Kryptonian Apparel (V1)
Kryptonian Apparel (V1)

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Kryptonian Skinsuit
Kryptonian Skinsuit

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Kryptonian Apparel (V2)
Kryptonian Apparel (V2)

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Kryptonian Apparel (V1)
Kryptonian Apparel (V1)

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Kryptonian

Kryptonian

Description

Originating from the planet Krypton, kryptonians possess superhuman capabilities vastly superior to most other metas. Their supernatural strength and durability, accompanied by their long list of other abilities such as heat vision, freeze breath, and x-ray vision, make them powerful opponents and potential dangers to society if left unchecked.

Obtainability

To become a Kryptonian you first must make a Phantom Zone Projector, a kryptonite syringe, and a glass vial. Once you have crafted all three of these items, you must place the Phantom Zone Projector on the ground and right-click it to turn it on. Once it's on, kryptonian prisoners will begin to flood out. Once you see one, use the kryptonite syringe (right-click) on the prisoner to fill your glass vial with kryptonian blood. Once you have the vial of kryptonian blood, you must combine it with a syringe to get a syringe of kryptonian blood. With this item in your hand, right click to inject yourself with the blood, becoming a kryptonian.

Phantom Zone Projector
Phantom Zone Projector

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Kryptonian Prisoner
Kryptonian Prisoner

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General Zod
General Zod

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Phantom Zone Projector
Phantom Zone Projector

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Crafting Recipes 

Phantom Zone Projector
Phantom Zone Projector

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Syringe
Syringe

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Syringe of Kryptonian Blood
Syringe of Kryptonian Blood

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Phantom Zone Projector
Phantom Zone Projector

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Passive Abilties

Health: 20
Strength: 20
Speed: 30 (When Sprinting)
Jump Boost: 15
Fortitude: 10
Mental Defense: 2
Regeneration: 2 (3 at altitude 300 & 4 at 500 Remains at 4 while in space. Gain a 2 minute solar buff after leaving altitude 500, keeping the magnitude at 4 temporarily)
Fire Resistance: 2
Enhanced Vision
Water Breathing
Vacuum Adaptation
Invulnerability
Bulletproof

Immunities:
- Poison
- Radiation
- Smoke Screen
- Bleeding
- Fall Damage

Weaknesses:
- Kryptonite
- Sound

Classes

Block
Roll
Assist

Powers Auto Learned

None

Powers Learned on Skill Tree

Leap: (Cost: 15) (Assignable)
Use the strength in your legs to boost yourself into the air.

Scattershot: (Cost: 40) (Staggerable)
Release a super powered punch sending your opponent flying. Deals 20 damage while staggering and grounding them for 5 seconds. Upon activation, you have 10 seconds to tag your target. If you miss your target the move is canceled.

Toss: (Cost: 30) (Assignable)
Toss your opponent into the air, dealing 10 damage. Grounds for 5 seconds while temporarily voiding melee damage.

Heat Vision: (Cost: 30) (Assignable)
Emit powerful beams out of your eyes, dealing 12 damage in total. Damage decreases to 8 when at a distance. Has a 5% chance to destroy kryptonite a target is holding.

Telescopic Vision: (Cost: 30) (Assignable)
Focus your vision, allowing you to see further. Increases damage by 1 over time for 10 seconds.

X-Ray Vision: (Cost: 50) (Assignable)
See entities through walls and check their vitals.

Flight: (Cost: 20) (Passive)
Fly through the air.

Super Breath: (Cost: 30) (Assignable)
Exhale an extraordinary amount of air, blowing back and ground opponents. Deals 3-6 damage. Can be used to blow out fire, break leaves, snow, webs, vegetation, and glass.

Sonic Punch: (Cost: 30) (Assignable)
Use your strength to hit your target so hard it breaks the sound barrier, generating a shockwave knocking all those nearby. Deals 10 damage to all those affected. Upon activation, you have 10 seconds to tag your target.

Freeze Breath: (Cost: 50) (Assignable)
Freeze opponents with your icy breath, entrapping them in a block of ice. Staggers for 1 second.

Thunder Clap: (Cost: 40) (Assignable)
Generate a directional shockwave by clapping your hands together, dealing 10 damage and ground those affected for 5 seconds.

Ground Pound: (Cost: 20) (Assignable)
Use your strength to smash a hole in the ground, grounding all opponents in a 5 block radius for 5 seconds. Deals 10 damage.

Rubble: (Cost: 30) (Assignable)
Pick up a piece of rubble, throwing it al your target. Deals 10 damage, grounding opponents for 5 seconds.

Heightened Perception: (Cost: 50) (Staggerable)
Process information at a faster rate, causing your perception of time to be slowed down. While in this state, all nearby opponents are stunned for 10 seconds with the Distortion effect, allowing you to maneuver around them quickly. Shift to quick exit. Other opponents with heightened perception can counter and enter it with you, clearing the Distortion.

Recklessness: (Cost: 100) (Special)
Still trying to control your power, you furiously attack, destroying everything in your path. When in this state, your strength increases and punches become more destructive while damage is reduced by 50%. Deals around 80-100 damage over 10 seconds, stunning your opponent on each hit.

Kryptonian Combatant: (Cost: 100) (Special)
Use superior combative skills and tactics to outmaneuver your opponent. When in combat, stagger your opponents using pressure points. Deals around 80-90 damage over 4 seconds.

Super Flare: (Cost: 100) (Special)
Unleash the solar energy stored in every one of your cells, creating a solar flare. This intense heat blast is a more powerful form of heat vision, but also temporarily drains your powers after use. Deals 100 maximum damage to direct target and 88 to all in the blast zone. Burn all targets for 10 seconds while staggering them. While using, you are temporarily invulnerable.

Kryptonite Immunity: (Cost: 100) (Passive)
You've absorbed so much solar radiation, you've overcome your weakness for kryptonite.

Customization

Eye Size:
Cycles through eye sizes to set to player
- 1x2
- 2x2
- None

Enable Player Turn
Enables other players being able to infect you with their legacy (if applicable).

Shades
Unequips shades.

Flight Style
Cycles through flying animations to set to player
- Both arms back
- One arm forward
- Both arms forward


Heat Vision Color
Cycles through laser colors to set to player.
- Red
- Blue


All of these do not have to stay in your loadout. Unassign when changed to your liking.