Slingshot: Difference between revisions

From PHIGHTING! Wiki
Content added Content deleted
m (we're movin that bitch around. E and Q positions have been swapped [Q is now above the E on the wiki!])
m (rewording and updating descriptions)
Line 23: Line 23:
|Passive
|Passive
|Mobility
|Mobility
|Press SPACE mid-air to double jump, and press and hold SPACE after double jumping to hover. Additionally, after using an ability, gain haste for a short duration.
|Jump mid-air to double jump, press and hold space after double jumping to hover. After every ability is used, gain haste.
|'''Double Jump height:''' TBA<br>'''Hover duration:''' 1.5 seconds (max)<br>'''Double jump and hover cooldown:''' 0.25 seconds + hover duration<br>'''Haste:''' 20% for 5 seconds|[[File:Ezgif-3-3c960d3ede.gif|frameless|300px]]
|'''Double jump height:''' TBA<br>'''Hover duration:''' 1.5 seconds (max)<br>'''Double jump and hover cooldown:''' 0.25 seconds + hover duration<br>'''Haste:''' 20% for 5 seconds|[[File:Ezgif-3-3c960d3ede.gif|frameless|300px]]
}}
}}
''Details:''
''Details:''
Line 38: Line 38:
|Primary
|Primary
|Hitscan
|Hitscan
|Hold to charge a shot and release to fire. Damage decreases with distance.
|Fire a beam that instantly travels towards your crosshair. Hold down M1 to charge up, increasing its damage. Damage is reduced the further the projectile travels.
|'''Damage:''' 5-25 (based on charge time)<br> '''Maximum Charge Time:''' 1.5 seconds<br>'''Damage falloff:''' Starts at 50 studs, loses 1 damage every 3 studs thereafter down to a minimum of 2<br>'''Range:''' 300 studs<br>'''Fire Rate:''' 0.25 seconds<br>'''Ammo:''' ∞
|'''Damage:''' 5-25 (based on charge time)<br> '''Maximum Charge Time:''' 1.5 seconds<br>'''Damage falloff:''' Starts at 50 studs, loses 1 damage every 3 studs thereafter down to a minimum of 2<br>'''Range:''' 300 studs<br>'''Fire Rate:''' 0.25 seconds<br>'''Ammo:''' ∞
}}
}}
Line 47: Line 47:


{{Abilitytable
{{Abilitytable
|Heavy Sling Shot
|Heavy Hurler
|Heavy Sling Shot
|Heavy Hurler
|[[File:placeholder.png|150x150px]]
|[[File:placeholder.png|150x150px]]
|Secondary
|Ability
|Hitscan/[[Status Effects|Status]]
|Hitscan/[[Status Effects|Status]]
|After a delay, fire a large beam that stuns enemies hit. Pierces through forcefields.
|Charge up a large shot that stuns enemies and pierces forcefields.
|'''Damage:''' 40<br>'''Stun duration:''' 1 second <br>'''Casting time:''' 1 second <br>'''Range:''' ∞<br>'''Cooldown:''' 10 seconds
|'''Damage:''' 40<br>'''Stun duration:''' 1 second <br>'''Casting time:''' 1 second <br>'''Range:''' ∞<br>'''Cooldown:''' 10 seconds
|[[File:Ezgif-5-fd06854930.gif|frameless|400px]]
|[[File:Ezgif-5-fd06854930.gif|frameless|400px]]
Line 65: Line 65:
|Scattershot
|Scattershot
|[[File:placeholder.png|150x150px]]
|[[File:placeholder.png|150x150px]]
|Ability
|Q Ability
|Projectile/Mobility
|Projectile/Mobility
|Perform a small hop towards your crosshair, then shoot 3 beams that ricochet off players and surfaces. Each beam can only ricochet 2 times and each shot cannot hit an enemy more than once.
|Shoot three shots that ricochet against anything hit. Each shot will only ricochet 3 times and can hit an enemy once.
|'''Damage:''' 12 * 3<br>'''Max. no of ricochets:''' 2<br>'''Casting time:''' 1 second<br>'''Range:''' ∞ <br>'''Cooldown:''' 6 seconds
|'''Damage:''' 12 * 3<br>'''Max. no of ricochets:''' 3<br>'''Casting time:''' 1 second<br>'''Range:''' ∞ <br>'''Cooldown:''' 6 seconds
|[[File:Ezgif-3-e4fe51dd7c.gif|frameless|400px]]
|[[File:Ezgif-3-e4fe51dd7c.gif|frameless|400px]]
}}
}}
Line 77: Line 77:


{{Abilitytable
{{Abilitytable
|Sidestep
|Dodge
|Sidestep
|Dodge
|[[File:placeholder.png|150x150px]]
|[[File:placeholder.png|150x150px]]
|Ability
|E Ability
|Mobility
|Mobility
|Flip towards the direction you're moving towards.
|Dodge in the direction you're moving.
|'''Range:''' 20 studs<br>'''Cooldown:''' 5 seconds
|'''Range:''' 20 studs<br>'''Cooldown:''' 5 seconds
|[[File:Ezgif-3-83b2b6ee57.gif|frameless|300px]]
|[[File:Ezgif-3-83b2b6ee57.gif|frameless|300px]]
Line 95: Line 95:
|Leg Day
|Leg Day
|[[File:placeholder.png|150x150px]]
|[[File:placeholder.png|150x150px]]
|[[Ultimate]]
|[[Phinisher]]
|Hitscan/Mobility
|Hitscan/Mobility
|After an animation, gain a large walkspeed increase. Your next 3 primary shots create a giant laser that goes through walls and players.
|Gain a large speed boost, your next 3 primaries create giant lasers that go through walls.
|'''Damage:''' 50 <br>'''Range:''' 500 studs <br>'''Max recasts:''' 3<br>'''Haste:''' 100% for 30 seconds or until the ultimate ends<br>'''Ult points:''' 100
|'''Damage:''' 50 <br>'''Range:''' 500 studs <br>'''Max recasts:''' 3<br>'''Haste:''' 100% for 30 seconds or until the ultimate ends<br>'''Phinisher cost:''' 100
|[[File:Ezgif-4-cd59bbcfda.gif|frameless|400px]]
|[[File:Ezgif-4-cd59bbcfda.gif|frameless|400px]]
}}
}}
Line 121: Line 121:
Slingshot is a Phighter who utilizes his mobility to pepper enemies with mid-to-long range damage. Slingshot's horizontal and vertical mobility is the best among the ranged Phighters due to its low downtimes and abundance in his kit. This can be used to make fast openings to harass enemies, avoid damage or to quickly reposition. In addition, Slingshot's exceptional mobility allows him to be played in a variety of positions and playstyles based on the player's preference. This versatility allows Slingshot to be slotted into many team compositions and adapt accordingly to their team's needs.
Slingshot is a Phighter who utilizes his mobility to pepper enemies with mid-to-long range damage. Slingshot's horizontal and vertical mobility is the best among the ranged Phighters due to its low downtimes and abundance in his kit. This can be used to make fast openings to harass enemies, avoid damage or to quickly reposition. In addition, Slingshot's exceptional mobility allows him to be played in a variety of positions and playstyles based on the player's preference. This versatility allows Slingshot to be slotted into many team compositions and adapt accordingly to their team's needs.


Slingshot's 150 hitpoints is average for a ranged Phighter. However, Slingshot only has 50 shield, giving some room for error if he gets caught out. Regardless, the player must be be mindful of their small shield amount as taking too much damage can be costly if the team lacks a [[Medkit]].
Slingshot's 150 hitpoints is average for a ranged Phighter. However, Slingshot only has 50 shield, giving little room for error if he gets caught out. The player must be be mindful of their small shield amount as taking too much damage can be costly if the team lacks a [[Medkit]].


A significant weakness for Slingshot is that all of his damaging abilities suspend him in place or slow him down during use. This can give the enemy an opening to output significant damage against him if the player is caught out of position. Mobile rushdown Phighters such as [[Skateboard]] or [[Biograft]] can outmatch Slingshot's mobility and give him limited opportunities to retaliate if they catch him off guard.
A significant weakness for Slingshot is that all of his damaging abilities suspend him in place or slow him down during use. This can give the enemy an opening to output significant damage against him if the player is caught out of position. Mobile rushdown Phighters such as [[Skateboard]] or [[Biograft]] can outmatch Slingshot's mobility and give him limited opportunities to retaliate if they catch him off guard.
Line 131: Line 131:
Slingshot does not have to stick to a playstyle throughout a match. The player can choose to make adjustments midgame.
Slingshot does not have to stick to a playstyle throughout a match. The player can choose to make adjustments midgame.


Maps that use narrow hallways and chokepoints such as [[DODGEBALL!]] or larger maps such as [[King of the Hill]] benefit Slingshot greatly. The former can turn Slingshot's ultimate into a team-wiping threat and allows his piercing trait to be utilized more. For the latter, Slingshot's mobility allows him to quickly traverse large maps and fully utilize the range of his abilities.
Maps that use narrow hallways and chokepoints such as [[DODGEBALL!]] or larger maps such as [[King of the Hill]] benefit Slingshot greatly. The former can turn Slingshot's phinisher into a team-wiping threat and allows his piercing trait to be utilized more. For the latter, Slingshot's mobility allows him to quickly traverse large maps and fully utilize the range of his abilities.




Line 141: Line 141:
** Tap-firing shots is useful for finishing off low health targets, dealing with mobile Phighters or to reset shield regen on Phighters with innate shield.
** Tap-firing shots is useful for finishing off low health targets, dealing with mobile Phighters or to reset shield regen on Phighters with innate shield.
** Charged shots can be used in quick exchanges where the player wants to avoid exposing themselves for too long, such as against a [[Hyperlaser]].
** Charged shots can be used in quick exchanges where the player wants to avoid exposing themselves for too long, such as against a [[Hyperlaser]].
* Heavy Sling Shot
* Heavy Hurler
** Heavy Sling Shot can pierce multiple enemies. The player should angle themselves in a way where multiple players can be pierced by the shot.
** Heavy Sling Shot can pierce multiple enemies. The player should angle themselves in a way where multiple players can be pierced by the shot.
** Landing a Heavy Sling Shot guarantees a free Scattershot or Sling Shot to follow-up.
** Landing a Heavy Sling Shot guarantees a free Scattershot or Sling Shot to follow-up.
** Heavy Slingshot's shield-piercing trait allows Slingshot to two-shot Phighters with low health stats if he lands it twice. It is also effective for finishing off opponents hiding behind a large shield value.
** Heavy Slingshot's shield-piercing trait allows Slingshot to two-shot Phighters with low health stats if he lands it twice. It is also effective for finishing off opponents hiding behind a large shield value.
* Dodge
** Dodge gives Slingshot slightly more height, which is useful for helping him reach vantage points.
* Scattershot
* Scattershot
** Scattershot's hop can be aimed upward to help Slingshot gain extra height for reaching vantage points.
** Scattershot's hop can be aimed upward to help Slingshot gain extra height for reaching vantage points.
* Sidestep
** Dodge gives Slingshot slightly more height, which is useful for helping him reach vantage points.
* Leg Day
* Leg Day
** Keep in mind that the player cannot use their other damaging abilities during the effects of Leg Day. It is recommended to use them before ulting.
** Keep in mind that the player cannot use their other damaging abilities during the effects of Leg Day. It is recommended to use them before ulting.
Line 179: Line 179:


'''Development:'''
'''Development:'''
* Slingshot's ultimate is inspired by Sova's ultimate in VALORANT, "Hunter's Fury".<ref>[https://cdn.discordapp.com/attachments/822983351622959125/967150031591317534/unknown.png 7GB0 on Boggio Community Discord]</ref>
* Slingshot's phinisher is inspired by Sova's ultimate in VALORANT, "Hunter's Fury".<ref>[https://cdn.discordapp.com/attachments/822983351622959125/967150031591317534/unknown.png 7GB0 on Boggio Community Discord]</ref>
*When being designed by Sodakettle, Slingshot was intentionally designed with cat-esque horns.
*When being designed by Sodakettle, Slingshot was intentionally designed with cat-esque horns.
'''Skins:'''
'''Skins:'''
Line 231: Line 231:
* [[Slingshot#Sling Shot|Sling Shot]]
* [[Slingshot#Sling Shot|Sling Shot]]
** '''NEW EFFECT:''' Projectile goes through ally players.
** '''NEW EFFECT:''' Projectile goes through ally players.
* [[Slingshot#Heavy Sling Shot|Sling Shot]]
* [[Slingshot#Heavy Hurler|Heavy Hurler]]
** '''NEW EFFECT:''' Projectile goes through ally players.
** '''NEW EFFECT:''' Projectile goes through ally players.
* [[Slingshot#Scattershot|Scattershot]]
* [[Slingshot#Scattershot|Scattershot]]
Line 237: Line 237:


'''[[V0.3.0/Additional Versions#24 September 2022|24 September 2022]]'''
'''[[V0.3.0/Additional Versions#24 September 2022|24 September 2022]]'''
* Heavy Sling Shot
* [[Slingshot#Heavy Hurler|Heavy Hurler]]
** Stun duration increased from 0.5 seconds to 1 second.
** Stun duration increased from 0.5 seconds to 1 second.
** '''REMOVED:''' Damage no longer pierces shields.
** '''REMOVED:''' Damage no longer pierces shields.


'''[[v0.3.0/Additional Versions#5 September 2022|5 September 2022]]'''
'''[[v0.3.0/Additional Versions#5 September 2022|5 September 2022]]'''
* Sling Shot
* [[Slingshot#Sling Shot|Sling Shot]]
** Damage changed from 10-25 to 5-30.
** Damage changed from 10-25 to 5-30.
** Charge time decreased from 2 seconds to 1.5 seconds.
** Charge time decreased from 2 seconds to 1.5 seconds.


'''[[v0.3.0/Additional Versions#3 September 2022|3 September 2022]]'''
'''[[v0.3.0/Additional Versions#3 September 2022|3 September 2022]]'''
* Sling Shot
* [[Slingshot#Sling Shot|Sling Shot]]
** Damage increased from 3-25 to 10-25 (based on charge time).
** Damage increased from 3-25 to 10-25 (based on charge time).


Line 254: Line 254:


'''[[v0.3.0/Additional Versions#29 August 2022|29 August 2022]]'''
'''[[v0.3.0/Additional Versions#29 August 2022|29 August 2022]]'''
* Sling Shot
* [[Slingshot#Sling Shot|Sling Shot]]
** Hitbox changed from server-side to client-side.
** Hitbox changed from server-side to client-side.


'''[[v0.3.0/Additional Versions#26 August 2022|26 August 2022]]'''
'''[[v0.3.0/Additional Versions#26 August 2022|26 August 2022]]'''
* Quick Feet
* [[Slingshot#Quick Feet|Quick Feet]]
** Double jump cooldown reduced from 1 second + hover duration to 0.25 seconds + hover duration.
** Double jump cooldown reduced from 1 second + hover duration to 0.25 seconds + hover duration.


'''[[v0.3.0]] - 26 August 2022'''
'''[[v0.3.0]] - 26 August 2022'''
* Quick Feet
* [[Slingshot#Quick Feet|Quick Feet]]
** '''NEW EFFECT:''' Double jump now has a 1 second cooldown on use. The cooldown is extended if the user hovers (based on hover duration). The cooldown does not start until the player lands.
** '''NEW EFFECT:''' Double jump now has a 1 second cooldown on use. The cooldown is extended if the user hovers (based on hover duration). The cooldown does not start until the player lands.
* Sling Shot
* [[Slingshot#Sling Shot|Sling Shot]]
** '''REWORKED:''' Damage no longer falls off based on distance. Can now hold M1 to charge up for damage, max. 25.
** '''REWORKED:''' Damage no longer falls off based on distance. Can now hold M1 to charge up for damage, max. 25.
* Heavy Sling Shot
* [[Slingshot#Heavy Hurler|Heavy Hurler]]
** '''NEW EFFECTS:''' Now stuns damaged enemies for 0.5 seconds. Now pierces Boombox's forcefields and [[Health and Shields#Shields|shields]].
** '''NEW EFFECTS:''' Now stuns damaged enemies for 0.5 seconds. Now pierces Boombox's forcefields and [[Health and Shields#Shields|shields]].
** Damage reduced from 50 to 40.
** Damage reduced from 50 to 40.
* Scattershot
* [[Slingshot#Scattershot|Scattershot]]
** Number of ricochets increased from 1 to 2.
** Number of ricochets increased from 1 to 2.
* Leg Day
* [[Slingshot#Leg Day|Leg Day]]
** Ult points increased from 75 to 100.
** Phinisher cost increased from 75 to 100.
** '''NEW EFFECT:''' Now shows a player trail while the ultimate is active.
** '''NEW EFFECT:''' Now shows a player trail while the ultimate is active.


'''18 April 2022'''
'''18 April 2022'''
* Quick Feet
* [[Slingshot#Quick Feet|Quick Feet]]
** Hover duration reduced from 2 seconds to 1.5 seconds.
** Hover duration reduced from 2 seconds to 1.5 seconds.
** '''BUG FIX:''' Double jump no longer breaks in [[Fractured Space]].
** '''BUG FIX:''' Double jump no longer breaks in [[Fractured Space]].


'''17 April 2022'''
'''17 April 2022'''
* Sling Shot
* [[Slingshot#Sling Shot|Sling Shot]]
** '''BUG FIX:''' Slingshot primary now properly registers damage.
** '''BUG FIX:''' Slingshot primary now properly registers damage.


Line 293: Line 293:
* General additions and changes
* General additions and changes
** Slingshot received other unknown nerfs.
** Slingshot received other unknown nerfs.
* Heavy Sling Shot
* [[Slingshot#Heavy Hurler|Heavy Hurler]]
** Cooldown increased from 6 to 8 seconds.
** Cooldown increased from 6 to 8 seconds.
* Scattershot
* [[Slingshot#Scattershot|Scattershot]]
** Damage per projectile reduced from 10 * 3 to 8 * 3.
** Damage per projectile reduced from 10 * 3 to 8 * 3.
}}
}}

Revision as of 01:53, 27 December 2022

Overview Lore Dialogue Sound effects Gallery History

Overview

Slingshot is a ranged Phighter who specializes in high mobility and ranged damage. Slingshot has an arsenal of mobility incorporated in his abilities, enabling him to quickly traverse the map and reposition quickly. His primary damage source, Sling Shot can be fired for small poke, or charged to chunk huge sections of health from opponents. Furthermore, Slingshot also has tools to burst opponents quickly. Heavy Sling Shot, a delayed shot that stuns targets and pierces their shields and Scattershot, which fires 3 projectiles that ricochet off walls. With his ultimate, Leg Day, Slingshot becomes incredibly nimble and his next 3 shots fire out a piercing laser that travels across the map and through walls.

A Phighter who has an incredible amount of flexibility in playstyle and a wide skill-ceiling. Slingshot is an exceptional choice for players who want a ranged Phighter that is easy to learn, but hard to master and has many available options at their disposal.

Abilities

Quick Feet
Quick Feet Type

Ability Type
Passive
Mobility
Jump mid-air to double jump, press and hold space after double jumping to hover. After every ability is used, gain haste.
Ability Demonstration
Double jump height: TBA
Hover duration: 1.5 seconds (max)
Double jump and hover cooldown: 0.25 seconds + hover duration
Haste: 20% for 5 seconds

Details:

  • The cooldown for double jump and hover only starts and continues if the player is making contact with the ground.
  • The haste provided by Quick Feet stacks individually.


Sling Shot
Sling Shot Type

Ability Type
Primary
Hitscan
Hold to charge a shot and release to fire. Damage decreases with distance.
Ability Demonstration
Damage: 5-25 (based on charge time)
Maximum Charge Time: 1.5 seconds
Damage falloff: Starts at 50 studs, loses 1 damage every 3 studs thereafter down to a minimum of 2
Range: 300 studs
Fire Rate: 0.25 seconds
Ammo:

Details:

  • Sling Shot can be charged and fired while hovering and in mid-air.


Heavy Hurler
Heavy Hurler Type

Ability Type
Secondary
Hitscan/Status
Charge up a large shot that stuns enemies and pierces forcefields.
Ability Demonstration
Damage: 40
Stun duration: 1 second
Casting time: 1 second
Range:
Cooldown: 10 seconds

Details:

  • If used while mid-air, the player's position will be suspended for the cast time.


Scattershot
Scattershot Type

Ability Type
Q Ability
Projectile/Mobility
Shoot three shots that ricochet against anything hit. Each shot will only ricochet 3 times and can hit an enemy once.
Ability Demonstration
Damage: 12 * 3
Max. no of ricochets: 3
Casting time: 1 second
Range:
Cooldown: 6 seconds

Details:

  • Scattershot can pierce through enemies.


Sidestep
Sidestep Type

Ability Type
E Ability
Mobility
Dodge in the direction you're moving.
Ability Demonstration
Range: 20 studs
Cooldown: 5 seconds

Details:


Leg Day
Leg Day Type

Ability Type
Phinisher
Hitscan/Mobility
Gain a large speed boost, your next 3 primaries create giant lasers that go through walls.
Ability Demonstration
Damage: 50
Range: 500 studs
Max recasts: 3
Haste: 100% for 30 seconds or until the ultimate ends
Phinisher cost: 100

Details:

  • The player can only use Quick Feet and Dodge until all 3 shots are expended or the ultimate's effects expire.
  • Dying ends the ultimate's effects.
  • Pierces enemies, allies and Boombox's Forcefield.

Strategy

Pros
  • High poke damage across all ranges.
  • Exceptional mobility can be used to reposition or avoid damage.
  • Extremely flexible playstyles, can be played aggressively, passively or defensively.
  • Low skill floor, easy to pick up due to hitscan projectiles and straight-forward kit.
Cons
  • Slingshot's damaging abilities slow down or hold him in place for a few moments, making him susceptible to taking significant damage if the player is not careful.
  • 50 shield.
  • High skill ceiling.

Slingshot is a Phighter who utilizes his mobility to pepper enemies with mid-to-long range damage. Slingshot's horizontal and vertical mobility is the best among the ranged Phighters due to its low downtimes and abundance in his kit. This can be used to make fast openings to harass enemies, avoid damage or to quickly reposition. In addition, Slingshot's exceptional mobility allows him to be played in a variety of positions and playstyles based on the player's preference. This versatility allows Slingshot to be slotted into many team compositions and adapt accordingly to their team's needs.

Slingshot's 150 hitpoints is average for a ranged Phighter. However, Slingshot only has 50 shield, giving little room for error if he gets caught out. The player must be be mindful of their small shield amount as taking too much damage can be costly if the team lacks a Medkit.

A significant weakness for Slingshot is that all of his damaging abilities suspend him in place or slow him down during use. This can give the enemy an opening to output significant damage against him if the player is caught out of position. Mobile rushdown Phighters such as Skateboard or Biograft can outmatch Slingshot's mobility and give him limited opportunities to retaliate if they catch him off guard.

In a team, Slingshot has many options in the role he can play for his teammates. While not a comprehensive list, the following are examples of playstyles a Slingshot can play as:

  • Passive backliner - Outputs damage from a long distance combined with the safety of a team's frontline.
  • Midrange poker - Plays more aggressive to actively look for picks onto specific Phighters.
  • Flanker - Slingshot can take up a position from a different angle to draw the enemy's attention away and pressure the backline.

Slingshot does not have to stick to a playstyle throughout a match. The player can choose to make adjustments midgame.

Maps that use narrow hallways and chokepoints such as DODGEBALL! or larger maps such as King of the Hill benefit Slingshot greatly. The former can turn Slingshot's phinisher into a team-wiping threat and allows his piercing trait to be utilized more. For the latter, Slingshot's mobility allows him to quickly traverse large maps and fully utilize the range of his abilities.


Ability Usage

  • Quick Feet
    • The double jump can be used to gain access to high ground.
    • The double jump can also be utilized to avoid damage or juke enemies.
  • Sling Shot
    • Tap-firing shots is useful for finishing off low health targets, dealing with mobile Phighters or to reset shield regen on Phighters with innate shield.
    • Charged shots can be used in quick exchanges where the player wants to avoid exposing themselves for too long, such as against a Hyperlaser.
  • Heavy Hurler
    • Heavy Sling Shot can pierce multiple enemies. The player should angle themselves in a way where multiple players can be pierced by the shot.
    • Landing a Heavy Sling Shot guarantees a free Scattershot or Sling Shot to follow-up.
    • Heavy Slingshot's shield-piercing trait allows Slingshot to two-shot Phighters with low health stats if he lands it twice. It is also effective for finishing off opponents hiding behind a large shield value.
  • Scattershot
    • Scattershot's hop can be aimed upward to help Slingshot gain extra height for reaching vantage points.
  • Sidestep
    • Dodge gives Slingshot slightly more height, which is useful for helping him reach vantage points.
  • Leg Day
    • Keep in mind that the player cannot use their other damaging abilities during the effects of Leg Day. It is recommended to use them before ulting.
    • To maximize the value of Leg Day, utilize the increased walkspeed bonus to take angles where the beam can hit multiple players at once.

Counterplay against Slingshot

While Slingshot has exceptional poke damage and mobility, he cannot do both at the same time. Melee Phighters with mobility can rush down a Slingshot and give him little room to use his abilities.

Take any opportunity to punish a Slingshot who uses their abilities at poor positions. Slingshot does not have a high shield value, it is very easy to deal unrecoverable (without a healer) damage to him.

Badge

Name Icon Description Reward
Sharp Shooter Hit all 3 laser beams during your ultimate.

Trivia

General:

Development:

  • Slingshot's phinisher is inspired by Sova's ultimate in VALORANT, "Hunter's Fury".[1]
  • When being designed by Sodakettle, Slingshot was intentionally designed with cat-esque horns.

Skins:

  • The Catshot skin was made as a birthday gift for the character designer of PHIGHTING!, SodaKettle.
  • The Catshot Skin was the skin that required the greatest number of eggs to acquire during the Easter event which was 150.
  • As of 5/26/22, Catshot is the only skin that changes the voiceline that appears when activating Slingshot's ult, which would be "Can't catch me :3"

References

Version History


13 December 2022

  • Added new kill dialogue.
  • Quick Feet
    • BUG FIX: Can no longer "triple jump" by hovering.

5 December 2022

  • Quick Feet
    • BUG FIX: The hover no longer starts late.

28 November 2022

  • Leg Day
    • BUG FIX: Slingshot can now use his abilities if he damages enemies with his ultimate.

27 November 2022

  • Quick Feet
    • BUG FIXES:
      • Slingshot can no longer triple jump by using the hover.
      • The player can no longer get stuck when hovering.
  • Leg Day
    • Damage reduced from 60 to 50.
    • Hitbox size increased from 10x10x500 to 15x15x500.

16 November 2022

  • Quick Feet
    • NEW EFFECT: Double jumping no longer locks Slingshot out of abilities for 0.2 seconds.
  • Sling Shot
    • NEW EFFECT: Can now charge and fire shots while airbourne.

1 November 2022

  • Sling Shot
    • NEW EFFECT: Damage is not reduced for the first 50 studs the projectile travels.
    • Damage falloff increased from 1 damage per 5 studs to 1 damage per 3 studs.

30 October 2022

  • Sling Shot
    • NEW EFFECT: Now loses 1 damage for every 5 studs travelled down to 2 damage minimum.

Playtest 4 - 28 October 2022

  • Sling Shot
    • NEW EFFECT: Projectile goes through ally players.
  • Heavy Hurler
    • NEW EFFECT: Projectile goes through ally players.
  • Scattershot
    • NEW EFFECT: Projectile goes through ally players.

24 September 2022

  • Heavy Hurler
    • Stun duration increased from 0.5 seconds to 1 second.
    • REMOVED: Damage no longer pierces shields.

5 September 2022

  • Sling Shot
    • Damage changed from 10-25 to 5-30.
    • Charge time decreased from 2 seconds to 1.5 seconds.

3 September 2022

  • Sling Shot
    • Damage increased from 3-25 to 10-25 (based on charge time).

2 September 2022

  • Unknown bug fixes.

29 August 2022

  • Sling Shot
    • Hitbox changed from server-side to client-side.

26 August 2022

  • Quick Feet
    • Double jump cooldown reduced from 1 second + hover duration to 0.25 seconds + hover duration.

v0.3.0 - 26 August 2022

  • Quick Feet
    • NEW EFFECT: Double jump now has a 1 second cooldown on use. The cooldown is extended if the user hovers (based on hover duration). The cooldown does not start until the player lands.
  • Sling Shot
    • REWORKED: Damage no longer falls off based on distance. Can now hold M1 to charge up for damage, max. 25.
  • Heavy Hurler
    • NEW EFFECTS: Now stuns damaged enemies for 0.5 seconds. Now pierces Boombox's forcefields and shields.
    • Damage reduced from 50 to 40.
  • Scattershot
    • Number of ricochets increased from 1 to 2.
  • Leg Day
    • Phinisher cost increased from 75 to 100.
    • NEW EFFECT: Now shows a player trail while the ultimate is active.

18 April 2022

17 April 2022

  • Sling Shot
    • BUG FIX: Slingshot primary now properly registers damage.

16 April 2022

  • The Sharp Shooter badge was added to the game.

Playtest 2 - 15 April 2022

  • The Catshot skin was added to the game.

20 February 2022

  • General additions and changes
    • Slingshot received other unknown nerfs.
  • Heavy Hurler
    • Cooldown increased from 6 to 8 seconds.
  • Scattershot
    • Damage per projectile reduced from 10 * 3 to 8 * 3.



Phighters
Melee Sword Skateboard Biograft Katana Ban Hammer
Ranged Rocket Slingshot Hyperlaser Shuriken Scythe
Support Medkit Boombox Subspace Vine Staff
Related Badges Status Effects Phinisher