Board Thread:Suggestions/@comment-27819584-20160612030912

 Zephyr,  the mail man

 Class: Mage

 Sub-Class: Fighter

Weapon Name: Zephr has two "boots" called Puslo, which allows supersonic travel and extremely fast attacks, specifically physical. (WIP currently)

Description: Zephyr is a speedy fighter that constantly staggers/stuns enemies and a general nusiance if not properly fought. Zephyr is skilled in area control and keeping itself from danger, due to it's extreme mobility and AOE skills. Seemingly strong in almost any area, Zephyr has an obvious weakness of being vulnerable durng almost all of it's skills, and once it is exploited, it becomes a small gust.

Posture: (Equipped) -  Zephyr stands in the generic boxing stance, hopping from one foot to another every second, prepared to fight.

 (Un-equiped) - Zephyr stands in the generic robloxian stance.

 (No "real" equip animation other then the boxing stance due to Puslo already being on the player model)



Standard Attack Combo: Zephyr first kicks forward with it's right leg, then following up with another kick from the left. Zephyr then spins after kicking the second time, punching forward with it's left hand. The start of the next combo starts with a round-house kick with the left foot, dealing extra damage.

[INNATE-PASSIVE] (Energy) - Zephyr has a new bar called "Energy," this bar maxes out at an early 75, but regenerates three times at the rate that mana would regenerate at. For every 25 energy Zephyr has, Puslo will light up one of it's neon "bars," showing that Zephyr has energy.

[PASSIVE] (Pumped Up) - Every 25 energy that Zephyr has, all of it's stats are buffed by 0.05, which causes Zephyr to have a lower-than-average stat total. Having specific amounts of energy when using skills also cause extra/bonus effects during use.

[BASE STATS]

Damage: 0.9

Speed: 1.0

Defense: 0.9

<p class="MsoNormal" style="font-weight:normal;font-size:16px;line-height:26px;">[E] (Burst) - Zephyr increases energy output on Puslo, which takes away energy regeneration and replaces it with a steady reduction for 5 energy a second. During this, Zephyr's speed and damage is increased by 0.1, but it's defense is reduced by 0.1 aswell. This lasts as long as Zephyr has energy to sustain it, and changes specific attacks.

<p class="MsoNormal" style="font-weight:normal;font-size:16px;line-height:26px;">[Z] (Wind Dash) - Zephyr is required to be moving in any direction (ASWD) for this to work. Zephyr first charges Puslo which causes green footprints to appear for a few seconds, before sprinting at an extremely fast pace, and leaving behind a trail of green light. You are completely able to move around during this, only lasting for two seconds. Once Zephyr stops sprinting the entire line suddenly combusts with air, dealing light damage but also shooting opponents back and staggering them if in range. [20 energy, 10 second cooldown)

<p class="MsoNormal" style="font-weight:normal;font-size:16px;line-height:26px;">[Z] (Swift Strikes) - Zephyr quickly preformes a combo which can easily incapacitate enemies and keep them from using devastating attacks. First, Zephyr jabs twice with both right and left hands, then headbutting forward and delivering a heavy upward kick in the general area of where the opponent's head would be. The jabs deal low damage but can instantly stagger a hit character, the headbutt deals medium damage but can deal extra if the target is staggered. Lastly, the upward kick does medium damage and can instantly stun a character if they are staggered. (40 energy, 20 second cool-down)

<p class="MsoNormal" style="font-weight:normal;font-size:16px;line-height:26px;">[X] (Rapid Spinner) - Zephyr crouches down for a second, before jumping forward and spinning around in the air rapidly, causing a tornado to form. This tornado does low damage, but you can mode while in this form and cause rapid DPS, as it also pulls in enemies. Zephyr can still be hurt during this form, as the player is inside of the heart of the tornado and is vulnerable to high damage melee classes. Zephyr can cancel this at any time by pressing X again, causing the tornado to burst into the air and shoot all caught players outwards. (20 energy, for every second take 10 away, 18 second cooldown.)

<p class="MsoNormal" style="font-weight:normal;font-size:16px;line-height:26px;">[X] (Wind Disk) Zephyr crouches down for a second, before jumping forward and twisting in the air, making it so it's body is parralell to the ground. Zephyr then spins rapidly, causing a thin disk of air to form. This disk does semi-damage but it is extremely hard to properly control/super fast and pushes enemies away when they are hit. Zephyr can still be hurt during this form, but it is extremely hard to unless you manage to use ranged attacks to hit Zephyr which is in the center of the twirling destroyer. Pressing X again causes it to bounce up and smash into the ground, causing a small creator to appear and enemies in the air are staggered, but take no damage. (10 energy, for every second take 15 away, 18 second cooldown)

<p class="MsoNormal" style="font-weight:normal;font-size:16px;line-height:26px;">[C] (Super-Sonic) - Zephyr's normal combo now is accelerated for 8 seconds, allowing more DPS, as well as increasing the stun rate gain and stagger chance. All skill cooldowns are also reduced by 5 seconds, and energy regeneration is doubled for 3 seconds. (No energy, 40 second cooldown)

<p class="MsoNormal" style="font-weight:normal;font-size:16px;line-height:26px;margin-bottom:0px!important;">[V] (The Messenger) - Zephyr charges forward at an alarming 20 studs a second for two seconds, causing a huge blast of air following the character, with players outside of the area which Zephyr is in during this will be blown back, taking no damage. If Zephyr comes in contact with an opponent while charging by touching them directly, the player will preform a bicycle kick and shoot the target up in the air, followed by another blast of air. The target will soon fall down, causing a harmless explosion, with a crater where they land. The target is stunned as well, but this leaves Zephyr extremely weak due to taking away all of it's buffs. (75 energy, 60 sec cooldown) <ac_metadata title="Class Suggestion: Zephyr"> </ac_metadata>