TF2 x Arknights Operators (balance not included)
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This one's not a story, just a fun stuff I thought up when I played too much Arknights.

Some of them are disgustingly overpowered.

Even if you love OP things, you might be disgusted at some of them as well.

[The Scout]

Crowd Control

Traits: high physical/arts dodge.

Talent: Baby Face's Blaster -> reduced cost and greatly reduce redeploy time.

Soda Popper (Elite 2) -> the Scout can be retreated and redeployed for free.

Range: 2 tiles

Block: 1

Skills 1: Sandman – active skill (auto)

Launch a ball that stuns all targets for x seconds.

Recharge: per sec

Skill 2: Force a' Nature - passive

Attack +x%, attack interval increases; the attack will push back all enemies within range.

Push force increases at lv 4, 7, and mastery 3.

Skill 3: Bonk Atomic Punch (active)

Stops attacking; become invulnerable to all damage for x seconds; block+2.

[The Soldier]

Nuker + Support

Traits: damage ramp up -> rockets will deal increased damage the closer the target to the soldier. (double damage on 2-3 tiles)

Talent: Direct Hit -> deal 1.5x increased damage to targets affected by blast damage within x seconds.

Disciplinary Action (Elite 2) -> allies within range gains faster attack speed.

Skill 1: Buff Banner (active)

Allies on Soldier's range will deal 1.5x damage for x seconds

Charge: attacking.

Skill 2: Concheror (active)

Allies on Soldier's range will have increased attack speed and will heal x% of their inflicted damage

The soldier will regenerate x% max hp per second when this skill is active, it will go higher the longer he's not taking damage.

Charge: attacking.

Skill 3: Battalion's Backup (active)

Allies on Soldier's range will have x% resistance to physical and arts damage for x seconds.

Soldier gains increased health, def, and res when this skill is selected.

Charge: taking damage

[The Pyro]

Shift DPS

Trait: can attack invisible enemies.

Enemies on fire will lose their cloak and reduce their defense.

Will attack with flamethrower when skills aren't fully charged (except using Phlogistinator)

Talent: Fireproof suit -> Def and Res + x%, immune to burn damage

Axtinguisher (Elite 2) -> deals 3x damage to enemies on fire within 1 tile of the Pyro.

Skill 1: Airblast (auto)

Push all enemies x distance and deal x% ATK as physical damage.

Push force increases at Lv 4, 7, and mastery 3.

Charge: per second

Skill 2: Scorch Shot (auto)

Push all enemies from long range and set them on fire. Enemies on fire will be pushed further.

Push force increases at Lv 4, 7, and mastery 3.

Charge: per second

Skill 3: Phlogistinator (active)

During active, attacks will do 3x damage and invulnerable to all attacks for x seconds

Charge: on attack

[The Demoman]

AOE Nuker Shift

Trait: when not attacking, he will deploy sticky bombs on ground spots within his range (maximum of 8).

Active skills can be triggered anytime (detonate the sticky bomb)

Normal attacks will do AOE physical damage

Talent: Loch n' Load -> Gain 20% increased attack speed

Double Donk (Elite 2) -> When attacking the same enemies twice, the second attack will deal 1.5x damage and push them back.

Skill 1: Stickybomb Launcher (active)

Trigger the stickies

Skill 2: Quickiebomb Launcher (auto)

Has increased speed in lying stickies and it will automatically explode when an enemy passed it.

Will prioritize laying stickies over attacking.

Maximum of 3 stickies at a time.

Skill 3: Scottish Resistance (active)

Increased the max amount of sticky bombs to 14, the skill can't be activated right away.

[The Heavy]

Defender DPS Slow

Traits: Minigun will deal increased damage on a close-range (1 tile for maximum damage).

Attack speed will ramp up, the longer he kept attacking.

Talent: Iron Kurtain -> increased DEF and RES when HP is below 65%.

Fists of Steel (Elite 2) -> additional 40% damage reduction against non-melee attacks

Block: 3

Range: same as ST sniper.

Skill 1: Sandvich

Stops attacking; fully recover own health within x seconds

Charge: per second.

Skill 2: Natascha (passive)

Slows hit enemies, reduce x% of their movement speed for x seconds.

Skill 3: Huo Long Heater (passive)

Deals burn damage to all enemies adjacent to the Heavy when attacking

Enemies on fire will have -x defense reduced.

[The Engineer]

Support Summon Healing

Trait: will automatically heal buildings, if placed within attack range.

Prioritize healing buildings over attacking.

Buildings will ignore the deployment limit and can be deployed at melee and ranged tiles. It starts at lv 1, and will gradually ramp up to lv 3 (except mini sentry). The engineer can only deploy 1 building each.

Each building has 1 block except lv. 3 sentry gun (2 block)

When the buildings were destroyed or retreated, the Engineer can build another one.

Sentry Gun: Has huge range, damage and attack speed. At lv 3 will also deal AOE Arts damage with rockets.

Mini Sentry: Has high range and attack speed but low damage. really fast redeployment rate and low cost. It cannot be upgraded.

Dispenser: Heal all allies within range per x seconds. The range and healing amount will increase per level.

Teleporter: reduce redeployment time of all units by x seconds.

Talent: Frontier Justice -> each time the sentry gun is destroyed or retreated (including mini sentry), gain a 3x damage boost. The engineer can attack enemies x times, equivalent to the number of different enemies shot by the sentry when it's up.

Short Circuit (Elite 2) -> negate projectile attack within range every x seconds (prioritize ones targeting his buildings)

Skill 1: Jag (passive)

Buildings will upgrade much faster

Skill 2: Rescue Ranger (passive)

Greatly increased attack range, attack, and can heal buildings much further.

It has reduced damage when attacking enemies, and slower attack speed.

Skill 3: Wrangler (active skill, switchable)

Sentry Gun and Mini Sentry will have higher health attack speed and range, but the Engineer can't heal buildings

When the wrangler is switched off, Sentry gun won't attack for x seconds.

This skill can't be activated if there's no Sentry Gun or Mini Sentry.

Charge: per second

[The Medic]

Healing Support (Single Target)

Trait: Gain extra SP when healing targets below 65% HP. Will always heal targets within range, even at full HP.

Talent: Overheal -> healed targets will go up to 150% their max HP that decay over x seconds

Crusader's Crossbow (Elite 2) -> every x seconds, heal an ally with the lowest HP anywhere on the map. They will receive more heals, the further away from the Medic.

Skill 1: Ubercharge (active)

Select one ally. For the duration, the Ally and Medic will be invulnerable to all attacks.

Charge: on heal

Skill 2: Kritzkrieg (active)

Select one ally. For the duration, their attacks will deal 3x damage (calculated after defense and resistance reduction).

Charge: on heal

Skill 3: Vaccinator (switch)

Instantly switch between Physical and Arts damage resistance. Currently healed allies will gain the resistance buff for x seconds.

Charge: no SP

[The Sniper]

DPS Survival

Trait: Slow attack speed, high damage, and huge range.

Prioritize high-value targets (Bosses)

Can deal Headshot -> has a chance to deal 3x damage that ignores defense, with a much higher chance on bigger and slow targets. (Can cap at 100%)

Talent: Cozy Camper -> regenerates x% max HP per second, has increased heal rate when not taking damage for x second.

Razorback (Elite 2) -> every 60 seconds, negate one fatal damage to the Sniper and stuns the attacker for x seconds. Sniper starts with 1 charge per deployment and can store 2 charges.

Skill 1: Huntsman (switch)

The Sniper will switch weapons to bow. Increased headshot chance and damage, but lower ASPD.

Charge: per second.

Skill 2: Sydney Sleeper (passive)

The Sniper will lose 3x damage on headshot but hit enemies will receive 30% increased damage for x seconds.

If the headshot was triggered, the damage increase will apply to all adjacent enemies from the target.

Skill 3: The Machina (auto)

Bullets will penetrate all enemies in a straight line (his attack range will change to a straight line). The Headshot chance will be counted separately for each enemy hit.

The Sniper cannot attack unless the skill's triggered.

Charge: per second

[The Spy]

Special Use

Block: 0

Traits: invisible to all enemies unless attacking. After each attack, it will take x second to regain invisibility.

Backstab -> deal massive damage that ignores defense when the enemy's back is facing the Spy.

The spy will only attack the enemy's back.

Talents: L'Etranger -> the Spy takes less time to remain visible

Conniver's Kunai (Elite 2) -> regain your maximum health after a backstab kill (it will overheal the Spy to 250% of Max HP).

Skill 1: Your Eternal Reward (passive)

Increased backstab damage by x%

Instantly turn invisible after a backstab kill.

Skill 2: Dead Ringer (auto)

When the Dead Ringer is active, the Spy can be redeployed instantly (with x% Health) and zero cost when killed. The SP will start at 0 therafter.

Charge: per second.

Skill 3: The Sapper (active)

Disable all mechanical enemies within a large range for x seconds. (including crossbow machines)

They will take x% of Spy's ATK as damage per second for x seconds, and receive 30% increased damage from all sources. This attack will ignore defense.

Charge: per second

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