Board Thread:Suggestions/@comment-30288274-20161222015513

Mage Class: Hang

Sub Role: Rusher

Hang is a phoenix that uses magic and being a phoenix to hang around after death. Hang focuses on dying alot to activate his passive, to deal incredible burst damage. Unfortunately, Hang also eats mana for breakfast, lunch, brunch, and dinner, and running out of mana wont trigger his passive. Sustained conflicts will surely end him.

[Weapon]: (Flame Control): Hang uses wild, fiery red flames. They are seen easily by his fists spontaneously combusting into flames.

[Stance]: Hang stands like Abyss (sigh). When equipping, he ignites his fists. When unequipping, he extinguishes them.

[Weapon Combo]: Hang swipes diagonally right, then forward, then down. Hang only has 3 hits for his combo, and a small pause between them.

[Passive]: (Phoenix Ashes): Hang has 750 health and 80% defense. Whenever Hang dies, and has atleast 20 mana, he will instead turn into a pile of ashes for 1 second, then rises up from the ashes, creating wings of fire that flap once on his back, causing repeated damage to anyone who touches them (50-90, 5 hits). After that, he automatically goes to the nearest enemy and combos them. Consisting of...

- A swipe forward, trailed with fire (50-60 damage)

- Another swipe (60-70 damage)

- A spinning heel kick (80 damage)

- A spinning kick with both legs that does repeated hits (90-100 damage, 10 hits)

- A final fiery kick, knocking back far and staggering (200 true damage)

Hang is invincible during the combo. He also cannot be afflicted with CC, neither can the hits be blocked.If there are no nearby enemies, he doesnt combo. If he does not have 20 mana, Hang will simply die.

[Z]: (Blaze): Holding Z makes Hang run, gaining 50% movement speed igniting his leg. If you let go of Z, or after 5 seconds, Hang will jump and do a karate kick, dealing a fixed amount of damage (100-120), and knocking back. Hang loses 20% defense during this time. Costs 10 mana and has a cooldown of 8 seconds.

[X]: (Stock): Hang enters a stance, which slowly increases his combo's power (ie. Instead of the final hit doing 200 true, it would do 600 true, max), but also increases the time it takes for him to rise out of the ashes (Instead of waiting 1 second, he waits 4 seconds, max). Hold to increase the stacks, shown by small bits of dust and ash gathering on Hang's skin. Max is 4 stacks, with each adding 10/100 to the combo's power, while also adding 1 to the time. Costs no mana, but has a cooldown of 10 seconds.

[C]: (Burn): A short two hit combo, consisting of a sweep to an upward kick, trailed by fire. If this connects. Hang will latch onto the enemy and burn himself up, dealing tiny damage (10-20) each second for 5 seconds, which also decreases the defense of the enemy by 10% for each hit. During the 5 seconds, Hang also burns up, taking 20 damage each second, eventually dying automatically. This triggers the passive. Costs 30 mana, and has a cooldown of 25 seconds.

[V]: (Hellfire): Hang jumps high into the air and becomes suspended while he gathers a bunch of flames and shoots them into the ground, scorching a long area around his inital jump point, which does (100-130) damage each second. The fire lasts for 10 seconds, but other than the damage, has no other effects. Costs 50 mana and has a cooldown of 35 seconds. 