Board Thread:Suggestions/@comment-26960607-20160727045833

Class Name: Retro

Role: ???

Subrole: ???

Weapon: 16-Bits (A 16-Bit Video Game Sword)

A Virtual Gamer and now in a Fighting Game-

(Passive) High Score Chaser: Retro has a High Score Counter above his Health Bar. Everytime it reaches 1000 Pts, Retro has 50 Health Restored. These are many things Retro can do to get points and here's how much they're worth:

-Dealing Damage (Pts = Amount of Damage Given x 2)

-Stunning Someone (100 Pts)

-Killing (250 Pts)

-Killing someone when Health is down to 1/4 (meaning 25 or lower. 500 Pts)

-Getting Buffed by an Ally [50 Pts for each Buff Given]

-Killing with Game Over Being the Finishing Blow (500 Pts)

-Killing with someone when Health is down to 1/4 and having Game Over being the Finishing Blow (1000 Pts)

These things lower Retro's High Score:

-Taking Damage (Pts Deduction = Amount of Damage Taken)

-Getting Stunned (50 Pts)

-Getting Debuffed (25 Pts for Each Debuff Taken)

If Retro Dies, whoever the killer was will gain invincibility from Stat Changes for 10 Seconds (Debuff Resistance but also Buff Resistance).

(E) Checkpoint: At the start of the Round, at wherever Retro is standing at, is a Video Game Checkpoint Flag. Every 15 Seconds, a new Flag appears wherever Retro is at but the first one disappears. When this ability is used, Retro teleports himself to the Checkpoint, causing a Pixel AoE which deals damage (6-9) and lowers Attack by .2 for 5 Seconds but the Flag disappears. When Retro teleports himself to the Checkpoint, he's back to the amount of Health & Mana he had when the Checkpoint appeared (so if he had 100 health & 100 Mana when the checkpoint appeared, using that checkpoint will bring him back to that health) but it also brings his Abilities back to the Cooldown they had during that time along with the Stat Changes. (Consumes 25 Mana)

(Z) Joystick: Retro spins a Video Game Controller (Wired) for 1 Second by the cord in his hand then whips it forward at wherever Retro is looking at, dealing damage (7-10). It reaches quite far but it can only hit 1 enemy (the enemy is always hit with the Controller end). This has a decent stun rate (10).

If Retro moves back after the Controller hit the enemy, he pulls that enemy to him with a .2 Speed Debuff for 5 Seconds.

If Retro moves forward while he rapidly spins forward with the Controller in his hand, he spins with the Video Game Controller extended (held by the Cord), giving it a larger hitbox. He spins for 5 seconds and enemies hit take multiple small hits (3-6). Each hit adds a small amount of stun to the stun bar (1-3).

(Consumes 10 Mana. 5 Second Cooldown)

(X) Arcade Blitz: Retro makes 5 Arcade Machines fall in front of him in a straight line. When they hit the ground, they explode into pixels. Enemies hit have their Defense lowered by .2 for 7.5 Seconds and sustains a lot of stun (around 23). The first Arcade Machine when it hits the ground, creates pixel effects when it lands rather than exploding. It stays around for 7.5 Seconds. (Consumes 20 Mana. 15 Second Cooldown)

(C) Pixelation to 8-Bits: Retro throws a Random Pixelated Object (Sword, Bomb, Trophy, Soda Can, etc. etc) forward at wherever the Cursor is pointing at. When it hits, it disappears (or explodes depending on what the object was) into pixels. Enemies hit take 8 Damage regardless of Defense. For 10 Seconds, Retro's High Score will not be lowered by Taking Damage, Getting Stunned, and Getting Debuffed. (Consumes 20 Mana. 20 Second Cooldown)

(V) Game Over: Retro stabs the sword into the ground, causing the area around him to get hit with a big Black Beam. The enemy players' screen turns entirely black for 3 Seconds (also covering up the GUI) and if they have 25 Health or lower, they die (when the enemies die, it says "Game Over" on the Black Screen :3). If they don't, then they just take 10 Defense-Ignoring Damage (It just show how much Health they currently have left). The enemies hit are stunned (so they regain vision when they're not stunned) regardless of any condition (yeah, even stuns Siegmund & Proto won't get back up from this quicker). (Consumes 50 Mana. 63 Second Cooldown) 