Tech Prodigy

Access
Free
Awakening meter
350
damage to fill
Moves
8
M1 startup
14f
frames
How to get Tech Prodigy
Free to play (formerly Early Access). Updates page, May 17 2026: 'Tech Prodigy is NOW FREE' (the same entry adds Conquest, Photon Dive and Missiles as new moves and revamps Iron Giant mechanics). It was released to Early Access on December 21 2024.
Passives
Upgraded Arsenal
After the Plasma Cannon finisher, Plasma Cannon is replaced (temporarily) by Railgun; after the Trinity Tear finisher, Trinity Tear is replaced (temporarily) by Tactical Storm. The wiki calls this the only upgraded moveset in the game.
Mechanical Combat
Listed as a passive in the infobox; the page describes it in the M1 row: a mechanical arm extends from the backpack to deliver four thrusts and slashes.
Base moves
M1 Mechanical Combat โ Wiki M1 damage: 14%. A mechanical arm from the backpack makes four thrusts and slashes; fast swing rate, slow startup, and the final hit has upward force enabling the Twisted Tech (identical to Hero Hunter's final-hit knockback). The arms retreat when the M1 resets.
- 1Weboom
The user releases a small robotic spider that hunts the nearest player and explodes on contact or after about four seconds, dealing AoE damage; a stunned or ragdolled victim is knocked back a short distance, otherwise they are ragdolled.
- Can be blocked
- Can hit grounded/ragdolled opponents
- Cannot be countered by basic counters (Prey's Peril, Split Second Counter)
- Rolls ragdolled and blocking opponents
- The spider cannot be hit by attacks and is not cancelled if the user is hit (Pros)
- Finisher triggers at 16% health: the spider explodes into three mini spiders with blue eyes and a much shorter range
- June 15 2025 update: less damage and launches you back if you block, shorter range and duration
16.5% | 8.6% (Blocked)CD 18.3 Seconds - 2Plasma Cannon
The user turns an arm into a cannon and fires a plasma ball after a moderately long startup; hit targets roll sideways, perpendicular to the ball's path. It can be charged for about 5 seconds for more damage.
- Damage depends on seconds charged
- Cannot be blocked
- Can hit grounded/ragdolled opponents
- Damage decays with each enemy hit
- Hitbox extends a good distance behind the player
- Can be countered, unless fully charged
- Knockback always sends targets rolling left or right of the projectile
- Incredibly long windup; can be back-dashed (Cons); the highest damage base move of all characters (Pros)
- Finisher triggers at 10% health on Burst Mode and 30% health on Charged Mode: a black hole pulls in the target and nearby players, who take rapid continuous damage
- Railgun ยท 40% - 55% โ After finishing a player with Plasma Cannon the move is replaced temporarily: the user opens an attache-case-like object into a huge shoulder cannon and, after a long wind-up, fires a dense plasma beam that blows opponents far away and causes fall damage.
Normal 10.1% | Fully Charged 35.2%CD 20.7 Seconds - 3Trinity Tear
The user deploys four legs and three arms, advances piercing up to three opponents, then leaps high and slams them into the ground, launching them slightly upward.
- Can hit grounded/ragdolled opponents
- The initial grab can be blocked but the slam cannot
- The slam has endlag unless at least one enemy was grabbed
- Can be countered, which instantly releases all held opponents
- Missing it leaves enough endlag for opponents to front dash and punish (Cons)
- Finisher triggers at 14.8% health: a mechanical leg impales and lifts the opponent, two arms rip off their arms, then repeated impaling and a mechanical-fist uppercut
- July 14 2025 update: added a new Trinity Tear finisher
- Trinity Tear (Aerial Variant) ยท 12% โ When Trinity Tear is used at a certain height, or after Twin Burst, the user spins in mid-air, stabilizes and strikes the ground with mechanical arms.
- Tactical Storm ยท 22.9% [3% (First Hit) + 8.9% (Barrage) + 11% (Final Hit)] โ After finishing a player with Trinity Tear the move is replaced temporarily: the user burns the opponent with a flamethrower, cuts with several gadgets (the flamethrower again) and crushes them with a massive hammer.
20% [5% (Grab) + 15% (Slam)] | 15% (AOE)CD 19.5 seconds - 4Twin Burst
The user fires a ranged weapon that launches them into the air twice; if the shot connects, the first projectile sends the enemy up and the second slams them into the ground.
- Neither shot can be countered (Death Counter, Death Blow)
- Can hit grounded/ragdolled opponents
- Chargeable for 3.3% more damage
- The second shot is aimable
- The first shot rolls the opponent, the second always ragdolls
- Blocking the second hit shortens the ragdoll and lowers damage
- No finisher animation
- June 15 2025 update: ragdolls for one second instead of two if the target is blocking
15.6% [10.5% (First Shot) + 5.1% (Second Shot)] | 7.1% (Blocked)CD 21.5 Seconds
Awakening
G Iron Giant
Meter: Not stated on the Tech Prodigy page; the standard is 350 damage per The Strongest Hero page.
Duration: 86 Seconds
Activation (25%): a jetpack launches the user, the parts assemble into a giant winged mech and the landing impact is an AoE that pierces armor (Armor Break). While piloting the mech: melee movement/attacks give stun immunity (except grabs, the rolling phase and other Iron Giants' attacks), 115 HP and the pilot ejects at 15 HP (if the mech is killed the player dies), faster walking/running, a special front dash (more range and damage, AoE ground knock) and a side dash (chain up to 3), immunity to certain skills such as Terrible Tornado's pull, extra i-frames at the end of the awakening, and the guard is replaced by a parry that only works against other Iron Giants. Drawbacks: slow M1s that restrict movement and it cannot parry normal attacks. When time runs out the mech kneels, the hatch opens and the user is ejected. Mech M1 'Brave Blows' deals 46% (40% M1 damage + 6% final projectile) and the wiki says it cannot be countered or blocked (its example: Death Counter, Death Blow). Mech vs Mech finisher triggers at 20% health.
Awakening moves
- 1Photon Edge
The Iron Giant extends a sword from its arm, drags it along the ground and slashes upward; a hit target is launched, dragged along the ground and thrown, and takes additional damage if they fail to cancel the free-fall after the throw.
- Armor during startup and invulnerability frames during impact
- Can only grab one player
- Has Armor Break
- Has a special victim animation for Iron Giant
- Cannot be countered (Death Counter, Death Blow)
51.5%CD ~8s - 2Photon Dive
The Iron Giant launches into the sky with its jetpack, forms a giant sword and dives back down at high speed, plunging the blade into the ground to make a massive AoE shockwave.
- The blade drills into the dirt after the move
- Cannot be countered (Death Counter, Death Blow)
- Unbreakable Iframes
- Landing has Armor Break
- AoE
65% [15% (Upward Launch Explosion) + 50% (Ground Stab Impact)]CD ~25 seconds - 3Conquest
The Iron Giant thrusts backward, grabs the opponent and drags them along the ground, launches them, chases them into the sky and punches them through buildings onto a rooftop, then dives down through several floors to end in a shockwave that destroys the city.
- Cannot be countered (Death Counter, Death Blow)
- Hit has Armor Break
- Can be blocked; skilled players can avoid it (Cons)
Instant Death | 25.5% (blocked)CD One-Time Use | 100 Seconds (infinite ultimate) - 4Missiles
The Iron Giant thrusts backward with its wings and, in the air, fires 16 heat-guided missiles (two shoulder launchers of eight each), usually directed at the area with the most people.
- Cannot be countered (Death Counter, Death Blow)
- Automatically aims at the location with the most people
- Cannot be blocked
- The Iron Giant block can reflect an opponent's Missiles and vice versa (Pros)
~35% (2.2% each missile)CD ~23 seconds
Wall combo
Pincer Barrage ยท 14%
About Tech Prodigy
Tech Prodigy's awakening is less a power-up than a vehicle: Iron Giant turns the user into the pilot of a winged mech with 115 HP, the pilot ejects at 15 HP, and the whole thing lasts 86 seconds on its page, far above the roughly 45 seconds the Awakening page gives as the norm. Inside the mech, guard is replaced by a parry that only works against other Iron Giants, and the wiki says its attacks cannot be countered by Death Counter or Death Blow. The moves are Photon Edge (51.5%), Photon Dive (65%), Conquest (instant death, one use, blockable) and Missiles (about 35% from 16 missiles).
Outside the mech it is an AoE and grab character with strong mobility. The base moves are Weboom (16.5%, 18.3 seconds), Plasma Cannon (10.1%, up to 35.2% fully charged, 20.7 seconds), Trinity Tear (20%, 19.5 seconds) and Twin Burst (15.6%, 21.5 seconds). Landing the Plasma Cannon finisher temporarily swaps it for Railgun (40% to 55%), and the Trinity Tear finisher swaps it for Tactical Storm; the wiki says this is the only upgraded moveset in the game.
The basic moveset adds up to 89.2 damage, second to Destructive Cyborg's 89.5, and 112.9 if Railgun and Tactical Storm are counted. It was released to Early Access on December 21 2024 and became free on May 17 2026. The wiki warns that Plasma Cannon and Railgun have incredibly long windups.
What the wiki notes
- Ninth free character in the game, based on Isamu (the Child Emperor); known as 'Pure Robotics' and before that 'Child Emperor' prior to release.
- The wiki says it ranks second in raw damage after Destructive Cyborg: 89.2 total basic-moveset damage (112.9 including Railgun and Tactical Storm) vs Cyborg's 89.5.
- Built for fighting groups: many AoE and grab moves plus strong mobility; Weboom pressures opponents, and all base moves can hit grounded opponents.
- Upgraded Arsenal swaps Plasma Cannon for Railgun and Trinity Tear for Tactical Storm temporarily after landing their finishers.
- Iron Giant is a giant winged mech with 115 HP: the pilot ejects at 15 HP, guard becomes a parry usable against other Iron Giants (Mech vs Mech finisher), it cannot perform a wall combo, and its attacks cannot be countered by Death Counter or Death Blow.
- The mech can still be one-shot or removed by Atomic Slash, Last Breath or Nuclear Fission; Conquest (instant death, one-time) can be blocked and is avoidable by skilled players.
- The Weboom spider cannot be hit and can be outrun; Plasma Cannon and Railgun have an incredibly long windup and can be backdashed or interrupted while charging.
- VIP Gamepass owners can customize the mech's colour, and the wiki lists mech outfits such as Magpie, Jade, Garnet, Voltaic, Pyre, Vanguard, Violet, Bloodtide, Midnight and Pink.
Tech Prodigy techs
- Rip Off "Twisted"Land 4m1s, after that, walk backwards a little and time your dash.
- Mechanical Loopty Loop SpiralBe sure wait a slight moment before loop dashing after Trinity Tear, after use front dash and after catching them immediately use m1s
- Weboom Extend V2First, you need to downslam an opponent then turn back and use Weboom. If done correctly, they should roll forwards. After doing Weboom you want to Side Dash as soon as possible and try not to Side Dash too far behind the opponent. Then, perform a Forward Dash which should hit your opponent and allow you to extend your combo.
- Downslam Weboom ExtendFirst, downslam your opponent. Then, time your weboom perectly, not to early to make them roll, and not too late to make it escapeable. Then, if done correctly, the opponent should be sent backwards while ragdolled, allowing for a second downslam, stalling a lot of time.
- TwinlessSimilar to that of the dead M1-Extend tech, except of using a forward dash we use the Twin Burst's first shot to hit the opponent. We use the second shot to look at the opposite direction to boost ourselves towards the enemy, allowing us to combo extend.
- Explosive PushFirst, you downslam the opponent. As you downslam, get RIGHT on top of the opponent. Then, use weboom and spam Twin Burst. This causes the opponent to get absolutely yeeted across the map.
- Rocket MissileSimilar to the Explosion Push tech, downslam the opponent. Instead of getting on top of the opponent, move back just enough for weboom to move the opponent forward. Then, spam twin burst and look at the direction you want to send the opponent. This will cause the opponent to get flung in the direction you chose.
- Air DoomSimilar to the Explosion Push tech, downslam the opponent. Instead of getting on top of the opponent, move back just enough for weboom to move the opponent forward. Then, spam twin burst and look at the direction you want to send the opponent. This will cause the opponent to get flung in the direction you chose.
Where the wiki disagrees
- Upgraded Arsenal: the intro says to unlock the upgraded set 'you must successfully land an ultimate move using each of the standard base abilities', but the passive table and the Railgun/Tactical Storm rows say the replacement happens after finishing a player with Plasma Cannon / Trinity Tear. The finisher version is used.
- The intro says 'three of these four abilities feature an enhanced version (arsenal)', but the Upgraded Arsenal table lists only two (Plasma Cannon to Railgun, Trinity Tear to Tactical Storm); Trinity Tear also has an Aerial Variant.
- Wall combo damage: the Tech Prodigy page lists Pincer Barrage as 14%, the Basic Combat page says every character's wall combo deals 12%. The other four characters list 12% and '~6 seconds' cooldown, while Basic Combat's caption says each wall combo has a 5 second cooldown; the Tech Prodigy page gives no wall combo cooldown.
- Iron Giant duration: the table says 86 Seconds, Trivia says it is 'the first character to have an awakening lasting almost 2 minutes', and the Awakening page says awakenings last about 45 seconds.
- Railgun (20.7) and Tactical Storm (19.5) cooldown cells have no unit; Trinity Tear is '19.5 seconds' and Plasma Cannon '20.7 Seconds', and both rows say the cooldown is shared. Trinity Tear (Aerial Variant) has its own separate 10 Seconds row, not a shared rowspan.
- Page categories include 'Costs Robux', 'Unfinished' and 'WIP' while the page carries the 'Finished' banner and states Free; the Updates page confirms free on May 17 2026.
- Awakening meter requirement is not stated on the page (standard 350 per The Strongest Hero page).
- Page carries the 'Removed' (cut content archive) banner and a Removed/Unused table with Double Trouble.
Other characters
- The Strongest HeroSaitamaFree

- Hero HunterGarouFree

- Hero Hunter (Monster Form)Garou (Monster Form / Cosmic Fear Garou)Free

- Destructive CyborgGenosFree

- Deadly NinjaSpeed-o'-Sound SonicFree

- Brutal DemonMetal Bat (Bad)Free

- Blade MasterKamikaze (Atomic Samurai)Free

- Wild PsychicTatsumaki and FubukiFree

- Martial ArtistSuiryuFree

- Undying HeroZombiemanEarly Access

Frequently asked questions
How do you get Tech Prodigy in TSB?
Free to play (formerly Early Access). Updates page, May 17 2026: 'Tech Prodigy is NOW FREE' (the same entry adds Conquest, Photon Dive and Missiles as new moves and revamps Iron Giant mechanics). It was released to Early Access on December 21 2024.
Who is Tech Prodigy based on?
Tech Prodigy is based on Isamu (Child Emperor) from One-Punch Man. It was previously called Pure Robotics, Child Emperor.
What is Tech Prodigy's awakening?
Iron Giant. Meter: Not stated on the Tech Prodigy page; the standard is 350 damage per The Strongest Hero page.. Activation (25%): a jetpack launches the user, the parts assemble into a giant winged mech and the landing impact is an AoE that pierces armor (Armor Break). While piloting the mech: melee movement/attacks give stun immunity (except grabs, the rolling phase and other Iron Giants' attacks), 115 HP and the pilot ejects at 15 HP (if the mech is killed the player dies), faster walking/running, a special front dash (more range and damage, AoE ground knock) and a side dash (chain up to 3), immunity to certain skills such as Terrible Tornado's pull, extra i-frames at the end of the awakening, and the guard is replaced by a parry that only works against other Iron Giants. Drawbacks: slow M1s that restrict movement and it cannot parry normal attacks. When time runs out the mech kneels, the hatch opens and the user is ejected. Mech M1 'Brave Blows' deals 46% (40% M1 damage + 6% final projectile) and the wiki says it cannot be countered or blocked (its example: Death Counter, Death Blow). Mech vs Mech finisher triggers at 20% health. Awakened moves: Photon Edge, Photon Dive, Conquest, Missiles.
Data taken from the The Strongest Battlegrounds Rblx Wiki (CC BY-SA), organized with AI assistance; nothing here is tested in the game; wiki read on 2026-10-24 (this page last edited there on 2026-10-24).