coiil
Member
Soul Digger:
(Undead prospector)
Weapon - Ore Cannon (Shoot chunks of ore at the enemy) Low Ammo, Moderate Fire Rate, High Damage, Slow Reload.
Sticky Fingers: Rips the target enemy hero's weapon out of their hands, disarming them for 4s. You shoot with their weapon for their normal damage/effects instead of your ore cannon while the disarm lasts.
3 Meter Range, 20s CD.
LvL 1: +25% Stolen weapon damage.
LvL 2: +1s Duration
LvL 5: -5s CD.
Mining Charge: Plant an explosive charge on the target ground/wall, which turns invisible after 1s, and lasts 120s. When an enemy comes within 10 meters of the charge, it turns visible and explodes 1s later, dealing 120 damage in a 15 meter radius. The charge instantly detonates if hit by an attack, adding that attack's damage to the explosion damage.
3 Meter Range, 15s CD.
LvL 1: +6 Meter explosion radius.
LvL 2: -0.5s Invisibility delay.
LvL 5: +60s Charge duration.
Soul Rush: Can be toggled between melee or ranged passive bonuses:
Melee Soul Rush grants 10% of your current Souls as bonus melee damage, and melee attacks to mine 5 Souls out of struck walls.
Ranged Soul Rush increases your attack speed by 40%, and causes each shot you make to consume 1 Soul instead of ammo.
0s CD.
LvL 1: +5 Souls Per Melee Hit.
LvL 2: 25% Chance not to consume a Soul per bullet.
LvL 5: Melee attacks hit all enemies in a 3 meter radius in front of you.
Rock Hard: Covers you or the target ally hero in a layer of rock, granting +50% status resistance and spirit resistance while it lasts. The rock armor completely absorbs the next 30 bullet attacks the target receives (Visually breaking apart as it's consumed) and ends once depleted.
20 Meter Range, 75s CD.
LvL 1: +25% Melee damage while armor lasts.
LvL 2: +15 Bullet attacks absorbed.
LvL 5: 2 Charges.
(Undead prospector)
Weapon - Ore Cannon (Shoot chunks of ore at the enemy) Low Ammo, Moderate Fire Rate, High Damage, Slow Reload.
Sticky Fingers: Rips the target enemy hero's weapon out of their hands, disarming them for 4s. You shoot with their weapon for their normal damage/effects instead of your ore cannon while the disarm lasts.
3 Meter Range, 20s CD.
LvL 1: +25% Stolen weapon damage.
LvL 2: +1s Duration
LvL 5: -5s CD.
Mining Charge: Plant an explosive charge on the target ground/wall, which turns invisible after 1s, and lasts 120s. When an enemy comes within 10 meters of the charge, it turns visible and explodes 1s later, dealing 120 damage in a 15 meter radius. The charge instantly detonates if hit by an attack, adding that attack's damage to the explosion damage.
3 Meter Range, 15s CD.
LvL 1: +6 Meter explosion radius.
LvL 2: -0.5s Invisibility delay.
LvL 5: +60s Charge duration.
Soul Rush: Can be toggled between melee or ranged passive bonuses:
Melee Soul Rush grants 10% of your current Souls as bonus melee damage, and melee attacks to mine 5 Souls out of struck walls.
Ranged Soul Rush increases your attack speed by 40%, and causes each shot you make to consume 1 Soul instead of ammo.
0s CD.
LvL 1: +5 Souls Per Melee Hit.
LvL 2: 25% Chance not to consume a Soul per bullet.
LvL 5: Melee attacks hit all enemies in a 3 meter radius in front of you.
Rock Hard: Covers you or the target ally hero in a layer of rock, granting +50% status resistance and spirit resistance while it lasts. The rock armor completely absorbs the next 30 bullet attacks the target receives (Visually breaking apart as it's consumed) and ends once depleted.
20 Meter Range, 75s CD.
LvL 1: +25% Melee damage while armor lasts.
LvL 2: +15 Bullet attacks absorbed.
LvL 5: 2 Charges.