Deadlift
Former construction workers with a penchant for paddle-ball and a leg day to skip, Deadlift is a bot who uses its hefty arms to grab, pull, and smash any bot it can catch with its chains.
JAB: Deadlift utilizes its fists to directly inflict concussions to any bot in its range. Holding the primary fire allows Deadlift to charge its attack into a CHARGED JAB, dealing increased damage and launching the target.
CHAIN: A long-ranged grapple that will allow the Deadlift to either grapple enemies, allowing it to get more effective swings in melee range and launch enemies as Live Ammo, or grapple walls, allowing for fast movement.
Jabbing a bot pulled in by the Deadlift's Chain builds up a knockback combo up to a max of 3, enhancing the damage done by the Charged Jab's direct damage to the entity chained as well as to any bot hit by the projectile that entity becomes.
Enemies that are launched by a Deadlift's charged punch can be deflected as if they were projectiles.
Upgrades
Tier | Name | Effects | Description | Max Stack |
---|---|---|---|---|
Common | Weakpoint Database | +30% charged attack damage | Percussive maintenance. | 10 |
Precompressed Hydraulics | +10% punch knockback | Get pumped. | 10 | |
Up-Geared Winch | +30% grapple strength | Throw a wrench in someone's plans. | 3 | |
Cable Management | Launch and recall grapple 50% faster. | It's a winch, not a spaghetti roller. | 2 | |
Footwork Scheduler | Maintain +50% movement speed while charging, Lunge forward when punching | Float like an attack helicopter. Sting like an attack helicopter. | 2 | |
Leg-Day Hallucination | +15% movement speed | "I don't REMEMBER skipping anything..." | 10 | |
Tier | Name | Effects | Description | Max Stack |
Radical | Hassotobi | Pull yourself toward grappled enemies (precludes: Yorikiri) |
Unstoppable force. | 1 |
Followthrough | Launched enemies lose 50% less speed when colliding | Line 'em up. Knock 'em down. | 2 | |
Yorikiri | Retain full mobility while grappling enemies, Become immune to knockback (precludes: Hassotobi ) |
Immovable object. | 1 | |
Tier | Name | Effects | Description | Max Stack |
Breakthrough | Finesse | -90% melee damage to grappled enemies | Swing for the fences, not the jugular. | 1 |
Frayed Wires | Continuously stuns grappled enemies, Stuns enemies hit by grappled enemies | It's called an "ELECTRO" magnet for a reason. | 1 | |
Whiplash | Attacks create a projectile beam | Its dangerous to go alone. | 1 |
Skins
AI
Main article: Enemy AI
Deadlifts have ten unique states. Only seven are implemented.
Priority
- Rushing or within range:
- Approach for Attack (75%)
- Position for Grapple (25%)
- Has something grappled:
- Otherwise:
Not seen in the priority list are Attack, Grapple Foe, and Juggle & Launch entity, which are transitioned to by other states.
Approach for Attack
Upon entering: The Deadlift will immediately enter the Attack state if it's within 50 units of the player. Then, if there is no unobstructed straight line between the Deadlift and player, it will enter the Navigate to close range state. Finally, it picks a point in a 180° semicircle pointing at the player if it is Rushing or you are within the area is controls. Camping Deadlifts will pick their current position. If no such point exists, it will move 100 units in your direction, clamped to the area it controls.
While in this state: After a second has passed or it reaches its destination, the Deadlift will choose a different state according to the priority if the line between it and the player is obstructed. If it is not obstructed, it has a 10% chance to Position for Grapple. If it doesn't and it is within 50 units of the player, it will enter the Attack state, otherwise trying again by re-entering this state.
Attack
Upon entering: The Deadlift sets a timer for between 0.3 and 0.8 seconds and begins charging a punch.
While in this state: The Deadlift will move towards the player. Once the timer expires, it will choose a different state according to the priority and go on a half second cooldown. This also causes the Deadlift to throw the punch.
Position for Grapple
Upon entering: The Deadlift determines if the player is within grappling range and has line of sight. This is 130-200 units for Rushing Deadlifts and 50-200 units for any other tactic. If the player passes both checks, the Deadlift sets its state to Grapple Foe after 0.6 - AI level * 0.2 seconds. In practice, this is always 0.6 seconds. If this check doesn't pass, the Deadlift picks one of 5 points in a semi circle around the player at their preferred grapple range. If no such point exists, it will choose a different state according to the priority.
While in this state: Once the Deadlift reaches its point or 2 seconds have passed, it will enter the Grapple Foe state with a 0.3 - AI level * 0.2 second delay. In practice, this is always 0.3 seconds.
The Deadlift will not enter this state again for 2 seconds.
Grapple Foe
Upon entering: The Deadlift sets a timer for 1.5 seconds and launches its chain.
While in this state: The Deadlift checks if it has grappled an entity every frame. If it has, it will enter the Foe Grappled state. If 1.5 seconds have passed, the Deadlift will choose a different state according to the priority.
Foe Grappled
Upon entering: The Deadlift sets a timer for 2.0 - AI level * 0.5 seconds. In practice, this is always 2 seconds.
While in this state: The Deadlift starts circling the target. If the Deadlift is hit, it immediately retracts the grapple. When the timer reaches 0 the Deadlift will transition to Launch Entity or Juggle Entity depending on its level. The Deadlift will do this 0.5 seconds early if the target is more than 200 units away.
Juggle Entity
This state cannot currently be seen in-game as no enemy has an AI level above 0.
Upon entering: The Deadlift sets a timer for one second and begins tugging its chain.
While in this state: The Deadlift will release its grapple upon being hit or the timer reaching 0. When the target is within 50 units, it will throw an uncharged punch and re-enters the Juggle state once for every level it has. When it has juggled the target enough, it will enter the Launch Entity state as long as the target is alive. If the target is dead, the Deadlift will choose a different state according to the priority.
Launch Entity
Upon entering: The Deadlift sets a timer for one second and begins tugging its chain.
While in this state: The Deadlift will release its grapple upon being hit or the timer reaching 0. If the entity is killed before the Deadlift can launch it, the Deadlift will choose a different state according to the priority. When the target is within 50 units, it will release the punch it charged, then choose a different state according to the priority with a half second delay.
Upon exiting: The Deadlift retracts its grapple and stops tugging.
Elites
Enemy Deadlifts can be spawned with one or more upgrades, with their skin being determined by the upgrade. These Elites will award extra fitness points when defeated, and will retain their upgrade when swapped into(usually stacking its effect with upgrades already possessed). In the case that an Elite is spawned with multiple of these upgrades, the skin closer to the top of the table will take priority.
Skin | Image | Upgrade | Effects |
---|---|---|---|
Hypoxic | Whiplash | Melee attacks fire a large, piercing projectile. | |
Olympia | Hassotobi | Deadlift is quickly pulled towards grappled enemies. | |
Plate | Yorikiri | Deadlift is no longer pulled towards grappled enemies and is immune to knockback. |
Trivia
- The Indev name for Deadlift was Chainbot.
- The original moveset for Deadlift completely lacked a secondary attack, with the jab and charged punch being stronger and shooting a spread of weak projectiles.
Concept Art
Bots | |
---|---|
Level 1 | |
Bosses |