Heavy Metal Machines

Heavy Metal Machines

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Skills and Upgrades List [Outdated]
By T-Bone
All skills descriptions with upgrades, and prices for them.
   
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About
When I was new to the game, I always wondered if there is any place where I could watch all the upgrades without entering the match. I've seen other players asking for this.
So, here it is.
I hope this list will help new players to learn the game faster and better.

You will see a hint like this
Hint: you can read name of the skill/upgrade by moving mouse cursor over the picture
 

This list was checked on game version: beta.0.0.0.447
You can see the version at the bottom left of the main menu.

If you notice any mistakes, contact me and we will fix it! :)
Transporter - Little Monster
Little MonsterLittle Monster just showed up at the Arena one day and started driving, to the surprise of everyone…when they saw it was a child behind the wheel! But this surprise didn't last long. As the child of the only unbeaten champion, she has proven herself a relentless and violent pilot, using her dead old man's truck.
 
 
 
MonstruousAdvantage – Monstrous
Run over enemies reducing their speed
 
DEVOURER’S MAW
WEAPON 1 - DEVOURER’S MAW
Little Monster attacks in a frontal cone dealing 40 damage per second and pulling enemies towards her. This gives Little Monster Recovery: 50%.
(Recovery – machines with this effect repair themselves by a % of the effect dealt)
 

Gigantic Gut
Increases the Devourer’s Maw time to overheat from 5 to 7 seconds.
600
Prey Slicer
Whenever Devourer’s Maw hits enemies, they receive Vulnerable.
(Vulnerable – machines with this effect receive 10% more damage)
600
Feeding the Pack
While Little Monster hits enemies with Devourer’s Maw, allies close to her are repaired by the same amount.
400
Ravenous Coiler
Increases the Devourer’s Maw Recovery value from 50% to 75%.
(Recovery – machines with this effect repair themselves by a % of the effect dealt)
800

CRUSHING POUNCE
WEAPON 2 - CRUSHING POUNCE
Little Monster jumps forward with her car, dodging enemy attacks. When she hits the ground she deals 75 damage to enemies in the area.
 
 

Enormous Paws
Increases Crushing Pounce’s Impact area by 30%.
400
Blasting Pressure
Enemies hit by Crushing Pounce are pushed away.
600
Undying Dive
Whenever Crushing Pounce is used, Little Monster receives Armor for 5 seconds.
(Armor – machines with this effect reduce damage taken by 25%)
800
The Brood Flies
Allies close to Little Monster jump together, dodging enemy attacks. Allies’ jumps don’t inflict damage and don’t receive upgrade effects.
600

TERROR CARAPACE
SPECIAL - TERROR CARAPACE
Little Monster is repaired by 65 hit points per second for 8 seconds (total of 520 hit points)



                                                                      Juggernaut, 800
                                      Juggernaut

    Increases the repair done by Terror Carapace from 65 to 80 per second (from 520 to 640 hit points)
Transporter - Full Metal Judge
Full Metal JudgeA wasteland slayer, Full Metal Judge was
known as 'The Red Blight - for where he wanders nobody survives'…
until he was captured by the Sect of Metal, where he received a new life:
Kill heretics in the name of the Sect to obtain his redemption.
 
 

Relentless ChaserAdvantage – Relentless Chaser
The fewer hit points you have, the faster your weapons cooldowns are
 
MISSILE GUN
WEAPON 1 - MISSILE GUN
Shoots a missile forward that bounces off walls and upon hit deals 32 damage and drops a pick-up on the floor. If Full Metal Judge collects it he gets Temp HP: 35. The Missile Gun holds up to 3 missiles.
(Temp HP gives the player extra hit points that increase their maximum hit points temporarily)

Lead Coat
Increases the amount of damage each missile deals from 32 to 40.
800
My Gun and Me
Increases the maximum amount of missile charges from 3 to 4.
600
Warning Shot
Whenever Missile Gun hits an enemy, it accelerates Blockade Breach’s cooldown during 0.2 second.
400
Train of Steel
Whenever Full Metal Judge picks scraps up, allies close to him also receive temporary hit points (50% of its value).
600

BLOCKADE BREACH
WEAPON 2 - BLOCKADE BREACH
Full Metal Judge powers up his engine, dealing 60 damage and pushing enemies.
Full Metal Judge receives Resistance for 2 seconds.
(Resistance – a machine with this effect is resistant to pushes and collisions)
 

Old Wild Wheel
Whenever Blockade Breach hits enemies, they receive Dazed for 1 second.
(Dazed – machines with this effect cannot change speed and direction)
800
Bumper of the Lord
Increases Blockade Breach’s damage from 60 to 80.
600
Black Engine
Increases Blockade Breach duration from 2 to 2.7 seconds.
600
Drivers of the Storm
Whenever Full Metal Judge uses Blockade Breach, allies close to him receive Resistance for the same duration.
(Resistance – a machine with this effect is resistant to pushes and collisions)
400

IRON STORM
SPECIAL - IRON STORM
Full Metal Judge fires multiple shots from his Missile Gun in 5 seconds. The missile effects are the same as the Missile Gun’s.



                                                                   Rattlesnake Bullets, 800
                                      Rattlesnake Bullets
                                  
Incremental – Temp HP
Increases the amount of Temp HP for each scrap picked up on the same round.
Each four scraps picked up increases the Temp HP earned by 1 points with a maximum of 65 points.
(Temp HP – a machine with this effect receives a number of hit points that can increase its maximum value, temporarily)
Transporter - Black Lotus
Black LotusA race pilot or a mystical being?
Black Lotus is full of mysteries - nobody knows anything about them, not even their gender…Just that "they" runs like hell!
Evasive and fast, their only focus is to deliver the bomb; it's their true speciality.

 

Perpetual MotionAdvantage – Perpetual Motion
Black Lotus’ Nitro reaches its top speed faster than other Machines.
 
QUANTUM LEAP
WEAPON 1 - QUANTUM LEAP
Black Lotus jumps forward, passing through other machines.
Enemies take 55 damage.
 
 

Reverberation
Double Attack
Right after the first Quantum Leap, Black Lotus goes for a second strike, causing 22 damage.
800
Stillness
Whenever Quantum Leap hits enemies, they receive Disarm for 1 second.
(Disarm – a machine with this effect cannot use its Weapons)
600
Metallic Merger
Whenever Quantum Leap hits enemies, Black Lotus receives Recovery: 60%.
(Recovery – machines with this effect repair themselves by a % of the effect dealt)
400
Impetus
Increases the speed of a Quantum Leap by 50%.
600

SPECTER
WEAPON 2 - SPECTER
Upon activation, Black Lotus receives Phase for 3 seconds.
During this time, if its machine passes through an enemy, it causes 70 damage.
(Phase – machines with this effect do not collide with their enemies.)
 

Shadow of Ruin
During Specter’s duration, Black Lotus receives Strong.
(Strong – machines with this effect have their damage dealt increased by 10%)
800
Hunger for Action
Whenever Specter hits an enemy, they receive Slow for 1.5 second.
(Slow – a machine with this effect has its speed reduced in 40%)
600
Eerie Veil
Whenever Specter hits enemies, Black Lotus receives Recovery: 50%.
(Recovery – machines with this effect repair themselves by a % of the effect dealt)
400
Timeless Wraith
Increases Specter’s duration from 3 to 4 seconds.
600

CURSE OF YAMA
SPECIAL - CURSE OF YAMA
Black Lotus becomes invulnerable for 3 seconds. If attacked during this time, they’ll return 200% of the damage and the enemy receives Slow for 2 seconds.
(Slow – a machine with this effect has its speed reduced in 40%)



                                                                   Touch of Damnation, 800
                                      Touch of Damnation
                                  
                                  Increases Curse of Yama’s duration from 3 seconds to 5 seconds.
Interceptor - Wildfire
WildfireThe tournament has become hotter since Wildfire joined with her flaming hotrod! Her powerful fire burns even the fastest and toughest machines! Tires, seats, metal, everything melts! Let her get close enough and you could be next…
 
 

 
Metal MelterAdvantage – Metal Melter
Your weapons cause damage over time for 2 seconds
 
WHIRLING DRAGON
WEAPON 1 - WHIRLING DRAGON
A flamethrower that shoots all around Wildfire’s machine, causing 40 damage per second.
 
 

Heated to the Core
As long as Wildfire keeps damaging enemies with Whirling Dragon, they can’t be repaired. This effect last up to 0.5 second.
800
Devouring Flame
Whenever Whirling Dragon hits enemies, Wildfire receives Recovery: 30%.
(Recovery – machines with this effect repair themselves by a % of the effect dealt)
600
Feeding the Devil
Whenever Whirling Dragon hits an enemy, it accelerates Devil’s Split’s cooldown during 0.2 second.
600
Hell is for Everyone
Increases the time Whirling Dragon takes to overheat from 5 to 7 seconds.
400

DEVIL’S SPLIT
WEAPON 2 - DEVIL’S SPLIT
Shoots a straight line fire bomb that causes 80 damage and pushes enemies.
 
 
 

Burning Brother
Double Attack
When the bomb explodes, it causes a second explosion after the first one, causing 25 damage
800
Overheating Fever
Whenever Devil’s Split hits enemies, they receive Weak for 5 seconds.
(Weak – machines with this effect have their damage dealt reduced by 25%)
400
Scorched Earth
After exploding, the ground are catches fire during 3 seconds, causing 25 DPS on each enemy that passes over it.
600
Hurting High and Low
Increases Devil’s Split’s explosion area by 30%.
600

DROP OF DESTRUCTION
SPECIAL - DROP OF DESTRUCTION
Wildfire triggers a fiery explosion around her, dealing
300 damage to all enemies hit.
 


                                                                        Apocalypse, 800
                                      Apocalypse
                                  
                                         Increases Drop of Destruction’s damage from 300 to 400.
Interceptor - Rampage
RampageExpert machinist who dreamed of the restoration of the world, but was betrayed and left in forced labor to construct a fortress. Under the radar, he designed his masterpiece of destruction: his bulldozer, used to destroy his captors and their fortress, earning his freedom.


 
HeadstrongAdvantage – Headstrong
The blade works as a shield, reducing the damage you take
 
BLADE SMASH
WEAPON 1 - BLADE SMASH
A blade attack that deals 100 damage and pushes enemies.
 
 
 

Unending Routine
Reduces Blade Smash’s cooldown from 2.5 to 2 seconds.
800
Shut Them Up
Whenever Blade Smash hits enemies, they receive Disarm for 1 second.
(Disarm – a machine with this effect cannot use its Weapons)
600
Safety First
Whenever Blade Smash hits an enemy, Rampage receives Temp HP:50.
(Temp HP – a machine with this effect receives a number of hit points that can increase its maximum value, temporarily)
600
Wreckage Master
Whenever Blade Smash hits an enemy, it accelerates Demolition Engine’s cooldown during 1 second.
400

DEMOLITION ENGINE
WEAPON 2 - DEMOLITION ENGINE
Rampage charges in a straight line, dragging all enemies in his way, dealing 25 damage. If he drags an enemy into a wall, Rampage deals an additional 75 damage.
 

Happy Hour
Whenever Demolition Engine drags extra targets, it deals 25 additional damage.
600
Wounder Wall
Whenever Demolition Engine crashes enemies into walls, they receive Slow for 1.5 second.
(Slow – a machine with this effect has its speed reduced in 40%)
800
Huge Jerk
Increases Demolition Engine’s blade’s width by 30%.
600
Social Path
Whenever Demolition Engine is used, Rampage leaves a trail behind him. Any ally who passes on it receives Fast: 100% for 3 seconds.
(Fast – a machine under this effect has its speed increased)
400

WRATHQUAKE
SPECIAL - WRATHQUAKE
Rampage releases a shockwave in front of him that deals 100 damage, that causes 3 seconds of Dazed on enemies in its path. The wave goes in a straight line, passing through walls.
(Dazed – machines with this effect cannot change speed and direction)

                                                            Rage Against the Machines, 800
                                      Rage Against the Machines
                                  
                                                         Increases the shockwave width by 50%.
Interceptor - Stingray
StingrayStingray lives alone since he was a little kid in the Metal City tunnels.
He became famous for his underground TV broadcasts, featuring his adventures. When he was captured by the Sect of Metal, he was set free by popular acclaim.
Now he must fight in HMM to pay his debt, what he does with great pleasure.


OverchargeAdvantage – Overcharge
Your weapons will increase damage and other effects as long as you hit your enemies in a short time
 
LASER DRILL
WEAPON 1 - LASER DRILL
Shoots a frontal continuous beam that deals 50 damage per second. It has overheat.
Overcharge level 1: decreases cooldown time in 20%.
Overcharge level 2: decreases cooldown time in 40%.

Ocular Cannon
Increases the angle Laser Drill’s beam attaches to the target by 33%.
800
Power Drain
Whenever Laser Drill hits enemies, they receive Nitro Jam for 0.5 second.
(Nitro Jam blocks the activation of Nitro and cancels its use)
600
Prismatic Catalyst
Whenever Stingray hits enemies with Laser Drill, it increases the Special’s recharge rate by 20%.
600
Physics Degree
Whenever Stingray hits an enemy with Laser Drill, it accelerates power Wave’s cooldown during 0.2 second.
400

POWER WAVE
WEAPON 2 - POWER WAVE
Fires a frontal wave that increases in width. If it hits enemies, deals 70 damage, pushes and applies Dazed on them for 0.5 second.
Overcharge level 1: increases Dazed duration in 100%.
Overcharge level 2: increases Dazed duration in 200%.
(Dazed – machines with this effect cannot change speed and direction)

Wave Amplifier
Increases Power Wave’s width by 30%.
800
Energy Booster
Whenever Power Wave hits enemies, they receive Vulnerable for 3 seconds.
(Vulnerable – machines with this effect receive 10% more damage)
400
Power Feedback
Whenever Power Wave hits enemies, they receive an effect that gives Recovery: 35% to all allies (including Stingray) who hit them in the next 7.5 seconds.
(Recovery – machines with this effect repair themselves by a % of the effect dealt)
600
Overcharge Capacitor
Increases the Power Wave’s Overcharge rate by 30%.
600

DOUBLE KIENZAN
SPECIAL - DOUBLE KIENZAN
Fires two energy discs in different paths that cross eachother, up to their maximum range, passing through walls. Each disc deals 125 damage on the enemy it hits.
Overcharge level 1: increases the damage of each sphere in 50.
Overcharge level 2: increases the damage of each sphere in 100.


                                                                  Explosive Kienzan, 800
                                      Explosive Kienzan
                                  
                                                   Increases the energy discs’ size by 50%.
Interceptor - Clunker
ClunkerThose two pilots driving a single car?
These are the Clunker Brothers, 'cause they need both brains to compete!
One steps on the gas, the other uses the custom made, huge magnet to pull their enemies. They may look old-fashioned, but these two rednecks have several surprises in their tow truck.


Repulsive MachineAdvantage – Repulsive Machine
You have an aura that pulls enemies
 
SPARK TRAP
WEAPON 1 - SPARK TRAP
Clunker emits a pulse around him, causing 50 damage to any enemy it hits.
 
 
 

Keep-Out Blaster
Enemies hit by Spark Trap are pushed away.
800
Sorrow Dispenser
Reduces Spark Trap’s cooldown from 2 to 1.75 seconds.
600
Electrical Fix
Remove all positive effects from each enemy hit by Spark Trap.
400
Tow Charges
Whenever Spark Trap hits an enemy, it accelerates Thunder Tow’s cooldown during 1 second.
600

THUNDER TOW
WEAPON 2 - THUNDER TOW
Clunker fires a long range tow forward that pulls an enemy for 3 seconds. Causes 60 damage upon hitting and another 60 damage at its duration’s end.
 
 

Runaway Recoil
Whenever Thunder Tow hits enemies, they receive Slow for 1.5 second.
(Slow – a machine with this effect has its speed reduced in 40%)
600
Hauling Might
Whenever Thunder Tow hits enemies, Clunker receives Temp HP: 125.
(Temp HP – a machine with this effect receives a number of hit points that can increase its maximum value, temporarily)
400
Party Starter
Increases Thunder Tow’s hit area.
800
Endless Drag
Increases Thunder Tow’s duration from 3 to 3.5 seconds.
600

DEATH-HOLE DRIVE
SPECIAL - DEATH-HOLE DRIVE
Clunker emits a pulse around him, causing 100 damage and pulling all nearby enemies to his rear during 2 seconds.

                                     


                                                                  Gears of the Cargo, 800
                                      Gears of the Cargo
                                  
                                           Increases Death-Hole Drive’s damage from 100 to 150.
Interceptor - Killer J.
Killer J.Once a leader of a troupe of artists, Killer J. quickly became famous for using his group as a guise while practicing crimes such as robbery in the communities he visited.
Unable to fool anyone else, he joined the arena to continue his businesses in Metal City.


A ComplimentAdvantage – A Compliment
Strikes back at enemies that damage you
 
ROUND-A-BLAST
WEAPON 1 - ROUND-A-BLAST
Shoots 9 projectiles forward that deal 10 damage per projectile and forces the enemies’ vehicles to turn.
 
 

Spinning Wheel
Increases Round-a-Blast’s turning force by 20%.
600
Fire-Cracker
Increases Round-a-Blast’s projectile damage from 10 to 12.5.
800
Blank Cartridge
Whenever Round-a-Blast hits enemies, they receive Weak for 5 seconds.
(Weak – machines with this effect have their damage dealt reduced by 25%)
600
Mountebank
Whenever Round-a-Blast hits an enemy, it accelerates Friendly Rockets’ cooldown during 1 second.
400

FRIENDLY ROCKETS
WEAPON 2 - FRIENDLY ROCKETS
Shoots a frontal missile. When it hits, it deals 75 damage and accelerates the enemy while locking his direction. Deals 25 area damage when the effects end.
 
 

Kaboom!
Increases the area damage from 25 to 50.
800
Neighborhood Hero
The enemy hit also creates small pick-ups on the ground. Allies who touch a pick-up repair 10 hit points.
600
Tire Puncher
Whenever Friendly Rockets hits an enemy, they receive Slow for 1.5 second at the end of the effect.
(Slow – a machine with this effect has its speed reduced in 40%)
600
Higher Caliber
Increases Friendly Rockets’ size by 30%.
400

THE BIG JOKE
SPECIAL - THE BIG JOKE
Launches an area-exploding barrel forward.
Enemies hit spin out of control and take 50 damage per second for 3 seconds.
                                     



                                                                      A Bigger Joke, 800
                                      A Bigger Joke
                                  
                          Increases The Big Joke’s explosion area by 50%, turning it into A Bigger Joke.
Interceptor - Dirt Devil
Dirt DevilFamous pirate leader who navigates the Sand Seas of the Wasted Lands, Dirt Devil has earned that name thanks to his thirst for revenge against the huge sand worm he has hunted for years that cost him an arm and an eye.
Today he battles in the HMM Arena to find new expeditions to hunt the monster.



Off-RoadAdvantage – Off-Road
When you front clash with enemies in high speed you jump over them, landing on the other side. During the jump you cannot be hit by enemy attacks
 
LAND MINES
WEAPON 1 - LAND MINES
Drops mines on the ground. Enemies who touch them receive 40 damage and get Dazed for 0.5 second. Land Mines stack up to 5.
(Dazed – machines with this effect cannot change speed and direction)
 

All-Father
Whenever Dirt Devil’s Land Mines stack to their maximum (5 land mines), the next 5 mines dropped will be bigger.
800
Concussion Mines
Increases the Dazed’s duration in 50%.
(Dazed – machines with this effect cannot change speed and direction)
600
Incremental Explosive
Incremental – Damage
Hitting the enemy with Land Mines increase the damage for each mine, on the same round.
Every 3 hits increase the damage by 1 with a maximum of 60 points of total damage.
600
King of Dunes
Whenever Land Mines hits an enemy, it accelerates Harpoon and Chain’s cooldown during 0.4 second.
400

HARPOON AND CHAIN
WEAPON 2 - HARPOON AND CHAIN
Shoots a frontal harpoon. If it hits an enemy, it deals 50 damage and sticks into him for up to 4 seconds. The chain deals an additional of 10 damage per second both on target and any enemies it hits. During this time Dirt Devil can interfere with the enemy’s movement by moving himself in an opposite direction.

If the harpoon goes to the maximum range and hits no enemy, it sticks into ground. If the chain is stretched to its maximum, it breaks.

In both cases, activating the weapon a second time pulls Dirt Devil up to the harpoon. If it’s the enemy, he receives Daze during 1 second.
(Dazed – machines with this effect cannot change speed and direction)

Electric Chain
Increases the Harpoon and Chain damage per second from 10 to 13.
800
Harp-and-Steal
Whenever the harpoon hits an enemy, Dirt Devil receives Recovery: 80%.
(Recovery – machines with this effect repair themselves by a % of the effect dealt)
600
•	Recharging Chain
Whenever the harpoon hits an enemy, it reloads 3 Land Mines’ charges.
400
Power Loss
Whenever the harpoon hits an enemy, they receive Weak for 5 seconds.
(Weak – machines with this effect have their damage dealt reduced by 25%)
600

HIT’EM HARD MATES!
SPECIAL - HIT’EM HARD MATES!
Dirt Devil calls his crew who follows him and attacks a specific area. Enemies in that area receive 100 damage per second and Slow. The special attack has a duration of 5 seconds.
(Slow – a machine with this effect has its speed reduced in 40%)

                                                                    Put more Gas in it!, 800
                                      Put more Gas in it!
                                  
                                                    Increases its’ duration from 5 to 7 seconds.
Support - Artificer
ArtificerDuring the old world, she was described as crazy.
Then came the apocalypse and she revealed herself as a brilliant scientist!
She has explored the devastated world and helped to establish Metal City, but the Sect of Metal took the credit. Now she fights to prove the value of science over religion.

Swift ThrustersAdvantage – Swift Thrusters
Artificer’s Nitro activation is faster than that of other Machines, but takes longer to reach its top speed
 
METAL MENDER
WEAPON 1 - METAL MENDER
Artificer launches a bonding beam to the closest ally, repairing 40 hit points per second and pulling Artificer towards hum. If the ally gets out of reach the repairing bond is lost. This weapon will overheat after continuous use.
 

Wave Extention
Increases the time Metal Mender takes to overheat from 8 to 9.6 seconds.
400
Overclock
Whenever Metal Mender repairs an ally, he receives Strong.
(Strong – machines with this effect have their damage dealt increased by 10%)
600
Atomic Feedback
While Metal Mender repairs an ally, Artificer receives Recovery: 20%.
(Recovery – machines with this effect repair themselves by a % of the effect dealt)
600
Radioactive Field
Whenever Metal Mender repairs an ally, he emits an aura. Enemies within this aura receive Weak.
(Weak – machines with this effect have their damage dealt reduced by 25%)
800

ELECTROBLASTER
WEAPON 2 - ELECTROBLASTER
Fires a ray against the closes enemy, dealing 90 damage. The ray bounces to the next closest enemy, dealing the same amount of damage. Both targets receive Slow for 1.5 second.
(Slow – a machine with this effect has its speed reduced in 40%)

Energy Propagator
The ray bounces to a third enemy within range. The damage and Slow penalty are the same.
(Slow – a machine with this effect has its speed reduced in 40%)
800
Lightning Coils
Increases Electroblaster’s Slow’s duration from 1.5 to 2 seconds.
(Slow – a machine with this effect has its speed reduced in 40%)
600
Exothermic Shock
Whenever Electroblaster hits an enemy, it reduces Metal Mender’s overheat during 1.5 second.
400
Turbocharger
Reduces Electroblaster’s cooldown from 7.5 to 6.3 seconds.
600

TOTAL SHUTDOWN
SPECIAL - TOTAL SHUTDOWN
On activation, all enemy machines in the arena receive Disarm for 2 seconds.
(Disarm – a machine with this effect cannot use its Weapons)
 


                                                                   Directed Shutdown, 800
                                      Directed Shutdown
                                  
                                         Increases Total Shutdown’s duration from 2 to 3 seconds.
Support - Windrider
WindriderThe spirit of vengeance haunts Metal City!
Windrider fights for her ancient homeland…or what's left of it.
In the arena, she is useful both in attack and defense.
They claim she has supernatural powers…or is it just a product of radioactive mutations?
 
 
Winds of ChangeAdvantage – Winds of Change
Your machine leaves a mystical trail that repairs your allies
 
GHOSTLY AVENGER
WEAPON 1 - GHOSTLY AVENGER
Windrider shoots an eagle forward that passes through objects, causing 60 damage and pushing any enemy it hits.
 
 

Hunter of Foes
Double Attack
Shoots a hawk after Ghostly Avenger that causes 24 damage.
800
Ancestral Emissary
Whenever Ghostly Avenger hits enemy, it accelerates Road Wraiths’ cooldown by 1 second.
400
Tireless Tormentor
Increases the Ghostly Avenger’s hit area in 42%.
600
Gush of Hate
Increases the Ghostly Avenger’s push strength.
600

ROAD WRAITHS
WEAPON 2 - ROAD WRAITHS
Summon horses in front of Windrider for 5 seconds. The horses push enemies away, dealing 10 damage.
Road Wraiths also creates small pick-ups on the ground. Allies who touch a pick-up repair 10 hit points.

Shell from Hell
On activation of Road Wraiths, Windrider receives Temp HP:100.
(Temp HP – a machine with this effect receives a number of hit points that can increase its maximum value, temporarily)
600
Spirits of Ruin
Increases Road Wraiths’ duration from 5 to 6 seconds.
800
Otherworldly Metal
Increses Road Wraiths’ pick-ups’ repairs from 10 to 13.
600
Deathless Haunters
Whenever Road Wraiths is used, Windrider receives Fast:10%.
(Fast – machine under this effect has its speed increased)
400

GATES TO NOWHERESPECIAL - GATES TO NOWHERE
Windrider banishes all allies and enemies around her for 1 second, making them unable to act or to be affected by any other effects.
Allies are repaired for 200 hit points.
 


                                                                  Highway to Paradise, 800
                                      Highway to Paradise
                                  
                              Increases Gates to Nowhere’s repair from 200 to 300 hit points for second.
Support - Photon
PhotonPhoton wandered around the world looking for her ancestors - a civilization that fought to stop the apocalypse.
All she could find was an abandoned citadel in ruins. Upon her return, she brought a special car that could only be activated with the necklace she carries since her childhood.
She fights on HMM to find any of her remaining ancestors.
 
Refulgent CoreAdvantage – Refulgent Core
When in high speed you repair yourself and allies upon touch, receiving a quick speed boost
 
STELLAR TRACK
WEAPON 1 - STELLAR TRACK
Photon activates an energy trail that follows her movement for 1 seconds. Enemies touching the trail receive 85 damage per second.
While the trail is activated, Photon receives Fast: 20%.
(Fast – a machine under this effect has its speed increased)

Abduction
Whenever Stellar Track hits enemies, they receiver Nitro Jam for 0.5 second.
(Nitro Jam blocks activation of Nitro and cancels its use)
600
Irradiation
Increases Stellar Track duration by 33%.
400
Harmonization
Whenever Photon hits an enemy with Stellar Track, Photon accelerates Cosmic Concord’s cooldown during 0.1 second.
600
Reformation
While Stellar Track is active, Photon receives Armor.
(Armor – machines with this effect reduce damage taken by 25%)
800

COSMIC CONCORDx
WEAPON 2 - COSMIC CONCORD
Photon receives Phase and creates an area around herself, repairing allies inside at a rate of 20 Hit Points per second, during 3 seconds. After they left the area, allies still get repaired during 3 seconds.
(Phase – machines with this effect do not collide with their enemies.)

Azurium
Increases the cooldown rate of Cosmic Concord by 15% (from 12.5 to 10.6 seconds)
800
Argentium
Increases Cosmic Concord repair by 25% (from 20 to 25 per second).
400
Xanthium
While Cosmic Concord is active, Photon receives Fast: 10%.
(Fast – a machine under this effect has its speed increased)
600
Carminium
Allies repaired by Cosmic Concord receive Strong for 5 seconds.
(Strong – machines with this effect have their damage dealt increased by 10%)
600

EMPYREAL PODSPECIAL - EMPYREAL POD
When Empyreal Pod is activated Photon receives the following modifiers for 12 seconds:
- Fast 10%.
- All repair done is increased by 50%.
- Cleanse (when passing through allies while Refulgent Core is active, Photon removes all negative effects from them and herself).

                                                                        Emanation, 800
                                      Emanation
                                  
                                        Increases Empyreal Pod’s duration from 12 to 16 seconds.
Support - Metal Herald
Metal Herald
The "ayatollah" of rock n' roll, the new world messia…
Everybody knows him, especially when he uses his machine's special amplifiers. Nobody knows if it's engineering or divine powers; the only thing that matters is that if he's on your team, he will protect you


Harmonic TouchAdvantage – Harmonic Touch
Cancel negative effects on allies when you hit with your weapons.
 
INDOCTRINATOR
WEAPON 1 - INDOCTRINATOR
Metal Herald shoots an energy attack that
repairs 60 hit points on allies and
deals 40 damage on enemies.
 
 

Bless from Beyond
Whenever Indoctrinator hits enemies or allies, Metal Herald receives Recovery: 33%.
(Recovery – machines with this effect repair themselves by a % of the effect dealt)
800
Word of Power
Increases Indoctrinator’s damage from 40 to 45.
Increases Indoctrinator’s repair from 60 to 65.
600
Divine Finger
Increases Indoctrinator’s attack range by 25%.
400
Hard Rock Sermon
Reduces Indoctinator’s cooldown from 1.75 to 1.5 second.
600

MELODIC VESSEL
WEAPON 2 - MELODIC VESSEL
Metal Herald drops a Vessel on the ground that explodes after 0.5 second.
Any ally in the explosion area repairs 175 hit points for 1 second.
Any enemy in the explosion area receives 125 damage for 1 second.
 

Gospel Disseminator
Increases Melodic Vessel’s damage from 125 to 156.
800
Hurtful Truth
Whenever Melodic Vessel hits an enemy, they receive Slow for 1.5 second.
(Slow – a machine with this effect has its speed reduced in 40%)
600
Tenacious Tune
Increases Melodic Vessel’s repair from 35 to 40 points per second (from 175 to 200 hit points)
400
Immense Faith
For each ally or enemies hit by Melodic Vessel, Metal Herald receives Temp HP: 40.
(Temp HP gives the player extra hit points that increase their maximum hit points temporarily)
600

CHORD OF OMNIPOTENCE
SPECIAL - CHORD OF OMNIPOTENCE
Metal Herald makes allies around him invulnerable for 5 seconds.

                                     


                                                                   Bane of the Damned, 800
                                      Bane of the Damned

                                   Increases the Chord of Omnipotence’s duration from 5 to 7 seconds.
                                   Whenever Chord of Omnipotence is used, Metal Herald receives Armor.
                                   (Armor – machines with this effect reduce damage taken by 25%)
General Upgrades
Those can be bought for any car.

Heavy Metal Plates
Increases your hit points by 100.
800
Metal Never Dies
Increases your out of combat repair rate by 30%.
600
Monocyclic Cooler
Increases the recharge rate of your Weapon 2 by 10%.
600
Symphony of Power
Increases your Special Weapon recharge rate by 25%.
600
Bullets from Hell
Increases your Weapons damage by 10%.
600
Last words
If you meet a new player, help them out by sharing a link to this list or just telling to check out the guide section of Steam.

Don't forget to rate this! You know which button to press, right?

                   "And may the Metal bless you all, forever and ever!"
15 Comments
Ereene 14 Mar, 2018 @ 8:04am 
keeping it up for posterity! (and memories :neonsad:)

but tbh, no need to start doing new guide on combat test, lets wait
Spikeynator 14 Mar, 2018 @ 6:18am 
think this post is outdated af... none of these skills are the same as in game...
Ereene 29 Dec, 2017 @ 8:39pm 
also an error in arti's passive it says nitro when it is turbo
Ereene 29 Dec, 2017 @ 8:38pm 
doesnt Killer J's "A compliment" should say 50% damage returned and can triggers every 3(?) secs
Ereene 20 Dec, 2017 @ 8:36am 
they should remove that part and say it now deals a little area damage
Ereene 20 Dec, 2017 @ 8:35am 
wtf yea ahah i meant fmj, i was probably very tired, and no in game stil lsay the same, been like that since the change some months back
T-Bone  [author] 20 Dec, 2017 @ 2:49am 
You probably meant FMJ, d e a t h?:)
I know that too, but for that I have included last game version that I checked this list on ;)

And I think that in game it's already fixed, isn't it?
I remember checking it some day and even reporting about it to Hoplon
Ereene 19 Dec, 2017 @ 3:29pm 
killer j missile doesnt bounce anymore, and it has never been changed in game either
bugarela 18 Nov, 2017 @ 3:07pm 
Really cool, ty ;)
Reality 9 Nov, 2017 @ 1:06pm 
I like that someone made a new guide. I should probbably change my guide to say that it was in a really early version of the game, so that people don't wonder why it talks about stuff that doesn't exist in the game anymore.