#Mr. Doombringer (Miracle)

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spice wyvern
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inspired by combat initiations mr. doombringer

Style description
He will make everyone meet their doom.. JUSTICE MUST BE SERVED!

Cosmetic ON the avatar: Doombringer's Banhammer on the back (taken out when used)

MOVE 1
(60s)
(global cd: 10s)
(off the ball)
Hammer slam
When used near an opponent with the ball, doombringer tries to hit them with the hammer from the right side, then it makes it a qte for the both of you (about 2-3 seconds). And if both get the qte correct, the user with the ball still owns the ball, but they are slightly slower. If the doombringer user misses the qte and the other person misses the qte too, then nothing happens. If the doombringer misses it and the opponent does not miss it then the opponent is let go and the doombringer user is stunned for 2 seconds. If the doombringer gets the qte and the opponent MISSES qte, then they slam the person as HARD they can and he steals the ball while he is at it.

MOVE 1
(60s)
(on the ball)
Gullible pass
When used, you will hover slightly in the air holding the ball, looking at the person you are passing to, you fly to them and drop the ball from the air (interceptable/other opponents can grab it), after passing you still have 2 seconds of flight left.

MOVE 2
(65s)
(global cd: 10s)
(off the ball)
Manipulation
The target person you look at and use this move on, will not be able to pass for 3 seconds. (manipulation has half as much range as confusion, CANNOT use on somebody who is currently confused, also pumpfaking gives u true iframes until the move is done, so u cant get jp stolen for example, pass is blockable after the move is gone)

MOVE 2
(55s)
(on the ball, must have an opponent in front of you)
Crimson Tornado
Summon a red tornado in front of you, any opponent caught in it stay there for 5s. The tornado will orbit around doombringer, multiple people can be caught in that tornado. (there will be space to be near the doombringer)

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AWAKENING (onball)
As doombringer holds the ball, he slowly starts flying up and says "If you have not met your doom yet, I will make you now.
After the cutscene ends, doombringer will be off the ground just by a little bit. Any steal cannot steal him unless you jump and then steal OR have a high steal.

MOVE 1
(120s, once useable.)
(on the ball)
SHATTER.
Since you are flying, when using this move you SHATTER the whole middle of the court, except until the 3pt line of yours and your opponents. Anyone falling in there, will have a bird POV from up and are stunned for 10 seconds or until the move is done. The move ends after a point is scored. Does NOT matter from which side.

MOVE 2
(same as base move 2)

MOVE 3
(120s, once useable.)
(off the ball)
Banhammers decision.
when using this move, similar to steamroller, the person you target will get stunned. You take out your hammer and size it 100 times bigger. It will go over the opponent with the ball. There will be a qte, if you do it correctly, you will get him bonked and stunned for 5 seconds. If you miss the qte, the hammer will break and fade away.

spice wyvern
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@elfin cove @buoyant glade @odd merlin @hexed rover @tawdry heron

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what yall think of this

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too op

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too weak

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too bland

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?

odd merlin
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ill read this later im too lazy to read rn lol

spice wyvern
tawdry heron
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Rework it

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Not being able to pass is tantamount to being a guaranteed steal/block in a game with only 3 dribbles

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Either reduce it to like 2 seconds or just change it completely

spice wyvern
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but remember it has very small range

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well not small but like

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half of confusions range

tawdry heron
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Pump fake iframes only last like 1 second so you're pretty much guaranteed to either steal them or block if they try to shoot

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And if you say just use an ability youd be proving my point

spice wyvern
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Ig i can add that pumpfakes give true iframes until the move is done

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But generally any dribble zone could wear it out eventually

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Ill keep it 3 sec but true pumpfake iframes until move is done

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Seems more fair

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So 3s cannot pass BUT true pumpfake iframes and like .5s extra if like a jp times it so after its done u gotta pass

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However pass will be blockable but its fine the other teammate can be near them and retrieve the ball

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So its like a coordination move

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If ur team isnt coordinating then the move wins

hexed rover
spice wyvern
hexed rover
spice wyvern
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Bump

buoyant glade
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it just doesnt feel like it has its own identity

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as a style

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kinda

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i do like the idea of a qte but bbz feels a bit too fast paced for qtes requiring 2 people