Bio[]
He may look like your friendly neighborhood cop on patrol, but check under the hood and he’s 100% military-trained police on a mission to serve and protect. He’s a trusted strategist and friend of Optimus Prime, but he’s decidedly less friendly to those who don’t follow protocol…his protocol.
Max Stats[]
2-Star
- Health: 1714
- Attack: 152
- Max Rating: 557
3-Star
- Health: 4210
- Attack: 322
- Max Rating: 1308
4-Star
- Health: 10941
- Attack: 835
- Max Rating: 3488
5-Star
Rank/Level | Health | Attack | Rating | Sig |
---|---|---|---|---|
1/1 | 5,880 | 449 | 1,425 | |
1/10 | 9,274 | 708 | 2,243 | |
2/20 | 12,080 | 922 | 2.974 | |
3/30 | 16,074 | 1,227 | 4,008 | |
4/40 | 20,892 | 1,594 | 5,866 | 25, f21 |
5/50 | 26,562 | 2,026 | 8,455 | 100 |
Game Abilities[]
Basic Abilities[]
- Suppression
- Power Burn
- Ranged Buff
Abilities[]
- On Dash Back:
- Prowl tries to Suppress the opponent. While tension is building up, Prowl prepares for the inevitable fight by charging a Melee Buff every 0.5 seconds for a maximum of 10 stacks.
- When Prowl is struck or hits towards the opponent, each Melee Buff increases damage by 7.6~11.7% for 6 seconds.
- 35.4~54% chance to automatically Evade the next incoming attack. This interrupts the charging of Melee Buffs.
- Ranged Attacks:
- 10% chance to Stun opponents for 1.5 seconds on the first Ranged hit of a combo. (Unlisted)
- +70% chance if Prowl is charging his Melee Buffs. (Unlisted)
Rank | Melee Buff | Evade | Power Burn | Ranged Buff |
---|---|---|---|---|
1 | 7.6% | 35.4% | 23.8% | 29.5% |
2 | 8.5% | 39.3% | 26.5% | 32.8% |
3 | 9.4% | 43.7% | 29.5% | 36.4% |
4 | 10.5% | 48.6% | 32.8% | 40.5% |
5 | 11.7% | 54% | 36.4% | 45% |
6 | 13% | 60% | 40.5% | 50% |
Signature Ability[]
Good Cop
After charging his Melee Buffs, Prowl gets a surge of Power based on how many Melee Buffs he activated.
Passive: After charging his Melee Buffs, Prowl gets 1.5 ~ 4% Power for each Melee Buff activated.
+0.05% per level.
Level | Power |
---|---|
1 | 1.5% |
3 | 1.6% |
5 | 1.7% |
10 | 1.9% |
15 | 2.1% |
20 | 2.2% |
25 | 2.4% |
30 | 2.5% |
35 | 2.6% |
40 | 2.7% |
45 | 2.9% |
50 | 3% |
55 | 3.1% |
60 | 3.2% |
65 | 3.3% |
70 | 3.4% |
75 | 3.5% |
80 | 3.6% |
85 | 3.7% |
90 | 3.8% |
95 | 3.9% |
100 | 4% |
Special Attacks[]
- Short Circuit - His short fuse and their short circuit.
- 100% chance to Power Burn, consuming up to 23.8~36.4% of the target’s max Power.
- If the opponent reaches zero Power as a result of this Power Burn, the strength of their Power Gain Buffs is reduced by 15% for the rest of the fight.
- Gunslinger - Locked, loaded, and he’s quick on the draw. Watch Out!
- Increases Ranged Damage by 29.5~45% and Ranged Speed for 6 seconds.
- Ride Shotgun - Riding shotgun with Prowl is a once-in-a-lifetime experience.
- 100% chance to Power Lock, severing the target’s flow of Power for 16 seconds.
Synergy Bonuses[]
- Allies - Ultra Magnus - 2~3~8% Armor.
- Brothers in Arms - Ultra Magnus - 2~3~8% Armor for Autobots. 4~6~8% Melee Damage for Autobots in Solo Missions.
- Allies - Arcee - 2~3~8% Armor.
- Code 12: Reckless Driving - Sideswipe, Hot Rod, Mirage - 6~9~24% Attack Buff for 3 seconds when using a Heavy Attack. Stacking those buffs refreshes the duration of the entire stack.
- Enemies - Barricade, Kickback - 2~3~8% Attack Rating.
- Role Models - Bumblebee - 2~3~8% Armor.
- Role Models - Bumblebee - Bumblebee's Heavy Attacks gain a 2~3~5% Attack Buff for each alive team member.
- Lieutenants - Optimus Prime - Optimus gains 2~3~8% Attack and Armor and his lieutenants gain unique abilities.
- Lieutenants - Optimus Prime - If Prowl Drains the opponent’s Power to 0% of their Max Power, he has a 8~10~40% chance to Stun the opponent for 2.5 seconds.
Strategy[]
Player[]
If your Prowl is awakened, charge up power by dashing back and getting 10 Melee buffs. You can either go for more damage with Special 2, Power Lock at Special 3, or constantly use Special 1 to deny an opponent Power, especially if they have a Power Gain buff or if one of their abilities revolve around Power Bars.
Opponent[]
Try to interrupt Prowl's charging melee buffs as soon as possible to keep him from gaining too much power. Power locks will be your friend.
Having him get power to Special 2 is undesirable, as it's impossible to sidestep, but dashing back does avoid the short-ranged shot.
Strong Match-ups[]
- Any bots like Shockwave or Cyclonus who utilize Power or strong Special Attacks will feel the full force of Prowl's Special 1.
- Ratchet - In long fights, the autobot medic’s strong Power Gain can be shut down by Prowl’s Special 1, enabling Prowl to win the “Power Race” with the help of his Good Cop signature ability which provides him Power based on how many Melee Buffs he activates.
- Mirage - Spamming Special 1 will keep prolonging Mirage's Signature Ability.
- Windblade - Prowl deals a lot of damage with the support of his Melee Buffs; retreating and then going for a combo and ending with a Special 2 will be excellent against fragile but high attack Bots like Windblade.
- Kickback - The good cop is a surprise counter to this Insecticon. His Melee Charges are not Power Buffs and in turn can't be consumed at all. However, be careful not to get Power Leaked.
- Megatron (ROTF) - More special 2s and melee buffs will ignore Megatron’s tough armor.
- Demolitions - Bots with devastating damage like Ironhide or Ramjet won't be able to activate their high damage special attacks if you can drain their power.
- Megatronus - Stacking Special I's and power locks will considerately slow down relic switching.
- Necrotronus - In a rare case of a Scout being superior to a Warrior, Prowl's Special 1s will prevent Necrotronus from touching to Special 1 and his Special 3 ensure that Necrotronus will never gain 2 bars of power at the end of the fight. Prowl's Signature too will gain more power than Necrotronus has to reduce with Power Rate Debuff.
Weak Match-ups[]
- Ultra Magnus and Starscream - These Tactician’s Ranged Attacks can quickly Neutralize Prowl’s Melee Buffs.
- Megatron - Prowl gains melee buffs that can be stolen away and used against him.
- Hot Rod - Declaration will stop evasion and of course reduce the gained power from melee charges.
- Nemesis Prime - The more the melee buffs, the more Nemesis Prime can copy and nullify.
- Scorponok - Prowl's shotgun will be much less threatening if he is Dazed and confused.
- Grimlock - King Dino’s melee buffs are stronger than all of Prowl’s melee buffs and it will take the good cop down.
- Cheetor - Prowl can't drain Cheetor’s Power, but he can lock it with his special 3
- Grindor - Prowl will be punished more damage on the more Melee charges.
- Megatronus - In spite of his aforementioned advantage, the relic of obedience would prevent Prowl from gaining melee buffs and power in the first place.
Mods[]
- Replicate - When Prowl gains Power, so will the opponent.
Recommended Modules[]
The good cop will protect and serve your base effectively with these Modules.
- E.M.I. Module - Decreasing the opponent’s Ranged Attacks effectiveness will allow an AI controlled Prowl to retreat and activate his Melee Buffs more effectively.
- Superconductor 2000 - Prowl’s Special 2 is very hard to completely Dodge, enabling Prowl to do his Special 2 more often will be extremely effective.
- Robot Resource - In addition to the Power Prowl gains if awakened, a Robot Resource adds on to that, which will make Prowl get to his Special II way faster. If the mod is awakened, that damage is also increased, making for a deadly matchup.
- Laser Guidance Module - As Prowl's Special II is considered to be a ranged attack, this Mod boosts its damage substantially.
Obtainment[]
- Protocol Crystal
- Bot Crystal
- Base Defense Bundle
Gallery[]
Notes[]
- His design is based on the Generations Combiner Wars Prowl figure, which is a redeco of Streetwise with a new head which is also a Redeco/Retool of Dead End.