A (doomed space) marine from earth who has slain over thousand of demons
from trying to kill him & delivering hell on earth.
mainfire1: Chaingun (fires bullets rapidly)
mainfire2: Super Shotgun (fires spread of bullets)
melee: Brass Knuckles (punches enemies closely)
super attack: BFG9000 (fires an AoE BFG shot)
[PASSIVES]
passive 1: damage resistance
ignores damage types since they won't do anything to him.
passive 2: Berserk
when getting the Quad Damage, he'll get the Berserk instead
The big, the bad, and the very aggresive cybernatic cow with the missile launcher arm.
mainfire: Missile Launcher (fires rockets)
altfire: Ground Smash (leaving waves of shockwave around him, knocking anyone away from him.)
super attack: Missile Rain (fires a rocket. if it hits the floor, rockets will fall from the sky.)
[PASSIVES]
Passive 1: explosion resistance
cannot be hit by any radius damage.
Passive 2: non-jumper
cannot jump, but can still get up stairs that no other classes can
this wild skeleton can't just stop freaking out!
mainfire: Fireballs (fires a Basic fireball)
altfire: Skeleton flee (leaves him being able to escape from anyone who dares to attack him. useful when against group of enemies/powerful classes)
melee: Skeleton punch (punches enemies stronger than Doomguy's brass knuckles)
super attack: Fireball barrage (fires fireballs that home at enemies)
[PASSIVES]
Unfamilliar skeleton
if using the Friendly skeleton sup. item, enemies will be confused in order to figure who's the real rev.
give him a hand when you need him to keep you alive!
mainfire: Fireball (fires a basic fireball)
altfire: Burning Explosion (targets himself to the enemy and burning them to explode.)
melee: Martian Claw (Scratches enemies with his Claws)
Thirdfire: Demon Summon (summons either Imp or Cacodemon to fight for him.)
super attack: Lake of Lava (places a lava Pool that whoever steps on it, will get hit.)
[PASSIVES]
Passive 1: Imp & Cacodemon
these 2 can be switched. use activate item to switch between them
Passive 2: Fire Resistance
takes less damage from fire-type moves
He and his chaos serpent may be a good team...
mainfire: Lightning Orb (fires an explosive lightning orb)
altfire: Disciples (Summons a Diciple to fight for him. can only Summon 2 at a time)
melee: Staff Smack (smacks his victims with his Staff)
super attack: Chaos Serpent Pet (rides on his Chaos Serpent. Mainfire to spit Fireballs, Altfire to split fireballs, and Melee to bite)
[PASSIVES]
Passive 1: Teleport
teleports back to spawn. be careful to not get Telefragged.
Passive 2: Fastest Serpent
when using his Super Attack, his chaos serpent is much faster that allows him to overrun his enemies
He yet came up with new traps for his victims
mainfire: 6-Shooter (fires 6 Projectiles of the same shot)
altfire: Spike (summons a spike that rises from the ground)
super attack: Zombified Warriors (summons either Zedek, Menelkeir or Traductus to fight for him. those can be switched with the reload and zoom keys)
[PASSIVES]
Passive 1: Spirit Ambush
when he dies, releases 6 spirits that chase their target and deal ripping damage.
Passive 2: Boss Armor
Starts with a Armor that absorbs damage before it runs out. it cannot be obtained again.
that elder Serpent Rider sure needs a break or not...
mainfire: Lightning Sphere (fires a lightning sphere that deal damage)
altfire: Disc of Repulsion (uses this to Push away anyone or projectiles that comes to him.)
super attack: Giant Mode (grows to his giant form. Mainfire to spit explosive fireballs, altfire to stream fire breath)
[PASSIVES]
Boss Armor
Gains Boss armor when using super attack
when he dishes out the fire rates. he would be proud.
mainfire1: Machinegun (fires bullets rapidly)
mainfire2: Shotgun (fires spread of bullets rapidly)
altfire: Grenade launcher (switches to Grenade Launcher to launch a Grenade before switching back.)
Thirdfire: Railgun (Switches to Railgun to fire a rail before switching back)
super attack: Bitterman Armor (using a protective armor that protects him by taking less damage)
[PASSIVES]
Edge Jump
jumping while taking ramps, stairs or ledges will cause a Higher Jump for added mobility