The Tow Truckers

Shock Away

Creates an area around the machine that deals damage and pushes enemies hit.

  • Warm Up: 0.25s
  • Damage on hit: 100 HP
  • Area Size: 10 Radius
  • Push Force: 60
  • Cooldown: 2s
  • Passes Through Barriers: No
  • Special Weapon Energy Gain: 11% of damage dealt
  • Global Cooldown: Death Magnet = 0.4s| Electric Rush = instant | Singularity = 0.4s | Bomb Pass = 0.4s

Death Magnet

Launches a magnet that deals damage and attaches to the enemy hit, pulling them towards Clunker. The magnet returns to Clunker upon reaching its maximum range. The magnet can also attach to enemies on its way back to Clunker. The magnet is destroyed if it collides with the environment when returning to Clunker. When the effect of the magnet ends, enemies attached to the magnet briefly lose control of their machines. Activating the weapon again releases the enemy immediately. Can be used to pull the bomb.

  • Warm Up: 0.5s
  • Cooldown: 8s
  • Damage on Hit: 200 HP
  • Duration: 2.5s
  • Daze Duration: 0.5s
  • Projectile Speed: 180
  • Projectile Size: 1.5 Radius
  • Pull Force: 20
  • Influenced by Machine's Speed: Yes
  • Projectile Deceleration: Yes
  • Passes Through Barriers: No
  • Can Hook Barriers: Yes
  • Special Weapon Energy Gain: 11% of damage dealt
  • Teleport Disarm: Yes
  • Global Cooldown: Shock Away = instant | Electric Rush = instant | Singularity = 0.35s | Bomb Pass = 0.1s

Electric Rush

Boosts the machine, losing control temporarily, increasing its mass and attracting itself to enemies - or the bomb, if loose - located in front of him. Deals damage to enemies upon contact.

  • Warm Up: 0.1s
  • Damage Per Second: 150 HP
  • Cooldown: 6s
  • Duration: 1.5s
  • Passes Through Barriers: No
  • Pull Force: 400
  • Instant Boost: 70
  • Scaling Boost Over Time per second: 100
  • Boost Over Time Duration: 1.5s
  • Daze: 0.3s
  • Mass Gain: 20
  • Mass Gain Duration: 1.5s
  • Special Weapon Energy Gain: 10% of damage dealt
  • Global Cooldown: Shock Away = 0.1s | Death Magnet = 0.1s | Singularity = 0.1s | Bomb Pass = 0.1s


Creates an area that magnetizes enemies and the bomb, dealing damage and pulling them in Clunker's direction for a few seconds.

  • Warm Up: 1s
  • Damage on hit: 200 HP
  • Area Size: 26 Radius
  • Passes Through Barriers: Yes
  • Duration: 3s
  • Teleport Disarm: Yes
  • Global Cooldown: Shock Away = 1.2s | Death Magnet = 1.2s | Electric Rush = instant | Bomb Pass = 1.2s

  • Sound Track:

The Clunker brothers are interceptors who are extremely good at irritating the enemy team, dropping bombs and wreaking havoc.

Shock Away is an attack in the area that can hit any target nearby the Clunkers, as long as it is carefully launched at the right instant, since the electric gadget takes a fraction of a second to launch.

The Death Magnet is a big help to the Clunkers. Launched in front of the vehicle, it causes damage when connected to the target and can be carried for long distances toward the back of their truck, when it applies damage a second time at the end of the dragging action. It is used frequently to throw the opponents at the droppers (useful for taking the bomb away from the enemy) or in the lava (useful for taking away the bomb to destroy the enemy). It is also used to protect your transporter, surgically removing from battle someone who is causing too much trouble. Master Tow aim is crucial for helping the Clunkers reach their enormous destructive potential and causing the biggest possible headache, which is what the hicks do best.

This truck needs some speed! Electric Rush is the third weapon, which magnetizes the machine, gaining speed and pushing opponents away.

The special weapon is Singularity. This is a magnetic explosion in the field around him, causing area damage and drawing the opponents toward the center of the circle. In addition to being able to toss enemies into the lava or crushers, the Clunkers are able to gather together the enemies nearby them so that another pilot can take PASSIVE of this mash-up, like Rampage with his blade or Stingray with the beam.


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