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Shamrock Shake

Shamrock Shake | SO UH, IM MAKING AN ASYM IN GOOGLE DOCS, I ALREADY HAVE SOME REMNANTS(SURVIVORS) AND THE CHARACTERS COUNTER PARTS ALTEREDS(BASICALLY THEY’RE KILLERS BIT IT’S THE REMNANTS FROM A ALTERNATE UNIVERSE SO LIKE ALTER EGO OR SMTHN); GIVE ME IDEAS IN THE COMMENTS FOR ME AND MY FRIENDS TO ADD OR TAKE INSPIRATION FROM SEE Y’ALL IN THE COMMENTS | image tagged in shamrock shake | made w/ Imgflip meme maker
98 views Made by ClasherX 1 day ago in Imgflip-bossfights
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Axil

Remnant Type: Sentinel/Support

Health: 110

Stamina: 100

Veins:
Axil disfigures his arm, hits the exterminator, and taunts it, dealing 35 damage and stunning it for 3 seconds.
Cooldown: 60

Kaboom:
Axil shoots an obliterate at the exterminator, dealing 45 damage, and backflips 8.5 studs away from his blast site.
Cooldown: 80

Adaption:
Axil adapts and heals 25 hp. His adaptation is interrupted if an exterminator hits him.
Cooldown: 65

Tricky Trap:
Axil detaches a mound of flesh and can place it wherever he wants. When the exterminator steps on it, they get trapped for 2 to 3 seconds then slowed for 1 second.
Cooldown: 30

Celestial

Remnant Type: Survivalist/Sentinel

Health: 115

Stamina: 100

Obliterate:
Celestial powers up an obliterate for 10 seconds and throws it, dealing 100 damage to the exterminator and stunning it for 6 seconds. It is cancelled by any ability the exterminator uses.
Cooldown: 120

Boxed In:
Celestial uses a spell that cages himself inside 5 magic barriers for 15 seconds. The altered is not allowed to go inside and can NOT spawncamp it.
Cooldown: 80

Virus Control:
Celestial controls the small amount of melanitis inside of him, and shoots himself away from the altered, 10 studs away.
Cooldown: 60

Mechy

Remnant Type: Sentinel/Survivalist

Health: 125

Stamina: 120

Dash-Away:
Mechy uses his rocket boosters to escape the altered, 20 studs away.
Cooldown: 120

Rocket Arm:
Mechy launches one of his lower arms at the exterminator, damaging it by 50 and slowing it for 4 seconds.
Cooldown: 100

Repairment:
Mechy takes time to repair himself, taking 12 seconds to heal 50 health. His repair is interrupted if he’s hit.
Cooldown: 135

Radio Signal:
Mechy emits a radio signal. It’ll highlight the exterminator for 10 seconds when it detects the energy signal of it.
Cooldown: 60

Spring

Remnant Type: Sentinel

Health: 105

Stamina: 90

Slinky:
Spring can distract the altered by acting like a slinky and bouncing twice over the altered.
Cooldown: 90

Cartoon Boxing Glove:
Spring bends sideways and uses her head as somewhat of a boxing glove against the altered, dealing 50 damage and stunning the altered for 2 seconds.
Cooldown: 100

Showtime:
Spring gains a 15% speed boost for 10 seconds.
Cooldown: 120
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Boxer

Remnant Type: Survivalist/Sentinel

Health: 105

Stamina: 100

Match:
Boxer summons a boxing ring around him and the altered, lasting for 20 seconds. If the altered wins the boxing match, it deals 50 damage to Boxer, but if Boxer wins the match, it deals 50 damage to the altered and stuns it for 4 seconds.
Cooldown: 150

Bandages:
Boxer wraps bandages around his limbs for 10 seconds and heals 15 health.
Cooldown: 100

Showtime:
Boxer gains a 15% speed boost for 10 seconds.
Cooldown: 120

Doteyes

Remnant Type: Survivalist

Health: 100

Stamina: 100

Pose:
Doteyes does his trademark pose and gains 10% more speed for 5 seconds.
Cooldown: 130

Scream:
Doteyes does his trademark scream and decreases everyone in his range’s ability cooldown by 10 seconds, but he loses 25 health.
Cooldown: 145

Showtime:
Boxer gains a 15% speed boost for 10 seconds.
Cooldown: 120

Chloro & Chlora

Remnant Type: Survivalist/support

Health: 110

Stamina: 100

Photosynthesis:
When activated, it heals Chloro or chlora by 35, slowly over 17 seconds. It will be interrupted if hit.
Cooldown: 180

Swap:
Chloro and Chlora will switch spots.
Cooldown: 60

Invasive:
Chloro Variant:
When used, it grants thorns, and if the altered touches Chloro they gain ‘bleeding’. The ability lasts for 10 seconds.
Cooldown: 150

Chlora Variant:
When used, Chlora gains M1 for 15 seconds and the altered gains ‘bleeding’ for 10 seconds if hit.
Cooldown: 160

Sweet Scent:
Chloro Variant:
Chloro admits an aroma that fills the remnants nearby with determination, giving them a 5% speed boost that lasts for 10 seconds.
Cooldown: 100

Chloro Variant with Invasive active:
It does nothing to the remnants, but slows the altered by 5% while in the aroma that lasts 10 seconds.
Cooldown: 100

Chlora Variant:
When Chlora uses Sweet Scent, it heals all nearby remnants by 10. (Works like Builderman’s dispenser)

Chlora Variant with Invasive active:
Chlora emits an aroma that strengthens remnants by 10% for 10 seconds.
It slows her down for 5 seconds, as well as lowering max health (1 per second) until the ability’s done (goes back up 1 per second after done)
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Trinity Anthony Justice Kauser

Remnant type: Support

Health: 85
Stamina: 100
Base Speed: 12
Sprint Speed: 26

Passives:

Connection to the Orb: Anthony Justice Kauser
Trinity can see the location of all of her constructs, but constructs mustn't be placed less than 30 studs away from each other and can only have one of each

Abilities:

Defense: Anthony Justice Kauser
Trinity deploys a green orb, which slowly heals anyone within 5 studs of it at 2 hps. The orb has 12 hp and can be destroyed by altereds.
Cooldown: 32

Attack: Anthony Justice Kauser
Trinity deploys a red orb, which slows down altereds within 30 studs that have a clear line of sight to it by 20% and deals 5 dps, it has 25 hp and can be destroyed by altereds
Cooldown: 48

Speed: Anthony Justice Kauser
Trinity deploys a blue orb, boosting the speed of everyone within 3 studs of it by 20% for 3 seconds, it has 1 hp and can be destroyed by altereds
Cooldown: 36
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From now onwards it’s gonna be the altereds(killers)
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The Hivemind (altered variant of axil)

Altered Type: Strategist/Chase

Health: 1200

Stamina: 110

Damage: 10

Plague, Variant 1:
If Axil isn’t near any remnants, he summons flesh copies, which then seek out the remnants and notify him. They despawn after 20 seconds.
Cooldown: 120

Plague, Variant 2:
If Axil’s near a remnant, then he inserts flesh into their body, and gives an effect named ‘Injection’ that weakens the remnant slowly and lowers max health by 10.
Cooldown: 120

Muscle Mound:
Axil, I think, turns into a mound of flesh and dashes forward towards the closest remnant, dealing 20 damage. It holds back a little when attacking Celestial or Mechy.
Cooldown: 80

You're Dead:
Axil shoots an obliterate and it’s an energized variant, dealing 50 damage with a small hitbox.
I hope he still has a good heart.
Cooldown: 150

Hunter’s Senses:
Axil’s gills vibrate, and when the sound waves hit the remnants, Axil is alerted to their location for 18 seconds.. He prefers other remnants to his friends, I guess he's still good deep down.
Cooldown: 135

Fleshy Solution:
Axil, who I hope is still a good guy, takes a chunk of flesh from himself and throws it. Anyone caught in it is stuck for 2 to 4 seconds, and anyone who walks into it after it’s thrown is slowed for 1 to 2 seconds, but it’s not as devastating as being caught in it when it’s thrown at you.
Cooldown: 60
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The Totality (altered variant of celestial)

Altered Type: Silent/Ranged

Health: 1500

Stamina: 100

Damage: 15

Arise:
Celestial launches an infected obliterate, and if hit, will infect a remnant for the rest of the round. Celestial is alerted if it hits anyone, and they will play on the exterminator’s side.
Cooldown: 120

Blind Rage:
Celestial ups his damage by 25%, but blinds him a bit and decreases his field of vision.
Cooldown: 150

Roar of Imminence:
Celestial roars, making him visible to every remnant on the map, but the ones near him are slowed by 20%.
Cooldown: 60

I See You:
Celestial casts an invisibility spell, but you can faintly see him. If he’s near a remnant, the chase theme doesn’t play. He can still attack but the damage is reduced by 66% (Meaning he now does 5 damage). It lasts for 25 seconds unless stopped sooner.
Cooldown: 150
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The Doomsday Machine (altered variant of mechy)

Altered Type: Ranged/Strategist

Health: 5000

Stamina: 110

Damage: 12

Stop Running:
Mechy boosts in one direction, burning anyone in his path 1 damage/second for 10 seconds.
Cooldown: 80

Rocket Arm:
Mechy launches one of his lower arms at a remnant. If hit, they are alerted to Mechy, and they get ‘burning’ or ‘slowness’ for 5 seconds.
Cooldown: 120

Energy-Signature-Finder-o-Matic-2000:
Radio Signal, except he seeks out REMNANTS instead. (meaning he sees them for 12 seconds.)
Cooldown: 120

Overcharge:
Mechy overcharges himself, boosting his attack and speed by 15%, but it gives him burning because the mech is overheating.
Cooldown: 100
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The Fragment (Duality’s Edge) (this is a accidental creation that trinity made when she used her powers for the first time)

Altered Type: Snowball/Strategist

Health: 1500
Stamina: 113
Base Speed: 8.5
Sprint Speed: 25

Passives:

Blessed by the Orb: Anthony Justice Kauser
For every orb on the map, Duality's Edge deals 10% (0.75 extra damage for M1, 2.5 extra damage for Charge) more damage, and when Duality's Edge is within 35 studs of an orb, it gets a 15% speed boost, and can attack 15% faster (-0.24 M1 Cooldown, and it only affects M1s), which does not stack. Due to the speed increase from orbs, it also loses stamina 12% faster while being boosted by them.

Bonded to the Orb: Anthony Justice Kauser
Orbs on the map are highlighted blue to Duality’s Edge. Orbs created by other Duality's Edges will be highlighted in black. (Just in case there was a double trouble or a multiple killer round, and canonically there are several of them across universes)

Abilities:

Slash: Anthony Justice Kauser
One of Duality's Edge’s orbs flashes red. Duality's Edge then slashes forward 0.35 seconds later, dealing 7.5 damage.
Cooldown: 1.6

Multiply: Anthony Justice Kauser
Duality's Edge’s orbs begin spinning around it, eventually creating a new orb, and it then lays it down.
Orbs on the map have 40 hp and can be destroyed by remnants. Remnants can also do a minigame, which has the following outcomes:
Great: (+/- 150 ms, 300 ms span)
Orb takes 16 Damage
Ok: (+/- 480 ms, 960 ms span)
Orb takes 8 Damage
Survivor takes 2 damage over 5 seconds
Bad: (fail, you suck at this)
Orb heals 4 hp
Survivor takes 7 instant damage
Trinity is alerted to the survivor's location
Cooldown: 40

Charge: Anthony Justice Kauser
Duality's Edge prepares to lunge for 2 seconds before lunging forward 25 studs, and will fling survivors, deal 15 damage, and 10 more over time. Duality's Edge cannot aim while preparing.
Cooldown: 15

Parry: Anthony Justice Kauser
Duality's Edge readies itself. If a remnant stuns it during the parry duration, it gains a 10% speed boost for 5 seconds and stuns the remnant for 0.5 seconds. Duality's Edge is heavily slowed while attempting to parry, the parry duration is 2 seconds before it fails.
Cooldown: 45 (15 if successful)
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The Overgrowth Elliott Dodds

Overgrowth Lotus Mikhail Demyanovskiy (heavy grammar fixes by Anthony Justice Kauser)
Chloro places an overgrown lotus which can cause a random debuff if a remnant is in its line of sight and is within 10 studs.
Basically the harvesters' vine ability from TDS

Called to the lotus Mikhail Demyanovskiy
Chloro teleports to an overgrown lotus but destroys it

Vine guy Mikhail Demyanovskiy
Summons a vine minion

Vine line Mikhail Demyanovskiy
Chloro makes a line of vines
0 ups, 22h
Here’s a new altered that I just made that’s based on Halloween that I made while watching kingsamalot getting the true ending in clover pit:

Jack-a-scare Mikhail Demyanovskiy

Health:666

Stamina:666

M1:6.66

Passive:
Scare meter
Every ability fills up this meter unlocking a second phase I think, maybe

Abilities:

Treat or trick:
Fifty percent chance to give all remnants a debuff or give yourself a buff (fills 25% of the bar)

Hollow launcher:
They get a rocket launcher that shoots out hollow pumpkin (it looks like the pumpkin the hallow punk shoots at max level) and if hit,will grant burning to any remnant in or near the blast zone and gives jack-a-scare slowness from the recoil of the rocket launcher (fills 25% of the bar)

Headless juggle:
“Guys and gals! You're about to see something magnificent, something that will blow your heads off, I'm about to juggle my head!” Jack-a-scare takes his head off and starts juggling it with other smaller darker pumpkins and after every shot the smaller pumpkins become his head and if you wait out the ability all of the pumpkins explode in his face dealing half of his health and leaving him with no head for the rest of the round (50% of the bar)

Leave them no mercy:
“You dare touch a god, I’ll show you!!
Jack-a-scare gets enraged and gets stronger
If theirs not enough bar filled then it gives jack-a-scare a speed boost and locations of all remnants for a few secs

“I’ll make you go kaboom!”
He throws bombs now *a thousand yard stare*(only activated if if you use leave them no mercy with full bar)

“Die or death!”
The pumpkins are now more devastating if it lands on you but if you walk into the fire left over from the pumpkin bomb then you get burning (only activated if if you use leave them no mercy with full bar)

“Yeeet!!!”
“Yeeet!!!” Jack-a-scare yeets a random object from his pocket but if he's near a corpse of a remnant he first pockets the body then later he yeets the body to the closest remnant then if they hit the remnant they hold the victim for 10 seconds if missed they start to follow their target until either they get their target or the remaining life in the puppet leaves (only activated if if you use leave them no mercy with full bar)
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Now these are our lms ideas feel free to suggest some with either the existing remnants and altereds or with your suggestion characters
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Celestial vs. Axil: Lost at Sea

Trinity vs. Duality’s Edge: Meet your Creation

Mechy vs. Celestial: Broken

Axil vs. Chloro & Chlora: Gardener's Day

Axil vs. Mechy: system rebooting

Chloro vs. Celestial: Autumn
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Theo
remnant type: sentinel.
abilities:
Theo attempts to punch the altered. if he hits the altered is stunned for 3sec and takes 30 dmg
.
Theo spends 5sec creating a portal to the other side of the map. if he takes damage during this the portal is cancelled.
. HP 100. stamina 100
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Ok but, we already have enough sentinal already so, can you make Theo a support we have o e support so far lmao so, sorry to reject sentinal Theo, you can keep the portal but repurpose it please
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SO UH, IM MAKING AN ASYM IN GOOGLE DOCS, I ALREADY HAVE SOME REMNANTS(SURVIVORS) AND THE CHARACTERS COUNTER PARTS ALTEREDS(BASICALLY THEY’RE KILLERS BIT IT’S THE REMNANTS FROM A ALTERNATE UNIVERSE SO LIKE ALTER EGO OR SMTHN); GIVE ME IDEAS IN THE COMMENTS FOR ME AND MY FRIENDS TO ADD OR TAKE INSPIRATION FROM SEE Y’ALL IN THE COMMENTS