Board Thread:Suggestions/@comment-26960607-20160704004050/@comment-98.169.177.45-20160704112820

Balancing Ideas:

Passive (Run Like The Wind):

Speed depends on how much health Cerulean has.

[E] Ability (Glide):

If Cerulean is hit by an attack during Glide, the knockback inflicted is doubled against Cerulean. (+/-)

If Cerulean is hit, Cerulean stops gliding and loses mana based on how much damage is tooken during Glide (if a bullet hits Cerulean and deals 13 damage, Cerulean loses 13 mana). (-)

[Z] Ability (Flight Attack):

The ability deals good knockback and moderate stun. (+)

No longer debuffs defense, but walkspeed debuff's duration is increased. (-)

Projectile speed depends on how much speed Cerulean has (+/-)

[X] Ability (Gale Force):

When boosting yourself with Gale Force, if you hit an enemy, it'll stagger the enemy, deals light stun, and deals light damage to the enemy.

Short channeling of the ability before the ability is executed. (-)

Base knockback is decreased, but knockback increases based on how much speed Cerulean has. (+/-)

[C] Ability (Breeze Rush):

Breeze Rush can be used when Flight Attack is in use. (+)

Cerulean will jump to the kite while the kite is being dragged to gain propulsion of the boost. (+)

Will knock enemies airborne and deal light stun instead of pushing them off to the side. (+)

Slightly increase the debuff's duration. (+)

[V] Ability (Air Force):

Short channeling of the ability before the attack is executed. (-)

Knockback increases based on how much speed the enemy has. When the enemy makes contact with the ground, it'll deal 10 base damage with extra damage based on how much distance they have fallen. (+)

Stun is based on how much they have fallen. (+)

Cooldown is slightly decreased. (+)