“ | This enormous planet ruled by Lord Fuse has been travelling through space, breaking down planets and absorbing them. Now it has its sights set on our world. | „ |
Background
Planet Fusion is the main antagonist of FusionFall. It is a sentient, radioactive planet home to Fusion Monsters and the element known as Fusion Matter. It travels across the universe and absorbs planets into itself for unknown reasons. Its' first interaction with the Cartoon Network Universe was with Anur Phaetos, the home planet of the Ectonurites. They agreed to help Lord Fuse, ruler of Planet Fusion, in his conquests. Years later, Planet Fusion would discover Earth, sparking the war between the inhabitants of it and the Fusion Monsters.
In The Future, Planet Fusion has seemingly won the war against Earth and most of its' heroes have fallen in battle or are nowhere to be found, with the remaining characters fighting a losing battle and the planet nearing assimilation. A young soldier from The Past was accidentally thrown into The Future and brought Nano technology, the ultimate weapon to fight Fusion Monsters, to The Past in order to properly fight back against Planet Fusion.
Powers and Stats
Key: Fusion Monsters | Planet Fusion
Tier: 9-A, possibly far higher. Varies with Fusions | 5-A
Dimensionality: 3-D
Corruption, Life Manipulation, Madness Manipulation, Radiation Manipulation, Telepathy, Sealing, Poison Manipulation and Transmutation (All Fusion Monsters are made out of and can weaponize Fusion Matter, a corrosive and radioactive liquid that can bring life to inanimate objects and transmute them to be fit for combat accordingly. Being infected by Fusion Matter causes the victim to go mad. Kevin was corrupted by Planet Fuse after attempting to absorb raw Fusion Matter[1]. Megas, after being covered in Fusion Matter, was unable to break out of his prison, which lasts even in The Future.[2] Fusion Matter allows Lord Fuse to communicate with his soldiers[3]), Non-Physical Interaction, Homing Attack (All projectiles ranged Fusion Monsters fire home in on the enemy), Immortality (Type 8. If a Fusion Monster is destroyed, their energies will simply revert back to Planet Fuse and be reconstructed back into a Fusion Spawn[4]), Power Mimicry and Transformation (With an item that is held dear to an individual and sufficient amounts of Fusion Matter, Fusion Spawns can turn into Fusions, evil doppelgangers of the individual. Fusions also usually copy the standard equipment of the one they mimic, as seen with Fusion Ben having a functioning Omnitrix and Fusion Numbuh 5 having her original counterpart's dual Pop Guns. Fusions can also sometimes wield optional equipment that characters wield, such as Fusion Numbuh Two having the F.L.A.P.P.U.H. and Fusion Flapjack wielding an anchor. Fusions are portrayed as usually being slightly stronger than their original counterpart and can use their powers and skills, along with retaining their own abilities like Corruption and Eruption attacks. Fusions can also take the appearance of a transformation of the character they mimic, though this is only ever seen once with Fusion Kevin appearing as Kevin 11), Reactive Evolution and Adaptation (Fusion Spawns evolve according to their environment), Weather Manipulation (The invasion of the Fusion Monsters turned the sky into a green color), Regeneration (High-Mid) and Natural Weaponry (Terrafusers can use vine-like tentacles to defend itself[5]. When a Terrafuser was blown into pieces by the EPC, it regenerated itself shortly after[6]), Paralysis Inducement (Many Fusion Monsters can inflict Stun, which stops the opponent from moving), Sleep Manipulation (Some Fusion Monsters can inflict Sleep, which causes the victim to sleep until they are attacked), Stamina Reduction (via Corruption Attacks, which lower the stamina of the opponent), Thread Manipulation (Some Fusion Monsters can inflict Snare, which covers the victim in threads and slows them down), Stealth Mastery (via the Stalking Arachnid [7]), Energy Absorption (via the Ultramagno Beetle[7]), Electricity Manipulation (via the Shocktangler[7]), Rage Power (via the Spinetingler[7]), Martial Arts (Learned by the Mummy Monster[7]), Duplication (via Fusion Mini Echo Echo), Heat Manipulation (via the Doom Boiler[7]), Fusionism (Don Doom and Bad Max are several Fusion Monsters combined into one), Fire Manipulation (via the Fire Hydra[7]), Explosion Manipulation (via the Dynamite Rat[7]), Magic (via the Darkpaper Disciple[7]), possibly Hypnotism (via the Squish Scaler[7]), Fear Manipulation, Reactive Power Level and possibly Extrasensory Perception (via the Eyebore[7]), Enhanced Senses (via the Boarbull[7]), Inorganic Physiology (via the Mandroids), Death Manipulation (via the Necromasher[7]), minor Sound Manipulation (via the Freakosaurus Rex[7]) and Vibration Manipulation (via the Bully Behemoth[7]). Resistance to everything Fusion Matter induces, as well as Fire Manipulation (via the Tar Titan[7]) and Status Effect Inducement (via Freedom, which makes the one inflicted with it immune to Sleep, Snare and Stun)
All abilities granted by Fusion Matter, Large Size (Type 5), Absorption (Can absorb other planets into itself), Inorganic Physiology (Is a planet) and Non-Physical Interaction (Absorbed a planets' ring into itself)
Attack Potency: Small Building level (Road Golems are capable of eating cars[7], and Heavy Punchers are capable of defeating the toughest kids[7]. The only survivor of a Baleful Brute's attacks stated that it hurts "much, much worse" than being hit by a train[7]), possibly far higher (The Mech Queen is stated to be be the strongest machine Dexter ever made[7], and he has been shown to have built Robo-Dexo 2000, which is about as large as the Sector V Treehouse[8]). Varies with Fusions (They can vary in power depending on which character they mimic, though they are usually slightly more powerful physically than their original counterparts. Fusion Numbuh Two is considered to be an annoyance at worst by Numbuh 108, but Samurai Jack stated that fighting Fusion Jack would result in certain doom) | Large Planet level (Is a planet with several other planets attached to it. Is much, much larger than Earth)
Speed: At least Superhuman (Jetskills are enhanced jet skis[7], the average jet ski moves at around 57 mph, and Turbo Jetskills are faster than them by an unknown degree[7]. Jurassic Centurions are capable of running as fast as horses[7]), likely Subsonic (The Dagger Mantis can stab faster than a hummingbird can flap its' wings per minute[7] and regularly blitzes kids, and Razor Mantises are faster than them by an unknown degree[7]), possibly higher (Master Tentakillers can fight at lightning speeds[7]. Fusions are comparable to the Powerpuff Girls, who can do this) | Unknown (Can move across the universe to conquer planets. Approached Earth very quickly)
Lifting Strength: Unknown | Class Y
Durability: Small Building level (Fusion Monsters are capable of taking hits from those comparable to them. Terrafusers needed several heroes to work together to destroy them, though Ben believed he could destroy them solo as Four Arms), possibly far higher | Large Planet level (When the Ion Cannon and the Ballistic Accelerator missed Planetoid Fusion and hit Planet Fusion, they both did no damage to Planet Fusion at all[9])
Stamina: Very high (All Fusions are somewhat comparable to each other in stamina, and Power Painsaws are capable of for months without stopping[7])
Range: Varies, though most attacks reach to extended melee range or tens of meters | Planetary
Standard Equipment: Varies | None notable
- Can Create/Summon: Varies | Fusion Monsters, Fusions and Terrafusers
Intelligence: Varies (Although many Fusion Monsters are animalistic or mindless in intelligence, some of them are sentient and have motives for their actions, such as Pharaoh Creep wanting to regain his power after being controlled by Lord Fuse[7] and Magma Hulks once being kept as slaves[7]. Scoria Cephalopods are described as highly intelligent[7] and Fusion Spawns can complex machines such as the Master Tentakiller. All Fusion Monsters are very capable in combat, oftentimes coordinating their attacks, and use their abilities like Corruption and Eruption Attacks when they will be most efficient) | Unknown (Although it is a planet, Planet Fusion has responded to things such as beacons and has used tactics to find planets more efficiently)
Standard Tactics: Fusion Monsters will either wait for the opponent to approach them, approach the opponent or sneak around the terrain in order to ambush the opponent. Some Fusion Monsters will attack the enemy together. Fusion Monsters will occasionally stun the enemy, whether it is at the start or in the middle of a battle. They will usually use Eruption attacks while the opponent is stunned. If possible, Fusions will activate their passive abilities (such as Freedom) as soon as they engage in battle | Planet Fusion will first send three Terrafusers into space, a central one and two alpha ones, in order to search for a new planet to absorb. Once the Terrafusers land, they begin the process of spreading Fusion Matter in their landing site to prepare the planet for assimilation while also charging up energy and diverting it to the central Terrafuser. If there is a being that could potentially beat Planet Fusion on their own, the Terrafusers will use their Fusion Matter to cover them in it, corrupting or trapping them. Each Terrafuser will start releasing Fusion Spawns as soon as it is discovered, and will use vine-like tentacles to defend itself if the Spawns are defeated. Once the central Terrafuser obtains enough energy, it will fire a beacon off into space, alerting Planet Fusion that it has found a planet.
Planet Fusion will then enter the planet's stratosphere, slowly moving towards it. More Fusion Spawns will be created and will evolve into different forms depending on the resistance found on the planet. Planet Fusion will then rain down many Terrafusers onto the planet, and the planet's sky will shift into a dark green color. Fusion Monsters will attempt to take over the area with the most underdeveloped defenses and use that area as their base of operations. Fusion Spawns will attempt to steal objects that belong to notably powerful individuals on the planet, in an effort to transform into a Fusion version of them. Gooby Traps will be planted in hidden areas by Fusion Monsters, which will create massive explosions of Fusion Matter after a varying amount of time. After the initial invasion, Fusion Monsters will lurk around the planet and attempt to take over important locations (Food supplies, cities, etc.) Fusions will attempt to sneak into important locations (posing as the character they are copying) in order to destroy them from the inside-out. The less resistance the planet offers over time, the closer Planet Fusion will be to the atmosphere of the planet. If an area is completely covered in Fusion Matter, it will disappear by Planet Fusion's hand through unknown means, leaving only a sea of Fusion Matter behind. If the planet is unable to repel Planet Fusion any longer, Planet Fusion will absorb the planet into itself and send three more Terrafusers into space, repeating the process.
Weaknesses: Some Fusion Monsters, such as Striding Lampreys] and Fossil Brawlers[7], are docile and will not attack unless provoked. Some Fusion Monsters are unruly and, intentionally or unintentionally, fight against each other[7]. Imaginary Energy is the most efficient way to fight against Fusion Monsters, and incomplete Fusions of Imaginary Friends are capable of turning against their comrades and helping the opponent. Fusions require an item held dear to a character and a regular, fragile Fusion Spawn in order to be created | Planets need to be covered in a sufficient amount of Fusion Matter and Terrafusers in order to fully assimilate into it
Notable Attacks/Techniques:
Eruption Attacks: Many Fusion Monsters can set several bubbles of Fusion Matter onto a designated area that erupts into a pillar of Fusion Matter shortly after being planted, harming the opponent. Eruption Attacks are usually used when the opponent is stunned.
Corruption Attacks: Many Fusion Monsters can use Corruption attacks, which are capable of directly attacking both the enemy and their Nano. Corruption Attacks decrease the stamina of the ones harmed by it by a varying amount
Freedom: Exclusively used by specific Fusions, Freedom is a buff that makes the Fusion immune to sleep manipulation, speed reduction and paralysis inducement.
Note: The heroes casually destroying Terrafusers in FusionFall Heroes is an outlier, as Blossom & Bubbles couldn't do any damage to them in The Future, which takes place long after FusionFall Heroes.
References
- ↑ FusionFall: Kevin Help Us
- ↑ FusionFall: Megas' Last Stand
- ↑ FusionFall: Mystery of the Meteor
- ↑ FusionFall: Fuse No More
- ↑ FusionFall: Worlds Collide page 14
- ↑ FusionFall: Worlds Collide pages 32 and 34
- ↑ 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 7.13 7.14 7.15 7.16 7.17 7.18 7.19 7.20 7.21 7.22 7.23 7.24 7.25 7.26 7.27 7.28 7.29 7.30 7.31 FusionFall Game Guide
- ↑ FusionFall: Worlds Collide pages 13 and 15
- ↑ FusionFall: Avoid the Planetoid
Others
Notable Victories:
Notable Losses:
Inconclusive Matches: