Captain

nart

New member
"Captain" is the nickname for the dishonored ex-admiral Finley Hawkthorne. He had gone mad during a voyage, and directed his crew on a goose chase to find the Spirit of the Seas. During this voyage, he had lost a leg, and paralyzed an arm. Now a member of the Baxter Society, Captain seeks to protect the seas, and hopes that the Patrons may help him achieve his life goal of understanding that fabled Spirit.

Captain fights using harpoon gun that replaced his right forearm and hand, with a grapeshot-firing swivel gun mounted to it. Both are reloaded by a Kelpie Imp spirit. In his left hand (which is his dominant), he carries a piece of an anchor, which he modified into a trusty melee weapon.

Primary Weapon: "All Hands on Deck" (swivel gun shotgun)
Bullet Damage: 1.6 (+0.04)
Ammo: 8
Bullets per second: 5
Reload time: 2.7s
Bullet Velocity: 302m/s
Falloff Range: 20m-41.2m

Secondary Weapon: "Nelly" (harpoon gun)
Bullet Damage: 46 (+1.0)
Ammo: 1 (can't be improved by any effect)
Bullets per second: 0.6
Reload time: 3.2s (automatically performed by the Kelpie Imp)
Bullet Velocity: 802m/s
Falloff Range: 20m-61m

Light Melee: 63 (+1.58)
Heavy Melee: 120 (+3.67)

Health: 700 (+50)
Health Regen: 2
Move Speed: 6.3m/s
Sprint Speed: 1.5m/s
Dash Speed: 0.62s
Stamina: 2
Stamina Cooldown: 4s

1: Fire Broadsides! (18s Cooldown)
Command your Kelpie Imp to load three cannonballs instead of the next harpoon. Alt-fire to fire each cannonball, one after another, in quick succession, dealing high weapon damage. Cannonballs explode on impact, dealing extra damage spirit damage.

Impact damage: 60 (weapon damage)
Explosion damage: 12 (spirit damage)

T1: +10 Impact Damage; Explosion damage and radius now scale with Spirit
T2: -6s Cooldown
T3: Enemies hit by explosions are slowed 10% for 1s; impact stuns additional 50% for 1.6s

2: Drop Anchor! (22s Cooldown)
Tether an enemy player with your anchor, decreasing your melee damage by 40% for the duration. While tethered, enemies are slowed and cannot dash.

Duration: 1.8s
Move Slow: 60%

T1: +20% Move Slow
T2: -10s Cooldown
T3: +1.2s Duration

3: Boarding Shot! (32s Cooldown)
Fire a loaded harpoon with a spirit chain. It pierces enemies, dealing damage and stunning them until they reach max distance, or until they hit a surface, which deals additional damage. If you are within range, ride the chain to the harpoon, dealing Heavy Melee damage on arrival to each enemy.

Harpoon Velocity: 254m/s
Piercing Damage: 60 (scales w/ spirit)
Impact Damage: 10 (scales w/ spirit)
Max Chain Length: 30m
Chain Pull Distance: 50m

T1: +66m/s Harpoon Velocity
T2: +20m Max Chain Length
T3: Passive: Your Melees apply a 15% move slow and disable enemy parries for 1s

4: Earn Your Sea Legs, Mateys! (420s Cooldown)
Flood the Cursed Apple, dealing initial wave damage. Captain floats to the surface on a buoy, and can move and jump as normal on the surface. The water slowly drains downward. Your troopers are delayed for the duration, while enemy troopers and enemy players take drowning damage over time. Players are slowed and jump slower while submerged, and jumps cause them to float upward for a time before sinking back down. Enemy players' movement abilities are disabled while submerged.

Impact Wave Damage: 240
Drowning Base Damage: 20 per second
Additive Drowning Damage: +3 per second
Time to flood fully (flows inward from either side of the map): 6s
Time to drain: 18s

T1: +120 Impact Wave Damage
T2: -120s Cooldown
T3: Allies receive +6 Health Regen while submerged
 
Captain is intended to fall in a similar role as Lash, somewhere between being an initiator and being an executioner. His harpoon gun secondary fire and his Broadside! ability are intended to pressure at a distance, while his Boarding Shot! ability can initiate/execute a fight, and his shotgun primary fire, his high melee damage, and his Drop Anchor! ability allow him to be a powerhouse in up close combat.

His ultimate his pretty game altering, flooding the map with water and for a fairly long period of time (18s by default) changing how the game is played. Thanks to his raft, he can use this time to collect boxes from the highest roof tops, which are the only things in the map never submerged in water, or locate enemies below the water to harpoon, broadside, or boarding shot. As soon as the map is flooded, it begins the process of slowly draining, effectively adding more roof tops for Captain to quickly farm unimpeded. It's additionally very powerful for wave pressure, as it damages enemy waves across the entire map, while stocking up multiple waves of your own minions to deploy all at once, forcing the enemy team to play around it and clear each wave before they arrive at their objectives. Perhaps most game impacting is its impact on Midboss, which is the lowest and therefore last area of the map to drain. Midboss is unaffected by the water and functions like normal, however, an enemy team looking to take on Midboss might find that an alive enemy Captain could make the fight a lot more challenging. The downside of course is a massive cooldown, and your own team's ability to capitalize is fairly limited while they're submerged. Some heroes, such as Lash or Wraith, can use their abilities as normal to fairly quickly get to the surface and enjoy the benefits of the exposed rooftops.

Without much inherent movement and a very slow and low-stamina start, investing into movement items would be key for Captain. Fleetfoot, Enduring Speed, Majestic Leap, and Stamina Mastery are all very advantageous choices for Captain for that reason. Additionally, as he has strong initiating and executing power (assuming he lands his skill shots), Trophy Collector could be pretty powerful for him early on, and in conjunction with his ultimate, could swing him to super strong late games. Although his primary fire is somewhat lackluster, investing into gun could be very reasonable, as his harpoon would also benefit, and could do massive damage when successfully landed.
 
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