Team All-Stars | |
Developer(s) | Gear Games |
Publisher(s) | Gear Games |
Platform(s) | Evo-Gem |
Genre(s) | MOTA (Multiplayer Online Team-based Action) game |
Series | Various |
Release Date(s) | 2022 |
Mode(s) | Star Snatch, Capture the Trophy, Payload, Smash Run, City Trial, Offline Training |
Age Rating(s) | Rated T for intense Cartoon Violence or if Blood Mode on, Rated M for Blood and Gore (only on TF2 characters) |
Media Included | Retail disc
Download |
Manual(s) | Electronic
Enclosed instruction booklet |
Team All-Stars is a multiplayer online team-based action (also known as MOTA) game developed and published by Gear Games. It features many of the creator's favorite characters from various franchises, whatever it is from universally praised to universally panned from vocal fandoms, fighting each other on a team of two or four in wide and large stages. Unlike most MOBA games, this one is a MOTA game as mentioned above, since the action is live and quick-paced like in Action games.
It had made a mix-and-match of gameplays from several games; the no-teamkill and respawn mechanics and the Payload game mode from TF2, the Super Mario 64 DS' multiplayer mode that the creator called it "Star Snatch" as the new type of game mode, the Team Techniques from Super Mario Team-Mania that works a bit differently, and the giant sized playable characters, familiar from the Tera Inklings and Tera Octolings from Splatoon Splash-Out.
The game is universally praised for its diverse cast, the innovative fusion of Action game and traditional Multiplayer online games, the fun, simple but fast paced game modes and being a fast-paced multiplayer online team-based action game. It is however got criticism for being too fast-paced which forces the players to train in Offline Training first, prone of annoying memes from any players, including those that are not even something to do with any of the included franchises, and limited amount of game modes for the start, although the latter problem will be solved as additional game modes will be coming through via Updates.
Gameplay[]
As mentioned, Team All-Stars is a Multiplayer Online Team-Based Action game, although the game can also be played alone or with friends offline. The player and its teammates have to accomplish its objective, and that objective varies between the gamemode. However, the enemy team will do the same (or the opposite depended on the gamemode) and the two teams have to defeat each other in order to progress further. The team who succeeded their objective will have all of their respective players as victors. Hitting a teammate is not possible unless when using certain characters, but healing them is actually possible.
Each character have 8 different moves at a time, with four moves for each two move sets. Not all of them are attacking, as some of them debuff the enemies, buff the user themselves or help an ally.
Upon defeating the same enemy three times (two as a Giant against a regular), the Domination is claimed and indicate that the player is dominating the enemy, like in Team Fortress 2. Unlike that game, however, in here it will also boost the enemy's stats when locking on his Nemesis, and it increases further the more that enemy got defeated until it finally defeated its Nemesis. The enemy's increased stats only affect on itself and the Nemesis, no one else.
Falling into a pit or similar hazards such as lava are not instant death, but do instead halve your HP until the player have one HP left, which then can knock the player out. Water, while not a hazard by itself and the characters are granted with unlimited air supply like in Super Mario 64, can actually hurt certain characters such as the Inklings.
If the player got knocked out, it will wait (if possible) and then respawn to its Team Zone. There are two Team Zones, one for each team, and there are zones called Restricted Zones, mostly where they respawn, where only the respective team can go; if the Restricted Zone is colored blue, for example, the Red Team cannot interact this zone at all.
While aesthetic, the two teams also have varied colors, whatever it is the opposite or not, and it also affect the color of the TF2 characters, Splatoon characters (including Seafear) and their Ink, Yoshis, Kirbys and, oddly, King K. Rool (skin/scales) and Bowser (shell). The two selected colors will not be nearly matches (such as blue and dark blue, or green and lime green) to avoid confusion. If the player desires, it can set it to Default Colors where the team colors are always Blue and Red. The characters, including those who are altered by the team color, can also be recognized if they have an enemy-team-colored ring under them, meaning that they are enemy or enemies. NPC enemies will have neither colors unless controlled by the enemy Team.
Each character have two Upgrades that can be activated by the character selection. An Upgraded Character is a more performant than its normal counterpart, and some of them had made then into new Giants, such as Bowser's Giga Bowser Upgrade, Dr. Eggman's Death Egg Robot Summon, Inklings and Seafear's Tera Transformation Upgrade and Slanito's Poison Growth Upgrade. Two Giants can also do the inverse which means from Giant to normal-sized, such as Ganon with the Ganondorf Upgrade and Unbound Hoopa with Confined Hoopa upgrade.
Marx and Queen Sectionia's both Upgrades are involving their Soul (Marx Soul and Soul of Sectonia, respectively) but the other version is their Giant counterpart from Kirby & Magolor: Huge Trouble.
Control[]
The game only uses the Evo-Gem Controller and the Tablet version itself.
Button/Stick | Action |
---|---|
Left Control Stick | Move the character |
Right Control Stick | Look around/Aim/Select target (during Lock-On) |
Directional Panel (+) | Select a message. Up and down to scroll a cateogry and left or right to send one of the two messages. (Help!/Objective/Go go go!/Thank you!/Spy!/Giant!! as examples.) |
Touch Screen/Motion Pointer + A | Multiple purposes, such as for to check the locations with the Evil Queen's Mirror, or to locate where the Inkling's Inkstrike will strike |
A | Move 1 |
B | Move 2 |
X | Move 3 |
Y | Move 4 |
W | Jump |
V | Accelerate (Raise Speed when running but turn much less). |
L | Block/Dodge, press twice and hold to Duck, press twice and hold to Lower Attitude. |
R | Grab/Throw/Team Throw |
L/R + A | Team Technique (when Team meter is maximized) |
ZL or ZR | Scroll left or right from the four Movesets, respectively |
Start/+ | Menu Screen (Resume, Change Character, Options, Mute, Change Team in Private Match when allowed to, Quit) |
Select/- | Map and Team Stats |
Mic | Voice Chat (optional) |
Versus Gamemodes[]
Star Snatch[]
The first gamemode, and the most unique does to the unusual objective seen in multiplayer online games; get the most Stars or similar objects for your team more than the enemy team. The Stars are found everywhere; well hidden, held by an NPC Enemy, when fiding a specific NPC, near a hazard to anyone, when collecting the eight Red Coins, and so on.
If a player get knocked out by an enemy (not by an ally), it will have its Star dropped and that enemy will have a chance to get it. A Giant character that got knocked out will drop two team-colored Stars of the opposing team, and it and the allies cannot recover them until the enemies get them, making the Giants a rather high-risk but high-reward class.
There are two ways that the game ends; by reaching the Star Cap (usually 30) or the time limit runs out. The team with the most Stars will win the match, but if the time runs out and the two teams have the same amount of time, an Overtime of one minute is added, and the player who collects another Star will make its Team wins.
If the Overtime of one minute had run out and the two/four teams are still tied, then a Sudden Death is occurring. A single Star is hidden somewhere and the two teams have to find it to win. Any knocked out teams cannot respawn and Giants cannot get one until there are only Giants left on their respective teams. If the team has knocked out all of the players of the opposing team or if they got the Star, they will win the match. A stalemate (a tie) will only occur if two players (one from each team) are knocked out at the same time.
If the Sudden Death had passed two minutes, the hidden Star will gravitate to the nearest player but also the place is invaded by NPC enemies, meaning that the players have to hurry up.
Payload[]
This gamemode play the same of its origin game, Team Fortress 2; the attacking team must deliver the cart (or anything that advances slowly but cannot be destroyed) until they reached the end. The attacking players only need to push the cart by standing near it and got healed and have most moves to recharge faster, although Giants can only be healed and recharge faster as they cannot push it.
The defensive team must instead stop it at all cost, and prevent the attacking team from reaching the end with the cart. If even one player of the defensive team, unless if it is a Giant, stand near it, then it can block the cart. If the cart is left untouched by the offensive team for enough time, then the cart will be pushed back, and the Giant of the defensive team can push it back faster, but the Giant of the attacking team can then push it forward even better than anyone is able to, but only for several seconds.
The match starts with five minutes, but the attacking players will gain more time each time they reached a checkpoint. If the attacking team had reached the end (usually near the defending team's Respawn Zone), they will win the match but if time runs out, then the defending team will win. An overtime will occur if time runs out but there are still players of the attacking team, and the attacking team will automatically lose if their pushing players are either all defeated or simply stopped pushing it. This gamemode cannot result in a tie in normal circumstances.
An alternative version is the Payload Race, where instead of just the attacking team pushing the cart, two or four teams will have to push their own team-colored cart until the finishing point. This type of match is divided into two rounds; one to give the winning team of this round an advantage and the next one as the one who reached the end is the winner.
Unlike the regular Payload match, when the time runs out, the Payload Race will force all two, three or four team-colored carts (depended on how many teams) to advance even when blocked, and advance further when even a Giant player on respective team is near it. This is both to prevent a tie and to prevent stalling the match for too long.
Capture the Trophy[]
Capture the Trophy plays like traditional CTF (Capture the Flag) but with a twist; each player of each team will be designed as a Royal Player and can deliver the Trophy faster. The Trophy of the enemy team must be put on the Capture Base of the player's team. However, the Giant, while having to wait five seconds before grabbing the enemy's Trophy, can immediately bring the trophy of their team back to their base and also destroy the enemy's Capture Base and another one will respawn, slowing down the enemy team's capturing process.
If a Royal Player is taken down, that player will respawn but another player will be claimed as the new Royal Player, and only those who are in their own team zone will be assigned as such. If no one were in their team zone, then the respawned Royal Player will remain as such, but if it disconnects, kicked out or banned, a new player will be assigned as such no matter the circumstance.
Faster player, especially the Chasers who are the fastest, will be slow down when holding the enemy's trophy or when bringing their team's trophy back to the base, except the Scout who keeps his speed, while slower players will be accelerated a bit. When holding the trophy of either team, the player cannot be invincible (by Ubercharge or by other ways), cannot be invisible, and cannot disguise as someone else, leaving it vulnerable against enemy's strike back. Also, it will be tracked by the HUD so the enemy team can track the Trophy's stealer quickly. The players use their HUD in order to know where are their Trophy and the enemy team(s)'s trophy, which is very useful for tactics.
The match will end if the point limit of captured Trophies is reached, or if times runs out. If it is a tie, then an Overtime of two minutes will be given and the team who captured the enemy team's trophy one more time will win. If there is still no captures, then it will turn into a Sudden Death Match and the condition as of Overtime is the same, but this time no one can respawn, and if all of a team's players are knocked out, then the other team will win by default.
A variation of this game is One Trophy, which is only one neutral Trophy that both or the four teams can capture it. The gameplay is the same aside of a single neutral trophy. The neutral trophy will not match the color of both teams (i.e. if one team is purple and the other one is green, the neutral will be neither of it, and it will be either black, blue, yellow, white and so on).
Smash Run[]
Smash Run is a mode from the Super Smash Bros., but precisely even more based on the Smash Run from Super Smash Bros. Great Fray in term of even less annoying enemies and for interaction with other players. It starts as a Free-for-All (one of the few gamemode that allow a Free-for-All) or the usual 20-vs-20, or even Four-Teams-of-10. The final battle always sticks the team format from the beginning of the match, however.
Most of the mode works like Smash Run from Super Smash Bros. Great Fray, although some features are tweaked or added such as Character Icons in the case of All-Cast Mode and others mechanic to be consistent with the traditional gameplay of Team All-Stars. Also before the match start, the Final Battle will be announced after the first ten seconds. Giant Icons are a bit rarer does to their overwhelming stats, and Upgraded Icons are also rarer.
When time runs out, the players will see what would the Final Battle look likes, in case of All-Cast Mode, the players will choose which of their characters they collected will suit best for the Final Battle. The player (or team) who scored the best will be victorious.
City Trial[]
This mode originated from Kirby Air Ride plays similarly to Smash Run, but with multiple differences; you starts as a weak Kirby without Copy Ability (called Starter Kirby), and you switches between characters as you touch the Character Icon. Another difference is that Stats appears by themselves, but enemies can be set to appear during a match of this mode. Normal and Upgraded Characters alike had equal chances to be dropped.
Giants can only be available for the player if he/she collects three Giant Keys, similarly to how the player collect the respective Legendary Air Ride Machines, Dragoon and Hydra, only that the Giant Keys will give out any Giant Character. Upgraded Characters that are considered as Giant are also treated this way.
Another way to collect is to defeat a Neutral CPU that wonders around the battlefield. There is a rare chance that it could be a Giant Character, but they are notably tougher does to their higher stats overall.
Co-Op Gamemodes[]
These modes are different in that the players are all on the same team and work together to defeat the CPU opponents, which include regular and special type of opponents. Up to twenty four players can play any of these modes, with the exception of Raids which had up to a hundred players possible.
All characters had their own exclusive perks that is available right from the start; the Scout can respawn instantly when defeated, Kirby can use Copy Abilities for indefinite time, and some characters such as Bowser can take command of respective enemies instead of having to fight them. In Bowser's case, he will command the Koopa Troop-related enemies such as Goombas and Chargin' Chucks.
The efficiency of each characters tend to be different in this mode does to the bigger emphasis on cooperation. Support characters had become much more needed while Giants had become prone of being targeted by enemies, while Speedy characters can spawn faster.
To buy Upgrades, the players need to collect the Golds as the currency by defeating the enemies and completing Medals, such as Double K.Os and Undefeated (where you were not knocked out at all during the wave or Arena Trap). The Golds that are spawned with red aura are still earned even when disappeared, and will happens if a Sniper had scored a headshot kill, or a Spy that succeeded to perform a Backstab or Sapping kill.
The Spy's Sapping is greatly enhanced in this mode, as it can now greatly damage even Giant-based Machiclones, which also leaves them vulnerable to incoming attacks. This is to compensate of Machiclones having an above average AI navigation skill and tend to be on group.
Machiclones Attack[]
An adventure-styled mode where twenty four players had to work together through the various levels, facing through enemies from various franchises and the Machiclones, mechanical clones based on the playable characters.
They can buy multiple upgrades that includes, but not limited to, Stat Increasement (Attack, Speed, etc.), specific resistances, Perks (Abilities where availability varies between characters) and health regeneration. The players had to spend carefully, as each levels had various enemies that encourage some upgrades to be purchased and used.
The mode discourage players from being defeated all at once; shall this happens, they will all respawn to the previous checkpoint and all progress after that checkpoint are null. This is especially important to know during boss battles.
Bosses are either a more powerful version of Machiclones, or characters yet to be playable being surprisingly stronger than a normal character or have multiple phrases. All levels had one main goal, and not all of them involve defeating the boss. In fact, some bosses are placed in the middle or even at the beginning of certain level.
Defend the Core[]
A co-op mode inspired from Tower Defense genre games, where the player had to protect the Core at all cost from waves of Machiclones and enemies. As each wave completed, tougher waves of enemies will appear, but upgrades will help the players to keep going.
Unlike similar modes such as Team Fortress 2's Mann Versus Machine and Overwatch's Uprising, this mode will allow up to twenty four players. One of the main reasons are the increased presence of the enemies and to make the mode itself less pressuring, but the respawn time is slightly increased which makes the player had to be more careful.
The TF2's Tanks, the Super Mario's Airships and the Sonic the Hedgehog's Death Egg Sentinels are the vehicle-type enemies that are resilient, but easily crushed by Giants and rewards a lot of Golds, but cannot be pushed away or slowed down except from Upgraded Strength and (even non-upgraded) Giants. They are more frequent in this mode than in other modes.
The Final Wave of each missions is particular in that they always have a Super Machiclone, a more advanced Machiclone with multiple perks and heightened stats that make them very difficult to defeat without a strategy and teamwork, but are very slow (or fast but unable to attack the Core). Defeating it will automatically win the Final Wave.
Characters[]
There are 82 playable characters from the release of the game, all available from the start. Each of them is categorized by Classes, meaning their general specialty, as well as each of them having their own abilities.
- Attacker: Specialize on getting into the objective and very good on combat. They all have their own way to go through the enemy base. Attackers are symbolized with a red hit-mark, a reference of hitting effect when successfully dealt in action and fighting games.
- Defender: Specialize on defending the objective they have to protect. Most of them don't just stay on their territory; they also capable of slowing down or even completely stop the offensive threat. They are symbolized with a blue shield.
- Strength: Physically very strong characters capable for hand-to-hand combat and capable of lifting anyone, even the Giant characters. All have great stats but usually have a crippling low stat, but they make up for it by stopping the Attackers at the same time to penetrate the Defenders. They are symbolized with, obviously, an orange upward fist.
- Chaser: Chaser are very fast, and even the fastest of the characters. They specialize on hit-and-run strategy, and it works against any classes, even Giants, but if they got cornered, they have to use their wit to escape or fight back hard. They are symbolized with white-yellow running feet.
- Support: They spend more on giving support to their teammates than going or defending an objective. Their way to support varies between characters but they also actually able to fight at the right moment. They are symbolized with an angelic wing.
- Trickster: Those who are unique on their own and have various play-style depended on the player's taste. They don't fit any of above and can be tough to deal with by good players without being prepared for it. They are symbolized with a unique design of a creature that is exhaling a fog.
- Giant: This Class is unique by the fact that they are huge, powerful and imposing, but also take spaces and thus unable to go to tight places. They also interact differently to objectives, mostly negative for themselves, to prevent them from being too useful and thus they are all about breaking stuff up. The general best counter is a Strength. The Giant are symbolized with a black and white upward arrow.
The characters have their own stats of HP, Attack, Defense, Speed and Agility, but Pokémon characters rather have HP, Attack, Defense, Special Attack, Special Defense and combine Speed and Agility into one.
- HP determine how much hit points the character have. The higher the character's HP, the more it HP it can have via Overheal from various sources and also able to do objectives faster. It works the same with Pokémon.
- Attack determine how hard the character can hit. The higher, the stronger their attack will be. Pokémon only uses this stat when using physical or strength-using moves such as Earthquake and Close Combat.
- Defense determine how resistant the character is. The more, the less damage it will take. Unlike HP, it does not affect the objectives at all.
- For Pokémon, there are Special Attack and Special Defense, which are for energy-using or just distant attacks. Special Attack determine how strong the user's Special Attacks will be. If using on a non-Pokémon character, it will calculate on the defending character's Defense, no matter how.
- Special Defense is how much the Pokémon will resist on distant attacks that are not strength-using. Like Defense, it does not affect the objectives. If the Pokémon got attacked by a non-Pokémon, the Special Defense will apply if the attack is not strength-based such as a thrown rock or thrown object.
- Speed determinate how fast the character is, and the higher, the faster. However, faster characters tend to have low defense and also don't make the objective as good as others with the pure exception of the Scout. Most also have usually low defense.
- Agility determine how high the character can jump, and how well it can perform dodges and other actions that are not attacking nor supporting. Giants often have low Agility, with the exception of Master Hand and Crazy Hand, and some Giant Variants of some characters. Agility is not entirely used for Pokémon and is instead part of Pokémon's Speed stat.
The Pokémon and other elemental characters also don't have any offensive nor defensive resistance nor vulnerability, but elemental attacks do either boost or hinder some characters (such as water attacks cleans away the ink from the Inklings). This allows some interesting match-up such as Swampert finally able to stand up against Lilligant and Chesnaught, but also means that Infernape has much fewer problems to take on the same Swampert too.
Roster[]
The roster of the characters available in the initital release is settled in alphabetic order by default, while newer characters added via patches such as Reinhardt and Junkrat are added in order of addition after Yoshi. The player can rearrange the roster in the Arrange Roster option.
Attacker[]
Defender[]
Strength[]
Character | Description |
---|---|
Heavy Weapons Guy, or simply Heavy, is a boisterous bruise who is not afraid of calling others cowards and babies, and despite looking fat, his strength is not something to deny, explaining about lifting his various miniguns with ease. He is one of the slowest but also pack a lot of health, and also pack a lot of punch, too. He uses foods such as Sandvich to heal himself when Medic or other healing supports are not around. Just don't make him angry. | |
One of the two most well known Robot Masters of the Mega Man series, along with CutMan. He may look all brawn and no brain but don't be fooled by his imposing build; he is not exactly dumb, but a bit smart, and also reasonable and dislike arguing with anyone. Doesn't stop him for being stronger than Bowser, and only losing to FrostMan and KiloBot in term of Defense among the Strength. His Super Arm, however, enhance his lift speed and throw distance into almost unlimited, making him also a distant striker when needed to! Mess with his friends and allies, and you will regret it! | |
That fully evolved starter of Hoenn seems ordinary, but he was mighty at his time. Let's not forget that he is also the top tier of Super Smash Bros. Great Fray, a feat that is rare, if not impossible, for heavyweights! Now back to the main subject; Swampert is a versatile, bulky and strong Pokémon capable of using multiple kind of moves, including Mighty and Nasty's Ocean Bash. His balanced stats, despite a bit low Speed, make him adaptable for newer players, too. Swampert is also immune to electric attacks, giving an advantage against KiloBot. | |
Wa ha ha! It's-a-me, Wario! You better remember me, fella, 'cause I was an awesome and headsome man ever since my debut, Super Mario Land 2: The Six Golden Coins! I had a "slight" decay since Wario Land: Shake It in term of adventure and prescence but Gear Games give me some mega-respect ever since Wario Land: Stellar Greed, and now even after the end of Year of Wario (taking place in 2022), I had recovered my full glory, if not even beyond that! Alright, back to the important subject, shall we? In this game, I am strong and swift, and can pull out my awesome Mad Moves to beat the heck out of them! Don't forget about my signature Shoulder Dash, Earthshake Punch and, if you love toiler humor, my Wario Waft! | |
The King of Koopa...oh for Peach's shake, everyone know him already, he need to learn his mistakes if he want to successfully conquer the Mushroom Kingdom! Anyway, Bowser is strong (second strongest next to GutsMan), fast, solid and can jump high, but also have limited range outside of his Fire Breath and throwing things. Without Mario in this game, who could stop him!? Oh, Yoshi, of course. If not anybody else able to trick him...but like every Strength characters, going straight hand-to-hand, unless you are also Strength or a Giant, is a big, big mistake. | |
He looks a bit odd, don't you think? Don't laugh at this big, bad robot, however; he is both even stronger than GutsMan and some of the Giants, and even more solid than FrostMan and most Giants! Although he got awful Speed and mediocre Agility, anyone who attempt to attack KiloBot without thinking is going to be crushed, electrofied and then crushed again! He cannot be harmed by weak attacks and cannot be flinched aerial attacks, but Spy's Sapper can easily slow him down, but not enough to completely stop him! What a such imposing robot! At least he does cares for his army and is good sportsman... | |
You think that this game is Overwatch-free? Too bad! Winston goes ape! Anyway, Winston is both very strong and agile like Donkey Kong, but have better Defense thanks to his armor but also a bit slower because of that. To distinct himself further from Donkey Kong, instead of throwing barrels, he use genuine weapons! But he can go mad like DK, with his Primal Rage, and things will not goes pretty even for the sneakiest Trickster, as Winston's Primal Rage allow him to find any enemies no matter what...and whack them to no end. Ouch. | |
FrostMan may be really strong, but unlike GutsMan, he is a real dumbbell. Doesn't stop him from being an imposing threat and can smash enemies within few seconds. His Ice Wave can also immobilize his victims, so that FrostMan can catch them and then CRUSH them! He also have more immunities than anybody else in this game; water, ice, bullet, and homing attack does no damage on him, which in trade exploding and fire attacks can interrupt him with ease. Take advantage of his immunities and even Snipers will cringe in rage! | |
He's the leader of the bunch! You know him well! He's finally back, to kick some tail from that crazy King K. Rool!! You didn't say that change coming, did ya? Do not worry, Donkey Kong is not really a villain, simply a righteous Kong of the Kong family and rightful leader of the DK Crew of Donkey Kong Island. Giant Punch, Kong Cyclone, Hand Slap, anything more than just throwing barrels than back to Cranky Kong's days to, as we said, kick some tails. His Coconut can fire in burst, and if he shoot ya, its gonna hurt...real hard! | |
Like how Bowser is an arch-nemesis to Mario, King K. Rool is this to DK. The main difference is, which hero have a chance to kick the nemesis' tail in this game? (Spoilers: It's Donkey Kong.) He look like a goofier villain than Bowser but don't let that fool you; he runs faster and jump higher than Donkey Kong! Quite a feat for some fat king! (Bowser is close to this but K. Rool is more obvious...) And to add insult to injury (which he will dare, no jokes), he can also do dirty tricks, such as faking his "death" and even succeeded to believe the game that you did knocked him out...which in truth, he is not. Careless players will learn this the hard way. | |
King Dedede had started as Kirby's enemy, but becomes his best "frienemy" and nothing more worse. Nonetheless, King Dedede is the self-proclaimed king of Dreamland, with some ego to show with. His hammer with that can be transformed into Jet Hammer can leave some mark too. He can also run quite fast and can take aerial distance thanks to his inflate ability. He can also inhale and spit one into another enemy, but unlike Kirby, he cannot do Copy Ability. But imagine how much troublesome he will be if he can... | |
One of Wario's nemesis, and despite being succeeded by Bandinero King, he still take commend on some portion of the Bandineros as he shroud in shadow for his planning about his big next plan. In the meanwhile, after putting some tough fight in Super Smash Bros. Great Fray, he is back again to take on Wario again, but also some of the villains he looks funny. He is strong and swift like Wario, but he had power that Wario don't have, such as electric power (similar of KiloBot's) cannot be stopped with his attacks so easily...albeit he is not that quick in the ground, to be exact. | |
Lord Garchomp is one tough Dragon-type. He is no regular Garchomp, and you better know it. He had no true emotions and is pretty much the greediest Pokémon you would imagine. He is very strong and very fast, making him very good for offensive, although his attacks could also be harmful for his allies. The problem is that a careless player would end up to K.O. an ally at best...or the whole team at worst. Selfishness, thirst of murder and greed at utmost worst; when he is attacking his allies, this is your opportunity to stop him. It get better if the victim who are supposed to be your enemy will temporary truce with you, but make sure to stop the latter one afterward, in case of a trick. | |
Chesnaught is a solid Pokémon immune to bullet and explosions thanks to Bulletproof, and can use good amount of fighting arsonals, such as Hammer Arm, Power Whip, Spiky Shield and Bullet Seed. Although more solid than Swampert, Chesnaught is not as strong in term of Attack and is a bit slower, so use his strength and defensive usages wisely. Of course, if there is an annoying Scout constantly shoot at you and go around and around you, then Chesnaught is your best ally. | |
Roadhog is more than a roadhog. This one is a ruthless serial killer who claims to be a one-man apocalypse. His hog-themed mask and asthetics doesn't make him less savageous (despite his love of stuffed animals and ice cream, in extreme irony of his calm and serious demeanor) and he is mostly quiet, preferably to get his job done. He is often a partner-in-literal-crime with Junkrat, who beckers with each others but still cares for each others. | |
As if Winston and Roadhog doesn't look imposing enough, take a look for this tough-looking German in an armor! But despite the fierce-looking armor, Reinhardt is actually a boisterous, justice-serving and lovable old, cool man who is still strong despite his old age. His large hammer is both damaging and powerful, and can put up a serious dent on those who are not prepared for him. He can also dash to put serious damage on opponents when collided with a wall or somethign else, and his Shield can also cover his allies from almost any ranged weapons. Watch out for his Earthshatter, his Ultimate Ability, too! |
Chaser[]
Support[]
Trickster[]
Giant[]
Tier List[]
This Tier List of this game is the widely accepted tier list by the competitive players for the competition. The Upgrades are not included to avoid overly complicated and the Giants have their separate Tier List does to their unusual function, how powerful they are and their different role in most gamemodes. Their Tier placement is based on...
- The pros and cons of the characters.
- How well they fit into their class.
- How well they can cooperate with the teammates.
- The potentials when used by skilled players.
- The match-up of the character and any of the other different characters.
Take notice that it is not because the character is high tier doesn't mean that it is good at non-competition, and not because that it is low tier means that it is bad. Lower tiered characters are efficient on their own right but need a lot of practice and knowledge to make them capable to take on high tiered characters, and higher tiered characters have just easier learning curve or have better mechanism in competitive scenes. Upgrade are not allowed, included nor counted in order to keep the Tier List consistent.
Before the first Competitive Update, to avoid overuse of a character especially the Top Tier, each players must use a different character in the Competition Mode. There also cannot be no more than six same classes to avoid this from overwhelming either teams, so the player must not practice just one character or even one Class, but as many as he/she can.
After that first Competitive Update, and with the Top-Tier being nerfed and Bottom-Tier being buffed, the number of same Class type is unlimited except for Giant who is still up to six Giants per team, although no more than three same characters per team and no more than two same Giants per team. This did caused an impact for the two Tiers.
A quick tweak is also added several days after the first Competitive Update; instead of being restricted with eight moves, each players can hold up the traditional sixteen moves, but several moves are banned in order to avoid luck-based situations. Another addition during this day is the "Low-Tier Revenge" that give a boost of a specific number for all stats of the characters of lower tiers, while characters of S tier are unaffected. For the old version before the removal of the Tier E and D, the following boost are...
- +10 for A Tier characters.
- +20 for B Tier characters.
- +25 for C Tier characters.
- +30 for D Tier characters.
- +40 for E Tier characters.
- +50 for the Bottom Tier (last place of the E Tier).
When the Tier E and D are removed does to most characters having vastly improved, it now works like this;
- +15 for A Tier characters.
- +25 for B Tier characters.
- +30 for C Tier characters.
- +40 for the Bottom Tier (last place of the C Tier).
It once works differently for Giants, does to their big stats; it will only give the boost of their highest stats and their lowest stats. With the new stat distribution, it now works the same way as regular sized fighters.
Regulars Pre-Update[]
This one contain all Attackers, Defenders, Strengths, Chasers, Supports and Tricksters.
Tier | Characters |
---|---|
S | GutsMan, Donkey Kong, Minni, Angelina, Seafear |
A | Medic, Lilligant, Goodra, Avalugg, Chesnaught, Kirby, Octavio, Infernape, Marx, Heavy, Scout |
B | R.O.B., Engineer, Meta Knight, Operative, Bowser, Captain Toad, Evil Queen, Quetz, Senryo, Jawling, Spy, Porygon-Z, Yoshi, Princess Peppermint |
C | Queen Sectonia, Jellyling, Olimar, Roll, Bass, King Dedede, Soldier, Wario, Wolf, Sniper, Audino, Bio Spark, Sableye, Doc Louis, Raichu, Diddy Kong, Lord Garchomp, Billy Hatcher, Sawk |
D | Dr. Eggman, Winston, Mega Man, CutMan, General Snickers, Meta-Form, Shake King, Sackboy, Red, Slanito, KiloBot, Inkling, FrostMan, Waluigi, King K. Rool, Penta, Swampert |
E | Jamie, Demoman, Nicome, Pyro |
Updated Regulars[]
This always reflect the Tier List of the current version. The E and D Tier are removed as the competitive scene is progressively better.
Tier | Characters |
---|---|
S | Slanito, Jamie, Wario, Billy Hatcher, Seafear |
A | Soldier, Minni, Angelina, Heavy, Operative, Swampert, Chesnaught, Senyo, Sniper, Inkling, Bowser, Roll, Octavio, Junkrat, Jellyling, Dr. Eggman, Quetz, Evil Queen, Avalugg, Yoshi |
B | Waluigi, Princess Peppermint, Lilligant, Shake King, Sackboy, Reinhardt, Sableye, Kirby, Scout, Olimar, Wolf, Red, Meta Knight, Diddy Kong, King K. Rool, Donkey Kong, Demoman, Penta, Engineer, Raichu, KiloBot, Goodra, R.O.B., Lord Garchomp, Meta-Form |
C | Nicome, Frost Man, Poyrgon-Z, Roadhog, Queen Sectonia, Spy, Bass, Lucio, General Snickers, Medic, Pyro, Doc Louis, Sawk, Bio Spark, King Dedede, Marx, Winston, Mega Man, Captain Toad, Audino, Guts Man, Cut Man, Infernape, Jawling |
Low-Tier Revenge Regulars[]
This Tier list is based on Low-Tier Revenge.
Tier | Characters |
---|---|
S | Guts Man, Shake King, Donkey Kong, Octavio, Lucio |
A | Meta Knight, KiloBot, Chesnaught, Demoman, Raichu, Soldier, Pyro, Operative, Waluigi, Winston, Sackboy, Quetz, Evil Queen, General Snickers, Mega Man, Seafear, Jamie, King K. Rool, Frost Man, Jawling |
B | Engineer, Swampert, Meta-Form, Medic, Sableye, Bass, Infernape, Yoshi, Billy Hatcher, Reinhardt, Penta, Roadhog, Junkrat, Red, Olimar, Sniper, Senyo, Minni, Goodra, Wario, Dr. Eggman, Diddy Kong, King Dedede, Bio Spark, Heavy |
C | Wolf, Queen Sectonia, Poyrgon-Z, Marx, Roll, Lilligant, Kirby, Princess Peppermint, Audino, Spy, Doc Louis, Lord Garchomp, Avalugg, Cut Man, Nicome, Angelina, Scout, Captain Toad, Slanito, R.O.B., Jellyling, Inkling, Bowser, Sawk |
Giants Pre-Update[]
These contain only Giants. Since there are only much fewer than the regulars, the tier list is much simpler.
Tier | Characters |
---|---|
S | Crazy Hand, Groudon, Petey Piranha |
A | Palkia, Exateno, Mantis |
B | Rainy Turtloid, Wingo, Dogadon |
C | Ganon, Unbound Hoopa, Master Hand |
Updated Giants[]
Like the Updated Regular Tier, it always reflect the current version.
Tier | Characters |
---|---|
S | Unbound Hoopa, Exateno, Groudon |
A | Mantis, Petey Piranha, Ganon |
B | Master Hand, Crazy Hand, Rainy Turtloid |
C | Wingo, Dogadon, Palkia |
Low-Tier Revenge Giants[]
This one below is from "Low-Tier Revenge".
Tier | Characters |
---|---|
S | Groudon, Master Hand, Mantis |
A | Rainy Turtloid, Ganon, Dogadon |
B | Crazy Hand, Wingo, Palkia |
C | Unbound Hoopa, Petey Piranha, Exateno |
Stages[]
Items[]
Enemies[]
Reception[]
Credits[]
- Shadow Inferno (t∣b∣c) for the Classes symbols.
- .snickedge (t∣b∣c) for her table model from Fantendo Smash Bros. Fatality.