Name: Barry
Role: Engineer
Primary Ability; Multi-tool: Barry carries around a yellow, industrial-looking, cannon-looking device that benefits Barry’s team’s automated defenses. The device has a maximum of 3 charges and one missing charge is regenerated every 30 seconds. When a charge is used on an automated defense or such the following will happen with the following ADs and such.
Ammo Pack - Charged ammo packs cannot be picked up by the enemy team.
Healing Station - Charged healing stations regenerate one health (in the case of the station being damaged) per second for 10 seconds after being charged.
Turret - The same thing as with the healing station.
Sticky - Charged stickies explode 0.5 seconds after an enemy has entered their individual explosion area.
Ammo Station - The same thing as with the healing station.
Proximity Mine - Charged mines generate little to no sound.
Healing Pack - The same thing as with the ammo packs.
Heartbeat Censor - Charged censors have a detection area increase of 25%.
Secondary ability; Drain Beam: Barry can load up this shot in 3 seconds to release a beam that drains all the ability power of the enemy merc unfortunate enough to be standing in the front of the beam has.
HP: 80
Speed: 450
Arsenal: Machine pistols, maybe a new one?
About Barry: Looks extremely poor and thin. Has a working suit on. Thinks that the world hasn’t still seen the full capabilities yet.
Uses: Barry’s great for upgrading your defense. His ability-draining powers can also hold off the attackers during critical moments. When attacking he can use hit-and-run tactics and drain enemies’ defensive powers.
Weaknesses: Short range, weak weapons, highly vulnerable.