Super MNC Skills and Stats Compilation

Super MNC Skills and Stats Compilation by ARS0N1ST

Pro Information:

General:

All pros may gain additional armor equal to 50% of their current maximum health. Armor is gained by picking up armor tokens which drop on the battlefield, being overhealed by Support or Combat Girl, or by other passive means such as Gunner’s Deploy skill.

All pros have a base critical hit chance of 7% and a base critical damage bonus of 150%.

All pros that have a melee weapon option can lunge forward while it is currently equipped. Lunging has a 1.5 second cooldown.

Endorsements:

Critical Chance may be reduced by as much as 2% or increased by as much as 2%.

Critical Hit damage may reduced by as much as 25% or increased by as much as 25%.

Rate of Fire may be reduced by as much as 10% or increased by as much as 10%.

Health may be reduced by as much as 100 or increased by as much as 100.

Health Regen may be reduced by as much as 25% or increased by as much as 25%.

Clip Size may be reduced by as much as 25% or increased by as much as 25%.

Reload Time may be reduced by as much as 25% or increased by as much as 25%.

Skill Regen may be reduced by as much as 25% or increased by as much as 25%.

Speed may be reduced by as much as 50 or increased by as much as 50.

Accuracy may be reduced by as much as 25% or increased by as much as 25%.

Defenders:

Support:

Base Health: 915

Weapons:
Heal Gun: Heal 18 Damage 10 (0.25 RoF) 20 Round Clip

Heal Gun restores 15 health per ammo consumed dealing damage to the Support.
Heal Gun slows player targets by 25% while dealing damage.
Heal Gun forces the Support’s firebase to attack the target being dealt damage by the Heal Gun.
Any healing done to a friendly player target over 100% will add armor to the target at the same rate as health up to the maximum armor possible for that player.

Shotgun: 117 (0.8 RoF) 8 Round Clip
Grapple: 250

Overclock:
Regen Time:(40/26/20/15) Seconds
Lasts: 5 seconds at all levels

Increases Firebase RoF by (10/20/30/50) percent.
Increases Support’s skill regeneration rate.
Grants the Support 100 speed bonus.

Firebase:
Regen Time:(40/26/20/15) Seconds
Health:(1230/1300/1400/1480)
Damage:(8/17/17/17) (0.1 RoF)

Reclaiming a firebase grants (25/50/75/90) percent of the skill returned. This can be done at anytime.
Firebase requires 3 seconds to set up during which time it takes 50% increased damage from all sources.
Level 4 firebase will heal targets within a certain radius.

Airstrike:
Regen Time:(40/26/20/15) Seconds
Damage:(150/300/400/500)

Combat Girl:

Base Health: 915

Heal Pistol: Heal 9 Damage 5 (0.25 RoF)

Heal Pistol can target up to 5 things at once. Either healing or damaging; never both.
Heal Pistol restores 3 health per target while dealing damage to the Combat Girl.
Any healing done to a friendly player target over 100% will add armor to the target at the same rate as health up to the maximum armor possible for that player.

Nail Gun: 29 (0.15 RoF) 15 Round Clip
Grapple: 250

Fortify:
Regen Time:(40/26/20/15) Seconds
Lasts: 4 seconds at all levels

Increases turrets Rate of Fire by (10/40/55/70) percent.
Increases turrets range by (10/20/40/60) percent.
Can effect any turrets in front of the Combat Girl up to a certain range.

Combat Kittens:
Regen Time: (15/10/7.5/6) Seconds
Health: 530
Damage: 12 (0.2 RoF)

A maximum of 4 Combat Kittens may be placed at any given time. The number that can be out corresponds directly to the level of the skill. So level (1/2/3/4) skill equals (1/2/3/4) possible Kittens out.

Combat Laser:
Regen Time:(40/26/20/15) Seconds
Damage:(150/300/400/500)

Combat Laser must charge for 1.5 seconds before firing. During this time Combat Girl is immobile and cannot use any other weapons or skills.

Enforcers:

Gunner:

Base Health: 1305

Weapons:
Minigun: 25 (0.1 RoF) 200 Round Clip / Dual Minigun: 20 (0.075 RoF) 300 Round Clip

Dual Miniguns are unlocked when Offensive Passive is upraded to level 4.

Mortar: 50 (1.0 RoF) 10 Round Clip
Grapple Throw: 200 Throw Distance: 1500

Upgrading Offensive Passive causes the mortar to split into 2 projectiles at level 2 and 3 projectiles at levels 3 and 4. Given enough time to split this doubles and tripples the mortars total possible damage.

Slam:
Regen Time: (20/14/10/7.5) Seconds
Damage:(75/150/200/300)

Slam causes turrets and bots to stop firing for 3 seconds. Bots will also stop moving during this time.
Slam slows player targets by 50% for 5 seconds.
Slam will do 200 bonus damage if used while be directly above a target. The bonus damage only applies to the target under the gunner.

Deploy:
Regen Time: (20/14/10/7.5) Seconds

Deploy grants the Gunner 10% increased critical strike chance.
Deploy grants the Gunner 30% faster reloading.
Deploy grants the Gunner increased skill regeneration.
Deploy grants the Gunner 250 initial bonus armor. Deploy also generates (15/45/60/75) armor per second for the gunner and nearby allies.

Rocket:
Regen Time: (20/14/10/7.5) Seconds
Damage:(100/200/250/300)
Target lock time:(2/1.5/1/0.5) Seconds

Range and speed of the rocket increases with each skill level.

Tank:

Base Health: 1550

Weapons:

Jetgun: 23 (0.1 RoF) 100 Round Clip
Alternate Fire: 125 Regen Time: 6 seconds

Jetguns alternate fire causes the tank to spin and unleash a wall of fire. This attack lights player targets hit on fire dealing an additional 50 damage over 5 seconds.

Railgun:50 (1.0 RoF) 6 Round Clip
Grapple Throw: 200 Throw Distance: 1500

Product Grenade:
Regen Time: (20/14/10/7.5) Seconds
Damage: (100/200/250/300)

Product Grenade will blind player targets for 2 seconds.
Product Grenade will stun bots stopping them from moving or firing for 2 seconds.
Product Grenade will blind turrets stopping them from firing for 2 seconds.

Charge:
Regen Time: (20/14/10/7.5) Seconds
Damage:(50/150/200/300)

Enemies hit are knocked back by charge.

Shield Wall:
Regen Time: (40/26/20/15) Seconds
Blocked Damage:(700/900/1200/2000)

Shield will block all damage from a given player source for 30 seconds from the direction the shield is facing.

Cheston:

Base Health: 1305

Weapons:

Tommy Gun: 21 (0.1 RoF) 100 Round Clip
Alternate Fire: Banana Toss Regen Time: 6 seconds

The Tommy Guns spread increases as it is fired.
The alternate fire Banana Toss flings a banana which will stun an enemy player for .5 seconds. If the banana doesn’t hit a target it will remain on the field for 15 seconds and trigger if an enemy player touches it.

Family Jewels:76 (1.0 RoF)
Grapple: 250

Primal Roar:
Regen Time: (40/26/20/15) Seconds
Lasts: 5 seconds at all levels

Primal Roar grants 100 speed to Cheston and allies.
Primal Roar grants (75/113/150/188) health per second to second. Additionally it will grant (38/56/75/94) health per second to nearby allies.
Primal Roar reduces targeted players speed by 50% for 1.5 seconds.

Rampage:
Regen Time: (60/48/40/30)
Lasts: Maximum of 10 seconds
Damage:(80/120/160/200) every 0.5 seconds

Rampage increases Cheston’s speed by 250.
While under the effect of Rampage enemies hit by Cheston are knocked back.

Flaming Barrel:
Regen Time: (20/14/10/7.5) Seconds
Damage: (55/90/145/220)

Flaming Barrel lights player targets hit on fire dealing an additional 50 damage over 5 seconds.

Veteran:

Base Health: 1550

Weapons:

Flying Falcon:46 (0.75 RoF) 3 Round Clip
Alternate Fire: Ground Pound Regen Time: 6 Seconds

Flying Falcons will track any target kept under the crosshairs until hitting an object they can deal damage to or the intended target.
The alternate fire Ground Pound will incapacitate bots causing them to stop moving and firing for 1.5 seconds.
The alternate fire Ground Pound will blind turrets causing them to stop firing for 1.5 seconds.
The alternate fire Ground Pound will slow enemy players by 25% for 1.5 seconds.

Hot Seat:76 (1.0 RoF)
Grapple: 250

Ka-Klaw:
Regen Time: (20/14/10/7.5) Seconds

Ka-Klaw is a hook based attack that will grab an enemy player and jerk them to the Veteran’s current location.
Ka-Klaw has a .75 second stun that reduces the targets movement speed by 50%.

Pain Train:
Regen Time: (20/14/10/7.5) Seconds
Damage: (50/150/200/250)

Pain Train is a charge grapple attack. If the target is not able to be grappled it will be knocked back and take minimal damage. The target must recieve the grapple portion of the attack to recieve the damage.

Skid-row Throw:
Regen Time: (40/26/20/15) Seconds
Damage: (100/250/350/500)
Throw Distance:(1500/1750/1750/2000)

Strikers:

Assault:

Base Health:915
Air Speed: 750

Weapons:

Assault Rifle: 18 (0.1 RoF) 25 Round Clip

The secondary fire of the Assault Rifle increases both its range and accuracy at the cost of speed. Speed is reduced by 50% while using “aim down sights”.

Grenade Launcher:99 (0.75 RoF) 6 Round Clip
Grapple Throw: 200 Throw Distance: 1500

Fly:
Regen Time: (40/26/20/15) Seconds
Fly Time: (4/8/9/12) Seconds

Fly increases the Assault’s speed while decreasing accuracy. Accuracy is reduced by 100% while fly is active.

Bomb:
Regen Time: (20/14/10/7.5) Seconds
Damage: (75/150/225/300)

Bombs attached to a target gain a bonus 250 damage to that target.
Bombs knockback any targets in the explosive radius when detonated.
Bomb lights player targets hit on fire dealing an additional 50 damage over 5 seconds.

Charge:
Regen Time: (20/14/10/7.5) Seconds
Damage: (50/200/250/300)

Player targets hit by charge have their movement speed reduced by 25% for 3 seconds.
Targets hit by charge are knocked back.

Karl:

Base Health: 915

Weapons:

Handler: 36 (0.2 RoF) 15 Round Clip
Alternate Fire: Plasma Shot: 115 (1.0 RoF) 3 Round Clip

The alternate fire of the Handler consumes 5 rounds of regular ammo for a more powerful shot.

Bouncing Buddies:70 (0.25 RoF) 4 Round Clip
Grapple Throw: 200 Throw Distance: 1500

Short Circuit:
Regen Time: (40/26/20/15) Seconds

Short Circuit stuns targets for 1.5 seconds.

Prop Hop:
Regen Time: (15/10/7.5/6) Seconds

Prop Hop knocks targets around Karl back while shooting Karl upwards.

Junior:
Regen Time: (20/14/10/7.5) Seconds
Damage: (75/150/225/300)

Junior will act as a mine and sit in a given area for 30 seconds waiting for a target to come within detection radius. Once a target is aquired Junior will follow said target for up to 5 seconds before falling to the ground.
Junior’s speed at which it can chase a target increases with each level.

Commandos:

Assassin:

Base Health: 755

Weapons:
Dagger/Sword: 70 (0.5 RoF)
Grapple: 300 Front / 400 Back
Shuriken: 30 (0.1 RoF) 5 Round Clip
Grapple: 300 Front / 300 Back

Smoke Bomb:
Regen Time: (40/26/20/15) Seconds
Radius: (512/768/768/1024)

Smoke bomb will blind and incapacitate players reducing their movement speed by 50% for 2 seconds.
Smoke bomb blinds turrets stopping their attacking for 4 seconds.
Smoke bomb blinds bots stopping their attacking and movement for 2 seconds.
Smoke bomb grants the Assassin 100 bonus armor for 1 second.

Cloak:
Regen Time: (40/26/20/15) Seconds
Active Time: (9/10/12/14) Seconds

Cloak does not make you invisible to players; only bots and turrets.

Leap:
Regen Time: (15/10/7.5/6) Seconds

Just as it sounds; you leap in the direction you are currently headed at an alarming speed.

Captain Spark:

Base Health: 770

Weapons:
Cathode Sword: 55 (0.5 RoF)
Alternate Fire: 65 x 3 projectiles (195 total)

Melee hits with the weapon grants energy charges. Once 3 charges are stored they may be unleashed throwing ranged

projectiles out in an arc in front of Captain Spark dealing 65 damage per charge that strikes the target.

Ray Gun: 64 (0.5 RoF) 10 Round Clip

Megahurtz:
Regen Time: (40/26/20/15) Seconds
Damage: (25/70/100/125)

Mega Hurtz will blind and incapacitate players reducing their movement speed by 50% for 1.5 seconds.
Mega Hurtz removes 500 armor from all targets within a certain range of the first target.

Arc Flash:
Regen Time: (20/14/10/7.5) Seconds

Arc Flash allows Captain Spark to teleport in the direction he is facing. The teleport is unimpeeded by walls, bots,

or players. In other words you can teleport through any object.

The distance is set so be careful or you will find yourself teleporting out of the arena to your death.

Flip Switch:
Regen Time: (20/14/10/7.5) Seconds
Damage: (50/125/175/250)
Throw Distance: 1500

Unlike most grapple throws Flip Switch throws the target BEHIND Captain Spark.

Wascot:

Base Health: 770

Weapons:

Love Paddle: 55 (0.5 RoF)
Grapple: 250
Coin Gun: 20 x 4 projectiles (80 total) (1.0 RoF) 4 Round Clip
Alternate Fire: Tainted Bacon

The coin gun is a very unique weapon. It fires 4 projectiles per ammo consumed that will land and remain in an area for a period of time (3 seconds); assuming they did not directly hit a target.

The alternate fire for the coin gun consumes 1 ammo and fires a piece of tainted bacon which will also remain in an area for 3 seconds. Picking up the tained bacon will slow the target by 50% for 1 second.

Crook Hook:
Regen Time: (20/14/10/7.5) Seconds

Crook Hook acts like a rope that Wascot can use to jerk himself to a target. It latches on and pulls toward the first thing it touches.

If the target is a player that player will be stunned for 1 second.

Shifty Shuffle:
Regen Time: (40/27/20/15) Seconds
Active Time: 5 seconds at all levels
Health Gain: (2.5/5/10/12.5) percent of damage dealt

Party Pooper:
Regen Time: (40/27/20/15) Seconds

Party Pooper reduces target player(s) damage by 50% and decreases their accuracy by (100/100/100/200) percent for 3 seconds.
The debuff can effect any number of targets that are in range and able to get targeted.

Sharpshooters:

Gunslinger:

Base Health: 705

Weapons:

Lucinda: 40 (0.75 RoF) 10 Round Clip

Zooming in Lucinda gives Gunslinger the ability to headshot targets for 4x base damage.

Love Pistol: 37 (0.33 RoF) 6 Round Clip
Grapple: 250

Trigger Happy:
Regen Time: (60/30/20/15) Seconds
Active Time: (2.5/3/3.5/4) Seconds

Trigger Happy increases the Gunslingers Rate of Fire by 50% for a given amount of time.

Gun Flurry:
Regen Time:(20/14/10/7.5)
Active Time: 1.5 seconds at all levels
Damage:(12/17/22/27) per 0.1 seconds (180/255/330/405) total damage

Gun Flurry will damage everything directly in front of Gunslinger up to a 30 degree angle starting from the point of origin (you) up to a medium distance.

Knee Cap:
Regen Time:(20/14/10/7.5)
Damage: (25/75/100/125)
Slow: (30/40/45/50) percent

Knee Cap will target and slow any number of player targets in range. The higher the skill level the more quickly it will aquire targets and the more it will slow them. The effect of Knee Cap lasts 3 seconds at all levels.

Sniper:

Base Health: 680

Weapons:

Sniper Rifle: 50 (1.0 RoF) 4 Round Clip

Zooming in the Sniper Rifle gives the ability to headshot targets for 4x base damage.

Headshots slow targets movement speed by 25% for 1.5 seconds and delays health regen for 1 second.

SMG: 16 (0.1 RoF) 15 Round Clip
Grapple: 250

SMG has a built in damage reduction to turrets. Damage is reduced by 50%.

Flak:
Regen Time: (40/27/20/15) Seconds
Life Span: 3 Seconds
Damage: (10/20/30/35) per .25 Seconds (120/240/360/420) total damage

Flak will damage anything that comes in contact with it. It creates a 512 radius sphere of damage.

Traps:
Regen Time:(20/14/10/7.5)

Traps last on the field for 1.5 minutes. Once activated a trap removes the ability to use skills and freezes targets for 1.5 seconds. At level 1 the trap freeze only slows targets by 50%. At levels 3 and 4 an additional trap may be placed on the field.

Golf Grapple:
Regen Time: (40/27/20/15) Seconds
Damage: (100/250/350/500)
Throw Distance: 1500

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