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Last Stand - Mekboy
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==Armor== *'''Orky Armor''' - ''Default'' **Armor: 22 ***Naff Armor. Don't bother. *'''Teleporta Pack''' - ''Level 1'' **Armor: 22 **Ability: Teleporta (7 Energy, teleports the Mekboy to a targeted location) **This is your bread and butter. This is how you compensate for your heavy guns and your weapon when using the Juiced-Up Tellyporta. Mobility is the golden egg of [[Last Stand]], and the ability to get around the battlefield is worth any price, even the ridiculously weak defense this armor happens to have. *''''Eavy Armor''' - ''Level 3'' **Armor: 180 **+75 Health **This armor has you give up teleporting, but it instead gives you some serious armor and health. The problem is that you'll often be running up against swarms who'll run you down the same, but that is mostly made up for by the fact that you'll tank attacks you never could have withstood with the other armors. Suffice to say, this is one of the best Mekboy armors and only gets better as the Mekboy levels up. *'''Mad Teleporta Pack''' - ''Level 9'' **Armor: 86 **Traits: Reactive Escape (When Mekboy is hit in melee, there's a 15% chance for him to teleport to a random location. After teleporting, he will be temporarily phased out, reducing his likelihood of getting hit.), Reactive Teleport (When Mekboy is a hit in melee, there's a 50% chance for the enemy to be teleported to a random location) ***Significantly tougher than the starting Teleporta armor, the Mad Teleporta is a chaotic piece that has hilarious synergy with Sturdy Bitz, the Zzap Knife, and a Juiced Up Teleporta to make you something of a crazy quantum 'splosionmancer. Just stay away from your teammates, and maybe invest in Cybork Bitz too, for extra armor, though that's all your accessories right there. Can be handy also in defensive builds since it can forcibly teleport enemies away, though its mediocre armor and the lack of control do make it hard to fit into some builds. Worth considering. *'''Electric Armor''' - ''Level 14'' **Armor: 32 **Traits: Damage Aura (Enemies near the Mekboy will take gradual damage) ***This armor looks like absolute garbage at first - it has very little defense and its ability doesn't seem all that good - at first. Electric Armor makes it so that any enemy near you takes gradual damage that ignores defense. This isn't really enough to kill on its own, but when paired with Bouncy Shield or an aggressive melee build can make attacking you a losing proposition for melee foes. Is particularly valuable for Dakka Deffgun users, since the effect damages any enemy that gets near you. *'''Kustom Force Field''' - ''Level 19'' **Armor: 44 **Ability: Kustom Force Field (15 Energy, makes the Mekboy temporarily invulnerable) ***An outstanding piece of armor that's easy to ignore, this armor is a significant survivability upgrade for the Mekboy. Ideally used with Speshul Tools and Roks to allow you to go play in your own apocalypse, Kustom Force Field can save your butt when a lot of other armors would rely on sheer tankiness or mobility. Extremely good for aggressive fighters and has hilarious uses with 'Uge Bombz, but it also makes your clone capable of using it - which sucks. *'''Leaky Armor''' - ''Achievement Unlock: Kill 2,500 enemies as the Mekboy'' **Armor: 145 **Trait: Leaky Armor (When hit, there's a 25% chance to drop two mines) ***Not a bad armor. If it had a health boost of any kind or triggered on ranged attacks as well, this would arguably be preferable to 'Eavy Armor in many builds. As it currently stands, Leaky Armor is pretty tough armor and allows you to, when hit, drop two proximity mines (See that wargear entry). This potentially is a godsend when running from packs, as melee opponents that aren't knockdown immune and are anywhere near the mine will often be thrown into the air and damage by the blast, enabling your escape. Works very well with defensive builds, especially ones using the Flamer, since that weapon often requires you to fire on the move and get close.
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