Speed Cabal

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Goal
Defend points C, B, and A in that order from attacking enemies, until the time limit is reached. The last point (A) being captured means your team automatically loses.

Resources
Gain resources at end of the wave. Your team gains more resources the more points left uncaptured at the end of the round.

Spawn rooms
Two spawns initially active. When C is captured, however, the further spawn becomes inactive.

Enemy types and behavior
Enemies will attack either the furthest uncaptured control point or the last point. All enemies have two different pairs of categories: (short track and circuit), and (ruleur and sprinter).

short track means the enemy will attack the furthest uncaptured control point. circuit means enemy will attack the last point, and the enemies' speeds are reduced. Other than this, there is no distinction between circuit and short track enemies.

ruleur means that the enemy's base speed is extremely fast. sprinter means that the enemy's base speed is (relative to ruleurs) slower, but he or she also has a cooldown ability activated at different time intervals.

Whenever the enemies capture C or B, their spawn rooms move up.

Ruleurs
Tommy - rapid fire hitscan

Southpaw - projectile headshot

Blackbelt - melee attack, double jump

Tantrum - hitscan shotgun, double jump

Washout - continuous beam, wall run

Mail - explosive projectile attack, wall run

Sprinters
Minotaur - melee attack, medium hp, medium, charge attack, 10 sc

Swallow - projectile headshot, low hp, fast, dash attack, 8 sc

Raindrop - explosive projectile, high hp, slow, jump up high very quickly, 6 sc

Tornade - continuous spread, medium hp, fast, deal high radial continuous damage, 8 sc

Static - heals single target, low hp, fast, give temporary shields to all enemies in radius, 10 sc

Sheriff - N/A, high hp, medium, rapidly fires 6 hitscan shots that can all headshot, 6 sc