Type: Shield
Hit Points ✯✯✰✰✰
Attack Power ✯✯✰✰✰
Mobility ✯✯✯✯✰
Utility ✯✯✯✯✰
Learning Curve ✯✯✰✰✰
Plaz is a plasma-ball launching spider-pod mobile. Plaz is statistically well balanced but below average, having low but defensible HP, moderate to solid attack power, and high mobility. Plaz is one of two tanks, alongside Photon, to have launching angles centered above itself at 90 degrees. This unusual launch angle grants Plaz the ability to cover tightly against walls while being able to fire over them to reach its target. Plaz's tunneling S2 makes use of a mechanic only found elsewhere in Nak's S2, giving Plaz even further options for taking cover. While Plaz's shots make minimal use of clouds and items and have relatively minimal land destruction capabilities, Plaz's unique configuration gives it exceptionally high defensive utility. Plaz's shots and tactics are relatively easy to learn compared to many other mobiles.
Plaz's S1 is a very simple ball of plasma that is fired in an arc which will, upon contacting the ground, deal a small amount of contact damage before exploding in a fairly large area-of-effect sphere of electricity, causing around 190-220 damage in total, a small amount of land destruction, and damage through broken shields.
With Plaz's S2, much in the same manner of Nak's S2, a plasma ball will be launched through the air in an arc which will, upon contacting the ground and deal a small amount of damage to anything nearby, enter and travel through the ground in a smaller, inverted arc, where it will then 'bounce' against the inner-surface of the ground, again dealing a small amount of damage to anything nearby, until it once again reaches the surface where it will explode in a sphere of electricity as an area-of-effect. The direction that the ball travels underground is based on which direction Plaz is facing. S2 will deal around 220-240 as it explodes upon resurfacing. S2 will not destroy any land at any point in the shot.
Plaz's SS functions very much like its S2 except that upon contacting the ground, the plasma orb splits into several more balls which will release into various angles underground. Like S2, SS does not destroy land. The damage output for SS varies largely with how many of the balls surface in damage-range of the target. On average, it will do around 300-500 damage. Landed on an opponent who is on a small island of land, SS will generally one-hit-ko from full health. The wide spread of the balls and their area-of-effect explosions mean that Plaz's SS can be a major risk of damaging Plaz or its allies who are too close to the targeted area.
1. Similarly to Nak, Plaz can use the dual+ item to achieve double hits and opportunities for perfect games. Plaz must aim dual+, typically leading with S2, such that S2 will pass through the ground on the nearest target and resurface at the further target, which will then be followed by S1 landing at the nearest target.
2. S2 can be used to damage through shields, most easily by angling such that the shot enters near the target, usually at a shallow angle, breaks the shield, then bounces off the inside of an inner wall near them back to the surface in the same spot, fully damaging them as the shield vanishes.
3. Because of Plaz's high launching angle, Plaz can safely hug walls for cover. Furthermore, Plaz's S2 and SS give it equally strong options in covering underneath opponents on raised areas and platforms. On the flip side of this, opponents who are near Plaz, particularly when at the same or lower elevation, can cause Plaz to have trouble hitting them, especially if something is obstructing Plaz's shot from above. To counter this, Plaz must find divots or slopes in the ground to gain access to lower angles.
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