Groot rework idea

Alex_sc11Alex_sc11 Member Posts: 200


Groot’s Mechanics

* Groot is a grappler, once you get in his roots you are in for some damage . Wrap is a new mechanic present in his Heavy and SP2 in which Groot grabs unto the opponent from a distance so he can get close to keep the combat going. (Think like inexorable in which there is an invisible wall behind the character , Groot puts one on his opponent and the animation makes it so Groot’s next hit is next to the opponent.

* Groot has quick metabolism making any debuff 75% shorter in case is a permanent debuff he has a 50% to purify it.


Character Class: Cosmic

Basic Abilities: Fury, Cruelty , Regeneration, Energize

STRENGTHS:
* Rapid Metabolism means that his potent regeneration wont be able to be reversed or heal blocked, it needs to be staggered or nullified.

* Due to immunities, being almost debuff immune, regen and high HP , Groot is a tank that once you get going his damage is frightening

* huge and easy Regen can keep
Groot alive for a long time

* New wrap mechanic makes it for very fun different combo possibilities without knocking down the opponent.

* Strong Furies and Cruelties, when Groot finally lets loose , the amount of Furies and Cruelties can be massive .

- Each hit on Groot’s combo gives - 3% power to the opponent

WEAKNESSES:

* Buff Control: Groot gains a lot of buffs and has nothing to stop the mystics for getting rid of them

* Groot has a very high but short damage output , if you don’t capitalize the moment you might need to ramp again

*Groot looses his combo each time he dashes back or block an attack, which makes him a bad choice where you are punished for loosing your combo.


ABILITIES:

ALWAYS ACTIVE
- Groot is immune to bleed and has quick metabolism, making any debuff’ duration 75% shorter. If the debuff is permanent Groot has a 50% to purify it.

- Due to his gentle nature, Groot can take a lot in before getting angry. For each Critical hit for either champion and for each debuff applied to Groot he gains one pacify charge.

- Each hit on Groot’s combo meter gives 3% less power to the opponent , however Combo is lost each time Groot blocks an attack or dashes back.

Heavy Attacks
* The first hit launches on branch arm through halfway the screen , if hit Groot wraps his opponent and gets close to him , if the heavy is still pressed Groot hits a second time knocking the opponent down, if the Heavy was released right as the opponent is wrap Groot can start a chain combo.

SP1

SPECIAL ATTACKs

Special 1 - Flower Power

• Groot pushes the opponent back with 2 hit root slam . The last hit generates a Regeneration buff, healing 2% percent of maximum health per hit in Groot’s combo for 10 seconds . If the combo is cero it generates 10% of missing health.

Developer's Notes: The Special 1 is a great way to keep Groot alive and well (specially with longer combos with wrap mechanic and relic use. this regeneration can be quite strong and due to Groot’s metabolism heal block or heal reversal is almost impossible to have active.

Special 2 - I am Groot!

• With the special activation, each pacify charge converts into a +860 Fury buff and a +350 cruelty buff for 12 seconds. This fury and cruelty buffs remain paused as long as Groot doesn’t looses his combo count.

- The last hit launches a unblockable arm across the screen , if it hits the opponent gets wrapped and Groot gets close to the opponent and can keep the combo going .
- Unless there is one already active, At the end of the special gain an Energize passive of 40% for 8 seconds.

Developer's Notes: The Special 2 is the cash out special elevating the damage to unlimited amounts depending on the amount of pacify charges. The wrap at the end mixed with the energize buff can make it possible to connect 2 sp2 using your relic increasing your time for insane damage output

Special 3 - Team play

• feeling part of a family makes Groot gain more confidence, exchanging up to 50 pacify charges togaining an aptitude buff increasing the potency of fury, cruelty and regen effects for 30 seconds. the potency of the Aptitude is 1% per pacify charge.


Signature Ability - I am
Groot
• Well timed blocks have a 10%-30% to not reset combo meter.

- Each time a pacify charge is gained 25%- 40% to gain a second one

Comments

  • shield311shield311 Member Posts: 854 ★★★
    Alex_sc11 said:


    *Groot looses his combo each time he dashes back or block an attack, which makes him a bad choice where you are punished for loosing your combo.

    Makes him completely useless on ALOT of act 7 and 8 nodes (maybe a few in act 6 too)
  • Yuvraj_267Yuvraj_267 Member Posts: 398
    Alex_sc11 said:



    Groot’s Mechanics

    * Groot is a grappler, once you get in his roots you are in for some damage . Wrap is a new mechanic present in his Heavy and SP2 in which Groot grabs unto the opponent from a distance so he can get close to keep the combat going. (Think like inexorable in which there is an invisible wall behind the character , Groot puts one on his opponent and the animation makes it so Groot’s next hit is next to the opponent.

    * Groot has quick metabolism making any debuff 75% shorter in case is a permanent debuff he has a 50% to purify it.


    Character Class: Cosmic

    Basic Abilities: Fury, Cruelty , Regeneration, Energize

    STRENGTHS:
    * Rapid Metabolism means that his potent regeneration wont be able to be reversed or heal blocked, it needs to be staggered or nullified.

    * Due to immunities, being almost debuff immune, regen and high HP , Groot is a tank that once you get going his damage is frightening

    * huge and easy Regen can keep
    Groot alive for a long time

    * New wrap mechanic makes it for very fun different combo possibilities without knocking down the opponent.

    * Strong Furies and Cruelties, when Groot finally lets loose , the amount of Furies and Cruelties can be massive .

    - Each hit on Groot’s combo gives - 3% power to the opponent

    WEAKNESSES:

    * Buff Control: Groot gains a lot of buffs and has nothing to stop the mystics for getting rid of them

    * Groot has a very high but short damage output , if you don’t capitalize the moment you might need to ramp again

    *Groot looses his combo each time he dashes back or block an attack, which makes him a bad choice where you are punished for loosing your combo.


    ABILITIES:

    ALWAYS ACTIVE
    - Groot is immune to bleed and has quick metabolism, making any debuff’ duration 75% shorter. If the debuff is permanent Groot has a 50% to purify it.

    - Due to his gentle nature, Groot can take a lot in before getting angry. For each Critical hit for either champion and for each debuff applied to Groot he gains one pacify charge.

    - Each hit on Groot’s combo meter gives 3% less power to the opponent , however Combo is lost each time Groot blocks an attack or dashes back.

    Heavy Attacks
    * The first hit launches on branch arm through halfway the screen , if hit Groot wraps his opponent and gets close to him , if the heavy is still pressed Groot hits a second time knocking the opponent down, if the Heavy was released right as the opponent is wrap Groot can start a chain combo.

    SP1

    SPECIAL ATTACKs

    Special 1 - Flower Power

    • Groot pushes the opponent back with 2 hit root slam . The last hit generates a Regeneration buff, healing 2% percent of maximum health per hit in Groot’s combo for 10 seconds . If the combo is cero it generates 10% of missing health.

    Developer's Notes: The Special 1 is a great way to keep Groot alive and well (specially with longer combos with wrap mechanic and relic use. this regeneration can be quite strong and due to Groot’s metabolism heal block or heal reversal is almost impossible to have active.

    Special 2 - I am Groot!

    • With the special activation, each pacify charge converts into a +860 Fury buff and a +350 cruelty buff for 12 seconds. This fury and cruelty buffs remain paused as long as Groot doesn’t looses his combo count.

    - The last hit launches a unblockable arm across the screen , if it hits the opponent gets wrapped and Groot gets close to the opponent and can keep the combo going .
    - Unless there is one already active, At the end of the special gain an Energize passive of 40% for 8 seconds.

    Developer's Notes: The Special 2 is the cash out special elevating the damage to unlimited amounts depending on the amount of pacify charges. The wrap at the end mixed with the energize buff can make it possible to connect 2 sp2 using your relic increasing your time for insane damage output

    Special 3 - Team play

    • feeling part of a family makes Groot gain more confidence, exchanging up to 50 pacify charges togaining an aptitude buff increasing the potency of fury, cruelty and regen effects for 30 seconds. the potency of the Aptitude is 1% per pacify charge.


    Signature Ability - I am
    Groot
    • Well timed blocks have a 10%-30% to not reset combo meter.

    - Each time a pacify charge is gained 25%- 40% to gain a second one


    Bro your idea is great but my feelings is associated to telling him worst champion in mcoc and making fun of him
  • GrO_ot78GrO_ot78 Member Posts: 688 ★★★
    Some great ideas 👌

    The « *Groot looses his combo each time he dashes back or block an attack, which makes him a bad choice where you are punished for loosing your combo.» Nah 👎

    When and if they buff him, he’s going 200 sig 6R5A 🧨💥🔥


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