Freakshow
Overview
The Freakshow are an enemy group in City of Heroes and City of Villains. This group of cyber-anarchists only respect one law: the survival of the strongest. They can be found between levels 20 and 40 typically, though it is still possible to find groups of them in the 40-50 range as well.
Background
Freakshow official info ( Copied from the City of Heroes official website [1]):
Guns and drugs have long gone hand in hand with crime, and no gang of criminals exemplifies this fact more than the Freakshow. Started as a typical street gang over a decade ago, the Freakshow has evolved (or devolved, if you prefer) into one of the most feared and hated criminal organizations in Paragon City. The Freakshow is no ordinary street gang; although it operates much like any other pack of hoodlums, it has one advantage other gangs would (and have tried to) kill for: super powers.
Normally a group like the Freakshow would never have access to the kind of power enhancing chemicals that have today become a staple of their daily diet nor the hardware and weaponry with which they festoon their bodies. Unfortunately for the rest of the city, fortune decided to smile upon the Freakshow one fateful night. The gang hijacked an armored truck transporting experimental drugs for Crey Industries. Never ones to shy away from trying new and potentially lethal drugs, some of the members decided to try out the truck's contents on themselves.
The drug in question was an experimental physical booster program developed for the military. The compound warped and expanded their bodies over the period of just a few hours, giving them superhuman physical attributes, incredible pain tolerance and a powerful narcotic buzz. It also allowed them to expand their own abilities beyond the physical boost the serum provides. Cybernetic enhancements are a relatively new and untested innovation, and few people's bodies can handle the experimental limb and organ replacements. The regenerative properties the super serum provides allow Freakshow members' bodies to handle the implants with relative ease. Once the Freakshow realized this they wasted no time in ‘cybering up.’
It was at this point that a true leader stepped forward from the Freakshow's ranks. One of its founders, who calls himself simply Dreck, had long been the brains behind the operation and decided it was time his rank of President became official. He had to beat down two dozen other challengers to seize the position, but once he'd established supremacy Dreck finally gave the Freakshow the vision it needed to press forward.
Dreck and the Freakshow began to preach a philosophy of rage unleashed. They tapped into feelings of impotence; particularly among young twenty-something men who had ‘good jobs’ that offered no hope or joy. Young men who wanted to lash out at the world because they couldn't find it within themselves to find meaning. They were looking for someone, anyone to provide that meaning and, unfortunately, a number of them turned to a man named Dreck. While they seem to have no central base of operations, their activities recently are more organized than previously. In some dangerous parts of the city, they have a dread influence over whole neighborhoods. They also seem to have access to new and more deadly cyberware enhancements, making them a more deadly threat than ever.
The Freakshow seem to have made their headquarters in "Carnival Town", which is in a wasted area of Crey's Folly. They have also set up a base of operations on Sharkhead Isle.
Architect Entertainment Description
Gettin' their Freak on in a wasted area of the Crey's Folly zone known as Carnival Town, the Freakshow are a group of rage-fueled, cybernetically enhanced gang bangers. Their leader, 'President Dreck', assumed his role by beating down two dozen challengers. With an area of influence that has grown all the way to Sharkhead Isle and access to newer and more deadly cyberware, the Freaks will be coming soon to a theatre near you.
Villain Types
Minions
Freak Buckshot
The dregs of Freakshow society, the Freaks are newbies who haven't earned their metal yet. They have to prove themselves by using axes, bats, guns, and anything else they can get their hands on to cause as much damage as possible.
Levels: 20-25
Powers
Shotgun (Ranged) Cone, Lethal, Foe Knockdown
Good at close range. Fires a cone of buckshot pellets and can knock some foes down.
No Melee attacks No Hand to Hand
This Freak doesen´t have any Melee attacks at all
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Freak Chopper
The dregs of Freakshow society, the Freaks are newbies who haven't earned their metal yet. They have to prove themselves by using axes, bats, guns, and anything else they can get their hands on to cause as much damage as possible.
Levels: 20-25
Powers
Heavy Revolver Ranged, Lethal, Moderate Damage, Foe Knockdown
Large caliber sidearm. Slower than a standard pistol, but can knock down foes.
Fireman Axe Melee, Lethal, Moderate Damage, Foe -Defense
The Fireman Axe deals medium damage and can decrease a target's defense when it hits.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Freak Gunner
The dregs of Freakshow society, the Freaks are newbies who haven't earned their metal yet. They have to prove themselves by using axes, bats, guns, and anything else they can get their hands on to cause as much damage as possible.
Levels: 20-25
Powers
Submachine Gun Ranged, Lethal, Low Damage, Foe -Defense
Rapid fire rifle. Can reduce target's defense.
No Melee attacks No Hand to Hand
This Freak doesen´t have any Melee attacks at all
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Freak Slammer
The dregs of Freakshow society, the Freaks are newbies who haven't earned their metal yet. They have to prove themselves by using axes, bats, guns, and anything else they can get their hands on to cause as much damage as possible.
Levels: 20-25
Power
Heavy Revolver Ranged, Lethal, Moderate Damage, Foe Knockdown
Large caliber sidearm. Slower than a standard pistol, but can knock down foes.
Sledgehammer Melee, Smash, High Damage, Foe Knockdown
This heavy, but unwieldy and slow Sledgehammer can knock down foes.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Rikti Freak Gunner
Some Freakshow will try anything for a thrill, even using Rikti weapons. Some go even farther, and integrate alien Rikti technology into their cybernetic prostheses.
Powers
Rikti Pistol Ranged, Energy, Foe Disorient
The Rikti pistol deals nominal damage, but can Disorient its target.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Mad Freak Buckshot
Mad Freaks have earned their Excelsior Feeder, a device that pumps the drug directly into their bloodstream. That makes them stronger and tougher than humanly possible, as well as more than a little bit crazy.
Powers
Shotgun (Ranged) Cone, Lethal, Foe Knockback
Good at close range. Fires a cone of buckshot pellets and can knock some foes down.
No Melee attacks No Hand to Hand
This Freak doesen´t have any Melee attacks at all
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Mad Freak Chopper
Mad Freaks have earned their Excelsior Feeder, a device that pumps the drug directly into their bloodstream. That makes them stronger and tougher than humanly possible, as well as more than a little bit crazy.
Powers
Heavy Revolver Ranged Lethal, Moderate Damage, Foe Knockdown
Large caliber sidearm. Slower than a standard pistol, but can knock down foes.
Fireman Axe Melee, Lethal, Moderate Damage, Foe -Defense
The Fireman Axe deals medium damage and can decrease a target's defense when it hits.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Mad Freak Gunner
Mad Freaks have earned their Excelsior Feeder, a device that pumps the drug directly into their bloodstream. That makes them stronger and tougher than humanly possible, as well as more than a little bit crazy.
Powers
Submachine Gun Ranged, Lethal, Low Damage, Foe -Defense
Rapid fire rifle. Can reduce target's defense.
No Melee attacks No Hand to Hand
This Freak doesen´t have any Melee attacks at all
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Mad Freak Slammer
Mad Freaks have earned their Excelsior Feeder, a device that pumps the drug directly into their bloodstream. That makes them stronger and tougher than humanly possible, as well as more than a little bit crazy.
Powers
Heavy Revolver Ranged, Lethal, Moderate Damage, Foe Knockdown
Large caliber sidearm. Slower than a standard pistol, but can knock down foes.
Sledgehammer Melee Smash, High Damage, Foe Knockdown
This heavy, but unwieldy and slow Sledgehammer can knock down foes.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Enforcer Smasher
The Enforcers are what everyone thinks of when they hear the word Freakshow: dangerous punks with over-sized mechanical arms ending in nasty looking weapons. They are the true heart of the Freakshow, deadly in combat but not yet totally insane.
Powers
Sawblade Ranged, Lethal, Moderate Damage, Foe Knockdown
Cybernetically enhanced Freakshow can throw Sawblades with deadly force. So much force that they can sometimes knock down foes.
Cybernetic Hammer Melee, Smash, Foe Disorient
A Cybernetic Hammer is a powerful pummeling attack, and it may Disorient foes.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Revive Self Rez
If the Freakshow falls, his cybernetics may Revive him from the brink of death, returning with all of his hit points and half his endurance.
Resistance Auto, Self +Resistances: Cold. Resist: Knockback, Sleep, Disorient, Fear, Confuse
Freakshow are resistant to Cold. However, they are vulnerable to Energy damage. It shorts them out.
Metal Smasher
The Metal Freak's devotion to the cause is obvious- he's had both arms replaced with robotic contraptions that are good only for destruction. He must rely on other Freaks to feed him, but in combat he is a whirling nightmare.
Levels: 28+
Powers
Cybernetic Hammer Melee, Smash, Foe Disorient
A Cybernetic Hammer is a powerful pummeling attack, and it may Disorient foes.
Cybernetic Hammers Melee, Heavy Smash, Foe Disorient
A Two Handed Cybernetic Hammer is a very powerful pummeling attack, and it may Disorient foes.
Hammer Clap Area of Effect Foe Disorient, Knockback
Freakshow with two cybernetic hammers can clap their hammers together to send a shockwave that can Disorient most foes in a nearby area.
Resistance Auto, Self, +Resistances: Cold. Resist: Knockback, Sleep, Disorient, Fear, Confuse
Freakshow are resistant to Cold. However, they are vulnerable to Energy damage. It shorts them out.
Enforcer Swiper
The Enforcers are what everyone thinks of when they hear the word Freakshow: dangerous punks with over-sized mechanical arms ending in nasty looking weapons. They are the true heart of the Freakshow, deadly in combat but not yet totally insane.
Powers
Sawblade Ranged, Lethal, Moderate Damage, Foe Knockdown
Cybernetically enhanced Freakshow can throw Sawblades with deadly force. So much force that they can sometimes knock down foes.
Cybernetic Blade Melee, Lethal
A Cybernetic Blade is a powerful lethal attack.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Revive Self Rez
If the Freakshow falls, his cybernetics may Revive him from the brink of death, returning with all of his hit points.
Resistance Auto, Self, +Resistances: Cold. Resist: Knockback, Sleep, Disorient, Fear, Confuse
Freakshow are resistant to Cold. However, they are vulnerable to Energy damage. It shorts them out.
Metal Swiper
The Metal Freak's devotion to the cause is obvious- he's had both arms replaced with robotic contraptions that are good only for destruction. He must rely on other Freaks to feed him, but in combat he is a whirling nightmare.
Levels: 28+
Powers
Sawblade Ranged, Lethal, Moderate Damage, Foe Knockback
Cybernetically enhanced Freakshow can throw Sawblades with deadly force. So much force that they can sometimes knock down foes.
Cybernetic Blades Melee, Heavy Lethal
A Two Handed Cybernetic Blade is a very powerful lethal attack.
Cybernetic Blade Melee, Lethal
A Cybernetic Blade is a powerful lethal attack.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Revive Self Rez
If the Freakshow falls, his cybernetics may Revive him from the brink of death, returning with all of his hit points.
Resistance Auto, Self, +Resistances: Cold. Resist: Knockback, Sleep, Disorient, Fear, Confuse
Freakshow are resistant to Cold. However, they are vulnerable to Energy damage. It shorts them out.
Juicer Freak
Juicers undergo a very specific and unusual cybernetic enhancement, one that sets them apart from all other Freaks and does strange things to their brains. A network of electrical wiring and emmiters allows the Juicers to shot forth great gouts of electrical energy that can devastate their foes.
Levels: 26+
Powers
Flight Self fly
Juicers can Fly!
Lightning Bolt Ranged, Energy, Foe -Endurance
The Juicer can send a large blast of electrical energy at a foe. Lightning bolt deals good damage and also drains some Endurance.
Ball Lightning (Ranged) Targeted Area of Effect, Energy, Foe -Endurance
Hurls a highly charged ball of lightning that explodes on contact. Ball Lightning deals good damage in an area and also drains some Endurance from each target it hits.
Shock Punch Melee, Smash, Damage over Time, Energy
Juicer brawling attacks can lightly electrocute its target.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Revive Self Rez
If the Freakshow falls, his cybernetics may Revive him from the brink of death, returning with all of his hit points.
Resistance Auto, Self, +Resistances: Cold. Resist: Knockback, Sleep, Disorient, Fear, Confuse
Freakshow are resistant to Cold. However, they are vulnerable to Energy damage. It shorts them out.
Stunner Freak
Stunners undergo a very specific and unusual cybernetic enhancement, one that sets them apart from all other Freaks and does strange things to their brains. A network of electrical wiring and emmiters allows the Stunners to immobilize even the strongest heroes for a short period of time.
Levels: 26+
Powers
Flight Self fly
Stunners can Fly!
Charged Bolts Ranged, Energy, Foe -Endurance
The Juicer can quickly hurl small bolts of electricity at foes. Charged Bolts deals light damage and also drains some Endurance.
Tesla Cage (Ranged, Energy, Damage over Time, Energy) Foe Sleep, -Endurance
You have been put to sleep by a Tesla Cage. Any damage will awaken you.
Shock Punch Melee Smash, Damage over Time, Energy
Juicer brawling attacks can lightly electrocute its target.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Revive Self Rez
If the Freakshow falls, his cybernetics may Revive him from the brink of death, returning with all of his hit points.
Resistance Auto, Self, +Resistances: Cold. Resist: Knockback, Sleep, Disorient, Fear, Confuse
Freakshow are resistant to Cold. However, they are vulnerable to Energy damage. It shorts them out.
Lieutenants
Chief Smasher
A combination of revolutionary fervor and massive doses of Excelsior allows the leaders of the Enforcers to completely ignore the effects of pain. This trait lets them keep on fighting when by all rights they should have dropped dead.
Powers
Cybernetic Hammer Melee, Smash, Foe Disorient
A Cybernetic Hammer is a powerful pummeling attack, and it may Disorient foes.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Revive Self Rez
If the Freakshow falls, his cybernetics may Revive him from the brink of death, returning with all of his hit points.
Resistance Auto, Self, +Resistances: Cold. Resist: Knockback, Sleep, Disorient, Fear, Confuse
Freakshow are resistant to Cold. However, they are vulnerable to Energy damage. It shorts them out.
Champion Smasher
These are the heroes of the Freakshow, devoted utterly to smashing the state and having a great time while they're doing it. They're totally without care or mercy; point them in the right direction (or even the wrong one) and mayhem ensues.
Powers
Cybernetic Hammer Melee, Smash, Foe Disorient
A Cybernetic Hammer is a powerful pummeling attack, and it may Disorient foes.
Cybernetic Hammers Melee, Heavy Smash, Foe Disorient
A Two Handed Cybernetic Hammer is a very powerful pummeling attack, and it may Disorient foes.
Hammer Clap Area of Effect Foe Disorient, Knockback
Freakshow with two cybernetic hammers can clap their hammers together to send a shockwave that can Disorient most foes in a nearby area.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Revive Self Rez
If the Freakshow falls, his cybernetics may Revive him from the brink of death, returning with all of his hit points.
Resistance Auto, Self, +Resistances: Cold. Resist: Knockback, Sleep, Disorient, Fear, Confuse
Freakshow are resistant to Cold. However, they are vulnerable to Energy damage. It shorts them out.
Chief Swiper
A combination of revolutionary fervor and massive doses of Excelsior allows the leaders of the Enforcers to completely ignore the effects of pain. This trait lets them keep on fighting when by all rights they should have dropped dead.
Powers
No Ranged attacks
Chief Swipers do not have any ranged attacks at all.
Cybernetic Blade Melee, Lethal
A Cybernetic Blade is a powerful lethal attack.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Revive Self Rez
If the Freakshow falls, his cybernetics may Revive him from the brink of death, returning with all of his hit points.
Resistance Auto, Self, +Resistances: Cold. Resist: Knockback, Sleep, Disorient, Fear, Confuse
Freakshow are resistant to Cold. However, they are vulnerable to Energy damage. It shorts them out.
Champion Swiper
These are the heroes of the Freakshow, devoted utterly to smashing the state and having a great time while they're doing it. They're totally without care or mercy; point them in the right direction (or even the wrong one) and mayhem ensues.
Powers
Sawblade Ranged, Lethal, Moderate Damage, Foe Knockdown
Cybernetically enhanced Freakshow can throw Sawblades with deadly force. So much force that they can sometimes knock down foes.
Cybernetic Blade Melee, Lethal
A Cybernetic Blade is a powerful lethal attack.
Cybernetic Blades Melee, Heavy Lethal
A Two Handed Cybernetic Blade is a very powerful lethal attack.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Revive Self Rez
If the Freakshow falls, his cybernetics may Revive him from the brink of death, returning with all of his hit points.
Resistance Auto, Self, +Resistances: Cold. Resist: Knockback, Sleep, Disorient, Fear, Confuse
Freakshow are resistant to Cold. However, they are vulnerable to Energy damage. It shorts them out.
Juicer Chief
It takes some skill to control death dealing levels of electricity as they course through your nervous system, and Juicer leaders have that control. They can use their implants to generate massive balls of lightning. They're no fun in close combat either, as their punch packs a heck of an electrical wallop.
Powers
Flight Self Fly
Juicers have the inherent ability to fly with no endurance cost.
Lightning Bolt Ranged, Energy, Foe -Endurance
The Juicer can send a large blast of electrical energy at a foe. Lightning bolt deals good damage and also drains some Endurance.
Ball Lightning (Ranged) Targeted Area of Effect, Energy, Foe -Endurance
Hurls a highly charged ball of lightning that explodes on contact. Ball Lightning deals good damage in an area and also drains some Endurance from each target it hits.
Shock Punch Melee, Smash/Energy, Damage over Time, Energy
Juicer brawling attack. Can lightly electrocute its target.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Revive Self Rez
If the Freakshow falls, his cybernetics may Revive him from the brink of death, returning with all of his hit points.
Resistance Auto, Self, +Resistances: Cold. Resist: Knockback, Sleep, Disorient, Fear, Confuse
Freakshow are resistant to Cold. However, they are vulnerable to Energy damage. It shorts them out.
Stunner Chief
It takes some skill to control death dealing levels of electricity as they cource through your nervous system, and Stunner leaders have that control. They can use their implants to fire bolts of electricity and even create fields of crackling lightning around their foes.
Powers
Flight Self Fly
Juicers have the inherent ability to fly with no endurance cost.
Charged Bolts Ranged, Energy, Foe -Endurance
The Juicer can quickly hurl small bolts of electricity at foes. Charged Bolts deals light damage and also drains some Endurance.
Tesla Cage (Ranged) Foe Sleep, -Endurance
You have been put to sleep by a Tesla Cage. Any damage will awaken you.
Shock Punch Melee, Smash/Energy, Damage over Time, Energy
Juicer brawling attack. Can lightly electrocute its target.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Revive Self Rez
If the Freakshow falls, his cybernetics may Revive him from the brink of death, returning with all of his hit points.
Resistance Auto, Self, +Resistances: Cold. Resist: Knockback, Sleep, Disorient, Fear, Confuse
Freakshow are resistant to Cold. However, they are vulnerable to Energy damage. It shorts them out.
Meat Doctor
Many of Dr. Vahzilok's talented but demented followers in Paragon City have been busted by the "superhero phenomenon". Some have found their way to Sharkhead Isle to ply their trade with the vast numbers of Freakshow sorting through the Crushes' junkyards. These sick surgeons are called the Meat Doctors.
Powers
Poison Dart (Ranged) Poison: Damage over Time, Toxic, Foe -Regeneration
You have been hit by a Poison Dart. You cannot Regenerate your wounds while you take damage from this poison and your movement and attack speed have been slowed.
Poison Dart Blast (Ranged, Cone) Poison: Damage over Time, Toxic, Foe -Regeneration
You have been hit by a Poison Dart. You cannot Regenerate your wounds while you take damage from this poison and your movement and attack speed have been slowed.
Surgical Electric Saw Melee, Lethal
Meat Doctors use Surgical Electric Saws to sever the limbs off their subjects.
Eviscerate Melee, Cone, Lethal, Very High Damage
Meat Doctors can control their deadly appendages to attack all nearby foes in a wide arc in front of them.
Heal Other Ally Heal
Heals a single targeted ally. You cannot use this power to heal yourself.
Resurrect Freakshow Ally Resurrect
Meat Doctors can resurrect the fallen.
Snipers
Juicer Sniper
It takes some skill to control death dealing levels of electricity as they course through your nervous system, and Juicer leaders have that control. They can use their implants to generate massive balls of lightning. They're no fun in close combat either, as their punch packs a heck of an electrical wallop.
Powers
Charged Bolts Ranged, Energy, Foe -Endurance
The Juicer can quickly hurl small bolts of electricity at foes. Charged Bolts deals light damage and also drains some Endurance.
Zapp Ranged, Extreme Damage (Energy), Foe -Endurance
A focused electrical blast that can travel great distances with high accuracy. Zapp drains endurance, and is best fired from a distance, as it can be interrupted. Some of the endurance you drain may transfer back to you.
Shock Punch Melee, Smash/Energy, Damage over Time, Energy
Juicer brawling attack. Can lightly electrocute its target.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Revive Self Rez
If the Freakshow falls, his cybernetics may Revive him from the brink of death, returning with all of his hit points.
Immobile Self Immobilize
Juicer Snipers are immobile.
Bosses
Super Stunner
Super Stunners undergo a very specific and unusual cybernetic enhancement, one that sets them apart from all other Freaks and does strange things to their brains. Even Juicers and Stunners are amazed at the amount of hardware stuffed into a Super Stunner. A network of electrical wiring and emitters allows the Super Stunners to shoot forth great gouts of electrical energy that allows them to dominate their foes.
Chain Fences Ranged AoE, Minor DMG(Energy), Foe Immobilize, -End
You can immobilize multiple foes in a chain of electricity, dealing minor damage to all foes in range and draining some endurance. Damage: Minor, Recharge: Moderate
Electric Fence Ranged, Moderate DoT(Energy), Foe Immobilize, -End, -Fly, -Knockback
Surrounds and Immobilizes a single target in an Electric Fence. Deals some damage over time and slowly drains some Endurance. Useful for keeping villains at bay and bringing down fliers. Damage: Minor(DoT), Recharge: Fast
Paralyzing Blast Ranged AoE, Foe Hold, -End
Summoning a large amount of energy, you can completely paralyze a group of foes in cages of electricity for a short time. These foes may be drained of some endurance as well. Recharge: Very Long
Static Field Target (Location AoE), Foe Sleep, -End, -Speed, -Recharge
You can build up a Static Field at a nearby location. Any foes in the field may lose control of their muscles due to the static charge, and will shake violently. Foes may also be drained of some endurance, and some of that endurance may be transferred to nearby allies. Any attack will interrupt the effect temporarily and foes will re-gain control, although their movement and attack rates will be reduced. This effect can last for some time, and will continue to paralyze foes in the field. Recharge: Slow
Tesla Cage Ranged, Moderate DMG(Energy), Foe Hold, -End
Tesla Cage confines the target in an electrical prison. The target is overwhelmed by the electrical charge and is left helpless and can be attacked. The target is drained of some Endurance and some of that Endurance may be transferred back to you. Damage: Minor, Recharge: Moderate
Ball Lightning Targeted AoE Energy, -End
Hurls a highly charged ball of lightning that explodes on contact. Ball Lightning deals good damage in an area and also drains some Endurance from each target it hits.
Lightning Bolt Ranged Energy, -End
The Juicer can send a large blast of electrical energy at a foe. Lightning bolt deals good damage and also drains some Endurance.
Reserve Power Self Rez, Special
Should you fall in battle, you can perform a Soul Transfer, sucking the life force of all foes around you to bring yourself back from the brink of death. The more foes nearby, the more life is restored to you. Drained foes are left Disoriented. The dark effects of this Soul Transfer will actually leave you invulnerable for a brief time, and protected from XP Debt for 60 seconds. There must be at least one foe nearby to fuel the Transfer and revive yourself. Damage: Moderate, Recharge: Very Long
Fly Self Travel
Juicer can Fly!
Tank Swiper
The fully armored, incredibly tough Tank Freaks are a rare breed indeed. As their name suggests, they're almost unstoppable in combat. The one ray of hope when confronting a Tank Freak is that their electronics are not always top of the line, leaving them vulnerable to energy attacks.
Powers
Sawblade Ranged Lethal, Moderate Damage, Foe Knockdown
Cybernetically enhanced Freakshow can throw Sawblades with deadly force. So much force that they can sometimes knock down foes.
Tank Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Foe Knockback
Launches an M30 grenade at long range from the Tank's backpack. The explosion of this grenade affects all within the blast and can knock them back.
Cybernetic Blades Melee, Heavy Lethal
A Two Handed Cybernetic Blade is a very powerful lethal attack.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Revive Self Rez
If the Freakshow falls, his cybernetics may Revive him from the brink of death, returning with all of his hit points.
Resistance Auto, Self, +Res( S25 L25 C30 E-30 ) Resist: Knockback, Disorient
Freakshow Tanks are resistant to Cold, Smashing and Lethal damage, Knockback and Disorient. However, they are vulnerable to Energy damage. It shorts them out.
Tank Smasher
The fully armored, incredibly tough Tank Freaks are a rare breed indeed. As their name suggests, they're almost unstoppable in combat. The one ray of hope when confronting a Tank Freak is that their electronics are not always top of the line, leaving them vulnerable to energy attacks.
Powers
Sawblade Ranged, Lethal, Moderate Damage, Foe Knockdown
Cybernetically enhanced Freakshow can throw Sawblades with deadly force. So much force that they can sometimes knock down foes.
Tank Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Foe Knockback
Launches an M30 grenade at long range from the Tank's backpack. The explosion of this grenade affects all within the blast and can knock them back.
Cybernetic Hammers Melee, Heavy Smash, Foe Disorient
A Two Handed Cybernetic Hammer is a very powerful pummeling attack, and it may Disorient foes.
Hammer Clap Area of Effect Foe Disorient, Knockback
Freakshow with two cybernetic hammers can clap their hammers together to send a shockwave that can Disorient most foes in a nearby area.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Revive Self Rez
If the Freakshow falls, his cybernetics may Revive him from the brink of death, returning with all of his hit points.
Resistance Auto, Self, +Res( S25 L25 C30 E-30 ) Resist: Knockback, Disorient
Freakshow Tanks are resistant to Cold, Smashing and Lethal damage, Knockback and Disorient. However, they are vulnerable to Energy damage. It shorts them out.
Named Enemies
Minions
Freak Quantum Gunner
The dregs of Freakshow society, the Freaks are newbies who haven't earned their metal yet. They have to prove themselves by using axes, bats, guns, and anything else they can get their hands on to cause as much damage as possible.
Powers
Quantum Array Gun (Ranged, Negative) Foe -Recharge, -Speed
Your attack and Movement rate have been slowed by the Quantum Array Gun.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Shadow Freak
The Freakshow as a group display a twisted kind of Darwinism in action. Only the strong have any privileges, and all the weak try to get stronger. Most do this by abusing Excelsior and cybernetics, but some try other methods regardless of the danger. These Freaks have turned to Arakhn's N Fragment technology, granting them some small amount of Nictus power.
Powers
Shadow Bolt (Ranged) Foe -Recharge, -Speed
Your attack and movement rate have been slowed by a shadow bolt.
Star Punch (Melee) Foe Disorient, -Recharge, -Speed
You have been Disoriented, and your attack and movement rate have been Slowed by a Star Punch.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Sneaky Swiper
Sneaky Freaks have been outfitted with a cloaking device to make them nearly undetectable. Combined with their deadly cybernetic weapons, these Sneaky Freaks are enemies to be reckoned with!
Powers
Sawblade Ranged, Lethal, Med Dam, Foe Knockdown
Cybernetically enhanced Freakshow can throw Sawblades with deadly force. So much force that they can sometimes knock down foes.
Cybernetic Blade Melee, Lethal
A Cybernetic Blade is a powerful lethal attack.
Cybernetic Blades Melee, Heavy Lethal
A Two Handed Cybernetic Blade is a very powerful lethal attack.
Cloaking Device Toggle, Self, Stealth, +Defense
The Cloaking Device allows you to use an LCD body coating become partially invisible. While Cloaked you can only be seen at very close range. If you attack while Cloaked, you will be discovered. Even if discovered, you are hard to see and have a bonus to Defense. Unlike some stealth powers, the Cloaking Device has no movement penalty. Recharge: Slow.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Revive Self Rez
If the Freakshow falls, his cybernetics may Revive him from the brink of death, returning with all of his hit points.
Rikti Freak Zapper
Some Freakshow will try anything for a thrill, even using Rikti weapons. Some go even farther, and integrate alien Rikti technology into their cybernetic prostheses.
Powers
Rikti Energy Bolt Ranged, Energy, Foe Knockback, Disorient
You are Disoriented.
Radiation Emission Area of Effect, Ally Heal
The Radiation Emission power utilizes the healing properties of radiation to re-energize your allies. This power radiates out from the Rikti and restores some health to all nearby allies.
Accelerate Metabolism Ally +Speed, +Damage, +Recovery
Activating this power emits radiation that increases the running speed, attack speed, Endurance Recovery and Damage potential of all nearby allies. Affected Ritkt Metabolism is increased so much that they become resistant to effects such as Sleep, Hold, Disorient and Immobilization. The Riktis are not protected from such effects, they just ware off faster.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Lieutenants
Slag Pile
Metal Shift can summon Slag Golems to do his bidding.
Powers
Hurl Debris Ranged, Moderate Damage, Smash, Foe Knockback
Slag Golems can throw chunks of debris taken directly from their bodies and hurl it at an enemy.
Slash (Melee, Smash/Lethal) Foe -Defense
Your Defense has been reduced by the Slash attack.
Foot Stomp Point Blank Area Effect, Moderate Damage, Smash, Foe Knockback
Slag Golems can use their superior leg strength to Stomp the ground, quacking the earth itself. This is a localized attack against everything in melee range. Damage: Heavy. Recharge: Slow.
Bosses
Blahpunk
Main Article: Blahpunk
The Blahpunks' sonic implants have made them a new kind of threat. You have to wonder where they obtained the technology.
Powers
Scream Ranged, Moderate Damage over Time (Smash/Energy), Foe -Resistance
Your Scream can cause serious damage to a target, while weakening his resistance to further damage.
Sonic Siphon Ranged, Foe -Resistance (All)
By setting up a constant vibration within the body of your foe, you weaken his damage resistance. Affected targets will take more damage from successful attacks.
Disruption Field Ranged (Target Ally Area of Effect) Foe -Resistance (All)
The Disruption Field creates an area around you which reduces the resistance of all foes near them.
Cybernetic Hammers Melee, Heavy Smash, Foe Disorient
A Two Handed Cybernetic Hammer is a very powerful pummeling attack, and it may Disorient foes.
Hammer Clap Area of Effect Foe Disorient, Knockback
Freakshow with two cybernetic hammers can clap their hammers together to send a shockwave that can Disorient most foes in a nearby area.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Revive Self Rez
If the Freakshow falls, his cybernetics may Revive him from the brink of death, returning with all of his hit points.
Noise Tank
The Noise Tanks' sonic implants have made them a new kind of threat. You have to wonder where they obtained the technology.
Powers
Sawblade Ranged Lethal, Moderate Damage, Foe Knockback
Cybernetically enhanced Freakshow can throw Sawblades with deadly force. So much force that they can sometimes knock down foes.
Scream Ranged, Moderate Damage over Time (Smash/Energy), Foe -Resistance
Your Scream can cause serious damage to a target, while weakening his resistance to further damage.
Shockwave Ranged, Cone, Minor Damage (Smash/Energy), Foe Knockback
You can call forth a tremendous Shockwave that can knock down foes and deal some smashing damage in a wide cone area.
Howl Ranged, Cone, Medium Damage (Smash/Energy), Foe -Resistance
A short range, but powerful sonic attack.
Sonic Siphon (Only lvl 40+) Ranged, Foe -Resistance (All)
By setting up a constant vibration within the body of your foe, you weaken his damage resistance. Affected targets will take more damage from successful attacks.
Disruption Field (Only lvl 40+) Ranged (Target Ally Area of Effect) Foe -Resistance (All)
The Disruption Field creates an area around you which reduces the resistance of all foes near them.
Cybernetic Blades Melee, Heavy Lethal
A Two Handed Cybernetic Blade is a very powerful lethal attack.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Shadow Tank Freak
For some Tank Freaks, turning their bodies into nightmarish steel-jacketed engines of destruction is enough, but for others it's only the beginning. They seek out any new technology they can find to make themselves more powerful and less human. The Shadow Tank Freak has turned to Arakhn's N-Fragment technology, adding Nictus abilities to their already formidable powers.
Powers
Tank Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Foe Knockback
Launches an M30 Grenade at long range from the Tank's backpack. The explosion from the grenade affects all within the blast and can knock them back.
Gravitic Emanation (Ranged) Foe Disorient, -Recharge, -Speed
You have been Disoriented and your attack and movement rate have been slowed by a Gravitic Emanation.
Lightning Bolt Ranged, Energy, Foe -Endurance
The Juicer can send a large blast of electrical energy at a foe. Lightning bolt deals good damage and also drains some Endurance.
Star Punch (Melee) Foe Disorient, -Recharge, -Speed
You have been Disoriented, and your attack and movement rate have been Slowed by a Star Punch.
Black Dwarf Strike (Melee) Foe -Recharge, -Speed
Your attack and movement speed has been reduced by the Black Dwarf Strike.
Black Dwarf Smite (Melee) Foe Disorient, -Recharge, -Speed, -Fly
You feel Disoriented. Your ability to Fly and your attack and movement speedhas been reduced by the Black Dwarf Smite.
Black Dwarf Drain (Melee) Foe -Recharge, -SPD
The Black Dwarf has Drained your life to heal itself. Your attack and movement speed has been reduced by the Drain.
Black Dwarf Mire Foe -Recharge, -Speed
The Black Dwarf has drained your life to buff it's strenght. Your attack and movement speed has been r4duced by the Mire.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Sneaky Tank
Sneaky Freaks have been outfitted with a cloaking device to make them nearly undetectable. Combined with their deadly cybernetic weapons, these Sneaky Freaks are enemies to be reckoned with!
Powers
Sawblade Ranged, Lethal, Med Dam, Foe Knockdown
Cybernetically enhanced Freakshow can throw Sawblades with deadly force. So much force that they can sometimes knock down foes.
Tank Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Foe Knockback
Launches an M30 Grenade at long range from the Tank's backpack. The explosion from the grenade affects all within the blast and can knock them back.
Cybernetic Blades Melee, Heavy Lethal
A Two Handed Cybernetic Blade is a very powerful lethal attack.
Cloaking Device Toggle, Self, Stealth, +Defense
The Cloaking Device allows you to use an LCD body coating become partially invisible. While Cloaked you can only be seen at very close range. If you attack while Cloaked, you will be discovered. Even if discovered, you are hard to see and have a bonus to Defense. Unlike some stealth powers, the Cloaking Device has no movement penalty. Recharge: Slow.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Revive Self Rez
If the Freakshow falls, his cybernetics may Revive him from the brink of death, returning with all of his hit points.
Rikti Freak Slash Tank
Some Freakshow will try anything for a thrill, even using Rikti weapons. Some go even farther, and integrate alien Rikti technology into their cybernetic prostheses.
Powers
Tank Grenade (Ranged) Targeted Area of Effect, Lethal/Smash, Foe Knockback
Launches an M30 grenade at long range from the Tank's backpack. The explosion of this grenade affects all within the blast and can knock them back.
Rikti Rifle Ranged, Energy, Foe Knockback, Disorient
The Rikti Rifle takes a while to recharge, but deals a lot of damage and can Knockback and Disorient foes.
Cybernetic Rikti Blade Melee, Lethal/Energy, Foe Disorient
You are disoriented.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Revive Self Rez
If the Freakshow falls, his cybernetics may Revive him from the brink of death, returning with all of his hit points.
Metal Shift
Metal Shift is a Freakshow but is also a priest of the Cult of the Shaper on Sharkhead Isle. The cult espouses a philosophy involving transformation of self - this easily fits into the Freakshow paradigm of self-modification.
Powers
Sawblade Ranged, Lethal, Moderate Damage, Foe Knockdown
Cybernetically enhanced Freakshow can throw Sawblades with deadly force. So much force that they can sometimes knock down foes.
Tank Grenade (Ranged) Targeted Area of Effect Lethal/Smashing, Foe Knockback
Launches an M30 grenade at long range from the Tank's backpack. The explosion of this grenade affects all within the blast and can knock them back.
Cybernetic Blades Melee, Heavy Lethal
A Two Handed Cybernetic Blade is a very powerful lethal attack.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Golem Summoning Summon a Slag Golem
Summons a Slag Golem to a targeted location.
Elite Bosses
t3h S00p4rFr34k!
Main Article: t3h S00p4rFr34k!
The Superfreak was created by Doc Buzzsaw by implanting magically-imbued prosthetics into a Tank Freak. Now the Superfreak possesses necromantic abilities in addition to his formidable fighting powers.
Powers
Gloom (Ranged) Damage over Time, Negative, Foe -Accuracy
Gloom slowly drains a target of life and reduces his chances to hit. Slower than Dark Blast, but deals more Damage over Time.
Tenebrous Tentacles Cone, Moderate Damage (Negative/Smash), Foe Immobilize, -Accuracy
Cone blast that envelopes all foes in oily tentacles. The tentacles deal damage and reduce the target's chance to hit while they Immobilize the target.
Shadow Punch Melee, Smash/Negative, Low Damage, Foe -Accuracy
A basic punch draws power from the netherworld. Shadow Punch deals moderate damage and reduces the target´s accuracy.
Smite Melee, Smash/Negative, Moderate Damage, Foe -Accuracy
More powerful version of Shadow Punch, Smite deals more damage, but takes longer to recharge. Like Shadow Punch, Smite can reduce the target's accuracy.
Siphon Life Melee, Negative, Foe -Accuracy, Self +HP
The Freakshow taps the powers of the netherworld to steal life from a target foe and transfer some of it to himself. Siphon Life can sometimes miss more often than normal since a good contact with the foe must be established for a sucessful transfer to occur. A sucessful hit can reduce the target´s accuracy.
Reconstruction Self Heal, +Resist (Toxic)
All Freakshow have the ability to heal themselves.
Resistance Auto, Self, +Res( S25 L25 C30 E-30 ) Resist: Knockback, Disorient
Freakshow Tanks are resistant to Cold, Smashing and Lethal damage, Knockback and Disorient. However, they are vulnerable to Energy damage. It shorts them out.
Metal Shift
Main article: Metal Shift
Metal Shift is a Freakshow but is also a priest of the Cult of the Shaper on Sharkhead Isle. The cult espouses a philosophy involving transformation of self - this easily fits into the Freakshow paradigm of self-modification.
Powers
Sawblade Ranged, Lethal, Moderate Damage, Foe Knockdown
Cybernetically enhanced Freakshow can throw Sawblades with deadly force. So much force that they can sometimes knock down foes.
Tank Grenade (Ranged) Targeted Area of Effect Lethal/Smashing, Foe Knockback
Launches an M30 grenade at long range from the Tank's backpack. The explosion of this grenade affects all within the blast and can knock them back.
Cybernetic Blades Melee, Heavy Lethal
A Two Handed Cybernetic Blade is a very powerful lethal attack.
Dull Pain Self Heal
A Freakshow can activate this power to increase his maximum Hit Points for a short time.
Golem Summoning Summon a Slag Golem
Summons a Slag Golem to a targeted location.
Archvillains
Clamor
Main Article: Clamor
Eve Van Dorn has had a hard time finding friends as dedicated to violence as she is. For a while she found a home in the Council's previous regime, but she could only advance so far in such an organization. So she turned to the Freakshow. Under the name Clamor, Eve has had no trouble rallying other Freaks to her banner.
Powers
Radiation Infection Targeted Area of Effect,Toggle, Foe -Defense, -Accuracy
Infects a targeted foe with deadly radiation. All foes the target comes in contact with will also become infected. The Radiation Infection will last as long as the Crey Scientist can keep this power toggled on or when the original infected targeted dies. Infected foes have severely reduced Accuracy and Defense.
Irradiate Self Area of Effect, Energy, -Defense
Emits radiation in all directions damaging all nearby foes over a short duration. Like other Radiation attacks, this power can bypass some of a targets defenses. Irradiate severely reduces the targets defense.
Electron Haze Short Range Energy, -Defense, Knockback
A short range conical blast of electron radiation. The attack can bypass some of a targets defenses and reduce the targets defense. It can also knock down some targets.
Neutron Bomb Targeted Area of Effect, Energy, -Defense
This devastating attack lobs an explosive sphere of deadly radiation damaging the target and all nearby foes. Neutron Bomb can bypass some of a targets defenses and reduce the targets defense.
Cybernetic Blade Melee, Lethal, Knockback
A Cybernetic Blade is a powerful slashing attack.
Bile
Main Article: Bile
Ralph Francesco was an early member of the nihilistic group that would later become the Freakshow. His experience as an army veteran made it inevitable that he would become one of the organization's top men. Because of this lofty position, Ralph was one of the first to undergo cybernetic augmentation. Henceforth, he became known only as Bile.
Powers
Electron Haze Short Range Energy, -Defense, Knockback
A short range conical blast of electron radiation. The attack can bypass some of a targets defenses and reduce the targets defense. It can also knock down some targets.
Enervating Field Toggle: Ranged (Targeted Area of Effect), Foe: -Dam, -Res
You have been exposed to an Enervating Field of radiation. Your damage and damage resistance are reduced.
Irradiate Self Area of Effect, Energy, -Defense
Emits radiation in all directions damaging all nearby foes over a short duration. Like other Radiation attacks, this power can bypass some of a targets defenses. Irradiate severely reduces the targets defense.
Neutron Bomb Targeted Area of Effect, Energy, -Defense
This devastating attack lobs an explosive sphere of deadly radiation damaging the target and all nearby foes. Neutron Bomb can bypass some of a targets defenses and reduce the targets defense.
X-Ray Beam Ranged, Moderate Damage (Energy), Foe -Defense
Bile has reduced your Defense with his X-Ray Beam.
Cybernetic Blade Melee, Lethal, Knockback
A Cybernetic Blade is a powerful slashing attack.
Dreck
Main Article: Dreck
Born Daniel Watson, Dreck is the glue that holds the militantly independent Freakshow together. The Freaks may chafe at his orders, they may laugh at his haircut, but they all have to respect Dreck´s absolute lust for violence.
Powers
Irradiate Self Area of Effect, Energy, -Defense
Emits radiation in all directions damaging all nearby foes over a short duration. Like other Radiation attacks, this power can bypass some of a targets defenses. Irradiate severely reduces the targets defense.
Electron Haze Short Range Energy, -Defense, Knockback
A short range conical blast of electron radiation. The attack can bypass some of a targets defenses and reduce the targets defense. It can also knock down some targets.
Cosmic Burst (Ranged, Energy) Foe Disorient, -Defense
Dreck has Disoriented you and reduced your Defense with his Cosmic Burst.
Neutron Bomb Targeted Area of Effect, Energy, -Defense
This devastating attack lobs an explosive sphere of deadly radiation damaging the target and all nearby foes. Neutron Bomb can bypass some of a targets defenses and reduce the targets defense.
Atomic Blast (Energy, Area of Effect) Foe -Defense
Dreck has reduced your Defense and left you helpless with his Atomic Blast.
Cybernetic Hammer Melee, Smash, Foe Disorient
A Cybernetic Hammer is a powerful pummeling attack, and it may Disorient foes.
Named Bosses
- Axel-F (Tank Swiper)
- Axel F (Sonic Tank)
- B4nKbUsTah (Tank Swiper) Found on Catch the Freakshow debtor before he skips town from Basse Croupier
- Bash Fission (Tank) (CoV)
- Big Marcus (Tank)
- Bob Fuse-y (Tank Smasher)
- ChAOs (Champion Swiper)
- Circuit Breaker (Tank) (CoV)
- Clamor Boi (Tank)
- Crang (Tank Smasher) (CoV)
- Crash (Tank Smasher)
- Crunch (Tank Swiper)
- Cutter (Tank Swiper)
- Cybork (Tank Swiper)
- Dap-Dap tha Deal-maka' (Champion Swiper)
- Dent (Tank Smasher)
- Destructivator (Tank)
- Devastation (Sonic Tank)
- Doc Sneakmasta (Sneaky Tank) (CoV)
- Drop Forge (Tank Smasher) (Found on Investigate the Troll Rave in Skyway City. mission from Mercedes Sheldon)
- Eddie Crush (Tank) (CoV)
- Enviro-life captain (Tank Swiper)
- Freakshow Negotiator (Champion Swiper)
- Free For All captain (Tank Smasher)
- Freezeek (Tank Smasher)
- Furious B (Tank)(CoV)
- Hack Slash (Tank) (CoV)
- Iron Hand (Tank Swiper)
- Junker (Tank Smasher)
- Kamikaze Clyde (Champion Swiper)
- Khem-Set (Tank)
- Klang (Tank)
- Lawless (Tank)
- Lotus.xls (Tank Smasher)
- Mad Maartin (Tank)
- Mass Def (Champion Swiper)
- Mass Tech captain (Tank Smasher)
- Mekanik (Tank Swiper)
- Mistah Static (Tank Swiper)
- Ohmtown (Juicer) - found on the Find the location of Calystix mission from Diviner Maros.
- Pierce (Tank)
- Prototype Tank Freak 1 (Tank Smasher)
- Prototype Tank Freak 2 (Tank Swiper)
- Prototype Tank Freak 3 (Shadow Tank Freak)
- Punkadelic (Sonic Tank)
- Radiophoic captain (Tank Smasher)
- Raid Leader (Sonic Tank)
- Rivets (Tank)
- Saiba the Damaga (Tank)
- Scrapheap (Tank) (Cov)
- Screamer (Sonic Tank)
- Shatter (Tank)
- Shriek (Sonic Tank)
- Splice (Tank Swiper)
- Sputnik (Tank)
- Stone Cold (Tank)
- the Fuse (Tank Swiper)
- the Oiler (Tank Smasher)
- the Turk (Tank Swiper)
- T33CH@H'Z P3T (Tank Smasher)
- T3h PwNxx0rz (Tank Swiper)
- t3h R1k70-Fr34k (Rikti Freak Slash Tank)
- T3h R0xx0R (Tank Smasher) (CoV)
- Tanker Joe (Tank Smasher)
- The Kerner (Juicer Freak)
- The Turk (Tank) (CoV)
- Tony 'T33-V33' Vashers (Tank Smasher)
- Trenton (Tank)
- Triz-Mez (Tank Swiper)
- Weasel (Tank)
- Zappa-Tistah (Juicer Chief)
- Zig-Zig (Tank)
Related Badges
Chief Swiper Freaks just love to fight — even for you. |
Juicer The Freaks celebrate you as a force of anarchy. |
Tank Buster You have proved your worth on the streets, and the Freakshow have learned to fear your name. |
Tank Smasher Tank smash! |
Notes
- The Mad Freak Slammer's Sledgehammer power description is currently bugged. It is currently the description of the Baseball Bat power. (This has been reported.)
Historical
- In Issue 16, Freakshow minions and lieutenants in the 20-38 level range had their experience scale reduced from 1.2 to 0.95.