User blog:RodimusPrimeHans-Cuff210/IALR characters in Transformers: Forged to Fight

Another of my weird ideas. So, after looking back on some past ideas of IALR characters in games (PvZH specifically), I had this idea. How would each IALR character play in this battle game called Transformers: Forged to Fight? I know you guys might not like it, but I'm just wondering!

How the game shown works
The game is a fighting game there 2 characters battle each other to collect items to upgrade themselves and moves: Each character falls into 1 of 6 character classes Synergies help the characters depending on who they're allied with.
 * Right Tap: Light attack or Shoot when far away
 * Right Swipe: Medium attack or Dash forward when far away
 * Right Hold: Heavy attack - Transform into alt mode and break through an opponent's block
 * Left Swipe: Dash backward
 * Left Hold: Block - reduce incoming damage
 * Left Up/Down: Sidestep up/down
 * Special: When you land or receive enough hits, your Special Attack gauge will fill. Each character has 3 different Special Attacks.
 * Scouts quickly eliminate opponents with frequent Special Attacks and a high Critical Rate. Their rapid attacks give them an advantage over Tech characters.
 * Tech characters create shields, manipulate Power, and use some of the most advanced custom weaponry. Their shielding abilities help them when facing Demolitions characters.
 * Demolitions characters are burst damage experts that buff their Special Attacks for bigger, bolder, explosions. Their fewer attacks give them an advantage over Tactician characters.
 * Tacticians' strong synergies and master strategies help them adapt during a fight to turn their enemies' strengths against them. Their anti-armor/shield abilities help them when facing Brawlers.
 * Brawlers are armored allies and furious foes that value strength at any cost. Their low Critical Rate and high attacks give them an advantage over Warriors.
 * Warriors have deadly accuracy and love causing over-time damage (Burn/Bleed) to their opponents. Their tracking systems give them an advantage over the evasive Scouts.

An example:

ROCKFLAME

I know it's a crazy idea. Credit to TFWiki for lending me info, although I changed bits. Post ideas in the comments. Thanks if you took the time to read this.
 * Class: Warrior
 * Basic Abilities
 * Passive
 * 25% more Critical Hits on sword attacks.
 * Critical Sword Attack: 53-66% chance to Burn or Bleed, dealing 30-68% damage over 4 seconds.
 * On Burning Opponent:
 * Ranged Attacks have a 35% chance to Stun for 1.5 seconds.
 * Inflicting 4 Burn stacks Stuns the opponent for 2 seconds once until the opponent's active Burns expire.
 * Signature Ability: Infernal Boost - ROCKFLAME's attacks do more damage depending on how many times he inflicts Burns on his opponents.
 * Special Attacks
 * 1) Danger Zone - An experiment to see if anyone can handle the sheer amount of 80s and flames in this attack. - Trial by Fire inflicts a burn for 40% attacks.
 * 2) Dare to Believe - They'll be awe-struck, and flame-struck. - Attacks Armor Pierce 100% of the opponent's current Armor for 6 seconds.
 * 3) Requesting a Flyby  - Blow them apart from every direction. - 35% chance to Stun for 3 seconds.
 * Synergy Bonuses
 * Unbreakable Bond with 574lk3r and SG-DF- +1-8% Armor.
 * Flame Wielders   with lNVISIBLAZE and Blaze the Cat - 3-10% Critical Damage for each non-critical Sword Attack until the next Critical Hit.
 * Sky Assault with Waspinator and Firefly - Opponents' Evade is decreased by 7-25%