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BOT INTEL REPORT – SCORPONOK
Add Scorponok to your ultimate squad November 1st at 10AM PDT
About Scorponok:
Faction: Predacon
Class: Warrior
Scorponok’s seemingly slow wit contrasts sharply with his cunning and inventive nature. Fiercely loyal to his commander Megatron, Scorponok is one of the few Predacon subordinates that harbors no desire to usurp the lizard king.
STATS AND ABILITIES:
3-Star:
Health: 4682
Attack: 312
Max Rating: 1309
4-Star:
Health: 12169
Attack: 810
Max Rating: 3523
5-Star:
Health: 29543
Attack: 1966
Max Rating: 8551
BASIC ABILITIES: DAZED, VENOM BACKFIRE, BLEED
When filling a bar of Power
Gains a Venom charge, granting +20% Attack per charge.
Heavy Attack
Scorponok’s poisonous cyber-strikes converts each Venom Charge into a 12 second Backfire Debuff on the opponent.
Venom Backfire
When opponents activate a Special Attack, Backfire is consumed and inflicts 91.8~140% Attack as Shock damage per charge.
If the opponent does not use a Special Attack and 2 Backfire charges expire simultaneously, the opponent is also Stunned for 3 seconds.
If 3 or more Backfire charges expires simultaneously, the opponent takes Shock Damage equal to 500% of Attack Rating over 4 seconds.
Critical Melee Attacks
30~40% chance to Bleed, dealing 40~60% of Attack over 4 seconds.
SIGNATURE ABILITY: REGENERATIVE TOXIN
Fueled by Scorponok’s Venom Charges, Scorponok’s hidden robotic enhancements enable him to Repair.
When Struck:
Fueled by Scorponok’s Venom Charges, Scorponok’s hidden robotic enhancements enable him to passively Repair 30~ 65% of the damage taken from non-Special Attacks.
SPECIAL ATTACKS:
Special 1 – Daze and Destroy
The Cyber Bee’s toxin viciously attacks the enemy’s neural pathways.
Scorponok’s robotic bee Dazes the opponent, causing their Basic Ranged Attacks to Miss 60% of the time and Ranged Special Attacks to Miss 100% of the time for 7~ 9 seconds.
Special 2 – Tunneling Terror
Scorponok is adept at forcing the element of surprise.
Converts each Venom Charge into a 12 second Backfire Debuff on the opponent.
Special 3 – Predacon Persecution
There is no stopping the primal calamity that is Scorponok.
Scorponok’s robotic bee Dazes the opponent, causing their Basic Ranged Attacks to Miss 60% of the time and Ranged Special Attacks to Miss 100% of the time for 16~ 24 seconds.
SYNERGY BONUSES:
Mutual – Allies – Waspinator
+2~8% Armor
Mutual – Enemies – Optimus Primal, Rhinox, Cheetor, Dinobot
+2~8% Attack Rating
Mutual – Weaponsmith – Hound, Ramjet
+4~15% chance for Heavy Attacks to be a Critical Hit.
STRONG MATCH-UPS:
Megatronus
The Fallen will be unable to land the first hit of his Special Attacks, making his wrath considerably easier to avoid.
Prowl
Prowl’s shotgun is much less threatening while he is Dazed and confused.
WEAK MATCH-UPS:
Grimlock
With very few Ranged Special Attacks and the ability to Purify Bleeds, this Predacon will fear a different kind of Dinobot.
Shockwave
Shockwave’s ability to Heal Block will put a stop to Scorponok’s Regenerative capabilities.
RECOMMENDED MODULES FOR SCORPONOK:
Repair Module
This Mod will allow Scorponok to out heal his opponent’s damage output.
Transwarp Cell
This mode will encourage the slippery Scorpion to assault his hapless opponents with frequent, hard to dodge, heavy attacks.
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#Sideways# wrote:Chromia is -- oddly -- the leader of the FemmeCycle archetype and the last femme we're going to be seeing from the game until next wave. She, unsurprisingly, is a Motorcycle Specialist, which is slightly unnerving given that we don't have much in the ways of exclusive Specialist support or Motorcycle support, but one great part about her innate abilities is that she is a Leader, which means she can take advantage of the Matrix of Leadership. Any deck where you can play that card to its fullest potential doesn't just have my attention -- it has my curiosity.
She has some interesting abilities, chief of which is the ability to return white-pipped cards from your discard pile to your hand. You can use this to find Actions you have already played or even better, return used Force Fields from the discard pile to play. This alone makes her formidable and a necessity to the fragile Motorcycle archetype.
Her robot mode is also great as it allows you to draw two cards more or less every time you attack with her. Despite her draw power, attacking in this mode is a risk -- she has zero defense, and if you don't have a Force Field on you already, you're going to have a bad time.
All in all, she's a good card that definitely has a place in the Motorcycle archetype. But outside of that, I wonder what other interesting combinations one might have to capitalize on her potential not just as a defensive character but as an offensive one. Perhaps, even, ironically playing her with Shockwave, constantly reusing and abusing System Reboot to deal indirect damage.
#Sideways# wrote:This card is really, really great.
I don't think you understand just how great this card is. This doesn't just transform one character like Rapid Conversion does; this transforms ALL of them. Sure, it's only from Bot to Vehicle mode and sometimes you want to keep someone in their robot mode, but either way, this card is utterly fantastic for decks like Insecticons or Motorcycles that play a large amount of characters that will all be transformed to Robot mode one by one.
But here's the kicker.
This allows you to use all of their effects at once. Most Transformers have an effect when you transform them to their vehicle mode, and this transforms EVERYONE. But to make matters even better, this is the only other card we know of that has both blue and orange pips on it -- so in other words, there's almost no downside to play this card.
Of course, not every deck wants to play this card -- but believe me when I say that most will.
Matt Smith wrote:"What would you think of an Action card that grabbed a weapon from your scrap pile then gave your character pierce 2 and Bold 1 until end of turn? How about one that bounced all of a character’s upgrades, repaired all of your characters for 1 then drew a card?! I was hoping you’d do all that and more when I designed ROLL OUT!"
#Sideways wrote:These cards are very healthy cards. They reward building decks with both blue and orange cards instead of a few rogue ideas of playing nothing but orange and white. Naturally, they have to get the exact same amount of blue and orange pips for their effect to work, which brings me to my second point.
One of these cards is strictly not good.
I know what you're thinking. "B-but Sideways, what the scrap is your problem, these function on the same principle! Are you crazy?" And you'd be right. But you'd be wrong about them being the same. Cybertonium Bow is a Weapon, whereas Shock Absorbers is an Armor.
The weapons we have seen outclass Cybertonium Bow in almost every way. Grenade Launcher adds more consistent, more powerful damage, Power Sword gives you the much better Bold effect to deal potentially more damage and frankly, milling your deck is better for you than you might think. There are more examples of better weapons, but let's be honest, you're not going to read them all.
Cybertonium Bow is inconsistent and relies on a lot of luck to pull off. It would be one thing if it just said, "count blue pips as orange pips", but it says that you have to flip the exact number of blue pips as orange pips. It doesn't even give you bold to help with this goal. Almost any other weapon is better.
But Shock Absorbers are the second best Armor we've seen, period. Nothing will dethrone Force Field as Armor King, but looking at the other Armor cards, do you notice something? They all only give +1 Armor or Tough 1. Which is why Shock Absorbers is a great Armor card -- it gives +1 Armor, but has the potential to add so much more.
If there were better armor cards, sure, then Shock Absorbers might fall into disuse, but until then, this is the second best armor we have.
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#Sideways# wrote:Life, uh... Found a way.
So Grimlock is naturally very great for the Dinobot Archetype. You use his vehicle mode to add on to the already massive amounts of Bold given to your Dinobots through Jaws of Steel, Power Sword and Dino-Chomp! and give them Bold 13. This means you will be flipping a rough estimate of 17 cards off the top of your deck when you attack with a fully upgraded Dinobot.
These damage numbers give me diabetes.
His Robot mode is also fantastic, as he has Trample -- the ability to still use overkill damage. When you're flipping an ungodly amount of cards from the top of your deck, you're going to overkill something sometime, and this makes good use of that. Especially when your opponents have access to low HP characters, like Cars or Insecticons.
Sludge also adds to his survivability, which brings me to my second point: You can play a team of Dinobots. Grimlock is 10 points, and with Sludge at 8 and Snarl at 7, you come in with the best all-around Dinobot team at exactly 25 points. It even has draw power.
Mark my words, Dinobots will be one of the major meta-defining archetypes coming out of this first set. Even if it does require setup time.
#Sideways# wrote:This card is insane. It's an instant staple in almost every deck, except for certain decks that play only a handful of upgrades. But this is one of the few cards that, interestingly enough, give you more cards in your hand. Almost every card that draws cards ends up essentially replacing itself. Take, for instance, Inspiring Leadership.
Inspiring Leadership draws three cards and discards two from your hand. But Inspiring Leadership itself is a card that discards from your hand, leaving you at a stagnant hand size. This card can draw you a massive amount of cards, raw drawing three, four, five, or even more cards.
Enthusiast is really a great card that gets better over the course of the game. Not great at all at the start, but late in the game can really pack a punch.
#Sideways# wrote:Photon Bomb is the spicy, tattooed punk sister of Plasma Burst. Thus, I, being a fan of those, am very interested in this card. But even better, this makes playing Tall just a little more playable. If your opponent has four Characters in play, you're essentially doing eight damage without even attacking for the turn. Of course, you're taking damage too, but if you're playing Tall (two characters), you're taking minimal damage. If you, yourself, are using a Wide setup with three or more Transformers in play... Well, might want to rethink putting this card in your deck.
Another thing that this card does is allows you to set up damage on your characters for cards like Energon Axe or Swoop's ability, both of which requiring you to have damage on you already to properly use them. Naturally, this is a double-edged sword -- but what tortoise ever got anywhere without sticking its neck out first?
Scott Van Essen wrote:"Getting overrun by motorcycles? Swarmed by Insecticons? Want to blow up all the things? Photon Bomb’s the answer to so many questions you have yet to ask.
You might be surprised to see no battle icons on a card with a symmetrical effect. Believe me when I say that this notionally “fair” effect can be used in very unfair ways. To begin with, it is quite powerful in a “Go Tall” vs “Go Wide” matchup.
Photon Bomb is more subtly strong in low-armor, high-health vs. high-armor, low-health matchups, and can be situationally very impactful when you use it to unexpectedly KO one (or more!!) of your opponent’s heavily damaged characters.
Photon Bomb is the kind of card that designers love. It’s exciting to read, you know immediately what it does, and it has a major impact on the board. Yet, as you play with it, you discover depths of nuance and strategy that are not initially apparent."
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BOT INTEL REPORT – WHEELJACK
Add Wheeljack to your roster August 9th at 10AM PDT!
About Wheeljack:
Faction: Autobot
Class: Tech
Brilliant and eccentric, Wheeljack is both mechanical engineer and daredevil inventor for the Autobot forces. Despite their sometimes unexpected results, Wheeljack’s inventions have saved his allies countless times.
Stats and Abilities:
2-Star:
Health: 1557
Attack: 137
Max Rating: 562
3-Star:
Health: 3823
Attack: 287
Max Rating: 1309
4-Star:
Health: 9936
Attack: 744
Max Rating: 3525
Basic Abilities: Upgrade, Shock, Power Leak, Repair
Construction
Each time Wheeljack Transforms he begins to Construct a random Upgrade for 4 seconds. [Max 3 Upgrades]
If Wheeljack Is struck by a Critical Melee Hit while Constructing, the Construction Fails and the Upgrade is lost.
Upgrades
Defensive Upgrade: 10~20% Damage Resistance and increases to the chance Special Attacks will inflict Stun by 20%.
Offensive Upgrade: 15~30% Attack Rating and increases the chance Special Attacks will inflict Shock by 20%.
Power Upgrade: 10~20% Power Rate and increases the chance Special Attacks will inflict Power Leak by 20%.
If Wheeljack is struck by a Melee Critical Hit from a Special or Heavy Attack the newest Upgrade constructed will be removed.
Success
If Wheeljack Constructs 3 of the same Upgrade type he randomly Repairs between 10-20% of Max Health.
Signature Ability – Force Shield
Wheeljack’s emergency Force Shield allows him to survive both potentially deadly attacks and catastrophic mishaps in the lab.
75%, 50%, 25% Health
if an enemy attack would reduce Wheeljack’s health below 75%, 50% or 25%, Force Shield will activate, reducing all damage from enemy attacks by 100% for 2~8 seconds.
Special Attacks:
Special 1 – Prototype
Wheeljack puts his latest invention to the test. What could go wrong?
60% Chance to inflict Shock for 3 seconds.
30% Chance to inflict Power Leak for 2 seconds.
10% Chance to deal Stun for 3 second.
Special 2 – Iterate
Some improvements may be prudent.
Randomly Replaces all Upgrades.
60% Chance to inflict Shock, 30% chance to inflict Power Leak, and 10% chance to inflict Stun.
Special 3 – Perfect
All outcomes meet the desired metrics for success.
All Upgrades become the same type as the first Upgrade.
60% Chance to inflict Shock, 30% chance to inflict Power Leak, and 10% chance to inflict Stun.
Synergy Bonuses:
Mutual – Allies – Optimus Prime, Grimlock
+2~8% Armor
Mutual – Enemies – Bludgeon, Motormaster
+2~8% Attack Rating
Mutual – Upgrades – Bumblebee, Jazz
Wheeljack provides all Autobot team members a random Passive Upgrade each fight. Upgrades grant either +2~8% Attack Rating, +5~10% Damage Resistance, or +5~15% Power Rate for the duration of the fight.
Outgoing – Brain Gain – Shockwave
Shockwave has a 10~30% chance to inflict Stun for 2 seconds when inflicting 3 or more Shocks simultaneously.
Incoming – Brain Drain – Shockwave
25% Increase to Attack against Demolition Bots. Shockwave only gets this benefit if all bots on his team have this synergy.
Strong Match-ups:
Ironhide – Ironhide’s low Critical Rating for his Melee Attacks will make it difficult for this demo bot to remove Wheeljack’s upgrades.
Galvatron – Galvatron’s powerful burst damage will be contained by Wheeljack’s Force Shield Signature Ability.
Weak Match-ups:
Bumblebee GS – Bee’s ability to Shield Break will ensure the Force Shield is only a minor nuisance.
Drift – Drift’s frequent Critical Melee Hits will throw a wrench in Wheeljack’s plans.
Recommended Modules for Wheeljack:
Tech Console – The tech console will improve Shocks, Shielding and Repair.
Transwarp Cell – The Transwarp Cell mod will ensure that Wheeljack is fully Upgraded by making him use Heavy Attacks more often.
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Add Autobot Jazz to your ultimate squad June 7th at 10AM PDT!
About Autobot Jazz:
Faction: Autobot
Class: Scout
One of Optimus’ closest advisers, Autobot Jazz is the bot to go to if a creative solution is needed. Autobot Jazz is well-versed in the pop-culture trends of the Earthlings and is likely to get distracted dancing to a catchy beat and break out the local slang.
Stats and Abilities:
2-Star:
Health: 1575
Attack: 175
Max Rating: 561
3-Star:
Health: 3866
Attack: 369
Max Rating: 1304
4-Star:
Health: 10048
Attack: 959
Max Rating: 3519
Basic Abilities: Confusion, Evade, Critical Rate
Heavy Attack
100% Chance to Confuse the opponent, lowering their Attack Rating by 12~20% and increasing the chance they will use a Special Attack for 6 seconds or until their next Special Attack ends. When The opponent is hit by this attack, If they are not already Confused, they do not build power.
Dodging Special Attacks
If Autobot Jazz avoids being hit by the first hit of a Special Attack, he gains an Evasion Buff, granting him a 36~44% chance to Evade attacks for 6 seconds.
Combo Meter
Every 5 hits on the Combo Meter, Autobot Jazz gains a Critical Rate Buff, increasing Critical Chance by 5~7% until he is next hit.
Critical Hits
Critical Hits have +20% Critical Damage against Stunned opponents.
Signature Ability – Exhaustion
Sometimes it’s worth letting a Confused opponent tire themselves out.
While Confused, opponents have a 100% chance to lose 1.5~6% of their Current Power for each missed attack. If the opponent slips down to a lower Bar of Power they are Stunned for 1 second.
Special Attacks:
Special 1 – Windmill
Autobot Jazz sets his plans in motion.
Each hit against a Confused opponent has a 20% chance to Stun the opponent for 3 seconds.
Special 2 – Dazzling Display
Confusion abounds.
100% Chance to Confuse the opponent, lowering their Attack Rating by 12~20% and increasing the chance they will use a Special Attack for 6 seconds or until their next Special Attack ends.
Disables the opponent’s Special Attack 3 for as long as they are Confused.
Special 3 – Grapple and Groove
Overwhelming force, with style.
Inflicts a permanent Backfire Debuff, inflicting 100% of Attack as instant Shock damage when the opponent next activates a Special Attack. This Backfire is not removed when the opponent uses a Special Attack.
Synergy Bonuses:
Outgoing – Lieutenants – Optimus Prime
Optimus gains 2~8% Attack and Armor and his Lieutenants gain unique abilities.
Incoming (Autobot Jazz) – Lieutenants – Optimus Prime
Each time Autobot Jazz avoids all hits in an opponent’s Special Attack he gains an Attack Buff, increasing his Attack Rating by 2~8% for the remainder of the fight.
Incoming (Prowl) – Lieutenants – Optimus Prime
If Prowl Drains the opponent’s Power to 0% of their Max Power, he has a 10~40% chance to Stun the opponent for 2.5 seconds.
Mutual – Allies – Ratchet, Grimlock
+2~8% Armor.
Mutual – Enemies – Megatron, Shockwave, Bludgeon
+2~8% Attack.
Strong Match-ups:
Soundwave: Soundwave has to connect with his second Special Attack, but Autobot Jazz will ensure that moment comes at a time of this speedy scout’s choosing.
Mixmaster: Mixmaster is reliant on his Special Attacks to do a majority of his damage, a skilled Autobot Jazz player could easily ensure this Demo bot never sees his third Special Attack.
Weak Match-ups:
Drift: Autobot Jazz likes to Evade, he lives to Evade a lot. Drift’s focus prevents Evasion, a lot of Evasion.
Ramjet: Autobot Jazz enjoys seeing his opponents Stunned, but Ramjet can ignore Stuns while he has a lot of Momentum.
Recommended Modules for Autobot Jazz:
Scout’s Sentry
Jazz can easily Power Drain his opponent when both his Signature Ability and the Scout’s Sentry are draining their power.
Strange Refractor
When the opponent Stuns themselves, that’s when Jazz deals the most damage.
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BOT INTEL REPORT – KICKBACK
Add Kickback to your ultimate squad March 15th at 10AM PDT!
About Kickback:
Faction: Decepticon
Class: Scout
Intelligent and deceptively persuasive, Kickback’s power to manipulate minds is only ever a ploy to gain access to the information or resources he seeks. Like all Insecticons, Kickback feels the urge to continuously consume all material around him and is capable of chewing through even the toughest Cybertronian metal.
Stats and Abilities:
2-Star:
Health: 1470
Attack: 179
Max Rating: 559
3-Star:
Health: 3608
Attack: 379
Max Rating: 1294
4-Star:
Health: 9378
Attack: 984
Max Rating: 3515
Basic Abilities: Power Leak, Evade, Consume
Critical Hits
60% chance to inflict Power Leak, draining 4.8~9.6% of an opponent’s power over 10 seconds.
Kicking attacks have +30% Critical Rating.
Power Leaking Opponents
Kickback’s Melee hits against Power Leaking opponents have +50% Power Rate.
Opponent Avoids a Dash Attack:
30~38% chance to Evade Melee Attacks for 2 seconds.
Heavy Attacks
When Kickback transforms he has a 100% chance to Consume all Shock, Power Drain, Power Lock, and Power Rate Debuffs on himself and generate 1~5% of his Max Power over 2 seconds for each debuff removed.
When Kickback lands a Heavy Attack he has a 100% chance to Consume all Power Rate and Power Gain Buffs from the opponent and generate 1~5% of Max Power over 2 second for each buff removed.
Signature Ability – T-Cog Sabotage
Kickback’s attacks can be modified to infect his opponent with T-Clog. This cyber virus attacks the bot’s sensitive electronics that control their ability to Transform.
Heavy Attacks
35~70% chance to infect an opponent with T-Clog, lowering the opponent’s power rate by -30% for 10 seconds. If the infected bot uses a Heavy Attack, T-Clog is removed and their Transformation fails, Stunning them for 2 seconds.
Special Attacks:
Special 1 – Shock in the Wounds
Kickback uses a shocking blast to turn insult to injury.
100% chance to Inflict Shock for each Power Leak on the opponent, dealing 40% of Attack over 5 seconds.
Special 2 – Lacerate
Those wings aren’t just for looks.
100% Chance to gain a Critical Rate Buff, increasing Critical Rating by 30% for 8 seconds.
100% chance each Critical Hit of Kickbacks Wing Blades to inflict Power Leak, draining 4.8~9.6% of an opponent’s power over 10 seconds.
Special 3 – Need to Feed
Hope? Kickback ate that first.
100% chance each Critical Hit to inflict Power Leak, draining 4.8~9.6% of an opponent’s power over 10 seconds.
For each Power Leak on the opponent Kickback Repairs 3% of his Max Health over 5 seconds.
Synergy Bonuses:
Mutual – Allies – Soundwave, Bludgeon
+2~8% Armor.
Mutual – Enemies – Grimlock, Prowl
+2~8% Attack.
Mutual – Enforcers – Motormaster, Ramjet
Debuffs last 20~40% longer and cannot be Purified.
Strong Match-ups:
Shockwave – Shockwave would find this matchup to be illogical as his Shock charges will be quickly consumed by this voracious Insecticon.
Megatron (Revenge of the Fallen) – Once Megatron has been infected with T-Clog his proclivity to fire off Heavy Attacks while enraged could leave him Stunned and vulnerable.
Weak Match-ups:
Hound (The Last Knight) – Hound’s ability to inflict Critical Rate Down with his Special Attack 1 will leave Kickback unable to inflict Power Leak with his basic hits.
Optimus Primal – Primal will completely negate Critical Hits, disabling much of Kickback’s ability set that revolves around Critical Hits.
Recommended Modules for Kickback:
Scout’s Sentry – Increasing Kickback’s Critical Rate and ability to Evade will ultimately help him survive while dishing out those potent Critical Hits.
Transwarp Cell – Ensuring Kickback routinely slams into his opponent with Heavy Attacks will allow him to take great advantage of his Consume and Signature abilities.
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Add Bumblebee to your ultimate squad December 21st at 10AM PST!
About Bumblebee:
Faction: Autobot
Class: Scout
Small, eager, and brave, Bumblebee acts as messenger and spy. Due to his small size, he dares to go where others can’t. He idolizes the bigger Autobots, especially Optimus Prime and Prowl while having a special bond with all his human allies.
Stats and Abilities:
2-Star:
Health: 1417
Attack: 151
Max Rating: 566
3-Star:
Health: 3480
Attack: 318
Max Rating: 1299
4-Star:
Health: 9043
Attack: 827
Max Rating: 3499
Basic Abilities: Melee Evade, Critical Rate Buff, Shield Break
Dodging Back:
Grants a 24~32% Melee Evasion Buff that is removed the next time this bot Evades.
Sidestepping:
Grants up to 3 Critical Rate Buffs that each increase Critical Rating by 20~28%. These buffs are removed each time this bot lands a hit.
Critical Hits:
100% Chance to Break the opponent’s Shielding, completely Nullifying all Shields and inflicting Shock, dealing 50~90% Energy Damage over 5 seconds.
Signature Ability – Bee Brave
Bumblebee isn’t the strongest or toughest bot, but while staying close to his enemy, he channels his unparalleled courage.
Bumblebee generates 2~4.0 of Remaining Max Power every second and gains a 10% Melee Bonus while the enemy is within close range.
Special Attacks:
Special 1 – Gold Boot
Bumblebee delivers a spinning windmill kick.
100% chance to increase Critical Damage by 60% for the duration of this Special Attack.
Special 2 – Power Jam
Bumblebee overcharges his pistol to fry his enemy’s systems before knocking them off their feet.
100% chance to Power Lock the opponent for 10 seconds.
Special 3 – Ticket to Ride
Bumblebee’s wheeled combat comes together with his love of ranged attacks.
Grants 20 Critical Rate Buffs that each increase Critical Rating by 20~28%. These buffs are removed each time this bot lands a hit.
Synergy Bonuses:
Incoming – Role Models – Optimus, Prowl
Heavy Attacks gain +2~5% Attack Buff for each alive team member.
Outgoing – Role Models – Optimus, Prowl
+2~8% Armor
Incoming – Espionage Specialists – Mirage
14~70% less likely to activate opponent’s abilities when using Sp2 and Sp3.
Incoming – Allies – Arcee, Grimlock
+2~8% Armor
Strong Match-ups:
Rhinox – Bumblebee will tear through Rhinox’s shielding, leaving him prime for Bee’s critical hits.
Soundwave – Bee can Shield Break with both Ranged and Melee his, ensuring even the mighty Soundwave can’t Reflect Ranged attacks for long.
Weak Match-ups:
Bonecrusher – The master of Bleeds will punish Bumblebee with every crit.
Dinobot – Bumblebee is rewarded for dashing at opponent’s and staying near them, but dashing into and hitting Dinobot’s block would be a painful mistake.
Recommended Modules for Bumblebee:
Nightbird’s Mark – With both his two major abilities boosted, Bumblebee will become exponentially more powerful.
EMI Module – Bee will gain the ability to Evade Ranged Attacks, forcing you to stay within Melee Range and in turn allowing him to generate power with his Signature Ability.
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Bah-weep-graaaaagnah wheep nini bong!
The Volcanicus and Predaking saga continues with a very special weekend event. Participate on this new chapter and win a guaranteed 4 Star Dinobot or Predacon!
Big Big Trouble
Razorclaw is determined to swipe the Enigma of Combination from the Autobots and he won't be stopped by any clumsy, slow minded Dinobots!
Pouncing into action, the Predacons are ready for a fight, even though they won’t be the biggest beasts in this brawl...
Event type: Alliance
Start Date: 29/09/17 11:00 UTC
End Date: 02/10/17 11:00 UTC
Prestige Allowed: None
Bonus Experience: Earn up to 200% XP in Event Battle Zones!
How to Participate?
- Reach HQ Level 4 and join an alliance!
- Tap the Event button!
- Select an Event Battle Zone to fight in!
- Win your battle and gather Battle Points!
- Collect prizes!
Event Battle Zones
Event Prizes
* Contains a guaranteed 4-Star Dinobot (Grimlock, Slog, Strafe, Slug or Snarl) for Autobot players or a 4-Star Predacon (Razorclaw, Divebomb, Headstrong, Tantrum or Rampage) for Decepticon players.
Under Investigation
Here are some of the issues reported that we've been investigating:Displayed defense attack radius is not consistent
This will be fixed in next content update
- Pink textures appear when you lose connection
This will be fixed in next content update
- Recordings are not saved on iOS 11 when using Replay Kit
We are investigating this, but in the meantime, if you are iOS 11 users, please use the system recording instead
These are just a few examples of the reports that we've received from you, and we continue to work hard to improve your experience with the game every day.
Alternatively, you can reach out to us in game via Menu > Community > Contact Support.
Twitch
Volcanicus and Predaking are ready for battle. Do you have the Bots to make them combine?
Catch Deb and Adam LIVE Thursday, September 28th @4pm UTC to find out how you can get your hands on a 4* Dinobot or Predacon! Plus GIVEAWAYS! Follow us on Twitch
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Please keep in mind that any of the information in this newsletter could be subject to change without notice.
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Hey there!
I hope this email finds you in great shape.
Here’s a digested version of what happened these last days in Transformers: Earth Wars. If you need assets for your posts, please click here. Feel free to use any of them!
As promised, the ‘Unleashing the Beasts’ series continued! The 3 last episodes, “The Art: Bringing the Combiners to Life”, “The Story with Simon Furman” and “The Toy: How it all began” are live on our Facebook page and YouTube channel. Don’t miss out and follow our social channels for more!
We “pressed the button” this Tuesday - Volcanicus and Predaking are now available in-game! Also, if you don’t have the bots to combine them yet, you can play them for free in the Challenge Battle. You can access this feature via the newsfeed section.
Last weekend’s event was called ‘Stolen Secrets’, the start of the new ‘Volcanicus vs Predaking’ saga! It starred the leader of the Dinobots, Grimlock, and the leader of the Predacons, Razorclaw. Will the Dinobots be able to withstand the vicious pounce of the Predacons? Stay tuned as the saga continues this Friday!
Click here to fight for the Earth. Will you join the heroic Autobots or the ruthless Decepticons?
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