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Phasebots (New Factory Idea)

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Date Editor Before After
6/1/2026 1:06:18 AMJPrankQrow before revert after revert
Before After
1 Hi All, 1 Hi All,
2 \n 2 \n
3 It's been awhile since I've had a post like the one for train factory, so I figured perhaps I should brainstorm up another factory again. 3 It's been awhile since I've had a post like the one for train factory, so I figured perhaps I should brainstorm up another factory again.
4 \n 4 \n
5 I've had this one in my head for awhile - it's sort of a cross between high APM micro oriented control play and mobility that I have always wanted out of a factory, but doesn't really exist in base content (apart from maybe JJ). 5 I've had this one in my head for awhile - it's sort of a cross between high APM micro oriented control play and mobility that I have always wanted out of a factory, but doesn't really exist in base content (apart from maybe JJ).
6 \n 6 \n
7 It is most definitely half-baked, so provide feedback below please. 7 It is most definitely half-baked, so provide feedback below please.
8 \n 8 \n
9 Phasebot (the time out factory) 9 Phasebot (the time out factory)
10 \n 10 \n
11 ( Phasing puts units into statis where they cannot be interacted with or interact with other units for x amount of time. They also cannot move, toggle fire states or options, and shield charge and cloak are disabled) 11 ( Phasing puts units into statis where they cannot be interacted with or interact with other units for x amount of time. They also cannot move, toggle fire states or options, and shield charge and cloak are disabled. Units who were phased cannot be phased again for 3 seconds. )
12 \n 12 \n
13 \n 13 \n
14 Ghost (constructor) 14 Ghost (constructor)
15 \n 15 \n
16 170 metal, 7.5bp 16 170 metal, 7.5bp
17 \n 17 \n
18 Manual Ability: phase out this unit for 5 seconds. (1 minute cooldown) 18 Manual Ability: phase out this unit for 5 seconds. (1 minute cooldown)
19 \n 19 \n
20 Enhanced: Phases out for 10 seconds instead. 20 Enhanced: Phases out for 10 seconds instead.
21 \n 21 \n
22 \n 22 \n
23 \n 23 \n
24 Spirit (raider) 24 Spirit (raider)
25 \n 25 \n
26 110 metal 26 110 metal
27 \n 27 \n
28 Melee only chakram weapon that deals damage in a small circle around the Spirit. 28 Melee only chakram weapon that deals damage in a small circle around the Spirit.
29 \n 29 \n
30 Manual Ability: perform a small dash in one direction. (15 second cooldown) 30 Manual Ability: perform a small dash in one direction. (15 second cooldown)
31 \n 31 \n
32 Enhanced: Cooldown on dash reduced to 5 seconds. 32 Enhanced: Cooldown on dash reduced to 5 seconds.
33 \n 33 \n
34 \n 34 \n
35 Geist (riot/cc) 35 Geist (riot/cc)
36 \n 36 \n
37 220 metal 37 220 metal
38 \n 38 \n
39 Phases out a small circle area in front of the unit for 3 seconds. 39 Phases out a small circle area in front of the unit for 3 seconds.
40 \n 40 \n
41 Enhanced: Instead of phasing out the area in front, stun them with EMP and apply 50% slow instead. 41 Enhanced: Instead of phasing out the area in front, stun them with EMP and apply 50% slow instead.
42 \n 42 \n
43 \n 43 \n
44 \n 44 \n
45 Shade (anti-heavy skirm) 45 Shade (anti-heavy skirm)
46 \n 46 \n
47 400 metal 47 400 metal
48 \n 48 \n
49 Throws three blobs of white fire which burn enemy units for percentile max health damage over 4 seconds. 49 Throws three blobs of white fire which burn enemy units for percentile max health damage over 4 seconds.
50 \n 50 \n
51 Enhanced: Throw 5 blobs instead. 51 Enhanced: Throw 5 blobs instead.
52 \n 52 \n
53 \n 53 \n
54 \n 54 \n
55 \n 55 \n
56 Haunt (pseudo-assault) 56 Haunt (pseudo-assault)
57 \n 57 \n
58 550 metal 58 550 metal
59 \n 59 \n
60 Haunts have no primary weapon. 60 Haunts have no primary weapon.
61 \n 61 \n
62 Manual Ability: Throw a hook in a direction. The hook latches onto the first enemy unit or structure it hits, applying slow. While the hook stays connected, Haunt applies x capture damage a second to target. If the target can leave the range of the hook, the connection breaks. Targets captures are controlled permanently, not linked to the Haunt. 62 Manual Ability: Throw a hook in a direction. The hook latches onto the first enemy unit or structure it hits, applying slow. While the hook stays connected, Haunt applies x capture damage a second to target. If the target can leave the range of the hook, the connection breaks. Targets captures are controlled permanently, not linked to the Haunt.
63 \n 63 \n
64 Enhanced: Instead of capturing targets, hitting a target with a hook phases them out for 5 seconds. 64 Enhanced: Instead of capturing targets, hitting a target with a hook phases them out for 5 seconds.
65 \n 65 \n
66 \n 66 \n
67 \n 67 \n
68 Purifier (firebomb) 68 Purifier (firebomb)
69 \n 69 \n
70 400 Metal 70 400 Metal
71 \n 71 \n
72 Detonates setting an area ablaze, dealing damage. 72 Detonates setting an area ablaze, dealing damage.
73 \n 73 \n
74 Enhanced: In addition to dealing regular burn damage, applies slow. 74 Enhanced: In addition to dealing regular burn damage, applies slow.
75 \n 75 \n
76 \n 76 \n
77 \n 77 \n
78 Apparition (phasebomb) 78 Apparition (phasebomb)
79 \n 79 \n
80 500 Metal 80 500 Metal
81 \n 81 \n
82 Detonates, phasing a large area out for 10 seconds. 82 Detonates, phasing a large area out for 10 seconds.
83 \n 83 \n
84 Enhanced: Gains the ability to jump a short distance. 84 Enhanced: Gains the ability to jump a short distance.
85 \n 85 \n
86 \n 86 \n
87 \n 87 \n
88 Nightdeer (mobility damage mech) 88 Nightdeer (mobility damage mech)
89 \n 89 \n
90 3200 metal 90 3200 metal
91 \n 91 \n
92 The Nightdeer is the top-end unit of the factory, and has low HP but high mobility and an unorthodox control scheme. 92 The Nightdeer is the top-end unit of the factory, and has low HP but high mobility and an unorthodox control scheme.
93 \n 93 \n
94 Rather than having standard weaponry, the Nightdeer has 4 manual abilities. Each one of them has a unique cooldown. 94 Rather than having standard weaponry, the Nightdeer has 4 manual abilities. Each one of them has a unique cooldown.
95 \n 95 \n
96 1: Perform a long straight dash. 96 1: Perform a long straight dash.
97 \n 97 \n
98 Enhanced: Replace the dash with an extremely quick JumpJet. 98 Enhanced: Replace the dash with an extremely quick JumpJet.
99 \n 99 \n
100 2: Perform a crescent slash, dealing low damage to all units around the Nightdeer. 100 2: Perform a crescent slash, dealing low damage to all units around the Nightdeer.
101 \n 101 \n
102 Enhanced: Performs the slash an additional time. 102 Enhanced: Performs the slash an additional time.
103 \n 103 \n
104 3: Perform a long stab that vacuums in the first unit it hits, and deals damage to all units in the path. 104 3: Perform a long stab that vacuums in the first unit it hits, and deals damage to all units in the path.
105 \n 105 \n
106 Enhanced: Additionally stuns all units hit for 3 seconds. 106 Enhanced: Additionally stuns all units hit for 3 seconds.
107 \n 107 \n
108 4: Phase out for 10 seconds. While phased, heal for 2% max HP a second. 108 4: Phase out for 10 seconds. While phased, heal for 2% max HP a second.
109 \n 109 \n
110 Enhanced: Phase out for 15 seconds instead. 110 Enhanced: Phase out for 15 seconds instead.
111 \n 111 \n
112 \n 112 \n
113 \n 113 \n
114 Pyre (special structure) 114 Pyre (special structure)
115 \n 115 \n
116 600 metal 116 600 metal
117 \n 117 \n
118 Unlike other factories, Phasebots have a building that only their constructors can build called the Pyre. While phasebot units are in range of the Pyre, they gain various enhancements at the cost of taking 2% health damage a second. The Pyre burns itself, has 300 HP and takes 30 HP/damage a second upon being built, dying after 10 seconds. 118 Unlike other factories, Phasebots have a building that only their constructors can build called the Pyre. While phasebot units are in range of the Pyre, they gain various enhancements at the cost of taking 2% health damage a second. The Pyre burns itself, has 300 HP and takes 30 HP/damage a second upon being built, dying after 10 seconds.
119 \n 119 \n
120 Thus, players should carefully consider whether or not to build this to support them during fights. 120 Thus, players should carefully consider whether or not to build this to support them during fights.
121 \n 121 \n
122 \n 122 \n