Abilities: Lethal

Now let's focus on the Lethal Abilities in Merk Mayhem, which add a dynamic layer of strategy and power to your combat toolkit. These abilities, selected individually by players, provide impactful options for offense and control on the battlefield.


Lethal Abilities

1. Frag Grenade - High Explosive Damage

  • Mechanics: Deals 170 damage in a 1-meter radius. Explodes 0.7 seconds after impact or has a 3-second fuse if no impact.

  • Cooldown: 30 seconds.

  • Strategic Use: Great for flushing out enemies or delivering high damage in close-quarter battles.

2. Shuriken Blast - Rapid-Fire Explosive

  • Mechanics: Throws 3 shuriken in a cone that explode after 1.4 seconds, dealing 62 damage each.

  • Cooldown: 20 seconds.

  • Strategic Use: Effective at dealing quick, high damage with precise throws.

3. Crunch Grenade - Gravity Trap

  • Mechanics: Sticks to surfaces, creates a black hole pulling enemies in a 5-meter radius, holding them for 2 seconds before exploding and dealing 90 damage.

  • Cooldown: 35 seconds.

  • Strategic Use: Perfect for trapping groups of enemies and disorienting them for follow-up attacks.

4. Thermite Flash - Blinding Burn

  • Mechanics: Detonates on impact, causing 80 damage to armor and 20 to health in a 3-meter radius. Blinds enemies within 5 meters and applies burn damage over time.

  • Cooldown: 35 seconds.

  • Strategic Use: Best used for blinding and damaging enemy clusters, making them vulnerable while disoriented.

5. Toxin Grenade - Poisonous Cloud

  • Mechanics: Creates a 3-meter smoke cloud, dealing 7 damage every 0.5 seconds to health while inside. Poison inflicts 1 damage every 0.5 seconds for 5 seconds after exposure.

  • Cooldown: 40 seconds.

  • Strategic Use: Ideal for area denial and weakening enemies over time.

6. Jolt Grenade - Stunning Electrical Chain

  • Mechanics: Detects enemies within 5 meters, chains electricity through them, stunning up to 4 enemies. Base damage is 45, increasing with each chained enemy, up to 180 total damage.

  • Cooldown: 48 seconds.

  • Strategic Use: Useful for crowd control, stunning groups, and opening them up for follow-up attacks.

7. Blast Pack - Explosive Knockback

  • Mechanics: A charge that can be thrown up to 3 meters and detonated by the player. Deals 240 damage within 0.5 meters, with damage decreasing as distance increases.

  • Cooldown: 30 seconds.

  • Strategic Use: Can be used for explosive jumps or knocking enemies off balance.

Understanding the specific damage values and effects of each ability allows players to make informed decisions in Merk Mayhem. These abilities offer a range of tactical options, from direct damage to crowd control, enhancing the strategic depth of the game.


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Abilities: Passive