Skateboard is an offensive Phighter that possesses incredible mobility and burst damage. The mobility granted by his skateboard enables him to perform exceptionally well at hit-and-runs. Skateboard also has tools to compliment his pick-based playstyle: STUNTISH!!, which enables Skateboard to maintain speed and gives him vertical mobility when chained, and THE COOL, RAD, COFFIN!!, an AOE stun that sets up a free pick for your team. Despite these exceeding upsides, Skateboard is incredibly fragile. Hard crowd control effects and burst damage can force Skateboard to become vulnerable off board.
Abilities
Type
Passive
SLUGGISH!! / STUNTISH!!
SLUGGISH!! Your walkspeed gradually increases while off your board.
STUNTISH!! On board, press space on ledges to perform a trick.
SLUGGISH!! Haste gain rate: 1%/- seconds Max. Haste: 25%
Skateboard's speed before charging BOOST!! will be its minimum speed given after casting.
If Skateboard receives any Slow while charging, he will be forced off board.
Type
E Ability
SWITCH!!
Switch between being on and off your skateboard.
Damage: 100% of current speed (max. 35) (swing) Cooldown: 2 seconds (off to on board) / 6 seconds (on to off board)
Cooldowns between both forms are separate.
Any active cooldowns in one form will continue in the background when switching to the other form.
Holding E while on board performs a swing attack, dealing more damage depending on speed. Tapping it instead quickly switches to off board, dealing no damage.
Haste is gained depending on speed on board, this can bypass the 25% passive haste cap, capping at 50% Haste.
While on board, Skateboard has the following traits:
If Skateboard receives a disabling status effect, a Slow of 25% or higher, or gets reduced to 0 speed after being on board for at least 5 seconds, he will be forced off board.
Skateboard cannot be forced off board if disabled within the first 2 seconds of switching to on board.
Slopes increase speed when traveling downwards and decrease speed when travelling upwards.
Speed will gradually decay. The decay speed increases at different speed caps.
The speed decay caps are: 25, 30, 40, 50, 60.
When above 50 speed, speed decays quicker until it reaches 50 or below.
Skateboard physically cannot exceed 100 speed.
Type
Phinisher
THE COOL, RAD, COFFIN!!
Charge up before being sent forward, stunning enemies.
Exceptional mobility on board, fastest Phighter in the game.
High burst damage that can be dealt to multiple enemies.
Effective against squishy classes, can constantly harass and distract enemies for an extended duration.
Strong playmaking ultimate that can be extremely threatening to teams if Skateboard's allies follow up.
Cons
High skill floor and ceiling.
High risk, high reward. Taking over 35 damage or being on the receiving end of crowd-control effects can lead to death should the player have no getaway options.
Below average hitpoints for a melee Phighter.
Is exposed when off board.
Skateboard is the fastest Phighter in the game, specializing in a hit-and-run playstyle. Skateboard can maintain an incredibly high movement speed while on board, allowing a skilled Skateboard player to dodge most attacks thrown at them. However, Skateboard's mobility comes at the cost of being vulnerable while off board, only having to take 35 damage to lose all momentum on board, and having a higher skill floor than most other Phighters.
One of the most important aspects to understand about Skateboard is that he is not meant to be played like a traditional melee class. Although he still has a full melee moveset while off board, it's less powerful compared to other melee movesets and isn't effective on its own. His health and DPS off board are both below-average for a melee Phighter. Trying to play Skateboard like you would play Sword will severely limit your combat potential. As you might expect, Skateboard's potential is brought out most when he can use both his off board and on board moveset effectively, as both have their strengths and weaknesses.
Although Skateboard's mobility options make it significantly easier to dodge most attacks, but he can't dodge everything. AoE/crowd control attacks are significantly easier to hit Skateboard with, and you should expect to take some damage from crossfire when barreling through a crowd of enemies. Be wary of classes with AoE attacks, and ensure that you are prepared to take a few hits when rushing through a crowd. Your mobility can also be used to reach certain points in the map faster than your opponents, this can help disrupt and distract enemies.
Skateboard's survivability hinges almost entirely on his movement speed, so remember to keep your momentum going as much as possible, especially when fighting. If you have no momentum for five seconds, you will be kicked off board. With a base walkspeed 35% slower than normal, being kicked off your skateboard in the middle of battle will often put you in an unfavourable position. Prioritize maintaining speed first, and once you have a good amount of speed, then focus on attacking. You can't deal any damage if you're dead!
Tricks are the most reliable way of keeping momentum, and should be used whenever available. Remember, you're not limited to just traditional skateboard spots; you can perform a trick off the edge of any flat, elevated surface! Get creative, and practice looking for unconventional trick spots. Your ability to identify good trick spots, even when they're not obvious, will often be the difference between dominating a fight or getting curbstomped by the opponent.
If you lose momentum and you're unable to perform a trick for one reason or another, another good option is to use your BOOST!! ability. This will give you a boost of speed based on how much you let the ability charge. Be careful though- as if you're hit during the abilities wind-up, you will be knocked off board and left incredibly vulnerable to enemy attacks.
When push comes to shove and you inevitably get knocked off your skateboard, you still have a few options. If your opponent is at low health, you may be able to finish them off with a few swings or a well-executed combo. If fighting seems too dangerous, you need to run. If available, you can use RUN!! to boost yourself out of danger, and possibly damage some opponents on the way out. Find a good place to hide behind cover or behind your teammates, stall until SWITCH!! is off cooldown (which takes 8s), and then get back to skating.
As for dealing damage, Skateboard does not boast a particularly high DPS, especially on board. Skateboard's intended attack strategy is not about crushing an opponent in a few hits- it's about dodging every attack, repeatedly chipping away at the enemy's health, overwhelming and distracting them until you or a teammate can finish them off. You can play as aggressively as you want, but note that dealing damage to an opponent will cause you to lose some speed. The more aggressively you play, the more speed you'll be losing, and losing too much momentum will make you an easier target. Weigh your options and consider how much risk you're willing to take to deal more rapid damage.
Dealing damage on board is much safer but less effective, while dealing damage off board greatly increases Skateboard's DPS and combo potential, but comes with much higher risk.
Skateboard excels the most when supporting his team. On his own, he's easier to pick off. Combined with his low rate of damage on board, this can make him have a low impact on the game if played solely on board. But when Skateboard and a teammate are both attacking, Skateboard is upgraded from being a mild annoyance to being a relentless threat that never gives the enemy any room to breathe or find cover.
When playing Skateboard, target priority is incredibly important as it can determine whether you win or lose an encounter. While on board, scout for targets and deal passive chip damage to enemies in order to weaken them and prevent their shield from regenerating. Once an enemy has been weakened sufficiently or is in an unfavourable position, hold SWITCH!! to swing your board and deal a large burst of damage to finish off your enemy. If that doesn't kill them, follow up with a few attacks to get the job done (you can utilize BASH 'EM!! to stun an enemy and prevent them from escaping). When attacking off board be careful of your surroundings, as your enemy may try to lead you into their teammates as they escape.
His Phinisher is also more useful with teammates. Two seconds of Stun is very short when you're the only one taking advantage of it, because you'll be spending about half of that stun time stuck in the THE COOL, RAD, COFFIN!! animation and moving back to your opponent. It's best used when a teammate is waiting for a good attack window, as they can take full advantage of those two seconds. This doesn't mean your Phinisher should be used exclusivley when around teammates, though, as you can still take advantage of the Stun time. Activating it early with your primary and rapidly hopping off board allows you to get some solid hits in before they can fight back. THE COOL, RAD, COFFIN!! works best when combined with AoE or high-damaging moves such as Katana'sSoul Splicer or Hyperlaser'sEviscerating Ray.
While this passive may seem negative at first, letting your haste build up will make your walkspeed faster than most other Phighters. Use this to your advantage to catch up with them and get them in range of your primary attack.
This is your main source of damage off board. When chasing an enemy, be careful not to swing aimlessly, as this will reduce your walkspeed and make it more difficult to catch up to your target.
BASH 'EM!! is an incredibly versatile and flexible move that can help in almost any situation.
The move is incredibly fast if not charged (at the cost of a reduced stun time). This can help in getting some quick hits on an enemy or in preventing an opponent from using a move if the stun is timed correctly. It is also a powerful tool to force enemy Skateboards off board considering its fast windup.
Hitting an enemy with a maximum charge strike gives you enough time to hit the opponent with another move such as SWING IT!! or RUN!!, thus opening up combo potentials.
STUNTISH!! is your bread-and-butter tool for getting extra damage on enemies, maintaining top-speed, avoiding damage and getting onto high ground. Utilize as frequently as possible.
Tricks can be farmed on a single ledge if you land back on the platform you performed a trick off of. This allows you to perform another trick and repeat as many times as needed.
Edge Hop: On a long ledge, perform a trick, flick your camera back towards the platform, land, turn your camera towards the ledge, perform a trick, repeat. Useful for closing distance.
360 Trick: On any ledge, perform a trick, spin your camera 180 degrees towards the platform, land, spin your camera 180 degrees towards the ledge, perform a trick, repeat.
The extra height helps to reach opponents that are in the air and to traverse tall obstacles. Combine with a trick jump for even more height. Jumping directly after using KICK 'EM!!! allows Skateboard to trick in mid air, giving the user a speed boost anywhere they want.
Tapping SWITCH!! instead of holding it allows you to hop off board immediately, which can be useful if you need to regenerate shield urgently.
Although holding SWITCH!! deals high amounts of damage, putting yourself in a standing position will make you more vulnerable, as your movement is severely handicapped. Only swap if you're confident that you can take out all the nearby opponents in one go, or as a last resort if you're stuck and your BOOST!! is on cooldown.
Incredibly useful move against groups of enemies, especially backline or support Phighters.
Can be used after holding down BOOST!! to utilize the burst in speed to deal a lot of damage in one go.
This is a good tool for getting unstuck or reaching certain areas. If your skateboard loses momentum and you're in a dangerous area, pop a BOOST!! to get your momentum back up.
This is best used to set up an attack window for other teammates. You won't be able to take full advantage of the stun, as some of the stun time will be spent waiting for the animation to end.
THE COOL, RAD, COFFIN!! brings you back up to top speed, but has a long windup. The player can use this to regain speed.
Counterplay against Skateboard
Focused AoE damage or any form of Displacement is the bane of Skateboard, bringing him to a screeching halt and forcing him off board, where he's then forced to choose between running away to get a speed boost on foot, stalling until SWITCH!! becomes available, or fighting you head-on, of which the latter two risk taking unnecessary damage.
When trying to gain distance from a Skateboard player, try to get onto high ground that can only be reached via high jumps or going up steep slopes. Skateboard users will have a difficult time reaching these areas.
Reaching this overpass on a skateboard means going up an intensely steep slope and losing momentum.
Adjusted on board speed decay, speed above 20 should go down slower, speed above 30 should be like how speed above 20 was originally but a bit faster, speed above 40 should go down faster.
NEW EFFECTS: Skating Form loses 3 walkspeed when Skateboard damages an enemy with his abilities. Skateboard is now forced to switch to Standing Form if he reaches 0 walkspeed and has been in Skating Form for longer than 5 seconds.
Cooldown set for SWITCH!! reduced from 10 seconds to 0.5 seconds.
BUG FIX: Hitbox is now positioned correctly.
References
↑ 1.01.10sol in the boggio community Discord, 19 August 2023 ( Link | Image ) - "The ego here is used to mean that the sword on which the skate is riding has a soul (ego). In conclusion, it is a living sword, so it can float in the air like a hoverboard." "bword is sword + board lol"