Medkit: Difference between revisions

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<!--Passive-->
<!--Passive-->
{{AbilityNew
{{Abilitytable
|color = #{{ClassColor|Medkit}}
|Crystalize
|tabclass = Medkit
|[[File:placeholder.png|150x150px]]
|ability = Crystalize
|Passive
|icon = Placeholder.png
|Utility
|type = Passive
|Headshotting an enemy heals you and the nearest ally with the lowest health. Recharges every 3 seconds.
|'''Healing:''' 10 (to self) + 20 (to ally), 20 (to self if lowest health)<br>'''Range:''' 150 studs (from Medkit's position)<br>'''Cooldown:''' 3 seconds
|description = Headshotting an enemy heals you and the nearest ally with the lowest health. Recharges every 3 seconds.
|details = '''Healing:''' 10 (to self) + 20 (to ally), 20 (to self if lowest health)<br>'''Range:''' 150 studs (from Medkit's position)
|[[File:Demonstration MedkitPassive.webm]]
|notes = Will automatically target an ally.<br>Can target {{PAGENAME}} if he is the lowest health player, granting 10 health for a total of 20.
|demo = [[File:Demonstration MedkitPassive.webm]]
}}
}}
''Details:''
* Will automatically target an ally.
* Can target {{PAGENAME}} if he is the lowest health player, granting 10 health for a total of 20.



<!--Primary-->
<!--Primary-->
{{AbilityNew
{{Abilitytable
|color = #{{ClassColor|Medkit}}
|Curing Cartridge
|tabclass = Medkit
|[[File:placeholder.png|150x150px]]
|ability = Curing Cartridge
|Primary
|icon = Placeholder.png
|Hitscan/Utility
|type = Primary
|Shoot enemies, headshotting them to deal extra damage, or heal allies by shooting them, healing for more by headshotting them.
|description = Shoot enemies, headshotting them to deal extra damage, or heal allies by shooting them, healing for more by headshotting them.
|'''Damage:''' 5 (body), 10 (headshot)<br>'''Healing:''' 6 (body), 12 (headshot)<br>'''Fire rate:''' 0.6 seconds<br>'''Autolock range: '''90 studs<br>'''Range:''' 100 studs<br>'''Ammo:''' 6<br>'''Reload time:''' 1.5 seconds
|details = '''Damage:''' 5 (body), 10 (headshot)<br>'''Healing:''' 6 (body), 12 (headshot)<br>'''Fire rate:''' 0.6 seconds<br>'''Autolock range: '''90 studs<br>'''Range:''' 100 studs<br>'''Ammo:''' 6<br>'''Reload time:''' 1.5 seconds
|[[File:Demonstration MedkitM1.webm]]
|notes = Plays a critical hit indicator on headshot.<br>Has no spread.<br>Uses an autolock. If the player moves their crosshair over an ally and uses Curing Cartridge, it will autoaim a body shot. The shot will not autolock if the player is holding shift or lands a headshot on an ally.
|demo = [[File:Demonstration MedkitM1.webm]]
}}
}}
''Details:''
* Plays a critical hit indicator on headshot.
* Has no spread.
* Uses an autolock. If the player moves their crosshair over an ally and uses Curing Cartridge, it will autoaim a body shot. The shot will not autolock if the player is holding shift or lands a headshot on an ally.



<!--Secondary-->
<!--Secondary-->
{{AbilityNew
{{Abilitytable
|color = #{{ClassColor|Medkit}}
|Fan the Hammer
|tabclass = Medkit
|[[File:placeholder.png|150x150px]]
|ability = Fan the Hammer
|Secondary
|icon = Placeholder.png
|Hitscan/Status/Utility
|type = Secondary
|Quickly fire all your ammo, each shot also heals and applies slow to enemies hit.
|description = Quickly fire all your ammo, each shot also heals and applies slow to enemies hit.
|'''Damage:''' 6 per bullet<br>'''Healing:''' 8 per bullet <br>'''Range:''' 100 studs <br>'''{{Status|Slow}} inflicted:''' 5% per shot for 2 seconds<br>'''Cooldown:''' 5 seconds
|details = '''Damage:''' 6 per bullet<br>'''Healing:''' 8 per bullet <br>'''Range:''' 100 studs <br>'''{{Status|Slow}} inflicted:''' 5% per shot for 2 seconds<br>'''Cooldown:''' 5 seconds seconds<br>'''Autolock range: '''90 studs<br>'''Range:''' 100 studs<br>'''Ammo:''' 6<br>'''Reload time:''' 1.5 seconds
|[[File:Demonstration MedkitM2.webm]]
|notes = Each instance of {{Status|Slow}} applied refreshes the 2 second duration.<br>Applies vertical recoil on the player's crosshair for each ammo used.
|demo = [[File:Demonstration MedkitM2.webm]]
}}
}}
''Details:''
* Each instance of {{Status|Slow}} applied refreshes the 2 second duration.
* Applies vertical recoil on the player's crosshair for each ammo used.



<!--Q Ability-->
<!--Q Ability-->
{{AbilityNew
{{Abilitytable
|color = #{{ClassColor|Medkit}}
|Crystal Shift
|tabclass = Medkit
|[[File:placeholder.png|150x150px]]
|ability = Crystal Shift
|Q Ability
|icon = Placeholder.png
|AoE/Mobility/Status/Utility
|type = Q Ability
|Teleport to an ally, granting them armor and creating an explosion. Heal for more for each enemy hit.
|description = Teleport to an ally, granting them armor and creating an explosion. Heal for more for each enemy hit.
|'''Damage:''' 20<br>'''Healing:''' 15 + 10 per enemy hit (to ally), 5 * per enemy hit (to self)<br>{{Status|Armored}} '''duration:''' 0.75 seconds<br>'''Teleport range:''' 90 studs<br>'''Knockback force:''' 10<br>'''Casting time:''' 0.5 seconds<br>'''Cooldown:''' 14 seconds
|details = '''Damage:''' 20<br>'''Healing:''' 15 + 10 per enemy hit (to ally), 5 * per enemy hit (to self)<br>{{Status|Armored}} '''Duration:''' 0.75 seconds<br>'''Teleport range:''' 90 studs<br>'''Knockback force:''' 10<br>'''Casting time:''' 0.5 seconds<br>'''Cooldown:''' 14 seconds
|[[File:Demonstration MedkitQ.webm]]
|notes = {{Status|Armored}} applies to both Medkit and the ally after the teleport finishes.
|demo = [[File:Demonstration MedkitQ.webm]]
}}
}}
''Details:''
* {{Status|Armored}} applies to both Medkit and the ally after the teleport finishes.



<!--E Ability-->
<!--E Ability-->
{{AbilityNew
{{Abilitytable
|color = #{{ClassColor|Medkit}}
|Rejuvenation Ring
|tabclass = Medkit
|[[File:placeholder.png|150x150px]]
|ability = Rejuvenation Ring
|E Ability
|icon = Placeholder.png
|AoE/Projectile/Utility
|type = E Ability
|Fire a crystal which heals and cleanses in an area.
|description = Fire a crystal which heals and cleanses in an area.
|'''Damage:''' 10 (direct) + 15 (splash)<br>'''Healing:''' 25 (to allies), 15 (to self)<br>'''Projectile speed:''' ---<br>'''Hitbox size:''' 40x50x40<br>'''Fling force:''' ---<br>'''Cooldown:''' 12 seconds
|details = '''Damage:''' 10 (direct) + 15 (splash)<br>'''Healing:''' 25 (to allies), 15 (to self)<br>'''Projectile speed:''' ---<br>'''Hitbox size:''' 40x50x40<br>'''Fling force:''' ---<br>'''Cooldown:''' 12 seconds
|[[File:Demonstration MedkitE.webm]]
|notes = Projectile is affected by gravity.<br>Rejuvenation Ring cannot cleanse any self-inflicted {{Status|Slow}} or {{Status|Bound}} or {{Status|Grounded}}<br>Enemies hit are flung vertically.
|demo = [[File:Demonstration MedkitE.webm]]
}}
}}
''Details:''
* Projectile is affected by gravity.
* Cannot cleanse the following status effects:
** Any self-inflicted {{Status|Slow}} or {{Status|Bound}} from abilities
** Force
** Grounded
** Immovable
** Levitation
* Enemies hit are flung vertically.



<!--Phinisher-->
<!--Phinisher-->
{{AbilityNew
{{Abilitytable
|color = #{{ClassColor|Medkit}}
|Divine Resurrection
|tabclass = Medkit
|[[File:placeholder.png|150x150px]]
|ability = Divine Resurrection
|[[Phinisher]]
|icon = Placeholder.png
|AoE/Status/Utility
|type = Phinisher
|Resurrect any dead allies around you. All currently alive allies around you gain temporary armor and heal. Heal yourself for more each ally resurrected.
|description = Resurrect any dead allies around you. All currently alive allies around you gain temporary armor and heal. Heal yourself for more each ally resurrected.
|'''Healing:''' 75 hitpoints (to allies), 50 + 25 per ally revived (to self)<br>'''{{Status|Armored}} duration:''' 1.5 seconds<br>'''Range:''' 125 studs<br>'''Casting time:''' 2 seconds<br>'''Phinisher points:''' 150
|details = * The 75 hitpoints granted to allies on revive are converted to their respective health and shield.<br>If Medkit dies before the crystal lands during the casting time, Divine Resurrection's effects are cancelled.<br>If an ally dies by falling out of bounds, they will be resurrected at an available spawn point.<br>Phinisher points cannot be gained until Medkit dies or the crystal lands.
|[[File:Demonstration MedkitUlt.webm]]
|demo = [[File:Demonstration MedkitUlt.webm]]
}}
}}
''Details:''
* The 75 hitpoints granted to allies on revive are converted to their respective health and shield.
* If Medkit dies before the crystal lands during the casting time, Divine Resurrection's effects are cancelled.
* If an ally dies by falling out of bounds, they will be resurrected at an available spawn point.
* Phinisher points cannot be gained until Medkit dies or the crystal lands.


==Strategy==
==Strategy==