Throughout the years on the seas looking for way to dispel his curse keeping him immortal but trapped on the seas, the Nameless Captain has heard stories from sailors and wandering spirits about a ritual and patrons who are able to grant wishes to those who serve them.
Usually the Flying Dutchman is unable to leave the seas, but the eclipse accompanying the maelstrom has made it possible for various less powerful spells and magic to be more potent, allowing the Captain and his crew to leave seas using spells which normally would not be able to overpower the curse.
The Nameless Captain is willing to throw away his immortality for freedom; While immortality is lucrative, being trapped on the seas for eternity is not.
How long the spells are able to overpower the curse and what happens afterwards is a question the Captain wishes to not find out and is willing to risk.
With the curse gone for now, the Captain has set the course to New York to complete the ritual and dispel the curse forever.
Primary - "Flying Dutchman's Cannon"
- 1.6 bullet per sec
- 30 damage per bullet
- 12 ammo
- 3.1s reload time
- 920m/s bullet velocity
- 22m-40m falloff range
Its a small handheld cannon. Similar in size and general shape as Pocket's gun. In terms of gameplay, most similar to Silver's.
Ability 1 - "Spirit-Imbued Cannon"
Imbue your cannon with spirits increasing fire rate and creating explosions on each hit dealing spirit damage.
(T1) +20% move speed for 10s
(T2) -17s cooldown, +50% ammo on cast
(T3) +2s duration, direct hits refund 1 ammo.
- 35s cooldown
- 1.2s cast time
- +200% fire rate
- 25 spirit damage
- 0.5x spirit scaling
- 4m explosion radius
- 4s buff duration
Intended to help you deal damage as well as sustain yourself while dishing out debuffs with the next ability.
Ability 2 - "Part Of The Crew"
Create an aura around yourself. Enemies in range receive same non-ultimate debuffs as you and any allies in range.
The debuffs will linger for 1 second. The debuff duration is refreshed when applied to enemies.
T1 - +20% debuff resist for allies in range.
T2 - -15s cooldown, fading +15m radius for 0.5s on cast.
T3 - -100% debuff resist on all enemies in range.
- 50s cooldown
- 6 second duration
- 9m radius
The debuffs will linger for 1.5 seconds in a way that once the debuff duration ends, the aura can still apply the debuff for 1.5 seconds (e.g if you get disarmed for 3 seconds, you have 4.5 second window to apply the 3s disarm onto enemies).
The -100% debuff resists is supposed to pretty much double the debuff duration on enemies (Assuming debuff resist works like how I think it does).
Curse would also be applied back by the ability, but would still cancel the ability (assuming YOU are the one getting cursed and not an ally nearby).
Debuffs from the same source don't stack (An enemy giving -20% move speed on your whole team with 1 ability isn't going to give the enemy -100% move speed.)
To also be clear, the debuff duration refreshing doesn't mean the debuffs on yourself are also refreshed. Enemies just receive the full duration as well instead of just fraction.
Ability 3 - "Captain's Hook"
Grab and pull an enemy with your spirit hook, slowing and dealing spirit damage if they go too far.
Grabbed enemies are unable to use movement abilities or items.
Your move speed is slowed while grabbing an enemy. Breaking Line Of Sight breaks the hook.
(T1) -25% move speed on grabbed enemy
(T2) Heal for 80% of the damage grabbed enemy receives.
(T3) +3 meter cast range, +1 second duration, Grabbed enemies are cursed for the duration
- 27s cooldown
- 7m Cast range
- 7m damage range
- 37 Spirit damage-over-time
- 0.9x spirit scaling
- -20% move speed (T1 -45%)
- 3 second duration (T3 4s)
Similar to Billy's 4 except much shorter range. You have to get up-close to cast it.
Similar in purpose (and function) to Mo & Krill's 4.
Ability 4 - "The Dutchman's Bell Tolls"
(T1) -20% move speed on enemies in rangeCall upon the Flying Dutchman to provide support on the map, firing cannons towards enemies in a large area dealing spirit damage and reducing enemy resists to 0 while in range.
(T2) +15% spirit resist while in range, - 40 second cooldown
(T3) +3s duration, Enemies hit by you while the ability is active receive a stack which increases damage received from all sources.
- 2s arrival delay
- 6 second duration
- 35m ability radius
- 0.15x spirit scaling
- 160s cooldown
- (T3) 0.7s cooldown between stacks
- (T3) +4% damage received
- 50 spirit damage per cannon ball.
- 5 meter radius
The ability is used like Mirage's 4; you can cast it anywhere. When casted, players will hear the ship bells as it arrives, giving a big warning of it's arrival. The bells will continue ringing while the ship looms above the sky.
Can be alt-casted to cast the ability radius on top of you.
Ability radius is highlighted for enemies and allies.
The damage amp includes the ability itself; The Flying Dutchman will apply it too if it hits you with it's cannons.
Intended to provide debuffs and deny area rather than to deal damage.
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