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Subwoofer - April 15, 2026


Name: Subwoofer

DOB: February 13, 1868 (story takes place in 1919, Nanowish expansion at early 1920)

Element: Wind

Weapon: Nanowish (high-tech device)


Playstyle: Warp/Ailments


Maximum Stats (through Soul Triad only, no weapons)

HP

Attack

Defense

Combat Movement

100

20

0%

0%



Learnable Active Abilities:


Body


Pushback (initally unlocked) - Inflicts Stagger at close range. Subwoofer's Pushback can be improved through Soul Triad to inflict Poison, Blind, Fear and add time to active enemy cooldowns, alongside Stagger.

Knockdown (initially unlocked) - Inflicts Knockdown at close range. Subwoofer's Knockdown ability can be improved through Soul Triad to have him warp to a random target on trigger.

Rocketblast - Deals Attack x 2 damage and Knockback to a small area in front of Subwoofer, but also inflicts Knockback to Subwoofer. Through Soul Triad, all of Subwoofer's collision damage from Knockback can be boosted based on the number of status ailments and active cooldowns on the current target. Through Story/Endless Dungeon passives, Rocketblast can have its damage bonus and duration improved if Rocketblast triggers Rebound Bonus.

Starfall - A warp attack to a random target that deals Attack x 1 damage and Stagger to a large area. Through Soul Triad, can buff damage based on distance warped and can inflict Stun to its area (heavy Stun time during Body Field Effect with a lot of status ailments and active cooldowns on the enemy). Through Story/Endless Dungeon passives, can reduces Starfall's cooldown depending on the number of status ailments and active cooldowns on each target.

Overload - A slow but powerful attack that deals Attack x 3 damage to a small area in front of Subwoofer (1 second wind-up time). Through Soul Triad, can gain a 4x damage boost during Body Field Effect, base damage to be boosted based on the number of status ailments and active cooldowns on the current target, can warp to a random enemy and can inflict Knockdown. Through Story/Endless Dungeon passives, can triple damage of Overload to already knocked down enemies.


Mind


Chemical Spray (initially unlocked) - An aimable spray attack that deals Attack x 0.2 damage and Poison every 1/10 second for 2 seconds (functions similar to Caesara's Scorchedarm). Through Soul Triad, can boost damage based on the number of status ailments and active cooldowns on the current target, and can inflict Stagger during Mind Field Effect. Through Story/Endless Dungeon passives, Chemical Spray can deal 8x damage during the Body Field Effect.

Broken Spirit (initially unlocked) - Inflicts Fear (new status ailment -- enemies turn and run away for 5 seconds or until hitting a wall or arena boundary) to enemies in a large area in front of Subwoofer. Through Soul Triad, Subwoofer's presence can make it so that enemies take 2x damage when suffering from Fear and duration for Poison/Blind/Bleed/active cooldowns do not tick down when suffering from Fear. Through Story/Endless Dungeon passives, Broken Spirit applies to the whole battlefield during the Mind Field Effect.

No Eyes - Inflicts Blind to enemies in a large area in front of Subwoofer. Through Soul Triad, No Eyes can reduce Mind ability cooldowns for Subwoofer per enemy hit, Subwoofer's presence can make it so Blind enemies deal half damage and can combine Blind and Fear so that enemies fleeing from Fear inflict Knockdown on other enemies that they come into contact with while running.

Mindscramble - Adds 3 seconds to active cooldowns to enemies in a large area in front of Subwoofer. Through Soul Triad, Mindscramble can reduce Mind ability cooldowns for Subwoofer per enemy hit and can add 2 more seconds to enemy cooldowns on hit.

Pathogenic Light - Extends the duration of active Stagger, Stun, Knockdown, Poison, Blind, Bleed, Fear and active cooldowns on all enemies by 1 second. Through Soul Triad, can extend duration of ailments even further (more during Mind Field Effect) and can double current Poison/Bleed damage on enemies with active Poison/Bleed on use during the Mind Field Effect. Through Story/Endless Dungeon passives, during the Mind Field Effect, Pathogenic Light's cooldown can be reduced based on the number of status ailments and active cooldowns on each target.


Wind Siphon


Nanoblast (initially unlocked) - Subwoofer fires a projectile that deals Attack x 1 damage and Knockback. Through Soul Triad/Weapons, can have its damage and cooldown improved (moreso during the Wind Field Effect), and can add a pulse effect when the projectile hits an enemy, wall or boundary (similar to Knight's Dark Shot/Dark Pulse). Through Story/Endless Dungeon passives, Nanoblast can deal more damage to enemies caught in a Technet field.

Technet (initially unlocked) - Subwoofer fires a projectile that on hitting an enemy, wall or boundary, turns into a large area field that prevents enemies from moving or dodging. Through Soul Triad, can have Technet's fields inflict damage every second, can have Technet's field duration go up (Soul Triad and Subwoofer's Trapper Weapon), and duration for Poison/Blind/Bleed/active cooldowns do not tick down when an enemy is caught in a Technet field.

Organism Hack - Add a random status ailment to all enemies on the battlefield (one of Stagger, Stun, Knockdown, Knockback, Poison, Blind, Cooldown Add or Fear). Through Soul Triad, can add a second random ailment during the Wind Field Effect. Through Story/Endless Dungeon passives, during the Wind Field Effect, Organism Hack's cooldown can be reduced based on the number of status ailments and active cooldowns on each target.

Nanotower - Subwoofer warps to a random enemy and adds a Nanotower structure at the warp location for 9 seconds, which fires out Subwoofer's Nanoblast shots every 2 seconds. Through Soul Triad, can boost duration of Nanotowers and boost their Nanoblast frequency from every 2 seconds to every second.

Technomancy - Subwoofer explodes all of his active Technet Fields and Nanotowers for large-area high damage. Through Soul Triad, can boost damage of Technomancy based on the number of status ailments and active cooldowns on the current target, and during the Wind Field Effect, can add status ailments from Technomancy explosions and reduce the cooldowns of all of Subwoofer's Wind Siphon abilities. Through Story/Endless Dungeon passives, during the Wind Field Effect, the damage for each Technomancy explosion is based on the number of Technet Field and Nanotowers that the current Technomancy has detonated.


Weapons


Nanowish (default weapon) - Boosts Attack stat by 5% per weapon level (allowing Subwoofer's max Attack stat to reach 30). Like all default weapons, good for practically any style of play.

Blaster - Subwoofer's Nanoblast has its damage boosted by 20% per weapon level and its cooldown reduced by 0.5 seconds per weapon level. Useful for Nanoblast and Nanotower heavy builds that focus on projectile/Knockback usage or when accompanying a Looming Chaos-focused Trovoc.

Trapper - Subwoofer's Technet field lasts 0.3 seconds longer per weapon level. A useful weapon regardless of build, as Subwoofer's Technet has a low cooldown as is, allowing for increased battlefield control.

Terrorizer - Subwoofer's Body abilities inflict Fear for 0.2 seconds per weapon level. Useful if Subwoofer's Fear ablities have been built for double damage debuffs and preventing status ailment durations from ticking down.

Groundbreaker - Makes Subwoofer Earth elemental as well as Wind elemental, and basic melee attacks add to the Earth Siphon Field Effect. Primarily useful for supporting Tara, Pound and/or Brooks in their own Earth Siphon builds.

Electrocharger - Boosts the damage of Wind Siphon abilities by 10% per level. In this case, this applies to Nanoblast/Nanotower, Technet's fields (when Subwoofer has the Soul Triad passive for damage per second), and Technomancy. As Subwoofer's Blaster Weapon has better damage for Nanoblast/Nanotower and better cooldown for Nanoblast, the Electrocharger is meant more for high-damage Technomancy-focused builds.

Warp Core - All of Subwoofer's basic attacks warp to a random enemy and have their damage boosted based on weapon level and on the number of status ailments and active cooldowns on the target. Useful for working alongside Allisara/Aquigere for teams that focus on boosting basic attack damage heavily.

Anathema - All status ailments that Subwoofer inflicts lasts 0.1 seconds longer per weapon level. Invaluable for any status ailment-heavy build, especially those with Pathogenic Light, to help keep status ailments on enemies active for very long periods of time. Among other status ailments and tricks that Anathema/Pathogenic Light can pull off, Subwoofer has more time to make short-duration status ailments like Stagger/Stun/Knockdown last for very long periods of time.

Sharktooth Nanowish - Every time that an ally dies, Subwoofer is healed 1 HP per ally death per weapon level and inflicts 1% more damage per ally death per weapon level for the rest of the battle. Is useful alongside Pound's Explosion, revival characters like Cherry/Alberto and Allisara during the Water Field Effect, or harsh endgame battles where allies die frequently, but like most Sharktooth weapons, relies on planning to pull off effectively -- Subwoofer will need to count on disabling status ailments to make the most out of the permanent damage buffs he gains. Unlike most other Sharktooth Weapons, though, Subwoofer has no inherent negatives on his Sharktooth Weapon -- it is instead boosted on negative situations rather than inflicting a negative situation on Subwoofer or the party.


Extreme -- High-tech Havoc


For 5 seconds, Subwoofer takes 75% less damage and has status immunity, and his basic attacks warp to a random enemy, deal 3x damage and randomly inflict one of Stagger, Stun, Knockdown, Knockback, Poison, Blind or Fear.



Pros


Subwoofer excels at status ailments to a degree greater than the rest of the playable characters, able to inflict all but Bleed and Instant Death, and he is able to not only extend the duration of active ailments, but also prevent the decrease in duration for certain status ailments. He can also, under certain conditions, be a solid damage dealer, though those conditions typically mean either strange/risky setups (Rocketblast himself into walls for enhanced Rebound Bonus, allies dying with Sharktooth Nanowish, Subwoofer's personal Barklord passive for large damage at the cost of defense) or requires a lot of status ailments/active cooldowns on the enemy. Due to this, Subwoofer excels on teams that focus heavily on status ailments -- he can either extend them or improve them (Claire's giant Poison damage with giant duration and its damage doubled repeatedly through Subwoofer's Pathogenic Light) or the extra ailments will help Subwoofer's damage/cooldowns further.

Subwoofer's Body abilities can be very powerful if the enemy is inflicted with a lot of status ailments and active cooldowns -- Pushback's ability to inflict Poison, Blind, Fear and Cooldown Add at the same time helps to facilitate this, so that Overload can do large damage and Starfall can do rapid damage through its cooldown reductions. Subwoofer's Knockdown having Warp capabilities can let him leave the enemy prone from a safe distance, and though it needs some customization from the Mind area of the Soul Triad to get Rebound Bonus, Subwoofer can use Rocketblast to gain a 4x damage Rebound Bonus for 8 seconds through Story/Endless Dungeon passives.

Subwoofer's Mind abilities are relatively straightforward -- they focus on the infliction and extension of status ailments. Broken Spirit, No Eyes and Mindscramble all inflict Fear, Blind and Cooldown Add respectively to the area in front of Subwoofer, and Pathogenic Light can be used to boost status ailment duration or double Poison/Bleed damage endlessly (if the current Poison/Bleed never wears off). Chemical Spray is the odd one out as the only damaging Mind ability Subwoofer has (though it does inflict Poison), but works well under the Body Field Effect through a Story/Endless Dungeon passive that allows Chemical Spray to deal 8x more damage during the Body Field Effect.

Subwoofer's Wind Siphon abilities are varied and powerful, but requires more setup than his Body abilities. Organism Hack adds status ailments at random, Technet functions like Knight's Monster Bubble (but triggers even on missing enemies and hitting walls/boundaries), and Nanoblast/Nanotower can be powerful damage/Knockback abilities, even if they are a bit chaotic in inflicting so much Knockback. Technomancy is a big damage ability that handles a bit like Pound's Death Forest, in that it explodes any Technet fields and Nanotowers in the same way that Pound's Magic Blast detonates all Death Forest trees in an explosion, and is overall Subwoofer's biggest damage ability (and it can hit wide areas and add status ailments).


Cons


Subwoofer's damage output, while strong, has many conditionals to it -- a number of his abilities are reliant on status ailments and cooldowns to deal higher damage, and though he can inflict all of these alone, it is easier on a team that also specializes in status ailments. As such, teambuilding can make or break Subwoofer's combat performance to a degree higher than most other characters.

Subwoofer's abilities by nature are chaotic and random. Organism Hack and Technomancy can inflict random ailments, and Knockdown/Starfall/Overload/Nanotower warp Subwoofer to a random target -- this last one is not an issue against single enemies, but battles where the enemies are spread out can have Subwoofer picking a target that the player does not want. His Nanoblast and Nanotower are excellent for Knockback, but Nanotower in particular with its frequent Nanoblasts can be disrputive to a team that is reliant on Knockdown. Subwoofer himself can be an active liability if teambuilding around him is not carefully considered.

Subwoofer himself has very poor party support. He can cause enemies suffering from Fear to receive double damage, but unless they are caught in Technet/Stun/Knockdown, the player will need to catch the enemy first before they hit a wall or boundary. He can cause enemies to deal half damage with Blind, but with some superdungeon/Arena Challenge exceptions, most enemies will not have powerful basic attacks compared to their abilities. Though his Warbeast, Trovoc, is excellent for providing offensive support for the party (along with some defensive support), Subwoofer is limited only to how well his status ailments can disable all enemies on the battlefield as support, of which he relies further on status ailment focused teams.


Onslaught/Conquest/Heist/Naval Conquest/Counterintelligence moveset


Subwoofer's moveset for Onslaught, Conquest, Heist, Naval Conquest and Counterintelligence consists of Rocketblast, Chemical Spray and Technet. Rocketblast can provide an escape for Subwoofer (though he does this by inflicting Knockback on himself), Technet can trap mutliple enemies with one area for 3 seconds, and Chemical Spray's long-but-multiple hit area-of-effect can take advantage of the halted enemies (though Subwoofer is vulnerable to environmental hazards, like cars, during this time).


Boulderball move


Subwoofer's moveset for Boulderball consists of Chemical Spray, where its "beam" can be useful for hitting both the demons and the boulder, as well as inflicting Poison on the demons to easily deal more damage to them without Subwoofer needing to be present afterwards.


Heist passives


Ground Team -- Venomous - Ground Team deals 2x damage to enemies suffering from Poison. Subwoofer's Chemical Spray and Knight's Energy Flow can enable this, and is a solid damage boost for the Ground Team, even if it is a bit bursty due to Poison's short duration.


Recon Team -- Betray The Team - When the Artifact is obtained, all enemies will target the Getaway Team and the Artifact will transfer to the Recon Team. The party deals 3x damage while on the Recon Team with the Artifact. This will trigger even if the Recon Team lost turns or is not on the Recon Site. This can be a useful way to get around the heavier reinforcements after taking the Artifact or troublesome Legend Plus obstacles like Thormia and Hellhounds, but requires the Recon Team to remove all support to the other Teams and for them to trek across the map before the Artifact is stolen.


Getaway Team -- Terminal Virus - If the Ground or Getaway Team steals the Artifact, all enemies target the Recon Team and the Recon Team loses 100 turns. The Recon Team deals 5x more damage when on the Recon Site. If the Ground/Getaway Team has the Artifact, they are invisible except to Thormia/Hellhounds while Subwoofer is on the Getaway Team. So long as the Recon Team is able to handle the burden of being overwhelmed from a stationary position, the invisibility can make it easier for the Team with the Artifact to make it to the Goal.


Naval Conquest abilities


Naval Magic -- Loose Cannon - For 5 seconds, the player's boat will rapid-fire cannonballs from both sides of the ship with no cooldown and at double range.


Naval Passive -- Mutiny Aficionado - If morale is under 50%, damage from the player boat's cannonfire and the player's sailors' damage is multiplied by ((100% + (50% - Morale) x 2) x (Mutiny Count + 1)).


RopeRange ability


Bottomfeeder - The player gains more points (up to double) for destroying targets and deflecting sawblades as the player gets closer to the bottom of the arena. The point boosts start from the point of going under the targets and sawblades.


Prison Break crime


Being Completely Unlikeable - Subwoofer is automatically removed from the Prison Break party and treated as an NPC inmate that is permanently on Mail Room duty. Once per non-transition/non-nighttime schedule section, Subwoofer will sic a guard or gang inmate on a party member if the party member, Subwoofer and the guard/gang inmate are together in the hallways or same room (assuming no immunities like guard uniforms or Tara versus gang inmates). Guards are prioritized over gang inmates.

Adding Subwoofer to the party is intended to be a high difficulty mode for Prison Break, as the player will have to deal with having only two party members (and the lowered Unity stats that come with that, making them even more susceptible to gang members) and having to plan around the frequent arrests from guards and attacks from gang inmates.


Counterintelligence passives


Field Passive -- Worth The Sacrifice - When one of Subwoofer's Soldiers dies in combat when accompanying Subwoofer, or after at least 1 Soldier died in one of Subwoofer's riots, Subwoofer gains the ability to write a letter to the families of the dead Soldiers gloating over their deaths, when Subwoofer is in one of his Castles and at least one Soldier died accompanying Subwoofer/died in a riot since the last letter went out. Writing such a letter drops Castle Morale by 50% and raises Crime Rate in all Towns owned by Subwoofer by 50%, but grants Subwoofer one free Nation Point.


World Passive -- Criminal Enterprise - If Castle Morale is 0% and a Town owned by Subwoofer is at 100% Crime Rate, Subwoofer can trigger riots from that 100% Crime Rate Town by moving to it on the World Map and selecting the option to riot. When he does so, he gains (2000 x (1 + ((0.5 x Investment Level) + (0.2 x Soldiers Defending Territory)))) Mez. After the riots, Castle Morale is restored to 100% and Crime Rate in each of Subwoofer's Towns drops to 0%, but the riot territory's investment level drops down to 0 and all soldiers defending the riot territory (but not accompanying Subwoofer) are removed permanently.


Marriage Passive -- Lunatic's Lifestyle - Subwoofer cannot get married. Against nations with leaders who are/were married, he and his soldiers deal 2x damage and take 0.5x damage, and when the invasion formula applies, Subwoofer and his soldiers gain 150% offense/defense. Subwoofer's Soldiers are unaffected by food shortages. At the cost of investment level (minimum 10) of a Farm/Mine and 1000 Food/200 Mine's Mineral, the head farmer/miner can trigger "Poison Global Food Production" (Farm) (all Farms have 0 Food Gains and all nations suffer food shortages for 6 months) and "Trigger Massive Earthquake" (Mine) (all Mines have 0 Mineral Gains and all nations' Landslide boulders inflict Stagger for 6 months).


Trovoc, Warbeast of Chaos (Subwoofer)


Stat growths per level -- HP + 30, Attack + 5, Defense + 2%

Max stats at level 15 -- HP - 550, Attack - 95, Defense - 30%, Combat Movement - 0%


Summary -- A Warbeast that focuses on Knockback and powerful offensive support for the party. The Knockback can be chaotic and messy for some teams, and the offensive support relies on low party HP and/or time to build up Knockback collision damage.



Abilities


Kinetic Shock -- Deals Attack x 2 damage and Knockback to radius of 5 body widths around the user. Has a base cooldown of 5 seconds. Each level boosts Kinetic Shock's damage by 20%, reduces cooldown by 0.4 seconds and boosts the distance of Knockback inflicted by Kinetic Shock. At level 6, collision damage from Kinetic Shock is boosted up to 80x based on Kinetic Shock's level and how early the enemy collides.

Chaosgale -- Slow-moving tornado that tracks random enemies and inflicts Attack x 0.1 damage and Knockback at base and has a duration of 8 seconds (can hit enemy again after 1 second passes from last hit). Has a base cooldown of 15 seconds. Each level boosts Chaosgale's damage by 40% and reduces cooldown by 0.5 seconds. At level 6, the user unleashes 3 Chaosgales on use instead of 1.

Risk (passive) -- Damage to an enemy is boosted by ((80% per level) x ((100% x Party Size) - Party Total HP %) / Party Size)) for the user and party. At level 6, the user and party take 25% less damage from all sources.

Looming Chaos (passive) -- For every collision inflicted by Knockback (to ally or enemy) in the current battle since the user was in play, the user and the party's Knockback collision damage is boosted by 1% per level per Knockback collision. At level 6, the user and party has their Knockback collision damage boosted further by 5x. This will not boost collision damage to the user or party members.











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