Holoparasite: Difference between revisions

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|guides = This is the guide
|guides = This is the guide
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|quote=ATATATATATATATATATATATATATATATATAT
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|titles=Stands, Holoparasites, Guardians}}




A '''holoparasite''', also known by its magic variant as a '''guardian spirit''', is a special being that is bound to the single person that summoned it. It is summoned through either a deck of tarot cards for the magic version or a parasitic nanomachine injector for the machine version. The nanomachine injector can be purchased by traitors.
A '''holoparasite''', also known by its magic variant as a '''guardian spirit''', is a special being that is bound to the single person that summoned it. It is summoned through either a deck of tarot cards for the magic version, or a parasitic nanomachine injector for the machine version. The nanomachine injector can be purchased by traitors.


The only difference between the magic and tech versions are their summon methods and appearance. They both have access to the same abilities. This means that traitors can get an ally that [[Wizard]]s are also able to get!
The only difference between the magic and tech versions are their summon methods and appearance. They both have access to the same abilities. This means that traitors can get an ally that [[Wizard]]s are also able to get!
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Attack: Increases the guardian's damage by 5 per rank, at A rank the guardian can smash walls. If the guardian is ranged, it will instead increase their projectile damage by 2.5 per rank.
Attack: Increases the guardian's damage by 5 per rank, at A rank the guardian can smash walls. If the guardian is ranged, it will instead increase their projectile damage by 2.5 per rank.


Defense: Decreases the guardian's damage transfer by 20% per rank down to 25%.
Defense: Decreases the guardian's damage transfer by 20% per rank, down to 25%.


Speed: Increases the guardian's attack speed.
Speed: Increases the guardian's attack speed.


Potential: Increases the power, length, or decreases the cooldown of the guardian's major ability.
Potential: Increases the power or length of the guardian's major ability, or decreases its cooldown.


Range: Increases the guardian's range by 2 tiles per rank. At F rank the guardian cannot move on its own and will stay "behind" its summoner.
Range: Increases the guardian's range by 2 tiles per rank. At F rank the guardian cannot move on its own and will stay "behind" its summoner.
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The guardian has a second mode that causes its punches to heal whatever they hit by 1.5 times the guardian's potential stat. This ability is exclusive to ''Mysterious Arrows'', and cannot be purchased in the Holoparasite Injector/Wizard Deck.
The guardian has a second mode that causes its punches to heal whatever they hit by 1.5 times the guardian's potential stat. This ability is exclusive to ''Mysterious Arrows'', and cannot be purchased in the Holoparasite Injector/Wizard Deck.
===Limited Healing - 3 points===
===Limited Healing - 3 points===
Functionally identical to healing except the guardian cannot heal its summoner.
Functionally identical to healing, except the guardian cannot heal its summoner.
===The Hand - 5 points===
===The Hand - 5 points===
The guardian can attack an item or person directly, teleporting anything on its tile towards it. Cooldown is decreased by potential. You can teleport items such as lockers, too.
The guardian can attack an item or person directly, teleporting anything on its tile towards it. Cooldown is decreased by potential. You can teleport items such as lockers, too.
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The guardian can create a teleport pad and teleport items and people to it by alt+clicking them. Has a short delay between beginning a teleport and the teleport taking place.
The guardian can create a teleport pad and teleport items and people to it by alt+clicking them. Has a short delay between beginning a teleport and the teleport taking place.
==General Tips==
==General Tips==
*There is no best ability to a Holoparasite. Despite Scout being known as one of the worst abilities, there are many situations where it beats others.
*There is no best ability for a Holoparasite. Despite Scout being known as one of the worst abilities, there are many situations where it beats others.
*The Hand is quite possibly one of the best abilities if you were to have no skill in Holoparasites. It has quite a simple ability, and anyone can use it. It is the easiest ability to accomplish a [[Traitor#Hijacking|hijack objective]]. Do not rely on just this ability though! Experiment!
*The Hand is quite possibly one of the best abilities if you were to have no skill in Holoparasites. It has quite a simple ability, and anyone can use it. It is the easiest ability to accomplish a [[Traitor#Hijacking|hijack objective]]. Do not rely on just this ability though! Experiment!
*The "Explosive" ability does not actually cause a physical explosion, instead simply creating trap explosions, that normally either damage a singular tile, or a singular target. It is not good for crowd control.
*The "Explosive" ability does not actually cause a physical explosion, instead simply creating trap explosions; these normally either damage a singular tile, or a singular target. It is not good for crowd control.
*A special thing about the Healing and Limited Healing abilities of a Holoparasite is that they can heal anything. This includes Objects, and other things such as Cyborgs and Mechs. You could keep a Gygax mech in commission while fighting a Blob for a long time, as it also has infinite punching speed while healing non-organics.
*A special thing about the Healing and Limited Healing abilities of a Holoparasite is that they can heal anything. This includes Objects, and other things such as Cyborgs and Mechs. You could keep a Gygax mech in commission while fighting a Blob for a long time, as it also has infinite punching speed while healing non-organics.
{{Antagonists}}
{{Antagonists}}
[[Category:Jobs]]
[[Category:Jobs]]
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