berserker stuff :
Slam : basically sorta like a variant of rush but instead of knocking them away, you grab them and do a smash like thing except the person hit by the grab is dragged all the way down to the floor, basically just rush except it’ll end with both people at ground level
this would have a connected cooldown to rush, and would require 100 str and would be a rare technique scroll, you wouldn’t be able to change the ending hit on this abilities animations, because it’d just be the grab
Edit : pures apparently aren’t getting more grabs so this is a no go
Follow-up : you’d dash forward sorta like a grab, but when landing it, instead of doing a grab, for 5 seconds, your m1s will be 50% faster, the m1 hitbox will be increased by 20%, and the tracking range of your in air m1s 30% larger, and the distance you travel for your air m1s will be 100% increased
This ability would require 120 str and would be a rare technique scroll, you can edit “effect time” which will increase or decrease the amount of time the m1 buff lasts when hitting but would decrease the buff, it would increase the buff when lowering the time, ult art would increase duration and heavily increase boosts to 100% faster m1s, 30% hitbox increase, and 50% larger tracking area
Tornado : do an awesome breakdance like how carina does before creating a small tornado, the move would function much like whirling cyclone but lasts less time
The animation would be changeable to things like uppercut or spin, but regularly it’d look like that carina move, you can increase time the tornado lasts but it’ll decrease damage but not by a lot, requires 175 str
Shift : increase one aspect like size or damage, resistance or speed GREATLY in exchange for heavily lowering a different stat
this move would require 325 str, you’d be able to change both, which stat is increased and which stat is decreased, you’d also be able to slightly edit how much the stat is increased but that would also effect how much the other stat is decreased
Flashstep : your character will flash step side to side with 3 charges, low damage shockwaves would be released from the start and end point of each flashstep use, would be a tp but not as much total distance as sword step, this ability would have a short 0.3 second end lag and 0.2 second start lag, this ability would have a connected cooldown with sword step and spirit walk, this would cost stamina to use
This ability would require 200 strength, you’d be able to edit distance of the dashes, decreasing it would increase damage, increasing it would decrease damage, by default it’d be set to maximum distance
Warrior moves :
Single flintlock : coin trick : this is absolutely based on the other persons thing, throw a coin in the air, using any hitscan ability on the coin will auto aim the attack and make it do 30% more damage, but the attack does 50% less damage when blocked on top of the block damage reduction
Single flintlock : rebound : spin the flintlock in your hand while charging it, when firing, it’ll shoot a bouncing bullet that isn’t a hitscan, it can rebound up to 3 times, each rebound makes it 30% faster but it loses 10% damage
Rapier : multi thrust : you thrust forward sorta like a forwards ardent rise but smaller hitbox and much less damage, this ability can be recasted when you hit it, it can only be recasted 3 times
Rapier/swords/spears : thrust barrage : this ability instead of charging, it’ll have a windup and immediately be casted, hold it to keep barraging, anyone hit in the barrage will be heavily slowed and prevent them from falling if in air, this ability can be used until you run out of energy, but will cost a lot of energy, this ability is basically like a super low range version of surge
Swords : Charging slash : you’ll charge forwards before doing a diagonal slash, very similar to flash strike but the charge isn’t instant, now that I think about it, it’s closer to a lower range version of crash
Mage :
Overcharge : do a burst like attack, anyone hit by it will get a magic wire attached from the mage to them, the person hit will be 10% slowed, while the mage is within a certain range the wire will stay connected, the person connected will also be applied with whatever effect the magic applies if it applies one, until the wire is disconnected, if the mage maintains staying in close range for 10 seconds, it’ll do an explosion directly on the person doing very large damage, time before the ending explosion would be effected by range
You’d be able to change how much time is required before it does the large explosion, but less time will reduce the range for it the disconnect, this ability would require 175 magic
Charge up : increase the speed size or damage of your next attack by 20%, the effect will be used up after the one attack, even if it misses
You’d be able to change the amount for this ability which would make the increase last for up to 3 attacks, but by default it’d be one, increasing the amount would decrease the buff this would require 200 magic
Oracle :
idk ![]()