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User:TheMelancholy/Sandbox5

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Revision as of 09:13, 28 May 2022 by TheMelancholy (talk | contribs)
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Background

Statistics

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Powers and Abilities

Added Universal Force Manipulation (The Subclass makes use of Arc abilities), Electricity Manipulation (With Storm Fist, Discharge, Lightning Grenade and Pulse Grenade. With Fist of Havoc they leap forward and smash the ground, sending thunderbolt shock through the air), Sense Manipulation (With Flashbang Grenade they temporarily disorient and blind enemies. This functions on enemies with no sense of vision as well), Vector Manipulation (With Lift, Increased Height, Increased Control and Catapult. With Impact Conversion they convert impact damage to gained energy, dealing both. With Inertia Override), Dissolving (With Fist of Havoc), Shockwave Manipulation, Energy Manipulation (Via Shockwave), Absorption, Regeneration (With Transfusion, Storm Fist and Shoulder Charge kills trigger health regeneration), Forcefield Creation (With Juggernaut they gain a protective shield after sprinting for a short time. They can create barriers via Towering Barricade and Rally Barricade), Regeneration (With Reversal, melee kills trigger health regeneration), Damage Boost, Statistics Amplification (With Frontal Assault, landing the punch increases weapon damage. With Knockout, breaking an enemy shield or critically injuring them increases melee range and damage. With Terminal Velocity), Flight (With Thundercrash, they fly through the air like a missile to seek out enemies during Fist of Havoc), Aftermath and Terminal Velocity leave damaging Arc fields behind in Fist of Havoc's wake

Added Universal Force Manipulation (The Subclass makes use of [1] Void abilities), Vector Manipulation (With Lift, Increased Height, Increased Control and Catapult), Magnetism Manipulation (With Magnetic Grenade. It magnetically attaches to enemies and explodes twice in attempts to break armor), Forcefield Creation, Reality Warping (With Ward of Dawn they create a protective forcefield by opening a pocket in the universe, shaping it out of Void Light. This is indestructible to all in-game enemies, including Ascendants, and is described as a dilation in space. With Blessing of Light and Disintegration), Reality Warping (Those armed with the Void can tear reality asunder), Power Nullification (The Suppressor Grenade prevents enemies from using abilities for a short time), Disintegration (With Disintegrate, which atomizes enemies), Damage Reduction (With Armor of Light), Damage Boost (With Weapons of Light), Blessed (With Blessing of Light they are blessed with temporary shielding), while Force Barrier (Disintegration), Iron Barrier and Gift of the Void (Ward of Dawn) are active their melee kills create Orbs of Light, Resistance to Law Manipulation, Space-Time Manipulation (Those who've stared into the Void are not bound by the laws of space and time)

Added Universal Force Manipulation (The Subclass makes use of [2] Solar abilities), Vector Manipulation (With Lift, Increased Height, Increased Control and Catapult), Fire Manipulation (With Sunstrike, Fusion Grenade, Solar Grenade and Incendiary Grenade. With Hammer of Sol they summon flaming hammers to throw at enemies. With Hammer Strike they swing a burning hammer at enemies. With Burning Maul they create a giant hammer that leaves a fire trail upon smashing the ground and cyclones of fire that trace enemies), Explosion Manipulation (With Hammer of Sol they summon flaming hammers which explode on impact. With Suncharge they charge through enemies, exploding others on contact. With Thermal Vent kills with Sunstrike cause Solar explosions. With Explosive Pyre and Battle Forge enemies felled by their Hammer of Sol explode. With Vulcan Rage and Hammer of Sol their Hammers of Sol shatter into explosive molten embers on impact. With Mortar Blast they release an explosion setting enemies on fire. With Consecration they can ignite enemies already set on fire), Heat Manipulation (With Scorched Earth and Solar Siege their Hammers of Sol leave sunspots on impact, which are pools of light like sunlight that burn and burn. With Thermal Vent kills with Sunstrike create sunspots. With Sun Warrior grenade and melee kills leave sunspots in their wake), Damage Boost (The Fusion Grenade inflicts additional damage if attached to an enemy. With Roaring Flames final kills with Solar abilities increase the damage of Solar abilities. With Ember of Torches), Status Effect Inducement (With Incendiary Grenade they can set enemies on fire. With Melting Point they set enemies on fire, making them more susceptible to damage, and burning away their defenses. With Mortar Blast they release an explosion setting enemies on fire. With Hammer Strike they swing a hammer that can set enemies ablaze. With Consecration they can slide and launch a wave of Solar Energy setting enemies on fire, before slamming the ground and releasing another wave that then explodes them. With Embers of Char), Homing Attack (With Swarm Grenade. With Flameseeker their Hammers of Sol seek out enemies when thrown. With Burning Maul they can create cyclones of fire that seek out enemies), Statistics Amplification (With Fleetfire enemies felled by their fire grant them bonus agility and reload speed. With Tempered Metal kills with Solar Light grant them and their allies higher movement and reload speed. With Solar Siege they throw hammers faster while standing in a sunspot), Regeneration (With Cauterize enemies brought down by their fire regenerate their health. With Tireless Warrior by picking their hammers back up they regenerate their health), Aura, Time Manipulation (With Fire Keeper if they stand in a sunspot they gain a protective Overshield aura for a short time. The Overshield aura is described as distilled time and a dilation in space), Healing (With Sun Warrior kills with Solar Light restore their health), Forcefield Creation (With Towering Barricade and Rally Barricade)

Added Universal Force Manipulation (The Subclass makes use of [3] Void abilities), Matter Manipulation, Homing Attack (With Axion Bolt they manifest a bolt of axions through Void Light which fork on impact to seek out enemies), Magnetism Manipulation (With Magnetic Grenade. It magnetically attaches to enemies and explodes twice in attempts to break armor), Vector Manipulation (With Lift, High Lift, Strafe Lift and Catapult Lift), Reality Warping (Those armed with the Void can tear reality asunder), Power Nullification (The Suppressor Grenade prevents enemies from using abilities for a short time. The Shield Bash disorients enemies and suppresses them for a short time), Fire Manipulation, Energy Manipulation (With Voidwall Grenade they create a wall of burning Void energy), Forcefield Creation, Spatial Manipulation (With Sentinel Shield, Towering Barricade and Rally Barricade. With Ward of Dawn they create a protective forcefield by opening a pocket in the universe, shaping it out of Void Light. This is indestructible to all in-game enemies, including Ascendants, and is described as a dilation in space. With Banner Shield), Aura, Time Manipulation (With Defensive Strike, kills with Sentinel Shield creates a protective Overshield aura around them and their allies. With Shield Throw if the Sentinel Shield hits an enemy they gain a protective Overshield aura. The Overshield aura is described as distilled time and a dilation in space), Healing (With Rallying Force, melee kills restore health for them and their allies. With Resupply if Void detonators explode near them they and their allies get healed. With the Controlled Demolition Aspect, if Volatile enemies explode near them they gain health), Damage Boost (With Turn the Tide and Banner Shield. With Offensive Bulwark they increase the range and damage of their melee attacks), Explosion Manipulation (With Controlled Demolition, using Void Light abilities causes nearby enemies to be planted with Void detonators that explode when shot at, and enemies damaged by Void detonators gain more Void detonators. With Tactical Strike they can cause a Void explosion that also detonates nearby Void detonators. With Echo of Expulsion final blows with Void Light cause enemies to explode), Matter Manipulation, Homing Attack (With Axion Bolt they manifest a bolt of axions through Void Light which fork on impact to seek out enemies), Status Effect Inducement, Healing (With the Controlled Demolition Aspect, hitting enemies with a Void ability or Volatile explosion makes them Volatile. Damaging a Volatile enemy causes them to explode. With Echo of Starvation picking up an Orb of Power grants them Devour, which entirely heals them, and while active entirely heals them whenever they kill an enemy. With Echo of Undermining their grenades weaken enemies, making them more susceptible to damage), Life Absorption (With Echo of Leeching, melee kills sap the dying enemy's health to them and nearby allies), Invisibility (With Echo of Obscurity they gain invisibility upon performing a Finisher on an enemy), the Vortex Grenade creates a vortex continually damaging enemies trapped inside, the Echo of Harvest creates Orbs of Power upon defeating weakened enemies with precision final blows, Resistance to Law Manipulation, Space-Time Manipulation (Those who've stared into the Void are not bound by the laws of space and time)

Energy Manipulation (Fusion Rifles are energy based. The Ashraven's Flight is an advanced energy weapon), Heat Manipulation (The Hard Light fires superheated rounds), Explosion Manipulation (Via the Heavy Slug Thrower and Slug Rifle microrockets, and the Projection Rifle rounds, which are designed to disorient, incapacitate and destroy. Via the Dauphin RS/1), Electricity Manipulation (The Bolt-Caster fires thunder), Duplication (The Invective has a self-replicating magazine so that it never runs out of ammo), Data Manipulation (The Projection Rifle feeds ballistic data to each projectile when fired to coordinate the salvos for maximum effect. The Fate of All Fools gathers data to line up a killing shot), Space-Time Manipulation (The Vex Mythoclast binds space and time to create a causal loop), Causality Manipulation (The Vex Mythoclast binds space and time to create a causal loop), [Sword Logic]] (Via the Sword of Crota and Bad Juju), Durability Negation (The Slug Rifle makes use of flesh-shredders and armor-penetrators), Light Manipulation, Camouflage (The Patience and Time bends light on their armor's micromaterials to camouflage them), Matter Manipulation (The Antimuon ESc fires muon antiparticles. The Baryonic ESm fires baryon particles, the "smallest shards of reality"), Air Manipulation (The Caldera-FR1 boils air and makes steam), Darkness Consumption (Via the Dark-Drinker), the Pocket Infinity draws energy from the Vex Gate Network, the Patience and Time aims for them
Consumption (The Achlyophage Symbiote consumes their thoughts]), Nanotechnology (The Aspriet 1.0 uses a nanowire mesh), Transmutation (The Astrocyte Verse features an ideocosm that transforms the Guardian brain into the raw stuff of thought), Mind Manipulation (The ATS/8 ARACHNID induces hallucinations to grant advanced targeting on your enemies), Instinctive Reaction (The ATS/8 Tarantella induces muscle spams to help them fight automatically. The Don't Touch Me carries a Vex vestigial defensive reflex), Sound Manipulation (The BRONTIOS Type 0 can reach volumes that bust Guardian eardrums), Fear Inducement (Via the BRONTIOS TYPE 0)


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