Description
The Tiebreakers are frail, skinny and highly intellectual creatures with a small whiteboard covering there face with a drawing of
a cartoon face, the whiteboard seems to be held to the head of the Tiebreaker with the use of Velcro. Tiebreakers have high intellect, with an estimated average IQ of 300, they have been recorded building complex and advanced machines beyond human understanding.
Behavior
Tiebreakers tend to not come out of there habitat, which is currently unknown. But they have been seen wandering Level 0, Level 11, Level 998 and one has been seen
running, seemingly panicked on the Plywood Dwarf Planet. Tiebreakers tend to wear damp-yellow clothes which are used as camouflage for Level 0, Plywood Dwarf Planet and Level Fun =). Tiebreakers are neutral creatures, so they will only attack if provoked, this is an exception of Counter Entities and Partygoers, which they will always be aggressive towards. Speaking of attacking, since Tiebreakers have high IQ, they are able to make Plasma weapons, which burn through a small part of what ever they are shooting. Tiebreakers want to be as stealthy as possible, and try to keep people from learning and-or posting information that they consider "vital" to there survival, theories have popped up that Tiebreakers have formed enemies with multiple entities, and if information gets out about them, there enemies could easily get an advantage over them. This has also not been confirmed by the Tiebreakers.
Habitat
Yes I know what you are going to comment "But Author, I thought you said that there habitat is unknown!". Yes that is true, but these are study's and ventures still currently going on. Knowing that the Tiebreakers clothes are camouflage for damp-yellowish environments, it is easy to assume that there habitat is not in Level 1, Level Fun =) and Plywood Dwarf Planet. There is a current study on Level 11, there is a study on this level because it the level that the Tiebreakers are currently most common and calm in, meanwhile in other levels they are rare, alert and like shown above, sometimes panicked.
Survival Guide
Because Tiebreakers are neutral, they will attack without being provoked, but if you are somehow able to provoke a Tiebreaker or a group, here is how. Since they always carry Plasma Rifles along with them, they will try to shoot you with them. Plasma bullets do have a slower travel time then normal lead bullets, so if you want to escape the attack it is suggested to run away. Tiebreakers also have a mediocre reaction time, (Sorry Tiebreakers, it's for survival purposes) so you can take advantage of that by making quick turns and faking a handful of turns. If you plan on attacking back at the Tiebreaker, it is recommended to circle them while slowly getting closer and making the Tiebreaker dizzy. When you are in arms reach, tackle the Tiebreaker, remove the Plasma Rifle from the arms and through it as far as possible. After that try to snap there legs and-or arms, this is not that difficult of a task considering how frail they're limbs are. If you provoke a group, it is near impossible to attack back, so you should just run as fast as possible away, or if you want to risk it, try to make the group dizzy then make a run for it.

