Omnitron-V
Omnitron-V is a mix between Bunker’s multi-attacks and Ambuscade’s assassination builds, with a bit of unusual tanking thrown into the mix.
Builds: Controller, DPS, Tank (minor, Adaptive Subroutine)
Best Power Cards: Adaptive Subroutine, Tactics Sequence, Interpolation Field
Worst Power Card: Remote Tranquilizer
Strengths: Mobility(!), strong attacks, can’t be pushed.
Weaknesses: Cannot dodge or sprint. Can have unusable actions.
Works well against: Ra, Tachyon, Unity, Visionary
Weak against: Beacon, The Operative, Wraith, Bunker
Controller Build:
Remote Tranquilizer
Interpolation Field
Tactics Sequence
DPS Build:
Tactics Sequence
Disintegration Cone
Rocket Jump or Ocular Beams
Commentary:
Omnitron-V is huge. He has a ton of health. He can be a powerhouse. But he can also be very squishy. His elevation issues cause him some minor grief for his attacks, but likewise make him a bit more resistant to melee attacks. His one tanking power, Adaptive Subroutines, can be massive against characters that attack with the same attack multiple times, or that have the same miss values for all of their attacks. But, it can be useless when dealing with characters that completely change up their miss dice with each attack. I see Omnitron-V filling the same role as Ambuscade purely from the strength of Rocket Jump to Disintegration Cone. Especially if it is aimed. Disintegration Cone starts with more than enough dice to overwhelm defenses on its own. The Rocket Jump allows Omnitron-V to close the distance to his target(s). Omnitron-V’s unique movement style makes 1 hex of movement equivalent to 2 hexes of movement for other characters. This can apply to Rocket Jump to make Rocket Jump a 5 hex overall movement. Omnitron-V is a large target, making it easier for enemies to be in range of him and take him out. Likewise, he cannot dodge. To offset this, he has the most health of any character in the game so far, he increases all ranges to and from him by 1, and he has Adaptive Subroutine.
Tips:
Tactics Sequence is nearly mandatory for Omnitron-V. It gives him an extra action which can be used for three different attacks or an Aim. It also gives him reach +1 which helps offset his Immense Frame for non-Area attacks.
Adaptive Subroutine is Omnitron-V’s counter to Aims against him. If he manages to make 6 an auto-miss, he improves the chances his defense dice will counter it. Against some attacks, just having it equipped with a 4, 5, or 6 increases the miss-chance of the enemy to ~66% instead of 50%. I’m looking at you, Snapshot Micromissiles!
Choose which die you use for Adaptive Subroutine carefully! Higher may seem better, but if you get hit by a 6 and a 5, and the next person you’ll have to defend against already has a 6 automiss, but not 5, take the 5 instead.
Interpolation Field can push enemies deep into hazard spaces, triggering multiple attacks and possibly forcing them to take more attacks just to escape.
Use Rocket Jump to escape hazard spaces and Ambuscade’s Rigged Explosives without triggering them. This movement actually avoids the spaces between the start and the end.
Remember that Omnitron-V’s huge frame can be used to help protect weaker allies from melee attackers. Melee attacks can only be made if the locations adjacent to the target don’t already have characters filling them.
Countering Tips:
Omnitron-V can’t dodge. This means Aims are his worst nightmare.
Watch Omnitron-V’s current Adaptive Subroutine value. If you can, use attacks that already use that number as a miss-chance to negate its usefulness.
The Operative’s Kusarigama is the only power currently in the game that can move Omnitron-V. Try using it to put him into multiple hazard spaces at once (like the center of a volcano!).
Avoid using multiple small attacks of the same type against Omnitron-V when he has Adaptive Subroutine.