Name inspired by combining Gremlin and Imp.
The Grimps are a small pack of monsters that heckle and pester others. They come from the underground tunnels and occasionally surface to forage for food. Each Grimps have their own hitbox that is shared for bullet attacks but spirit abilities will only hit once and they don't die until collective health drops to 0. They run as a pack.
Weapon: Refuse- The Grimps throw rocks, pebbles, and other trash that they find at their enemies. Refuse has no ammunition and any additional ammo increases the rate of their throw. This attack has an arc.
Abilities:
1 - Release Gas (Active) - The Grimps unload their flatulence dealing damage in a small vicinity around them.
2 - Mob (Movement) - The Grimps all jump on an enemy and stick to them, dealing damage. Light melee will knock off a single Grimp and Heavy Melee will knock off all of them. Grimps cannot parry or melee while mobbing. Grimps can Release Gas while mobbing..
3 - Scamper (Passive) - The Grimps will fade into invisibility while running or standing near a wall and for a short period when leaving it.
4 - Underground Network (Ultimate) - If they haven't taken damage in the last few seconds, the Grimps can teleport, after a brief delay, to any underground location.
The Grimps are a small pack of monsters that heckle and pester others. They come from the underground tunnels and occasionally surface to forage for food. Each Grimps have their own hitbox that is shared for bullet attacks but spirit abilities will only hit once and they don't die until collective health drops to 0. They run as a pack.
Weapon: Refuse- The Grimps throw rocks, pebbles, and other trash that they find at their enemies. Refuse has no ammunition and any additional ammo increases the rate of their throw. This attack has an arc.
Abilities:
1 - Release Gas (Active) - The Grimps unload their flatulence dealing damage in a small vicinity around them.
T1 - Reduce cooldown for each enemy hit.
T2 - Slow fire rate of gassed targets
T3 - Increase damage for each subsequent Release Gas on a target
2 - Mob (Movement) - The Grimps all jump on an enemy and stick to them, dealing damage. Light melee will knock off a single Grimp and Heavy Melee will knock off all of them. Grimps cannot parry or melee while mobbing. Grimps can Release Gas while mobbing..
T1 - Gain melee resist while mobbing
T2 - Slows enemy while mobbing
T3 - Gain Spirit/Bullet resist while mobbing
3 - Scamper (Passive) - The Grimps will fade into invisibility while running or standing near a wall and for a short period when leaving it.
T1 - Reduce time to fade
T2 - Increase movement speed while scampering
T3 - Increase invisible time when leaving a wall
4 - Underground Network (Ultimate) - If they haven't taken damage in the last few seconds, the Grimps can teleport, after a brief delay, to any underground location.
T1 - After teleporting, the Grimps get increased movement speed
T2 - Reduced cooldown
T3 - While on cooldown, the Grimps can see enemies in the underground on the minimap
Interesting notes: Because of Mob, Grimps have a strong desire to grab some melee resist to avoid too much return damage when mobbing. Potentially setting up some allied parries in teamfights.
Interesting notes: Because of Mob, Grimps have a strong desire to grab some melee resist to avoid too much return damage when mobbing. Potentially setting up some allied parries in teamfights.