Powers and Stats
Tier: High 8-C | 8-A to Low 7-C | At least 7-B, likely 7-A
Classification: Conduits, Superpowered Mercenaries
Powers and Abilities: Superhuman Physical Characteristics, Military Combat and Tactical training, Skilled in hand-to-hand combat, Ice Manipulation, Durability Negation via Freezing to Absolute Zero, Resistance to Absolute Zero, Can create Ice Constructs
Attack Potency: Large Building level (Can survive multiple strikes from lightning bolts) | Multi-City Block level to Small Town level (Should at least be comparable to Cole's casual feat of melting a helicopter) | At least City level, likely Mountain level+ (The strongest fodder Conduits in the game. Should at least be comparable to the likes of First Light Fetch)
Speed: At least Massively Hypersonic+ (Can react to and dodge natural lightning bolts at Mach 3000+)
Lifting Strength: Class M | Class G
Striking Strength: At least Large Building Class | Multi-City Block Class to Small Town Class | At least City Class, likely Mountain Class
Durability: Large Building level (Can take multiple hits from lightning bolts) | Multi-City Block level to Small Town level | At least City level, likely Mountain level+
Standard Equipment: Assault Rifles, Shotguns, Sniper Rifles, RPGs, Grenades, and Molotovs | Nothing Notable
Intelligence: All are highly trained soldiers and mercenaries, having served multiple oversea tours and trained in warfare, field medicine, military tactics and regulations, etc.
Range: Tens of meters with firearms | Thousands of kilometres
Weaknesses: Works best in groups, as even Conduits are not as strong as natural ones, being humans with transmutated powers.
Key: Grunts | Common Conduits | Ice Titans