“ | When the BLU team kills a friendly RED post-game, a new freak emerges to exact vengeance. | „ |
~ Description of the Hoovydundy series |
“ | Engineer: This ain't a joke, Scout. I don't want to risk it this time. If that Heavy's a rogue freak, I'm leaving the map. Scout: I don't give a fuck! It doesn't matter if we're carved, cut up into little pieces, brainwashed, or eaten, we'll respawn! It's just another chance to kill them - and the last time I checked, we're not exactly ahead on the scoreboard with those assholes! |
„ |
~ Engineer and Scout talking about Hoovydundy |
“ | Spy: That is impossible. Scout: We're... just like everyone else now... |
„ |
~ Spy and Scout talking about Hoovydundy |
Summary[]
Hoovydundy is the main antagonist of the Hoovydundy series by Pree Spunky.
It's identity is presumed to be the RED Heavy of a game, where all the team suffered total team wipes due to failure to respawn, except for a sole Heavy who went missing. It makes it's return when a friendly (albeit rude) RED Scout was killed without remorse by the opposing BLU team, except for Spy who had tried to spare the annoyance near their base.
Powers and Stats[]
Tier: 9-B, likely higher, way higher with Size Manipulation
Name: None according to the spectator list, Crazy Heavy by the BLU mercenaries
Origin: TF2 Freakshow (Spunky's GModiverse)
Gender: Unknown (Referred to as an "it" by the Scout, who was told the freak's weakness from itself)
Age: Likely 57 (Should be comparable to the mercenary it was previously)
Classification: Former RED Heavy, Freak
Powers and Abilities:
- Superhuman Physical Characteristics
- Immortality (Type 2 and 4: A horribly disfigured Heavy with it's fingers bent backwards. Given it only dies when the knifes are removed from his back, its likely it respawns like other freaks by waiting in the Underworld)
- Light Manipulation and Transformation (Its presense is signalled by a bright red light, which it can transform into as a form of travel)
- Teleportation
- Thread Manipulation (Capable of summoning ropes at will, which it uses to hang limbs of its victims or in a attempt to grab them)
- Technology Manipulation, Electricity Manipulation and Information Manipulation (Its presense can make all electronics malfunction and hide the killfeed and chat)
- Rage Power (Will become more dangerous as it loses its knifes)
- Resurrection Nullification (Its presense completely breaks the respawn machines, disabling the ability for those dead to respawn)
- Size Manipulation (Slowly became larger than a normal Heavy)
- Limited Absorption (Absorbed a knife into itself)
- Heat Manipulation (Dropped knifes are hot to the touch, burning Spy's hand on contact)
Attack Potency: Wall level (Capable of crushing heads, mutilating and tearing apart several mercanaries into hanging limbs, which should be comparable to breaking all the bones in a body), likely higher (Both teams have fought for a long time with both teams having a soldier, who have likely rocket jumped before with this much energy), way higher with Size Manipulation (Could deal considerable damage to the 2Fort bridge while it was bigger with a stomp)
Speed: Peak Human (Could catch up with Scout, the fastest mercenary of BLU team, with relative ease), Speed of Light while transformed (Can change it's form into sentient light, which should grant it this speed)
Lifting Strength: Peak Human (Capable of overpowering multiple mercenaries at once and the Engineer, who can pick up his buildings weighing this much), likely higher with ropes (Would've restrained Heavy and Spy, had Medic not intervened)
Striking Strength: Wall level, likely higher, way higher with Size Manipulation
Durability: Wall level, likely higher (While tougher than the standard mercenaries, it was shown that it can still be harmed by them or be temporarily stunned by weapons), way higher with Size Manipulation
Stamina: Superhuman
Range: Standard Melee Range physically, Tens of Meters with ropes (Its ropes could stretch and cover an entire room)
Standard Equipment: None Notable, has knifes stabbed into its back
- Can Create/Summon: Ropes
Intelligence: Unknown
Standard Tactics: Seems to prefer tricking and sometimes intimidating their opponents, right before killing them. Ropes seem to be a last resort.
Weaknesses: Removing all of the knifes in it's back will kill the freak, though it will become even more dangerous as it loses it's knifes as the knifes form it's connection to humanity
Notable Attacks/Techniques:
- Rope Manipulation: Capable of summoning ropes to restrain or hang victims (or their remains) and pull targets away. He was shown summoning 5 ropes at once, however, it's very likely that he can summon way more than 5.
Others[]
Notable Victories:
Notable Losses:
Inconclusive Matches: