Dismiss Notice

Don't forget to connect your Steam account to your forum profile. Click here to do this now or click your name in the right-top corner and choose 'External Accounts'.

Tank Ideas

Discussion in 'Suggestions Box' started by Jang23, Oct 5, 2016.

  1. timkit

    timkit MG Donor

    Think it's time for another awakened tank idea, this time, I'm awakening the dormant boiling tank.

    Awakened Boiling Tank (Special Tier)

    Description:
    This tank has evolved to become more affecting overtime. You should be aware of your surroundings, and of what the tank will be able to do to you with it's heat.

    Statistics:
    Health: 800,000 HP
    Punch Damage: 250 HP
    Speed: 1.4
    Hit Interval: 3.0
    Blocks: Melee


    Abilities:
    1. (Passive) Hot Environment: The tank will rapidly increase the temperature of the environment and beings within it, dealing 1% of the victim's maximum HP as damage and gives -1% action speed slow per second within 500 units. If the tank doesn't damage anyone for a short time, it's damage, action speed slow and radius will increase until it does, which then reduces overtime back to normal.
    2. (Passive) Boiling Shield: The tank gains damage reduction whenever it can deal any AOE damage to the survivors. The tank also uses it as a charge towards the Boiling Eruption ability which activates at 100%. Once activated, the damage reduction/charge reduces to 0% and no more can be gained for 30 seconds. While Boiling Forever is active the tank gains damage reduction/charge per second regardless.
    3. (Passive) Environmental Factors: If the tank is set on fire at anytime, it's damage reduction/charge gained is halved but will gain additional movement speed.
    4. (Passive) Penetration: The tank ignores defense.
    5. (Passive) Boiling Punch: Every tank punch on a survivor inflicts the boiling status, causing the survivor to take half of the Hot Environment damage dealt every 3 seconds and also deal 10% of that as damage every second for 10 seconds. The longer the tank hasn't punched any survivor, the longer the status duration.
    6. (Passive) No escape: The tank gains move speed every second it hasn't damaged a survivor. It's move speed resets once it does.
    7. (Passive) Infected Vampirism: If any common/special infected attack any survivor who is being affected by the Hot Environment or Scorched Earth, they'll regain HP back equal to 10x the damage dealt. The effect doesn't affect tanks and becomes disabled when Boiling Forever is active.
    8. (Passive) Taunt Ignorance: The tank ignores taunts from Dying Berserk survivors.
    9. (Active) Scorched Earth: The tank expands the effects of Hot Environment to affect all survivors, dealing 25% damage every second for 20 seconds. Additionally being on the floor will make affected survivors take 50% increased damage and have a 5% chance per tick to be inflicted with the boiling status. The tank regains HP back equal to the damage dealt.
    10. (Active) Boiling Eruption: When the tank's Boiling Shield has reached 100% charge, he will erupt, sending out hot blood everywhere for 20 seconds. Hot Blood Puddles then form on the ground, dealing burn damage and slowing anyone who gets near one. The tank's Hot Environment will also be able to deal double damage for 20 seconds. Boiling Eruption cannot activate while Scorched Earth is also active.
    11. (Passive) Boiling Forever: When the tank's health reaches 10% or less, he will make the Scorched Earth effect become permanently active, at a cost of no longer being able to regenerate HP. The tank also ignores all taunts, damage blocking effects and defense modifiers.

    When the survivor is affected with the boiling status:
    [PR] You're boiling hot! You will take damage and give it out to nearby survivors for 10 seconds!
    [PR] Stay away at all costs!
     
    Last edited: Apr 29, 2020
  2. timkit

    timkit MG Donor

    Here's 2 new tier 1 tank ideas... :P enjoy

    Remover Tank (Tier 1)

    Description:
    This tank has developed special spores that allow it to disable the benefits of nearby survivors as well as prevent the usage of abilities against itself at close range.

    Statistics:
    Health: 50,000 HP
    Punch Damage: 125 HP
    Speed: 1.25
    Hit Interval: 2.0
    Blocks: Fire and Melee


    Abilities:
    1. (Passive) Removal Spores: The tank releases special spores into the air that will affect nearby survivors, making them feel less powerful. This will reduce all attack and defense bonuses in half. Radius: 1000 units.
    2. (Active) Ability Removal: The tank uses the spores in the air to vibrate in motion, nullifying any active abilities that the survivors can use. Any affected survivors, will not be able to use their active abilities for 10 seconds. Survivors with abilities already active will have their effects nullified. Radius: 1000 units.
    3. (Passive) Neutralize: The tank's punch has a chance to inflict Neutralize, reducing all attack and defense bonuses to 0 for 15 seconds.

    Devourer Tank (Tier 1)

    Description:
    Before this tank became infected, it was a human that hated the infected so much that he'd eat the infected for breakfast. Now a tank, it still retains the same hatred it once had, but will devour the infected he targets to use it's abilities to harm the survivors.

    Statistics:
    Health: 80,000 HP
    Punch Damage: 180 HP
    Speed: 1.4
    Hit Interval: 1.5
    Blocks: Fire and Melee


    Abilities:
    1. (Active) Infected Devour: The tank eats a special infected that is immediately processed, healing the tank for 2.5% Max HP. Additionally this eaten Special Infected then allows the tank to perform an ability unique to it in 5 seconds. The tank can only eat 1 Special Infected at a time until it has performed an ability.
    2. (Devour) Smoker Blast: The tank vomits out vicious gases that deal a small amount of damage overtime for 10 seconds.
    3. (Devour) Boomer Vomit: The tank vomits out bile, dealing damage to nearby survivors, slowing them down slightly and inflicting bile for 10 seconds.
    4. (Devour) Hunter Leap: The tank gains the abilities of a hunter and leaps up, then comes back down dealing small impact pounce damage and stun for 2 seconds to any survivors hit for 10 seconds.
    5. (Devour) Spitter Spit: The tank vomits out an acid puddle, dealing small acid damage for 10 seconds.
    6. (Devour) Jockey Jump: The tank gains the abilities of a jockey, allowing him to jump and gain a 20% chance to avoid any damage taken while jumping for 10 seconds.
    7. (Devour) Charger Charge: The tank charges for 5 seconds, dealing small impact damage and knocking back any survivors in his way. The tank can turn while charging and will stop if stunned/frozen or if it hits a wall.
     
    Last edited: Jun 3, 2020
  3. timkit

    timkit MG Donor

    Now that the Summer Event is over, here's about 4 tank idea's....

    One of them is from a quoted post that I decided to give further imagination to. The other one is the Supreme Hunter Tank with him being buffed up, then got 2 new raid tank ideas. Enjoy!

    Witch Tank (Tier 2)

    Description:
    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.

    Statistics:
    Health: 250,000 HP
    Punch Damage: 250 HP
    Speed: 1.7
    Hit Interval: 3.0
    Blocks: Fire, Melee and Acid

    Abilities:
    1. (Passive) Witch Reproduction: Every 15 seconds, the tank will spawn a witch at his current location.
    2. (Passive) Strength In Numbers: The witches' basic stats are weaker than that of normal witches, however they should not be ignored. If more than 1 witch targets the same survivor, that survivor takes 25% additional damage per additional witch targeting them.
    3. (Passive) Witch Guard: While this tank is alive, all witches currently alive cannot be startled by any fire/acid sources and become immune to damage from them. Additionally they resist 50% true damage from all sources.
    4. (Passive) Witch Slash: Whenever a survivor is hit by the tank, they'll take an additional 5% current HP as damage and will have 5% of their remaining HP converted into temporary HP, bleeding them out. Bleeding out caused through this ability ticks at double the usual rate until temporary HP is removed.
    5. (Active) Aggro Aggravation: The tank yells out a vigorous roar, alerting all witches and forcing them to become startled and target any survivors close to them at random. The witches become immune to damage for 5 seconds while being startled.
    6. (Passive) Witch Residue: When the tank dies, the tank will spawn between 2 to 4 types of witches where it died. The witches spawned by this ability also carry the Witch Guard passive.

    Couldn't find the Supreme Hunter Tank idea that I originally made, so gonna make this 1 from scratch again.

    Supreme Hunter Tank (Tier 3)

    Description:
    This tank has turned into a very hungry hunter. He will not stop until he can hunt everyone down, using a variety of tools and traps that he can set up to catch them all! Be aware!

    Statistics:
    Health: 350,000 HP
    Punch Damage: 200 HP
    Speed: 1.8
    Hit Interval: 1.3
    Blocks: Fire and Melee

    Abilities:
    1. (Passive) Supreme Hunting Duty: The tank reduces incoming damage from all sources by 2.5 times the number of alive survivors, down to 5 damage minimum. This damage reduction cannot be bypassed.
    2. (Passive) Supreme Hunger: The tank gets more hungry and hungry overtime. Increases damage done to survivors by 3 HP each second that passes. Each time the tank kills a survivor, he resets it but also gains a permanent +5 claw damage increase until he dies.
    3. (Passive) Assassination: The tank is able to deal fatal claw damage on lonely survivors.
    4. (Passive) Great Meal: Killing a survivor will restore the tank's health by 90 HP multiplied by the victim's level.
    5. (Active) Deadly Slash: The tank's next attack will be boosted and deal additional 400 HP damage to the next victim it hits, causing them Intense Bleeding (Bad status) for 15 seconds. Survivors with intense bleeding won't be able to be healed and won't be able to get up. (Cooldown: 50 seconds).
    6. (Active) Bear Trap: Drops a bear trap in the ground that is triggered if a survivor passes by. Once triggered, the survivor won't be able to move and will instantly lose 15% of their maximum health and then receive 8 HP/s damage. To be released, teammates must stand on top of the trap for 2 seconds. The tank will apply 'Deadly Slash' effect on all hits towards trapped survivors completely ignoring the cooldown.
    7. (Passive) Trapped Sentence: The tank will focus survivors trapped on bear traps.
    8. (Active) Dubious Trap: The tank will drop a random other trap against survivors.
      - Trick Trap: Deals 100 damage, biles and inflicts a random status effect.
      - Stun Trap: Deals 150 damage and stuns for 3 seconds.
      - Acid Trap: Deals 300 damage and drops an acid pool.
      - Slow Trap: Deals 200 damage and slows by 50%.
      - Fire Trap: Deals 250 damage, drops fire and inflicts burning.
      - Air Trap: Deals 150 damage and launches the survivor into the air, having a chance to paralyze upon landing.
      - Dark Trap: Deals 200 damage, inflicts blind and fear for 10 seconds. Rarely dropped.
      - Explosive Trap: Deals 200 damage after a 3 second delay, other survivors nearby can be exploded, starting a chain reaction. Very rarely dropped.
    9. (Passive) Trap Surprise!: If the tank's traps fail to activate within 15 seconds of being planted, they will trigger anyway, having increased range.
    10. (Passive) Trap Master: When the tank is below 20% health, he will have a reduced cooldown on planting his traps. Additionally, he may randomly throw out traps towards any nearby survivors within 1000 units.

    Now here is your first new raid tank idea... I'm basing this one off of something you'd see people wear for halloween most commonly.

    Skeleton Tank (Special Tier)

    Description:
    This tank formed from the masses of dead survivor skeletons all gathered into 1 heap pile. While it retains the abilities of a typical skeleton, it is also a user of dark magic.

    Statistics:
    Health: 450,000 HP
    Punch Damage: 300 HP
    Speed: 2.0
    Hit Interval: 1.5
    Blocks: Fire, Melee, Blast and Acid

    Abilities:
    1. (Passive) Bone composition: The tank is made up of mostly old bones. While these bones have been worn down through weathering overtime, they can still give the tank immunity to most forms of damage. Additionally the tank is immune to all bad statuses and can't have it bypassed at all.
    2. (Passive) Lunge: If the tank is near any survivor, instead of punching them it can lunge at the survivor. This lunge deals 500 damage, staggers the survivor back and stuns them briefly.
    3. (Passive) Bone rush: If the tank is targeting a far away survivor, it can call on bones to come down and home in on the survivor, dealing 200 damage. Bits of the bone can break up and fall to the ground afterwards, causing nearby survivors to trip and take fall damage.
    4. (Passive) Dark Paranoia: If the tank is fighting the survivors in closed areas, it'll turn off the lights, blinding all survivors until they and the tank go outdoors. This becomes disabled while the Dark Fog is active or after a teleport for a few seconds.
    5. (Passive) Skeleton Infected: While this tank is alive, it'll summon the skeleton version of the infected, skeleton versions make very few noises, hit harder and have resistances VS most forms of damage, only headshots/melee decapacitations will deal normal damage.
    6. (Active) Scary Face: The Skeleton Tank can look in the direction of a few survivors, scaring them with its menacing face. Any survivors affected become scared, turn around and run away from the tank for a few seconds.
    7. (Active) Bone Walls: The tank summons up walls made with bones. These walls will stay around for 20 seconds, blocking all projectiles and damages any survivor that hits them with melee weapons/shoves, stunning for a short time. It also forces the survivors to go around and find the tank in a different location.
    8. (Active) Dark Void: The tank activates a dark portal, damaging nearby survivors and making them unconscious for several seconds. Once the survivors wake up, their vision will be darkened significantly for some time and will take damage overtime until they can fully open their eyes due to having a nightmare.
    9. (Active) Dark Fog: The tank makes the area dark, forcing all survivors to become lonely. After 10 seconds, the tank will aggro the furthest survivor away from all other survivors until they're within close range or become killed. All survivors without goggles equipped also have a chance to become blind while lonely survivors take double damage from all sources and are more highly aggro'd by the infected. The Dark Fog itself will last for 30 seconds.
    10. (Passive) Grave Resurrection: Once the tank dies, it'll attempt to revive itself by summoning a gravestone, this gravestone has durability and will continuously summon skeleton infected per second while the gravestone still stands. Should 60 seconds pass, the tank will revive itself with 50% health but also boost the power of its abilities.
    11. (Passive) Skeleton Desperation: If the tank is about to take lethal damage for the second time, it'll go into a desperation state, summoning bone walls and activating the dark fog permanently, making it hard for the survivors to know how many still remain alive. It'll crumble down and die once 45 seconds pass. Lonely survivors take 3x damage and have no ways to protect themselves while desperation is active.

    Here's a 2nd new raid tank idea... This tank idea is pretty much based on the werewolf tank skin that you can see when playing on the Bloody Moors Campaign.

    Werewolf Tank (Special Tier)

    Description:
    This tank mutated from a werewolf that used to exist in folklore mythology. Now in the form of a werewolf itself, it can do anything that the wolf can do in real life. Don't underestimate this werewolf! It knows how to act and will be able to call for backup if it ever feels threatened! Be careful!

    Statistics:
    Health: 800,000 HP
    Punch Damage: 150 HP
    Speed: 1.75
    Hit Interval: 0.6
    Blocks: Fire and Melee

    Abilities:
    1. (Passive) Wolf in the Shadows: The werewolf tank is normally quiet while the moon isn't active. During this time the tank appears to be more transparent, makes less noise, has a 33% chance to avoid all damage and gains a significant movement speed boost while aggroing any survivors.
    2. (Active) Wolf Bite: Instead of clawing his current victim, the tank can choose instead to bite into them, this deals 300 HP damage and causes all 3 bleed effects simultaneously for 20 seconds. When the moon is active, the Werewolf Tank is vicious in his attacks and will instead deal 1000 HP damage as well as inflict bleeding.
    3. (Passive) Bleeding: While the survivor is bleeding, they leave behind a trail of scent for the Wolf Tanks to follow, allowing for them to easily target the survivor. When the moon is active, the survivor with the most time left on bleeding will be targeted for aggro until their bleeding stops. Werewolf Tank cannot use Wolf Bite on any survivors that are bleeding.
    4. (Passive) Thirst for Blood: The tank will deal up to +100% additional damage to any survivors that are injured/incapacitated. This is ignored whenever the tank is consuming any survivors with Kidnap.
    5. (Passive) Moon Activity: While the tank is outside in his inactive state he will slowly gain charge from the moon. Once the tank is fully charged from the moons illumination, it'll cause the tank to let out a howl, activating his active mode for 45 seconds. Once the active mode ends, the tank will go back into his inactive state.
    6. (Active) Wolf Pack: The tank lets out a powerful roar, summoning out up to 3 Wolf Tanks depending on its current health. The lower it's health, the more likely all 3 Wolf Tanks appear. The Wolf Tanks spawned from this ability have 30,000 HP each, deal 100 claw damage, have 50% defense and have some unique abilities of their own. The Wolf Tanks spawned will cease to be active and will hide once the Werewolf Tank stops being active. Additionally each activation of the ability will buff up the Wolf Tank's stats if any Wolf Tanks were killed during the previous use, up to +33% additional stats can be gained.
    7. (Active) Ferocious Slashes: The tank waits a moment... charging its claws with blood. It then lets out ferocious slashes at any nearby survivors while moving around for 4 seconds, being able to turn around if needed. Each slash deals 500 damage, staggers, ruptures and drops the survivor's defense for 20 seconds. Each additional hit on the same survivor deals more damage and increases the effects.
    8. (Active) Wolf Target: With at least 1 Wolf Tank alive, the tank lets out an angry howl, then will randomly mark 1 target. After 10 seconds, the survivors becomes the target for all Werewolf Tank and Wolf Tank attacks for 30 seconds with the tanks aiming to get the survivor away from the others. Being stunned/frozen will reset aggro.
    9. (Passive) Taunt Resist: The tank ignores any aggro overriding effects.
    10. (Active) Kidnap: If there's at least 1 or more injured survivors, the tank/Wolf Tanks will target 1 of them, taking away into the shadows and in hiding for 10 seconds. Once the survivor has been moved back far away enough, they'll become incapacitated instantly and start taking damage while the Wolf Tanks proceed to eat them alive. At 25% incap HP left, the Wolf Tanks will stop damaging their victim and let the survivor call out for help for 15 seconds, also marking their incapacitated body if not found. After time passes, the Werewolf/Wolf tanks will then proceed to fully eat the survivor, which permanently kills them 5 seconds later.
    11. (Passive) Filled up: If the Werewolf Tank/Wolf Tanks manage to fully eat any survivors alive, they will regain HP back. The Werewolf tank will regain 10% max HP while the Wolf Tanks each regain 50% max HP back. Afterwards the tank cannot use Kidnap again for 60 seconds, with this timer pausing when the tank stops being active.
     
    Last edited: Aug 20, 2020
  4. timkit

    timkit MG Donor

    Since my birthday passed yesterday, I figured I'd post the ultimate tank ideas that I made since the last few days ago, enjoy ^^

    I'll probably nerf Ultimate Knight Tank in the future, will leave Ultimate Shaman Tank as it is...

    Ultimate Shaman Tank

    Description:
    The most powerful variant of the Shaman Tank that is known to exist... This extremely rare tank is a master of magic that can devastate the survivors with deadly abilities that should be avoided at all costs!

    Statistics:
    Health: 750,000 HP
    Punch Damage: 250 HP
    Speed: 1.7
    Hit Interval: 0.75
    Blocks: Fire, Melee and Acid


    Abilities:
    1. (Passive) Ultimate Heal: The tank heals for 7,500 HP every 45 seconds. The lower the tank's health is, the less time it'll take for it to regenerate HP back. It also clears all bad statuses.
    2. (Passive) Shaman: The tank has knowledge of the abilities that it has. This means that the tank may wait until some abilities are available at the same time to use them all in a particular order.
    3. (Passive) Magic Desperation: Should the tank be about to take lethal damage, it will go into a Desperation state. In this state it can no longer regen but all of its active abilities have significantly reduced cooldowns and can all activate at their full potential. Additionally the tank will move and attack at double speed. The tank will then explode and die after sometime passes.
    4. (Active) Supreme Inferno: Leaves a trace of fire that deals 150 HP damage per tick. On every 5th use, a pool of blue fire is left behind, dealing 750 HP per tick, burning any survivors for 30 seconds. The blue fire itself cannot be removed/absorbed.
    5. (Active) Teleport: The tank teleports to the first survivor or to the nearest survivor on final chapters. As the tank's health lowers he'll teleport to any survivor much further away from the tank.
    6. (Active) Mutation: Infects nearby survivors with the Mutation bad status that forces them to temporarily forget how to fight. Below 20% Health the tank bypasses Mutation status immunity.
    7. (Active) Drop Acid: Leaves a pool of acid that'll instantly slow any affected survivors by 25%, dealing high damage as well as moderately slowing them.
    8. (Active) Flesh Shield: Uses death tank bodies to block all sources of damage for 10 seconds.
    9. (Active) Super Vomit: The tank biles all survivors nearby, inflicting a random status effect and blinding them temporarily.
    10. (Active) Supreme Poison: Infects nearby survivors with poison. The lower the tank's health is, the higher the duration and potency of the poison on the affected survivor. Below 50% health the tank bypasses Poison status immunity.
    11. (Active) Supreme Meteor Shower: Summons a rain of meteors that will drop on random locations. Meteors that hit the ground will leave behind small chunks of rock for sometime, damaging survivors that step on them. The tank must be on an open area for this to work. Below 20% health the meteors will start homing in on targets.
    12. (Active) Radiation Exposure: Irradiates nearby survivors, causing any other survivor who gets close to them to take major damage and also have a small chance to be affected themselves, for half the current duration.
    13. (Passive) Irradiate: The tank deals 1 to 60 HP of damage to nearby survivors based on proximity to the tank.
    14. (Passive) Debilitating Claw: The tank will always inflict a random status effect on any survivors punched. The tank will not inflict a random status if the survivor was already affected with one.
    15. (Passive) Death's Bounty: Upon killing a survivor, all ability times are reduced by 2.5 seconds.

    Ultimate Knight Tank

    Description:
    The most powerful variant of the Knight Tank that is known to exist... An extremely rare tank that boasts unimaginable feats of strength that fears anyone who dares to approach it.

    Statistics:
    Health: 750,000 HP
    Punch Damage: 500 HP
    Speed: 1.7
    Hit Interval: 1.0
    Blocks: Fire, Melee and Acid


    Abilities:
    1. (Passive) Ultimate Earthquake: The tank creates an earthquake that can throw survivors into the air. The earthquake strength of his fists will increase when punching incapacitated survivors and becomes higher as the tank's health lowers, affecting all abilities.
    2. (Passive) Protection Aura: Decreases damage taken by other nearby infected by up to 50%. Less effective the further away from the Tank (Radius: 750).
    3. (Passive) Bottled Anger: If the tank hasn't performed an Ultimate Earthquake in 30 seconds, it's next punch will activate it, regardless if anyone is incapacitated. Below 20% health, every 4th tank punch instead activates it.
    4. (Passive) Flesh armor: The tank uses 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 1% per second.
    5. (Passive) Courage Aura: Increases damage done by other nearby infected by 200%. Less effective the further away from the Tank (Radius: 750).
    6. (Passive) Aftershocks: Should a survivor survive an Earthquake, they will begin to emit earthquakes from themselves, launching themselves and other nearby survivors. The aftershocks decrease in power after each one.
    7. (Passive) Enhancement Aura: Every 5 seconds, nearby Special Infected have a chance to become Uber Infected. The chance decreases the further the SI is away from the Tank (Radius: 1000, 0-25% chance, 3 Uber Max)
    8. (Passive) Super Strength: The tank's punches have increased range, deal increased knockback and affect in an area around. The rocks that the tank throws fly faster, are explosive and can launch survivors close to the impact away.
    9. (Active) Empowering Yell: The tank lets out a mighty roar, transforming all special infected on the map into Uber Infected. SI's that are already Uber Infected instead turn red, gaining resistances to fire/acid and headshot damage.
    10. (Active) Supreme Shockwave: The tank slams the ground, throwing every survivor, and then causes constant earthquakes around itself every second for 10 seconds, flinging nearby survivors away. Below 20% health the constant earthquakes happen much faster and can stack against survivors already launched.
    11. (Active) Super Charge: The tank charges violently into nearby survivors, flinging them away. The victims take 500 damage upon impact, and may suffer from fall damage.
    12. (Active) Super Disposal: The tank can pickup and throw away a nearby survivor. The survivor thrown will suffer severe damage if they hit a wall at high speeds.
    13. (Passive) Keeping Friends Close: The tank will randomly teleport all Special Infected to it's current position. Uber Infected will instead be teleported half the time and Empowered Uber Infected 25% of the time.
     
  5. ratchet

    ratchet MG Donor

    These are awesome ideas, and to be quite honest I would love to see them implemented.

    Looking at what you have noted down here for each though I feel it would need to be a very specific team of people to kill each of these monsters.
     
  6. timkit

    timkit MG Donor

    Alright... came up with a new idea for a tank it's been a while and I thought of it randomly while I was working that weekend:

    Flower Tank (Special Tier)

    Description:
    This tank was originally known for being a flower caretaker. Someone who cared about all kinds of flowers. He also had a good job as a florist, letting him sell his flowers to make his customers happy and profit his flower businesses. After the infections arrived however, a customer came to him with a mysterious syringe that said it could bring out his flower powers to fight the infected! Little did he know it turned him into a plant based tank...

    Statistics:
    Health: 500,000 HP
    Punch Damage: 300 HP
    Speed: 1.5
    Hit Interval: 0.8
    Blocks: Melee


    Abilities:
    • (Passive) Growth: This tank harnesses the power of the sun to grow flowers! If outdoors or in a sun spot, every 15 seconds he will plant down a flower that can grow into a blooming flower type, gaining 1 growth stack each 15 seconds. Each flower type spawned has different effects and there can be up to 4 flower types maximum out at a time. The tank also grows every 30 seconds.
    • (Passive) Photosynthesis: The tank and the plants can absorb sunlight when outdoors or in sun spots, giving them 2,000 (5,000 HP for Flower Tank) HP regen every time they grow.
    • (Passive) Thorny Claws: The tank's claw attacks on survivors will deal up to 5% missing HP additional damage, the lower the current HP of the target and inflicts bleeding. The tank deals more additional damage to bleeding targets.
    • (Passive) Plant Growth: The tank has plants covering him, giving him 20% damage resistance against all sources for every stack of growth, but also increases its vulnerability to fire, allowing the tank to be ignited once at least 2 stacks have been reached. The tank must be put on fire to damage and burn down the plant growth, getting rid of all growth stacks on the tank and the plants once destroyed.
    • (Passive) Flower Growth: Each stack of growth on flowers increases their flower level, giving them increased survivability and statistics. At max level, they will gain potent abilities. If growth stacks are destroyed, all spawned plants die and the tank cannot plant any new flowers for 30 seconds.
    • (Flower) Roses: The Rose shoots at nearby survivors for 60 HP/1.5s, having a chance to make them fall in love. Survivors in love cannot act for 15 seconds and may try to bring roses to the tank, giving it benefits. At max level, the affected survivor cannot resist falling in love, can't cure it and will give the tank stronger benefits.
    • (Flower) Orchid: The Orchid won't shoot the survivors but will boost the damage of all nearby infected by +100% and will decrease nearby survivor's damage dealt by 25% until the survivor/infected leaves the area. At max level the orchid sends out a wave every 30 seconds that increases/decreases damage dealt to all regardless of range for 15 seconds.
    • (Flower) Lily: The Lily will slowly draw nearby survivors to it's strong aroma. If any nearby survivor gets too close, it'll fire a potent dot into them, dealing 15% max HP damage and marking the survivor for aggro from nearby infected and the tank for 15 seconds. At max level, the lily may also stun and damage nearby survivors while drawing.
    • (Flower) Tulip: The tulip shoots at nearby survivors for 50 HP/s, having a chance to afflict them with any bad status. At max level, it has a small chance to instantly debilitate a shot survivor, dealing triple damage and giving them most bad statuses and drops statistics for 30 seconds.
    • (Flower) Sunflower: The Sunflower will do nothing while it absorbs sunlight when outdoors. Then every 30 seconds it'll target 1 survivor on the map, firing a beam of light from the sky that deals 2000 HP damage, bypassing moustachio bless and inflicts burning for 20 seconds. At max level, the charging time is reduced.
    • (Active) Toxicity: 2 survivors are marked for aggro, during this time the Tank disallows taunting. Once the tank claws both marked survivors, it inflicts Toxicity. Toxicity increases in stacks the further the affected survivors get away from each other, but reduces the healing received the closer they get to each other. Toxicity will explode, instantly killing the affected survivors if both get too close or either reach 10 stacks of toxicity. After exploding, Toxicity goes on to affect 2 other survivors nearby if possible.
    • (Active) Thorns: The tank yells out a vicious roar, generating thorns from the tank and from all alive flower types. Thorns deal damage to nearby survivors, slowing them and giving them bleeding. The thorns disappear after 30 seconds pass.
    • (Active) Sun spots: If indoors, the tank will generate sun spots every few seconds, allowing him to generate sunlight indoors for his plants. Sun spots deal moderate damage to survivors who step in them and have a chance to stun.
     
    Last edited: Dec 21, 2020
  7. legendaryphoenix

    legendaryphoenix New Member

    We have a new tank call himself is a Supreme healer tank he is a similar to to healer but dont understimate him he can despose everyone who thread out way
    SUPREME HEALER TANK ( SPECIAL TIER)
    Tank Health: 530.000 HP
    Punch damage: 300 HP
    Speed 1.65
    Hit interval:0.7
    Block: fire,melee,bile
    Ability
    1 (Passive) Supreme heal aura: Heals nearby Specials/Tanks. Heals more on higher difficulties. Supreme healer tank will health 3 or 5% health depend on how many level higher are
    2 (Active) Supreme shield: Gives a shield to nearby Specials and all other Tanks. For specials, shield capacity is 3000 HP and stops igniting/headshot damage. For tanks, shield capacity is 5% Tank's max health, with a minimum value that increases based on current difficulty. Heal Aura doesn't heal shielded targets.Supreme healer tank will gain shield 72.000 health and gain 10% reflect shot when destroy Shield tank will gain 20% defense.
    3 ( Passive) Healer backup : Supreme healer tank will summon 3 back up healer tank this healer tank is immume to damage an it dissappear in 30 sec Both Supreme Healer and Healer will become immune. The tank can backup when he reach 75%,50%,25% health.
    4 ( Active ) Shield totem: the tank will summon a shield totem this totem will provide shield on all Common and Special infected 3% health. if there a tank or Supreme healer him self gain 5 or 10% Shield depend on high level. This totem health 10K can destroy by weapon or it can disappear at 40 second.
    5( Active) Heal totem: The tank will summon a heal totem this totem will heal all nearby Common and Special infected 5% health.Totem health 10K can destroy by weapon or it can disappear at 40 second
    6 (Passive) Supreme Fired up: Shield cooldown is reduced for each use but when below 50% health Shield cooldown reduce will be increase
    7 (Passive) Healing wound: If the tank punch or survivor tank will health 3% (depend on base level on player) when reach 10% health below the next tank punch will health 15%
    8 (Passive) Anti healing Medkit: if the survivor about to use Med kit if there Near a tank
    The medkit health will reduce 30% health and instantly heal a tank 30% ( radius: 800)
    9(Passive) Shield guard above: If the tank about take lethal damage he will activate Shield to protect him it will gain 50% damage, 25% reflect shot, 30% defense health shield this tank can have chance to call 1 healer backup this final healer will no longer immune to damage when the Supreme healer are in shield.
    10(Passive) Healer Desperation: If tank about to take lethal damage when shield is gone. He will be come desprate He will a summon a totem this totem when desprate will immume damage and can Summon permanent This tank punch damage will increase to 800 . tank will die at 90 second
     
    Last edited: Dec 20, 2020
  8. legendaryphoenix

    legendaryphoenix New Member

    This is second night mare when i sleep it call breserker tank these are powerfull can kill entire survivor with 2 second
    Breserker tank ( Special Tier)
    Health: 700.000 HP
    Tank Punch: 300 damage
    Speed: 1.8
    Hit interval:1.65
    Block: fire,Melee
    Description
    The mutated warrior, butcher, executioner, Heartbroken has been group together call themself is Breserker tank it powerfull can crush all who interference and out way
    Notice
    The breseker tank it can instantly kill you when he reach Execution stack are 20 you have to avoid it at any cost Do not group itself Breseker will instant kill every survivor that tried to group.
    1 (Passive) Execution stack: when tank kill survivor it gain 1 stack, this stack will lost at soon it not kill survivor at 8 second,stack will reset when instant kill 1 survivor addionatly the instant kill have 5% chance to kill instant survivor and 50% chance to gain stack
    2 (Passive) Fury anger: Tank will gain 1 fury in 3 second, if tank kill survivor it gain 3 fury,if incap fury gain 2, fury will generate faster if not kill survivor and Tank will increase the damage resist 75% once are 50-90% fury stack when reach 100 stack damage on tank will immume
    3 (Active) Awaken terror: The tank will release the yell make survior to reduce damage by 60% and 50% defense if Survivor have a buff General tank handler it will ignore this defense , The tank will gain 40% attack, 35% defense it will lost at 20 second.
    4 (Active) Supreme courage: the tank will gain attack nearby infected and Special infected at 30%, Tank also gain 40% attack . This aura will be disable at 30 second.
    4 ( active - Fury)Meat shield deflection: Tank will active a meat shieldto protect him,This meatshield will immume to melee and gain 70% reflect shot this meatshield will lost as 5 to 15 second.
    5 ( active - Fury) Nemesis Attack:The tank becomes invisible and inaudible, and survivors become confused. If a survivor is hit by the tank, it instantly dies and all other survivors receive all of their missing health as damage. The nemesis effect lasts 20 seconds or until the tank hits someone.Addionatly tank will able to Hidden health at 40 second once tank active abillity are done
    6 ( active - Lethal)Chainsaw of Fury: Tank will replace a claw with a chainsaw on hand this chainsaw will punch 350 damage and gain 100% attack speed and 10% slow movement speed,addionalty if tank not kill any survivor fury will gain 20 affect last 5 second
    7( active - Fury) Furious attack: the tank gain attack speed and punch faster and attack damage will increase 700 damage.Addionatly tank will able immume to stun and freeze.
    8( active - Lethal) Snap Chainsaw: Tank grab a survivor and use a chainsaw to cut in half . This tank can be intterupt by freeze or stun this fury will gain 20 fury when intterupt.
    9 ( active - Fury) Supreme bullet deflection stance: Tank will immume to damage any survivor shot the tank it will reflect 40% health.The Tank will have a chance to Release a bullet and target a survivor that try to Shoot. this ability will be stop at 10 second.if 1 survior target the tank will at least many bullet it will deal 15% damage and even can ignore incap
    10 ( Passive) Execution fear: When tank about to kill instant survivor it will fear survivor at 0 to 20 second , if survivor has fear it will become a panic at 10 second survivor will group at 6 Players or higher
    11( passive) Breserk : If tank not kill at 30 min the tank will boost the tank move and attack speed faster than usual Tank attack damage will Replace with Tank True damage, the True damage will deal 1200 damage Survivor Hit.
    12 ( Passive ) Desperation: If tank is go on lethal damage the tank will enter the desprate and activate Breserk, Tank will gain 3 fury per/sec if kill survivor gain 5 fury, Execution stack will be double when kill survivor, the Tank will die sometime after 2 min addionatly all lethal and fury will be use 3 time limit only .
     
    Last edited: Jan 11, 2021
  9. legendaryphoenix

    legendaryphoenix New Member

    There a New tank a type poison and sickening aswell make into powerfull version as well They call tank is Chemical Tank
    A powerfull sicken and poison are group turn in chemical diese dont know why they call chemical but it some of effort on Sicentist mad man has create this madness
    Chemical Tank (Special Tier)
    Tank Health : 1,275,000 HP
    Punch Damage: 200
    Hit Interval:1.0
    Speed:1.65
    Block: Fire,melee
    Abilities
    . (Passive) Toxicity:Adds one stack of Toxicity on each punch. The first stack causes the survivor to receive 3 HP every half second. Each new stack multiplies the damage by 4, (3 -> 6-> 9-> 15 -> ...). Survivors lose tenacity by 1 stack each 10 seconds (Max DPS: 300).
    .(Active) Toxic Cloud: The tank releases toxic clouds that stay in an area for 15 seconds and deal 6 HP damage every 0.1 seconds. The cloud grows in size overtime.
    .(Passive) Sticky Hold: Tank punches won't knock the victim away.
    (Passive) Paranoia: The tank is able to pass a strong disease that causes severe paranoia on survivors. The disease takes days to show up and is really easy to cure, but other survivors may not have noticed and will come to attack the group.
    .(Passive) Chemical poison resist: Tank will immume to poison any survivor has use poison against on tank it will aggro the survivor
    (Passive) Contamination: All survivors take 2 HP damage every half second regardless of location for every minute that passes
    (Passive) Lethal disease: If a survivor is affected by a toxic cloud longer than 8 seconds they will be affected by a lethal disease. These survivors will lose 5% of their missing health and prevent health regen. The disease lasts until the tank or the survivor dies.
    (Passive) Supreme Poison claw:instantly poison survivors upon claw hit for 10 second Damage poison will be 1% Tank missing health but when survivor are too close it absorb tank health from poison
    (Passive) Supreme poison spore: Deals damage to nearby survivors. The more damage survivors receive, the higher the chance to get poisoned for 20 seconds addionatly if survivor are poison it cause a lethal diese deal 10% damage base on health.
    (active) Chemical of Power: Tank will activate a chemical make this tank body with full chemical. Tank will increase 30% damage and 50% defense and movment speed and attack speed additionaly it can block incoming true damage including turnet
    (Passive) Chemical Infected : If tank has become flow on every chemical the body on every CI it will increase 1,500 health and 150 damage additionaly if survivor kill CI it will explode and it will deal 5% max health on survivor addition if any survivor turn poison or affect by lethal diese it will deal 15% damage max HP
    (Active) Chemical of Toxic: Tank will throw a chemcial gernade it will deal 1-200 HP/sec but this affect cloud will last 30 second but if tank low health this effect will be 50 second. For survivor dont have a google it will cause effect the lethal heart cardiac arrest on 60-90 second.
    (Active) Chemical containminate:The tank will release a chemical cloud on tank body any survivor near the tank it will deal 5% Health and decrease movement speed.Addionatly tank will afford to lose 10k HP decaying overtime on 20 second
    (Passive) Chemical despration: If tank go lethal damage it will enter desprate it gain 900 damage or higher damage. tank will lose all ability and active except the chemical of power and chemical of Toxic .Tank will die at 55 second.
    When tank die it will explode cause chemical and cloud to spread all over map
     
    Last edited: Jan 9, 2021
  10. legendaryphoenix

    legendaryphoenix New Member

    let rework and change skill this tank abit it seem not to powerfull enough
    A powerfull tank create by unknown Sicentist to stop survivor from getting his way This tank seem look a type as Sicken and Poison as well.
    Chemical Tank (Special Tier)
    Tank Health : 1,700,000 HP
    Punch Damage: 300
    Hit Interval:1.0
    Speed:1.65
    Block: Fire,melee
    Abilities
    . (Passive) Chemical Toxicity:Adds one Chemical stack of Toxicity on each punch. The first stack causes the survivor to receive 3 HP every half second. Each new stack multiplies the damage by 5, (5 -> 10> 15-> 30 -> ...). Survivors lose tenacity by 1 stack each 20 seconds (Max DPS: 600).
    .(Passive ) Chemical Toxic Cloud: Tank will release a trail of cloud toxic deal 20 True Damage.If survivor stay trail of cloud toxic longer it will deal at least 5% true damage it will increase overtime when at least longer.
    .(Passive) Sticky Hold: Tank punches won't knock the victim away.
    (Passive) Paranoia: The tank is able to pass a strong disease that causes severe paranoia on survivors. The disease takes days to show up and is really easy to cure, but other survivors may not have noticed and will come to attack the group.
    .(Passive) Chemical poison resist: Tank will immume to poison any survivor has use poison against on tank it will aggro the survivor
    (Passive) Contamination: All survivors take 20 HP damage every half second regardless of location for every minute that passes
    (Passive) Lethal disease: If a survivor is affected by a toxic cloud longer than 8 seconds they will be affected by a lethal disease. These survivors will lose 10% of their missing health and prevent health regen. The disease lasts until the tank or the survivor dies.if survior are stay Chemical toxic cloud it will applied a lethal disease.
    (Passive) Supreme Poison claw:instantly poison survivors upon claw hit for 10 second Damage poison will be 1% Tank missing health but when survivor are too close to the tank it will deal 4% True damage on survivor and it will heal 1% health when survivor are poison
    (Passive) Supreme poison spore: Deals damage to nearby survivors. The more damage survivors receive, the higher the chance to get poisoned for 20 seconds addionatly if survivor are poison it cause a lethal diese deal 10% damage base on health.
    (active) Chemical of Power: Tank will activate a chemical make this tank body with full chemical. Tank will increase 40% damage and 30% defense and movment speed and attack speed additionaly it can block incoming true damage including turnet.This Effect will last 15 second
    (Passive) Chemical Infected : If infected has become flow on every chemical it will increase 1,500 health and 150 damage additionaly if survivor kill CI it will explode and it will deal 5% max health on survivor addition if any survivor turn poison or affect by lethal diese it will deal 15% damage max HP
    (Active) Chemical Gernade Poison : Tank will throw a chemcial gernade it will deal 1-200 HP/sec but this affect cloud will last 30 second but if tank low health this effect will be 50 second. For survivor dont have a google it will cause effect the lethal heart cardiac arrest on 60-90 second.
    (Active) Chemical containminate:The tank will release a chemical cloud on tank body any survivor near the tank it will deal 5% Health and decrease movement speed.Addionatly tank will afford to lose 10k HP decaying overtime on 20 second addionatly tank will heal 5,000 health Missing when decay are over.
    (Passive) Chemical despration: If tank go lethal damage it will enter desprate it gain higher damage. tank will lose all ability and active except the chemical of power and chemical Gernade Poison .Tank will die at 55 second.
     
    Last edited: Jan 19, 2021 at 3:59 PM

Share This Page