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1 Bushiden 2 Sir Shellalot - Awesomenauts

1 Bushiden 2 Sir Shellalot - Awesomenauts

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Role<br />

Base attack "Absorb" / "Burst"<br />

Movement<br />

Damage Dealer<br />

Harasser<br />

Brawler<br />

Melee<br />

Ranged<br />

Primary Skill "Color Drain" / "Have Fun!"<br />

Secondary Skill "Maniac Charge"<br />

Designed by Genre Savvy<br />

While monochrome, Liz concentrates on a small, ranged area and a moment<br />

later the latent fun energy is funneled into a singular point and back to her.<br />

This is quite unhealthy for things caught in the radius, though they're given a<br />

momentary warning by way of a disturbance in the air. The energy of the last<br />

enemy 'naut caught in this move is added to the next maniac charge,<br />

changing its functionality. During a maniac charge, Liz opens her hand and<br />

reverses the above process, creating a localized blast of light and sound (and<br />

hurt).<br />

As a perfectly average person, Liz is rather frail in terms of running and<br />

jumping. While she's monochrome, at least. During a maniac charge, Liz<br />

becomes lightning quick (to compliment her sudden close range base attack)<br />

and she gains an omni-directional double jump (that even comes with its own<br />

fireworks).<br />

While monochrome, Liz recalls a particularly average day from her past and a<br />

moment later creates a long range, large area absorption. Enemy 'nauts<br />

caught in this effect are dragged to the center and momentarily drained of all<br />

color. While in this colorless state, enemy 'nauts are unable to pass through<br />

their teammates, bots, or turrets. Enemy 'nauts hit by Color Drain would also<br />

heavily reduce the lengthy cooldown on Maniac Charge. During a maniac<br />

charge, Liz releases a portion of the fun energy she absorbed in a unique way<br />

depending on the last enemy 'naut hit by one of her absorb moves. I imagine<br />

each effect as a "fun" version of that 'naut's signature move (i.e. Clunk's<br />

explosion (only it instead detonates in a series of small explosions around<br />

Liz), or Raelynn's laser (only jagged to the point of being closer to a shotgun<br />

than a sniper rifle), or Froggy's spin (only entirely stationary, plus a pull<br />

effect), or Leon's invisibility (trading duration for an additional teleport). Using<br />

this move during a maniac charge shortens the time maniac charge will last<br />

by a significant margin (it's meant to be a finisher in most cases, you can<br />

balance the charge use with each different copied ability).<br />

By embracing all of her pent up fun energy, Liz can enter her maniac mode.<br />

This changes all of her abilities from their monochrome to their maniac<br />

versions, as well as resets the cooldown on "Color Drain" / "Have Fun!". In<br />

addition, this causes Liz to move significantly faster and gain a omnidirectional<br />

double jump. For the charge's duration, Liz gains another bar over<br />

her head indicating the amount of fun energy she has (either proportional to<br />

the amount of fun energy she's absorbed or a set amount for each charge)<br />

before she's drained. This allows her to escape back to a safe distance<br />

before she reverts to her more distance-oriented monochrome mode, or<br />

allows her to use the tail end of her charge on one final "Have Fun!" in a last<br />

ditch effort to snag a kill. Functionally, I believe this ability's upgrades should<br />

have a cooldown-centric theme (to match the concept of more fun), with one<br />

perhaps giving Liz a cooldown reduction aura for her teammates.

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