This is a boss planned as a minimum inclusion. Part of the Mecha boss.
Overview
Qishi Offensive Ground Unit - TS-OU-G1A
Character Design Requirements
Medium-weight with medium armour
Wields a giant rocket hammer (see below)
2 gridspaces tall
Reference images
Ronin Prime from Titanfall 2
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Rocket-powered hammer concept art by @Savochkin_Nik for Monster Hunter Wilds
Traits
Combative, righteous, loyal, chaotic and vindictive
Gameplay
Frontline bruiser, burn/shock applier, area of damage close range, stalling, defensive buffs.
Initiates combat with Grand Slam into the area with the most opponents/furthest opponent. Aiming to eliminate the most important opponent with swings or extinction depending on which hits the most opponents. Radiant Aura should be used if a majority of opponents are in the area. Counter should be used when being hit the most or as often it can when less than 50%.
Strengths
- Close range specialist
- Stalling
- Area of effect
- Applies shock or burn semi-consistently
Weaknesses
- Range opponents
- Debuffs
- Low movement
- High cooldown for movement
Health
- 300 health
Passives
| Passive | Description |
|---|---|
| Thermovoltaic Alternator | This unit’s abilities alternate between being infused with burn and shock. Attacks applying 1 burn or 1 shock for every instance of damage till the start of the next turn, where the infusion switches. |
| Never Over | Instead of dying normally, this unit will be “Downed” when reaching 0 health. After 2 turns, the downed state removed and they’re healed to 30% health. If the other unit gets downed while this unit is downed, both units die. |
Abilities
| Ability | Description | Target Type | Conditions and Details | Cooldown |
|---|---|---|---|---|
| Hammer Swing | Slashes opponents. (20 damage) | Pattern | - 3 cell, 5 cell patten. (Wide T shape) | |
| Grand Slam | Jumps up in the air then slams into the ground, crushing opponents underneath. (27 damage) For every opponents hit, gain 2 stack of defense up. | Radius | - Infinite Range - Damage radius 3x3 cell | 3 |
| Extinction | Empowers its weapon and slams it into the ground. Gain 1 Damage Up before swinging. (30 damage) | Line | - 1x4 cells rectangle range. | 1 |
| Radiant Aura | The hammer surges with immense power, damaging around it. (15 damage) | Radius | - 4 cell radius | 1 |
| Counter | Activate an electric force field, granting 1 Counterattack to itself and granting 2 defense up to both itself and its allies. | Radius | - Itself and Other Mecha - Exclude damage received from buffs | 3 |
Animation
| Animation | Description |
|---|---|
| Idle | Melee Mecha stands in a battle ready stance, holding the sword with both hands. |
| Anim 1 | Used for Hammer Swing and Extinction. Melee Mecha prepares their swing by bringing the hammer back behind him, holding for a moment (0.5s), then slashing in front of him. The VFX of Extinction to gain Damage Up plays before the animation of Hammer Swing occurs. Hammer Swing has no extra effects. |
| Anim 2 | Used for Radiant Aura and Counter. Holds the hammer like deflecting/defensive state with handle in the air and the blade diagonally pointing downwards. VFX of Radiant Aura plays while holding the sword in the air, radiating light from the sword. VFX of Counter plays with an electric field surrounding Melee Mecha. |
| Anim 3 | Used for Grand Slam. Jumps up into the air, hovering for 0.5 seconds readying its sword holding on its side before slamming into the ground. Bending its knees with sword on the ground. |

