bosobr0
Member
I had an idea for a series of endgame abilities that'd be great to help with certain scenarios, one for each category as well. So, here we go!
[Impeccably Timed Autocannon] End-game ACTIVE Attack, 6300 cost.
-65% Reload Speed
ACTIVE (200 second cooldown)
Set your HP to 10% of your Max HP and refill all shields to maximum.
For the next 15 seconds, double all damage dealt to enemy Heroes, until the bonus damage dealt equals the Max HP sacrificed.
PURPOSE
The point of this ability is to be able to shut down multiple enemies in quick succession, or boost your damage when you know you're safe. It's an extremely effective pusher and can help break apart powerful single-target units or deal MASSIVE AoE bursts.
[Impeccably Timed Reinforcements] End-game ACTIVE Vitality, 6300 cost.
+25% Base Health
ACTIVE (200 second cooldown)
For the next 15 seconds, each time you take damage, gain a stack of Restitution.
Divide incoming damage by the amount of Restitution stacks you possess.
Restitution stacks are cleared once every second.
PURPOSE
The point of this ability is to absorb damage, especially when under significant fire from many units at once. It can mean the difference between life or death, and acts as a strong counter against certain units' ultimates like McGinnis and Seven.
[Impeccably Timed Autocannon] End-game ACTIVE Attack, 6300 cost.
+150 Spirit Power
ACTIVE (200 second cooldown)
For the next 15 seconds, enemies hit with Spirit Damage take +100% Spirit Damage from all sources for 3 seconds.
PURPOSE
This ability acts as the pusher for an entire team, as one user whose roster allows them to deal spirit damage freely (Vindicta, for example) can immediately powerplay an entire team and weaken their structure, forcing them to retreat or take the defensive.
Now, some of these abilities my be pretty powerful, but that's why they cost so much, and why they have long cooldowns. I just wanted to create some abilities which act as strong carries when utilized with good teamplay.
[Impeccably Timed Autocannon] End-game ACTIVE Attack, 6300 cost.
-65% Reload Speed
ACTIVE (200 second cooldown)
Set your HP to 10% of your Max HP and refill all shields to maximum.
For the next 15 seconds, double all damage dealt to enemy Heroes, until the bonus damage dealt equals the Max HP sacrificed.
PURPOSE
The point of this ability is to be able to shut down multiple enemies in quick succession, or boost your damage when you know you're safe. It's an extremely effective pusher and can help break apart powerful single-target units or deal MASSIVE AoE bursts.
[Impeccably Timed Reinforcements] End-game ACTIVE Vitality, 6300 cost.
+25% Base Health
ACTIVE (200 second cooldown)
For the next 15 seconds, each time you take damage, gain a stack of Restitution.
Divide incoming damage by the amount of Restitution stacks you possess.
Restitution stacks are cleared once every second.
PURPOSE
The point of this ability is to absorb damage, especially when under significant fire from many units at once. It can mean the difference between life or death, and acts as a strong counter against certain units' ultimates like McGinnis and Seven.
[Impeccably Timed Autocannon] End-game ACTIVE Attack, 6300 cost.
+150 Spirit Power
ACTIVE (200 second cooldown)
For the next 15 seconds, enemies hit with Spirit Damage take +100% Spirit Damage from all sources for 3 seconds.
PURPOSE
This ability acts as the pusher for an entire team, as one user whose roster allows them to deal spirit damage freely (Vindicta, for example) can immediately powerplay an entire team and weaken their structure, forcing them to retreat or take the defensive.
Now, some of these abilities my be pretty powerful, but that's why they cost so much, and why they have long cooldowns. I just wanted to create some abilities which act as strong carries when utilized with good teamplay.
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