|Jump high into the air and slam the ground with a giant explosion. The explosion will give you and allies a temporary 250 shield, as well as slow enemies and grant haste to allies.
|Jump high into the air and slam the ground with a giant explosion. The explosion will give you and allies a temporary 250 shield, as well as slow enemies and grant haste to allies.
|'''Damage:''' 5 + 15 * airtime duration, max. 40<br>'''Knockback force:''' 20 + 7 * airtime duration, going up only, max. 50<br>'''Shield:''' 75 on cast, decaying immediately at a rate of 2 per tick, 250 decaying at 1 per tick 3 seconds after landing<br>'''Haste:''' 50% decaying at 0.25% per tick after 3 seconds<br>'''Slow:''' 25% for 3 seconds <br>'''Radius:''' 200<br>'''Shield on cast cast radius''': 100<br>'''Phinisher cost:''' 150
|'''Damage:''' 5 + 15 * airtime duration, max. 40<br>'''Knockback force:''' 20 + 7 * airtime duration, going up only, max. 50<br>'''Shield:''' 50 on cast, 250 decaying at 1 per tick after landing<br>'''Haste:''' 50% decaying at 0.25% per tick after 3 seconds<br>'''Slow:''' 25% for 3 seconds <br>'''Radius:''' 200<br>'''Shield on cast cast radius''': 100<br>'''Phinisher cost:''' 150
Boombox is a support Phighter who specializes in controlling the battlefield with his intense knockback and shield-based abilities. Perfectly timing Pulse Wave allows Boombox to increase his own damage or the supportive effects of Shielding Amplifier through gaining charges. Protecting Overtone grants Boombox a forcefield that blocks incoming projectiles, allowing for better gap closing between his team and the opposition. His Phinisher, Raining Tacos, can turn the tides of the battle with powerful crowd control and granting his teammates a huge overshield shields, making them nearly invincible for the duration.
Abilities
Charging Blitz
Type Passive
Ability Type N/A
Perfectly timing your primary boosts your primary, gives you and allies short burst of speed, and grants you a charge. Being late or early only grants a charge.
Timing between perfects: 1 second Haste: 20% for 1 second Max. charges: 4
The ring is centered around Boombox's upper torso.
Shielding Amplifier
Type Secondary
Ability Type AoE
Fire a soundwave that shields allies and grants haste depending on your charges. Shielding Amplifier can restore shields if the amount of shield added is less than the target's maximum shield. Otherwise, it provides overshield.
Damage: 5 + 5 * no. of charges Shield: Allies: 10 + 10 * no. of charges Boombox: 10 + 5 * no. of charges Overshield duration: 6 seconds Max shield restored: 50 Haste: 10 * no. of charges for 3 seconds Range: TBA Cooldown: 8 seconds
Boombox cannot cast any abilities during Bast Boost until he lands.
Protecting Overtone
Type E Ability
Ability Type Utility/AoE
Deploy a 200 HP forcefield that follows you for 15 seconds or until it is destroyed. Reactivate while the forcefield is up to destroy it and push any enemies back.
Jump high into the air and slam the ground with a giant explosion. The explosion will give you and allies a temporary 250 shield, as well as slow enemies and grant haste to allies.
Damage: 5 + 15 * airtime duration, max. 40 Knockback force: 20 + 7 * airtime duration, going up only, max. 50 Shield: 50 on cast, 250 decaying at 1 per tick after landing Haste: 50% decaying at 0.25% per tick after 3 seconds Slow: 25% for 3 seconds Radius: 200 Shield on cast cast radius: 100 Phinisher cost: 150
Boombox excels when he can consistently hit his Charging Blitz. Not only does it give anyone around him a 25% speed boost, but it also allows him to constantly deal damage and then bring his team's shields back up. Boombox is best played around his team or at least one teammate.
Charges stay even if you stop hitting Charging Blitz unless you die, so you can use other abilities to create combos with Pulse Wave and Shielding Amplifier.
Protecting Overtone's knockback on activation and reactivation is powerful enough to throw Phighters out of bounds on maps such as Rocket Arena and The Iron Cafe when given the opportunity.
Pulse, Sound Wave and Protecting Overtone can be used during the end-lag of the reactivation. Use it to squeeze in additional damage.
It is not recommended to use Raining Tacos at low health as there is a large risk of dying and wasting the Phinisher.
Counterplay against Boombox
Ranged Phighters with any source of mobility can outrun a Boombox. Maintaining distance from Boombox prevents him from gaining charges for Sound Wave and doing damage with Pulse and Jump Smash Move. On smaller maps, the player should be mindful to avoid backing themselves into a corner/dead-end.
A significant weakness to Protecting Overtone is its lack of aerial coverage and semi-cylinder shape. Ranged Phighters such as Rocket or Slingshot can take up a higher elevation and damage Boombox and his teammates without issue. In addition, shield piercing and AoE damage can pass through the forcefield. Without Protecting Overtone, Boombox is frail and can be taken out from the fight with ease.
Raining Tacos is extremely telegraphed and risky to use in the middle of a teamfight. The player should take a moment to kill any Boombox attempting to use it at low health. Ranged Phighters with hitscan projectiles such as Hyperlaser and Slingshot have the opportunity to shoot down the mid-air Boombox. If Boombox is too healthy to kill in this state, the best option is to back out or seek high-ground to avoid the damage.
land directly on an enemy during your Phinisher and kill them
Trivia
General:
The name of Boombox's Phinisher, "Raining Tacos", is a reference to the default song played on ROBLOX's Boombox gear of the same name.
Bass Drop used to require you to stay in the air for 3 seconds when using Boombox's Phinisher. This was the only badge that could be obtained outside of matches.
Development:
Skins:
Speaking to Rainbox will cause it to rain in Crossroads. Speaking to Rainbox again will stop the rain.
The "bass drop" badge condition was changed from "be airborne for 3 or more seconds while using your phinisher" to "land directly on an enemy during your phinisher and kill them".
REWORKED: Damaging at least one enemy with Pulse grants you a charge, max. 4 charges. On activation, consumes all charges to release an AoE that heals allies and damages enemies. Each charge increases the damage, healing and knockback force.
Damage changed from 10 to 5 x no. of charges.
Healing changed from 0 to 10 x no. of charges.
Knockback force changed from unknown to 5 x no. of charges.
REWORKED: On landing, allies in the AoE are granted a 200 HP shield that starts to decay after 2 seconds. Damaged enemies are slowed by TBA% for 4 seconds.
REMOVED: No longer creates an 12 HP/sec AoE heal on landing. No longer heals allies.