• This forum is strictly intended to be used by members of the VS Battles wiki. Please only register if you have an autoconfirmed account there, as otherwise your registration will be rejected. If you have already registered once, do not do so again, and contact Antvasima if you encounter any problems.

    For instructions regarding the exact procedure to sign up to this forum, please click here.
  • We need Patreon donations for this forum to have all of its running costs financially secured.

    Community members who help us out will receive badges that give them several different benefits, including the removal of all advertisements in this forum, but donations from non-members are also extremely appreciated.

    Please click here for further information, or here to directly visit our Patreon donations page.
  • Please click here for information about a large petition to help children in need.

Relentless Executioners | The Beheaded (Dead Cells) VS Hank J. Wimbleton (Madness Combat) [7-0-0]

Messages
987
Reaction score
301
Ngl I hadn’t realized these two scale so close to each other, so I might as well give this one a shot after Hank vs Novelwise, hopefully this gains a bit of traction seeing how popular Madness Combat is here.

“The bigger they are...The harder they... Oops. Damn it.”: @Employe @Pyro9278 @Follow_Doctor_Freeman @Delusionaltx2 @ARandomDude127 @MannyQ361 @Comiphorous
qfX47wb.jpg

Scales to this; 2.9577 Tons of TNT

I jest... You most certainly are AN INCORRIGIBLE ASS!”:
qfX4tlS.png

Scales to this; 7.81 Tons of TNT




The Rules

Hank’s Post-Apotheosis key and High 8-C scaling is used.
Hank starts the fight with a M1911, a Dragon sword, a Falchion, a couple Frag grenades, a couple Throwing and Iron Knives, and a Sawed-off Shotgun.

The Beheaded
starts the fight with Hattori’s Katana, the Panchaku, the Sonic Carbine, the Bloodthirsty Shield, and the Lightspeed power.
The Beheaded starts with a Golden Amulet which has the “Two extra jumps in mid-air” affix.

The battlefield is riddled with weapons, gears, and skills from both the respective series of Madness Combat and Dead Cells.

There are two dead bodies accompanying both Hank and The Beheaded on the battlefield.

Speed is equalized.

Both combatants start 10 meters from each other.​
 
Last edited:
I have no idea how the beheaded is like in character, haven't played the game. Probably need some supporters here to explain a little bit on this guy.
 
I have no idea how the beheaded is like in character, haven't played the game. Probably need some supporters here to explain a little bit on this guy.
I could help with that if that’d help kick things off here.

He doesn’t really HAVE a fighting style per se, he just does whatever’s best at the moment. He can choose to abuse melee or range, but from how the battle starts out, there are two main ways this could go down.

A: Beheaded abuses range with the Sonic Carbine, while also rolling and jumping around as he nabs any other ranged weapons, deployables, grenades and powers that are scattered around the battlefield to help him do so, and eventually try and clusterfuck Hank once he collects enough deployables and grenades.

B: Beheaded closes the distance with both Hattori’s Katana’s dash attack and Lightspeed and begins trying to fight Hank at close quarters, and attempt to punish Hank’s attacks via parrying with the Bloodthirsty Shield, or just rolling and double jumping out of the way. He could also use Lightspeed’s second dash to get behind Hank and attack him from behind.
 
A: Beheaded abuses range with the Sonic Carbine, while also rolling and jumping around as he nabs any other ranged weapons, deployables, grenades and powers that are scattered around the battlefield to help him do so, and eventually try and clusterfuck Hank once he collects enough deployables and grenades.
Which isn't good because the TAC-BAR will make any ranged attacks useless. Hank also deals with people with TAC-BARs, so chances are he'll do better at range than the beheaded will.
B: Beheaded closes the distance with both Hattori’s Katana’s dash attack and Lightspeed and begins trying to fight Hank at close quarters, and attempt to punish Hank’s attacks via parrying with the Bloodthirsty Shield, or just rolling and double jumping out of the way. He could also use Lightspeed’s second dash to get behind Hank and attack him from behind.
Good luck parrying Hank. Hank is Class 50 compared to their Class 25. They'll be overpowered by anything they try to parry.

Good luck attacking Hank from behind. He just senses people behind him 99% of the time.
 
So AP vs Skill? While AP difference is quite noticeable (borderline 3x), Hank is probably too skilled for Beheaded to even land a hit, let alone kill + plus I think Hank's weapons at least somewhat make up for AP diff.

I'm voting Hank
 
Hank also deals with people with TAC-BARs, so chances are he'll do better at range than the beheaded will.
Ouchie, yeah that’s pretty horrid. I completely forgot about the fact Beheaded’s parries here would be reliant on LS. Fuuuuuck. Though I will say, a certain affix with Hattori’s Katana allows Beheaded to deflect bullets, and the Spartan Sandals passively allows Beheaded to safely kick away bombs. So I don’t think range is a good option for either, and while Hank has the Tac-Bar helping him with projectiles Beheaded has infinite stamina, so tiring him out isn’t an option.

All of the bosses within Dead Cells can also see past Beheaded’s invisibility, so Hank’s extrasensory perception wouldn’t completely blindside Beheaded, though that would definitely let Hank get a good hit in on him the first time he tries it.

I will say to his credit, all of Beheaded’s weapons have a chance to grant affixes that’d buff him and widen the AP gap, while also granting him ways to passively deal damage to Hank and even immobilize him.

Bleed, Burn (Fire and Blue Fire), Poison and Shock deal overtime damage, and can be applied to Hank indirectly. Certain affixes allow Beheaded to create fire all around him just by running, create toxic clouds upon being hit, auto poisoning the enemy upon taking damage, passively electrocuting everything around Beheaded for 8 seconds, create fire and/or toxic clouds that cause poisoning upon dodging, and there’s even affixes that inflicts any damage Beheaded takes onto the enemy. Not to mention all of these status effects can be applied simultaneously.

Stun, root, freeze, and slow all restrict Hank’s movement in one way or another, Stun well, stuns Hank and incapacitates him for a short while, not to mention being attacked doesn’t shorten the timer at all. Root, well roots Hank into the ground. He’d be unable to physically move or turn but he can still attack, but getting rooted would leave him vulnerable to things like attacks from behind, even despite his Extrasensory Perception because well, he can’t move. There are also affixes that auto-freeze opponents upon hitting The Beheaded.

Freeze is just root and stun combined, with the added bonus of that Hank is literally frozen solid. Upon thawing Hank will be slowed for a bit, and Slow just reduces enemy movement and attack speed to around half of what it would normally be.

Hank is probably too skilled for Beheaded to even land a hit, let alone kill
I wouldn’t say that, while I’d definitely give skill to Hank they share some skill feats, like tearing through entire hordes without taking a single hit (I know it’s only two examples but majority of Dead Cells is Beheaded going through hordes of enemies in each level), and defeating bosses in situations where Beheaded would die in a single hit, most of which being comparable to Beheaded in skill.

Beheaded also can masterfully use a wide arrange of weapons similarly to Hank, ranging from stuff like lanterns, scythes, swords, rapiers, whips, bombs, oversized hammers, shields, bows, gauntlets, etc. He’s extremely stealthy like Hank, and acrobatic like Hank, so I don’t think Beheaded gets skill stomped here.

Though your vote is counted!

Perception hax also say hello..
Mmmmm yeah I got nothing for this… I guess slow could help?-
 
Last edited:
Ouchie, yeah that’s pretty horrid. I completely forgot about the fact Beheaded’s parries here would be reliant on LS. Fuuuuuck. Though I will say, a certain affix with Hattori’s Katana allows Beheaded to deflect bullets, and the Spartan Sandals passively allows Beheaded to safely kick away bombs. So I don’t think range is a good option for either, and while Hank has the Tac-Bar helping him with projectiles Beheaded has infinite stamina, so tiring him out isn’t an option.
Either one of them will be long dead before either tire out, let's be honest here.
Bleed, Burn (Fire and Blue Fire), Poison and Shock deal overtime damage, and can be applied to Hank indirectly. Certain affixes allow Beheaded to create fire all around him just by running, create toxic clouds upon being hit, auto poisoning the enemy upon taking damage, passively electrocuting everything around Beheaded for 8 seconds, create fire and/or toxic clouds that cause poisoning upon dodging, and there’s even affixes that inflicts any damage Beheaded takes onto the enemy. Not to mention all of these status effects can be applied simultaneously.
Poison damage won't do anything to Hank, since he naturally resists things like that due to his physiology. I will note that what you described would count as projectiles by TAC-BAR standards, and he'd be able to dodge it.
Stun, root, freeze, and slow all restrict Hank’s movement in one way or another, Stun well, stuns Hank and incapacitates him for a short while, not to mention being attacked doesn’t shorten the timer at all. Root, well roots Hank into the ground. He’d be unable to physically move or turn but he can still attack, but getting rooted would leave him vulnerable to things like attacks from behind, even despite his Extrasensory Perception because well, he can’t move. There are also affixes that auto-freeze opponents upon hitting The Beheaded.
Funny you say that, even if you resrict his movement, Hank can still dodge since he has a high level TAC-BAR:
QSNFXMC.jpeg

Freeze is just root and stun combined, with the added bonus of that Hank is literally frozen solid. Upon thawing Hank will be slowed for a bit, and Slow just reduces enemy movement and attack speed to around half of what it would normally be.
basically everyone in the series can withstand the cold from having no sun anymore since Hank killed it. He could probably avoid getting frozen solid.
 
Either one of them will be long dead before either tire out, let's be honest here.
That’s fair I suppose, though I was only bringing up Beheaded’s stamina to try and push the point that neither of them are doing jack diddly in range. Close quarters is both their best bets, though Beheaded may have a slight chance in range if he gets his hands on the Queen’s Rapier, which can allow the user to perform melee slashes from a distance, effectively ignoring it, and because it’s still a melee attack it probably wouldn’t be counted as a projectile. It also cuts through reality/space so ouchie.
Poison damage won't do anything to Hank, since he naturally resists things like that due to his physiology. I will note that what you described would count as projectiles by TAC-BAR standards, and he'd be able to dodge it.
Huh, the more you know. I’m curious on how that’d actually work in practice, especially if he’s TRYING to fight close range. Would he just disengage from Beheaded? Because again, they’d be fire all around the ground Beheaded’s stepping on, or there’d be electricity all around him.

Edit: Ok so I found out that there’s no visual for it or anything for the Lightning AoE, you just passively take electric damage if you’re even near the Beheaded. And that Beheaded doesn’t need to specifically run for fire to spread all around him, he can just do it while walking. (There’s no reason you’d EVER wanna walk in Dead Cells so don’t crucify me for not knowing this.)

Not to mention with certain traps, turrets, powers and grenades could make Hank automatically start bleeding everywhere just from that specific gear/power ending, he doesn’t even need to be hit with anything, just being in the general area is enough to affect him.
Funny you say that, even if you resrict his movement, Hank can still dodge since he has a high level TAC-BAR:
QSNFXMC.jpeg
Ok the Tac Bar might be a little TOO meta

basically everyone in the series can withstand the cold from having no sun anymore since Hank killed it. He could probably avoid getting frozen solid.
All of the Beheaded’s bosses have resistance to Beheaded’s freezing effects, like The Queen and she specifically has even more of a resistance due to being the same species as Beheaded, but even with that they’re STILL able to be frozen, and their resistance is only able to lessen the duration in which they’re frozen, which is negated by the fact that there’s affixes that extend how long it takes for Hank to thaw out, all of which can be stacked. Not to mention they’re all EXTREMELY common on ice weapons, so it’s likely for Beheaded to get it.

And within that image too, Ice Armor would punish Hank for attacking Beheaded by just freezing him automatically, so Hank is definitely getting frozen.
 
That’s fair I suppose, though I was only bringing up Beheaded’s stamina to try and push the point that neither of them are doing jack diddly in range. Close quarters is both their best bets, though Beheaded may have a slight chance in range if he gets his hands on the Queen’s Rapier, which can allow the user to perform melee slashes from a distance, effectively ignoring it, and because it’s still a melee attack it probably wouldn’t be counted as a projectile. It also cuts through reality/space so ouchie.
Imma be fr i'd count that for TAC-BAR. "projectile" in this context is a very loose term, it's more accurate to say anything that doesn't physically come from an attacker. Stuff like light (from flashgrenades) and explosions (from anything that explodes) count as "projectiles" under the definition of the TAC-BAR.
Edit: Ok so I found out that there’s no visual for it or anything for the Lightning AoE, you just passively take electric damage if you’re even near the Beheaded. And that Beheaded doesn’t need to specifically run for fire to spread all around him, he can just do it while walking. (There’s no reason you’d EVER wanna walk in Dead Cells so don’t crucify me for not knowing this.)

Not to mention with certain traps, turrets, powers and grenades could make Hank automatically start bleeding everywhere just from that specific gear/power ending, he doesn’t even need to be hit with anything, just being in the general area is enough to affect him.
Grenades count as projectiles. People with TAC-BARs can dodge a flashbangs explosion, so i doubt anything coming from the beheaded will hit Hank without removing his TAC-BAR first.
Ok the Tac Bar might be a little TOO meta
we love the TAC-BAR!!!
All of the Beheaded’s bosses have resistance to Beheaded’s freezing effects, like The Queen and she specifically has even more of a resistance due to being the same species as Beheaded, but even with that they’re STILL able to be frozen, and their resistance is only able to lessen the duration in which they’re frozen, which is negated by the fact that there’s affixes that extend how long it takes for Hank to thaw out, all of which can be stacked. Not to mention they’re all EXTREMELY common on ice weapons, so it’s likely for Beheaded to get it.

And within that image too, Ice Armor would punish Hank for attacking Beheaded by just freezing him automatically, so Hank is definitely getting frozen.
One resistance is not equal to another. withstanding ice attacks (and still being able to be frozen by them) and being unbothered from the cold due to destroying the sun are two very different ends of resisting cold.
 
Thanks to the TAC-BAR, Hank could avoid most things thrown at him. Its functionality has been discussed several times, and anything that's a projectile will almost certainly be dodged unless the Beheaded’s somehow corners Hank so he can't escape. However, it's more likely he'll close the distance and start fighting hand-to-hand, and if that happens, Hank will surely win due to superior skill. Voting Hank High Diff.
 
Imma be fr i'd count that for TAC-BAR. "projectile" in this context is a very loose term, it's more accurate to say anything that doesn't physically come from an attacker. Stuff like light (from flashgrenades) and explosions (from anything that explodes) count as "projectiles" under the definition of the TAC-BAR.

Grenades count as projectiles. People with TAC-BARs can dodge a flashbangs explosion, so i doubt anything coming from the beheaded will hit Hank without removing his TAC-BAR first.

we love the TAC-BAR!!!
q26sEZB.png

GODDAMMIT THE TAC BAR IS TOO BROKEN

THOUGH, I’ve seen from other debates that it can be drained and overwhelmed eventually, and that Miniguns and Shotguns do a very good job at draining it. Could Beheaded do the same here? He has many guns, turrets, grenades, and even little animal helpers that attack Hank directly and fire out projectiles from afar along with the affixes. And with Root completely restricting his movement, it might actually help Beheaded drain the Tac-Bar even faster.

Ok so I’m like 1/4 of the way through and Ts sucks to do

Multiple-nocks Bow - Shoots 3 arrows at the same time

Bow and Endless Quiver - Infinite Ammo and deals critical damage on every third arrow

Marksman’s Bow – Critical hits at long range

Infantry Bow – Critical hits at close range

Quick Bow – Crits if 3+ arrows are stuck in target

Ice Bow – Freezes enemies briefly

Heavy Crossbow – Fires a short-range spread, crits after reload

Repeater Crossbow – Rapid fire, crits on rooted enemies

Ice Crossbow – Freezes enemies, secondary attack pierces and crits

Explosive Crossbow – Fires explosive bolts that deal AoE damage

Nerves of Steel – Charged shots deal critical damage

Hokuto’s Bow – Marks enemies so they take extra damage

Magic Bow – Homing arrows deal more damage on same target

Magic Missiles – Homing projectiles that track enemies

Lightning Bolt – Continuous beam that ramps damage but can hurt you

Fire Blast – Continuous flames that burn enemies

Frost Blast – Freezes enemies in front of you

Pyrotechnics – Explosions that scale with burning targets

Alchemic Carbine – Poison cloud that damages over time

Throwing Knife – Causes bleeding over time

Throwing Axe – Spins and stuns enemies

The Boy’s Axe – Roots enemies, can be recalled for crit

War Javelin – Throws and teleports you to it

Throwable Objects – Stuns enemies, ammo refills on kill

Boomerang – Travels forward and back, hitting twice

Electric Whip – Auto-targets nearby enemies, ignores shields

Firebrands – Throws fire that ignites enemies and ground

Ice Shards – Rapid shards that slow enemies

Hemorrhage – Applies bleeding stacks quickly

Medusa’s Head – Petrifies enemies into stone

Barrel Launcher – Launches explosive barrels

Sonic Carbine – Pierces enemies, crits targets behind first

Gilded Yumi – Pushes enemies, crits if they hit a wall

Killing Deck – Throws cards, every 4th hit recalls for crit

Laser Glaive – Bounces between enemies, increasing damage

Cross – Travels out and back, crits on return/spin

Money Shooter – Consumes gold to deal massive crit damage

Peril Glyphs – Combo increases with missing HP, crits later hits

Anathema – Charges powerful explosive projectile

Blowgun – Crits on poisoned targets

Powerful Grenade – Causes a large, high-damage explosion

Infantry Grenade – Fast cooldown, low damage explosion

Cluster Grenade – Bomb explodes into six smaller bombs that can explode twice

Magnetic Grenade – Pulls enemies in, then explodes with shock damage

Stun Grenade – Stuns enemies briefly

Ice Grenade – Freezes enemies in place

Fire Grenade – Burns enemies over time

Root Grenade – Roots enemies and deals damage over time

Oil Grenade – Spreads oil that boosts fire damage

Swarm – Summons small biters that attack enemies

Holy Water – Creates damaging holy flames on impact and can even cause a Holy Rain, which basically has it rain Holy Water and burns anything on contact

Double Crossb-o-matic – Deploys a turret that fires arrows at enemies

Sinew Slicer – Rapidly fires bleeding shots at nearby enemies

Heavy Turret – High-damage turret that boosts your DPS

Barnacle – Stationary turret that fires at enemies from walls/ceilings

Flamethrower Turret – Burns nearby enemies with flames

Cleaver – Spins blades that deal continuous damage

Wolf Trap – Roots enemies in place and increases damage taken

Crusher – Slams down repeatedly, stunning and damaging enemies

Explosive Decoy – Attracts enemies, then explodes

Emergency Door – Blocks attacks and damages enemies when broken

Tesla Coil – Zaps enemies with chain lightning

Scavenged Bombard – Fires arcing explosive shots

Corrosive Cloud – Creates a toxic cloud that deals poison and bleed damage over time

Lacerating Aura – Damages all nearby enemies continuously

Wave of Denial – Knocks enemies back, deals bonus damage if they hit a wall

Wings of the Crow – Lets you fly briefly while damaging nearby enemies with electricity

Death Orb – Summons a slow-moving orb that deals heavy damage over time

Great Owl of War – Summons an owl that attacks enemies, can be enraged for more damage

Pollo Power – Transform into a chicken that fires explosive eggs

Leghugger – Summons a pet that evolves and deals more damage over time

Tornado – Creates a moving tornado that damages enemies

Knife Dance – Throws multiple knives around you rapidly

Lightning Rods – Places rods that create damaging electric beams between them

Mushroom Boi! – Summons a mushroom companion that can knock enemies back and interrupt moves

Maria’s Cat – Summons a cat that attacks enemies automatically

Bat Volley – Summons bats that attack nearby enemies

Scarecrow’s Sickles – Throws spinning sickles that return to you

I WOULD put links for all of them but holy shit trying to get good gameplay of these specific things in a Roguelike is trying to find a needle in a haystack, doesn’t help that I dunno how to upload videos onto here so I can’t just do it myself.

But uhh, yeah if you want specific detail on a certain weapon/skill then I can provide. I just REALLY don’t wanna spend all of that time on every individual one.

One resistance is not equal to another. withstanding ice attacks (and still being able to be frozen by them) and being unbothered from the cold due to destroying the sun are two very different ends of resisting cold.
Dammit, well at the very least the Ice Armor would null the attack that would attempt to harm Beheaded.


Thanks to the TAC-BAR, Hank could avoid most things thrown at him. Its functionality has been discussed several times, and anything that's a projectile will almost certainly be dodged unless the Beheaded’s somehow corners Hank so he can't escape. However, it's more likely he'll close the distance and start fighting hand-to-hand, and if that happens, Hank will surely win due to superior skill. Voting Hank High Diff.
Vote counted! Though I do wanna say, Beheaded has the weaponry to actually drain the TAC-BAR as far as I’m aware, and since there’s two bodies accompanying them both, Beheaded can learn that Hank skillfucks him in H2H after dying and try again.

Albeit he only has three tries here, but those three tries should be enough to develop his skills and weapons enough to overwhelm Hank.
 
GODDAMMIT THE TAC BAR IS TOO BROKEN

THOUGH, I’ve seen from other debates that it can be drained and overwhelmed eventually, and that Miniguns and Shotguns do a very good job at draining it. Could Beheaded do the same here? He has many guns, turrets, grenades, and even little animal helpers that attack Hank directly and fire out projectiles from afar along with the affixes. And with Root completely restricting his movement, it might actually help Beheaded drain the Tac-Bar even faster.
Basically how it works;

Hank has levels to his TAC-BAR;

Full Miss

Grazes

Vulnerable

These are all levels to his TAC-BAR. When his 'full miss' TAC-BAR is overwhelmed, it's downgraded to grazing him, and then once that bar is overwhelmed, he's vulnerable. It should be noted that he's plenty skilled to fight with no TAC-BAR, and losing it does no harm to him. It's not a supernatural power by any means, it's literally just his combat senses allowing him to instinctively duck out of the way. The TAC-BAR doesn't work on Melee attacks, and Hank does just fine against rooms full of people with nothing but melee weapons. Also all of this assumes he stands still and lets the Beheaded just drain that shit. He can do things on his own which will make it harder to leave Hank truly vulnerable.
Ok so I’m like 1/4 of the way through and Ts sucks to do

Multiple-nocks Bow - Shoots 3 arrows at the same time

Bow and Endless Quiver - Infinite Ammo and deals critical damage on every third arrow

Marksman’s Bow – Critical hits at long range

Infantry Bow – Critical hits at close range

Quick Bow – Crits if 3+ arrows are stuck in target

Ice Bow – Freezes enemies briefly

Heavy Crossbow – Fires a short-range spread, crits after reload

Repeater Crossbow – Rapid fire, crits on rooted enemies

Ice Crossbow – Freezes enemies, secondary attack pierces and crits

Explosive Crossbow – Fires explosive bolts that deal AoE damage

Nerves of Steel – Charged shots deal critical damage

Hokuto’s Bow – Marks enemies so they take extra damage

Magic Bow – Homing arrows deal more damage on same target

Magic Missiles – Homing projectiles that track enemies

Lightning Bolt – Continuous beam that ramps damage but can hurt you

Fire Blast – Continuous flames that burn enemies

Frost Blast – Freezes enemies in front of you

Pyrotechnics – Explosions that scale with burning targets

Alchemic Carbine – Poison cloud that damages over time

Throwing Knife – Causes bleeding over time

Throwing Axe – Spins and stuns enemies

The Boy’s Axe – Roots enemies, can be recalled for crit

War Javelin – Throws and teleports you to it

Throwable Objects – Stuns enemies, ammo refills on kill

Boomerang – Travels forward and back, hitting twice

Electric Whip – Auto-targets nearby enemies, ignores shields

Firebrands – Throws fire that ignites enemies and ground

Ice Shards – Rapid shards that slow enemies

Hemorrhage – Applies bleeding stacks quickly

Medusa’s Head – Petrifies enemies into stone

Barrel Launcher – Launches explosive barrels

Sonic Carbine – Pierces enemies, crits targets behind first

Gilded Yumi – Pushes enemies, crits if they hit a wall

Killing Deck – Throws cards, every 4th hit recalls for crit

Laser Glaive – Bounces between enemies, increasing damage

Cross – Travels out and back, crits on return/spin

Money Shooter – Consumes gold to deal massive crit damage

Peril Glyphs – Combo increases with missing HP, crits later hits

Anathema – Charges powerful explosive projectile

Blowgun – Crits on poisoned targets

Powerful Grenade – Causes a large, high-damage explosion

Infantry Grenade – Fast cooldown, low damage explosion

Cluster Grenade – Bomb explodes into six smaller bombs that can explode twice

Magnetic Grenade – Pulls enemies in, then explodes with shock damage

Stun Grenade – Stuns enemies briefly

Ice Grenade – Freezes enemies in place

Fire Grenade – Burns enemies over time

Root Grenade – Roots enemies and deals damage over time

Oil Grenade – Spreads oil that boosts fire damage

Swarm – Summons small biters that attack enemies

Holy Water – Creates damaging holy flames on impact and can even cause a Holy Rain, which basically has it rain Holy Water and burns anything on contact

Double Crossb-o-matic – Deploys a turret that fires arrows at enemies

Sinew Slicer – Rapidly fires bleeding shots at nearby enemies

Heavy Turret – High-damage turret that boosts your DPS

Barnacle – Stationary turret that fires at enemies from walls/ceilings

Flamethrower Turret – Burns nearby enemies with flames

Cleaver – Spins blades that deal continuous damage

Wolf Trap – Roots enemies in place and increases damage taken

Crusher – Slams down repeatedly, stunning and damaging enemies

Explosive Decoy – Attracts enemies, then explodes

Emergency Door – Blocks attacks and damages enemies when broken

Tesla Coil – Zaps enemies with chain lightning

Scavenged Bombard – Fires arcing explosive shots

Corrosive Cloud – Creates a toxic cloud that deals poison and bleed damage over time

Lacerating Aura – Damages all nearby enemies continuously

Wave of Denial – Knocks enemies back, deals bonus damage if they hit a wall

Wings of the Crow – Lets you fly briefly while damaging nearby enemies with electricity

Death Orb – Summons a slow-moving orb that deals heavy damage over time

Great Owl of War – Summons an owl that attacks enemies, can be enraged for more damage

Pollo Power – Transform into a chicken that fires explosive eggs

Leghugger – Summons a pet that evolves and deals more damage over time

Tornado – Creates a moving tornado that damages enemies

Knife Dance – Throws multiple knives around you rapidly

Lightning Rods – Places rods that create damaging electric beams between them

Mushroom Boi! – Summons a mushroom companion that can knock enemies back and interrupt moves

Maria’s Cat – Summons a cat that attacks enemies automatically

Bat Volley – Summons bats that attack nearby enemies

Scarecrow’s Sickles – Throws spinning sickles that return to you
These can help, but Hank's TAC-BAR will recharge when he's not actively dodging with it, plus a lot of these actively only come into use if they hit Hank, which obviously is an issue for a guy who can instinctively dodge. (And from the looks of it could kill the various summons if they're bothering him)
Albeit he only has three tries here, but those three tries should be enough to develop his skills and weapons enough to overwhelm Hank.
Hank also has revives he can come back from, and honestly it wouldn't be his first rodeo with someone who doesn't stay dead. Nothing the Beheaded does is something Hank hasn't handled in the past. He's fought forces tougher and smarter than the beheaded, whether it be Mag Agents, Project: Gestalt, The S-3LF Eater or god forbid that clown.
 
Last edited:
Also all of this assumes he stands still and lets the Beheaded just drain that shit. He can do things on his own which will make it harder to leave Hank truly vulnerable.

Majority of Beheaded’s skills either

A: Have a giant AOE effect all around Beheaded and thus would force Hank to dodge instinctively

B: Auto-track Hank and just pelt Hank with projectiles from all sides, while Hank would also need to deal with Beheaded, the Mushroom Boi and the Leghugger.

If Hank kills them Beheaded can just summon them again after a bit, none of the cooldowns on his skills are long by any means.

These can help, but Hank's TAC-BAR will recharge when he's not actively dodging with it
Which might be a little hard for Hank given how Beheaded can make it rain Holy Water that burns upon contact, as well as setting the ground beneath and around him aflame AND dealing passive electricity damage if Hank gets close, which he’d have to dodge.

Add that along with the 10 other sources of projectiles and that TAC-BAR might have a hard time staying up.

Hank also has revives he can come back from, and honestly it wouldn't be his first rodeo with someone who doesn't stay dead. Nothing the Beheaded does is something Hank hasn't handled in the past.
Fair, I had actually made the match with that in mind. I was told that he gets like 3 chances with that revival stuff, so I thought I’d do the same for Beheaded to even it out a little bit.
or god forbid that clown.
qgEJGpV.png


We don’t mention that fella ‘round these parts…
 
Bump


Majority of Beheaded’s skills either

A: Have a giant AOE effect all around Beheaded and thus would force Hank to dodge instinctively

B: Auto-track Hank and just pelt Hank with projectiles from all sides, while Hank would also need to deal with Beheaded, the Mushroom Boi and the Leghugger.
Also I suppose to support this point even more, majority of Beheaded’s traps and turrets have effects like this that linger upon being deployed, while they’re deployed, and once they’re destroyed.
 
Random question, but for the resurrection, does the corpse have to be intact for the Beheaded to use it for resurrection?
 
Random question, but for the resurrection, does the corpse have to be intact for the Beheaded to use it for resurrection?
not fully, considering some of the corpses you possess in-game are rotting and mangled

But they also can’t be like, 80% destroyed

So sum like half the body being just erased, yeah no Beheaded ISNT using that

also say that again
 
I'm leaning on hank via skill + Tac Bar atm but I notice the beheaded has auto tracking (which may or may not work depending on what it is)

How does his auto tracking work?
 
I'm leaning on hank via skill + Tac Bar atm but I notice the beheaded has auto tracking (which may or may not work depending on what it is)

How does his auto tracking work?
The turrets and/or pets just track Hank’s position and constantly fires projectiles at it, not much else to it. There’s like a handful of turrets Beheaded could try throw all at once, along with his traps and power skills, AND his own ranged weapons, like constantly firing electricity or fire or frost at Hank, bows, guns, boomerangs, axes, javelins, whips, stuff that bounces off of walls, etc.

Of course at first it’s gonna get Tac Bar diffed, but again, Beheaded has a butt ton of traps, long ranged weapons, projectiles and AOE effects that’d burn through the Tac Bars rather quickly, seeing how Shotguns are pretty effective at draining Tac Bars.

And since Beheaded’s cooldowns for all of his turrets, skills and traps aren’t long by any means, there’s nothing stopping Beheaded from putting constant pressure on Hank, and eventually putting him down a few times with his superior AP, ESPECIALLY with things like Ice Armor, Foresight, or any affixes on any of his other skills that’d generate a shield around him for a little bit.
 
The turrets and/or pets just track Hank’s position and constantly fires projectiles at it, not much else to it.
I thought the projectiles would curve n stuff as well but ok
There’s like a handful of turrets Beheaded could try throw all at once, along with his traps and power skills, AND his own ranged weapons, like constantly firing electricity or fire or frost at Hank, bows, guns, boomerangs, axes, javelins, whips, stuff that bounces off of walls, etc.
See, here's the issue

1. Hank is skilled enough to hit other tac bar users with projectiles and regularly hits stuff with his back turned so he's gonna be outperforming beheaded on that end since he basically out skills in terms of range spam

2. Hank is incredibly agile and has ESP, he's absolutely gonna sense the traps and shouldn't have any issue dodging them manually

3. Bullet time would allow hank to view alot of the beheadeds attacks in slow motion, which would make it even easier to dodge attacks

This is on top of ofc tac bar
Of course at first it’s gonna get Tac Bar diffed, but again, Beheaded has a butt ton of traps, long ranged weapons, projectiles and AOE effects that’d burn through the Tac Bars rather quickly, seeing how Shotguns are pretty effective at draining Tac Bars.
It's not just tac bar here though
And since Beheaded’s cooldowns for all of his turrets, skills and traps aren’t long by any means, there’s nothing stopping Beheaded from putting constant pressure on Hank, and eventually putting him down a few times with his superior AP, ESPECIALLY with things like Ice Armor, Foresight, or any affixes on any of his other skills that’d generate a shield around him for a little bit.
I see this as possible given the fact the beheaded seems to have a much more varied kit than the average enemy hank typically deals with but not likely enough to actually happen

Especially since with all the other things, he's definitely gonna be able to dodge enough attacks to refill tac bar consistently while whittling down the beheaded

I'll vote hank (for comis reasons)
 
Quite a cool matchup, makes sense that Beheaded has a lot of Ws but I think Hank gets this more times out of ten due to basically what Comi & Delusionaltx2 said.

If acrobatics, largely reliable anticipation of surprise attacks, & Ultra-Instinct -- I mean, the Tac-Bar are enough to circumvent The Beheaded's AoE attacks, then Hank gets my vote. I could see Beheaded coming up with a plan to synergize his attacks so that Hank is dealing with projectiles & QCQ at the same time... but that's kind of Hank's thing, a sword in one hand & a gun or another sword in the other to deal with threats in the opposite direction. Stuff like the Death Orb or flames might especially be trouble if the Tac-Bar doesn't cover, but this might be a case of huge kit resulting in too much trial-and-error before the right solution. And if both have the same number of "lives" then Hank's likely to get a head-start since that degree of dodging-ness is as much of an initial surprise as Beheaded's bag of tricks. High-diff W, though.
 
I'll vote hank (for comis reasons)
Quite a cool matchup, makes sense that Beheaded has a lot of Ws but I think Hank gets this more times out of ten due to basically what Comi & Delusionaltx2 said. High-diff W, though.
Thanks! Felt pretty cool when I thought of this. Votes counted, and I’ll be voting Hank as well!

Liked debating this ngl.
 
Back
Top