Sandman [Champion concept]- Warning it is long.
Sig ability (Reform): Sandman's unique ability to reform him self from attacks allows him restore his health after being attacked. 80% of the damage taken while blocking during the fight will be restored when using a heavy attack. This can only be used once per match.
Passive: Sandman's body is made up out of pure sand, there by making him immune to all forms of bleed and poison in the battlerealm.
Agressive Sand (persistant charge): Sandman can deal more damage the more Sand he has. Start each quest with 100 Agressive Sand charges, each charge increases Sandman's damage by 1%. When directly hit lose one charge. These charges will transfer from fight to fight.
Sand weapons(Pre fight ability):
Sandman can shape his hands into weapons made of sand allowing him to control his opponent's power gain aswell as apply debuffs:
Hands: When Sandman attacks into his opponent they generate 50% less power.
Hammers: When attacking into the opponent all of Sandman's basic attacks have a 60% chance to inflict the opponent with an armor break debuff decreasing the opponents armor rating by 75% for 8 seconds.
Spiked balls(morningstar's): When attacking into the opponent all of Sandman's basic attacks have a 40% chance to inflict the opponent with a bleed debuff dealing 80% of Sandman's base damage over 5seconds. The chance to apply bleed is increased to 100% on crtitical hits.
Sp1 Sandman punches his opponent and then turns into a giant sand hand and punches his opponent:
-The opponent will not generate power from this attack.
-If Sandman is in Hands weapon mode apply a 13 seconds power lock.
Sp2 Sandman throws a spikey sand ball at the opponent and forms a giant sand fist under the opponent punching them far away:
-Refresh the duration of all bleeds and increase their potency by 50%.
Sp3 The opponent punched Sandman in his stomach to little effect. Sandman grows 3 times as big and slams the opponent with a giant sand hammer:
-Restore 10 Agressive Sand charges.
-Stun the opponent for 10 seconds
-Refresh the duration of all armor break debuffs on the opponent and increase their potency by 50%.
Synergies:
Test subjects:
Rhino: Landing the first medium attack on the opponent from far away will give Rhino a fury buff increasing his attack rating while charging at the opponent by 30%. These buffs stay on for the rest of the fight and can stack up to a total of 20.
Sandman: Adds an additonal 2 second duration to all of Sandman's bleed and armor break debuffs.
Hydrophobes:
Electro: When a special attack fails to stun the opponent gain a cruelty buff, increasing Electro's crit damage by 25%. The stack up to a total of 10 and last for the remainder of the fight.
Sandman: Using the sp3 will restore an additonal 10 agressive sand charges.
Sky and ground:
Vulture: When incinerating the opponent gain a precision buff increasing Vulture's crit rate by 5%. These stack to a total of 6 and last for the remainder of the fight.
Sandman: Sandman's sp2 becomes unblockable and increases the potency of his bleeds by an additonal 25%.