Scythe: Difference between revisions

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==Overview==
'''Scythe''' is a ranged [[Phighters|Phighter]] that specializes in both ranged and close-quarters combat., She plays more as a hybrid between ablending melee and ranged class, switching between themstyles withthrough her Scythe and Gun forms.
 
HerIn Gun form allows for a consistent mid-range damage output with, {{Abilitylink|ScythePrimaryGun}} asdishes well asout high burstand consistent mid-range damage, potentialcomplemented withby {{Abilitylink|ScytheQGun}} and {{Abilitylink|ScytheEGun}}. Herfor Scytheburst formdamage boastsat long and close ranges. {{PAGENAME}} is at her bestmost mobiltymobile optionswhile within Scythe form, using {{Abilitylink|ScytheQScythePrimary}} and {{Abilitylink|ScytheE}}, alongto withchip away and pressure the enemy, and {{Abilitylink|ScythePrimaryScytheQ}}'s unpredictableto movement.burst Herthem down at range. Scythe form abilities deal greatermore damage based on the enemy's current hitpoints, providinggranting an advantage against enemieshealthier at higher healthtargets. Her two unique Phinishers allowgive {{PAGENAME}} to have both large crowd control capabilities and single-target kill confirmation. with {{Abilitylink|ScytheSecondaryScythePhinisher}} hasand anhigh damage crowd control through {{Abilitylink|ScythePhinisherGun}}. extremelyThe short cooldown, allowingof {{PAGENAMEAbilitylink|ScytheSecondary}} tolets {{PAGENAME}} switch between these forms constantly and be incrediblyas versatile as possible.
 
Her passive, {{Abilitylink|ScythePassive}}, gives {{PAGENAME}} a limited 'ammo' resource she must use wisely to keep a consistent damage output, the random target it also gives means {{PAGENAME}} must be ready for a matchup against any Phighter.
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** Fire only a couple projectiles to conserve ammo.
** Can pierce multiple enemies for some small crowd control.
** Flat-hat's projectiles disappear after traveling for a certain distance, avoid using from longer ranges.
** Could be used for movement with its height and hover time, though not recommended to be its main use due to its long 12-second cooldown.
** The backwards push force while jumping can be negated by turning around before casting Flat-hat then immediately turning back.
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