SoupIsLumpy
New member

(Artwork by my good friend @Paangoliin on twitter)
(My apologies if this is a bit... convoluted)
550 health
5m/s walk speed (+5m/s Sprint speed)
1 stamina, 10 second dash recovery.
Dash is an inactionable and invulnerable teleport, Cork disappearing in a haze of ocean fog and reappearing a a distance away in the direction dashed.
Power Increase:
+1 base bullet damage
+3.4 melee damage
+20hp
-1 second Vial Cooldown
Weapon: Imp Familiar, Vial
Vial has 2 modes, Perched and Roaming
Vial deals bullet damage in both modes
Vial starts Perched on Cork's shoulder, when Perched he acts like an ordinary weapon, spitting out a slow (Similar speed to Essense Bomb), 20(ish)m arced range, 3m radius, 80 damage aoe projectile (Cannot headshot, has no damage ramp up/falloff, has falloff on aoe radius, down to 20 damage), fires once per second. No ammo, no reload.
While Perched Vial also heals for 2%hp per second.
Holding M2 while Vial is Perched sends him out to the position targeted, turning him into a summon having 45% of Cork's max hp (Shown using the Ammo bar) and targets the closest enemy within a 10m radius (Radius centered on where you targeted, not where Vial currently is) with melee swipes/stings dealing 27 bullet damage (Doubled Vs non-player or structure units) 0.5 times per second (Acts as a melee for the sake of preventing soul orb spawns from minions).
When Vial dies he is put on a 32 second Cooldown (Also visualised by the ammo bar), returning to cork in his Perched form once the cooldown elapses.
Vial heals for 30% of the damage he does to non-player or structure units and regains 10%hp on kill.
While roaming pressing M2 causes Vial to relocate to the target location, Holding M2 Causes him to return to Cork.
Vial has no max range.
While Vial is Roaming, Cork's M1 is replaced with a Derringer with 2 shots, 75 damage per shot, 1.5 second reload time and firing 2 bullets per second (falloff starting 20m and finishing 50m).
Cork's Quick Melee is a swipe with their left claw, their Heavy Melee is a headbutt
Corks 1, 2 and 4 are quick cast only, their 3 shows vector targeting
1: "Rogue Wave"
12 second cooldown, 60 damage, wide skill shot, 20m range.
On hit reduce Rogue Wave's cooldown to 2 seconds.
T1 Does +12 more damage to enemies being attacked by Vial
T2 +6m range, +15% projectile speed
T3 Cooldown reduction on a succesful hit is now 0.5 seconds and also reduces the cooldowns of all other skills by 0.5 second
2: "Ebb and Flow"
25 second cooldown, for 8 seconds Cork is always sprinting when they move, even while attacking and being damaged.
Requires and consumes 1 stamina on use.
T1 Increase Cork's sprint speed by +1.5m/s
T2 Restores 1 stamina on cast
T3 Cleanses Cork of roots, slows and dots on cast
3: "Dredge"
1 charge, 20 seconds per charge
Cork spits out a toxic orb that ricochets off of walls, explodeing on the ground (5m radius), dealing 50-200 damage of non lethal poison (Applies damage over 4 seconds)
Damage scales based on distance traveled (50 at point blank, 200 at 50m onwards)
T1 Slows enemies hit by up to 30%, based on distance traveled
T2 +1 charge and increases damage by 20% per ricochet
T3 Dredged Orbs summon spectral tentacles where it lands, dealing 20% of the orbs damage per second, for 5 seconds.
Tentacles deal lethal, instant damage.
4: "Abyssal Zone"
120 second cooldown, 2 second charge up, during which Cork makes a global noise for enemies, then teleports 15m, granting Cork 12% Bullet and Spirit armour and creating a persistent 60 dps (12 damage 5 times per second) aura around cork for 8 seconds
During this time Cork has 45% Spirit lifesteal
Cannot be cancelled for the first 4 seconds
Cork cannot use abilities or dash during Abyssal Zone
T1 Enemies within Abyssal Zone are silenced.
T2 Each tick of damage strips enemies of 1% Bullet and Spirit Armour up to 25% for 3 seconds
T3 Reduce cooldown by 30 seconds and Corks w is active for the duration of the ult
(Alternate T3: Abilities are unlocked for use)
(Cork's design during "Abyssal Zone", transforming during the charge up.)

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