Turning Outcome Memories V0.1 killer into a survivor and the survivors into killers.
Style: Short range stunner
Health: 100 (+100 dodge meter)
Passive: Short temper- 2011x has 100 dodge meter at the begining of the match, he can't regain any dodge.
Invisibility: 2011x can turn invisible for 10 seconds, he can't jump while invisible, go in the ring, or use his other abilities. If he gets damaged while invisible it does twice the amount of damage he'd regularly take. Has a 45 second cooldown.
Charge: 2011x charges at the killer, stunning them for 5 seconds. The killer can go out of the stun early by doing a minigame. While stun 2011x will hold onto the killer. Has a 35 second cooldown.
God's Trickery: 2011x teleports behind the killer. Has a 5 second cooldown.
Passive: Dodge meter- Sonic has a Dodge meter when acts as a way to avoid stuns. 1 second of stun = 10 dodge meter. Sonic starts out with 50 dodge meter and can increaes the dodge meter by hitting survivors with dropdash. Sonic has a max of 75 dodge meter.
Dropdash: Sonic goes into a ball for 10 seconds. Sonic can damage survivors by spinning into them, dealing 10 damage for each hit. If he deals 30 damage to the same survivor he'll get out of drop dash early. Each drop dash adds 5 dodge to the dodge meter. Has a 25 second cooldown.
Peelout: All survivor locations are revealed and Sonic gets faster for 7 seconds, he's able to cancel it early. Sonic can't attack while using this move. Has a 10 second cooldown.
Passive: Animal senses- Surivors within 45 studs are highlighted, even while using invisibility abilities.
Glide: Tails begins to fly, he can m1 while using this move. Has a 15 second cooldown.
Laser cannon: Tails takes 2.5 seconds to start up his cannon, the cannon deals 15 damage intially and 10 damage every second it stays on a survivor. The cannon lasts 4 seconds and has a 21 second cooldown.
Passive: Glide- Basically how it currently works in the game. You jump off walls and glide for 4 seconds, the glide is faster though (same speed as Tripwire's glide.)
Punch: Knuckles charges up a punch which slows him down, depending on how long the punch is held it can deal 30-100 damage. (You'd hav to hold it about 1 minute for the 100 damage though.) Has a 25 second cooldown.
Counter: Knuckles stops in place for 3 seconds, during this if any survivor tries to stun him they'll be ragdolled for 3 seconds while taking 10 damage. Has a 25 second cooldown if hit and 20 if missed.
I can see: All survivors are highlighted for 5 seconds, has a 15 second cooldown (10 seconds during LMS.)
Hammer jump: Amy jumps upwards and then slams her hammer, if she's already in mid hair she'll slam her hammer without jumping. She'll also bounce updwards after the hammer slam, allowing her to gain distance. Deals 30 damage and has a 15 second cooldown.
Hammer throw: Amy throws her hammer, dealing 30 damage if landed. Amy has to pick up her hammer in order to use hammer throw, hammer jump, or her m1 again. The hammer will come back after 8 seconds if not picked up. Has a 15 second cooldown.
Lovely: All survivors are highlighted to Amy, has a 15 second cooldown (10 seconds during LMS.)
Reroll: Amy rerolls her current deck, has a 20 second cooldown.
Amy starts with 2 cards at the start of the match.
The World: All survivors are highlighted to Amy, her movement speed is decreased by 2.
The Fool: Increases Amy's movement speed by 1.5 while decreasing Amy's m1 and ability damage by 10.
Strength: Increases Amy's m1 and ability damage by 10 while decreasing movement speed by 3. If she's hit by a stun she'll be stunned for 2.5 more seconds.
The Emporer: Increases Amy's movement speed by 0.5, if she's hit by a stun the stun will be reduced by 2.5 seconds.
The Sun: Amy deals 10 more damage and has 5 more movment speed.
The Moon: Amy's vision is reduced due to enviromental fog. She'll either gain -1.5/1.5 movement speed increase and -15/15 extra damage to her abilities and m1.
Passive: Cheese the Chao- Cheese gives Cream an extra 25 damage to her m1. If Cream is stunned too much Cheese will die (5 stuns, and extra 1 for every extra survivor.) Once Cheese dies all survivors will get 10 damage.
Passive: Glide- If above land Cream can glide, the glide is as fast as Tripwire's glide.
Rabbit senses: Cream stays still for 3 seconds while all survivors are highlighted, she'll get 2 seconds of i-freams. Has a 15 second cooldown.
Dash: Cream dashes forward, gaining a 4 second speed boost. If Cream hits a survivor she'll get a better 4 second speed boost and deal 10 damage. Has a 20 second cooldown.
Drop kick: Cream drop kickes the survivor, if landed it deals 35 damage. Has a 25 second cooldown, 20 seconds if missed. (I just thought the idea of a child drop kicking someone was funny.)
Passive: Eggman can double jump. Has no cooldown.
Jetpack boost: Eggman gets a large speed boost that lasts for 3 seconds. Has a 21 second cooldown.
Energy shield: Eggman creats a forcefield, if a survivor tries to stun him while the forcefield is up they'll take 10 damage and Eggman won't be stunned. Along with this, all survivors will be revealed during the forcefield's duration. The forcefield lasts for 2 seconds and has a 35 second cooldown, 30 if missed.
Passive: Proximity warning- Survivors within a certain radias are highlighted to Metal.
Charge: Metal charges at the survivor, dealing 20 or 50 damage depending on if the move is canceled early. If you don't cancel it early the next stun a survivor deals you will be twice the amount of stun time. Has a 20 second cooldown if you cancel it early and 30 if you don't cancel it early.
Drop dash: Just like Sonic's drop dash, has a 25 second cooldown.