70,000 Punches
Passive A
You take 50% extra damage from all water based attacks. (Freeze, Mage's Ice Attack, etc.)
Custom's rain does 25dmg/s
The map pool is an insta-kill.
Passive B
You are immune and gain health from all energy/electric attacks, depending on how much damage they wouldve done. (Overcharge, Storm's Lightning, Railgun, etc.)
Passive C
Upon dying, your body will glow blue. When it despawns, a great blue electric explosion is created, dealing 25 damage to anyone caught inside. This passive will not activate if the player didn't die in combat, to prevent manipulating resets.
E - Current Kick
CD - 20s, Damage per Kick - 8, Total possible damage - 40
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You dash 5 times in a row depending on where your camera is facing (meaning you can go forward, down, or up). Hitting 1 or more players with this catches them in the current, and they follow your dash direction. You can also consistently change your direction by tilting your camera. You move 10 studs per dash.
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You can cancel it early with E. 1 dash is outputted every .3 seconds, meaning it takes 1.50 seconds to complete the dashes.
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You also leave behind a trail of electricity arcs after you dash, which can shock others who come near it for 22 damage, and fades after 5 seconds
Q - Radiant Siphon
CD - 40s, Explosion Damage - 0.5 per every second of cooldown time stolen, for a cap of 60dmg (120s of time)
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You suck in every player in a 35 stud radius to your own body. Every player sucked in's E, Q, and R cooldown is reset and wasted, and you cause an explosion that scales based on how much time was converted into energy from the players around you.
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This ability is good as a combo extender, and as a way to cancel your opponents abilities first, but is useless damage wise unless in a large crowd, or near people with CD high abilities, like time and quantum.
Knockback is as follows:
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9dmg = None
- 10-19dmg - Low
- 20-29dmg - Med
- <30dmg - High
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