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Iron Man (Mark 05)

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4

Tier:

Alignment: Light

Defense: High

Class: Controller

Armor Class: Basic
Type: Emergency
Code Name: Footaball
Predecessor: Mark 7
Health: 20
Strength: 10
Jump Boost: 4
Fire Resistance: 1
Bulletproof
Enhanced Vision
Flight: 1

System Diagnostics:
- Energy Efficiency: Low
- Flight Drainage: High
- Repulsor Drain: 5-10%
- Unibeam Drain: 50%

Changelog: Due to the portability of the armor, its defenses are low and many abilities have been stripped away from it. Its primary purpose is for emergencies only and is not suited for heavy combat. That being said, the energy systems are only slightly better than the Mark 2, with flight consuming an immense amount of the armor's energy. Its resistance against electrical attacks is also better than the Mark 2 and is just slightly less than Mark 4.

Abilities

Ability 1: Repulsor Blast
Shoot a repulsor blast at your opponent, knocking them back. Deals 5 damage. Damage decreases to 2 when at a distance. Requires at least 5% energy. Can be used to break glass and vegetation.

Ability 2: Repulsor Beam
Shoot a repulsor beam out of both hands, dealing 10 damage in total (but spreads). Damage decreases to 4 when at a distance. Requires at least 10% energy. Can be used to break glass and vegetation.

Ability 3: Unibeam
Divert power to the central arc reactor unit, delivering a powerful blast. Unlike other marks, this armor's unibeam isn't strong enough to stagger. Deals 18 damage, sending opponents flying backwards. Requires at least 25% energy. Can be used to break glass and vegetation.

Ability 4: Toss
Toss your opponent into the air, dealing 10 damage. Grounds for 5 seconds while temporarily voiding melee damage.

Ability 5: Transform
Transform your armor back into it's suitcase form for easy transportation. Once in the suitcase, place it down and right-click to equip the armor on.

Equip: Thrusters
Use repulsor thrusters to quickly evade attacks.

Utility: Power Dive
Rocket yourself in the air before diving into the ground, knocking all nearby opponents back. Deals 10 damage. If too far away from the ground, you won't perform the slam, but move can still be used to quickly dive bomb.

Special: Hand Cannon
Fire a barrage of charged repulsor blasts in rapid succession. with the last knocking the target back, staggering them for 5 seconds. Deals 90 damage in total.

Armor: Helmet
Can lift faceplate up.

Immunities:
- Bleeding
- Fall Damage
- Fear Toxin

Weaknesses:
- EMP
- Water
- Electrical Malfunctions
- Altitudes higher than 256

J.A.R.V.I.S.
To use JARVIS do /jarvis and a list of commands will come up. The commands you can use are
- /jarvis tracking
- /jarvis analyze
- /jarvis call mark <#>
- /jarvis scan arena
- /jarvis searchfor (Legacy Only)
- /jarvis zoom (Legacy Only)

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