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Captain Spark
SMNC Hotshot Captain Spark Portrait
"Must... get... their Money-Ball! But how..."
Stats
Class Type Commando
Difficulty 10 (Extreme)
Weapons
Primary Weapon Cptspark Voltage Spike
Voltage Spike
 
Secondary Weapon Cptspark Ray Gun
Ray Gun
Skills
Skill 1 Cptspark MegahurtzMegahurtz
Skill 2 Cptspark Arc FlashArc Flash
Skill 3 Cptspark Flip SwitchFlip Switch


Captain Spark (Voiced by Michael Bils) is a Pro introduced into Super Monday Night Combat in Update 6[1]. He is one of three current Commandos, alongside the Assassin and Wascot.

Captain Spark is a masked superhero who takes inspiration from mid 20th century comic book superheroes. He speaks in an overly dramatic tone, and is supposedly raised from birth by a race of Mer-eels, according to his biography. He is equipped with an electric sword and a ray gun. He is one of the more mobile pros, with a blink/teleport ability known as Arc Flash, and a Lunge ability activated by reloading with his primary weapon.

He excels at 'nuking' enemy Pros via ring-outs by using his disorienting Megahurtz attack, and following it up with a Flip Switch grapple.



Official BiographyEdit

According to his official biography, Captain Spark was raised from the age of six inside the pressurized oxygen bubble of an undersea volcano by hyper-intelligent electric mer-eels, after his parents, both scientists, crashed into the floor of the ocean while exploring in their submersible. Captain Spark was taught to channel the body's natural electric flow and to become a skilled martial artist by Eel-Kazara-Hazee, Praetor and liaison between the eel folk and Sinister 9, the freewill computer brain that ran all of modern civilization for the "gas breathers" on Earth's surface. When Sinister 9 used robotic sharks to invade the eel people's homelands during the sacred funeral games of King Eel-Abi-Arrot, Captain Spark's mentor was killed and Captain Spark was bequeathed the diplomat's battle armor and weapons so he could avenge his adopted home. On the surface world, Captain Spark forged a secret identity with which to keep himself hidden, that of Formula One test driver Shock Johnson, who must constantly hold his own driving skills in check lest he be promoted to competitive driver where he would undoubtedly come under scrutiny by Sinister 9 and its robot alien police force. He is also forced to "ride the brakes" on his relationship with Zena Foster, a Minoan snake goddess and lingerie model, in order to focus on his sworn mission. Shock Johnson by day, Captain Spark by night, our hero harnesses the power of electricity to fight the totalitarian rule imposed by the forces of automation and imparts critical safety know-how regarding downed power lines to elementary school-aged children the world over.

Pro CareerEdit

  • Holds the record for the longest consecutive streak of not having to take a bathroom break during a game.
  • Won a gold medal with Team IndoChina at the 3043 Battlelympics
  • Oldest player to win the Super MNC freestyle Bullseye kill competition at the All-Star game (57 years, 123 days).

Notable DNAEdit

Doctors Carol and Laszlo Murray, several knife fish from class "Electrophorus".

PersonalEdit

  • Can "talk" to things like electrical transformers, car batteries and small electrical appliances.
  • Away from the field of combat: is constantly escaping from supposedly inescapable situations or defeating seemingly invincible villains by opening an "ion channel".
  • Is quite possibly just the imagination of Karl Lutz, retired autoworker from Pritchford, Alabama who was reportedly placed on psychiatric leave after showing up dressed as his "alter-ego", Captain Spark, in order to fight crime at the auto plant where he worked for twenty-seven years.

LikesEdit

Under-sea domes, man's free will, insulated footwear

DislikesEdit

Humankind's reliance on artificial intelligence, unagi, hot air balloon festivals

PriceEdit

Captain Spark costs 4500 Combat Coins or $1.99.

WeaponsEdit

Captain Spark's weapons excel in taking out bots because both of his weapons have no damage fall-off, but that does not mean they have zero potential against Pros. However, Captain Spark's main source of kills is his Grapple skill, which throws opponents away by a large distance. This is used on either pushing enemies to your team or turrets, or throwing them off the stage for a one-hit kill.

Voltage SpikeEdit

An electric sword that does two hits per attack. Attempting to reload with this weapon will cause Captain Spark to do a lunge. Currently it deals the most damage per second out of all of the commando melee weapons.

  • Alternate Fire: A shot, which is only usable when charged up by attacking (and hitting) four times with the Voltage Spike (the charge no longer builds by performing skills). This attack sends out three electric projectiles similar to a shotgun, as the projectiles spread out horizontally after being fired.
    • The Voltage Spike alternate fire can also be used to turn off the Assault Pro's Fly skill.

Ray GunEdit

A pistol reminiscent of 1950's pulp science-fiction. The ray-gun fires team-colored electric projectiles that fly in a straight line until they collide with something, at which point the projectile ends in a tiny explosion, which can do self-damage. The Ray Gun is useful for harrassing at longer ranges, as it has no fall-off damage, so it does the same damage at all ranges.

  • Alternate Fire: A Grapple Attack.

SkillsEdit

Arc FlashEdit

Arc Flash is a teleport ability known as a "blink." This ability teleports Spark roughly 20 feet to where he's looking, and passes through walls and floors. This ability makes for a great mobility or escape tool, as it occurs instantly.

Upgrading this ability shortens the cooldown of the ability.

There is a known bug where Sparks Arc Flash is canceled when trying to go through a glass wall, this is fixed by jumping then Flashing through it.

Flip SwitchEdit

Captain Spark grapples an enemy Pro or Bouncer and throws them behind him with a dramatic windmill kick. This ability can be used to ring out opponents or to throw escaping ones back to your team when chasing them.

Upgrading Flip Switch lowers its cooldown and increases its damage.

MegahurtzEdit

A close range context ability that blinds multiple Pros, while also slowing them and doing a bit of damage.

Upgrading this ability increases damage and reduces cooldown.

CustomizationEdit

This page covers all unique weapons, taunts and gear for this pro.

StrategyEdit

General StrategyEdit

  • Captain Spark's Voltage Spike can hit multiple enemies at once.
  • The Ray Gun deals area damage and has no fall off damage, so feel free to use it at all ranges.
  • Use the Ray Gun's grapple instead of Flip Switch if you don't want to move the target.
  • Arc Flash can be used as a free ticket to the Jungle, or to escape from dangerous situations.
  • Don't worry about Arc Flashing through the bottom floor, because you can't, but be careful not to Arc Flash off in other ways.
  • Flip Switch can not only Ring Out enemy Pros, but also send Bouncers out of the Jungle!
  • Megahurtz works great if you want to disorient enemy Pros to attack them or escape from them.
  • Captain Spark is usually best situated farming in the Jungle for the first five minutes. Like most Pros, they are suggested to go gank or lane more after the first Annihilator, depending who is on the attacking and defending side.
  • The best way to beat down enemies who are not situated near an edge is to Flip Switch them to a corner, followed by a Megahurtz (this could also be executed before the Switch if having difficulty catching up), one or two attacks from the Voltage Spike depending if you casted Megahurtz or not, and finally the Alternate Fire of Voltage Spike. This will decimate most, if not, any enemy Pro that gets too careless.

Captain Spark User GuidesEdit

Captain Spark User Guide

Captain Spark - Super Hero Guide

Recommended Endorsement SetsEdit

Expensive Endorsment Sets:

Cheaper Endorsement Sets:

GalleryEdit

Update HistoryEdit

Rule Changes: 8 - 5/31/12

  • Megahurtz: Armor damage: 500 -> 250

Rule Changes: 7 - 5/24/12

  • No longer takes any fall damage
  • Voltage Spike: Alt Fire damage: 45 -> 40

Rule Changes: 6 - 5/17/12

  • New Taunt: Monday Night Fever
  • New Uniform: Captain Romance

Rule Changes: 5 - 5/10/12

  • New Uniform Head: Chickey Hat - Post-game Prize only
  • New Uniform: Hot Rod
  • Arc Flash: Slows that shorten the distance now only use 50% of the slow rather than the previous 75%
  • Megahurtz: Range: 2048/2048/2048/2048 -> 1792/1792/1792/1792
  • Megahurtz: Now interrupts enemy lock on skills

Rule Changes: 4 - 5/4/12

  • New Uniform: Captain Buzz
  • New Uniform: Captain Sparkle
  • New Weapon: Sparkle Voltage Spike
  • Arc Flash: 75% of the effect of a slow debuff is now applied to Arc Flash distance
  • Voltage Spike: Alt fire: Now only gains charges from Voltage Spike hits
  • Voltage Spike: Alt fire: Damage: 50 -> 45
  • Voltage Spike: Fixed selecting a Pro other than Captain Spark, then switching to Captain Spark breaking his Voltage Spike alt-fire skill
  • Normalized headshot detection radius with all other Pros

Rule Changes: 3 - 4/25/12

  • No Changes

Rule Changes: 3 - 4/25/12

  • No Changes

Rule Changes: 2 - 4/20/12

  • No Changes

Rule Changes: 1 - 4/18/12

  • New Weapons: Black & Tan Voltage Spike, Dusk Till Dawn Voltage Spike, Home Team Voltage Spike

Rule Changes: 32/32B - 4/12/12

  • Voltage Spike: Colliding with an ally no longer ends the reload button lunge

Rule Changes: 31/31B/31C/31D/31E - 4/4/12

  • New Uniform: Captain Spark PAX
  • Voltage Spike: Alt Fire projectiles now turn off Assault's Fly

Rule Changes: 30 - 3/21/12

  • No Changes

Rule Changes: 29 - 3/16/12

  • Voltage Spike: Alt Fire Damage: 65 -> 50

Rule Changes: 28 - 3/8/12

  • New Weapons: Voltage Spike: Sunburst, Twilight
  • Voltage Spike: Lunge recovery time: 2 -> 1.5

Rule Changes: 27 - 3/1/12

  • New Taunt: Tea Time
  • Voltage Spike: Reworked the alt fire so that it's an alt fire skill that uses the crosshair recharge. Recovery happens every time you use a skill or do damage with the primary fire of the Voltage Spike. This fixes the alt fire from sometimes getting stuck and not working.
  • Arc Flash: Greatly improved the reliability of a successful teleport.
  • Arc Flash: No longer plays the screen warp effect on an unsuccessful telepot.
  • Arc Flash: Will now credit the skill back if the teleport is unsuccessful.

Rule Changes: 25 - 2/23/12

  • Health: 770 -> 750

Rule Changes: 24 - 2/16/12

  • Voltage Spike: Damage 55 -> 50

Rule Changes: 22 - 2/09/12

  • New Uniform: Heartbreaker
  • New Taunt: Valentine

Rule Changes: 20 - 1/26/12

  • New Taunt: Tap Dance

Rule Changes: 19 - 1/19/12

  • Base Health: 840 -> 770

Rule Changes: 18 - 1/12/12

  • Ray Gun: Damage: 58 -> 64
  • New Taunt: Action Hero, Hero
  • Arc Flash: Fixed Captain Spark from being able to Arc Flash into enemy spawn rooms.

Rule Changes: 17 - 1/5/12

  • New Taunt: Moneyball

Rule Changes: 16 - 12/21/11

  • Added bio
  • Added new Captain Spark voice

Rule Changes: 15 - 12/13/11

  • New Uniform: Captain Dashing

Rule Changes: 14 - 12/08/11

  • Voltage Spike: Fixed trails not respecting team color.

Rule Changes: 12 - 12/01/11

  • Fixed Ray Gun ejecting a non ray-gun-like shell.
  • Voltage Spike: Fixed playing the melee animation while being grappled
  • Voltage Spike: Damage: 60 -> 55
  • Two new Laser Punk uniforms

Update 11 - 11/22/11

  • Health: 800 -> 840
  • Voltage Spike: New visual effect for projectiles
  • Voltage Spike: Increased lunge distance
  • Voltage Spike: Fixed issue where the projectiles would just blink out of existence rather than explode
  • Ray Gun: Reduced recoil
  • Ray Gun: Modified visual effect for muzzle flash
  • New spawn and death music

Update 10 - 10/17/11

  • Health: 640 -> 800
  • Megahurtz: New effect
  • Ray Gun: New reload animation
  • Ray Gun: Damage: 55 -> 58
  • Voltage Spike: Fixed attack animations not playing if they happen right before you land.
  • Voltage Spike: Damage: 75 -> 60
  • Voltage Spike: Rate Of Fire: 1 -> 1.3
  • Voltage Spike: Alt Fire Damage: 62 -> 65

Update 9 - 11/11/11

  • Ray Gun: New muzzle flash

Update 8 - 11/10/11

  • Flip Switch: Fixed changing places with the Jackbot
  • Voltage Spike: Changed attack animation to use the 2-hit style the Hot Seat uses.
  • Voltage Spike: New attack animations.
  • Voltage Spike: Added swipe trails.
  • Voltage Spike: Damage 68 -> 75
  • Voltage Spike Alt Fire: Damage: 56 -> 62
  • Ray Gun: Added new muzzle flash and new projectile effects
  • Ray Gun: Damage: 50 -> 55
  • Changed skill layout to better match Assassin’s skill layout. Arc Flash is now default mapped to shift, Flip Switch is default mapped to Q and Megahurtz is default mapped to E.

Update 7 - 11/3/11

  • Flip Switch: Removed the post-grapple push back on Captain Spark
  • Arc Flash: New effect
  • Arc Flash: Fixed being able to teleport through the ground to your death. This will also make it so you can’t teleport off the map to an area that you will fall to your death.
  • Voltage Spike: Moved charge effect from the sword to his backpack
  • Voltage Spike: Damage: 65 -> 68
  • Ray Gun: Damage 55 -> 50

Update 6 - 10/27/11

  • Say hello to Pro #12, Captain Spark! Captain Spark is the next Commando.



See AlsoEdit

ReferencesEdit

  1. http://www.uberent.com/forums/viewtopic.php?f=44&t=12779

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