Board Thread:Suggestions/@comment-27509141-20160802033201

An attempt at an evasive, stealth-based, high skill-cap assassin class.

Mage Class: Phantom

Subclass: Rusher

Weapon Name: Phantom's Opera (the name's a reference to Phantom of the Opera if you guys didn't know), a dagger and a wristbracer that is somewhat like Cryo's claws.

Description: A stealth-based assassin who can weave in and out of fights to deal damage and surprise enemies. Made for skilled players, Phantom is very evasive and enemies must be able to predict what Phantom will do next, else they will become its next victim. However, Phantom must keep track of its energy and must use their abilites wisely, else they will become

Posture: Unequipped , Equipping , Equipped

Standard Attack Combo:


 * Right arm stabs the dagger forward


 * Left arm swings claws to the right


 * Right arm uppercuts with dagger


 * Left arm jabs claws forward

[NEW BAR/GUI] Energy - This bar replaces the mana bar, and is explained further in Phantom's passive. This bar regenerates by 5 each second, and has a max of 100

[Passive] Energetic Agility - Phantom is a quick and agile assassin, meaning that they naturally have 1.1 movement, but they also naturally have 0.9 defense. Phantom also has a bar called Energy that replaces the mana bar, and abilities use up the bar. Phantom's movement and attack decreases depending on the amount of energy left, and will gradually come back up

[E] Assassin's Mark - Phantom marks a single target as their next victim. Marked enemies can be seen through walls by anyone, and Phantom's attacks against the marked target will cause the target to have their movement and defense reduced by 0.02 each time, stacking 10 times. Killing marked victims will restore Phantom's health by 15 and give them an additional 0.2 damage and movement for 3 seconds.

(No cost, 3 second cooldown between each mark, mark lasts forever until used on another enemy)

[Z] Umbran Cloak - Phantom flips backwards, cloaking themselves and becoming invisible for 2 seconds, as well as gaining 0.2 movement for the duration. If cast while Flashbang is in use, Phantom will become invisible for 4 seconds instead.

(Costs 20 energy, 3 second cooldown)

[X] Deadstrike - Phantom dashes forward, stabbing the first enemy hit with their claws, dealing high damage and stun. If Phantom used this ability while invisible, then they will also decrease the enemy's defense and movement by 0.1 for 2 seconds.

(Costs 25 energy, 4 second cooldown)

[C] Flashbang - Phantom places down a bomb at where they are. After 1 second, it detonates, dealing small damage but high stun to nearby enemies, as well as reducing their movement by 0.8 for 1 second. Phantom can be affected by this effect, but the effects are halved.

(Costs 30 energy, 6 second cooldown)

[V] Shadow Waltz - Phantom charges up, enhancing their next 3 attacks and changing the way they attack. Each strike deals high damage and reduces the enemy's defense by 0.05 for 2 seconds, stacking up to 5 times. The attacks hit multiple times, and goes as follows:


 * First Strike - Phantom dashes forward and slices the first enemy they encounter with their dagger, dealing one instance of damage.


 * Second Strike - Phantom quickly spins on the ground, dealing 3 instances of damage while moving forward slightly with their dagger.


 * Third Strike - Phantom does an uppercut with their claws, dealing one instance of damage.

(Costs 50 energy, 20 second cooldown) 