
Church and Jorge as seen fully upgraded with new armor and dissonant weapons in "The Rush"
Church and Jorge are two MERC GO3LM's that go after Deimos and Sanford however lose to them despite their constant attempts at defeating them. After they die they get resurrected by MERC, who grants them new gear and armor every time they die so they can have a better chance at fighting the protagonists. They lack a polite demeanor, instead resorting to calling their opponents losers and bragging about their constant comebacks, pain tolerance and "fighting ethic."
Jorge is suited in a grey jacket, black boots, fingerless gloves, an ammo backpack, a ballistic vest with the phrase "SIZE MATTERS" written on it, and a dual-filter gas mask with blue eyepieces stylized like shutter shades. Church has hair styled into a Mohawk, sporting a grey MERC uniform under a bullet vest wrapped in caution tape, black boots, fingerless gloves, an electrified backpack he wears to power his weapons and a single filter gas mask attached to his face through a series of 4 belts that has lens that looks like angrily glaring eyes.
Powers and Stats[]
Tier: 8-C, higher with preparation
Name: Church and Jorge
Origin: Madness Combat
Gender: Referred to as Male although Krinkles (the creator of madness combat) states the uncertainty of any nevadan residents having genders
Age: Unknown
Classification: A duo of Generation-03 Limited Model's (aka, GO3LM's) for MERC
Powers and Abilities:
Superhuman Physical Characteristics, Non-Human Physiology, Immortality (types 2, 4, and 8, MERC makes them come back to life presumably via cloning or healing them), self sustenance (type 2, was stated by Krinkles that they do not eat), Limited Resurrection (Can ressurect and fully heal after death from MERC), Limited regeneration (Mid, they were able to be healed from Mag Agent: Gestalt biting on of their heads. While they cannot regenerate naturally, they can be killed and resurrected by MERC, who heals them from all injuries), Acrobatics, empowerment and statistics amplification (Nevadian citizens become stronger under the influence of fear and bloodlusts), Preparation, resistances to pain manipulation, fear manipulation, and empathetic manipulation, Corruption (unaffected by the Improbability drives corruption capabilities, that corrupted and altered all of Nevada), Resistance to Matter Manipulation/Deconstruction and Radiation Manipulation as well as Madness Manipulation (can withstand Dissonance weapons, dissonance has also been described as a "Reality Warping, Radioactive Miasma". The entire reason why Dr. Crackpots team went mad is due to exposure to Dissonance)
All Base abilities plus Electricity manipulation (channels electricity into his attacks) and Limited martial arts (while he has not had any form of training, his excitement for causing bloodshed causes him to become a relatively great fighter). With preparation, they have Homing attack (Can shoot a ball of electricity that can follow a path set by Church), Weapon mastery (can use a throwable Trident, that acts similar to sanfords hook), Underwater breathing (Type 3), possibly some form of energy projection plus matter manipulation or deconstruction (In the final level "The Rush," they are seen with dissonant reality weapons given the weapons purple glow, before they are killed by Mag Agent: Gestalt). Possibly resistance to poison manipulation (Wears a gas mask).
All Base abilities plus Weapon mastery (is seen using large weapons throughout all his boss fights). With preparation, they have Fire manipulation (via flamethrower), Underwater breathing (Type 3), Acid manipulation and Poison manipulation (via his unnamed weapon from the third encounter with him, which fires a sludge similar to the sludge that the swamp zeds used), Possibly some form of energy projection plus matter manipulation or deconstruction (In the final level "The Rush," they are seen with dissonant reality weapons given the weapons purple glow, before they are killed by Mag Agent: Gestalt). Possibly resistance to poison manipulation
(Wears a gas mask).Attack Potency: Building level (Can harm Sanford and Deimos)
Speed: Subsonic Travel speeds with Supersonic+ Reaction and combat speeds (Comparable to other characters)
Lifting Strength: Possibly Class K (Comparable to Mag Agents, who can easily rip people in half) Church has higher strength than normal for GO3LMs according to Krinkles
Striking Strength: Building level
Durability: Building Level
Stamina: very high
Range: Extended melee range, dozens of meters with trident and electricity manipulation, unknown with dissonant reality weapons (Church). Extended melee range to a few meters with flamethrower and sludge weapon, Hundreds of meters with Anti Tank rifle, unknown with dissonant reality weapons (Jorge)
Standard Equipment:
- Church;
- Electricity gauntlets: Two, Metal gauntlets he uses to channel electricity into his attacks. He can even fire a bolt of electricity from his hands that can follow a certain path
- Trident: a weapon similar to Sanfords hook used in similar fashion, the only difference being that it is much larger and electrical
- Dissonant reality weapons: Nothing is known about them other than the fact that they have them, they likely act similar to the other various dissonant reality weapons found throughout "The Rush"
- Jorge;
- Anti Tank Rifle: A huge, powerful Anti-Tank gun that does huge damage
- Flamethrower: A large flamethrower used by Jorge in their second encounter
- Sludge weapon: The name of the weapon isn't given, however it fires out slige similar to the sludge that the Swamp Zeds shoot
- Dissonant reality weapons: Nothing is known about them other than the fact that they have them, they likely act similar to the other various dissonant reality weapons found throughout "The Rush"
Intelligence: Unknown, likely below average to average
Weaknesses: Can be cocky and egocentric
Others[]
Notable Victories:
Notable Losses:
Inconclusive Matches: