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The Bottom Feeder is the first cog on the corporate ladder of Lawbots. Their level ranges from one to five. They can appear on streets and cog buildings.

 

Most commonly found at these locations and during Bottom Feeder invasions:

 

  • Loopy Lane (ToonTown Central)

  • Punchline Place (ToonTown Central)

  • Silly Street (ToonTown Central)

  • Barnacle Boulevard (Donald's Dock)

  • Lighthouse Lane (Donald's Dock)

  • Elm Street (Daisy Gardens)

  • Maple Street (Daisy Gardens)

  • Oak Street (Daisy Gardens)

  • Tenor Terrace (Minnie's Melodyland)

  • Walrus Way (The Brrrgh)

  • Sleet Street (The Brrrgh)

  • Lawbot Cog Buildings  on the above listed streets

 

The Bloodsucker is the second cog on the Lawbot corporate ladder. Their levels range from two to six.

 

Most commonly found at these locations and during Blood Sucker invasions:

 

  • Punchline Place (ToonTown Central)

  • Loopy Lane (ToonTown Central)

  • Silly Street (ToonTown Central)

  • Lighthouse Lane (Donald's Dock)

  • Maple Street (Daisy Gardens)

  • Tenor Terrace (Minnie's Melodyland)

  • Sleet Street (The Brrrgh)

  • Lullaby Lane (Donald's Dreamland)

  • Lawbot Cog Buildings on the above listed streets

The Double Talker is the third Cog on the Lawbot corporate ladder. Their levels range from three to seven.

 

Most commonly found at these locations and during Double Talker invasions:

 

  • Loopy Lane (ToonTown Central)

  • Silly Street (ToonTown Central)

  • Lighthouse Lane (Donald's Dock)

  • Maple Street (Daisy Gardens)

  • Tenor Terrace (Minnie's Melodyland)

  • Sleet Street (The Brrrgh)

  • Lullaby Lane (Donald's Dreamland)

  • Lawbot Cog Buildings on the above listed streets

Ambulance Chaser is the fourth Cog on the Lawbots corporate ladder. Their levels range from four to eight.

 

Most commonly found at these locations and during Ambulance Chaser invasions:

 

  • Lighthouse Lane (Donald's Dock)

  • Maple Street (Daisy Gardens)

  • Tenor Terrace (Minnie's Melodyland)

  • Polar Place (The Brrrgh)

  • Lullaby Lane (Donald's Dreamland)

  • Lawbot Headquarters 

  • Lawbot Courthouse

  • Lawbot Cog Buildings on the above listed streets

Back Stabber is the fifth Cog on the Lawbots corporate ladder. Their levels range from five to nine.

 

Most commonly found at these locations and during Back Stabber invasions:

 

  • Lighthouse Lane (Donald's Dock)

  • Tenor Terrace (Minnie's Melodyland)

  • Maple Street (Daisy Gardens)

  • Polar Place (The Brrrgh)

  • Walrus Way (The Brrrgh)

  • Lullaby Lane (Donald's Dreamland)

  • Lawbot Headquarters

  • Lawbot Courthouse

  • Lawbot Cog Buildings on the above listed streets 

The Spin Doctor is the sixth Cog on the Lawbots corporate ladder. Their levels range from six to ten.

 

Most commonly found at these locations and during Spin Doctor invasions:

 

  • Lighthouse Lane (Donald's Dock)

  • Maple Street (Daisy Gardens)

  • Tenor Terrace (Minnie's Melodyland)

  • Polar Place (The Brrrgh)

  • Lullaby Lane (Donald's Dreamland)

  • Lawbot Headquarters 

  • District Attorney's Office

  • Lawbot Courthouse

  • Lawbot Cog buildings on above listed streets

Legal Eagle is the seventh Cog on the Lawbot corporate ladder. Their levels range from seven to eleven. They only make appearances inCog Buildings and Lawbot Headquarters, with the exception of Cog Invasions.

 

 

Most commonly found at these locations and during Legal Eagle invasions:

 

  • Lawbot Courthouse

  • District Attorney's Office

  • Lawbot Cog Buildings

The Big Wig is the highest Cog on the corporate ladder of Lawbots. Their levels range from eight to twelve.

 

 

Most commonly found at these locations and during Big Wig invasions:

 

  • Lawbot Courthouse

  • District Attorney's Office

  • Lawbot Cog Buildings

Jury Notices

 

Before you fight the CJ, you will need to get enough Jury Notices for a promotion. Then run over to the right side of Lawbot HQ and enter the huge double doors. Get a group of toons and head to the CJ's Courthouse.

 

Battle: Cannon Round

There is a total of one cannon per toon, which can vary in a solo. Each toon is lined up randomly with any one of the cannons. The purpose of the cannon round is to try and seat as many toons as possible in the jury seats. There are a total of 12 jury seats available. Each cannon has a limit of 60 seconds and 12 shots to seat as many toons as possible. One strategy is to shoot at the jury for the whole 60 seconds until either the time runs out or your cannon runs out of shots. Although it is easy to seat toons in the jury, the difficulty is that the cogs are trying to take over jury seats as well. Should the strategy of shooting at the jury for 60 seconds be used, it is most certain that the seats taken by toons will get taken cogs, making each player have to re-aim and shoot again at the jury to try and recapture the seats that are now occupied by cogs.

 

Since each cog presumably moves at different speeds, the fastest cog flies in from the roof and reaching the jury in about 25 seconds. In order to maximize the amount of toons seated a different strategy must be utilized. The best possible strategy in the cannon round is to let the timer dip down to 24 seconds before seating a toon. During this time wait until the timer reaches 35 seconds, then adjust your aim and shoot a practice shot. Once the aim is correctly set, adjust the cannon a bit more since the jury is moving backwards slowly and begin to shoot again when the timer is down to 24 seconds. Shooting at 24 seconds ensures that any seats that are taken by toons WILL NOT get taken by cogs.

 

Seating as many toons as possible is a tremendous benefit, because the more toons seated the lower the scale will be on the toons side. Seating a total of 8 toons will make the scale balance out with the cogs side of the scale. Seating more than 8 toons will tip the scale down in the toons favor, while seating less toons results in an elevated height. What happens if all the jury seats get taken by toons? Although the whole jury can be made up of toons, which would suggest that the cogs have no means of support from the jury and the court hearing should be over. In a full toon jury the CJ battle does continue normal as usual, but the scale on the toons side is significantly low

 

Aiming Cannons

 

In order to maximize the amount of toons that are seated in a jury, everyone that is shooting toons must be able to effectively aim and target each seat in the jury. Aiming the cannons at the jury is not that difficult of a task, because the cannons do have a “sight” that may be used to aim. The top portion of the cannon has two particular slants. The right slant is the actual sight of the cannon (as pictured below) and can be used to aim. By lining up the middle of the right slant with the seat, the toon will shoot in the exact direction of the seat. The only coordinate that needs to be adjusted is the cannons up and down aim. Do take into consideration that the jury is moving backwards slowly, so adjustments should be done quickly. Once both coordinates are correctly adjusted, the toon will land directly on top of the seat.

 

 

Evidence

The main intention of the cannons round is to try and seat as many toons total and individually. The total amount of seats taken by toons in the jury does influence how high or low the scale is on the toons side, and the number of seats each individual toon takes directly dictates how heavy his/her evidence is in CJs with 9 or 10 cogs present. Furthermore, the total amount of evidence any single toon can carry varies from about 38 for low suit CJs to 22 in BW50 CJs.

 

Tip When getting more evidence, you need to touch the witness stand to get more. But it's guarded by two large gavels, which take out 20 laff if they land on you, and 2 laff if you touch the handle. A good way to avoid them is to go around them, and touch the left side of the witness stand instead of the front.

 

Low Cogsuit CJs

 

In low cogsuit CJs, where there is an average cogsuit weight of BW19 or less; the number of cogs present is 8. These 8 cogs will throw their evidence once every 8 seconds with no changes in frequency. Each toon is allowed to carry approximately 38 pieces of evidence. Although toons are allowed to carry a lot of evidence, which is a big benefit, because it reduces the amount to times a toon must travel to and from the witness stand to gather more evidence, there is a significant problem because each piece of evidence has an evidence weight of 1 (no bonus weight). Regardless of how many jurors are seated or how many seats are taken by any one toon, the evidence weight will be 1.

 

High Cogsuit CJs

 

High cogsuit CJs are the pentacle of any CJ battle, because the overall battle is much more difficult. In high cogsuit CJs, the average cogsuit weight is BW20 or more. A high cogsuit weight results in 9 or 10 cogs being present, depending on how close the average cogsuit weight is to BW50. A CJ with 10 cogs is the most difficult.

 

The cogs initially start throwing evidence once every 8 seconds, similar to a low cogsuit CJ, but as time progresses the cogs increase the frequency at which they throw evidence. The frequency gradually increases to the point where they will throw their evidence once every 6 seconds. This high frequency will remain until the CJ jumps and disturbs their rhythm (see The CJ below) returning them to a frequency of one throw every 8 seconds.

The closer the average weight is to BW50, the more cogs and gavels are present.

 

Although having more cogs and more gavels present in the CJ does make it more difficult to maneuver and dodge cogs evidence, evidence bonus weight is active. Bonus weight is determined by the number of toons a single player seats in the jury. Seating 4 toons gives that individual a bonus weight of 3. By adding the bonus weight of 3 to the original weight of 1, results in a total weight of 4. Seating 4 toons is beneficial because that particular evidence weight is 4x heavier than had they seated only 1 or no toons. Capturing any amount seats greater than one seat is extremely beneficial, because having bonus weight helps in lowering the scale faster. Toons that have lots of bonus weight should be the toons that hit the scale (see scale section) leaving the stunning to toons that have minimal or no bonus weight.

 

Why should scaling be for toons that have bonus weight? If a toon has seated 4 toons, with a bonus weight of 3 + 1 making a total weight of 4, and should all the cogs get stunned, they get double bonus making their weight worth 8x (read bonus time below in cog stunning section)! This is why most low suit CJs, although easier to manage, they do take longer in time as compared to a high cogsuit CJ, but high cogsuit CJs do take more skill to dodge evidence.

 

Stunning

 

Stunning is a helpful component of the CJ because stunning does many jobs in one. Stunning minimizes the amount of evidence the lawyers will throw at the scale and the amount they will throw at the toons that are scaling. Stunning can also lead to double bonus weight should all the lawyers get stunned simultaneously. When this happens, Bumpy Bumblebehr will say out loud “All the lawyers have been stunned, your evidence now weighs twice as much.” A clock will show up on the upper right-hand corner and for 20 seconds and for these 20 seconds each toons evidence will weigh 2x as much, regardless if there is bonus weight or not.

 

To stun, toons will take 2 cogs on at once and will shift their toon between the 2 cogs stunning one after the other. Others will take on 3 or 4 cogs depending on their stunning experience. In high suit CJs it becomes more difficult to stun all the cogs at once, because of the 2 cogs that are closer to the scale. Although stunning does help facilitate a win, stunning is not essential or necessary.

 

Scale

 

Scaling is the most critical job in the CJ battle. No scaling means no win! The best combination of toons scaling and toons stunning for non-advanced players is to have 4 stunning and 4 scaling. For above average players the best combination is 5 or 4 scaling and 3 or 2 stunning; 5 scaling and 2 stunning being the best combination. For advanced players, a no stun CJ (8 toons scaling) is the best possible scenario for enjoyment and for reducing the time required to win. Having the majority of toons scaling at once is the best option for any CJ regardless if the battle is a low or high cogsuit CJ. Maximizing the number of toons on the scale increases the amount of evidence per unit time that is physically thrown into the scale, which results in a faster win. Scaling is the determining factor in a CJ win.

 

 

Although scaling does have only one target and seems much more simplistic than stunning (because stunners do have multiple targets); scaling is actually much more difficult and requires more advanced players because individuals that are scaling have 2 immediate dangers. Toons that scale have to be aware of their environment. They always have to be aware of where the gavels are in the immediate vicinity and they also have to worry about the cogs evidence that is continuously being thrown at them. These toons while scaling have to jump or dodge the evidence that is thrown at them, while they themselves throw evidence into the scale. Dodging can be done by jumping or moving to the side.

 

Depending on the number of gavels that are present in the CJ battle, toons can stand in different areas to scale. Most toons will stand near the scale and throw evidence in. In large suit CJs, the scale is surrounded by gavels, reducing the amount of access to the scale

 

The CJ

 

During the battle, the CJ will get agitated as time progresses and will jump periodically to try and disorient and afflict damage to the toons. There are pros and cons to the CJ jumping up. Every time the CJ jumps, if a toon does not jump up, that specific toon will get knocked down and lose 10 laff points. Although the CJ does jump up to try and disorient the toons toons, he also distracts the cogs in large suit CJs. After the CJ jumps, the cogs will get delayed and will not throw any evidence for about 8 to 10 seconds. During this time toons can hit the scale without any worries of receiving damage caused by cogs evidence. After these initial 8 to 10 seconds, the cogs will begin throwing evidence again. In small suit CJs their frequency does not change, but in large suit CJs the frequency the cogs throw evidence increases as time progresses. Although the speed of the cogs evidence remains the same, which is a little more than 4x faster than what toons can run, the amount of evidence they throw per unit time slowly increases. This frequency keeps increasing until they throw evidence once every 6 seconds (large suit CJs) or so or until the CJ jumps again, disturbing the cogs and restarting another CJ cycle. One full CJ cycle is the time the CJ jumps, disturbing the cogs to jumping again.

 

CJ Cycle: From the time the CJ jumps and disturbs the cogs through the time frame where he jumps again. During this time, the CJ disturbs the cogs rhythm and slows them down. As time progresses, the cogs frequency of how often they throw evidence increases until the CJ jumps up and throws them off balance again.

 

 

 

Reward: Summons

 

 

A Cog Summons.

 

The reward received at the end of a successful CJ battle is a cog summons. You can summon a cog by clicking the blue button next to that specific cog in the cog gallery in the shticker book. When you click on it, the highlighted yellow button is the one you can summon. The rewards or summons won at the end of the CJ are setup in a similar fashion as the average cogsuit level and its relation to CJ difficulty. The level of summons at the end of the CJ is dependent on the level of suits in the CJ. The larger the suits in the CJ results in higher level of summons that is received. The type of summons awarded: Invasion, Building or Cog summons is still thought to be influenced by the number of toons seated in the jury.


The 3 types of Cog summons:

 Single Cog
 Cog Building
 Cog Invasion
 

Each and every single Cog summons can only be used once. After that, you have to fight the CJ again and win to retrieve another one.

The Chief Justice carries a similar shape to the rest of the bosses. At the bottom there's an undercarriage with two doors that open on each side (like all other boss battles excluding the Chief Executive Officer, the Cogs are released from inside the undercarriage). The Chief Justice also wears a slate blue robe, similar to the gowns worn by Supreme Court judges. He also wears a blindfold.

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