A Fate's Tale:
A rogue engineer who dabbles in professional sabotage, helping rival inventors and street wizards take each other down. It's a lucrative business, and most are willing to offer a big cut mainly because it is deadly work. You have to contend with the prized mechanisms and magical powers of your mark and make sure to take them out of business for good.
They call him Monkey Wrench because he gets right between their gears and makes their contraptions blow back up in their faces before he beats them in.
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Primary Fire: Bolt-Action Rifle
70 DPS
Bullet Damage: 18
Bullets per Second: 3.8
Ammo: 18
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1 - Thumper
Unleash a motorized contraption that travels forward, damaging and pushing away enemies it hits. If it hits you or a wall, it reverses direction. Copies any vertical movement you make, dealing more damage to Airborne enemies and Stuns 0.9s around it when it lands.
Impact Damage: 90 Spirit Damage
Airborne Impact Damage: 150 Spirit Damage
Lifetime: 5s
Radius: 3m
Cooldown: 30s
Upgrades
1: -20s Cooldown
2: +60 Damage
5: +1s Stun
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2 - Scrap'o'Matic Mk2
Fire up a huge magnet that starts absorbing bullets in front of you for a duration then blasts them all back at enemies, knocking both you and enemies hit Airborne. Absorbed bullets deal Spirit Damage to enemies they hit on the way and during the final blast.
Radius: 9m
Effect Angle: 80 Degrees
Absorbed Bullet Damage: 20
Duration: 3
Cooldown: 16
Upgrades
1: +20 Degrees Effect Angle
2: Absorbed Bullets give 40% of Damage as Bullet Shield and 20% as Spirit Shield for 8s
5: +40 Absorbed Bullet Damage
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3 - Terminal Velocity
Jump and deal Light Melee Damage in a cone in front of you, when you reach the high point of the jump deal your Heavy Melee Attack on the ground and fall at 3x speed. If you fall more than 2m your Heavy Melee Damage reaches Terminal Velocity and Crits. Crit goes up per Hero you Crit.
Ability is Imbued.
Critical Strike: 170%
Crit per Hero Hit: 15%
Radius: 3m
Charges: 2
Charge Restore Time: 2
Cooldown: 7
Upgrades
1: +20 Light Damage
2: +50 Heavy Damage
5: +1 Charges
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4 - Jumpin' Jennies
Plant a dozen mines around you that activate in a random order with a short fuse to shoot up into the air after a delay and Explode. Ones you damage get set off instantly and Explode instantly if hit while Airborne. Heroes directly hit are taken along with the mine as it shoots up then are launched an additional distance when it Explodes. A single Hero can jump on multiple mines.
Cooldown: 130
Radius: 9m
Radius Per Mine: 1m
Explosion Radius: 7m
Explosion Damage: 250
Mine Hop Distance: 18m
Is placed in an order of one ring per 3m, first ring has 3, second ring has 4, third ring has 5.
Upgrades:
1: -25s Cooldown
2: Explosion Silences 3s
3: +80 Explosion Damage
A rogue engineer who dabbles in professional sabotage, helping rival inventors and street wizards take each other down. It's a lucrative business, and most are willing to offer a big cut mainly because it is deadly work. You have to contend with the prized mechanisms and magical powers of your mark and make sure to take them out of business for good.
They call him Monkey Wrench because he gets right between their gears and makes their contraptions blow back up in their faces before he beats them in.
---
Primary Fire: Bolt-Action Rifle
70 DPS
Bullet Damage: 18
Bullets per Second: 3.8
Ammo: 18
---
1 - Thumper
Unleash a motorized contraption that travels forward, damaging and pushing away enemies it hits. If it hits you or a wall, it reverses direction. Copies any vertical movement you make, dealing more damage to Airborne enemies and Stuns 0.9s around it when it lands.
Impact Damage: 90 Spirit Damage
Airborne Impact Damage: 150 Spirit Damage
Lifetime: 5s
Radius: 3m
Cooldown: 30s
Upgrades
1: -20s Cooldown
2: +60 Damage
5: +1s Stun
---
2 - Scrap'o'Matic Mk2
Fire up a huge magnet that starts absorbing bullets in front of you for a duration then blasts them all back at enemies, knocking both you and enemies hit Airborne. Absorbed bullets deal Spirit Damage to enemies they hit on the way and during the final blast.
Radius: 9m
Effect Angle: 80 Degrees
Absorbed Bullet Damage: 20
Duration: 3
Cooldown: 16
Upgrades
1: +20 Degrees Effect Angle
2: Absorbed Bullets give 40% of Damage as Bullet Shield and 20% as Spirit Shield for 8s
5: +40 Absorbed Bullet Damage
---
3 - Terminal Velocity
Jump and deal Light Melee Damage in a cone in front of you, when you reach the high point of the jump deal your Heavy Melee Attack on the ground and fall at 3x speed. If you fall more than 2m your Heavy Melee Damage reaches Terminal Velocity and Crits. Crit goes up per Hero you Crit.
Ability is Imbued.
Critical Strike: 170%
Crit per Hero Hit: 15%
Radius: 3m
Charges: 2
Charge Restore Time: 2
Cooldown: 7
Upgrades
1: +20 Light Damage
2: +50 Heavy Damage
5: +1 Charges
---
4 - Jumpin' Jennies
Plant a dozen mines around you that activate in a random order with a short fuse to shoot up into the air after a delay and Explode. Ones you damage get set off instantly and Explode instantly if hit while Airborne. Heroes directly hit are taken along with the mine as it shoots up then are launched an additional distance when it Explodes. A single Hero can jump on multiple mines.
Cooldown: 130
Radius: 9m
Radius Per Mine: 1m
Explosion Radius: 7m
Explosion Damage: 250
Mine Hop Distance: 18m
Is placed in an order of one ring per 3m, first ring has 3, second ring has 4, third ring has 5.
Upgrades:
1: -25s Cooldown
2: Explosion Silences 3s
3: +80 Explosion Damage
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