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    Assassin Guide by Wydis

    Version: 2.0 | Updated: 11/18/10 | Search Guide | Bookmark Guide

                           XBOX 360 CHARACTER GUIDE V. 2.00
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              |_|    |_|  |_____|  |_|  \_|  |____/   |_| |_|  |_____|
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                       |_|  \_|  |_|  |______|  |_| |_|   |_|   
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             | \_/ |  | |_| |  | |    | |  | |_|  |  | | | |   | |           
              \___/   |_____|  |_|    |_|  |_____/   |_| |_|   |_|           
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            ____     ____     ____    ____     ____     ____    _   _    _
            /   \   / __ \   / __ \   /   \   / __ \   / __ \  | | | \  | |
           |  ^  |  \ \ \_|  \ \ \_| |  ^  |  \ \ \_|  \ \ \_| | | |  \ | |
           | |_| |   \ \      \ \    | |_| |   \ \      \ \    | | |   \| |
           |  _  |    \ \      \ \   |  _  |    \ \      \ \   | | |      |
           | | | |  _  \ \   _  \ \  | | | |  _  \ \   _  \ \  | | | |\   |
           | | | | | \_/  | | \_/  | | | | | | \_/  | | \_/  | | | | | \  |
           |_| |_|  \____/   \____/  |_| |_|  \____/   \____/  |_| |_|  \_|
                            By: "Zane" J. Kellner-Coffman
                              GameFAQs Username: Wyhdis
                               E-mail: wyhdis@live.com
                                 Gamertag: Zaneshift
    This FAQ is my intellectual property, that being said I care very little.
    Just let me know if you plan to post if somewhere, and give me credit.
    My e-mail is at the top, or feel free to message my gamertag.
    Approved locations:
    - http://www.gamefaqs.com
    - http://www.neoseeker.com
    - http://www.supercheats.com
    - http://www.mmgm.com
    Seriously though, don't go editing this or taking credit for my work.
    I don't own rights to Monday Night Combat or whatnot; as if you'd think so.
    This guide contains no spoilers, as the game has no plot (spoiler!).
    Again, my email is "wyhdis@live.com", so contact me if you have commentary.
    0.   Legal Junk, Disclaimer, Contact Information, And Other Stuff You Skipped
    1.   About Me
    2.   Introduction
    3.   Controls, Skills, and General Strategy
    4.   Endorsements
    5.   Versus Other Classes
    6.   Frequently Asked Questions
    7.   Last Words
    1. ABOUT ME
    No, I'm not that much of a narcissist that I need to introduce myself, but I
    do think that there are some things you need to know. As of this guide's
    writing I'm in the 50's range of the online multiplayer. I don't claim to be
    the best player out there, but I pay enough attention to what's going on that
    I'm pretty sure I've got something to offer in the way of information. This is
    the first FAQ I've ever written, so I hardly mind if you send me questions,
    comments, constructive criticism, et cetera. Just keep it reasonable, I don't
    care about someone's flaming rant against the Assassin, for example.
    Don't feel any reservations about messaging me, I'm a pretty laid back guy so
    it's not like I'll bite anyone's head off. I'm a perfectionist, so I'll try
    and provide as much information as possible (so no, this will hardly be a
    breif FAQ), and I'll toss out a bit of humor to try and keep things
    interesting. I use serial commas, deal with it. Also, I'm a native English
    speaker, so I'm not making any excuses for errors (besides, my vocabulary
    makes up for that). So, without further delay, on to why you're here: using
    the Assassin in Monday Night Combat! Oh, but if that's not why you're here,
    then go away.
    The Assassin, definitely the most controversial class in Monday Night Combat.
    Some whine that she's underpowered, some complain that she's cheap, but no one
    really stops to think about it one way or the other. The fact of the matter is
    that the Assassin is no better or worse off than the other characters, she
    just has a drastically different play style that can create quite a lopsided
    learning curve. If you don't know what you're doing, you'll write her off as
    a terrible choice without a second thought.
    If you take the time to learn the tips and tricks of the trade, however, then
    you'll find that she can take down the same threats as any other class, if in
    a much different way. It's all about how you play the game, so if you're here
    to stop blaming the class and learn some real information about how to play as
    an Assassin, or about how to defend yourself against Assassins, then read on
    as I break down the details of how she works.
    No, really, stop scrolling! This isn't your basic "right trigger to shoot"
    nonsense, I'm talking about controls specific to the Assassin. I'll still put
    basic information for someone new to the game (someone who shouldn't be using
    the Assassin to begin with, mind you), but only for the sake of completion.
    Mostly, this is information about how to use the controls, like when to jump,
    how to set up a grapple, what you should upgrade, et cetera. It's worth
    reading, really, as there's some extremely important information in here; I
    just prefer to organize this information into the format of a controller.
    Left Thumbstick: Used to move. The Assassin moves a bit quicker than other
    classes (sprint aside). You can freely control yourself while in the air,
    which is extremely important for the Assassin (more on that later). Pressing
    in the stick does nothing, by the way.
    Right Thumbstick: Used to aim/change the camera. The cursor in the middle of
    the screen shows where you're targeting; make sure it's directly over the foe
    before you attack (the Assassin has zero spread on her attacks, so precision
    is pretty important, and tracking moving foes is difficult for her). Pressing
    in on the right thumbstick does the same thing as the left: nothing.
    Directional Pad Up: Used for upgrades. At the start of a game, it's always a
    good idea to upgrade cloaking and blade (up and down respectively) by one.
    From there, getting both maxed out is your main priority. It's up to
    preference which you upgrade first, as well as whether you upgrade sprint or
    smoke bomb after that (left and right respectively). Feel free to experiment
    with upgrade order, but there's no real reason to do something much different.
    Directional Pad Down: Used for building turrets and buying bots. Not very
    useful early game, since the Assassin is in for trouble without upgrades by
    mid-game, but in longer games you often find yourself with plenty of money for
    a few turrets or such. If that's the case, upgrade every turret you see to
    level 3 and fill slots with LazerRazor turrets if there's any left empty after
    that. Make sure that you can afford level 3 before you build one, as it's the
    last person to upgrade the turret who gets money for it, and they're too
    fragile at earlier levels to be worth the investment anyway. Feel free to make
    Rock-It turrets, if you have a lot more money than that, but they're only
    essential in the two spots near the money-ball (upgrade the ones there when
    the game starts later on if they're still alive). Longshots do little more
    than kill bots and turrets, which is your job if your using the Assassin.
    The Assassin spawns Gremlins, which are average at best, but feel free to
    spawn a few if you feel that you have little need for defenses and you need
    some distracting bots heading out. If they do anything right, Gremlins are
    certainly one of the most distracting bot spawns especially since turrets and
    bots can't target them. Gremlins hunt down players, so following them is a
    great way to find opponents who take cover or such, and they will often
    mistake your cloak for more Gremlins and shoot the Gremlins closer to them
    until it's too late and you've reached them... But in general, you should be
    able to sneak around well enough that the Gremlins' help will be minimal. They
    have high attack (BlackJack melee), low HP (Slim), and above average speed
    (Bouncer). They're unique, but they just don't have much of a role to play.
    Directional Pad Right: Press A while holding down this direction to taunt. It
    seems useless, but you get $5 for finishing a taunt, so it's handy if you
    respawn with just a few dollars away from an upgrade. Typically though, you
    should just stick to killing off bots for your extra cash. Still, it is free
    money, so don't forget about it if you're, say, short a buck come time to
    upgrade that Rock-It turret.
    It's kind of fun to look at the different taunts for each of the Assassin's
    3 weapons (knife, sword, and shuriken launcher), but there's little reason to
    taunt outside of a spare buck or entertainment value unless you're hard
    pressed to get one of the taunt protags. Fun fact: you can taunt while
    cloaked, and vice versa.
    A Button: Used to jump. The Assassin may not have a jetpack, but her jump is
    one of the best. It's incredibly easy to dodge shockwave attacks with it, she
    has great directional influence in the air, she jumps high enough to be hard
    to track, and it's overall very helpful. That being said, the Assassin's basic
    jump should only be used for dodging attacks or navigating terrain.
    Jumping to evade gunfire simply will not work unless you're against a
    shuriken-wielding Assassin, but that's just so incredibly unlikely. If you're
    positive you're about to die riddled with holes, and you're somehow out of
    ability points for that purpose, then you may as well, but that's also
    extremely unlikely. On another note, once the Assassin has upgraded to the
    sword she no longer takes fall damage. Keep in mind that sprint is not turned
    off by being airborn, so try not to waste your sprint energy by keeping it
    active when running off ledges or such. The Assassin is free to attack in
    midair, which is especially useful for tacking on extra damage when dodging
    a slam attack.
    There aren't many attacks that you can dodge by jumping, but the manuver of
    jumping over attacks is still one of the most fundamentally useful you can
    have as an Assassin. Once you master its use, this simple tactic makes you all
    but invulnerable to Jackbot XLs, and it all but guarantees an easy kill on
    Gunners. You can jump the Jackbot XL's shockwave by simply jumping the second
    it starts the attack. You cannot possibly jump too early, that's all there is
    to it. The Gunner is even easier, just always jump after a grapple finishes
    and their reflex slam will simple miss. Even if they don't slam, it confuses
    them enough that it's hardly a hassle to finish them off after landing.
    You cannot jump over any attacks other than shockwaves, plain and simple.
    B Button: Smoke bomb skill. Often called the most useless skill in the game
    by the uninitiated, the smoke bomb causes a small explosion that slows enemy
    movement and disables bots/turrets. The explosion is handy in that it disables
    bots and turrets, making them incredibly easy to dispatch. Players, on the
    other hand, are barely affected, so don't rely on the stun to save you from
    much in that regard. The smoke bomb's lack of effectiveness in stunning other
    players is the reason for its terrible reputation, but it's got another trick.
    If you jump the instant you finish throwing down the smoke bomb, you'll rocket
    into the air into what I like to call an escape jump. It's simple to time too,
    just mash the A button right after tapping B and it'll work, so long as you're
    not moving before you hit A (which sometimes messes it up). So, anytime things
    go wrong, you can jump to safety with the tap of a button. Short of a firebase,
    not many foes will be able to track such an insane manuver, especially with
    the stun effect screwing with their orientation.
    The important thing to note is that you should escape jump when you think
    that there will be trouble, rather than after the fact, because by then it
    will simply be too late to finish the animation. Also, it's always benificial
    to cloak in midair to further confound enemies, and to start sprinting as you
    land. If you get into the habit of it, you can never be killed by a mistake
    you may make, and your opponents' fury at never killing you only makes them
    all the more likely to slip up themselves. It's the key reason that the
    Assassin isn't vulnerable to the tactics that she herself employs.
    The bomb jump is also a great tool for mobility, considering that it allows
    you to reach areas that no other classes (expect for the occasional Assault)
    would think to look. Using the jump to scout for enemies, to save time and
    money not bothering with jump pads, et cetera. The Assassin's great air
    control also means that you can get some nice horizontal distance from the
    jump as well. All this being said, always upgrade the smoke bomb last, since
    upgrading it only affects the mediocre stun effect. It's still worth the
    money to upgrade it later though, if only because it increases your defense
    by a bit.
    X Button: Sprint skill. Makes you run faster, pretty basic. Tap the button to
    start sprinting, tap it again or stop moving to end it. Mostly it's a perk
    rather than a necessity. It's only really essential when quickly approaching a
    target, otherwise it just generally speeds up the Assassin. The speed of
    sprint is boosted by speed pickups and/or endorsements. Sprint is the skill
    that you will use the most, yet think of the least. Sprinting during combat
    does not much help unless you're either closing distance or running away, so
    don't try to circle-strafe or whatnot with it. You do run quicker while
    sprinting no matter what the direction, but it does not make you move any
    faster while airborne. Again, be sure to turn off sprint while airborne, as
    the meter still depletes if you run off a ledge or such. Upgrading sprint
    only increases the duration for which you can sprint, not your speed.
    There is a glitch that can get you stuck in Sprint mode without losing energy
    for a limited time, but I'm not going to give you information that will
    encourage sloppy play by using such a thing as a crutch. Regarding the glitch,
    I neither endorse not condemn its use. I think it's sad when a bad Assassin
    knows about it and interesting when a good one does, but it really has little
    effect considering that with good cloaking you can just as easily appear out
    of nowhere. I use it from time to time on big maps, but it's never gotten me
    any kills or helped me out of a fight any better than smoke bomb or cloak,
    that is to say. 
    Y Button: Cloak skill. The cornerstone of the Assassin's skills, how you use
    cloak determines whether you're a terror or just plain terrible. Tap the
    button and you're mostly invisible. The closer you are to someone, and the
    faster you're moving, the more obvious you are. Turrets and bots can't target
    you, and the Support's heal/hurt gun can only track you if rapidly shot, and
    even then it does nothing in the way of damage. Jackbot XLs might still ground
    slam you, but the AIs otherwise avoid you. Note that being near a ShaveIce
    turret makes you visible, and that cloaking ends whenever you use smoke bomb,
    any of the 3 weapons, or you run out of energy. Taking damage, jumping,
    sprinting, taunting, or reloading won't decloak you.
    When cloaked, your foes will still almost always notice if you approach them
    from the front, or if you are too close, so be stealthy. It's not like you're
    invincible, so don't rush them. Circle around, then close in on them from
    behind, staying out of their line of sight until you're in grapple range (more
    on grapples later). Most players only glance behind themselves occasionally,
    and rely on constantly moving forward to avoid being surrounded, so cloak is
    just enough to keep them from noticing you as you tail them. Once you get to
    level 3 cloaking, you no longer lose energy from cloak so long as you're not
    moving, so feel free to wait by the entrance to the enemy base for them to
    leave (though not where you'd be seen, just close enough that you can see them
    as they spawn and tail them after they pass). Camping in and of itself isn't
    too useful given the Assassin's limited attack range, however.
    If you're low on cloak, retreat and let it recharge. Don't cloak until you see
    an enemy, or you're just wasting energy. If you don't see the enemy in time to
    cloak, it wouldn't have helped anyway, so just escape jump. Also, cloaking
    will stop a turret from shooting you (though not instantly, so don't get
    reckless). Taking out turrets via attrition is simple enough if you combine
    smoke bomb stuns with cloaking escapes.
    You can cloak at almost any time: while sprinting (stealthy), while jumping
    (evasive), while reloading (handy), during a grapple (cool), while on fire
    (stupid), while hit by a freeze trap (funny), during a taunt (weird)... and
    you should be cloaked any time you stop moving once you hit level 3 unless the
    meter's low. Cloak is truly one of the best skills in the game, and for good
    reason: using cloak correctly lets you be in the right place, at the right
    time, all the time.
    Right Trigger: Attack, which can be either a blade slash or shooting shuriken.
    I'll start with the blade, your primary weapon. Tap the trigger to slash; you
    could hold it down to keep slashing, but it's better to tap for each attack so
    that you can make every hit count. The knife you start with is quite weak, and
    incapable of killing much on its own, even bots. The sword, however, is strong
    enough to kill Blackjacks with 3 hits, and to do quick damage to turrets in
    general. Against players, it's only a real option if they're already damaged
    and they aren't making a move to run away. The sword has the strongest grapple
    attack in the game, which makes the upgrade worth it, but don't expect to take
    out any players with the basic slash. Interesting note, you can attack with
    the basic slash while airborne, which is sometimes useful (mostly against
    Jackbot XLs or Gunners with their ground slams).
    Then there's the shuriken launcher. The shuriken fire continuously by as you
    hold down the trigger. It's not a tap to fire weapon, because there's no way
    you could even hope to keep up with its insane rate of fire by tapping. The
    clip is fairly small, but the reload time short is short, and the accuracy is
    literally perfect... too perfect. The shuriken launcher is the fastest firing
    and most accurate firearm in the game, such that it's better to consider it a
    beam more than individual projectiles. If your foe moves out of the beam at,
    you will miss with a huge amount of your clip, which gives many players the
    initial impression that the shuriken launcher is horribly underpowered. In
    reality, the damage is pretty average among the game's firearms, but the total
    lack of bullet spread combined with hot little damage an individual hit does
    can make it extremely difficult to hit people with the entire clip. Try the
    shuriken launcher out on an immobile target, however, and you'll notice that
    its damage is average at worse among the firearms.
    The shuriken launcher is a perfectly suitable ranged option for when stealth
    alone can't get the job done, but it takes practise to be able to hit people
    with the entire clip and maximize your damage. The aim is similar to how a
    sniper would work in other games in that the target area is extremely small.
    It's so hard to aim because it's like shooting needles. You generally will
    want to aim for your target's feet, as the shuriken will ricochet off of any
    surface they hit (once). The bounce effect isn't very useful considering how
    impossible it is to aim, but it's ideal for suppressing fire around a corner
    or finishing off a severely weakened foe with a spray of miniscule damag. So
    then, why is it worth the hassle to learn how to aim the shuriken launcher
    when its damage is average at best? The answer is simple, critical hits.
    The Assassin has a neat trick that allows her to automatically score critical
    hits on opponents. No, it's not the endorsement. No, it's not a headshots.
    It's cloaking. You see, when the Assassin attacks while cloaked, her first
    attack is an automatic critical hit (which is why it's important to hit an
    enemy while cloaked before it runs out when you use the blade). Remember that
    the shuriken launcher is basically a beam, and you stumble upon an incredible
    trick, every shot in the clip becomes a critical if you start shooting while
    cloaked! The damage climbs to astronomical values, and you'll find yourself
    killing players with less than a clip of ammo (and even the hefty Tank in less
    than two). To give you a sense of scale, the critical hit does similar damage
    to a juiced attack (and it's just plain scary if you get a critical while
    If you use stealth to hit your enemy when they're not strafing, and to hit
    them while decloaking for the critical, then you'll see one after another
    surprised foe fall to your shuriken. Note that, despite its power, the
    shuriken launcher's poor tracking and beam qualities make it a poor choice for
    long range, while its lack of bullet spread and low throw damage makes it a
    poor choice for close range, so your should generally only use the shuriken at
    medium range. At close range, you should never use the throwing blade given
    that you have your blade, but at long range there may be a few exceptions to
    the rule. If your target isn't strafing (easy to hit), has worse ranged
    attacks than you (sniping Supports or Tanks), is attacking someone else
    (even shuriken do enough damage when blindfired to help an ally in a losing
    firefight), or is severely weakened, et cetera. It boils down to common sense.
    Left Trigger: The Assassin's signature grappling moves, regardless of your
    weapon. Each weapon has two grapples: one for grabbing a foe from the front,
    and one for grabbing them from behind. Note that Tanks and Gunners have
    different animations for all grabs, due to their size. Also, I don't believe
    that grabbing bots from different angles has any different animation (since I
    don't waste time grappling any bots other than Jackbot XLs). The grapple does
    bonus damage if you grab an enemy from behind, and the sword does more damage
    with a grapple than the knife or throwing blade (both of which do equal damage
    with their grapples).
    Grabs are the Assassin's bread and butter attack, and before long you'll find
    that it's the most effecient way to kill players. You should always be trying
    to grab your enemies from behind if possible, because of the incredible damage
    boost it grants. It's a simple enough idea: circle around behind your mark,
    catch up to them with sprint while cloaked outside their line of sight, then
    rush into grapple range before your noticed, adding other attacks to fit the
    On its own, a grapple from anywhere but behind your foe will only
    kill another Assassin, and even they will survive a normal grapple if they
    have any armor. That being said, Assassins are the only ones worth grabbing
    from the front if you can avoid it. Supports, Assaults, Snipers, and Gunners
    all die from backstab grapples, so long as they don't have armor. Gunners,
    Supports, and Assaults will barely survive if they have armor, but I've never
    seen a Sniper with enough armor to survive a grapple from behind. That being
    said, it's easy to finish off such weakened foes with a few blade slashes
    before they become a real threat. Note that I use the sword's damage in these
    calculations, and that the other two weapons have significantly less damage.
    You apply similar tactics when grappling with the shuriken launcher or knife,
    but the bonus damage is less than lethal, so expect foes to put up more of a
    fight than usual after a grapple with anything other than the blade.
    I don't mention Tanks in the grapple information, and there's a good reason.
    Grappling. Tanks. Is. Suicide. No matter what the case, it's never worth the
    effort to kill a Tank with a grapple. There are ways to kill a Tank with an
    Assassin, but grappling a healthy Tank is just a waste of time. Sure, you can
    survive a botched grapple easily enough with the escape jump, but since you
    will never do enough damage with a grab to even make that behemoth flinch,
    it's not worth losing the element of surprise just to piss him off. Maybe, if
    the Tank is unupgrades, if he's without armor, if you're fully upgraded, if
    you grab him from behind, and you hit him with a critical charge slash first,
    you might kill a Tank with a grapple, but that doesn't make the idea any less
    than stupidly reckless. While I'm on the topic of Tanks, you cannot grapple
    a Tank or Gunner that's deployed, so use normal attacks instead. (more on how
    to fight individual classes in the "Versus" section).
    The grapple takes quite some time to recharge after use, so you're best off
    running away and fighting bots/turrets while you wait for the extra money.
    There is no way to speed up the recharge, so don't worry about it and simply
    wait for the indicator in the middle of the screen to circle all the way
    around. If you miss with a grapple, it takes a few seconds to be able to
    attempt it again, so try to face your opponent directly and don't grab someone
    who is strafing you or otherwise moving erratically (that's what the sword is
    for). Also, you can grab enemies that are in the air from time to time (mostly
    when they're starting to jump), so you can mostly ignore that issue short of
    someone being some serious vertical distance away (flying Assaults, for
    You cannot grab while jumping, and grabbing uncloaks you, but you can cloak
    during the grapple's animation. If you are killed before the animation is
    finished, you will stop dealing damage and your target may survive, so
    cloaking during a grapple can be rather useful to buy that extra bit of time.
    A grapple from the sword will kill Black Jacks and Bouncers instantly, as well
    as deal more than 70% damage to Jackbot XLs. The other two weapons deal a
    respectable 50% or so to Jackbot XLs, but they won't kill other bots as
    easily. As a point of reference, the knife and shuriken launcher's grapples
    can only kill another Assassin with a grapple from behind (the sword's grapple
    damage is definitely far superior). On the other hand, few foes will ever
    expect you to use a grab with the shuriken launcher, so it may be interesting
    for some mind games or a bit of fun sometimes (it is a game after all).
    Right Bumper: Reload button. For the shuriken launcher, it's a simple reload
    button, so there's not much to explain there. The blade, however, has no need
    for reloading, so the designers decided to add another attack to the button:
    the blade lunge.
    The lunge does a bit more than twice the damage of a sword swing, and it
    launches you forward at faster than twice the speed of sprint. The range is
    pretty decent, and it's ideal for finishing off weakened foes that backpedal
    while shooting. An excellent follow-up to grapples in almost any situation,
    the sword lunge takes about as much time as about 3 sword slashes, and has a
    delay of about one second after it's used where you're vulerable. So, while
    it's hardly a move you can spam against a strafing for, or an alternative to
    sprint, it is quite possible to chain a few charge slashes together if the
    enemy can't track you and is at reasonably low health. It is extremely useful
    for quickly closing the gap between you and your foe, and is an ideal way to
    keep them inside your grapple/blade range.
    The charge slash really is indispensable, and it is the only way to get any
    sort of consistant blade kills. It is quite easy to hit an enemy with, as they
    only need to come into contact with you during the dash to take full damage,
    so it's truly a great way to tackle (pun unintended) evasive foes. Note that
    you charge the direction you're facing in a straight line, you can't curve the
    path once you hit the button. An easy move to use, but using it at the right
    time is a matter of practice and experience. If you use it wrong, you end up
    in a suicide charge. It's still a better idea to escape if you're injured than
    to risk charging at a foe with the blade lunge, as you are hardly invulnerable
    during the dash, and afterwords you're immobile for a moment. Never forget you
    have this attack, but spam at your own risk. Interesting when combined with
    the cloak critical for extra damage before a grapple.
    Left Bumper: Weapon switch button. When should you use each weapon? Well, to
    be perfectly honest, you should be using the blade most of the time. When in
    doubt, melee is the way to go with the Assassin. As nice as the shuriken
    launcher can be, you should always have plenty of time to switch to it when
    you plan to use it. The blade is often used out of reflex, and it's much
    better against bots, not to mention the sword's upgraded grapples, so it's an
    obvious choice.
    If you really prefer the shuriken launcher then by all means go ahead and keep
    it out, but you'll find that the Assassin is much more stable when using such
    a weapon as a backup. There are many situations where you should switch to the
    shuriken launcher, and some games you'll find yourself using it more often
    than the blade, but it's simply too bad at tracking to work as a reflexive
    weapon. More on weapon choice can be found in the "Versus" section.
    Left Bumper + Right Bumper (When Juice Bar is Full): Activate Juice.
    The Assassin has the most fearsome juiced damage in the game, short of a
    shotgun Support, and her mobility means she can do a lot of damage fast. Best
    of all, she gets juice faster than any other class (which balances out her
    short life expectancy). Getting juice is as simple as killing bots and turrets
    so long as you stay alive long enough to collect a full bar.
    When you have full juice, you're best off rushing the enemy base before
    activating it. That way, you can use the juice the moment your health dips
    below half (or sooner/later depending on your experience). Your sudden health
    spike will confuse your enemy long enough for a free kill, and you'll be right
    by their turrets once you finish them off, which you can use the rest of your
    juice killing. You don't waste any juice while running, and you get free
    healing as well as a safety net beyond escape jumping, so it's really the best
    method for when to use juice. The only exception might be for sudden death if
    you're being hit by a lot of bots fast, you're free to use juice for such a
    thing since if you lose it hardly matters if your foes have turrets.
    While in juice mode, don't ignore enemy players if they make no effort to run
    or dodge (be sure to kill them if they attack head on so that their damage
    doesn't add up), but don't get sucked into chasing them down and wasting time.
    A shotgun Support or a couple of Gunners can still kill you, the only real
    advantage that's absolute when juiced is your damage so don't start thinking
    that you're invincible. Your top priority is their turrets, since you can kill
    any turret in seconds with a juiced blade. Speaking of the blade, there's no
    reason to use anything else to attack while juiced. Grapples waste time, and
    shuriken are simply not needed most of the time. There's exceptions, sure, but
    you should typically stick to cutting your foes apart with the blade if you're
    juiced in a berserker strike.
    When your juice starts to fade, you should typically escape jump out of there
    to keep yourself from dying the moment your health drops (which will happen).
    It's not rare to get juice several times each life with this tactic, and you
    can waste thousands of your opponents' dollars on turret repairs, as well as
    spawn kill half their bots, so long as you keep with the hit and run nature
    of the Assassin's juice. You can kill any class with only a few basic
    slashes, so combat is very simplistic when juiced. Beware of ring-out attacks,
    stun, and freeze effects, as they will hinder your progress enough to run you
    out of juice (and on occasion even get you killed).
    Juice is more important to the Assassin than any other class, and even if you
    can't do much damage with its use, the healing alone makes it invaluable. If
    you can master the use of juice, you can use the Assassin even against a team
    of Tanks or Supports, it's truly the Assassin's equalizing trump card.
    Unlike most classes, there aren't many endorsements that have much of an
    effect on the Assassin. That being said, there are 3 key endorsements that can
    seriously improve the Assassin's capabilities, but it's important to know how.
    There are a few other endorsements that have some situational use, so I'll go
    over each endorsement and how useful they are, in generally descending order.
    Armor: There is no reason not to use this on any Assassin. It lets you survive
    grapples, it gives you more leeway for escape jumps, and it keeps you up to
    par with other classes in the way of health in general. Without armor, even a
    good Assassin is going to have trouble in a lot of situations, so you're often
    better off choosing armor for your gold endorsement, or at least your silver.
    There is no endorsement that's even marginally worth the lack of Armor; no
    matter how good an Assassin you are, Armor will have you playing better.
    Rate of Fire: This endorsement speeds up your blade slash speeds as well as
    how quickly you can unload that clip of critical shuriken. Simple enough, and
    very effective considering that you don't have the typical drawback that a
    fast firing rate has: reload times. The sword never reloads, and the shuriken
    launcher only needs at most one reload to finish a foe (if you're accurate),
    and even then it has one of the quickest reload times of any weapon in the
    game. It does nothing for the Assassin's bread and butter grapple, but it adds
    enough flexibility to the class to be worth gold endorsement. It's really just
    preference whether you use this or armor as your gold endorsement, but the
    difference between gold and silver negligible enough for it not to matter.
    If you tend to die while weakened by stray bullets, go for armor, but use this
    if you find yourself favoring the shuriken launcher. That being said, it's far
    from necessary to net yourself any kills with the blade and grapples, so feel
    free to pass this by if you really see yourself wanting a different
    endorsement, though there are few other choices unless you're springing for
    juice, but the shuriken launcher is pretty much useless without extra speed.
    Juice: As nice as juice is for the Assassin, getting it even faster is just
    plain cruel. It does significantly boost your juice collecting speed, but then
    again it's rarely necessary to have that much help in gathering it, if you
    think about how fast the Assassin already gains juice. Often worth a bronze
    endorsement, or maybe a silver. If you really feel like it, you could even go
    for gold juice, but it's not necessary to have at all if it doesn't mesh with
    how you tend to play, to be honest. If you tend to ignore bots and turrets in
    favor of hunting opposing players exclusively, you'll find little use for it.
    Skill Recovery: A disappointing endorsement, to be honest. Grapple recharge
    isn't affected, and you shouldn't be running that low on energy for your
    skills to begin with. If you're having trouble picking up the class then you
    might want to give this endorsement a try, but it really doesn't help enough
    to be worth the other endorsements it otherwise replaces. Maybe worth a spot
    as a bronze endorsement, but I'd rather die once from running out of sprint
    than twice from not having enough armor, juice, rate of fire, et cetera.
    Still, I guess it's up to preference.
    Speed: You have sprint, why would you need this... It seems like it'd be more
    useful to a class based on mobility, but there's simply no place for it when
    you come to learn how to properly manage the Assassin's skills. Maybe a bronze
    endorsement if you have trouble with catching foes? But really, the only part
    of it that's interesting is that it does in fact increase sprinting speed.
    Clip Size: My first instinct screams useless, but if you for some reason think
    that you don't fight melee and get a decent amount of kills with the shuriken
    launcher, then feel free to try it out as a silver (with rate of fire as gold,
    of course). A terrible idea if you don't overuse the shuriken launcher, for
    the obvious reason that you're seriously stupid if you expect the sword to
    have such a problem.
    Reload Speed: Slightly useful if for similar reasons to Clip Size, but the
    super fast reload to the shuriken launcher makes it hardly worth more than a
    bronze endorsement, and even then only if you can't see yourself needing any
    other endorsement in the slot.
    Critical Shot: You have cloak for that, so it's a terrible idea. As weak as
    the individual hits of an Assassin are, it's not worth the critical unless you
    can land consecutive hits with it (as with the shuriken launcher), or unless
    you can guarantee a single critical then chain it with a grapple (as with the
    blade). There's no place for it, and I don't care if the default Assassin has
    the endorsement because it's not helpful in the least.
    Accuracy: If you're missing it's your own fault if it's the blade, or it's
    because the shuriken launcher is already too accurate. Bullet spread is
    already nonexistent, so what the hell are you trying to do, handicap yourself?
    Health Regeneration: The Assassin has low enough health that her regeneration
    rate is perfectly fine. The endorsement only affects the speed of recovery,
    not the delay between last damage taken and the start of healing. As such, the
    endorsement is pointless on any class other than a Tank or a Gunner (who have
    large health values that make regeneration slow), and even then it would only
    be marginally useful. Don't use it unless you're trying to lose.
    I use a single class for the Assassin, it's pretty well-rounded in my opinion:
    Rate of Fire (Gold);   Armor (Silver);   Juice (Bronze)
    It's geared toward a balanced play style, with fairly equal kills divided
    between blade (mostly when people survive grapples), grapples, shuriken (for
    anyone I can't approach for a grapple), and juice (anyone nearby during a
    turret-killing frenzy). It's a decent starting point if you're simply
    indecisive about what endorsements to choose, but if you find yourself doing
    better with different setups then by all means stick with what works for you.
    The Assassin has trouble with just about every class if you're face them all
    the same way. If you run in with little in the way of a plan, you'll be lucky
    to get a single kill. This is why so many Assassins online are stereotyped as
    idiots, they don't know how to adapt to different enemies. For a Gunner or
    such it's simple to adapt to different foes: you'd just turn to face them and
    keep shooting. The Assassin, however, needs to treat each class completely
    differently, or she won't stand a chance with her inferior stats. You need to
    adapt to survive, and if you can't think on your feet then you're dead. So,
    with that in mind, here's some general information about facing each class...
    in alphabetical order for absolutely no raisin. Strangely enough, alphabetical
    ordering is approximately how difficult each class is to face as well. Odd...
    Vs. Assassins: The simplest class to face if you're well prepared, and the
    most annoying if they are as well. First off, grapple them if they stop moving
    at any point during the fight without fail. Your top priority is keeping them
    away from your back, and your second is to keep moving so you can't be hit by
    a grapple. Most Assassin's will avoid you out of convenience, but there are
    some who take it as a manner of pride to hunt you down, so be aware and keep
    your back to a wall and your eyes peeled. If you're sprinting, you needn't
    worry about them catching up, but be cautious when coming out of sprint and
    check your back. If you sneak up on an opposing Assassin, it's a simple
    grapple and she's dead, with perhaps an added charge slash if you're unlucky
    enough to find one who uses armor and you miss the back grab.
    If you do get into an actual fight with an opposing Assassin, attack with
    your blade any time they're even remotely within range. Your goal is to dodge
    her first grapple attempt and then grab her yourself while she's in cooldown.
    If you have the shuriken launcher out, feel free to backpedal sprint and
    fill your foe with shuriken, but don't actually switch out of the blade
    unless your foes goes so far as to run (escape jumping is not running, don't
    bother spraying randomly at a escape jumping Assassin that's worth their
    If you do get grappled, don't panic, still have two options. You can grab her
    in return if you're sure of your aim and that she lacks armor (since you will
    survive if you're smart enough of to have armor and to never be grabbed from
    behind). Otherwise, all you need to do is escape jump with the smoke bomb and
    you're safe, as there's no way for an Assassin to kill you as you escape.
    It's typically a matter of who's paying the most attention; the first strike
    wins. Bad Assassins are easy kills, but good Assassins (rare as they may be)
    I assume must be a positive nightmare to fight. Overall, develop a good eye
    for the cloak effect and learn to keep yourself hidden and you won't have
    too much to worry about, just remember that the blade is extremely effective
    given that Assassins have such low health. Learn the range of your grapple,
    and you'll be a step ahead of your Assassin peers, which should be enough.
    Against a middle ranged skill level Assassin, backpedaling with the shuriken
    launcher rather than facing them in a blade/grapple fight may be preferable.
    Why play to their strengths when you've alternatives, after all. If you're
    still not sure that you can win, simply avoid them; if you stay near their
    base then the only one they can usually kill is you if they still hunt for
    you (in which case you win out in productivity no matter how much they kill
    you, since you have all their bots and turrets to target while they only have
    you to kill for money).
    Vs. Assaults: At first glance they look like a nightmare, what with all their
    skills that can ring you out combined with mobility that rivals your own. The
    thing is, so long as you can hide from them until they pass you by, it's an
    easy kill. Just relax and let him pass before you start after him; you're
    toast if he manages to find you first, but it's easy to get into grapple range
    when you can rush an Assault from behind. Typically, they'll die from a back
    grapple pretty easily, but that doesn't mean you should let your guard down
    until they're long dead.
    If they survive, many Assaults will use the charge attack, which is an
    immediate end to your attempt at killing them, because you're pushed far
    enough away that you can't possibly continue the fight, even if you survive
    without a ring-out. It's important to avoid being between an Assault and a
    chasm. Their charge attack is fairly inaccurate, so you can also try to
    dodge it (by strafing, not by jumping), but typically pushing the offensive
    is ideal since the worst they can do is throw you in such a way that you can't
    finish them off, so long as you keep away from ledges at least.
    The bombs are quite a problem, but luckily your average Assault can't use
    them too well. Jumping them hardly works, and I tend to escape jump if I'm
    unlucky enough to be hit by one. escape jumps are somewhat less effective
    versus Assaults given their jetpack and range. Don't let that stop you from
    escaping when you need to, but never spam the jump as you might against a
    Tank or Assassin or you'll find yourself wishing you still had it later.
    Most importantly though, use a charge slash after your grapple and you'll
    finish off most weakened Assaults. You don't usually want to use the charge
    slash before a grapple, however, due the Assault's many skills that can
    disrupt your grab. Never forget about their abilities, though you can safely
    ignore their rifle at closer ranges.
    The shuriken launcher is a particularly bad idea, as Assaults specialize in
    mid-long range fire and they can gun you down much more effectively at such
    ranges than you could hope to. In some rare situations it's helpful, but
    you're normally better off avoiding the shuriken unless you're baiting them or
    some such thing (like tossing out blades to announce yourself then sprinting
    over to an ally and cloaking), since few Assaults can resist following what
    looks like an easily killed Assassin.
    Vs. Gunners: Surprisingly simple foes to face if you know how. You only need
    to cloak when you see one then run a wide circle around to their back (Gunners
    are pretty nearsighted and move slowly, so you don't need to wait for them to
    pass you as with an Assault, you can be more aggressive). Again, don't go for
    their front (their minigun will kill you in seconds), but once you get behind
    them, you've practically won.
    If they're deployed, just charge slash them and start hacking away (or, if you
    prefer, it's a bit safer to use the critical cloak combo for the shuriken
    launcher, and it's just as effective). If they undeploy when you're slashing,
    use a grapple and they're dead. If they aren't deployed, sprint up as fast as
    possible and grapple them (don't try to tack on an extra hit beforehand). The
    grapple often kills them, that doesn't mean it's unusual for them to survive.
    If a survives the initial grapple, jump. Nothing else, just jump the second
    you can, mash the button even. Same goes for if your grab fails or if you're
    otherwise noticed by a Gunner at close range: jump! Why? Because every single
    Gunner reacts the same way, they ground slam. If you jump their slam, you've
    all but won, and it's so incredibly unlikely that they would do anything else
    that if you jump, you've all but killed them. They can't escape, and their
    grapple wouldn't kill you even if they could hit you with it (which I have
    never had happen outside of damage testing). Best of all, you can slash them
    constantly from the air, so you don't miss a beat whether they slam or not.
    Whether they slam or not, jumping will throw them off enough to get in the
    last bit of damage you need, so there's absolutely no reason not to do so.
    Gunners are the easiest kills you can get once you remember to jump after
    every grapple. The only real problem is if they see you first, but you can
    simply escape jump out of there and their miserable accuracy will see you off
    with a spray of missed bullets. The shuriken launcher can sometimes work out,
    but it's normally not worth the hassle considering that they so easily fall
    to the blade. Still, it's worth a shot if they're deployed or otherwise not
    moving, just don't get within range of their minigun (you can just barely
    shoot accurately with the shuriken launcher from outside their range).
    Vs. Snipers: At first they seem simple, then they use trap. Next they seem
    impossible, then you use shuriken. Snipers are the easiest class to kill in
    terms of damage, but their tricky tactics can sometimes cause headaches if
    you can't catch them by surprise.
    Firstly, the general tactic is, as per usual, to sneak up on them. Snipers,
    however, have an extremely narrow line of sight when scoped, as well as
    tiny health, so you're free to approach them from any angle so long as you
    can keep out of their extremely long line of sight. Cloak and run behind
    cover when you can if you're sure there's a Sniper nearby, and keep your
    eyes scanning the distance a bit more than usual.
    Grapple Snipers the instant you get in range. After a successful grapple,
    back away to some extent so they don't grapple you themselves (if they
    survive, that is) and blade lunge once you get your bearings. Still, that's
    only the best tactic if the Sniper sticks to their rifle, feel free to be
    more aggressive if they swap to the SMG at closer range, as they rarely use
    the grapple when they can spray bullets, and your blade can easily finish
    them off in such a situation since the SMG still can't beat your damage. If
    a sniper does hit you with their grapple, remember that it can be lethal.
    Now to discuss their other two abilities, flak and traps. Flak is so rarely
    used that I actually can't give firsthand advice one way or the other. If
    it's deployed, I'd recommend that you get ready to escape jump and watch your
    health, but I doubt that it can seriously help them. I think it might make
    you visible if you're cloaked, but I can't really tell since, again, it's
    so rarely an issue.
    Traps are a major problem, however. They freeze you, uncloak you, drain your
    skills, and lock you into place. Worse yet, the sniper can then easily kill
    you with a headshot while you're trapped (and they call the Assassin cheap).
    On top of all that, the traps are hard to spot when you run as fast as the
    Assassin's sprint, and the fact that they're on the ground limits your scope
    of vision if you're always on the lookout for them.
    There are three aspects to dealing with traps: finding the traps, avoiding
    them, and surviving them if you do get hit with one. First off, a Sniper can
    have up to 3 traps (fully upgraded). With a bit of luck and a sharp eye, you
    will see the Sniper before you step on his traps. Unlike with most classes,
    don't blitz the Sniper the second you get behind them! It assures a kill
    against many a Gunner or Assault, but it's safer to approach Snipers slowly.
    Scout for traps first (probe their defenses), then plan your route of attack.
    Snipers don't move much, and their scope makes them easier to hang around
    undetected (just keep an eye on your cloak energy). So, take your time finding
    their traps first; it takes a lot of practice to know how and when to look,
    but once you get the hang of it they're a lot less of a threat.
    That being said, lets say you find a Sniper and his traps, and lets assume
    that you're undetected. Now what? Well, that depends on how the traps are set
    up. If the traps are placed in choke points, but not within the Sniper's line
    of sight or some distance from him, it's best to jump them. Not the basic
    jump, mind you, as the traps are proximity triggered (not landmines), but the
    escape jump. This tactic works well, but make sure you land near enough the
    Sniper to immediately attack in case he notices, or far enough away to wait
    for your smoke bomb to recharge if he's nowhere near the trap. If there's a
    fair amount of room around them you can simply walk around a Sniper's traps
    of course, but I'm talking about getting around well-placed traps.
    If you can jump one such "door blocker" trap, the Sniper will normally be
    taken completely unaware. The next possibility, the Assassin-paranoid Sniper,
    often puts trap(s) directly at their back and sides. It's quite funny when
    they do so, because you can actually run right through the trap and grapple
    them while in its effect. That being said, it's hardly even a good idea to
    intentionally run through a trap, but it's still hilarious if you can pull
    it off, and you should never forget to grab a Sniper if he gets too close
    and you do end up stuck in a trap.
    Typically though, a good Sniper has traps near himself that are too close to
    him or and to each other for you to get by, where the only way to reach him
    unscathed seems to be from within his line of sight. In that case, the best
    part is that the Sniper has completely forgotten that Assassins have another
    weapon: the shuriken launcher. With the Sniper's low health, tendency to sit
    in one area, and slow reaction time, a critical clip of shuriken can easily
    dispatch the one in moments if he takes traps for granted as a guaranteed
    defense against Assassins. You typically don't need the shuriken launcher
    to bypass traps most of the time, but be sure to keep it in mind if you see
    that the Snipers are starting to spam their traps.
    Now, how to handle actually getting hit by a trap. First, cloak and switch
    to the shuriken launcher. It doesn't matter what else is going on, that's
    the best response. With the shuriken launcher, you can still grapple the
    Sniper if he rushes into grab range, and you can deal consistant damage to
    him if he stops to shoot you. Your goal, however, is survival, so use the
    cloak to get a critical clip then immediately spray the Sniper with blades.
    The more objects flying at him, the less of a threat he is, so keep at it
    even if you can't cloak. Jumping might help you escape, and it certainly
    makes you more annoying to headshot, so feel free to do so if you don't see
    the Sniper well enough to harry with shuriken. If the Sniper dodges the
    shuriken, you buy enough time to escape; if the Sniper ignores them, he'll
    even be killed by the damage; it takes an extremely good Sniper to kill you
    through a clip of well-aimed shuriken instead of retreating or dying in a
    panic. It's never fun to be stuck in a trap, but it's hardly hopeless, so
    try and hold out until you're free, then use any abilities you have energy
    in to escape (traps drain the meters, but not fully).
    Vs. Supports: I was tempted to call this section "vs. firebases", as that's
    a full half of the threat that Supports present. As a flexible class that can
    be played in various ways, the Support is one of the most confounding foes to
    face with the Assassin. I won't terrify you with the list of ways they can
    destroy an Assassin, I'll go through the problems step-by-step (otherwise, I'm
    sure that you would give up entirely, they're that much of a nightmare for the
    Alright, first off, their heal/hurt gun. Cloak, it can't damage you, stab him
    to death, done. Simple right? Well... not really. They'll swap to the shotgun
    of death, the highest damage weapon in the game (undisputedly). It can
    instantly kill even an armored Assassin with one or two well placed shots,
    and it's a far superior melee weapon than the Assassin's blade. So, why not
    just grapple them? Well that's a problem too, because they'll survive if you
    grab them from the front (or even from behind with armor). So what? You can
    just finish them with the blade-- woops, shotgun. Some Supports might not use
    it, and few of those who do use it can do so well enough for it to be a major
    threat, but you can't simply assume that you're lucky enough to face a Support
    with such bad accuracy. That, and even with the lightning-fast reflexes to
    finish them off, as well as twice as much caution as to take them unawares so
    the shotgun won't be an issue... there's yet another problem: firebases.
    A firebase can kill you faster than you can finish off a Support after a grab,
    and they can mow you down as you prepare to approach... so, smoke bomb stun
    solves the problem, right? Well then there's the issue of the Support nearby!
    With all that going wrong, you're not going to win with typical strategies,
    but it's luckily quite rare to find such an ideal Support. If you do, it gets
    complicated, but most do something wrong at some point. Some don't use the
    shotgun, some don't use firebases, and some just plain can't shoot or think
    straight. Still, it's best to plan for the worst. As such, you've got to stop
    worrying about the infinite problems of fighting Supports, and focus on the
    solution. Test their tactics and escape a few times, get to know how they tick
    before you try and fight them, because no two Supports play the same way.
    So lets forget about the infinite hassles of fighting a Support, and instead
    look at the weaknesses of the class. First, the firebase takes an incredible
    amount of time to move, since it takes forever to recharge the skill unless
    the firebase is destroyed, so you never need to worry about them popping up
    somewhere new unexpectedly. Second, firebases have a maximum range... shuriken
    don't. If you tag it from a distance, you can take it out. Best of all, that
    stacks with the Support's most fatal flaw: range. If the Support leaves the
    turret to track down someone shooting it from a distance, they won't be able
    to heal it, and they can't attack until they get much closer. On top of all
    that, the shuriken criticals can demolish an unwary Support, if you find that
    their shotgun is simply too much better than your own melee arsenal.
    If a Support is too defensive about their firebase, shuriken are one of the
    few effective ways to take them, and their firebase, down for the count
    (other than enlisting the help of a Sniper, who make Supports flee in terror).
    Another idea is to take advantage of the AI weaknesses of the Support's
    firebase: it won't change targets if it's already shooting, so all you need
    to do is get it shooting at something else before you approach it. The turret
    is also vulnerable to smoke stun, it can't shoot though walls, and it can't
    fire upon cloaked foes, which opens up a plethora of approach options if the
    Support takes cover from your flurry of shuriken, and you can't hit the
    firebase with enough long-range shuriken to take it down.
    So, you can grapple the Support from around a corner if the firebase is near
    "cover", you can grab him when it's distracted by bots or allied players, you
    can stun it with smoke bombs if the Support's close enough to be grappled, or
    you can go for broke and by rushing then cloaking during the grapple and just
    hoping for the best, relying on your experience in melee combat. By that, I
    mean that your sword's superior speed and tracking might make up for its lack
    of power and range compared to the shotgun if you're good at dodging... and if
    you're lucky.
    It all boils down to trail and error at some point when you fight Supports,
    and it depends greatly on the specific person playing the class, but if you
    play unconventionally you can take them out. On a better note, once you master
    the stealth tactics regularly employed on Gunners and the like, you handle the
    vast majority of Supports in the same manner. I only mention all these insane,
    over-analytical possibilities because Supports are so difficult to handle
    normally if they know what they're doing. It doesn't mean it's impossible, so
    be sure to try fighting them as if they were a less complicated class first,
    but from there revise your strategy each time you fail (if you do fail, that
    is). If push comes to shove, just make sure to escape jump if you take any
    damage before you plan to, because you can never kill a Support who's made the
    first move.
    Vs. Tanks: The strongest melee class in the game, he can easily kill a
    centrillion* Assassins that go for the typical grapple/slash combination. Even
    with perfect timing and reflexes, the Tank will kill an Assassin like he's
    swatting flies. Even with a backstab, a Tank can survive a grapple without
    armor, with only a single upgrade. His spin attack is lethal, the fire effect
    nullifies cloak and does devastating damage over time... it's terrifying to
    contemplate trying to take one down by force, and so you need to play as the
    epitome of a perfect Assassin to even stand a chance.
    So, what are this behemoth's weaknesses? That's a good question... First off,
    do not under any circumstance grapple a healthy Tank unless you have a real
    death-wish. Go ahead, try it, see if I'm kidding. Unless he is completely
    clueless, he'll use the spin attack or charge, and the Tank's charge is twice
    as accurate as the Assault's (since he's twice as big). Still, the biggest
    weakness to the Tank is that he can't outright kill an Assassin that has
    armor. With armor, you can tank the Tank (god that's a horrible joke). His
    spin attack won't kill you, which means that you can get off an extra sword
    lunge before he has time to reload. But... that's still not enough most of
    the time, which is certainly a problem, until you realize one key fact: you
    can lunge before you grapple too.
    With two such lunges and a back grapple, you can kill some Tanks before they
    get to reload... but it's still a risky plan. Better off to rush them when
    they're weakened by an ally, or to avoid playing right into their strengths at
    all by avoiding melee range altogether. So then, it makes sense to use the
    shuriken launcher critical trick to break down their massive defenses. It's
    best to attack from just outside their spin range with the shuriken, as one
    of three things can happen. First, they may rush you, in which case you can
    simply pelt them with more shuriken, given the Tank's terrible mobility.
    Second, they will switch weapons, in which case you should rush them for the
    grapple kill given that the rail gun will pick you apart at long range. Third,
    the Tank may use his charge, in which case you're best off escaping if you're
    hit, though he's an easy target if he misses.
    Fighting Tanks are one of the few situations where you can't go wrong with the
    shuriken launcher, and it's the number one reason to go with rate of fire
    endorsements no matter how little you may typically use the launcher. The Tank
    is killable without shuriken speed, but then it's more about luck and and
    timing, they're just that dangerous.
    On the bright side, Tanks have just as poor a time killing an Assassin, since
    after a spin attack you can escape jump to safety with ease. Also, you can
    easily take them out when they are deployed with the throwing blade critical
    trick, as with Gunners, but the grapple/blade combo is still inadvisable due
    to the spin attack's eminent threat. With less health, you'll be back in
    action much sooner than the Tank, so it's also possible to harry them with
    repeated failed attempts and wait for them to switch tactics and screw up.
    Just because you can't easily kill them doesn't negate that Tanks have an even
    harder time taking out an escape-happy Assassin. It's still a gamble
    regardless, and it's often better to avoid Tanks, but you can take them out
    with a steady hand and a cautious approach. The key is when they're dead that
    you'll be still alive, so focus on saving yourself more than killing the Tank,
    and you can win out in a battle of attrition.
    Well, the problem with this section is that the guide hasn't been published
    long enough to actually have any questions, so these are speculation and
    random information I left out before.
    Q:   Hey, how come I can't move... and am I even taking damage?
    A:   Congratulations, you've found quite a rare glitch: the grapple lock. The
    conditions are hardly clear, but apparently you are sometimes invulnerable
    and immobile after grapples. It appears that it might happen if the enemy (or
    yourself) are killed somehow during the grapple. It's an extremely rare bug,
    and I've only seen it happen once, but your health bar becomes stuck at empty
    and you can't move except for attacking. I think grapples might break you out,
    but the game ended before I got to test it more and it's hardly much of a bug
    you can exploit much, so feel free to take pot shots at foes with the shuriken
    launcher to entertain yourself until you find a way out.
    Q:   You mentioned an infinite sprint glitch... TELLS MEEES!!!!
    A:   If you've read this far, it means you're both bored and a damn good
    listener. Since you are likely to heed the rest of my information to have
    bothered to get this far, and considering that infinite sprint can hardly
    break a class with such poor stats to begin with... fine, I can hardly keep it
    a secret and expect you to think I actually have any credibility anyway. To
    sprint indefinitely, you mash the X button while running, and sometimes when
    you press fast enough might lock yourself in a higher speed. You'll know that
    you did it right if you see your sprint regenerating while you run with the 
    sprinting animation, or if you find yourself running even faster than with
    typical sprint. It's mostly useful early game when you don't have money to
    spare on sprint upgrades, or for getting to the enemies from the spawn after a
    death, or on rare occasion for escaping from enemies when you're in real
    trouble. It's not much of an offensive tool, so it's negligible enough for me
    to not mind blathering about. Also, if it becomes common knowledge, it's much
    more likely to be patched, so that was a double edged question for you.
    Q:   Yo, why are all these questions about glitches?
    A:   Screw you, figment of my imagination, read on before you get all
    judgmental. Glitches are what I know will be asked about, that's all.
    Q:   How come your format is so wierd? You crammed everything into the basic
    controls sections and it makes no sense...
    A:   I was explaining how to use each input, in much more detail than is
    necessary. This way, if you find yourself having trouble with jumping or with
    cloaking, or if you can't get as many kills as you want with shuriken or with
    the blade, you can go right to the control tied to the manuver. Just because
    it's not how everyone else does something doesn't mean it's inconvenient.
    Still, it is annoying that I have to seperate them with paragraphs, because
    that means I can't add line breaks for readability, so I would like to head
    about suggestions to fix that problem...
    A:   Ok, fine, I fixed the format, I added more paragraphs and divided the
    sections with lines. I added plenty of information and fixed some errors in
    the process too, so problem solved.
    Q:   How do I play as a--
    A:   If your next words aren't Assassin then I'll kick you, and if they are
    Assassin then I'll stare blankly, point to the guide... then kick you anyway.
    Q:   Can I contact you about miswording, or--
    A:   Yes, if you're not sure about it, contact me anyway. My time is simply
    just not valuable enough to be wastable, so contact me even if it's about a
    single typo, or for a simple thank you... or even a single insult. Hell, it's
    as fun to be thanked as it is to yell at flamers, so send whatever you want.
    Actually, viruses are annoying, because they take a full minute to erase, so
    I don't need any of those.
    Q:   You say Tanks could kill a "centrillion" Assassins in melee range? What's
    that supposed to mean?
    A:   A centrillion is a 1 followed by 303 zeros (google it), and the highest
    number's place that I can count to. It would have been a lie to state a lower
    amount (like a trillion), and it's inconvenient to have you read a number as
    ridiculous as 10^303. I'm not typing that much, nor counting that much. And
    don't even mention a friggin' "googelflex" or some other such nonsense. Also,
    I don't care if a centrillion is 10^600 in the UK, it's still a giant number
    so it suits the purpose. Entymology-wise, the word means hundred-trillion,
    so no matter what it's a high enough number to get my point across.
    Respawn in 3... 2... 1...
    No, that's not what I meant...
    Right, contact me, I'm bored and I need feedback on the guide. I might put
    something more meaningful here after I get a better feel for what I'm doing,
    but I honestly don't have any clever end to this so I'm just going to...
    Oh, I remember now, special thanks, that's kind of important. >_<
    - Uber Games: for the most fun I've had with a multiplayer shooter.
    - Rachel: for encouragement, spell-checking, et cetera.
    - Shadow of Metal (GameFAQs.com forums): for some great shuriken tips.
    - ArierWizard (Xbox Live): because it'll anger my enemies.
    - Megaman915 (Xbox Live): because I really know few people who play MNC.
    - Anyone else who I seriously ADDed out on and forgot to mention.
    - You, for actually reading every word of this guide. How bored are you? XD

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