Forum:Sol Divisive Reimagined

The Sol Divisive are a Vex programming designed to watch over the Black Garden.

Unique Forces

 * Divisive Fanatic: Protected by randomly rotating energy shields. Armed with a Slap Rifle that never stops firing. Lacks a precision weak spot. Has a much larger self-detonation radius.


 * Goblin Zealot: Armed with a faster-firing Slap Rifle that inflicts stacking burning effects. Throws Slap Grenades more frequently. Uses Void melee attacks that have mildly increased knock back. Teleports more frequently.
 * Goblin Disciple: An Elite Goblin armed with a faster-charging Line Rifle that inflicts heavy aim deflection. Throws Slap Grenades with an enhanced area of effect. Uses Void melee attacks that have moderately increased knock back. Teleports more frequently. Gains increased movement speed when on low health.
 * Goblin Proselytizer: A Major Goblin protected by randomly rotating energy shields. Armed with a Torch Hammer that inflicts a slowness effect. Throws Slap Grenades that leave behind damaging energy pulses. Uses Void melee attacks that cause severely more knock back. Teleports much more frequently. Gains increased movement speed when on low health. Lacks a precision weak spot and its head cannot be shot off.


 * Hobgoblin Zealot: Armed with a higher-damage Line Rifle that causes heavy aim deflection. Throws Slap Grenades more frequently. Stasis field recharges slightly faster. Teleports more frequently.
 * Hobgoblin Disciple: An Elite Hobgoblin armed with a significantly faster-firing and more accurate Vex Laser Rifle that deals increased fame with sustained fire. Stasis field recharges moderately faster. Throws Slap Grenades with an enhanced area of effect. Gains increased movement speed when on low health.
 * Hobgoblin Proselytizer: A Major Hobgoblin protected by randomly rotating energy shields. Armed with a Torch Hammer that has significantly more range. Stasis field recharges significantly faster. Throws Slap Grenades that leave behind damaging energy pulses. Gains significantly increased movement speed when on low health. Lacks a precision weak spot and its head cannot be shot off.


 * Harpy Zealot: Protected by randomly rotating energy shields. Armed with faster-firing Harpy Slap Rifles. No longer has to remain stationary when firing. Capable of rapid teleportation. Lacks a precision weak spot.
 * Harpy Disciple: An Elite Harpy protected by randomly rotating energy shields. Armed with a significantly higher-damage and longer-range Vex Laser Rifle that deals increased damage with sustained fire. No longer has to remain stationary when firing. Capable of rapid teleportation. Lacks a precision weak spot.
 * Harpy Proselytizer: A Major Harpy protected by randomly rotating energy shields. Armed with faster-charging Line Rifles that cause heavy aim deflection. No longer has to remain stationary when firing. Capable of rapid teleportation. Lacks a precision weak spot. Constantly regenerates health.


 * Minotaur Zealot: Protected by randomly rotating energy shields. Armed with a higher-damage Torch Hammer that inflicts a slowness effect. Gains increased movement speed when on low health. Lacks a precision weak spot and its head cannot be shot off.
 * Minotaur Disciple: An Elite Minotaur protected by randomly rotating energy shields. Armed with a significantly higher-damage Vex Laser Rifle. Melee attacks cause significantly increased knock back. Gains increased movement speed when on low health. Lacks a precision weak spot and its head cannot be shot off.
 * Minotaur Proselytizer: A Major Minotaur protected by randomly rotating energy shields. Armed with a significantly higher-damage Line Rifle that causes heavy aim deflection. Wields a Bronze Barrack that blocks and deflects incoming damage. Gains increased movement speed when on low health and its head cannot be shot off.


 * Hydra Zealot: Armed with a faster-firing Aeon Maul that causes a slowness effect. Surrounded by three semicircular elemental shields that can only be shot through by the matching element. Capable of teleporting long distances. Lacks a precision weak spot.
 * Hydra Disciple: An Elite Hydra protected by randomly rotating energy shields. Armed with a pair of significantly faster-firing and longer-range Vex Laser Rifles that inflict a suppression effect. Surrounded by three semicircular elemental shields that can only be shot through by the matching element. Capable of teleporting long distances. Lacks a precision weak spot.
 * Hydra Proselytizer: A Major Hydra protected by randomly rotating energy shields. Armed with a pair of significantly faster-charging and longer-range Line Rifles that cause heavy aim deflection and stacking burning effects. Surrounded by a large dome that blocks and deflects all incoming damage but can be passed through, as well as three semicircular elemental shields that can only be shot through by the matching element. Capable of teleporting long distances. Lacks a precision weak spot.


 * Divisive Cyclops: Surrounded by a large dome that blocks and deflects incoming damage but can be passed through. Protected by randomly rotating energy shields that recharge significantly faster. Armed with a significantly higher-damage and longer-range Cyclops Blast cannon that keeps their targets in detainment bubbles upon detonation; detained targets are inflicted with suppression and damage-decreasing effects for an extended period. Lacks a precision weak spot and can only be damaged by shooting its eye. Constantly regenerates health and gains significant damage reduction when on low health.