Scythe: Difference between revisions

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TBA
 
{{Clear|both}}
==Abilities==
{{PAGENAME}} has two different forms which give different sets of abilities: '''Scythe form''' and '''Gun form'''. These forms can be switched around by using {{Abilitylink|ScytheSecondary}}.
 
<!--Passive-->
{{AbilityNew
|color = #{{ClassColor|Scythe}}
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|description = A random enemy is chosen as your target, shooting them for the first time deals bonus damage and grants ammo, attacks on them grants ammo. Your target will switch if you do not attack them.
|details = '''Damage:''' 10% of current hitpoints (min. 8) (first hit)<br>'''Ammo gain:''' +50 (first hit), +75 (kill/assist)<br>'''Ammo regeneration rate:''' 1.67/second<br>'''Max. ammo:''' 250<br>'''Mark duration:''' 30 seconds (without attacking enemy), X seconds (after attacking enemy)
|notes = {{ListFix}}
|notes = Shared between both forms.<br>{{PAGENAME}} will gain 20% {{Status|Haste}} and the mark's visuals become larger and clearer if over 50 studs away from the marked target.<br>However, passive {{Status|Haste}} is lost for a short period if {{PAGENAME}} attacks an unmarked enemy.<br>The marked target is highlighted and can be seen through walls.<br>Killing a marked target generates bonus Phinisher points, granting 12 Phinisher points or 10% Phinisher charge.<br>While in Gun form, {{PAGENAME}} cannot passively regenerate ammo past 50.<br>Contrary to the in-game description, the bonus damage and ammo are activated upon any damage from {{PAGENAME}}.
* Shared between both forms.
* {{PAGENAME}} will gain 20% {{Status|Haste}} and the mark's visuals become larger and clearer if over 50 studs away from the marked target.
** However, passive {{Status|Haste}} is lost for a short period if {{PAGENAME}} attacks an unmarked enemy.
* The marked target is highlighted and can be seen through walls.
* Killing a marked target generates bonus Phinisher points, granting 12 Phinisher points or 10% Phinisher charge.
* While in Gun form, {{PAGENAME}} cannot passively regenerate ammo past 50.
* Contrary to the in-game description, the bonus damage and ammo are activated upon any damage from {{PAGENAME}}.
}}
 
<!--Primary-->
{{AbilityNew
|color = #{{ClassColor|Scythe}}
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|icon = Placeholder.png
|type = Primary
|description = '''Harvest (Scythe form):''' <br> Swing your scythe, dealing bonus damage at its tip. <br><br> '''Let 'Er Rip (Gun form):''' <br> Shoot your gun, losing accuracy the longer you shoot.
|details = {{Stance
|'''Harvest (Scythe):'''<br>Damage: 10<br>Tip damage: 5 + 10% of current hitpoints (min. 10)<br>Fire rate: ---<br>Ammo gain: +2, +5 (tip)<br>Range: ---<br>Dash force: ---
|'''Let 'Er Rip (Gun):'''<br>Damage: 3 per bullet<br>Fire rate: ---<br>Projectile speed: ---<br>Ammo cost: 1 per bullet<br>Max. recoil: after 75 shots<br>{{Status|Slow}} penalty: 10%<br>{{Status|Bound}} penalty: 25%
}}
|notes = {{ListFix}}
|notes = '''Harvest'''<br>Plays a critical hit indicator when hitting enemies at its tip.<br><br>'''Let 'Er Rip'''<br>Has no ammo gain.
'''Harvest:'''
|notes* = '''Harvest'''<br>Plays a critical hit indicator when hitting enemies at its tip.<br><br>'''Let 'Er Rip'''<br>Has no ammo gain.
'''Let 'Er Rip:'''
* Has no ammo gain.
|demo = [[File:Demonstration ScytheM1Scythe.webm]] [[File:Demonstration ScytheM1Gun.webm]]
}}
 
 
<!--Secondary-->
{{AbilityNew
|color = #{{ClassColor|Scythe}}
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|description = Switch between Scythe form and Gun form.
|details = '''Casting time:''' 1 second<br>'''Cooldown:''' 1 second
|notes = Shared between both forms.{{ListFix}}
* Shared between both forms.
|demo = [[File:Demonstration ScytheM2.webm]]
}}
 
<!--Q Ability-->
{{AbilityNew
|color = #{{ClassColor|Scythe}}
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|icon = AbilityIcon Scythe Q.png
|type = Q Ability
|description = '''Flat-hat (Scythe form):'''<br>Jump and fire a projectile, use 50 ammo to fire an additional projectile.<br><br>'''Bull's-eye (Gun form):'''<br>Hold to begin charging a bullet that stuns and deals knockback if charged long enough, recast or use primary to fire early.
|details = {{Stance
|'''Flat-hat:'''<br>Damage: --- (min. 12)<br>Fire rate: ---<br>Projectile speed: ---<br>Ammo gain: +10<br>Ammo cost: 50 per recast<br>Jump height: 15 studs<br>Cooldown: 12 seconds<br>
|'''Bull's-eye:'''<br>Damage: 8-50<br>{{Status|Stun}} duration: 0-1 second<br>Projectile speed: 25<br>Ammo gain: +50% of ammo used<br>Ammo cost: 8-50<br>Max. charge time: 1.5 seconds<br>Knockback force: ---<br>{{Status|Slow}} penalty: 10%-30%, 100% (after firing)<br>{{Status|Bound}} penalty: 100%<br>Cooldown: 2 seconds}}
|notes = {{ListFix}}
|notes = '''Flat-hat'''<br>Using other abilities can cancel firing the initial projectile.<br>Projectiles can pierce through multiple enemies.<br><br>'''Bull's-eye'''<br>Applies {{Status|Stun}} only after at least 26 ammo has been used.<br>Will fire automatically when fully charged.<br>Will still recover ammo if an unmarked target is hit.<br>Contrary to the in-game description, Bull's-eye is charged by tapping and fired by recasting or using primary.
'''Flat-hat:'''
* Using other abilities can cancel firing the initial projectile.
* Projectiles can pierce through multiple enemies.
'''Bull's-eye:'''
* Applies {{Status|Stun}} only after at least 26 ammo has been used.
* Will fire automatically when fully charged.
* Will still recover ammo if an unmarked target is hit.
* Contrary to the in-game description, Bull's-eye is charged by tapping and fired by recasting or using primary.
|demo = [[File:Demonstration ScytheQScythe.webm]] [[File:Demonstration ScytheQGun.webm]]
}}
 
<!--E Ability-->
{{AbilityNew
|color = #{{ClassColor|Scythe}}
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|icon = AbilityIcon Scythe E.png
|type = E Ability
|description = '''Chasing Flourish (Scythe form):'''<br>Dash forwards, use 50 ammo to dash an additional time.<br><br>'''Bullet Blaze (Gun form):'''<br>Shoot 20 bullets forwards in a spread pattern.
|details = {{Stance
|'''Chasing Flourish:'''<br>Damage: 12 (dash) + --- (min. 15) (hop)<br>Ammo gain: +10 (dash), +25 (hop)<br>Ammo cost: 50 per recast<br>Dash distance: 20 studs<br>Hop height: ---<br>Cooldown: 8 seconds<br>
|'''Bullet Blaze:'''<br>Damage: 3 per bullet<br>Projectile speed: ---<br>Projectiles: 20<br>Ammo cost: 20<br>Endlag: 1.5 seconds<br>Knockback force: --- (recoil)<br>{{Status|Slow}} penalty: 30%<br>{{Status|Bound}} penalty: 25%<br>Cooldown: 2 seconds}}
|notes = {{ListFix}}
|notes = '''Chasing Flourish'''<br>The dash occurs in the direction of the crosshair.<br>The hop can be cancelled by using other abilities.<br><br>'''Bullet Blaze'''<br>Has no ammo gain.<br>When using Bullet Blaze while below 20 ammo, the remaining amount of ammo will be shot.<br>The self-knockback from recoil occurs in the direction opposite of where it is aimed.<br>Fires its bullets in an 8-pointed star pattern.
'''Chasing Flourish:'''
* The dash occurs in the direction of the crosshair.
* The hop can be cancelled by using other abilities.
'''Bullet Blaze:'''
* Has no ammo gain.
* When using Bullet Blaze while below 20 ammo, the remaining amount of ammo will be shot.
* The self-knockback from recoil occurs in the direction opposite of where it is aimed.
* Fires its bullets in an 8-pointed star pattern.
|demo = [[File:Demonstration ScytheEScythe.webm]] [[File:Demonstration ScytheEGun.webm]]
}}
 
<!--Phinisher-->
{{AbilityNew
|color = #{{ClassColor|Scythe}}
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|icon = AbilityIcon_Scythe_Ult.png
|type = Phinisher
|description ='''Stalking Ambush (Scythe form):'''<br>Become invisible for 15 seconds and be able to teleport to and apply your target to a nearby enemy.<br><br>'''Final Serenade (Gun form):'''<br>Rapid fire in a circle around you, shoot a high damage blast at the end.
|details = {{Stance
|'''Stalking Ambush:'''<br>Damage: 25 + 10% of current hitpoints (min. 30)<br>Ammo gain: +50<br>Max. duration: 15 seconds<br>{{Status|Haste}}: 300%-75% (over 3 seconds)<br>{{Status|Bounce}}: 50%<br>'''Phinisher points:''' 125
|'''Final Serenade''':<br>Damage: 9 per tick (196 total)<br>Ticks: 20<br>Ammo gain: +1 per tick<br>Radius: 20 studs<br>Duration: 2 seconds<br>{{Status|Slow}} penalty: 30%<br>{{Status|Bound}} penalty: 100%<br>'''Phinisher points:''' 125
}}
|notes = {{ListFix}}
|notes ='''Stalking Ambush'''<br>{{PAGENAME}} is unable to use any other abilities or gain Phinisher points while in Stalking Ambush.<br>Enemies are highlighted and can be targeted through walls.<br>Similar to [[Shuriken|Shuriken's]] {{Abilitylink|ShurikenE}}, a semi-transparent outline of the player during Stalking Ambush is visible to all allied teammates.<br>Does not guarantee a hit; while the mark is applied, its damage and ammo gain can miss.<br>The teleport occurs 0.5 seconds after an enemy is targeted.
'''Stalking Ambush:'''
* {{PAGENAME}} is unable to use any other abilities or gain Phinisher points while in Stalking Ambush.<br>Enemies are highlighted and can be targeted through walls.
* Similar to [[Shuriken|Shuriken's]] {{Abilitylink|ShurikenE}}, a semi-transparent outline of the player during Stalking Ambush is visible to all allied teammates.
* Does not guarantee a hit; while the mark is always applied, its damage and ammo gain can miss.
** The teleport occurs 0.5 seconds after an enemy is targeted.
|demo = [[File:Demonstration ScytheUltScythe.webm]] [[File:Demonstration ScytheUltGun.webm]]
}}
 
==Strategy==
{{Phighterproscons