*NEW* Huggy Wuggy Vs Freddy FazzBear Mod in Among Us



Huggy Wuggy Vs Freddy FazzBear Mod in Among Us

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25 thoughts on “*NEW* Huggy Wuggy Vs Freddy FazzBear Mod in Among Us”

  1. My idea is this:
    Evil twin mod:
    U need to do tasks and break 25 mirros before 10min, if u dont u can get killed or your evil twin kills you. If the impostor press the minigame, the impostor can pick two crewmates and pick mirrors, every mirror have points. If a crewmate gets 20 points first, the other crewmate dies.

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  2. I have an idea for a mod: TF2 Mod

    The imposter is Saxton Hale/The Administrator
    The crewmate have to compete with the imposter by doing objectives(CTF,Payload,Control point,etc)(These objective you can respawn infinitely in this but have to defend/attack the enemy and completing the objective (push the payload, defend the control points etc.))
    Everyone has health bar, the imposter has 100000000 health.
    Each crewmate can choose to be a Scout,Soldier,Pyro,Demoman,Heavy,Engineer,Medic,Sniper,Spy and they can choose to change into a different class when they go to where they spawned(The crewmates has a certain amount of lives)

    Scout health-125
    Soldier health-200
    Pyro health-175
    Demoman health-175
    Heavy health-300
    Engineer health-125
    Medic-150
    Sniper-125
    Spy-125

    You can choose how long the cooldown is.

    Scout can move fast(Damage from Primary Weapon: 60 (Fire 6 times before going on a cooldown and after 5 times of firing and then reloading, it will need ammo)(Scattergun) Damage from Secondary Weapon: 15 (Fire 12 times before going on a cooldown and after 3 times of firing and then reloading it will need ammo)(Pistol) Damage from Melee Weapon: 35 (No cooldown)(Bat)

    Soldier can detonate a rocket at his feet and launch himself skyward at the cost of some health(He can teleport around the map with the cost of his health)(Rocket Launcher)
    Damage from Primary Weapon: 90 (Fire 4 times before going on a cooldown and after 5 times of firing and then reloading it will need ammo) Damage from Secondary Weapon: 60(Fire 6 times before going on a cooldown and after 5 times of firing and then reloading it will need ammo)(Shotgun) Damage from Melee Weapon: 65 (No cooldown)(Shovel)

    Pyro can deflect enemy projectiles, extinguish burning teammates, and forcibly reposition any enemy Damage from Primary Weapon: 153, afterburn: 80/sec(Afterburn is 10 secs)(Automatic but short ranged before going on a cooldown and need ammo after/during the cooldown)(Flamethrower) Damage from Secondary Weapon: 60 (Fire 6 times before going on a cooldown and after 5 times of firing and then reloading it will need ammo)(Shotgun) Damage from Melee Weapon: 65 (No cooldown)(Fire Axe)

    Demoman can place traps from the (Secondary weapon)that are quite hard for the imposter to see, when step over or the owner of the traps set it off, it will explode. Damage from Primary Weapon: 100 (Fire 4 times before going on a cooldown and after 4 times of firing and then reloading it will need ammo)(Grenade launcher) Damage from Secondary Weapon: 103-138 (Fire 8 times before going on a cooldown and after 3 times of firing and then reloading)(Stickybomb launcher) Damage from Melee Weapon: 65 (No cooldown)(Bottle)

    Heavy is tanky(Most health and the slowest) Damage from Primary Weapon: 9 (Fire 200 times before going on a cooldown and need ammo)(Minigun) Damage from Secondary Weapon: 60 (Fire 6 times before going on a cooldown and then after 5 times of firing and then reloading)(Shotgun) Damage from Melee Weapon: 65 (No cooldown)(Fists)

    Engineer can build buildings. He can build Sentry,Dispenser and Teleporters. To upgrade a building, the engineer has to hit the building until it reaches the next level. (The engineer can see the upgrade progress and the buildings’ health)(It take 200 metal to reach the next level and the engineer can carry maximum 200 metal). The engineer also can destroy his own buildings. When the engineer hit a buildings, it cost him 25 metal.)When a building is destroyed, the engineer can rebuild that same destroyed building and has to upgrade that building from level 1.(Sentry automatically fire at the imposter but they will run out of ammo,hit it with the wrench to restock them)(Level 1 does 71-84 damage per second,level 2 is 119-141 damage per second and Level 3 is 119-141 damage per second and does 53-141 damage from the level 3 sentry rockets.)(Dispensers give health and ammo to the owner and his/her teammates)(Teleporters are buildings that the owner can place entrance and exit to teleport. The owner has to place an entrance then exit and go to the entrance and it will teleport the owner to the exit. The teammates can also use the teleporter. When the owner upgrade one teleporter, other teleporter automatically upgrades)
    Stats:
    Sentry level 1: 130 metal to build/upgrade, 150 health,
    Level 2: 330 metal to build/upgrade, 180 health,
    Level 3: 530 metal to build/upgrade, 216 health,
    Dispenser Level 1:100 metal to build/upgrade, 150 health, Health: 10/sec,Ammo: 20%/sec, Metal:40/5 sec,
    Level 2:300 metal to build/upgrade, 180 health, Health: 15/
    sec, Ammo: 30%/sec, Metal:50/5 sec,
    Level 3:500 metal to build/upgrade, 216 health, Health:20/sec, Ammo: 40%/sec, Metal:60/5 sec,
    Teleporter Level 1, 100 metal to build/upgrade, 150
    health, recharge: 10 sec,
    Level 2, 250 metal to build/upgrade, 180 health, recharge: 5 sec,
    Level 3, 450 metal to build/upgrade, 180 health, recharge: 3 sec,
    Damage from Primary Weapon: 60 (Fire 6 times before going on a cooldown and after 5 times of firing and then reloading, it will need ammo)(Shotgun) Damage from Secondary Weapon: 15 (Fire 12 times before going on a cooldown and after 17 times of firing and then reloading, it will need ammo)(Pistol) Damage from Melee Weapon: 65 (Weapon that upgrade the buildings and remove enemy sapper in two hits(No cooldown)) (Wrench)

    Medic can heal a rate of 24 health per second and as the Medi Gun heals, its ÜberCharge bar gradually fills. The ÜberCharge meter fills at a rate of 2.5% per second when healing injured players (which includes not fully overhealed players). An injured Medic begins regenerating health at a rate of 3 health points per second, scaling up over the following ten seconds to a maximum of 6 health per second. When the ÜberCharge meter is full, it can be activated by the medic. The Medic and his target are encased in team-colored shells that render them invulnerable to damage (but not knockback) for nine seconds. Disguised Spies that trick an enemy Medic into ÜberCharging them are also invulnerable. Damage from Primary Weapon: 10 (Fire 40 times before going on a cooldown and after 4 times of firing and then reloading, it will need ammo) (Syringe Gun) Damage from Secondary Weapon: – (Heals 24 health per second for the person the medic is healing.(No Cooldown)) (Medigun) Damage from Melee Weapon: 65 (No cooldown)(Bonesaw)

    Sniper can zoom out around him/her and shoots bullets in a straight line. Damage from Primary Weapon: Base:50-150 Headshot: 150-450(Fire 25 times before going on a cooldown and need ammo)(Sniper Rifle) Damage from Secondary Weapon: 8 (Fire 25 times before going on a cooldown and after 3 times of firing and then reloading, it will need ammo)(SMG) Damage from Melee Weapon: 65 (No cooldown)(Kukri)

    Spy can go invisible with a cloak ability for about 9 seconds(You can change how long the cloak is.) (To faster refill(The cloak slowly refill on its own after the cooldown) or extend the duration when you are using it)Damage from Primary/Melee Weapon: Base:40 Backstab: 705 (No cooldown)(Knife)
    Damage from Secondary Weapon: 24 (Fire 6 times before going on a cooldown and after 4 times of firing and then reloading, it will need ammo.)(Revolver)

    Other Info

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