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)
