Full Metal Judge

Full Metal Judge

The Executioner

Triple Tap

Fires 3 consecutive shots. Defensive Mode: Receives Shield for each projectile that hits an enemy. Offensive Mode: Increases the projectile damage, but does not receive Shield.

  • Warm Up: 0.2s
  • Projectile Hit Push Force: 15
  • Projectile Duration: 1s
  • Fire Rate: 0.14s
  • Cooldown: 1.8s
  • Projectile Speed: 150
  • Projectile Size: 1.5 Radius
  • Influenced by Machine's Speed: Yes
  • Projectile Deceleration: Yes
  • Passes Through Barriers: No
  • Special Weapon Energy Gain: 20% of damage dealt
  • Global Cooldown: Dead or Alive = 0.55s | Relentless Plague = instant | Sentence: Death= 0.55s | Bomb Pass = 0.55s
  • - Defensive Mode:
  • Damage on Hit: 50 HP
  • Shield Gain on Hit: 55 SP
  • - Offensive Mode:
  • Damage on Hit: 75 HP

Dead or Alive

Alternates between Defensive and Offensive modes. Defensive Mode: Receives Shield per second and increases the character's mass. Offensive Mode: Takes damage per second.

  • Warm Up: 0.5s
  • Cooldown: 0.1s
  • Global Cooldown: Triple Tap = 0.1s | Relentless Plague = 0.1s | Sentence: Death= 0.1s | Bomb Pass = 0.1s
  • Defensive Mode:
  • Mass Gain: 1
  • Shield Gain Per Second: 20 SP
  • Offensive Mode:
  • Damage (non-lethal) Per Second: 9 HP

Relentless Plague

Boosts the machine, dealing damage on contact to enemies in front of the machine. The greater the speed difference between the vehicles, the greater the damage. Full Metal Judge also receives push resistance during the weapon's effect. Defensive Mode: Receives Shield when used. Hitting enemies also provides Shield to Full Metal Judge. Offensive Mode: Receives a stronger boost, and deals more damage.

  • Warm Up: 0s
  • Duration: 2s
  • Cooldown: 6s
  • Scaling Boost Over Time per second: 100
  • Boost Over Time Duration: 0.5s
  • Push Resistance: 80%
  • Push Resistance Duration: 1s
  • Forward Acceleration: 12%
  • Forward Acceleration Duration: 1s
  • Reverse Acceleration: 12%
  • Reserve Acceleration Duration: 1s
  • Special Weapon Energy Gain: 12% of damage dealt
  • Global Cooldown: Triple Tap = instant | Dead or Alive = 1s | Sentence: Death= instant | Bomb Pass = instant
  • - Defensive Mode:
  • Instant Boost: 40
  • Minimum Damage Per Second: 15.25 HP
  • Maximum Damage Per Second: 305.5 HP
  • Shield Gain Per Second on Hit: 40 SP
  • - Offensive Mode:
  • Instant Boost: 100
  • Minimum Damage Per Second: 22.87 HP
  • Maximum Damage Per Second: 458.25 HP

Sentence: Death

Keeps "Triple Tap" active for 30 consecutive shots. - The remaining statistics are the exact same as Weapon 1 -

  • Warm Up: 1s
  • Global Cooldown: Triple Tap = 5.2s | Dead or Alive = instant | Relentless Plague = instant | Bomb Pass = 5.2s

  • Sound Track:

When the Full Metal Judge comes for you, there is nowhere to run. His role in the game is mainly Transporter. However, you can switch instances and become a strong damage dealer and help intercept the bomb.

Besides transporting the bomb, he can also dish a lot of damage if you can aim his frontal cannon properly and shoot with Triple Tap, shooting projectiles that can hit multiple opponents.

The Secondary Weapon is the key to winning or losing a match: Dead or Alive. This skill is a switch to activate your offensive or defensive modes. The offensive mode inflicts damage over the time while it is activated and increases the damage of the other weapons. On defensive mode, FMJ receives shield over time and upon hitting the enemies.

As a veteran of the Sect of Metal, Full Metal Judge is the go-to person for chasing and delivering “justice” as they seem fit. The Relentless Plague ability allows him to not only tackle and damage his opponents but also avoid and resist crowd control abilities affecting him – perfect for charging with the bomb without interruptions.

The final judgment is the Sentence – Death. This Special Weapon can be combined with the Dead or Alive to deal outstanding damage as the 30-missiles burst is being shot.


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Full Metal Judge