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Chud1: 1000 squirrels and 4 titansons. the titansons are incredibly powerful beasts who will take forever to topple. both the trannies and the chuds would kill themselves and/or be generally useless, so you dont want them. dont underestimate how much a THOUSAND squirreljaks is, especially considering their feats.
Chud5: 1000 squirrels is the obvious choice. For the other one I’m going with the 6 fazjaks. The springlock suits should be able to withstand Chudjak’s AR fire and they can overpower humans pretty easily
Chud7: @Anonymous: there's 163 'jaks and 1000 squirrels. that means there's around 6.1 squirrels to 1 'jak. if there were only 200 squirrels, there would only be 1.2 squirrels per 'jak, which is such a weak ratio that picking the squirrels would be suicidal. 1000 is a fair number.
Chud8: I think squirreljaks are overrated, just because they are large in numbers doesn't mean they'll easily overwhelm the attackers because they're squirrels afterall. I think 25 etbjaks would be a lot more stronger since they're human and have the unstable strength of schizophrenia. Along 15 ominous swedes.
Chud9: @Anonymous: squirrels are still viable though. imagine 6 squirrels biting and scratching and crawling all over you. Sure they wouldn't kill you, but you would be too distracted to defend yourself from chudjak as he takes aim with his rifle.
Chud11: 1 chudjak and 1000 squirreljaks easily. The squirreljaks will overwhelm the weaker enemies while chudjak can simply gun down anyone that survives the squirreljak onslaught.
Chud15: You don't pick the 1000 squirrels to kill the enemies, you pick the 1000 squirrels so they don't kill you. Let's say you picked the 4 titans and 2 knights, even just 100-200 squirrels would be able to overwhelm the titans or atleast keep them busy, and maybe 25-50 to do the same with the knights. That means between 450-900 squirrels are fighting your army while the rest of the 100 are attacking you.
Chud16: @Anonymous: you are talking about a fucking SQUIRREL they're small af, knight and a feral would easily rampage through them even if they're coming in waves. It takes but a bare hand to kill a squirrel now imagine a sword plowing through them and schizos rage
Chud20: @Anonymous: WRONG. Maybe a knight can take out a squirrel on his own, but if you had even six squirrels it’s a losing battle. You can’t focus on each squirrel since another will attack you as you try to go in
ATTACK: Tier 5, only option that wields a modern firearm. Presumably an assault riffle, could spew out several bullets.
DEFENSE: Tier 1, despite having hands-on experience with deadly firearms, Chud is not very wise when it comes to protecting himself. He has chosen to equip regular civilian clothing.
SPEED: Tier 5, can reliably run away from threats, trained this skill from having to run around in halls.
RANGE: Tier 3. Bullets spray far too wide for Chud to be able to relilably kill from any distance longer than 30 feet or so.
WILLPOWER: Tier 5, Chud has lived for this moment, and will kill everything in sight.
PROS:
(+) Can take out several targets at once, perfect for enemies who's strength lies in hoards.
(+) Ready to shoot without hesitation, can easily take quick kills.
(+) Will naturally attract the troon hoard.
(+) Weapon could get through better defended enemies easily.
(+) Extremely fast, can easily outrun enemies.
CONS:
(-) Only a single chud, a larger target who's strong and could get up close to chuddy can turn him into a wasted slot.
(-) Will hard-focus the Troons first, ignoring other targets.
(-) Suicidal, willing to make stupid moves.
(-) Incredibly weak, could die from a single hit from any stronger targets.
Troon Hoard x100
ATTACK: Tier 2, Troons are estrogenized, though their extensive gooning has given their right arms enough strength that a punch could stun an enemy for a second or so.
DEFENSE: Tier 2, Troons have enough meat on them to sustain a moderate amount of damage.
RANGE: Tier 1, restricted to melee.
SPEED: Tier 3, average.
WILLPOWER: Tier 1, suicidal and will deliberately walk themselves into danger.
Pros:
(+) EXCELLENT canon fodder, compared to squirrels, whos hoarding is better suited for ambushing. Excellent as meat shields for the other half of your team.
(+) Suicidal tendencies means Troons will instinctively run up to your enemies and distract them from getting more meaningful kills.
Cons:
(-) Very, very weak. Even in hoards Troons are unlikely to get any kills on larger targets.
(-) Attracts Rapeswedes, if the Rapeswedes come into battle as a single hoard fifteen of your Troons will instantly become rapemeat.
(-) Attracts Chuds, who will easily cut through Troons who are packed together.
Squirrels x1000
ATTACK: Tier 2, bites easily tear through skin, though their teeth are small enough that it does not make much of an impact.
DEFENSE: Tier 1, dies to everything.
SPEED: Tier 5, runs at high speeds. Can climb and easily reach heights.
RANGE: Tier 1, claws are tiny and won't do much.
WILLPOWER: Tier 5, animals driven by basic instinct to kill.
Pros:
(+) AMAZING ambushing tool, several of them could cut through larger targets quickly.
(+) Best numbers of the bunch, hoards come together and will outnumber any enemy.
(+) Amazing speed, can jump onto any enemy, and can swiftly catch up to them.
Cons:
(-) Getting through a larger target will usually cost hundreds of squirrels.
(-) Dies easily to chuds and knights, who can chop through several squirrels at once.
(-) Arkansasjaks will offer them nuts, submitting them to your enemy.
Knights x2
ATTACK: Tier 4, have a long, silver sword on their hands.
DEFENSE: Tier 5, armor practically impenetrable.
SPEED: Tier 1, can move, but handicapped due to their powerful armor.
RANGE: Tier 3, sword is long enough to cut through enemies at longer ranges, at max 10 feet.
WILLPOWER: Tier 5, as honorable knights, neither of them will leave your side.
Pros:
(+) Long sword can penetrate several smaller enemies at once.
(+) Armor will even resist Chud bullets, takes a mighty amount of effort to kill.
(+) Will stick close to you, and give you a close line of defense.
Cons:
(-) One of the slowest picks, best kept by your side. Can't catch up to anything.
(-) Large, targets for hoards and Fazbears.
Gigacob x4
ATTACK: Tier 4, have years of molding, training and perfecting their combat behind their belt.
DEFENSE: Tier 4, their buff body will naturally defend them, and are experienced in several forms of defensive combat.
SPEED: Tier 3, have decent running skills, but have a lot of weight on them.
RANGE: Tier 2, stuck with melee, but have long enough arms to gain decent reach.
WILLPOWER: Tier 5, have watched several motivational gym videos and are ready to die in combat proving their masculinity.
Pros:
(+) Experienced in several ways of combat, can attack and defend themselves using these arts, will counter enemies moves.
(+) Very buff, can sponge hits easily, and has strong fists.
(+) Decent running.
Cons:
(-) Large, easy targets for hoards and Fazbears.
(-) Skin doesn't naturally protect them from Chud bullets and Knight swords.
Rapeswedes x15
ATTACK: Tier 3, uses the guerilla tactic of raping their enemies.
DEFENSE: Tier 1, naked.
SPEED: Tier 2, prefer to slowly walk towards their enemies.
RANGE: Tier 2, 7 inch penis.
WILLPOWER: Tier 5, high sex drive.
Pros:
(+): No limits, will fuck everything.
(+) Decent counter to Fazbears.
Cons:
(-) Can't lay a finger on larger targets.
(-) Can only attack one target at a time, and will slowly damage them, takes about a minute for them to cum.
(-) Unable to do any true damage without grabbing their opponents, yet has very litlte strength to do so. Essentially a shittier version of the Fazbears that can't kill anything.
Arkansasjaks x10
ATTACK: Tier 2, only have a jar of nuts.
DEFENSE: Tier 2, wearing basic clothing but have enough meat on them.
SPEED: Tier 1, humble and slow.
RANGE: Tier 5, can aim their nuts at targets miles away.
WILLPOWER: Tier 1, they're only humble farmers.
Pros:
(+) Can neutralize squirrels with their nuts.
(+) Can pester enemies easily with their long range nuts. Can blind any target (minus Rapeswedes) by aiming their nuts at the enemies glasses.
Cons:
(-) Can't defend themselves in close-range situations.
(-) Humble, won't target anything unless asked.
(-) Can't run.
Fazbears x6
ATTACK: Tier 5, have paranormal powers that can easily scare any opponent to death.
DEFENSE: Tier 4, robotic but easy to hit if one tries to. Often hides itself, so hard to detect.
SPEED: Tier 3, can teleport itself anywhere, but slow otherwise.
RANGE: Tier 5, can sneak up to anybody at any time.
WILLPOWER: Tier 4, technically a robot, following it's programming.
Pros:
(+) Can kill ANYTHING, excellent for higher tier targets. Essentially a pick type.
(+) Can teleport anywhere to get out of danger, or reach their targets.
(+) Silent, almost undetectable.
Cons:
(-) If found creeping around, extremely susceptible to ambushes.
(-) Take a good 2 or so minutes to slowly scare and kill their target.
(-) Slow outside of teleportation.
Eat the Bugs x25
ATTACK: Tier 3, weak themselves but have several bug-based "foods" in their arsenal, toxic to opponents.
DEFENSE: Tier 1, seemingly naked.
SPEED: Tier 3, average.
RANGE: Tier 3, can fling their bugs for a range boost.
WILLPOWER: Tier 5, firm believers of science, WILL get their opponents to eat the bugs whether they want to or not.
Pros:
(+) Will hoard up on opponents and shove bugs in their mouthes.
(+) Bugs are EXTREMELY toxic to any human opponents, won't affect Squirrels or Fazbears.
(+) Will assist each other in delivering their meals, for example, two ambushing a target to open their mouth, while another shoves the bugs in.
Cons:
(-) Essentially completely regular humans, unable to defend themselves from most threats.
Decide your own "most effective combo".
I'd like to note that the location and the formation of the enemies will affect your outcome the most. For example, if Gigacobs come first and Squirrels last, Chud could be easily punched to death, while if the Squirrels came first he could spray them with bullets. Or, if the battle takes place in a closed location, Arkansasjaks are of little use, since they cannot snipe effectively, while in an open range situation they can thrive.
Chud27: Tamper with the 6 Freddsoy Fazjaks and set their AI levels to 20 so they will teleport fast and be extremely aggressive, then feed the 1000 Squirreljaks nuts laced with crystal meth to make them even stronger and nuttier, and after that simply watch as your enemies get absolutely PWNED just like muh marvel movies Ö
Chud31: 1000 squirreljaks + 6 fazjaks, chud will be busy shooting his own team (trannies) meanwhile trannies will also ack themselves, 100 gone already, meanwhile chud will also be killed while being busy shooting trannies
with no shooter left, 1000 squirreljaks will easily buy time for fazjaks to kill other enemies
&
2000x
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ATTACK: Tier 5, only option that wields a modern firearm. Presumably an assault riffle, could spew out several bullets.
DEFENSE: Tier 1, despite having hands-on experience with deadly firearms, Chud is not very wise when it comes to protecting himself. He has chosen to equip regular civilian clothing.
SPEED: Tier 5, can reliably run away from threats, trained this skill from having to run around in halls.
RANGE: Tier 3. Bullets spray far too wide for Chud to be able to relilably kill from any distance longer than 30 feet or so.
WILLPOWER: Tier 5, Chud has lived for this moment, and will kill everything in sight.
PROS:
(+) Can take out several targets at once, perfect for enemies who's strength lies in hoards.
(+) Ready to shoot without hesitation, can easily take quick kills.
(+) Will naturally attract the troon hoard.
(+) Weapon could get through better defended enemies easily.
(+) Extremely fast, can easily outrun enemies.
CONS:
(-) Only a single chud, a larger target who's strong and could get up close to chuddy can turn him into a wasted slot.
(-) Will hard-focus the Troons first, ignoring other targets.
(-) Suicidal, willing to make stupid moves.
(-) Incredibly weak, could die from a single hit from any stronger targets.
ATTACK: Tier 2, Troons are estrogenized, though their extensive gooning has given their right arms enough strength that a punch could stun an enemy for a second or so.
DEFENSE: Tier 2, Troons have enough meat on them to sustain a moderate amount of damage.
RANGE: Tier 1, restricted to melee.
SPEED: Tier 3, average.
WILLPOWER: Tier 1, suicidal and will deliberately walk themselves into danger.
Pros:
(+) EXCELLENT canon fodder, compared to squirrels, whos hoarding is better suited for ambushing. Excellent as meat shields for the other half of your team.
(+) Suicidal tendencies means Troons will instinctively run up to your enemies and distract them from getting more meaningful kills.
Cons:
(-) Very, very weak. Even in hoards Troons are unlikely to get any kills on larger targets.
(-) Attracts Rapeswedes, if the Rapeswedes come into battle as a single hoard fifteen of your Troons will instantly become rapemeat.
(-) Attracts Chuds, who will easily cut through Troons who are packed together.
ATTACK: Tier 2, bites easily tear through skin, though their teeth are small enough that it does not make much of an impact.
DEFENSE: Tier 1, dies to everything.
SPEED: Tier 5, runs at high speeds. Can climb and easily reach heights.
RANGE: Tier 1, claws are tiny and won't do much.
WILLPOWER: Tier 5, animals driven by basic instinct to kill.
Pros:
(+) AMAZING ambushing tool, several of them could cut through larger targets quickly.
(+) Best numbers of the bunch, hoards come together and will outnumber any enemy.
(+) Amazing speed, can jump onto any enemy, and can swiftly catch up to them.
Cons:
(-) Getting through a larger target will usually cost hundreds of squirrels.
(-) Dies easily to chuds and knights, who can chop through several squirrels at once.
(-) Arkansasjaks will offer them nuts, submitting them to your enemy.
ATTACK: Tier 4, have a long, silver sword on their hands.
DEFENSE: Tier 5, armor practically impenetrable.
SPEED: Tier 1, can move, but handicapped due to their powerful armor.
RANGE: Tier 3, sword is long enough to cut through enemies at longer ranges, at max 10 feet.
WILLPOWER: Tier 5, as honorable knights, neither of them will leave your side.
Pros:
(+) Long sword can penetrate several smaller enemies at once.
(+) Armor will even resist Chud bullets, takes a mighty amount of effort to kill.
(+) Will stick close to you, and give you a close line of defense.
Cons:
(-) One of the slowest picks, best kept by your side. Can't catch up to anything.
(-) Large, targets for hoards and Fazbears.
ATTACK: Tier 4, have years of molding, training and perfecting their combat behind their belt.
DEFENSE: Tier 4, their buff body will naturally defend them, and are experienced in several forms of defensive combat.
SPEED: Tier 3, have decent running skills, but have a lot of weight on them.
RANGE: Tier 2, stuck with melee, but have long enough arms to gain decent reach.
WILLPOWER: Tier 5, have watched several motivational gym videos and are ready to die in combat proving their masculinity.
Pros:
(+) Experienced in several ways of combat, can attack and defend themselves using these arts, will counter enemies moves.
(+) Very buff, can sponge hits easily, and has strong fists.
(+) Decent running.
Cons:
(-) Large, easy targets for hoards and Fazbears.
(-) Skin doesn't naturally protect them from Chud bullets and Knight swords.
ATTACK: Tier 3, uses the guerilla tactic of raping their enemies.
DEFENSE: Tier 1, naked.
SPEED: Tier 2, prefer to slowly walk towards their enemies.
RANGE: Tier 2, 7 inch penis.
WILLPOWER: Tier 5, high sex drive.
Pros:
(+): No limits, will fuck everything.
(+) Decent counter to Fazbears.
Cons:
(-) Can't lay a finger on larger targets.
(-) Can only attack one target at a time, and will slowly damage them, takes about a minute for them to cum.
(-) Unable to do any true damage without grabbing their opponents, yet has very litlte strength to do so. Essentially a shittier version of the Fazbears that can't kill anything.
ATTACK: Tier 2, only have a jar of nuts.
DEFENSE: Tier 2, wearing basic clothing but have enough meat on them.
SPEED: Tier 1, humble and slow.
RANGE: Tier 5, can aim their nuts at targets miles away.
WILLPOWER: Tier 1, they're only humble farmers.
Pros:
(+) Can neutralize squirrels with their nuts.
(+) Can pester enemies easily with their long range nuts. Can blind any target (minus Rapeswedes) by aiming their nuts at the enemies glasses.
Cons:
(-) Can't defend themselves in close-range situations.
(-) Humble, won't target anything unless asked.
(-) Can't run.
ATTACK: Tier 5, have paranormal powers that can easily scare any opponent to death.
DEFENSE: Tier 4, robotic but easy to hit if one tries to. Often hides itself, so hard to detect.
SPEED: Tier 3, can teleport itself anywhere, but slow otherwise.
RANGE: Tier 5, can sneak up to anybody at any time.
WILLPOWER: Tier 4, technically a robot, following it's programming.
Pros:
(+) Can kill ANYTHING, excellent for higher tier targets. Essentially a pick type.
(+) Can teleport anywhere to get out of danger, or reach their targets.
(+) Silent, almost undetectable.
Cons:
(-) If found creeping around, extremely susceptible to ambushes.
(-) Take a good 2 or so minutes to slowly scare and kill their target.
(-) Slow outside of teleportation.
ATTACK: Tier 3, weak themselves but have several bug-based "foods" in their arsenal, toxic to opponents.
DEFENSE: Tier 1, seemingly naked.
SPEED: Tier 3, average.
RANGE: Tier 3, can fling their bugs for a range boost.
WILLPOWER: Tier 5, firm believers of science, WILL get their opponents to eat the bugs whether they want to or not.
Pros:
(+) Will hoard up on opponents and shove bugs in their mouthes.
(+) Bugs are EXTREMELY toxic to any human opponents, won't affect Squirrels or Fazbears.
(+) Will assist each other in delivering their meals, for example, two ambushing a target to open their mouth, while another shoves the bugs in.
Cons:
(-) Essentially completely regular humans, unable to defend themselves from most threats.
Decide your own "most effective combo".
I'd like to note that the location and the formation of the enemies will affect your outcome the most. For example, if Gigacobs come first and Squirrels last, Chud could be easily punched to death, while if the Squirrels came first he could spray them with bullets. Or, if the battle takes place in a closed location, Arkansasjaks are of little use, since they cannot snipe effectively, while in an open range situation they can thrive.
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with no shooter left, 1000 squirreljaks will easily buy time for fazjaks to kill other enemies
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