deadrixhanon
New member
Weapon: The Cure
- a gas operated syringe launcher.
- projectile, long range range.
- fall off distance: none.
- Special characteristics: bullet fly in an arc (first 30m is straight but will have an arc beyond that range).
- ammo count: 10
- reload speed: 2.45s
Bullet velocity: 110m/s.
Ability:
1. Stimulant shot.
- 22s cool down.
- throw a syringe, if it hits any hero, they will be boosted for 2.5 second and then be slept for 1 second after. Can be self cast.
- boost effect: +3m/s move speed, decays rapidly over the duration. +20 (+0.060% spirit power) damage and heal taken.
- T1: +1 boost second duration, +0.75 sleep duration.
- T2: removes other non-ultimate buff and debuff on hit.
- T3: +10% damage and heal taken.
2. Ritualistic Remedy
- 16 second cool down, 8m range.
- doc stabs either friend, foes or self, dealing light melee damage + 36 (1.7x spirit power) Spirit damage, then will heal the victim for 1.5x the damage dealt over 4 second duration.
- T1: +24 spirit damage.
- T2: damage ignore resistance.
- T3: +2m range, deal heavy melee damage.
3. Blood Rites
- 28s cool down. 6m radius. 5 (+0.055 spirit power) second duration.
- create a ritual circle that deal damage to all unit by 2.15% of their max HP every second inside the circle. Debuff lingers for 1 second after leaving the circle and HP lost will be healed back over 5 second as a buff. This damage is non lethal.
- T1: +1s circle and debuff linger duration.
- T2: +0.85% max HP loss.
- T3: +6m radius, +30% heal back for allies.
4. Prepared Sacrifice
- 1 charge.
- passive: while you have a charge, consume a charge when using ability that is on cooldown to use it. Charge is build up by healing, dealing and taking damage.
- T1: +25% charge build up speed.
- T2: add toggle: take 2% max HP every second, heal for 65% of health removed this way after toggle is off over 5 second.
- T3: using a charge removes non-ultimate debuff.
- a gas operated syringe launcher.
- projectile, long range range.
- fall off distance: none.
- Special characteristics: bullet fly in an arc (first 30m is straight but will have an arc beyond that range).
- ammo count: 10
- reload speed: 2.45s
Bullet velocity: 110m/s.
Ability:
1. Stimulant shot.
- 22s cool down.
- throw a syringe, if it hits any hero, they will be boosted for 2.5 second and then be slept for 1 second after. Can be self cast.
- boost effect: +3m/s move speed, decays rapidly over the duration. +20 (+0.060% spirit power) damage and heal taken.
- T1: +1 boost second duration, +0.75 sleep duration.
- T2: removes other non-ultimate buff and debuff on hit.
- T3: +10% damage and heal taken.
2. Ritualistic Remedy
- 16 second cool down, 8m range.
- doc stabs either friend, foes or self, dealing light melee damage + 36 (1.7x spirit power) Spirit damage, then will heal the victim for 1.5x the damage dealt over 4 second duration.
- T1: +24 spirit damage.
- T2: damage ignore resistance.
- T3: +2m range, deal heavy melee damage.
3. Blood Rites
- 28s cool down. 6m radius. 5 (+0.055 spirit power) second duration.
- create a ritual circle that deal damage to all unit by 2.15% of their max HP every second inside the circle. Debuff lingers for 1 second after leaving the circle and HP lost will be healed back over 5 second as a buff. This damage is non lethal.
- T1: +1s circle and debuff linger duration.
- T2: +0.85% max HP loss.
- T3: +6m radius, +30% heal back for allies.
4. Prepared Sacrifice
- 1 charge.
- passive: while you have a charge, consume a charge when using ability that is on cooldown to use it. Charge is build up by healing, dealing and taking damage.
- T1: +25% charge build up speed.
- T2: add toggle: take 2% max HP every second, heal for 65% of health removed this way after toggle is off over 5 second.
- T3: using a charge removes non-ultimate debuff.