YellowOrange21
New member
"bunny hoper"
mobile, fast, loves to jump
versatile
which contributes to assembly in spirit, weapons, close combat, and survivability
a character dressed in rabbit clothing (let's say a kigurumi)
Not very resilient, has low health
Initially has only 1 stamina
Has a fast, close-to-medium range, very rapid-fire gun
Something like an automatic "glock18" with an extended magazine
Abilities
1st ability (with charges):
bunny hope
Deals 70 damage
A small jump forward, then pushes off the ground and flies at a higher speed (x1.25) in the direction of movement, sideways, backwards, forwards.
If there is an enemy within a small radius after the first jump, they take spirit damage, slow down, and their dash speed is slowed for 2 seconds.
The ability also allows you to perform a small melee attack before landing from the first jump, but a charged melee attack will cancel the second jump.
Upgrade:
T1 - +1 charge
T2 -
T3 -
2nd ability:
"Production effect"
(based on the trick with the hat and the rabbit)
The hero summons a hat with a magic wand in front of him, then jumps into it, and after a short time (0.5 seconds), during which time the hat can be stunned, which means that the character will be revealed and the ability will go into cooldown. If the stun does not occur, the hat with the character disappears and the character becomes completely invisible (however, his steps and actions are audible, but muffled). also gains +3 m/s and -20% step noise level, so the character can move for 3 seconds, after which they exit invisibility and lose all buffs. If the character is stunned while completely invisible, the effect will end and the ability will go into cooldown.
If the character is revealed by stunning, they will be frightened for 1 second, which will slow them down by 20%.
Leveling up:
T1 - After jumping into the hat, the hero gains 1 second of invulnerability.
T2 - -20% step noise level.
T3 - +2 seconds of duration
Implementation in the game:
1. You can enter combat and destroy the desired target.
2. You can exit combat.
3. You can quickly travel from lane to lane.
During this ability, the character can press any ability, which will bring the character out of invisibility.
3Ability.
"Bunny jump"
Deals 50 damage from the wave.
Adds +1 stamina.
Passive with cooldown (16 seconds).
Enters cooldown after landing or after the ability ends with the use of the passive ability.
The next jump will be higher and further, x1.5 times the normal jump (however, this will consume x1.25 stamina (if there is not enough stamina, a normal jump will occur)). If you push off from a wall after the first jump, the jump from the wall will also be enhanced.
It also causes a wave within a radius of 5 metres, which throws you up for a very short time and deals spirit damage.
The passive ability works on abilities 1 and 4, and on both jumps.
It also works on normal jumps, normal jumps are enhanced and damage is dealt upon landing. If a wall jump was performed during flight, the wall jump will also be enhanced.
Upgrade:
T1 - -4 seconds cooldown
T2 - Accelerates stamina recovery by 12% and also has charges (if we plan to use the passive ability to deal damage with other abilities, then we aim for this upgrade, otherwise we will constantly lose the ability when jumping accidentally)
T3 - reduces resistance to negative enemy effects by 20%
4th ability:
"Knocking out ribs"
The character makes a small jump forward, breaks ribs and jumps back the same distance they jumped.
Knocking out ribs with the hind legs and
weakening the character for 5 seconds
Weakening means that all actions, speed, dash, buffs, reload speed, and attack speed are reduced by 15%
if the enemy has a lot of resistance to negative effects, the effect will be weaker
levelling up:
T1 - also reduces resistance by -6%/-6% with a scale (0.12)
T2 - -25 seconds cooldown
T3 - weakens all enemy actions by another 10%
Character issues:
1 Low health
2 Needs additional stamina
3 Random activation of ability 3, which requires practice playing the character
4 If enemies have high resistance to negative effects, this significantly weakens the hero.
5 Very vulnerable to control, stuns, and knockouts
6. If you need to deal maximum damage, you need to combine abilities 1 and 4 with the passive ability, which requires the player to hold down the passive ability, which can be difficult.
Character strengths:
1. High rate of fire, which allows you to take advantage of certain items, such as Tesla bullets, slowing bullets, and toxic bullets.
2. The character can easily enter and exit fights and has excellent escape abilities.
3. Abilities allow you to greatly weaken the character.
4. Excellent interaction with items: kinetic dash, unicorn dash, and upgraded stamina.
5. Easy to catch up with the enemy.
mobile, fast, loves to jump
versatile
which contributes to assembly in spirit, weapons, close combat, and survivability
a character dressed in rabbit clothing (let's say a kigurumi)
Not very resilient, has low health
Initially has only 1 stamina
Has a fast, close-to-medium range, very rapid-fire gun
Something like an automatic "glock18" with an extended magazine
Abilities
1st ability (with charges):
bunny hope
Deals 70 damage
A small jump forward, then pushes off the ground and flies at a higher speed (x1.25) in the direction of movement, sideways, backwards, forwards.
If there is an enemy within a small radius after the first jump, they take spirit damage, slow down, and their dash speed is slowed for 2 seconds.
The ability also allows you to perform a small melee attack before landing from the first jump, but a charged melee attack will cancel the second jump.
Upgrade:
T1 - +1 charge
T2 -
T3 -
2nd ability:
"Production effect"
(based on the trick with the hat and the rabbit)
The hero summons a hat with a magic wand in front of him, then jumps into it, and after a short time (0.5 seconds), during which time the hat can be stunned, which means that the character will be revealed and the ability will go into cooldown. If the stun does not occur, the hat with the character disappears and the character becomes completely invisible (however, his steps and actions are audible, but muffled). also gains +3 m/s and -20% step noise level, so the character can move for 3 seconds, after which they exit invisibility and lose all buffs. If the character is stunned while completely invisible, the effect will end and the ability will go into cooldown.
If the character is revealed by stunning, they will be frightened for 1 second, which will slow them down by 20%.
Leveling up:
T1 - After jumping into the hat, the hero gains 1 second of invulnerability.
T2 - -20% step noise level.
T3 - +2 seconds of duration
Implementation in the game:
1. You can enter combat and destroy the desired target.
2. You can exit combat.
3. You can quickly travel from lane to lane.
During this ability, the character can press any ability, which will bring the character out of invisibility.
3Ability.
"Bunny jump"
Deals 50 damage from the wave.
Adds +1 stamina.
Passive with cooldown (16 seconds).
Enters cooldown after landing or after the ability ends with the use of the passive ability.
The next jump will be higher and further, x1.5 times the normal jump (however, this will consume x1.25 stamina (if there is not enough stamina, a normal jump will occur)). If you push off from a wall after the first jump, the jump from the wall will also be enhanced.
It also causes a wave within a radius of 5 metres, which throws you up for a very short time and deals spirit damage.
The passive ability works on abilities 1 and 4, and on both jumps.
It also works on normal jumps, normal jumps are enhanced and damage is dealt upon landing. If a wall jump was performed during flight, the wall jump will also be enhanced.
Upgrade:
T1 - -4 seconds cooldown
T2 - Accelerates stamina recovery by 12% and also has charges (if we plan to use the passive ability to deal damage with other abilities, then we aim for this upgrade, otherwise we will constantly lose the ability when jumping accidentally)
T3 - reduces resistance to negative enemy effects by 20%
4th ability:
"Knocking out ribs"
The character makes a small jump forward, breaks ribs and jumps back the same distance they jumped.
Knocking out ribs with the hind legs and
weakening the character for 5 seconds
Weakening means that all actions, speed, dash, buffs, reload speed, and attack speed are reduced by 15%
if the enemy has a lot of resistance to negative effects, the effect will be weaker
levelling up:
T1 - also reduces resistance by -6%/-6% with a scale (0.12)
T2 - -25 seconds cooldown
T3 - weakens all enemy actions by another 10%
Character issues:
1 Low health
2 Needs additional stamina
3 Random activation of ability 3, which requires practice playing the character
4 If enemies have high resistance to negative effects, this significantly weakens the hero.
5 Very vulnerable to control, stuns, and knockouts
6. If you need to deal maximum damage, you need to combine abilities 1 and 4 with the passive ability, which requires the player to hold down the passive ability, which can be difficult.
Character strengths:
1. High rate of fire, which allows you to take advantage of certain items, such as Tesla bullets, slowing bullets, and toxic bullets.
2. The character can easily enter and exit fights and has excellent escape abilities.
3. Abilities allow you to greatly weaken the character.
4. Excellent interaction with items: kinetic dash, unicorn dash, and upgraded stamina.
5. Easy to catch up with the enemy.