Constant Adrenaline Rush
+12 Sub-Tiers to Strength,
Speed and
Defense for the whole Ultimate, with no recoil afterwards.
For the physically gifted: dish out heavy damage while tanking large amounts of it.
Passive: Adrenaline Rush. After an injury of NL-3 or higher: +6 Sub-Tiers to Strength,
Speed and
Defense for 4 turns. When it wears off, all 3 drop 10 Sub-Tiers for 5 turns.
| Move | Boost | Cooldown | Effect |
|---|---|---|---|
| Fists of Fury | +10 Power | 6 turns | A barrage of punches |
| Vice Grip | +12 Power | 7 turns | Grab their head and slam them around like a ragdoll |
| Charge Tackle | +10 Power, +5 Speed | 10 turns | Dash in and smash into them |
| Rock Throw | Projectile: Power +7 · Speed: your Speed level +6 | 7 turns | Rip up a chunk of ground and throw it. The only ranged move |
Fill the Ultimate Gauge (0/100) with Ultimate Gauge Points (UGP) from base moves:
| Move | UGP per use |
|---|---|
| Fists of Fury | 5 |
| Vice Grip | 10 |
| Charge Tackle | 15 |
| Rock Throw | 8 |
Tank lasts 10 turns.
Constant Adrenaline Rush
+12 Sub-Tiers to Strength,
Speed and
Defense for the whole Ultimate, with no recoil afterwards.
Tough Skin
Attacks against you have their Power divided by 10.
| Move | Boost | Cooldown | Effect |
|---|---|---|---|
| Fists of Rage | +25 Power | 5 turns | Upgraded Fists of Fury |
| Tank Slam | +35 Power | Single use | Grab them by the leg and slam them like a ragdoll (think Hulk and Loki). Can incapacitate |
| Jaw Breaker | +23 Power | 5 turns | Uppercut. Roll 1d10: 5+ breaks the jaw and stuns, confirming 1 move |
| Building Throw | Projectile: Power +20 · Speed: your Speed level +16 | Single use | Upgraded Rock Throw. A much bigger projectile |