by from all other sources.

    "Zapping Gun" (Active)
    The tank takes out a powerful stun gun and aims it at a
    targeted survivor.
    After 1 second, that targeted survivor takes damage equal to 20%
    of their maximum HP (Minimum: 600 damage) and gets stunned
    for 10 seconds (doubled if electrocuted).
    They also get electrocuted for 30 seconds. Cooldown: 45 seconds.

    "Electrical Conduction" (Active)
    The tank wiill release a sudden jolt of electricity, dealing 10% of the survivor's
    maximum HP as damage and stunning all survivors in its vicinity for 8 seconds (+2 seconds if electrocuted).
    This stun ignores the Shocking Source immunity. Radius: 1000.
    Cooldown: 30 seconds.

    "Electrocute" (Passive)
    Targets stunned in water will also be electrocuted. Causing them
    to randomly suffer small stuns afterwards.

    Supreme Corrosive Tank (Tier 3)
    This tank's acid is known to be extremely more corrosive to the survivors.
    Being enhanced from the Corrosive Tank, it has more ways to effectively
    debilitate survivors with it's acid abilities.

    HP: 350000
    Speed: 1.65
    Attack Speed: 0.6
    Damage: 135
    Immunities: Fire, Explosions, Melee
    Absorbs: Acid

    Abilities

    "Acid Sustainance" (Passive)
    The special acid used by this tank is made up of long lived corrosive substances
    that can extend their lifetime out in the open. For each 2 minutes that the tank
    remains alive for, +1 second is added onto the acid duration for all acid abilities.

    "Acidic Body" (Passive)
    The tank's body blocks the effects of the Acid Bullets and Vomit Jar
    including the Corrosive Vomit Jar Buff. It absorbs 100% of
    all damage taken from these sources. If the tank is affected by the
    Vomit Jar, then it will absorb 100% of all damage taken from
    all sources until the effects wear off.

    "Acid rock" (Passive)
    The rock can explode and will leave a trace of acid.

    "Acid bleedout" (Passive)
    THe tank drops acid for each 2% HP it loses.

    "Supreme Acid claws" (Passive)
    After a hit with its claws, the tank will soak survivor with acid and will
    periodically expose them for 6 seconds. The tank also deals +45 additional
    damage and adds an additional stack of corrosion for each hit on the
    same survivor if he/she was affected by acid in the last 3 seconds.

    "Supreme Corrosion" (Passive)
    Each time the survivors are exposed to the tank's acid (damaged by it)
    their body parts will slowly begin to decay. Survivors will suffer a loss on their
    basic statistics:
    -2HP of max HP lost for the round (Min HP: 1)
    -8HP or max incap HP lost for the round (Min: 1 HP)
    -0.02 speed lost for the round (Min: 0.8)
    -0.06 melee swing speed is lost for the round (Endless)
    -0.2% of Offensive Buff Power is lost for the round (Min: +0%)
    -0.2% of Defensive Buff Power is lost for the round (Min: +0%)
    -0.2s of Cooldown on Buffs is increased for the round (Maximum: +120 seconds)

    "Corrosive Blast" (Active)
    The tank charges up with acid for 5 seconds, before targeting a survivor
    and throwing large amounts of acid onto them, resulting in a blast attack.
    The targeted survivor receives 2000 HP as true damage and suffers 100 corrosion
    stacks. All other survivors within range of the targeted survivor receive
    200 HP true damage and suffer 10 corrosion stacks. Additionally all affected
    survivors will drop a small acid puddle under them. Cooldown: 90 seconds.
    Corrosive Blast Radius: 1000.

    "Acid Spit" (Active)
    Spits acid towards a survivor's location. Cooldown: 10 seconds.

    "Acid Hell" (Active)
    Acid will appear under all survivor's feet regardless of how
    far they are from the tank. Cooldown: 45 seconds.

    "Supreme Effervescence" (Passive)
    The acid deals 2% of the survivor's current health as bonus damage.
    Additionally if any survivor is incapacitated or killed by the acid,
    an acid pool appears where the survivor was incapacitated or killed.

    The Supreme Corrosive Tank Idea is there because I have not seen that tank have a supreme version of itself yet :P. The other tank ideas is there because there has not been a tier 2 of the lightning/electric elemental tanks.
     

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