Thread:A Mexican Llama/@comment-14761947-20170126150612

wikia is being buggy

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Weapon: Needle boasts a high DPS as with all rushers. Uniquely, it is the only main rusher with an extremely versatile dash in its click combo that could be used to dodge, maneuver, strafe, chase and confuse. With the moveset being built around the combo, it will be your most important aspect yet as Major.

Pursuit (Passive):  The very thing that makes Major move around in a blur itself. Pursuit buffs your movement by small amounts depending on how much damage dealt. The buffs gained by using the click combo alone is pretty negligible, so use your skills to get a significant amount of buff.

It also lowers the cooldown of your last skill used if you hit with your click combo. Therefore, prioritize your skills accordingly.

Sprint (E): Just like what the skill's name implies, you become faster at the cost of defense and mana per second. It also changes your moveset with the exception of V. Use Sprint to get around the map faster or chase enemies.

Because of the defense debuff, using it extensively in the middle of combat (especially if your enemies can snare or have stagger) is ill-advised. Dodging enemy attacks with E is not recommended.

Also note that the lower your health, the faster your mana will drain. Refrain from using Sprint to avoid wastage of mana should this be the case.

Chivalry (Z): This will be the skill you will use the most to have an upper hand in most fights with its ludicrous walkspeed buff, attack buff and cooldown. Really powerful when paired with the defense debuffing moves Major has. Also makes you faster than light (metaphorically) with the passive.

Frenzy Dash (E+Z): Use this skill sparingly if you've got yourself in a dangerous situation and wanted to escape. Is also useful to dodge enemy ultimates. Otherwise, stick to Chivalry.

Assault Pierce (X): Range of this skill is pretty large (thats what she said xdd) with the defense debuff on hit. Use it if your enemy is a few studs far away from you. Also decreases cooldown by 3 seconds per hit, implying you can hit multiple opponents with this move. Not that you should, though.

Moon Slash (E+X): You'll get a buff in attack, debuff your enemy's defense at the same time and has a 6 second cooldown. Neat, that is, if you can land this skill. The range of this skill is very short like Major's other CC-applying move, so if you're having difficulities getting close and comfortable to your opponents, consider using Assault Pierce instead.

Swipe (C): Do not rely on this move too much as it has a pretty short range and you would not most likely land this skill all the time. Consider using your combo dash to get close to enemies for Swipe, using C immediately after using X or if your enemy is quite far away, E+Z then C.

Circular (E+C): The lesser Proto's Z skill. Its somewhat faulty hitbox left many to be desired. However, what Circular shines in is the ability to keep Sprint on after activation and be able to chain Sprint-skills such as Frenzy Dash or Moon Slash. It is also a highly mobile skill, use it as a hit-and-run skill on dangerous opponents.

Needle Storm (V): This skill should be used as soon as it is available on powerful opponents, as it is poor as a last-resort attack. You can set up the ultimate by using Swipe. Do not use the skill on low-health enemies as you would just be wasting your ultimate. 