((Hero Shooter)) Main Roles 1. Defense (The Unbreakable)-(Tank)-(health-500-700) The bedrock of the team. These heroes focus on area denial, protection, and sustainability. They don't just stand there; they make the objective an impenetrable fortress. Playstyle: High health pools, damage mitigation, and "staying power." 2. Assault Unit (The Heavy Pressure)-(DPS)-(health-300-325) These are the primary damage dealers meant to lead the charge. They excel at breaking through enemy lines with raw power and consistent Quirk output. Playstyle: High sustained damage, shield-shredding, and mid-range dominance. 3. Tracers (The High-Speed Flankers)-(Dive/speedsters)-(health-225-250) The scouts and assassins. They use the 3D environment to their advantage, dropping in from above or behind to pick off high-value targets before vanishing. Playstyle: Extreme mobility, burst damage, but low health. 4. Tacticians (The Battlefield Controllers)-(AOE-Trap)-(health-300-325) The "brains" of the operation. They win by changing the rules of the engagement—disabling Quirks, creating walls, or trapping enemies in place. Playstyle: Debuffs, crowd control (CC), and environmental manipulation. 5. Resonators (The Force Multipliers)-(Healers) The backbone of team endurance. They ensure the squad stays at peak performance by restoring health or boosting the Quirk potency of their allies. Playstyle: Healing, buffing, and resource management. Kit setup Health || Shield Passive PU/PC Passive (Builds up similar to plus ultra in Mhur but once you activate it you unlock your second passive for 12.5 seconds) Primary Fire Secondary Fire Quirk 1 Quirk 2 Ultimate
Game Modes 1. Crisis Intervention (Escort/Payload) A high-priority "Rescue Bus" or "Civilian Transport" is moving through the city. The Goal: The Attacking Team must stay near the transport to move it to the extraction zone. The Defending Team must halt its progress until time runs out. Role Synergy: Defense units (like All Might or Fat Gum) are vital here to stand on the payload, while Assault Units try to break the blockade. 2. U.A. Battle Trial (King of the Hill) A single "Control Zone" activates in the center of the map. The Goal: Teams fight to hold the zone. The first team to reach 100% capture time wins the round. Role Synergy: This is where Tacticians like Uraraka shine, using gravity to lift enemies off the point, while Resonators like Mei keep the team alive in the "meat grinder" of the center point. 3. Raid & Rescue (Multi-Point Assault) The map is divided into two phases. Phase A is "The Breach" (Capture a point), and Phase B is "The Rescue" (Secure two specific items/hostages and bring them back to base). The Goal: Attackers must breach the villain hideout and successfully retrieve "Target Items." The Maps Map 1: Ground Beta (The Training City) Mode: Crisis Intervention Layout: A sprawling urban landscape with high-rise buildings and narrow alleys. Key Feature: Verticality. There are many "Sniper Perches" for Assault Units like Todoroki, but plenty of "Wall-Run" surfaces for Tracers like Deku or Mirko to flank. Interactive Hazard: Giant "Robo-Infernos" occasionally spawn and block the main road, requiring the team to destroy them to keep the payload moving. Map 2: The U.S.J. (Unforeseen Simulation Joint) Mode: U.A. Battle Trial Layout: A massive dome divided into "Zones" (Shipwreck, Fire, Wind, Landslide). The Control Zone rotates between these biomes each round. Key Feature: Environmental Hazards. * Shipwreck Zone: Water slows movement unless you have a flight/float quirk. Fire Zone: Deals chip damage if you stand in certain spots. Map 3: Kamino Ward (The Fallen City) Mode: Raid & Rescue Layout: Nighttime setting, heavy debris, and collapsed buildings. It’s dark, making Mei Hatsume’s "Zoom" passive incredibly valuable for spotting enemies in the shadows. Key Feature: Destructible Cover. Unlike other maps, many walls can be destroyed by Assault Units The "Plus Ultra" Map Mechanic: The Quirk Singularity Once a match reaches the "Final Minute" or "Overtime," the map environment enters a Plus Ultra State: Visuals: The sky changes color, and debris begins to float. Effect: All players' Plus Ultra/Chaos Gauges build 2x faster, leading to a chaotic finish where everyone is using their evolved passives and Ultimates