Deathlok: Ability Kit Concept
Archit_1812
Member Posts: 588 ★★
Class: Tech
(Mainly strong against Robots and most Tech champions as he can nullify technology with his cybernetic abilities.)
Abilities:
Passive
Cybernetic Resilience:
Deathlok is immune to Bleed, Plasma and Rupture effects due to his enhanced physiology. He reduces the duration of all known Poisons of the Battlerealm by 70%. (Has armour enveloped under his skin, so he can’t bleed. EMPs don’t take out his cybernetic abilities, and obviously he cannot be ruptured if he cannot bleed.)
Each time Deathlok strikes or is struck by a Critical Hit, he gains a Fury Buff, increasing Attack for a duration of 5 seconds.
Physical Resistance: Deathlok’s cybernetic enhancements provide him with increased Physical Resistance, reducing the damage taken from contact physical attacks by 25%.
Basic Attacks:
Deathlok’s Medium attacks are EMP bullet hits and therefore, non-contact. All attacks have a 60% chance to inflict a Plasma Debuff on the opponent, lasting 10 seconds.
Heavy Attack:
Invalidate: Against Mutants, removes up to 3 stacks of Prowess from the opponent, inflicting an Plasma Debuff of 10 seconds for each stack of Prowess removed. Each Plasma deals Energy Damage over time and prevents the opponent from healing. This ability has a 10-second cooldown.
While above 10 stacks of Plasma, charging a heavy attack grants a Passive Unstoppable. Holding heavy for 1.2 seconds activates Plasma Burst passive. All Stacks of Plasma are removed from the opponent, and Deathlok Life Steals 1% of the opponent’s health for every 10 Plasma stacks removed.
MLLLM combo:
Inflict Armor Shatter, nullifying all Armor Up Buffs and preventing further Armor effects for a duration of 4 seconds.(nonstacking).
MLLLL combo:
Using a 5-hit light-ending combo inflicts a Passive, non-stacking Magnetize for 10 seconds on #Metal champions. While active, the potency of Plasmas are doubled and Pauses all debuffs effects. On non-#Metal champions, only Plasmas are paused. Using a light-ending combo while Magnetize is active does not refresh the duration.
Special Attack 1:
Deathlok unleashes a flurry of targeted strikes, followed by a concussive blast. The final hit inflicts a Concussion Debuff, reducing the opponent’s Ability Accuracy by 75% for 10 seconds.
Special Attack 2:
Deathlok overloads his weapons systems to deliver a sequence of attacks from bullets, finally dashing in and knocking down the opponent.
Final hit has a 80% chance to inflict Power Drain, draining all of the opponent’s Power over 7 seconds. If the opponent has 3 bars of power, Steal 1 bar of power and Drain 2 bars over 7 seconds. While this Power Drain is active, the opponent is Power Locked and Rooted. Deathlok’s Combat Power Rate is decreased by 50% for the duration of this Root.
Special Attack 3:
Deathlok activates his ultimate combat protocol, delivering a series of devastating strikes followed by an explosive finish. Gains an indefinite Cruelty Buff, significantly increasing Critical Damage. Inflicts an Armor Shatter Debuff, nullifying all Armor Up Buffs and preventing further Armor effects for a duration of 20 seconds. Inflicts a Heal Block Debuff, preventing the opponent from regenerating health. This Heal block remains active for the duration of the Armour Shatter. The duration of all Plasma effects are paused for 20 seconds.
Signature Ability:
Deathlok’s advanced targeting system locks onto his opponent, ensuring no strike Misses.
When Deathlok drops below 15% health, he activates an Arc Overload regeneration protocol, healing 35% of his health over 6 seconds. This effect can only trigger once per fight.
Rotation (3 bar method):
1. MLLLM combo to place Armour Shatter
2. MLLLL to place Magnetize and build till just under 3 bars of Power. Refresh Armour Shatter or Magnetize as required.
3. Use SP2 when opponent is at 3 bars of Power (or sorta like if the last hit of sp2 makes the opponent reach 3 bars)
4. When opponent is Rooted, build till 2 bars of power and use sp2 again, refreshing Armour and Magnetize as needed.
5. Finally, when the second Root is about to end, charge Heavy for 1.2 seconds and launch Heavy to Life Steal and deal a huge burst of damage.
Once again, I shall repeat, ALL SUGGESTIONS ARE WELCOME. PLEASE REFRAIN FROM DEROGATORY REMARKS. THIS IS THE USE OF MY BRAIN AND MY BRAIN ONLY. EVERY IDEA IS UNIQUE.
PS. The only reason I post in General "Discussion" is so that the entire community can actually "discuss" these matters.
(Mainly strong against Robots and most Tech champions as he can nullify technology with his cybernetic abilities.)
Abilities:
Passive
Cybernetic Resilience:
Deathlok is immune to Bleed, Plasma and Rupture effects due to his enhanced physiology. He reduces the duration of all known Poisons of the Battlerealm by 70%. (Has armour enveloped under his skin, so he can’t bleed. EMPs don’t take out his cybernetic abilities, and obviously he cannot be ruptured if he cannot bleed.)
Each time Deathlok strikes or is struck by a Critical Hit, he gains a Fury Buff, increasing Attack for a duration of 5 seconds.
Physical Resistance: Deathlok’s cybernetic enhancements provide him with increased Physical Resistance, reducing the damage taken from contact physical attacks by 25%.
Basic Attacks:
Deathlok’s Medium attacks are EMP bullet hits and therefore, non-contact. All attacks have a 60% chance to inflict a Plasma Debuff on the opponent, lasting 10 seconds.
Heavy Attack:
Invalidate: Against Mutants, removes up to 3 stacks of Prowess from the opponent, inflicting an Plasma Debuff of 10 seconds for each stack of Prowess removed. Each Plasma deals Energy Damage over time and prevents the opponent from healing. This ability has a 10-second cooldown.
While above 10 stacks of Plasma, charging a heavy attack grants a Passive Unstoppable. Holding heavy for 1.2 seconds activates Plasma Burst passive. All Stacks of Plasma are removed from the opponent, and Deathlok Life Steals 1% of the opponent’s health for every 10 Plasma stacks removed.
MLLLM combo:
Inflict Armor Shatter, nullifying all Armor Up Buffs and preventing further Armor effects for a duration of 4 seconds.(nonstacking).
MLLLL combo:
Using a 5-hit light-ending combo inflicts a Passive, non-stacking Magnetize for 10 seconds on #Metal champions. While active, the potency of Plasmas are doubled and Pauses all debuffs effects. On non-#Metal champions, only Plasmas are paused. Using a light-ending combo while Magnetize is active does not refresh the duration.
Special Attack 1:
Deathlok unleashes a flurry of targeted strikes, followed by a concussive blast. The final hit inflicts a Concussion Debuff, reducing the opponent’s Ability Accuracy by 75% for 10 seconds.
Special Attack 2:
Deathlok overloads his weapons systems to deliver a sequence of attacks from bullets, finally dashing in and knocking down the opponent.
Final hit has a 80% chance to inflict Power Drain, draining all of the opponent’s Power over 7 seconds. If the opponent has 3 bars of power, Steal 1 bar of power and Drain 2 bars over 7 seconds. While this Power Drain is active, the opponent is Power Locked and Rooted. Deathlok’s Combat Power Rate is decreased by 50% for the duration of this Root.
Special Attack 3:
Deathlok activates his ultimate combat protocol, delivering a series of devastating strikes followed by an explosive finish. Gains an indefinite Cruelty Buff, significantly increasing Critical Damage. Inflicts an Armor Shatter Debuff, nullifying all Armor Up Buffs and preventing further Armor effects for a duration of 20 seconds. Inflicts a Heal Block Debuff, preventing the opponent from regenerating health. This Heal block remains active for the duration of the Armour Shatter. The duration of all Plasma effects are paused for 20 seconds.
Signature Ability:
Deathlok’s advanced targeting system locks onto his opponent, ensuring no strike Misses.
When Deathlok drops below 15% health, he activates an Arc Overload regeneration protocol, healing 35% of his health over 6 seconds. This effect can only trigger once per fight.
Rotation (3 bar method):
1. MLLLM combo to place Armour Shatter
2. MLLLL to place Magnetize and build till just under 3 bars of Power. Refresh Armour Shatter or Magnetize as required.
3. Use SP2 when opponent is at 3 bars of Power (or sorta like if the last hit of sp2 makes the opponent reach 3 bars)
4. When opponent is Rooted, build till 2 bars of power and use sp2 again, refreshing Armour and Magnetize as needed.
5. Finally, when the second Root is about to end, charge Heavy for 1.2 seconds and launch Heavy to Life Steal and deal a huge burst of damage.
Once again, I shall repeat, ALL SUGGESTIONS ARE WELCOME. PLEASE REFRAIN FROM DEROGATORY REMARKS. THIS IS THE USE OF MY BRAIN AND MY BRAIN ONLY. EVERY IDEA IS UNIQUE.
PS. The only reason I post in General "Discussion" is so that the entire community can actually "discuss" these matters.
4
Comments
Dr. Zola
Anyways good job
Dr. Zola
Dr. Zola
Cuz Henry Hayes and Mike Collins are not time-travellers.
Dr. Zola