Board Thread:Suggestions/@comment-28140663-20160524032833

Rusher Class : Denial

Subrole : Hexer

Weapon : Seeker X (Single short barrel extending from a rectangular base housing a grip, trigger, and short stock. Has an advanced midrange scope attached)

Description : Denial can easily halt enemy advance with high knockback and homing abilities. Armed with a destructive moveset, Denial excels at defending the air and the ground with moves that pierce everything, lock on to targets, deal more knockback than ultimates, and shred players with crowd control.

Posture : Seeker X is on Denial's back. When equipped, he pulls it out and holds it with his right hand on the trigger and left hand on the grip. The sight is not aimed up properly.

Stats : 1 Def, 1 Atk, 0.9 Spd

Combo : An elbow which sends enemies at an undesirable upwards angle, followed by an extremely high knockback kick that plays in slow motion if it hits. Cannot move during the Spartan kick.

(Passive) Dash Leaps : Jumping will send Denial in the direction he was last moving, cutting the height in half but gaining much more distance. Combine with normal jumps to create confusing movement that is hard to follow.

(E) Lock On : The closest enemy not obscured by obstacles will be locked onto after 2 seconds, changing your moveset to attacks designed to chase down that sole target for 20 seconds. Press E to cancel your lock on.

(Z) XV Missile [Smart Tracker] : Fire a missile at the cursor which has a large AoE and extreme knockback. Uses a quarter of the cooldown, and you can use it 4 times before having to fully recharge. Costs 8 mana, cooldown of 8. [Fire a missile that copies every movement that the targetted enemy has taken. It moves twice as fast as the enemy, but when it enters 3 studs of reach, it thrusts full speed in the direction its facing. Costs 5 mana, uses one sixteenth of the cooldown]

(X) Seeker : Fire a seeking missile that faces enemies when in 50 stud range while thrusting itself in the direction faster than Proto can fly. Does high knockback and damage, but the main trick is that it doubles the effects of being hit during their state, ex. Proto takes double overheat from the attack. Obsidian loses double armor. Only targets the targetted enemy if E is marked on an enemy. Costs 25 mana, cooldown of 2.

(C) Shredder [Drill Beast] : Launch a slow moving round that spins rapidly and can hit 7 times. It does 4 raw damage each and goes through walls, though walls amplify the gravity effect on it. Costs 20 mana, cooldown of 8. [Launch a round that moves slowly but seeks the targetted enemy. It ignores walls and staggers the opponent on impact, however it can be parried. Costs 30 mana and uses full cooldown]

(V) Airstrike [Piercer] : Call 9 airstrikes aranged in a ring that deal 11 damage and stun each, however it is impossible to land all 9 airstrikes on one enemy. Costs 50 mana, cooldown of 300- you cam reduce cooldown by 100 for every kill you get. [Fire a fast shell that has a large hitbox and pierces everything. Anyone hit will be staggered, costs 75 mana and doesn't use a cooldown.] 