pressnifty
Member
BREAKDANCER has two modes (Foxtrot and Ballroom) that her 1 and 3 abilities let her change between. All abilities (besides her 1) have unique cooldowns, giving her 7 ability cooldowns.
Each mode has a different gun.
She has no ultimate ability.
AP investment is unique between all 7 abilities, meaning you must invest carefully with your AP depending on what mode you will main and what playstyle you want to lean into.
Using an ability grants you a stack of her passive battle dance for up to 10 stacks which amps your damage and damage taken.
Gun
Foxtrot; A close ranged shotgun that shoots 9 bullets in a moderate spread (comparable to calico)
DAMAGE PER SEC: ~67 (approx; hitting all 9 bullets)
BULLET DAMAGE: 1.5 (+0.33 per boon)
AMMO: 32
BULLETS PER SEC: 5.2
RELOAD TIME: 1.6
BULLET VELOCITY: 600m/s
LIGHT MELEE: 60
HEAVY MELEE: 116
FALLOFF RANGE: 16m - 46m
Ballroom; A long ranged rifle with a low fire rate.
DAMAGE PER SEC: 42
BULLET DAMAGE: 16.8 (+1 per boon)
AMMO: 32
BULLETS PER SEC: 2.5
RELOAD TIME: 2.9
BULLET VELOCITY: 600m/s
LIGHT MELEE: 50
HEAVY MELEE: 116
FALLOFF RANGE: 20m - 64m
Ammo is conserved and carried between modes.
Vitality
Foxtrot; Faster with more health but less regen and worse stamina stats
HEALTH: 750
HEALTH REGEN: 1
SPIRIT RESIST: -15%
BULLET RESIST: 0%
MOVE SPEED: 7.2m/s
SPRINT SPEED: 1.6m/s
DASH SPEED: 0.7s
STAMINA: 2
STAMINA COOLDOWN: 4.5s
BALLROOM; Slower with less health but better regen and stamina stats.
HEALTH: 650
HEALTH REGEN: 3
SPIRIT RESIST: 0%
BULLET RESIST: -15%
MOVE SPEED: 5.4m/s
SPRINT SPEED: +1.4m/s
DASH SPEED: 0.62s
STAMINA: 3
STAMINA COOLDOWN: 4.5s
Battle Dance (Passive)

all stacks expire after 8s without hitting an enemy with an ability.
FOXTROT ABILITIES
FLICK (Foxtrot)


(Flick vertical distance cannot be changed by ability range).
(Second image shows ability range and area of effect radius).
Flick is your primary damage tool and your shortest cooldown. It is one of your best scaling abilities, dealing 140 damage with boundless spirit (170 at T2). Flick is the same between both modes, only difference being changing your dash direction and switching modes.
It also works as a mobility tool that helps you engage on enemies and switching to your short-ranged kit (Foxtrot), or it can help you back away from enemies' effective range and switch you to your long-ranged kit (Ballroom).
The range of this ability is in a very precise radius 12m in front of you. This flick radius can be adjusted by ability range (distance of flick cannot). This is because changing the flick distance would affect the precision and muscle memory needed to get into the groove of hitting this ability reliably.
The T3 is a massive upgrade in this ability's uptime, giving you more DPS but giving you a more reliable tool for switching stances, facilitating more unique combos of your abilities by switching between modes.
RIPOSTE


(Dash hitbox similar to Shiv Slice and Dice).
Riposte is your main mobility tool that keeps you on top of enemies while dealing a small amount of damage (dealing 45 spirit damage with boundless). You start with 2 dashes.
Riposte lets you dash through/around enemies, letting you get behind and disorientate enemies and dodging enemy abilities.
With Rapid Recharge, the time between charges becomes 2.5s (0.25s at T2), further increasing your mobility.
T1 refunds half cooldown only if you hit an enemy. This is to encourage you to use Riposte to damage/in combat rather then to escape - but still allowing it to be an escape tool with a downside of the cooldown extension (similar to Billy's 2).
T2 significantly buffs Riposte's ability to disorientate and dash around an enemy and keep yourself mobile.
T3 Refunds a cooldown every 10s on use. This significantly increases your survivability and damage output with Riposte if you have significant spirit investment.
DISENGAGE



(LAUNCH ONLY OCCOURS IF A DIRECTIONAL KEY IS HELD, otherwise do not move).
Disengage gets you out of danger after committing abilities in Foxtrot (close-ranged) mode and knocking enemies away to get you into an ideal range for Ballroom (long-ranged) mode and to safety. Its vertical range is approximately the height of a McGinnis wall and the initial explosion radius the size of Geist bomb.
This ability has a lengthy cooldown because of its strong potential to get you to safety as well as displace enemies to confirm kills in a teamfight. The T3 further increases this potential to displace enemies and protect yourself by lowering the cooldown.
This ability is very strong early game as it starts with high damage with a T1 that increases its damage. To balance this, it does not scale well - making it mostly useful for its utility in the late game.
MEDITATION


(1s cast time and cancel time).
(Gun and Abilities are unusable during Meditation).
(PRESS M1 OR ABILITY KEYS TO CANCEL EARLY).
(This ability does not have any audio cue).
(Resets Air Jumps/Dashes).
This ability is a high risk/reward ability that increases your damage after its cast. It is best used stealthily before fights when enemies dont know you're there so you can easily gain damage amp with being damaged. It could also be combo'd with various damage negating items/actives to make using it more safe in front of multiple enemies (eg: metal skin, return fire, ethereal shift, etc).
This ability puts a massive target on your head as enemies will want to force you out of meditation before you get too much damage amp.
This ability would sorta feel similar to Iron Fist's Harmony Recovery from Marval Rivals in how it pauses you in the air. It would also reset air jumps/dashes, making it a last ditch mobility tool for running away from enemies.
In the presence of an enemy for 5s you'll gain 25% Damage Amp.
BALLROOM ABILITIES
FLICK (Ballroom)


This ability behaves exactly the same as Foxtrot's version of Flick. Note the cooldown is NOT unique between these two abilities and is shared. The dash distance and stance change is the only difference between Foxtrot mode's Flick.
PIERCING SHOT


(After T3, 3s charge delay).
This ability scales off your gun and spirit. It is effective at all ranges, allowing it to be a good tool for poke or finishing off enemies from a distance. The shot is near instant with extremely high velocity (similar to Vindicta snipe).
Look down sights to freeze to aim your shot (like Paradox).
(At 0 boons and no spirit, gun or AP investment).
16.8 (Bullet Damage) + 200% = 50 Damage
(At 10 boons and 29 spirit, +20% gun damage and T2).
(16.8 + 10) + 20% = 32.16
32.16 + (200% + (1.35 * 29))
32.16 + (200% + 39)
32.16 + 239% = 109 Damage
(At 35/Max boons and 114 spirit, +80% weapon damage and T3).
(16.8 + 35) +80% = 93 Bullet Damage
93 + (200% + (1.35 * 114))
93 + (200% +153.9)
93 + 353.9% = 422 Damage
DEFLECT

Become immune to bullets and spirit damage that comes from the radius of your deflect. Deflecting 50% of the damage back towards your crosshair (100% at T3).
Deflect cannot return certain damage sources including (but not limited to) explosion damages, mina rake, viscous puddle punch, abrams/billy charge and most lock-on target abilities.
I imagine Deflect could still be used to avoid the damage/debuffs/stuns from these abilities however.
BINDING BOLA


Concussion Grenade would show the effect area before being thrown, like kelvin/geist bomb. This ability can be used from a safe distance to help your team follow up and confirm kills. At 84 spirit and T1 it deals 123 damage.
The T3 is a massive upgrade, allowing for a longer stun to aid in displacing enemies.
T2 greatly increases the radius of the explosion, allowing it to hit more enemies in a team fight.
CLOSING THOUGHTS
Thank you for reading, if you have any feedback im more than happy to hear as this character is more complex than others I've made and has a lot of moving parts to it. This hero is also strongly inspired by the Duelist from Darkest Dungeon 2 haha.
Each mode has a different gun.
She has no ultimate ability.
AP investment is unique between all 7 abilities, meaning you must invest carefully with your AP depending on what mode you will main and what playstyle you want to lean into.
Using an ability grants you a stack of her passive battle dance for up to 10 stacks which amps your damage and damage taken.
Gun
Foxtrot; A close ranged shotgun that shoots 9 bullets in a moderate spread (comparable to calico)
DAMAGE PER SEC: ~67 (approx; hitting all 9 bullets)
BULLET DAMAGE: 1.5 (+0.33 per boon)
AMMO: 32
BULLETS PER SEC: 5.2
RELOAD TIME: 1.6
BULLET VELOCITY: 600m/s
LIGHT MELEE: 60
HEAVY MELEE: 116
FALLOFF RANGE: 16m - 46m
Ballroom; A long ranged rifle with a low fire rate.
DAMAGE PER SEC: 42
BULLET DAMAGE: 16.8 (+1 per boon)
AMMO: 32
BULLETS PER SEC: 2.5
RELOAD TIME: 2.9
BULLET VELOCITY: 600m/s
LIGHT MELEE: 50
HEAVY MELEE: 116
FALLOFF RANGE: 20m - 64m
Ammo is conserved and carried between modes.
Vitality
Foxtrot; Faster with more health but less regen and worse stamina stats
HEALTH: 750
HEALTH REGEN: 1
SPIRIT RESIST: -15%
BULLET RESIST: 0%
MOVE SPEED: 7.2m/s
SPRINT SPEED: 1.6m/s
DASH SPEED: 0.7s
STAMINA: 2
STAMINA COOLDOWN: 4.5s
BALLROOM; Slower with less health but better regen and stamina stats.
HEALTH: 650
HEALTH REGEN: 3
SPIRIT RESIST: 0%
BULLET RESIST: -15%
MOVE SPEED: 5.4m/s
SPRINT SPEED: +1.4m/s
DASH SPEED: 0.62s
STAMINA: 3
STAMINA COOLDOWN: 4.5s
Battle Dance (Passive)

all stacks expire after 8s without hitting an enemy with an ability.
FOXTROT ABILITIES
FLICK (Foxtrot)


(Flick vertical distance cannot be changed by ability range).
(Second image shows ability range and area of effect radius).
Flick is your primary damage tool and your shortest cooldown. It is one of your best scaling abilities, dealing 140 damage with boundless spirit (170 at T2). Flick is the same between both modes, only difference being changing your dash direction and switching modes.
It also works as a mobility tool that helps you engage on enemies and switching to your short-ranged kit (Foxtrot), or it can help you back away from enemies' effective range and switch you to your long-ranged kit (Ballroom).
The range of this ability is in a very precise radius 12m in front of you. This flick radius can be adjusted by ability range (distance of flick cannot). This is because changing the flick distance would affect the precision and muscle memory needed to get into the groove of hitting this ability reliably.
The T3 is a massive upgrade in this ability's uptime, giving you more DPS but giving you a more reliable tool for switching stances, facilitating more unique combos of your abilities by switching between modes.
RIPOSTE


(Dash hitbox similar to Shiv Slice and Dice).
Riposte is your main mobility tool that keeps you on top of enemies while dealing a small amount of damage (dealing 45 spirit damage with boundless). You start with 2 dashes.
Riposte lets you dash through/around enemies, letting you get behind and disorientate enemies and dodging enemy abilities.
With Rapid Recharge, the time between charges becomes 2.5s (0.25s at T2), further increasing your mobility.
T1 refunds half cooldown only if you hit an enemy. This is to encourage you to use Riposte to damage/in combat rather then to escape - but still allowing it to be an escape tool with a downside of the cooldown extension (similar to Billy's 2).
T2 significantly buffs Riposte's ability to disorientate and dash around an enemy and keep yourself mobile.
T3 Refunds a cooldown every 10s on use. This significantly increases your survivability and damage output with Riposte if you have significant spirit investment.
DISENGAGE



(LAUNCH ONLY OCCOURS IF A DIRECTIONAL KEY IS HELD, otherwise do not move).
Disengage gets you out of danger after committing abilities in Foxtrot (close-ranged) mode and knocking enemies away to get you into an ideal range for Ballroom (long-ranged) mode and to safety. Its vertical range is approximately the height of a McGinnis wall and the initial explosion radius the size of Geist bomb.
This ability has a lengthy cooldown because of its strong potential to get you to safety as well as displace enemies to confirm kills in a teamfight. The T3 further increases this potential to displace enemies and protect yourself by lowering the cooldown.
This ability is very strong early game as it starts with high damage with a T1 that increases its damage. To balance this, it does not scale well - making it mostly useful for its utility in the late game.
MEDITATION


(1s cast time and cancel time).
(Gun and Abilities are unusable during Meditation).
(PRESS M1 OR ABILITY KEYS TO CANCEL EARLY).
(This ability does not have any audio cue).
(Resets Air Jumps/Dashes).
This ability is a high risk/reward ability that increases your damage after its cast. It is best used stealthily before fights when enemies dont know you're there so you can easily gain damage amp with being damaged. It could also be combo'd with various damage negating items/actives to make using it more safe in front of multiple enemies (eg: metal skin, return fire, ethereal shift, etc).
This ability puts a massive target on your head as enemies will want to force you out of meditation before you get too much damage amp.
This ability would sorta feel similar to Iron Fist's Harmony Recovery from Marval Rivals in how it pauses you in the air. It would also reset air jumps/dashes, making it a last ditch mobility tool for running away from enemies.
In the presence of an enemy for 5s you'll gain 25% Damage Amp.
BALLROOM ABILITIES
FLICK (Ballroom)


This ability behaves exactly the same as Foxtrot's version of Flick. Note the cooldown is NOT unique between these two abilities and is shared. The dash distance and stance change is the only difference between Foxtrot mode's Flick.
PIERCING SHOT


(After T3, 3s charge delay).
This ability scales off your gun and spirit. It is effective at all ranges, allowing it to be a good tool for poke or finishing off enemies from a distance. The shot is near instant with extremely high velocity (similar to Vindicta snipe).
Look down sights to freeze to aim your shot (like Paradox).
(At 0 boons and no spirit, gun or AP investment).
16.8 (Bullet Damage) + 200% = 50 Damage
(At 10 boons and 29 spirit, +20% gun damage and T2).
(16.8 + 10) + 20% = 32.16
32.16 + (200% + (1.35 * 29))
32.16 + (200% + 39)
32.16 + 239% = 109 Damage
(At 35/Max boons and 114 spirit, +80% weapon damage and T3).
(16.8 + 35) +80% = 93 Bullet Damage
93 + (200% + (1.35 * 114))
93 + (200% +153.9)
93 + 353.9% = 422 Damage
DEFLECT

Become immune to bullets and spirit damage that comes from the radius of your deflect. Deflecting 50% of the damage back towards your crosshair (100% at T3).
Deflect cannot return certain damage sources including (but not limited to) explosion damages, mina rake, viscous puddle punch, abrams/billy charge and most lock-on target abilities.
I imagine Deflect could still be used to avoid the damage/debuffs/stuns from these abilities however.
BINDING BOLA


Concussion Grenade would show the effect area before being thrown, like kelvin/geist bomb. This ability can be used from a safe distance to help your team follow up and confirm kills. At 84 spirit and T1 it deals 123 damage.
The T3 is a massive upgrade, allowing for a longer stun to aid in displacing enemies.
T2 greatly increases the radius of the explosion, allowing it to hit more enemies in a team fight.
CLOSING THOUGHTS
Thank you for reading, if you have any feedback im more than happy to hear as this character is more complex than others I've made and has a lot of moving parts to it. This hero is also strongly inspired by the Duelist from Darkest Dungeon 2 haha.
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