Board Thread:Suggestions/@comment-26960607-20160527052643

 Class Name: Spiral

 Role: Fighter

 Subrole: Rusher

Weapon: Helix Zester (They basically look like rings on Spiral’s hands and feet)



 Description: Spiral is a person who enjoys having a fun time anytime. These rings he has on his arms and feet are actually springs that are under very extreme tension (so they look like rings). They extend using advanced sciences (and not magic). Spiral can jump around and perform wall jumps and overuses Newton’s Third Law a hell of a lot. He can also use springs to knock people all over the place and abuses fall damage and damage from constantly making enemies land hard from all those very dangerous repulsions since he’s also exploiting Newton’s First Law. It’s all about messing around Physics, especially Hooke’s Law over and over and over again like it was a children’s toy. Spiral greatly overshadows his damage output with his heavy knockback properties and extremely high jumps so killing is not an easy task for him.



 Stats: 0.9 Attack. 1 Defense. 1 Speed.



 Attack Combo: Right Punch, Left punch, Right Spin Kick followed by a another kick with his left leg (Note: the Helix Zester extends with these punches & kicks, making the attacks deal a lot of knockback and have more range. The knockback is kind of a Trooper thing)



 (Passive) Springy Boost: Whenever Spiral Jumps, he jumps very high. Pressing a forward key against a wall-like surface while jumping (pressing W or Up Arrow on a wall) can make Spiral wall jump off it with backflips. A backwards version can be performed which needs a backwards key (S or down arrow) instead and causes Spiral to do frontflips instead. This can also be performed on enemies and this’ll knock them back with a stagger (or at least a knock down) which also hurts them a bit.



 (E) Super Jump: Spiral prepares for a jump. Hold E to charge then let go to jump. An uncharged jump is just a “normal” jump. A fully charged jump reaches absurdly high and the force of jumping up causes a shockwave of force which knocks enemies back (and probably staggering). When they get knocked back or staggered, their landing hurts them a bit (0-5 damage that DOESN’T ignore defense). (5 second cooldown)



 (Z) Mega Repulse: Spiral uses a giant coil spring in front of him which knocks enemies back quite the distance. This deals a lot of damage. (Consumes 20 mana. 7.5 second cooldown)

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<p class="MsoNormal" style="margin-bottom:0.0001pt;"> (X) Up Bounce: Spiral makes a giant spring coil rise up from below the enemy, which knocks them up. When the land, they take fall damage that depends on how much defense they have (move the decimal point 1 number back like .9 to 9. or something). (Consumes 25 mana. 15 second cooldown)

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<p class="MsoNormal" style="margin-bottom:0.0001pt;"> (C) Mad Springs: On the last enemy hit, Spiral sends coil springs flying at them knocking them in all directions (depending on where they came from, left, right, up, down, in front, behind, etc. This kind of has “Sans” written all over it as well as “Time Crack”). You can only do this up to 10 times (Consumes 5 mana for each spring you send flying. 15 second cooldown)

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<p class="MsoNormal" style="margin-bottom:0.0001pt;"> (V) Slinky Coil: Spiral sends a slinky coil forward and it follows the ground and bounces off walls and stuff. When an enemy is hit, the enemy gets instantly stunned (100%) and gets knocked back. The coil bounces the opposite direction. The coil vanishes after bouncing off stuff 15 times or not bouncing off something for 10 seconds. (Consumes 37 mana. 37 second cooldown) <ac_metadata title="Class Concept: Spiral"> </ac_metadata>