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Nightwing

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2

Tier:

Alignment: Light

Defense: Medium

Class: Controller

Health: 20
Strength: 2
Speed: 2 (When Sprinting)
Acrobatics: 5
Fortitude: 2
Mental Defense: 1
Bulletproof (SMU)
Stealth

Abilities

Ability 1: Use Gadget
Deploy currently selected gadget.

Ability 2: Utility Belt
Access your utility belt, capable of storing gadgets.

Ability 3: Combat
Increases damage by 2 every few hits with the potential to void basic melee attacks. Opponent's knockback is also decreased after being winded, allowing more blows to land. Opponents skilled in combat can block your punches, but not your stagger, rendering basic hits void. Lasts 15 seconds.

Ability 4: Kick Backflip
Perform a kick backflip, knocking your opponent into the air. Deals 10 damage and grounds for 5 seconds.

Ability 5: Select Gadget
Cycle through Built-In gadgets. Alternatively, you can use the number pad to automatically select a specific gadget.

Equip: Escrima Sticks
Equip your Escrima Sticks, able to counter and stagger opponents by attacking while block every 10 seconds (if timed correctly).

Utility: Detective Mode
Activate the detective mode filter in your mask, allowing you to see enemies through walls.

Special: Electric Bird
Your escrima sticks become electrically charged, electrocuting opponents upon contact. The charge is absorbed by your suit, nullifying the effects on you. Deals 95 damage in impact.

Immunities:
- None

Weaknesses:
- EMP

Default Gadgets: (Built-In)
- Wing Ding (20% chance to disarm target)
- Wrist Dart (Slows and grounds target)
- Gas Pellet (Poisons and blinds target)
- Freeze Grenade (Freezes target in ice)
- Night Vision

Add-On Gadgets: (Crafted)
- Grappling Gun (punch near glass to break)
- Explosive Gel Gun
- Rebreather

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