VARLET - Charlatan with Smooth Moves and Smooth Words

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New member

Varlet​

Can control a fight with his presence, but one slip and he shatters like glass.

Weapon: “Lustig’s Tango”
DPS: 70
Bullet Damage: 10 (+0.66)
Bullets/Sec: 7
Ammo: 18
Reload Time: 3s
Bullet Velocity: 340 m/s
Light Melee: 70 (+1.61)
Heavy Melee: 100 (+2.8)

Base HP: 750 (+39)
Base Regen: 2
Move Speed: 6.5 m/s (+0.026 spirit)
Sprint Speed: 0 m/s
Dash Speed: Bucket 1
Stamina: 3

Spirit Power: 0 (+1.1)

Backstory:
Varlet has always worked for the highest bidder. Crushing bones as an enforcer for a gang, underhanded dealing at Jezebel’s, whatever put the money in his account. Going to Ixian clubs and buying drinks for women isn’t cheap on the wallet (or the heart, on account of his many rejections), so he can’t exactly be picky with the jobs he takes. Nothing could bid higher, however, than a wish from a Patron..

Ability 1: Boogie Beat-Up (18s)​

Perform a 3-step dance move, dashing forward and dealing increasing Spirit Damage in a small AOE cone with each successfully timed move. Messing up the timing instantly ends the ability.

Spirit Damage: 15 (+1.2 spirit)
Damage Increase: 20 (+2 spirit)
Range: 8m
Dash Distance: 4.5m (+0.01 spirit)

1* -4s cooldown
2* Landing a hit applies a stacking 12% movement & dash slow lasting 10s
5* Landing all hits refunds 40% cooldown

Ability 2: Smooth Moves (29s)​

Throw your steel pipe at a nearby enemy, dealing Spirit Damage but disabling your Melee. Catching the steel pipe mid-air by pressing the melee key gives you temporary Damage Amp and re-enables Melee.

Steel pipe returns automatically after 10s.

Radius: 3m
Range: 30m
Velocity: 170m/s
Spirit Damage: 111 (+0.45 spirit)

Damage Amp: +12% (+0.015 spirit)
Amp Duration: 5s

1* Steel pipe now drops & stuns for 0.5s after target hits ground (cannot interrupt channeling ultimates)
2* -11s cooldown
5* +24% weapon damage added to catch bonus

Ability 3: The Fever​

Landing abilities, headshots, melees, using certain active items, landing successful parries, or gaining the Rejuvenator will fill up your Fever Meter. The Fever Meter gives you buffs depending on how full it is, and depletes over time.

Passive Fever Drain: 0.8%/sec
Out-Of-Combat Fever Drain: 1.5%/sec
Boogie Beat-Up Fever: 10%
Headshot Fever: 1%
Item Damage Fever: 11%
Item Boost Fever: 4%
Melee Fever: 2.5%
Revujenator Fever: 66.6%
Parry Fever: 13%

Fever Buffs
Spirit Power: +30
Weapon Damage: +20%
Bullet Resist: 25%
Spirit Resist: 25%

1* Gaining fever temporarily stops fever drain based on source (fever drain stops for 0.1 * fever gained secs)
2* +15% bullet and spirit resist
5* +15% fever from all sources

Ability 4: Light Fantastic (115s)​

Summon a massive disco ball that follows you. The disco ball grants buffs to you and your allies while debuffing opponents. The duration increases when Fever is gained.

Range: 18m
Duration: 10s

Move Speed: +2 m/s
Health Regen: 2/s
Debuff Resist: 25%

Spirit Resistance Reduction: 18%
Bullet Resistance Reduction: 8%

1* +6 HP/s
2* +10m range
5* When an enemy dies within range, add 5s to duration
 
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