The pilots
A duo that uses an expansive weaponry arsenal to dismantle and displace enemies. the pilots operate a tiny airplane together.
Passive: explosive jump
Pilots that rocket jump via their secondary fire have increased air control and can slide up ramps, sling-shotting to the air if they have enough momentum.
Pilot always uses a shotgun, but co-pilot operates a secondary weapon while the pilot shoots. The initial secondary weapon is a rocket launcher. The rocket is single shot, has a long cooldown and does a lot of damage, but does self-damage to the pilots if exploded near him.
1. Flying crop
Co-pilot exchanges his rocket launcher for a riding crop that has extended melee range and counts as a light melee. Co-pilot swings the crop on a fixed time interval. The hits slow movement speed by 40% for 0.15s, but can be parried (pilots will not suffer stun for being parried on this ability)
L1 -X s cooldown
L2 +X% movement speed during activation
L3 3rd swing is heavy melee and stuns for 0.4s
2.Cloud cover
Activate to reduce incoming damage by 50% and slowing enemies that are close. this cloud dissipates after a duration, or can be cancelled early to blast enemies away, distance proportionate to the proximity of the pilots. Enemies can melee the cloud to dispel it.
L1 -X s cooldown
L2 +1 hit required to dispel
L3 Knockback into wall +X damage
3.Compression
Suck enemies towards the center of cast
L1 -X s cooldown
L2 +% ability size
L3 +X damage
4.Hookshot
Shoot a hook that pulls the pilots into the enemy. Hooked targets are stunned for 1s and enemies that are hit while the pilots reel in are dealt spirit damage.
L1 – Xs cooldown
L2 – Hookshot alt-cast can attach to walls
L3 +2 rocket launcher clip size
A duo that uses an expansive weaponry arsenal to dismantle and displace enemies. the pilots operate a tiny airplane together.
Passive: explosive jump
Pilots that rocket jump via their secondary fire have increased air control and can slide up ramps, sling-shotting to the air if they have enough momentum.
Pilot always uses a shotgun, but co-pilot operates a secondary weapon while the pilot shoots. The initial secondary weapon is a rocket launcher. The rocket is single shot, has a long cooldown and does a lot of damage, but does self-damage to the pilots if exploded near him.
1. Flying crop
Co-pilot exchanges his rocket launcher for a riding crop that has extended melee range and counts as a light melee. Co-pilot swings the crop on a fixed time interval. The hits slow movement speed by 40% for 0.15s, but can be parried (pilots will not suffer stun for being parried on this ability)
L1 -X s cooldown
L2 +X% movement speed during activation
L3 3rd swing is heavy melee and stuns for 0.4s
2.Cloud cover
Activate to reduce incoming damage by 50% and slowing enemies that are close. this cloud dissipates after a duration, or can be cancelled early to blast enemies away, distance proportionate to the proximity of the pilots. Enemies can melee the cloud to dispel it.
L1 -X s cooldown
L2 +1 hit required to dispel
L3 Knockback into wall +X damage
3.Compression
Suck enemies towards the center of cast
L1 -X s cooldown
L2 +% ability size
L3 +X damage
4.Hookshot
Shoot a hook that pulls the pilots into the enemy. Hooked targets are stunned for 1s and enemies that are hit while the pilots reel in are dealt spirit damage.
L1 – Xs cooldown
L2 – Hookshot alt-cast can attach to walls
L3 +2 rocket launcher clip size