Random AO abilities I make

This post contains a list of abilities for some stats that I made a long time ago; actually a continuation of an old post:

I was supposed to animate these, but I didn’t, so they never got posted. I’ve decided to put it as a post here, and will “eventually” animate them— I’ve been back to working on Blender a bit— I hope to be able to try and animate these moves, I’m still not on my primary computer, but I’ll do my best. For this batch, since they won’t be guarenteed to all come with a dedicated animation, I’ll be more consistent with writing ideas for this. But all in all, this is just for a bit of fun.

[1]

This follows the same mindset of me not caring to try and add damage, outside of vague notions.

Strength

Just some strength skills, following the same format as they do normally. This only covers some Lost and Rare skills.

Already Implemented - Channel

This file is so old, that there has, in fact, been some skills that are made in similarity. Personally, I think that only one fits this category:

Chanel

“A perfected form of the Focus Technique. Allowing those who use it to unleash higher depths of power.” - Similar to Overload.

  • Requirements: 300 Strength

A held version of “focus” that can provide even greater buffs. This charge has 4 stages, and the user must stand until their stage is reached: Stage 1 is granted after 5 seconds; Stage 2 after 10; Stage 3 After 20; Stage 4 after 35.

Being hit will bring you back to the last stage you reached: if you passed stage 1 and were moving to stage 2 but were hit, the move ends and stage 1 is activated. When reaching a new stage, you keep the bonuses of the previous stage.

-Attributes-

Stage 1:[2]

  • 10% attack speed;

  • 10% attack size;

  • 8% movespeed;

  • 5% damage;

Stage 2:

  • +1 tier on f-style statuses

  • 15% Status duration

  • 8% damage Resistance.

  • 5% damage

Stage 3:

  • Attacks ignore 50% of opponents blocking power and cannot be parried.

  • +100% Range

  • +60% Energy Efficiency & Haste

  • Knockback & Slow immunity

Stage 4:

  • 25% chance to auto parry attacks

  • Instant movement (like how agility does)

  • No endlag

  • Immunity to debuffs

Duration: Changes how long the buffs last. This also affects how long it takes to charge the ability.

Afterimage - Lost

“Charge your muscles with extreme speed, preparing for the next attack— with this next strike being done multiple times in an area around your target.”

  • Requirements: 360 Strength

Focus your speed into an ‘Enhanced State’. Once you have this effect, your next attack will be repeated over an area [Multiplier#] times after a delay. This only lasts for one extra attack, and only triggers from fighting style techniques[3]. This move gives the synergy of the fighting style that used the technique to any other ability[4].

All After-Images target the same SPOT that you went after. They do not track into enemies.

-Attributes-

Multiplier - Slider | Determines the amount of After-Images created once a skill is used. This slider goes from 5-20; higher numbers increase the time it takes before the first After-Image strikes.

Potency - Slider | Determines the power kept from the original move in all the After-Images. This slider goes from 15-80%; Higher values increase the delay between each after image attacking.

Shape - Options | Determines the area After-Images appear from. The options are: Sphere, Circle, Cube, Square, Platoon;

Platoon has them all After-Images spawn around the cast, and go in the same direction.

Teleportation - Toggle | Causes you to move to a random after-image if enabled. As soon as a technique is used, this move replaces you with an extra After-Image, and teleports you to a random spot where an after image would’ve appeared.

Sucker Strike

“Lock one of your limbs into a surprise attack… when the time comes, instantly release a precise blow to an unexpecting target at any needed moment.”

  • Requirements: 130 Strength

As soon as this move is cast, restrain a limb for later use. Whenever you are ready, immediately (regardless of Speed) throw a ‘Shot-Like’ attack for some damage. This hit can be used during the animation of another move.

-Attributes-

Limb - Option | Pick a limb to use for this skill. Skills that require this limb whilst this move is active will have a stat penalty.

Reserve - Slider | Determines the damage of this move. The higher this slider is, the larger the penalty is for other moves that use the same limb. The base value takes 15% of the Power/Size from moves that use the same limb; the max is 80%.

Automation - Option | With this, you can either have the move set to Manual (default), After-Hit, or Multi-Hit. After-Hit will use the skill once a player is injured by a skill (not statuses); Multi-Hit will trigger on use of another skill regardless of whether or not it hits, and will auto-aim at the nearest enemy.

Embodiment - Option | Generic embodiment slider for fighting style.

Lockdown

“Get a hold of a victim and lock them into a 1-on-1 grapple.”

  • Requirements: 200 Strength

Do a small lunge towards a target. As soon as somebody is hit, they are put into a grapple stance where they cannot move and have restrictions on their abilities. Inside the hold, the can still attack, and are freed after 5 seconds, or once [Duration#] hits are dealt.

The following is applied during this state:

  • No Utility moves, Buffs active before will last; new ones can’t be used[5].

  • All movement is ignored.

  • Knockback is ignored.

  • No Projectile moves.

  • No Ultimate moves.

  • No Grab Moves.

-Attributes-

Duration - Slider | This actually doesn’t determine the seconds this lasts- but instead states how many attacks can be used until this move instantly ends. This counts regardless of who uses the move, the initiator or the victim. This counts the skills used in a single time, not the amount of hits. The higher this is, the more damage reduction is given to skills used from either the initiator and victim.

Restraint - Slider | Reduces the potency of the following stats: AP, Resistance, Haste, Speed; this applies to all players in this skill.

Perfect - Toggle | Prevents the victim from fighting back during this skill. Halves the number of hits from the [Duration] stat, and reduces damage significantly.

Will-power - Lost

“Exert an immense energy from your body, suppressing things not capable of standing against your aura.”

  • Requirements: 220 Strength

Extend the aura you use on your fighting style and suppress a topic of your choice. This can reduce the effectiveness of opposing abilities that cross your path, whilst applying small damage over time to anything inside.

-Attributes-

Suppression - Option | An option of which stat to suppress, it can either be Power, Speed, or Size. The Suppression is based on the Fighting-Style’s stats compared to the Magic/Relic/Weapon/Fighting-Style of the opposing attack.

Effort - Slider | Once you move this above 0, sacrifice some of your stats to make the suppression better. You sacrifice the stat you are suppressing.

Tick Rate - Slider | How often it’ll damage opponents; and how quickly it’ll suppress an attack. Faster Tick Rate reduces the potency of the suppression by a bit.

Size - Slider | How large the aura is. Larger ones reduce the potency of the suppression by a bit.

Embodiment - Option | Generic shape modifier that can be given to the aura. The default has it look like a large mist based on the fighting style’s flaunting aura.

Magic

Again, same format as strength, only Lost and Rares. It’s rare unless specified.

Already Added, Meteor (Potentially?)

Technically, as of previous updates and FR, this would be a different skill. Similar to that of the ultimate move from Aurora on EBG. The new update is tweaking this move, and it sounds more similar, so I’ll put it here. If it does end up different, I’d rename the Skill to Shower.

Meteorites (Or Shower)

“Empower the skies with magic energy that rains down onto enemies.”

  • Requirement: 350 Magic

After a decent windup, an area is temporarily covered in magic, raining down elemental missiles. This area lasts for a decent time, raining down several bullets towards any enemy in its range, dealing decent damage.

-Attributes-

Size - Slider | The Meteorite zone size. Larger size reduces the spawn rate of projectiles.

Duration - Slider | How long the ability lasts. Longer Duration increases the energy cost.

Accuracy - Slider | How close a projectile will spawn on a person’s location. The damage of the Projectiles is lowered at higher Accuracy.

Shape - Option | The shape of the projectiles options are as follows: Hail, Beams, Blades, Particles, & Meteors.

  • Hail is the default;

  • Blades are small but with high damage.

  • Beams are smaller but very fast;

  • Particles wills always hit anybody inside, but deal very little damage;

  • Asteroids are larger but slow.

Shrapnel

“Burst a horde of magic in several locations, which hide and wait for opponents to misstep onto them.”

  • Requirements: 200 Magic.

The user charges for a second, before releasing several magic circles in random locations around themselves. After a few seconds, these circles disappear, and anybody who walks onto them from this point will be blasted with damage. The traps take a few seconds to detonate after being activated.

-Attributes-

Amount - Slider | A value from 10-30. Higher values make the spell last a shorter time and deal less damage.

Spread - Option | A small option list that modifies where the traps are placed. The options are either Ground, Aerial, or Mixed:

  • Ground makes all activation-spots place on solid terrain, these have larger activation-spots and deal slightly more damage;

  • Aerial makes all activation-spots spawn above solid terrain, being small and having less damage than grounded ones;

  • Mixed will create both types, with their respective properties.

Type - Option | List with the following choices; Prison, Mine, Geyser, and Spikes. These change how the trap deals damage:

  • Prison will create a barrier that lasts a few seconds, if an opponent walks out, they take damage. Projectiles may pass through.

  • Mine will summon an explosion that damages opponents; similarly to the explosion spell.

  • Geyser surges a pillar-like explosion that lasts for a few seconds.

  • Spike generates a minor hazard zone that will continue to injure enemies should they touch it again.

Duration - Slider | How long the traps stay, longer times reduce the damage.

Orbital

“Conjure a magic shape to rotate around a target, allowing it to act as a catalyst for spells.”

  • Requirements: 240 Magic

The user creates a magic shape to rotate around themselves, or be sent to rotate around another person. This object will rotate in a perfect circle that is level to the player; as that player moves, the object will attempt to keep in its orbital path. As it rotates, it will imbue abilities that pass through it, modifying their stats by the magic of the Orbit and the [Potency] slider.

If multiple Objects rotate around a single target, each object added will be sent further back based on size.

This is meant to be a supportive spell. If it is tapped, it is thrown to another location and can be picked up as long as you can’t damage the target. Holding the skill automatically sets an orbital around the caster.

-Attributes-

Size - Slider | size modifier

Rotation - Slider | Rotation speed

Potency - Slider | Determines how much abilities are altered by the passing through the Orbit. At the lowest, this always causes the ability to gain the magics status effect; at the highest, it’d apply the status, cause debris to be made, and alter the stats of the attack.

Fixed - Toggle | Causes the Orbital to not rotate, and instead stay at a position. This is the direction it is picked up from, or the direction the caster is facing.

Shape - Option | Projectile Shape.

Duration - Slider | how long the projectile orbits.

Ray (This is a different spell to our Ray; I've renamed it Laser)

“Shred a laser of magic from the heavens, whilst having it trace a path of your intent”

  • Requirements; 180 Magic.

After some charge, following Calvus’s pose, releases a large ray from the heavens (again, similar to King Calvus’s ultimate), it lasts for as long as it’s held, and follows the user’s cursor but with some delay. Anything unfortunate enough to be inside is constantly pelted with mild damage. Once the user stops holding, the beam fades.

If you played Elemental Battle Grounds, it’s similar to the AOE-type move Aurora has.

-Attributes-

Pulse - Slider | How frequently the ability damages things inside.

Shape - Option | A shape list:

  • Pillar (laser that shoots high into the sky);
  • Pellets (storm of several small projectiles)[6];
  • Sphere (A giant shape of magic destruction, like a wrecking ball without a chain).

Size - Slider | How big the Ray is.

Automation - Option | One of three: Manual (Default), forcing the user to hold the skill and direct it; Automatic, causing the skill to chase the nearest target, lowering damage and duration by a bit; and Controlled, allowing the user to move and use other spells whilst aiming this skill, but it lowers the users stats on all other skills.

Bomb

“Fire a small, but lethal shell that erupts into a violent explosion after some delay.”

  • Requirements: 100 Magic.

After a decently long charge, fire a small projectile that will stick to the position it lands in. Once it makes an Impact with anything, it begins a small charge up before releasing a deadly array of massive explosions. This explosion will release several more projectiles from its radius

This projectile does not stick to things like javelin, it merely sits at a position once its interacted with by any player or object.

-Attributes-

Size - Slider | the Explosions size. The projectile size cannot be modified by the sliders. Naturally, bigger explosions = less damage.

Delay - Slider | How long the explosion waits before eruption. The faster it is, the smaller.

Chunks - Slider | Amount of the Shrapnel created from the explosion.

Blast - Option | Shape of the Explosion.

Shape - Option | Shape of the Shrapnel.

Spirit

This one was kinda odd; it only comes with a series of default Rites, as with the Rite Book, they don’t technically need a relic. But it also comes with the idea of “Lost Tier” Rites, which would have the Affix Soul, instead of Spirit. Just treat them as having higher costs. Notably, costs aren’t listed, as this was before we got to know the values of the rites. When I come back to make more rites, I’ll probably ignore that and just signify the costs.

Spirit Link

Links the caster to an ally. The two will share their positive statuses and a portion of their stats with eachother, in exchange, any damage or effects they gain will also be split between themselves.

If this is used on an enemy, any positive effects they gain are shared over to the caster; and negative effects on the caster are subsequently shared with the enemy.

Spirit Disfigure

Mahito. A grab move, once it connects, its guaranteed to break a limb and apply a random negative generic status[7] until the move ends in 10 seconds, subsequently restoring the limb; any attempt to regenerate the limb, or remove the status will be ignored, instantly re-applying the effect.

Spirit Feast

A Crash-like move. Getting hit by this will drain some of the targets Stamina and Energy; it will also cause health drained to become over-health, like from eating.

Soul Requiem

This move doesn’t drain energy, and instead takes health. It can be charge indefinitely, and whilst casting, gain an automatic 25% resistance. As soon as this ability is released, prepare to detonate the health you sacrificed, dealing the exact health drained in damage— health drained will also fuel the size of this move. The area hit by the explosion will continue to deal minor damage from the explosion until the move recharges[8].

This can kill the caster, but will activate afterwards.

Soul Rivet

Prime yourself with spirit energy, preventing you from dying for this moves duration. This opportunity removes all damage you deal, instead turning 50% of it into healing for yourself. During this state, you can drop below 0 health, once this move ends, if you are in the negatives, you die instantly.

Thou may gladly suggest minor moves for me to write. I will also be trying to animate one move from one of the categories, so go ahead and suggest which one I should try to do first… If it somehow ends up being one of the Spirit moves… uh, I’ll do my best to animate it? I honestly think those will just be harder due to how the look in-game and such.

Magic-Bomb will probably be the first move I do animate though, Fartman had suggested it on the original post; and I do wanna get that one finished.


  1. This was all made back in February 2025, during which, we got a ton of Weapon moves… so yeah, theres nothing for weapons. Most of this is also for Strength and Spirit, as those were the two that got the least during the FR era. ↩︎

  2. The buffs received upon reaching this stage. One may be selected from the following list (same for every other stage). ↩︎

  3. Or moves that utilize the strength stat, such as Strength Weapon Skills. ↩︎

  4. If one used a Powder-Fist Afterimage, then used a Vanishing-Style T ↩︎

  5. Essentially anything that doesn’t deal damage; such as Focus, Spirit Wall, Summon Elemental, etc. ↩︎

  6. Again, similar to that of EBG’s Aurora element, the 4th move’s Multi-projectile attack. ↩︎

  7. Slowness, Bruised, Bleeding, Insanity (Won’t trigger damage), and Blinded (potion variant). ↩︎

  8. This would have like a 40 second cooldown by default. ↩︎

Very cool, would love to see if you can somehow visualize them and show us

Pretty nice! I especially like the moves that lean more into utility/support like afterimage, orbital, spirit link, and soul rivet. Brings a bit more brainpower to the battlefield

Review; any moves not mentioned are all good for me:

Afterimage

i dont think theres use to increasing the amount slider, everyone will be out of the way by a few hits so the downside isnt worth it. also, theres a problem with using a 20x slider on a 20x move like shot, it will begin stacking up creating a new 20x move faster than they end and make a lag bomb. i think it should just be fixed to 1x, and potency scales either move cd or initial delay. also, i think the shape (or shape option) could be a ghost like in dark sea that stays where you did the attack and after a time charges its attack using the anim you did
tp toggle is too strong, it allows you to easily avoid getting endlagged on slow moves by teleporting when you use it.

"Sucker

Sucker strike: the penalty is too weak, you can choose to make every move on other limbs and avoid it. make it a nerf to blocking power while active (or other stat like dmg or movement)

Grapple

cant be balanced in any form, not sure its specified if restrictions apply to one or both
restrictions only apply to them: its just free to use ultimates on trapped players since they are banned from projectiles and movement, combined with moves like afterimage, 5x ult smash etc. also broken in team fights it will get people killed instantly from full health if landed even if the only restriction is movement, thats enough (even if other players cant do dmg during, you can use barrier to trap them in then stack aoe moves like annihilation, pulsar, spirit rain etc to melt them instantly)

restriction on both: just turns into a boring m1 contest, what will make it better than a normal grab when they can hit you back?

Will Power

i dont think melee class needs a stat check boost like nerfing power when in close range, its already strong enough for cqc.

Shower/Meteorites

basically spirit rain for magic, magic doesnt need every move and it already has pulsar and annihilation for area denial which are more than strong enough espescially when construct also exists.

Shrapnel

low usecase i really i dont see anyone getting caught in these between the windup, movement focused fights (reflex dodges, t jump, movement abilities etc), airstalling, changing locations,. the most likely to hit settings is a large amount that last a short time and deal low damage around you, so basically nebula? prison could be strong, but really who will get caught

Ray/laser

i mean its identical to ray/surge in the function (low-mid constant aimed tick dmg), they should just rework one of the existing ray/surge to be like this so they arent so similar to each other rather than adding a third move

Bomb

aithoro or annihilation copy that explodes all at once rather than over time, sounds strong espescially for the low stat requirements. as long as its noticable weaker than those counterparts in size and a bit less in dmg, it could be an interesting hybrid/savant tool

Spirit link

similar to enchantment, it just wont be used alot on team builds, no usecase really. against an enemy, does this mean it gives some damage they deal back to them or just status effects? either pretty strong when combined with nichtaplia, or not effective against certain builds

Spirit feast

more breathtaker-like than crash, i think name could be better but no ideas

Soul requiem

the health = exact dmg means no usecase. they will just hit you will charging up and even with the resistance you will lose in dmg trade, also they can block or parry it since no innate ap, or even run out of range and you cancel it at a loss while they spam projectiles. even if it was reworked, no one runs drawback, moves that dont cost you are just more worth it.

For multi-hit moves (such as torrent and selino), would it last for the entire technique or only the first hit?

While I do like this spell, the only issue I have is that if it’s just like Polaris from EBG, using it with a ton of enemies present might be overpowered unless the projectiles can only damage the enemy they’re aiming at, but even then it would probably make the battlefield really chaotic

I would love something like this but with only the ally’s damage taken being mitigated and redirected to you[1] to avoid accidentally killing the ally[2]


  1. i.e. the ally gets hit and you both take 50% of the damage they would have taken, but if you get hit you take full damage while the ally takes none ↩︎

  2. or purposefully taking high amounts of damage to kill them on purpose ↩︎

Thanks I appreciate the feedback, I’ve made these long ago, and didn’t really touch on them when formatting this Post. I’ll probably take some time to go ahead and balance them a bit; reading your comment has actually helped think of a couple tweaks…

… Like Afterimage could probably be limited to only a single hit from an attack.

Again, I’ll probably come back to make a couple tweaks sometime soon.

If Rites were like Techniques and Spells, I would’ve definitely added this as an option, perhaps I could make it a separate skill, but that would be repetitive.

I though it was fine, mostly because I feel like Annihilation is almost the same in terms of AOE abilities. But yeah, it might need to be tweaked, unless it had really low damage.