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 Game Server Moderator Staff Member

    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.
     
    timkit likes this.
  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 on 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: Jul 22, 2021
  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 version of warrior tank this time he will equip with katana sword and assassinate a target
    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)blade 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 - Fury) Katana assassinate:Tank will use katana back stab the back one survivor it deal instant kill on survivor.
    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) Bladestorm:tank will spin a katana toward any survivor. any survivor near a bladestorm it deal 5% max HP on survivor and have bad status bleed effect and hemorage.IF tank kill survivor it will dismember a body
    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 If all lethal and fury will be use 3 time limit only .
     
    Last edited: Apr 2, 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) Gas 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) Enchanced 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) Enchanced 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 stay near tank it will turn intro a powerfull Chemical infected it will increase 1,500 health and 150 damage additionaly if survivor kill CI or not Kill it will effect the sickness deal 10 True damage addionatly if survivor dont have google it will poison Survivor deal 1% damage base on tank health
    (Active) Tear gas gernade : 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.If Survivor hit by chemical gernade for too long it will trigger a deadly cardiac arrest on 90 second unless they have adrenline shot.
    (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.
    (Special passive)Chemical loyalty: When tank health reach to 75,50,25% health it will immume and let out the roar of incoming wave of CI and SI if he blow at 15% health it will alert the all incoming common infected.But if tank die all CI will explode itself.
    (Passive) Chemical despration: If tank go lethal damage it will enter desprate it gain higher damage. Addionatly tank will empowered chemical power and activate it when empowered it will increase the damage to 75% .Tank will die at 55 second
    (Active) Chemical Acid:The tank will spit the desgination acid on the sky Deal 2% damage base on precent Health on survivor, addionatly Acid will break there defense permanently if Survivor in acid too long it will deal 3% True damage on health if break defense deal 9% True damage. If Chemical loyalty active tank will throw rock acid from sky it will split to mutiple rock designation when hit if survivor hit by rock it will stun survivor and deal 700 damage
     
    Last edited: Feb 25, 2021
  11. legendaryphoenix

    legendaryphoenix New Member

    Hmmm ever imagine that there a version of Reaper are really stronger and tougher i bet will find out
    Description
    a Powerfull version of the Reaper tank this Tank has consume the powerfull Dark and shadow and use the weapon Scythe To crush an enemy Foe from terror beneath.

    Supreme Reaper tank (Special Tier)
    Tank health : 680.000 Health
    Punch Damage : 600 Hp
    Speed:1.75
    Hit Interval:0.4
    Block:Fire and Melee and Bile


      • (Passive) Supreme Death Party: The tank deals 300 additional damage for each survivor dead,If survivor dead it will fear any other Survivor at 6 second
      • (Passive) Supreme Death Warrant: Each time the tank punches a survivor, it's next punch will deal an additional 100 damage. The tank's punch damage will continue to rise until a survivor is killed.if below at least 20% health tank will increase 40% damage on next punch
      • (Passive) Crowd resistance: Each survivor in 500 units reduces the damage the tank takes by 3.
      • (Passive) Neurotransmitter: Survivors hit by the tank will be affected by the tank's neurotransmitter abilities.
      • (Passive) Knockback taunt Resist: The Tank will immume to stagger and aggro effect.Survivor use Strength Brust or enraging wave are Deal no damage
      • (Passive) This is not a game: If the tank is taking less than 500 HP damage per second it will heal by 5% of its maximum health until the damage per second raises again.
      • (Passive) Fear of death: Survivors punched by tank will be affected with fear for 0 to 15 seconds depending on their missing health.
      • (Passive) No return: If the tank spots a corpse, it will stay eating it for 15 seconds. After this the corpse is destroyed and the tank recovers 20% of its maximum health. Can be interrupted with stuns or freezing. While consuming, it gains 99% damage resist.
      • (Passive) Complete destruction: If the tank manages to hit a survivor who is completely alone, it will trigger a powerful neurotransmitter that will inflict complete terror on the victim and will cause him to explode after 3 seconds. This ability is un-avoidable.
      • (Passive) Death above you: Incapacitated survivors within 400 units from the tank will get the Fear status and be unable to attack until it leaves the area. Additionally, survivors won't be able to crawl.
      • (Active) Supreme Dopamine saturation: The tank triggers a powerful neurotransmitter that initially will behave as dopamine and heal survivors by 400 HP. After some delay it will instantly deal 60% of the survivors current health.If player are been Dopamine 3 time it cause Cardiac arrest at 90 second
      • (Active) To the other side: A random survivor will be affected with an immense amount of anxiety causing him to commit suicide after 10 seconds. This can be stopped if at least 6 survivors go near the victim.
      • (Passive) No escape: The tank gains move speed every second it hasn't damaged a survivor. It's move speed resets once it does.
      • (Passive) Grim Reaper: The tank will carry the scythe at left hand will deal 1000 Lethal damage on the back addionatly if Tank kill survivor it will gain 66% invinsible and have chance to Hidden health at 10 second .
      • (Passive) Reaper Fury Lethal:The tank will gain % defense base on % Fury Level.When tank Fury has reach 100 stack it gain 100% defense .
      • (Active) Lethal Fury Ability: when tank reach 100% fury it now perform the Lethal ability.Addionatly When Tank is appeared it will start a First Lethal Fury ability with 100% Fury.
      • (Active -Lethal) Reaper assassinate:Tank will become invinsible and mark 1 Target on Survivor. when survivor Mark tank will grab a survivor and quickly take them along into the shadow The tank and the survivor will re-appear at a random location and the survivor will become incapacitated.If survivor is not revived for 5 second The tank will use the scythe to dismember and instantly kill the survivor if Survivor not died or Tank doesnt perform Reaper assassinate it will gain 10% Fury and gain 50% invinsible for 10 second .
      • (Active - Fury) Nemesis: 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 5 seconds.
      • (Active - Lethal) illusion of beneath: The tank will trigger a massive hallucation make Survivor been fear and at 12 second addionatly it will start to blind the survivor 10 second as soon as this ability are done.
     
    Last edited: Feb 25, 2021
  12. legendaryphoenix

    legendaryphoenix New Member

    Hmmm a Ultimate Executioner Tank never heard this before we heard this one harder kill more than Breserker tank and Supreme reaper tank it completely diffirent more than normal and Supreme executioner tank
    Description
    a new Stronger Supreme exec has become mutated turn into mass superpower and become ultimate executioner destruction
    Ultimate Executioner tank (Special Tier)
    Tank health:2.000.000 HP
    Punch Damage:230 damage + % fury
    Speed:2.1
    Hit interval:1.1
    Immume:Fire,Damage
    Quick explansion:
    Avoid been group together when death sentence are fully 25 stack it can punch multiple survivor when hit.and do not been hit too many time.After Some hit it will execute and destroy the body.Incapacitated survivors require less to be executed.
    Abilities:
    (Passive) Knockback taunt resist: Tank will immume to stagger and aggro effect.
    (Passive) Supreme Death Sentence: Each claw hit to a survivor adds a 'Death Sentence' mark. The most recent mark takes 60 seconds to decay, with ones after decaying in 15 seconds. Each mark reduces defense by 15%, increases claw damage by 200 and gives the tank 2 flat defense. Incapacitated survivors acquire 2 marks per hit.
    (Passive) Supreme Execution: Survivors alone or that have 25 death sentence marks are instantly killed on the tank's next punch, destroying their body.if Tank instantly kill survivor with 25 death sentence it start to fear the survivor.
    (Passive) Fury rage: the tank it will gain 10% fury on 5 second.This Fury will increase punch damage.The tank will lose 1% fury if they shoot the tank.
    (Passive) Confusion: The tank's punch will leave survivors confused and unable to see their teammates for 20 seconds.
    (Passive) Berserk: After 30 minutes or if the tank enters desperation mode, it will turn normal damage into true Damage and gain movement speed. The tank also doubles death sentence mark gains. In this state however, the tank loses it's base defense and Disable the Ressurection effect.
    (Passive) Desperation: If tank about to take lethal damage second time.It will enter the Desperation mode .Activate Breserk passive and gain 100% fury.Tank will die at 55 second
    (Passive) Collateral Execution: When a survivor is executed, nearby survivors gain a death sentence mark and will be feared for 5 seconds.Tank will addionalty heal 200 Hp plus equal how many survivor was inflict fear.
    (Passive) Reinforced skin: The tank reduces incoming damage by 30% and by 3 times the number of alive survivors, down to 5 damage minimum. This damage reduction cannot be bypassed.
    (Passive) Fear Death: Every Tank punch has a chance to inflict fear. The chance is the number of death sentence marks times 2 with the duration equal to the number of death sentence marks.
    (Active) Organic Bomb: Plants candy-shaped bombs that explode if survivors get nearby, dealing 5% of the survivor's current health and will add 2 stacks of death sentence.(Active) Little Jokers: Spawns a Supreme Joker that disappears after 2 minutes 30.
    (Active) Supreme Deadly Cage: The tank deploys a square cage that surrounds an area for 30 seconds. If a survivor enters the cage, they must stay inside for 10 seconds. Leaving before it expires deals 2000 damage and gives 4 death sentence marks to the leaver and 800 damage and 1 death sentence mark to anyone else near. Each survivor entering resets the expire time.
    (Active) Terrorizing Yell: The tank releases a powerful yell to all survivors in front of it, throwing them all away. The first 3 survivors hit become panicked with the rest being feared. Panicked survivors will die if enough allies don't gather near in 20 seconds.
    (Passive) Ressurection :if The tank about to take fatal damage tank will stop below at 1 health and it will revive 50% health at 4 second and increase Breserk time at 5 minutes.
    (Active) Supreme Crow Attack: Sends crows flying into the air that will attack the survivors, aiming specially to their eyes. Damage: 90 HP on cast, followed by 45 HP/s during 5 second.Addionalty if Crow attack survivor eye it will start to blind at 5 second
     
    Last edited: Feb 22, 2021
  13. ratchet

    ratchet Game Server Moderator Staff Member

    Am I reading this right, so upon taking fatal damage you want the tank to slowly regenerate 50% of its health back. Potentially back up to 1 mill so you would need to potentially deal 3 mill damage to this tank?
     
    legendaryphoenix likes this.
  14. legendaryphoenix

    legendaryphoenix New Member

    If Time to nerf some basically on Ultimate executioner tank on this one
    Description
    a new Stronger Supreme exec has become mutated turn into mass superpower and become ultimate executioner destruction
    Ultimate Executioner tank (Special Tier)
    Tank health:1.500.000 HP
    Punch Damage:200 damage + % fury
    Speed:2.1
    Hit interval:1.1
    Immume:Fire,Damage
    Quick explansion:
    Avoid been group together when death sentence are fully 25 stack it can punch multiple survivor when hit.and do not been hit too many time.After Some hit it will execute and destroy the body.Incapacitated survivors require less to be executed.
    Abilities:
    (Passive) Knockback taunt resist: Tank will immume to stagger and aggro effect.
    (Passive) Supreme Death Sentence: Each claw hit to a survivor adds a 'Death Sentence' mark. The most recent mark takes 60 seconds to decay, with ones after decaying in 20 seconds. Each mark reduces defense by 15%, increases claw damage by 200 and gives the tank 2 flat defense. Incapacitated survivors acquire 2 marks per hit.
    (Passive) Supreme Execution: Survivors alone or that have 25 death sentence marks are instantly killed on the tank's next punch, destroying their body.if Tank instantly kill survivor with 25 death sentence it start to fear the survivor.
    (Passive) Fury rage: the tank it will gain 10% fury on 5 second.This Fury will increase punch damage.The tank will lose 1% fury if they shoot the tank.If tank below 10% health tank will gain double % fury .
    (Passive) Confusion: The tank's punch will leave survivors confused and unable to see their teammates for 20 seconds.
    (Passive) Berserk: After 30 minutes or if the tank enters desperation mode, it will turn normal damage into true Damage and gain movement speed. The tank also doubles death sentence mark gains. In this state however, the tank loses it's base defense and Disable the Ressurection effect.
    (Passive) Desperation: If tank about to take lethal damage second time.It will enter the Desperation mode .Activate Breserk passive and gain 100% fury.Tank will die at 55 second
    (Passive) Collateral Execution: When a survivor is executed, nearby survivors gain a death sentence mark and will be feared for 5 seconds.Tank will addionalty heal 75 Hp plus equal how many survivor was inflict fear.
    (Passive) Supreme Reinforced skin: The tank reduces incoming damage by 40% and by 3 times the number of alive survivors, down to 5 damage minimum. This damage reduction cannot be bypassed.Addionatly Tank have 5% chance to reflect the shot.
    (Passive) Fear Death: Every Tank punch has a chance to inflict fear. The chance is the number of death sentence marks times 2 with the duration equal to the number of death sentence marks.
    (Active) Organic Bomb: Plants candy-shaped bombs that explode if survivors get nearby, dealing 5% of the survivor's current health and will add 2 stacks of death sentence.
    (Active) Little Jokers: Spawns a Supreme Joker that disappears after 2 minutes 30.
    (Active) Supreme Deadly Cage: The tank deploys a square cage that surrounds an area for 30 seconds. If a survivor enters the cage, they must stay inside for 10 seconds. Leaving before it expires deals 2000 damage and gives 4 death sentence marks to the leaver and 800 damage and 1 death sentence mark to anyone else near. Each survivor entering resets the expire time.
    (Active) Terrorizing Yell: The tank releases a powerful yell to all survivors in front of it, throwing them all away. The first 3 survivors hit become panicked with the rest being feared. Panicked survivors will die if enough allies don't gather near in 20 seconds.
    (Passive) Ressurection :if The tank about to take fatal damage tank will stop below at 1 health and it will revive 50% health at 4 second and increase Breserk time at 5 minutes.
    (Active) Supreme Crow Attack: Sends crows flying into the air that will attack the survivors, aiming specially to their eyes. Damage: 90 HP on cast, followed by 45 HP/s during 5 second.Addionalty if Crow attack survivor eye it will start to blind at 5 second.
     
    Last edited: Apr 1, 2021
  15. Biscince

    Biscince New Member

    Hello, I just came out with some ideas, I don't know how (un)balanced it is right now, but I just wanted to share at least a new mechanic which are blood stacks, a tank ability that can buff survivors stats.
    Didn't find an appropriate name for this tank, so I called it Shinigami despite having no scythe kekw.


    Shinigami Tank (Special Tier)


    Description

    This tank has developed cells that can absorb life from other living beings and can also generate malicious neurotransmitters that will affect survivors at subconscious level by accelerating brain decomposition. It has been found that a low dose of its blood has benefits for survivors increasing their reflexes, but can be very harmful at a high dose.

    Statistics
    Health: 400,000 HP
    Punch Damage: 400 HP
    Speed: 1.5
    Hit Interval: 1.0
    Blocks: Fire and Melee

    Abilities
    (Passive) To the Afterlife :
    The body of survivors that die to the tank are infected (red glow) by malicious neurotransmitters that slowly destroy their brain in 90 seconds resulting in permanent death if not resurrected. (Under 15 seconds, corpses start blinking)
    (Passive) Excuse my rudeness, but can you RIP? :
    Survivors downed by the tank can’t crawl for 3 seconds. Deals an additional 50% damage to incapacited survivors.
    (Passive) Blood Fury:
    The tank ignores % of the target's defense equals its fury stack level and gains 1% damage reduction multiplied by the amount of fury stacks.
    (Passive) Blood Stack:
    Each blood stack gives to the survivor +1% attack, +0.5% move speed, +0.25% fire rate, +0.5% reload speed. Upon reaching 12 stacks, the survivor constantly takes (50 + 10% current health) damage.
    A blood stack is lost every 20 seconds. All stacks are lost on death or on tank consumption.
    When the tank hits a survivor (claws or specific abilities), a blood stack is given. Cannot give another stack to the same survivor within 1 second.
    (Passive) Bloody Aura:
    Every 8 seconds, all nearby survivors receive a blood stack.
    (Passive) Blood Mark:
    Every 30 seconds, a group of random survivors will be Blood Marked, causing them to gain 100% increased aggro and gain 2 blood stacks. If hit by the tank while being marked, they receive double the amount of blood stacks. Mark duration : 18s
    (Active - Fury) Fear wave :
    The tank stands still and emits a fearful aura while sucking the air around him ; pushing survivors towards itself for 2.5 seconds. Survivors close to the tank receive (75 + 2.5% max health) damage per second and are feared. Tanks aura zone last for 4 seconds, each tick gives a blood stack.
    (Active - Fury) Blood Lust :
    The tank grabs the nearby survivor and enters the draining state. Tank stands still, gains full status and stagger immunity and consumes survivor blood stacks to generate a (50 + 25 * survivor blood stacks) HP blood barrier and takes 1 damage for every bullet hit it takes. Barrier health cannot exceed (25 * alive survivors) HP.
    Draining survivor HP deals (75 + 10% survivor current health) damage per second to the grabbed survivor and heals itself the dealt amount until its blood barrier is destroyed or the survivor dies. If the survivor dies, the barrier is destroyed and the tank gains 20% fury.
    During this state, Bloody Aura and “Excuse my rudeness, but can you RIP?” passive are disabled.
    (Active - Fury) Grim Reaper:
    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 2 blood stacks. The grim reaper effect lasts 12 seconds or until the tank hits someone.
    (Active - Fury) Cleansed Puddle :
    The tank spawns 4 puddles that last 25 seconds. Any survivors inside the puddle are slowed and take (50 + 10% survivor current health) per second. If the survivor has blood stacks, a blood stack is consumed instead, and the damage is halved. When Tank walks on a puddle its move speed is increased by 50% and its hit interval is doubled for 8s, effect decays over time (cannot stack, walking on a new puddle reset the duration to 8s).
    (Active - Fury) Bloody Gloves :
    The tank gathers its power and infuses its arms and claws with mutated blood increasing its claw range by 50%. Tank deals additional damage to survivors with blood stacks : +25% per stack. Buff duration: 20s.

    Feel free to share your opinion on this :3
     
    Last edited: Feb 25, 2021
    timkit, legendaryphoenix and ratchet like this.
  16. legendaryphoenix

    legendaryphoenix New Member

    Abilities
    (Passive) To the Afterlife :
    The body of survivors that die to the tank are infected (red glow) by malicious neurotransmitters that slowly destroy their brain in 90 seconds resulting in permanent death if not resurrected. (Under 15 seconds, corpses start blinking)
    It like passive Reaper eating Corpse.
     
  17. legendaryphoenix

    legendaryphoenix New Member

    Well there is 1 tank idea can be switch 2 form like Santa tank affection or revenge. It call Dragon tank.
    Descrpition:
    The wind on the Sky the Dragon will burn every Foe that dare threat on us include any other survivor Tank has 2 form which they are most powerfull than ever and possess a skill
    Dragon Tank(Special Tier)
    Tank health:1.500.000 HP (2 Form are 750.000 HP)
    punch Damage:250 damage
    Speed:1.8 (3.3 when in dragon form)
    Hit Interval:1.3
    Immume:Fire,blast,melee
    Absorb:Fire
    (Passive) Switch Form:on each 60 second tank will begin to switch Tank form or Dragon form if Dragon Form has reach fatal damage it will switch to Tank Form.If tank Form has reach fatal damage it will switch to Dragon Form
    (Passive) Armor Resist :Tank will immume to aggro,poison,stagger effect.
    (Passive) Fury rage:Tank will gain % fury on 2 second and gain defense on % fury. If tank kill survivor it will generate fury Faster.when Tank are reach 100% fury it will use lethal ability.
    (Passive) Tank Form:when in The tank form it will increase the 40% defense and Tank will equip a weapon Hammer and increase range attack and gain 1% damage on each tank missing % HP .
    (Passive) Dragon Form:when Tank in the Form Dragon.it gain 20% defense immume to bullet that deal small damage. sniper Will deal double damage if aim a weakness chest . Tank will random breath Fire ball on the Target.
    (Passive -Tank form)Hammer Slam: When Tank use hammer if Survivor are too close it will Slam a Ground deal 100 damage and it will slow movement speed and attack speed on Survivor for 4 second .
    (Passive-Tank form) Iron steel armor: Tank will use an Armor that has reflect shot on survivor deal % damage weapon dependant on Survivor carry .Tank will Shield 1% damage taken.if Tank has been hit Tank will increase 1% armor up to 30%. Tank will lose % armor if been melt by acid.
    (Passive-Tank Form) Crumble smash: when Survivor has been incap Tank will punch and root the survivor make a Survivor cannot crawl for 4 second.Addionatly Survivor will be slow at 8 second when tank punch a incap (Range 400)
    (Active - Tank Form)Earth Slam:The tank jumps into the air and returns to the ground after a fast delay, causing an explosion that deals up to 60% claw damage to nearby survivors depending on distance.also random rock will start into the air and and fall on ground red zone. any survivor in red zone that rock about to fall it will deal 400 damage and stun for 4 second.
    (Passive - Dragon Form) Evade Sniper :Tank will raise the wind and has 10% chance to start evade the sniper and Survivor that deal small damage it will immume.
    (Active - Dragon Form)Wing of the Wind: Tank will slap a wind that make a survivor been stagger if Survivor are too close they will start to thrown further away.
    (Passive- Dragon Form)Burn The corpse: If The Skill fireball has fall it will start to spread a a Large fire trail on this area deal 200 damage if the survivor stay in fire for too long or been not ressurect 20 second when dead in fire by a Dragon Form it will start to burn the Corspe .It will result as Permanent Death.
    (Active - Fury Tank Form)Crush Snap:Tank will grab a survivor and start to crush a body and break a body in half on 20 second.this result as permanent death.ability can intterupt by deal a lot damage on left hand or Freeze and stun.
    (Active - Fury Tank Form)Furious attack: Tank will increase damage and movement speed and 60% attack speed on 20 second if kill the survivor Tank will gain 5% fury on each kill.
    (Active - Fury Tank Form)Hyper Smash: Tank has let out the Rage and recharge the Hammer Slam and Tank will immume damage at 20 second .After 20 second pass Tank will start to Slam into a ground deal 40% damage create a massive earthquake if Survivor are too close to the tank it will start to flinging away and They will suffer a fall damage if They are really far it will stagger the survivor and stun for 3 second.
    (Active -Fury Dragon Form)Mortar Fireball:The tank will marked survivor and start breath the 4 Fireball That deal 1000 damage it can bypass the incapicated.
    (Active - Fury Dragon Form)Flame of searing heat: The Tank will breath the flame on straight right and left direction any survivor are inside by a flame it will deal 300 damage.
    (Active - Fury Dragon Form)Devourer of Breath: The tank will use leg and Grab survivor that incapicated If Survivor not been self revive for 10 second or it runaway it will start to eat and heal 3% base on HP and result it will permanent death also and can Empowered the Fireball on each survivor was eat.

    Well that all of skill on him although i found the new Dragon tank on tank idea on him.But it hard to difficult to find those skill.
     
    Last edited: Feb 28, 2021
  18. timkit

    timkit MG Donor

    Alright guys, I decided to go ahead and make a few new tank ideas... It's been a while since I actually posted anything new. Hope you guys enjoy! :)

    As for this first tank idea though, it's a rework of the Elemental Tank (Tier 3) that I did 4 years ago on 19th December 2016.

    Here's another tank idea i came up with... note that this idea uses an idea for tank not thought of into mgftw yet, so beware of that.

    18. Elemental Tank (Tier 3)
    HP: 300000
    Speed: 1.0-2.0
    Attack Speed: 0.25-2.0
    Damage: 100-300
    Immunities: Melee (It also varies depending on form, other than the Melee itself)

    Abilities

    Elemental Changer (Passive)
    This tank has three elemental forms in which he can transform into. Each with varying abilities suited to the tank to wreck the survivors with.
    - Fire Form
    - Electric Form
    - Ice Form
    The tank will not be in a form for 10 seconds after spawning until he changes into one automatically, during this time all damage dealt to the tank is negated.
    After changing into a form, the tank will not change elemental forms until 25k HP has been removed from him, during which for the next 5 seconds he becomes invulnerable to all damage while transforming into a random form. From Fire Form the tank can randomly transform into either the Electric Form or the Ice Form and vice versa with the others. The tank cannot use any of the forms again until he has been through all 3 forms and he cannot change to the same form again after the third form. After the tank reaches 150k HP however, he now has all 3 forms embodied into him as the Elemental Form with some abilities from each form being able to be used in this form.

    Fire Form (Passive)
    When the tank is in Fire Form he gains the following changes.
    His Speed is 2.0
    His Attack Speed is 0.25
    His Damage is 100 per punch
    He has immunity to Fire, Acid, Melee
    he has access to the following abilities
    - Fire Collector (Passive)
    - Fire Rock (Passive)
    - Fire Shield (Passive)
    - Searing Ground (Active)
    - Fire Blast (Active)
    - Inferno Meteor (Active)

    Electric Form (Passive)
    When the tank is in Electric Form he gains the following changes.
    His Speed is 1.5
    His Attack Speed is 1.00
    His Damage is 200 per punch
    He has immunity to Fire, Explosions, Melee
    He has access to the following abilities
    - Electricity Surge (Passive)
    - Lightning Rock (Passive)
    - Shock (Passive)
    - Thunderbolt (Active)
    - Therapeutic Shock (Active)

    Ice Form (Passive)
    When the tank is in Ice Form he gains the following changes.
    His Speed is 1.0
    His Attack Speed is 2.00
    His Damage is 300 per punch
    He has immunity to Acid, Explosions, Melee
    - Ice Emanation (Passive)
    - Ice Rock (Passive)
    - Ice Breaker (Passive)
    - Boulder Crash (Active)
    - Diamond Dust (Active)

    Elemental Form (Passive)
    When the tank is in Elemental Form he gains the following changes.
    His Speed is 2.5
    His Attack Speed is 0.5
    His Damage is 250 per punch
    He has immunity to Fire, Acid, Explosions, Melee
    He has access to the following abilities
    - Fire Collector (Passive)
    - Fire Rock (Passive)
    - Lightning Rock (Passive)
    - Shock (Passive)
    - Ice Emanation (Passive)
    - Ice Rock (Passive)
    - Inferno Meteor (Active)
    - Therapeutic Shock (Active)
    - Diamond Dust (Active)

    Most of the abilities are the same, however the abilities, Ice Rock, Inferno Meteor, Therapeutic Shock and Diamond Dust will change when the tank is in the Elemental Form.

    Fire Collector (Passive) (Fire Form)
    The tank will absorb 100% of fire damage inflicted on it from all sources and regenerates his health by 100% of the amount absorbed. He is however weak to Ice Bullets and so will take 100% additional damage from weapon sources that have them equipped, bypassing the effect of the Fire Shield.

    Fire Rock (Passive) (Fire Form)
    The tank will throw a rock that when it impacts, a molotov will be dropped at the impact site, hurting any survivors who go in the fire for 40 HP/s for 10 seconds.

    Fire Shield (Passive) (Fire Form)
    The tank will take 50% Reduced damage from bullets due to the nature of the fire on the tank making the bullets less penetrative to the tanks flesh. This Fire Shield however can be extinguished by water bodies of any source and won't be able to regenerate for 30 seconds after he leaves the water body.

    Searing Ground (Active) (Fire Form)
    The tank will put his fists into the ground to super heat it to extremely high temperatures just like the midday sun, thus causing the anger ignition effect. All survivors not standing on any objects above the ground will take 10 HP/s for 30 seconds and have 15% Reduced Movement Speed. All fires caused by the tank from any of his abilities now deal double damage to the survivors. Cooldown: 75 seconds.

    Fire Blast (Active) (Fire Form)
    The tank will get so angry that he will loudly roar at a nearby location and instantly engulf it into flames by causing a fiery explosion. All survivors nearby take 300 damage and will spawn molotovs from their bodies onto the floors, these molotovs are special in which while 1 molotov deals 10HP/s the damage dealt is multiplied by the amount of molotovs affecting the survivor (up to a 5x multiplier) and these molotovs also stay around for longer. Fiery Explosion Radius: 750,
    Molotov Radius: 250, Maximum Number of Molotovs spawned: 8, Cooldown: 45 seconds.

    Inferno Meteor (Active) (Fire Form)
    The tank will summon meteors that fall from the sky for 20 seconds, these meteors deal 50 damage each to survivors that are hit and stunlock them if they get hit by more. These meteors are able to smart missile survivors like rocks and don't stop until they hit their target or hit an obstacle in the way. The tank cannot use this ability in enclosed areas. Cooldown: 80 seconds.

    Electricity Surge (Passive) (Electric Form)
    The tank has large amounts of electricity surging through his body, just waiting to come out any moment like a powerful light eruption. However, shocks still happen from his body and can affect nearby survivors around, each time a survivor is nearby his chances of getting stunned increase by 0.5% every 0.5 seconds until it reaches a maximum of 20% chance to be stunned for 4 seconds on hit. Once that survivor has been stunned, the tank cannot affect him again for 15 seconds. The chance of the survivor being stunned is decreased by 5% for every 2 seconds that the survivor is not in range of the tank or was previously stunned by the ability.

    Lightning Rock (Passive) (Electric Form)
    The tank will throw a rock that when it impacts, creates a large explosion strong enough to explode a car directly hit and it stuns nearby survivors for 1-7 seconds on hit. If the survivor is directly hit by the rock itself, the survivor gets stunned for 4 seconds. Once that survivor has been stunned, the tank cannot affect him again for 15 seconds.

    Shock (Passive) (Electric Form)
    after the tank has punched the survivor with its claws, the tank stuns the survivor for 3 seconds. Once that survivor has been stunned, the tank cannot affect him again for 15 seconds.

    Thunderbolt (Active) (Electric Form)
    The tank will emit a powerful electric attack from his body at nearby survivors. All survivors affected take 300 damage and are stunned for 6 seconds. Cooldown: 45 seconds. Radius: 900.

    Therapeutic Shock (Active) (Electric Form)
    The tank will charge for 5 seconds while making the sky all dark, then yells out a agonizing roar to all survivors who are immensely affected by deep lightning bolts from the clouds, surging through their body for 10 seconds. Survivors take 25 damage (+25 damage for each stun that they received during the time that this ability was on cooldown) per second. Cooldown: 90 seconds. All survivors are afflicted with lightning in their bodies which remains for 30 seconds, causing them to take 50% Increased Damage from all attacks that inflict the stun bad status effect and can't be stunned for only 10 seconds after being stunned. All survivors are stunned while taking damage and this stun cannot be removed by any buffs nor prevented from this ability.

    Ice Emanation (Passive) (Ice Form)
    Reduces the speed of nearby survivors by 5% each 0.5 seconds (Max: 75%). Effect slowly vanishes after going away from the tank. Any survivor whose speed is reduced by 40% or more will be affected by a 50% Decrease in Fire Rate, 25% Decrease in Melee Rate and a 40% Decrease in Reload Speed
    until they get their movement speed reduction to be less than 40%. Effect Radius: 1000.

    Ice Rock (Passive) (Ice Form)
    The tank will throw a rock that when it impacts, instantly freezes the survivor on hit in ice for 5 seconds. The tank will target those survivors who are frozen.
    Additionally after the survivor has his frozen thawed out, he suffers a 35% Movement Speed Reduction for 5 seconds.

    Ice Breaker (Passive) (Ice Form)
    The tank will deal 200% additional damage to survivors that are frozen and break the survivor from their frozen condition. If the survivor is killed while hit as a frozen survivor however, they cannot be defibbed and will shatter like glass.

    Boulder Crash (Active) (Ice Form)
    The tank will smash the ground with a crashing quake, summoning ice boulders above to crash into the ground for 5 seconds. Each boulder that hits a survivor deals 100-250 damage per second for 4 seconds and slows the survivor down by 20%, stackable up to 80%. Cooldown: 30 seconds. The tank can use this ability even in enclosed areas. Ice Boulder Radius: 300, Ice Boulder Summoning Radius: 1500

    Diamond Dust (Active) (Ice Form)
    Charging up for 5 seconds, the tank gathers up ice from its body and surrounds the area with a thick layer of icy winds, capable of freezing all survivors. The survivors then are frozen after the 5 seconds while the tank waits a moment. The tank will then do a fearsome roar that will heavily hit survivors with the diamond dust shatter for 15% of their maximum HP as damage. All other tank abilities that the tank has cannot be used while this one is used and for 15 seconds when this ability goes on cooldown. Freeze Duration: 5 seconds. Cooldown: 90 seconds.

    Ice Rock (Passive) (Elemental Form)
    The tank will throw a rock that when it impacts, explodes and slows down the survivors movement speed by 35%

    Inferno Meteor (Active) (Elemental Form)
    The tank will summon meteors that fall from the sky for 20 seconds, these meteors deal 150 damage each to survivors that are hit and stunlock them if they get hit by more. These meteors are able to smart missile survivors like rocks and don't stop until they hit their target or hit an obstacle in the way. The tank cannot use this ability in enclosed areas. Cooldown: 60 seconds.

    Therapeutic Shock (Active) (Elemental Form)
    The tank will charge for 5 seconds while making the sky all dark, then yells out a agonizing roar to all survivors who are immensely affected by deep lightning bolts from the clouds, surging through their body for 10 seconds. Survivors take 50 damage (+50 damage for each stun that they received during the time that this ability was on cooldown (except for the stuns received from this ability)) per second. Cooldown: 60 seconds. All survivors are afflicted with lightning in their bodies which remains for 10 seconds, causing them to take 150% Increased Damage from all attacks that inflict the stun bad status effect and can't be stunned for only 10 seconds after being stunned. All survivors are stunned while taking damage and this stun cannot be removed by any buffs nor prevented from this ability.

    Diamond Dust (Active) (Elemental Form)
    Charging up for 5 seconds, the tank gathers up ice from its body and surrounds the area with a thick layer of icy winds, capable of freezing all survivors. The survivors then are frozen after the 5 seconds while the tank waits a moment. The tank will then do a fearsome roar that will heavily hit survivors with the diamond dust shatter for 15% of their maximum HP as damage. All other tank abilities that the tank has cannot be used while this one is used and for 10 seconds when this ability goes on cooldown. Freeze Duration: 5 seconds. Cooldown: 75 seconds.

    Elemental Tank (Tier 3)

    Description:
    This tank was made from combining elemental forces together that was produced inside a lab for testing elemental reactions. Despite the fact that it may seem weaker than the other elemental tanks in their prime, it can still dish out serious damage.

    Statistics:
    Health: 350,000 HP
    Punch Damage: 200 HP
    Speed: 1.55
    Hit Interval: 1.2
    Blocks: Fire, Melee and Acid

    Abilities:
    • (Passive) Elemental Change: The tank can switch between 3 forms while in battle. Fire and Ice Form, Conduction Form and Destruction Form, allowing it to use a different set of abilities. Below 50% HP, the tank will combine all forms together and gain 20% damage resistance against all forms of damage for the rest of the fight. Additionally, the tank gains increased cooldown on all its active abilities and its passive abilities will be active half as often.
    • (Passive) Taunt Resist: The tank ignores any aggro overriding effects.
    • (Passive) Incinerating Fire: Fire deals 20 HP damage per tick and has a chance to burn the affected target.
    • (Passive) Combustion: Punches from the tank occasionally generates fire.
    • (Active) Fireball: The tank launches fire at a survivor, dealing 10% current HP as damage and burns them. Burning survivors take double damage instead.
    • (Passive) Ice Emanation: Reduces the speed of nearby survivors by 5% each 0.5 seconds. Effect slowly vanishes after going away from the tank. If too much slow is accumulated the survivor suffers from the frostbite for 15 seconds.
    • (Passive) Ice Rock: The rocks thrown by the tank explode on impact, can slow survivors by 35%.
    • (Active) Avalanche: For several seconds, the tank pounds the ground, causing cold rocks to fall down around itself. These rocks deal moderate damage and has a small chance to freeze the affected survivor.
    • (Passive) Shocking Source: Damage from the tank will stun the victim for a few seconds. A victim can't be stunned again for 5 seconds.
    • (Passive) Electrocute: Targets stunned in water will also be electrocuted, causing them to randomly suffer small stuns afterwards.
    • (Active) Zap Punch: Infuses the tank's claws with electricity, causing its next punch to deal damage to survivors near the affected victim and micro-stun them for a short time.
    • (Passive) Splashing Waves: The tank's attacks also splash out water, dealing damage and crippling nearby survivors.
    • (Passive) Dripping: The tank generates pools of water that give it bonuses. The pools contain mutated material that slows and damage survivors by 30 HP/s. These pools do not provide survivor effects that trigger in water.
    • (Active) Big Waves: The tank jumps up, then smashes down to generate water waves from it, it damages, flings nearby survivors away and silences them. This prevents them from using buffs/abilities for a few seconds.
    • (Passive) Quake Fists: Tank punches will cause an earthquake throwing away nearby survivors.
    • (Passive) Hardened Skin: The tank has a 15% chance to block damage from any damage source trying to hurt it.
    • (Active) Earthquake: The tank waits a moment, then slams with all its might into the ground, generating a massive earthquake. Survivors near the epic-center are killed instantly while everyone else takes damage and becomes stunned/dazed based on how close they were to the tank.
    • (Passive) Repelling Winds: Any time the tank gets near some survivors, he'll use the winds to forcibly repel the survivors away from each other. This repel does not stun/debilitate survivors.
    • (Passive) Repulsion Punch: Tank punches have a small chance to inflict a Repulsion Gland on the victim. The gland decays after a few seconds.
    • (Active) Cyclone: The tank calls out to the winds, dragging the survivors near and spinning them around in a circle, dealing damage before throwing them away. After landing the survivors become confused for a short time.

    I know Easter is only 1 month away... this tank idea does not exist yet, so I thought to give it a try :P

    Easter Tank (Special Tier)

    Description:
    This tank came about to exist when a general member of society dressed up as the easter bunny and wanted to give out easter eggs to children to celebrate the joy of Easter itself. What some people may not have known though was that this person also was also a demolitions expert, known to be employed in the use of explosives. So... when the infection came about, the survivors found this person to have been infected by a bite, transforming it into a tank that has a malicious intent to harm and destroy them.

    Statistics:
    Health: 1,000,000 HP
    Punch Damage: 300 HP
    Speed: 1.75
    Hit Interval: 1.0
    Blocks: Fire and Melee

    Abilities:
    • (Passive) Explosive Production: The tank will plant down eggs that are supposibly containing explosive ammo. This is used for some of the tank's abilities but will be needed for the tank itself later on.
    • (Active) Egg Bomb: The tank will throw an egg at a nearby random survivor. The egg's explosive power and range can be dependent based on how big this egg is, dealing blast damage, launching the survivor away and can trigger other explosions nearby.
    • (Egg) Explosive Fists: When the tank has picked up enough explosive ammo, it may charge its fists, allowing the tank to cause an explosion whenever it hits a target, up to 4 times.
    • (Egg) Bombs Away: When the tank has picked up a large amount of explosive ammo, it will diffuse egg bombs across a large map area, these egg bombs deal high blast damage and bypass defensive buffs/abilities that block damage.
    • (Egg) Eggsplosive Detonation: The tank may sometimes use explosive ammo to plant down bombs, if a survivor steps on 1 it deals damage and stuns them. However if the bomb is triggered by another explosion nearby, it will erupt, causing a massive explosion.
    • (Egg) Accelerate Bomb: The tank will target a survivor, then will plant explosive ammo on them. The more that the survivor moves, the higher the damage taken once the timer expires. If enough damage is dealt, it will instantly kill them instead.
    • (Egg) Blast Away: The tank may plant down explosive ammo under itself, then use it to launch the tank towards a targeted survivor. If the tank reaches them, it will cause an explosion on the victim that deals damage and sends them flying high.
    • (Egg) Explosive Shield: The tank uses a large amount of explosive ammo to generate a shield, blocking all damage. This can only be removed if the tank is shoved by its own explosive ammo enough times. While the tank is shielded, it will not generate any more egg based abilities.
    • (Passive) Hardened: The tank is used to explosions so much that it won't be able to become frozen/stunned at the sight of one.
    • (Passive) Blast Desperation: If the tank is about to take lethal damage, it becomes desperate, allowing it to send out explosions from all explosive abilities very quickly. If a survivor is to die to any blast damage as well, the explosion will destroy their body instead. The tank will then explode in a huge radius, setting off all other explosions and then die after sometime passes.

    As for the final tank idea... I may as well go ahead and re-write how the Supreme Splitter Tank would work if it was within mgftw:


    Supreme Splitter Tank (Tier 3)

    Description:
    A powered up version of the Splitter Tank. You may only need to kill all versions of the Splitter Tank once, but it gets significantly stronger as the tank loses HP and splits itself. The tank is also capable of reforming itself, but that can only be done once.

    Statistics:
    Health: 300,000 HP
    Punch Damage: 200 HP
    Speed: 1.6
    Hit Interval: 0.75
    Blocks: Fire and Melee


    Abilities:
    • (Passive) Body Split: The tank will split into two other Supreme Splitter Tanks once it reaches the 75% health threshold. These two other Supreme Splitter Tanks then split again once they reach 50% of their health. They then will try to reform into the original form after 4 minutes pass if no Splitter Tank is killed for the first time. The tanks can only reform into the original form once more.
    • (Passive) Splitter Power: When the tank splits into other versions of itself, it gains 200 HP claw damage, gains 0.2 speed and loses 0.25s in hit interval. If the tank fully reforms itself, it will be able to keep the bonuses, but cannot gain them again from splitting and can only split once more.
    • (Passive) Firm Ground: The Splitter Tank is completely immune to stagger effects.
    • (Passive) Split Guard: If any of the Splitter Tanks gets near one another it will give one of the two tanks 50% damage reduction until the tanks are separated by more than 500 units from each other.
    • (Passive) Pulverizer: The tank's punch may pulverize the victim, dealing damage equal to 200 HP x the number of tank punches they received in the last 10 seconds. It also flings them into the air, giving massive head trauma and renders them unable to see Special Infected or allied survivors for 10 seconds.
    • (Passive) Stat Splitter: Every 15 punches, the tank slams its victim with Stat Splitter, which halves the victims statistics for some time. The combo count is shared between all instances of the Supreme Splitter Tank. The duration of Stat Splitter depends on the Splitter state of the attacker.
     
  19. legendaryphoenix

    legendaryphoenix New Member

    So a New tank idea a version flinger tank i forgot to wrote since in christmas at 2020
    Description
    A new version of flinger tank can throw multiple Rock the longer survivor run the harder can kill. tank can desination rock marked on Target Survivor and can throw 3 survivor instead of one survivor.
    Supreme flinger tank (Tier 3)
    Tank health:300.000 health
    Punch Damage:550 HP
    Speed:1.7
    Hit interval:1.5
    Block:Fire and melee
    Abilities:



      • (Passive) Super Punch: Tank punches have increased knockback and deal damage upon hitting a wall at high speeds, with a chance to daze.
      • (Passive) Mystery Rock: Tank rocks can take one of several forms, dealing random effects.
      • (Passive) Sturdy: The tank gains 50% damage reduction if stationary. This cannot be mitigated.
      • (Active) Disposal: The tank can pickup and throw a nearby survivor. The survivor will suffer damage if they hit a wall at high speeds.
      • (Passive) Rockfall: Tank rocks will periodically fall from the sky, also affected by the Mystery Rock ability.
      • (Passive) Tri-Rock: Whenever the Tank generates a rock, it will generate two more along side it, each also affected by the Mystery Rock ability.
      • (Passive) Floor Hatred: The tank deals 50% more claw damage to incapacitated survivors.
      • (Active) Supreme disposal:If tank use disposal 5 time. Tank will cast a Supreme disposal that can pickup 3 survivor and throw a nearby survivor instead of 1 .The survivor will take % damage and Suffer damage depend on travel and hit a wall at high speed
      • (Active) Desination Rock:If survivor too far to the Tank .Tank will throw a rock that marked desination on Survivor. If hit Survivor will deal 20 damage equal on how far they Travel.
      • (Active) Meteor redzone: Tank will call a massive rock From sky that marked on redzone if Survivor are in red zone it deal 200 damage and stun for 2 second also affect on Mystery rock ability
     
    Last edited: Mar 7, 2021
  20. timkit

    timkit MG Donor

    So... HonorCode wants us to come up with some themed tanks eh?

    I may as well come up with 3 tank ideas, this is the 1st one here.

    The 2nd tank will be done on April 15th with the 3rd one 2 weeks after that.

    UPDATE: Decided to make some changes.

    here's a story of how the Yakuza Tank comes to be:

    In 1 of the given campaigns in a foreign area that the survivors go through, they pass along a set of buildings in the area. They're tasked with a quest to investigate claims that there's an undiscovered tank that used to exist back when more survivors were still alive in the area. They then go inside and find some information sheets on the CEDA. "What would they be doing here?" 1 of the survivors asks.

    It is then that an ugly tank appears from behind them, crashing through the door and showing its menacing face. This tank appears to carry a set of weapons on itself, but also appears to have been dressed nicely in a black suit with a yakuza badge on 1 of the collars. The survivors have then no choice but to fight it!

    NOTE: For the Fighting Styles ability, it will only trigger when the tank reaches 900k, 600k, 300k and when it reaches 5k HP thresholds. If the tank is currently using any active abilities at the time that it reaches the HP threshold, it becomes damage immune until the active ability is completed. The tank will then transform afterwards, assuming the conditions have been met.

    Yakuza Tank (Special Tier)

    Description:
    A tank that the survivors discover. This tank was thought to be a member of the yakuza, with these guys often being known for extorting money, taking over large areas of cities and for their very cruel punishing methods. It seems that it still retains the thoughts of a once former Yakuza Boss, but you should not underestimate it at all!

    Statistics:
    Health: 1,200,000 HP
    Punch Damage: 400 HP
    Speed: 1.5
    Hit Interval: 1.0
    Blocks: Varies


    Abilities:
    1. (Passive) Intimidating Aura: The tank will take off its suit, showing its true colours as a yakuza. Each time a survivor gets close to the tank, they have a chance to become feared, with this chance increasing as the tank grows stronger with each form that it transitions into. Some active abilities disable Intimidating Aura's effect for their duration.
    2. (Passive) Fighting Styles: As the tank loses health, it'll change forms, giving it access to more abilities and increases its overall statistics. Each time the tank changes its form, it becomes damage immune for 10 seconds and resets aggro on the current target. If the tank is using any active abilities at the time it's supposed to transform, it becomes damage immune until it is able to.
    3. (Passive) Legend Form: When the tank is about to take lethal damage, it'll become desperate and take on a white aura. In the desperation state, it summons out all bodyguard tanks who now can use some of the tank's abilities and aggroes a different survivor. The main tank attacks and moves significantly faster while being damage immune. It can only explode and die once all bodyguard tanks are killed.
    4. (Passive) Yakuza Form: The tank takes on a startling green aura, giving it access to some basic fighting and gun skills. In this form, the tank gains 30% damage reduction vs bullets and takes 100% increased melee damage.
    5. (Passive) Swords Form: The tank takes on a vicious red aura, giving it access to katanas, allowing it to use powerful sword skills. In this form, the tank gains 30% damage reduction vs melee and true damage but is damage immune to all other sources. The tanks abilities also increase in strength to the 1st stage.
    6. (Passive) Dragon Form: The tank takes on a very malicious purple aura, giving it access to very powerful skills. In this form, the tank switches which damage type it has 50% damage reduction to, is damage immune to and takes 50% increased damage from every 60 seconds. The tanks abilities also increase in strength to the 2nd stage.
    7. (Passive) Object Attack: The tank may pick up random objects that it finds on the ground and use it whenever it does normal claw attacks. Some of these objects let the tank deal more damage or inflict bad statuses to whoever it hits with them. The object becomes discarded after 3 basic attacks. As the tank increases in strength, it can pick up much heavier objects.
    8. (Active) Rush: The tank may decide to dash when it targets an aggroed player or rush back when its about to get hit by a melee weapon attack. During this time, the tank dodges all damage. As the tank increases in strength, it can dash more quickly and often, dealing damage to any nearby survivors and stumbling them.
    9. (Active - Yakuza) Divine Shot: The tank takes out some pistols and rapidly fires them around itself for a few seconds. Survivors that are in visible sight take 5% max HP as damage per second. As the tank increases in strength, it deals more damage, fires for more time and inflicts the Confused status on targets hit.
    10. (Active - Yakuza) Rocket Launcher: The tank takes out a rocket launcher and fires a rocket at a targeted survivor. This deals proximity fire damage from the center of impact, burning the survivor and leaves behind a small fire afterwards. As the tank increases in strength, it deals more damage to and prioritises burning targets, also leaving behind a bigger fire puddle.
    11. (Active - Yakuza) Punch Combo: The tank goes up to a survivor and does a rush combo on them, each hit deals moderate damage and stuns the survivor if they get caught in the combo. As the tank increases in strength, it can do add onto its combos and finally do a finishing punch, dealing more damage and knocking the survivor away.
    12. (Active - Yakuza) Throwaway: The tank picks up a nearby survivor and throws them towards other survivors or obstacles. If the survivor hits other survivors, those survivors take damage from the impact, if they hit an obstacle instead, that survivor takes damage, starts bleeding and is heavily slowed. As the tank increases in strength, it uses more force to throw the survivor, dealing increased effects to them.
    13. (Passive - Swords) Katana Attack: The tank will bring out its katana and will use it to attack instead of its fists, dealing 10% max HP as additional damage, bleeding the target and may give them a status that makes the tank far more likely to target them for sword abilities.
    14. (Active - Swords) Finger Cut: The tank will target 1 survivor, then will proceed to cut off one of their small fingers. If successfully done, the survivor takes 50% max HP damage, permanently loses 10% max HP, fire rate and attack speed. This can occur up to 3 times per survivor and the tank can be stunned/frozen before the animation completes to stop this from occurring.
    15. (Active - Swords) Bodyguards: The tank will summon bodyguard tanks to help it out. These bodyguards block the tank from receiving any damage but can be shot/slashed to be destroyed and don't have a lot of health. As the tank increases in strength, the bodyguards gain more HP and have damage resistance.
    16. (Active - Swords) Sword Stab: The tank uses one of its katanas to stab into a nearby survivor. The survivor who got stabbed will receive major damage and several bad statuses depending on where they got hit. They also can have a chance to be instantly/permanently killed if the tank stabs them in the neck or head. In these cases the tank will glow red/purple before stabbing. If the tank cannot find anyone to stab in 10 seconds, it sheaves its sword away.
    17. (Active - Dragon) Dragon Descent: The tank snatches up to a few survivors at a time and takes them into the sky, then comes crashing back down with them into the ground, dealing major fall damage and stunning them for a few seconds. There's also a 15% chance for the tank to permanently kill a survivor if they take more than 1,500 fall damage, bypassing buff effects altogether.
    18. (Active - Dragon) Dragon Time: The tank gives itself a flaming blue aura for 20 seconds. This increases its move and attack speed dramatically and allows for basic attacks to explode on targets, dealing AOE fire damage and having a chance to burn them. The tank can also perform Rush Combos, with more devastating effect with a shorter cooldown as well. The tank cannot activate any other abilities while in this state.
    19. (Active - Dragon) Ome wa Shinderu: The tank charges up an extremely strong punch, then delivers it to a nearby survivor. If the targeted survivor does not react in time and get out of the way, they become permanently killed after a moment's time. Survivors who use Moustachio Bless or another buff to block damage can do so once, taking 50% max HP instead and becoming stunned.
    20. (Passive - Dragon) Block and Counter: The tank has a small chance to block any kind of damage given to it and gives it back to the survivor who directly dealt said damage. The chance increases as the survivor gets closer to the tank. Range: 1000 units.
     
    Last edited: Apr 23, 2021
    Biscince likes this.