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Warframe Reworks Index *Updated*


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Hello,

Here is a slough of rework concepts I thought up, there is no imagery so please use your imagination. Some are older than others and in my opinion better than the earlier ones I did, but should still add to the imagination. This originally started as a rapid fire of the way id like to see the characters be played, and ended up consuming my thought process for a few weeks. The Warframes covered are Nova, Nidus, Hydroid, Rhino, Atlas, Ash, Banshee, Nezha, Nyx, Saryn, Gara, Ivara, Baruuk, Oberon, Titania, Inaros, Trinity, Mirage, Harrow, Mesa, Excalibur, Volt, Frost , Ember and Loki. Which is also the order in which I first wrote them.  So if you see your favorite frame here, the please take a look, and compare them to now, and maybe even save it for in the future, you can go ahead and click CTRL + F and search your frames name for easy scrolling. Anyways Enjoy. Make sure to support the streamer "Depths" if you get the chance, she is really cool.
*Added Dagath, Qorvex, Dante(Feedback), and Kullervo.
 

*Kullervo

Passive: Recompense: When ever Kullervo strikes an enemy with a dagger a dagger becomes lodged in his enemy, when he kills an enemy he heals based on the amount of daggers within an enemy, with the ability to overheal when he is at maximum health. For each dagger lodged within an enemy the damage they receive is increased by 5% to a maximum of 50%.

1: Wrathful Advance/ Wrath: Kullervo throws blades in succession with powerful force lodging it deep within his enemy, stripping armor, and bleeding them for (10%) percent of (%) health based on armor stripped, when  100% of armor is stripped, they bleed based on their maximum health. Upon missing an enemy with a dagger, The Dagger returns lodging itself within Kullervo, causing doing some damage and causing him to bleed. When Kullervo bleeds, it increases the amount of damage he deals, increases his critical chance, his movement speed, and parkour velocity. When he has the maximum number of daggers lodged within him, he can convert Wrath into a powerful ability by holding down the skill, that causes a Hail fire of Daggers to strike an enemy, skewering them in place. 

2: Recompense/Wrathful Advance: Kullervo targets an enemy before teleporting to them and striking them for heavy damage, temporarily increasing his critical chance, based on the amount of daggers within an enemy up to (200%) Augmented by power strength, if an enemy is not killed by the strike, he lodges another dagger within them. When Kullervo holds down this ability, he strikes at all enemies that have a dagger lodged within them.

3.Collective Curse/Cursed Blades: Kullervo curses his blades, causing them to bounce between enemies, when kullervo deals any damage with any of his daggers, they seek out other enemies, chaining them together, any damage suffered by one enemy is reflected upon the other, and spreads the curse even further. Augmented by Duration.

4. Storm Of Ukko: Kullervo calls upon the void to increase the efficiency of his abilities, doubling the amount of daggers that can be lodged into enemies, adding void damage and adding destructive effects to his dagger abilities.

Wrath Augment: Daggers thrown by Wrath, become charged with void energy, and when striking enemies above 10 daggers, calls down a wrathful voidstorm that deals lingering damage in an area around an enemy. Daggers Lodged within Kullervo, causes this effect around him creating a damaging area around kullervo.

Wrathful Advance Augment: When kullervo strikes an enemy he deals extra void damage based on his current critical chance modifier. Upon killing an enemy he disappears into the void, for a short duration.

Cursed Blades Augment: Cursed blades now add void damage to all of kullervos attacks, and deal extra void damage, increasing with each enemy bound by the curse. When a cursed enemy is killed they deal a burst of void damage to enemies they were connected to, blinding them.

Storm Of Ukko Augment: Over time storm of Ukko Builds up energy from kills, activating the skill again, launches a short throw tornado that travels a short distance before spinning in place, the tornado is filled with daggers constantly lacerating targets and lodging daggers within enemies, and causing them to be lifted into the air, the more damage the tornado deals the larger and more powerful it gets before bursting for sending daggers outward from its epicenter for the (200%) accumulated damage. Augmented by range, strength and duration. 

*Dante (Feedback Not a Rework)

*Qorvex

Passive:
Disometric Guard:
Qorvex builds up resistances to status effects for each kill or assist upon enemies that are affected by radiation, this guard increases in tiers, creating an aura of radiation around Qorvex, causing him to be a highly radioactive force. 
*Deteriorating Isotope: Radiation Damage dealt by Qorvex, has a 35% chance to spread to other enemies.

1: Chyrinka Rush: Qorvex charges at enemies with explosive force battering them with a flurry of blows, He strikes an enemy 6 times in quick succession in a flurry of punches, dealing a mix of heat and electricity with 100% efficiency, for every status effect afflicted a second status effect accompanies it. Enemies killed are turned into Pillars that pull enemies in, pulsating for duration with the same effects of the initial attack. When more than 1 pillar are within proximity of each other they link together, increasing their damage, and status effects.

(Hold) Qorvex can channel this attack, to slam the ground, pulling enemies into a cataclysmic epicenter, and building a pillar immediately, the force of the implosion, pulls enemies in, and then forces them out, before generating a pillar, enemies that are killed by this ability form pillars as well. Augmented by range, duration and strength.

2: Tectonic Containment: Qorvex, disrupts the ground beneath him, causing a magnetic disturbance within the earth, Enemies struck by this disturbance in the earth become magnetically activated and over time and within close proximity build up a sarcophagus made of earth, petrifying them. Enemies who move in the proximity of another tectonically disturbed enemy will also build up a tectonic disturbance, when these enemies are destroyed, they burst with intense radioactive and magnetic damage, disturbing any surrounding undisturbed enemies. Augmented by Range.

3: Disometric Overload: Qorvex channels the energy built up by his Disometric Guard, Turning him into a radioactive force, his weapons receive increasing punch through and range, with each kill or assist, and deals heat and electrical damage with each attack, building up their damage and duration with each kill or assist for this period. The duration is based on tier reached, augmented by duration per tier.

4: Crucible Core: Qorvex activates his crucible core as a Secondary weapon, Primary Fire creates a target acquisition system, highlighting enemies, and with each attack fires a beam of super-heated radiation homing in on his enemies, enemies killed in this way explode leaving behind radioactive emissions that Qorvex and his allies can use to increase their status resistance, damage, armor, and shields. With the ability to Overshield. Augmented by Power Strength.

Secondary Fire: Channels a large beam that infects enemies with superheated radiation from the inside, after a brief duration, the affected enemy/s explodes dealing a wide range blast of radiation damage to anyone surrounding them. 
Crucible Core Can be augmented by mods, as such for an exalted weapon and is wielded like a gammacor. 

*Dagath

Passive: Doom: Energy and Health orbs are 200% more effective on dagath, and apply to her entire team, With the ability to overheal. When Dagath has overhealth, her attacks to apply Doom, to her enemies. Doom, causes dagaths attacks to be accompanied by wyrd scythes and her allies attacks to deal bonus viral damage, these wyrd scythes stick to enemies causing them to take viral damage from subsequent attacks, when an enemy reaches the maximum number of wyrd scythes, A large Wyrd scythe, will strike them for a stacking 100% - 300%of the combined damage, knocking them to the floor, if the enemy is killed, a larger wyrd scythe accompanies Dagath, to continue reaping enemies. Up to a maximum of 6.

Wyrd Scythes/Rakhali's Cavalry: Dagath charges into enemies with a Large Wyrd Scythe, Stripping their armor and dealing viral damage. this is a 3 attack combo similar to hate, She dashes in with a swift slash, then a leaping spinning summersault (she is upside down in the air, spinning the scythe.) She flourishes with a scythe throw, that causes the scythe to travel a short distance before spinning in place, striking enemies multiple times. This throw has a pull and a drag, it drags enemies along its path, and pulls enemies from with a short distance. Dagath can execute this throw immediately by holding down the ability button. This ability multiplies the scythes thrown by the amount of Wyrd Scythes Gained from her passive. This attack can be done from the air, causing dagath to slam the ground send buzzsaw like wyrd scythes cutting through the ground towards her enemies. 

Doom/Grave Spirit: Dagath channels a spectral cloak, applying a critical damage bonus to her attacks and abilities, and allowing her to escape death, enemies killed in this form restore health to Dagath, with the capability to overheal, When dagath is dealt a fatal blow, she instead survives the attack, and expends a wyrd scythe to deal an immediate strike to the enemy who dealt the blow. Healing for the damage dealt.

Grave Spirit/Gloom: Dagath, Condemns enemies in a traveling tidal wave of Gloom, this wave blinds enemies and consumes dealing damage based on the amount of doom stacks an enemy has, As well as covering enemies in a cloud of Gloom, When enemies are killed while being afflicted with Gloom, they burst, sending waves of ricocheting wyrd scythes into enemies.

Rakhali's Cavalry/ Wyrd Scythes/ Rakhali's Fervor: Dagath channels the spirit of Rakhali empowering her scythes with extra lethality, causing them to deal double status damage, multiplied by the amount of wyrd scythes in her employ for a maximum of 8x. Upon inflicting status damage, her spirit is reinvigorated turning her overhealed health into a overshield, and increasing her armor by the amount of health she has over. Killing enemies during this duration causes Rakhali to reward her intensity with Favor, When Dagath reaches the maximum amount of Favor earned by Rakhali, she can unleash an enhanced ability.

Augmented: Rakhali's Cavalry: Rakhali's Might: Attacking enemies, send out waves of viral energy, and her throw turns into a vicious tornado, sweeping everything in its path into a deadly tornado of viral blades.

Augmented: Grave Spirit: Avatar Of The Grave: Grave spirit becomes a spectral force, increasing her critical chance by the same amount, and upon being killed she unleashes a wave of gloom and doom, causing enemies to be pelted by a large number of wyrd scythes, and adding insult to injury by consuming those doom stacks with gloom, dealing immense damage.

Augmented: Gloom: Creeping Gloom: Gloom now not only blinds enemies, but irradiates them causing them to attack with reckless abandon, aswell as rooting them in place, they become perfect fodder, for the reaping. When enemies burst they spread the roots aswell. 

Augmented: Rakhali's Fervor: Rakhali's Riders: Reactivating this ability at maximum fervor, causes Dagath to call a horde of Rakhali's Riders, to help her fight in battle, these Riders, Charge down enemies, wielding wyrd scythes, they cleave a path, and enemies killed add to their forces, they last for 8 - 15 seconds relentlessly charging through enemies and cleaving through them with large scythes, augmented by ability duration.
 



LOKI
PASSIVE: Dealing damage with Loki's abilities causes void static that builds up to release waves of void energy. Destabilizing enemies, and causing holo-clones to spawn. Holo clones deal damage with loki's equipped weaponry and abilities with added void damage. Upon death Holo clones leave rift gates at their location. Enemies under void static take 50% - 200% more void damage from any source. Loki can enter and exit the rift by way of dashing. Loki can stick to walls indefinitely.
1.DECOY/TRICKBLADE: Loki throws a blade of void energy like a glaive that ricochet between enemies. The ability stacks damage up to 5x. Upon reaching its maximum the blade explodes at its destination entrapping enemies in the rift. At maximum, hitting enemies adds a random void effect, Increased Void damage, Rift freeze(if the enemy is in the rift or enters the rift they are frozen), Rift Trap(on death this enemy explodes trapping other enemies in the void rift) These effects are once per throw.(All enemies get the same effect)
2.INVISIBILITY/RIFTWALK: Loki becomes ephemeral, avoiding incoming damage while using silenced weapons, enemy melee attackers are repulsed and doused with void static. As loki deals damage in he builds up bonus void damage.
[11:19 AM]
3.SWITCH TELEPORT/RIFTGATE: Loki channels the rift around him as he teleports to a target, this places loki within the rift and any enemies within melee range any enemies killed in the rift increase the passive damage that is dealt by it and increase its size. Allies who pass are given bonus void damage and are healed by the voids presence. Channeling the ability places down a rift gate. That allies can enter, regaining health per enemy killed. And gradually restoring energy over time. Allies can exit the rift by dashing.
4.RADIAL DISARM/VOIDRIPPER: Loki equips a dual blade of pure void energy, dealing damage increases the length, critical chance, and critical multipler of Voidripper. Heavy attacks teleport to enemies within 40m(augmented by ability range) for precision strikes. Slam attacks leave rift gates for enemies to become trapped in. As loki kills with the weapon he is allowed to evolve it, upon reaching its maximum loki spawns holo clones from fallen enemies, to aid him in battle. The presence of the void becoming stronger, his rift gates become more deadly increasing passive rift damage, and causing enemies to drop rift gates on death.

https://discord.com/channels/669141135314386975/683034987498438697/1113894654967025764

EMBER
PASSIVE: Dealing Damage with embers abilities causes enemies to burn, this effect stacks and upon reaching its limit, causes enemies to erupt, causing a flaming pillar. Enemies killed by embers abilities burst with flaming energy causing other enemies to burn. Enemies under the heat status are dealt 50%-200% damage by embers abilities. Dashing(shift) creates an fire clone at the starting location that explodes after a short duration. Ember becomes an embodiment of flame that burns enemies she passes through and upon reappearing, bursts with flaming energy dealing 300-1000 damage x power strength multiplier. Ember is immune to heat damage and heals from it.

1.FIREBALL: Ember throws (3) flaming shuriken like a glaive that ricochet between enemies, Dealing heat damage. The damage of this ability stacks per use up to 5x times. Upon reaching its maximum it becomes empowered, adding two more flaming shuriken for a total of (5).

2.IMMOLATION: Ember generates an aura of flame that absorbs damage up to 90% and creates an aura of flame that burns enemies in its radius. Her attacks deal added fire damage, and ember can channel this ability to absorb all flame effects in her area chilling enemies and multiplying her ability strength up to 200% and healing per stack of her passive absorbed. Ember can quick press the ability to release a torrent of flame, unleashing all stored energy and maxing her passive ability out on any enemy in range of the blast.
[11:33 AM]
3.FIREBLAST/INFERNO: Ember generates a torrent of armor shredding flame around her dealing damage per .4 seconds, that grows in range as she deals damage. The torrent charges up to a radius of 7-14m around ember, dealing heat damage to enemies who enter its radius, upon reaching its maximum ember can throw this flaming field as it generates a slight pull capturing enemies in and after it reaches its maximum range(augmented by duration not range(wall contact workaround)) it explodes dealing damage. Enemies killed by this ability send balls of sentient flaming energy to attack other enemies breaking down their armor and burning them.
[11:33 AM]
4.INFERNO/PYROKINESIS: Ember becomes the embodiment of her pyrokinetic abilities, she hovers above the ground and equips a flaming secondary throwing weapon, the weapon evolves up to 3x and gains blast radius, multishot, and critical chance as she kills with it. The flames stick to enemies and cause lingering bursts of flame per second for 3 seconds.(This allows for fire effects to be absorbed and reapplied seamlessly). At maximum evolution secondary fire uses an entire clip to throw a large sentient fireball that lingers at its target location releasing flaming energy per second and firing small flaming projectiles every .5 seconds for 7 seconds  before exploding. Killing enemies with headshots causes sentient flaming energy to target any enemies nearby, shredding their armor and reducing heat resistances to -50%. Killing with any weapons during this time add to her critical damage multiplier to a max of 5x not including weapon modifications. She has full use of all of her abilities during this time. Quick pressing her ability causes ember to conjure sentient flames that attach to her enemies. Dealing damage and creating weakspots for her and allies to take advantage of. When the weakspots are attacked they heal allies, create more sentient fireballs seek out enemies. During this time all heat effects from ember are increased from 30% - 120%. She moves and sprints at regular speeds during hover. Crouching executes a teleport that targets any enemy with heat effects. She bursts with flaming energy at her target location.

https://discord.com/channels/669141135314386975/683034987498438697/1113535562498965605

FROST
PASSIVE: Dealing Damage with frost abilities causes ice build up on enemies, upon reaching the limit, a large icicle is generated above them that crashes down instantly freezing them. Enemies killed by frosts ability burst with freezing energy causing ice build up on other enemies. Enemies under the cold status are dealt 50%-200% damage by frosts abilities. Dashing(shift) creates an ice clone at the starting location that explodes after a short duration. Frost becomes a cloud of frost that chills enemies he passes and upon reappearing, bursts with frozen energy dealing 300-1000 damage x power strength multiplier. Frost is immune to cold damage and heals from it.

1.FREEZE: Frost throws an ice shuriken like a glaive that ricochet between enemies, Dealing cold damage with a 10% chance to freeze, and creating an icy path. The damage of this ability stacks per use up to 5x times. Upon reaching its maximum it becomes empowered, causing icy explosions per bounce creating a larger area of effect.

2.ICE WAVE/SNOW GLOBE: Frost generates an ice shield around his self that absorbs incoming damage up to 90%. The globe generates a frosty radius around frost that deals cold damage and has the ability to freeze enemies, adds cold damage to his attacks, and can be detonated releasing stored damage as an icy explosion, freezing enemies almost instantly.
[1:28 PM]
3.SNOW GLOBE/COLD EMBRACE: Frost generates a torrent of bladed ice around him dealing damage per .4 seconds, that grows in range as he deals damage, his movement speed, critical chance, and reload speed increase. The torrent charges up to a radius of 7-14m around frost, dealing ice cold damage to enemies who enter its radius, upon reaching its maximum frost can throw this ice field generates a slight pull capturing enemies in and after it reaches its maximum range(augmented by duration not range(wall contact workaround)) it explodes dealing damage. Enemies killed by this field become Ice shadow causing an area of effect reminiscent of the embrace that killed them. 

4.AVALANCHE: Frost equips a sword of pure ice, with quick slashes and special abilities. Heavy attacks strike 4 extra times with bladed ice that stabs into enemies from all directions. Slam attacks generate a wave of ice spikes(original ice wave with added utility) that have a 50% chance to freeze enemies solid and a 50% chance to impale them. His sword builds up combo meter and evolves up to 3x excluding its first form. Increasing its critical chance (50%), critical damage(3.0x), and range (2.5). After reaching its maximum evolution the spinning attack creates mini cold embraces at its position with a flat damage rate based on the weapons mods. Pressing the skill throws an ice lance that causes a lingering cold embrace at its landing location. Channeling the skill ends it.

https://discord.com/channels/669141135314386975/683034987498438697/1113202287746240542
 

VOLT

PASSIVE: Dealing Damage with volts abilities causes electrically charges his enemies, upon reaching the limit, they are struck by a large bolt of lightning that causing electrical chains to reach out to others. Enemies killed by volts abilities burst with electricity, charging other enemies. Enemies under the electrocuted status are dealt 50%-200% damage by volts abilities. Dashing turns volt into the embodiment of electricity leaving a clone at his starting location that explodes for a short time. Upon reappearing he bursts with electricity. Dealing 300-1000 damage x power strength multiplier. Volt is immune to electrical damage, and heals from it.

1.SHOCK: Volt throws an electrified shuriken like a glaive that ricochet between enemies, Dealing electric damage with a 10% chance to cause a lightning strike, and creating a chain of electricity. The damage of this ability stacks per use up to 5x times. Upon reaching its maximum it becomes empowered, causing bursts of electricity per bounce creating a larger area of effect.

2.SPEED/ELECTRIC SHIELD: Volt generates an electric shield around his self that absorbs incoming damage up to 90%. The shield generates a electrified radius around volt that deals electric damage, adds electrified damage to his attacks, and can be detonated releasing stored damage as an electrical explosion, destroying enemy shields almost instantly.
[10:20 AM]
3.ELECTRIC SHIELD/CENTERFUGE: Volt throws an electric coil at a targeted location which creates an electrified zone, he can throw up to 3 and when within a radius of each other connect to triple their range and damage.(combining their zones creating (1) maximum range zone) Any bullets passing through this zone are electrified and deal bonus damage to shields. The coils can stick to walls, enemies, and people. (similar to ivaras arrows). Channeling this ability allows volt to teleport any one of the coils, causing them to become powered and release bursts of electricity that encompass their zones for a short time. Having all three coils connected and powered triples their strength and duration and causes them to recharge allied shields.

4.DISCHARGE/DESTABILIZATION: Volt releases a static discharge that lifts enemies hit by the initial burst and destabilizes his energy, Causing an area of electrified energy around his location causing lightning to strike enemies who enter his general viscinity and increasing him and his allies speed. During this time volt equips an electrified hammer. Heavy attacks causes volt to throw his hammer (similar to wolfs edge) Exploding in a burst of electricity (+ weapon mods) at its impact destination. Slam attacks cause bolts of lightning to extend from them in a cone. Dashing during this turns volt into the embodiment of electricity and enters him into a state of flying, he can exit by jumping, or melee attacking, Dashing again or holding dash increases his speed and damage, he can maintain this form for 7secs(augmented by duration). During this state he deals damage by passing through enemies and causing electricity to chain between them. Quick pressing during this time cause volt to dash to any enemy executing a slam attack at close range. This attack stacks 3x times increasing the damage and range of the cone. Channeling the ability again ends it.

https://discord.com/channels/669141135314386975/683034987498438697/1112792654586069193

EXCALIBUR

PASSIVE: Righteous Fury: Striking enemies with excaliburs abilities generate Righteous Fury, Righteous Fury highlights and burns enemies that are attacked by excaliburs abilities and they receive 1.2x damage per Righteous Fury accumulated.

1.Slash Dash: Excalibur dashes with extreme speed forward, slashing all enemies he passes through multiple times (3), Excalibur can charge this attack to absorb incoming damage increasing his damage reduction by 90% and the strength of slash dash by percentage up to 500%. and upon release a wave of pure light extends from his blades drawing attack that deals heat damage. 
Exalted Form: An identical shadow copy of excalibur is generated at the end of his abilities range, and dashes in the opposite direction.
And The charge blade slashes 3x times.

2.Radial Howl/Radial Blind: Same ability, channeling the ability generates shadow copies of excalibur that use his melee skills to fight with him. On death the shadow copies, howl at their location revitalizing exacaliburs shields based on damage done.
[8:13 AM]
3.Radial Javelin: Calls down righteous blades at his location locking enemies within its radius of 9-15m, becomes ephemeral and darts around its confines striking enemies, kills heal hp to any allies within its radius. upon release excalibur sends the blades outwards dealing damage done in equal measure to its range without.(augmented by range)

4.Exalted Blade: Excalibur equips a sword of pure light, the sword grows in length up to 5m and increases critical damage up to 3x, as it kills enemies (15 kills to max out). And generates Righteous Fury on hit. Heavy attacks cleave through enemies with a slightly delayed wind up but a quick slash. It generates a slow moving wave that slowly cuts through enemies Horizontally with size equivalent to the bonus length. Slam attacks call down righteous blades locking enemies in within its radius of 12m. Spinning Attacks execute his radial blind with added heat damage. 
All sword skills now include damage based on his exalted weapon and mods. Righteous Fury damage multiplier is now based on his exalted critical damage multiplier + accumulated critical damage.
Pressing This ability causes Excalibur to enter a controlled stance, based on his selected weapon.(similar to mesa's waltz) allowing excalibur to move while slashing enemies with waves of pure light electrocuting enemies. Deals damage based on exalted weapon mods, on top of its base electrocution.
Pressing the skill ends this attack.
Channeling exalted blade, ends it. (edited)
[8:13 AM]
https://discord.com/channels/669141135314386975/683034987498438697/1109499033493442660

MESA

Passive: Using mesas abilities change the form of her regulators. When using abilities mesa gains certain traits. Melee form affords mesa 30% lifesteal. Primary Form increases status chance by 30%. Secondary Form increases critical chance by 30%. Switching forms causes these traits stack and carry over 3x. (Resets every 15 seconds, switching forms refreshes its cooldown.)

1.Ballistic Battery: Mesa transforms her regulators into a gunblade melee weapon. Increasing her slash damage by 60%(power strength based). She strikes enemies 3x before unleashing two shots. That if withheld build up in power. Mesa can channel the ability to fire once with a high caliber shot. At its maximum Battery, the bullets deal 5x critical damage and shatter on impact damaging enemies in a radius around the impact zone. The channeled ability doubles this effect. Enemies at low health are executed by the strikes.

2.Shooting Gallery: Mesa transforms her regulators into a primary weapon. Making her peacemakers automatic, increasing  puncture damage and multishot by 50%(power strength based . Dealing damage with any weaponry during this time has a 30% chance to disarm enemies and grants a growing punchthrough of up to 5m. This ability can be channeled to cause mesa to dance through enemies firing bullets in all directions.(in peacemakers signature style) (edited)
[7:58 AM]
3.Shatter Shield: Mesa transforms her regulators into their orginal form as a secondary, highlighting enemy weakness for her teammates. When enemies weakspots are shot mesa gains damage reduction of up to 75% and reflects bullets back at attackers. Her bullets deal 70% increased impact damage and her shots break down enemy armor and shields. Shatter shield can be channeled to release stored damage in a multi fire shot that explodes on impact, knocking enemies to the ground and dousing them in napalm.

4.Peacemaker: Mesa equips her peacemaker into its designated position. Gaining unique abilities based on its form.

Ballistic Battery: Melee Form: Mesa has increased movement speed, gaining slash damage, and damage reduction for each enemy killed. Attacks shatter the armor of her enemies. Her heavy attacks fire blades that ricochet between opponents. Her slam attacks create a small singularity that pull in enemies dealing damage with bladed rounds swirling within its confines.

Shooting Gallery: Primary Form: Primary form begins to fill a battery increasing its critical damage by 5x, secondary fire receives double the effect of the battery, and fires a high caliber rounds that creates a singularity at its impact destination as the battery drains out. Bullets shatter on impact dealing intense puncture damage capable of skewering enemies.
 
Shatter Shield: Secondary Form: The regulators become automatic and experience growing fire rate and multishot up to 100%. They are granted innate punchthrough of 5m. And they have a 30% chance to disarm enemies. Secondary fire decreases accuracy and converts fire rate and multishot, to status chance and critical chance, creating a wide fan of elemental damage capable of striking multiple enemy weakpoints from shatter shield. (edited)
[7:59 AM]
NOTES
1.Ballistic Battery Option: The Channeled Ability instead of firing a shot, throws her gunblades causing them to fire at enemies as much as the cut through them dealing heavy slash damage.
changed the shooting gallery augment form to fire high powered rounds until the battery drains
3.*changed the shattershield augment to better reflect its intended purpose and added critical chance. 

https://discord.com/channels/669141135314386975/683034987498438697/1109132595855368404

HARROW

Passive: Harrow has high overshield capacity and converts excess healing to shields, Using abilities builds up a meter adding to harrows "Penance". Harrow can channel his abilities for extra effect by using his penance. Enemies hit by penitant abilities receive increased critical damage from all sources.

1.Condemn/Penance: Penance attacks enemies with harrows thurible with melee combination building up reload speed and fire rate, enemies at low health are executed. Harrow dashes toward an enemy lashing them with the first blow, following up with a second blow just as quickly before finally flourishing striking all enemies in a radius. These strikes deals high impact and radiation damage.
Penance Augmentation: Harrow can channel this ability to strike himself adding life steal to him and his allies attacks and dealing damage to all enemies recently struck by Penance or victims of condemn. This strike deals high impact and radiation damage.

2.Penance/Condemn: Same ability, Channeling it allows harrow to chain enemies in a radius around him, The ability now does magnetic damage. Damaging condemned enemies replenishes shields.
Penance Augmentation: Harrows chains reach out to grab other enemies as shackled enemies are killed. These shackles double in strength each time they bind a new target. (edited)
[9:45 AM]
3.Thurible: Same Ability,
Penance Augmentation: Harrow can channel this skill to replenish his energy from his shields. Causing his attacks to create shield replenishing waves for his teammates

4.Covenant: creates a holy aura around the vicinity of harrow that absorbs incoming damage and provides damage reduction of 90%. Absorbed damage is converted into a healing aura. Harrow equips his thurible as a weapon. Heavy attacks condemn enemies single targets and slam attacks condemn enemies who enter its radius. It deals high impact, radiation and magnetic damage. Dealing damage with his thurible during covenant increases his reload speed, fire rate and critical damage. Dealing damage with his ranged weaponry stacks up critical chance. Based on power strength.
Penance Augmentation: Channelling covenant turns into a damaging aura of fire, converting incoming damage to increase harrows physical damage. The aura has a 100% status chance, and burned enemies are turned into shadows when killed that seek out and condemn others.

https://discord.com/channels/669141135314386975/683034987498438697/1108797424132165682

 

MIRAGE
Passive: Mirage gains growing damage when she is outside a source of light, this grows up to 500% at a rate of 1% per second. Entering the light decays at a rate of 1% per 15 seconds. Within any source of light she refracts the light around her becoming ephemeral reducing damage by 90%-100%. When damage is completely negated she spawns a mirror image of herself that deals damage. Up to a maximum of 3.

1.Hall Of Mirrors: Mirage throws light refracting shards of prismatic glass. Upon striking her enemies steals the light from her enemies eyes briefly blinding, heavily irradiating and creates mirror images of their self that hover behind them. Mirage can teleport to enemies marked by the stolen light and dealing heavy damage to them, Enemies at low health are executed. Throwing shards in succession increase its damage and stack images up to 5 times. ( The image grows larger) The larger the image the more damage the teleport will do. Deals slash damage based on missing health percentage. ((base damage + 5-15% missing enemy health) x Passive) Kills genereate Mirror images of Mirage.

2.Sleight Of Hand: Mirage limbers up and refracts the light around her hands,increasing her reload speed, maneuvering speed, causing her attacks to deal radiation damage and cause stolen light. And her maneuvers to leave afterimages of herself behind. The after images have 1 hp and steal the light from their general vicinity upon being destroyed.
[10:06 AM]
3.Eclipse: Mirage Amplifies the effect of any source of light or darkness, increasing the power of her passive directly. Multiplied by the amount of enemies in darkness, and allies in light. Briefly stealing the light from enemies eyes in complete darkness, and in light, generating healing rays for her teammates that increase critical and status chances by up to 70%. Killing enemies effected by stolen light generate mirror images.
Channelling the ability reverses the effect of any light source. Changing her passive to work in the reverse as well.

4.Prism: Mirage creates a large light refracting prism that traps enemies and is invisible from the outside, any shots fired at the prism absorb bullets and reflect them within the confines of the prism causing enemies to take intense damage. Channeling the ability allows mirage to enter the prism causing the prism to rotate at intense speed, and dealing damage at an increased rate. When it is released the prism explodes stealing the light from all enemies without, dealing the damage it stored within subtracting 35%. Enemies without are left with the maximum level of mirror images allowing mirage to take advantage of their disarray and silently removing any obstacles. Mirage can create up to 5 prisms at any given time. And enter them separately by targeting them.

https://discord.com/channels/669141135314386975/683034987498438697/1108440440052654212

 

TRINITY

Passive: Switching Auras increases trinities Power stats by 5% up to a maximum of 200%. Auras wind down after switching so you can have a few auras active at the same time (based on trinities duration). When trinities allies are downed, any health restorative effects can be used to revive allies by filling up a meter based on trinities maximum health. Trinity can't be nullified and has maximum energy when a mission begins.

1.Well Of Life: Trinity activates An aura of healing, when allies come into contact with it they are given a well of life meter, Upon killing an enemy they fill up the meter by (x amount) upon taking lethal damage the meter is drained to refill their health, and they must pick up a new well from trinity. When trinity's meter is full she releases swathes of healing for 30% of her maximum health. 

2.Energy Vampire: Trinity activates an Vampiric aura, dealing damage while under the effects of this aura fill up an energy well when using abilities they take from the energy well with increased power based on trinity's power strength. Trinity herself receives a physical damage bonus based on the percentage of the energy well that is filled , enhanced by power strength. (edited)
[11:15 AM]
3.Link/Blessing: Trinity activates an aura of Blessing, Blessing increases the armor and shields of allies adding (x amount of armor and shields) based on trinity's power strength. While dealing damage to enemies fills up this meter at maximum it offers status resistance up to 80% based on the now decaying meter. 

4.Blessing/Divinity: Trinity equips a divine polearm, Increasing overpowering her auras multiply their strength by the amount of allies using them and reinvigorating her self with increased speed, and physical damage. When striking enemies with her polearm she links their life force with hers while dealing damage to enemies increases by the amount of links she has created. Heavy attacks create a powerful vortex at her location drawing enemies in. While slam attacks create an effigy that carry her current selected aura. That effigy can be picked up by allies. Switching auras during Divinity cause her passive to increase her physical damage as well. Enemies killed create orbs that increase trinity's critical damage, critical chance, and status chance. Using heavy attacks cause these orbs to fire forward. Slam attacks gather all orbs and create a damaging zone elements.
Well Of Life Aura Augment: Links created by trinity increase her armor and damage reduction up to 90% any damage reflected, damages attackers. Enemies killed create heat element orbs.
Energy Vampire Aura Augment:Trinity gains shield and critical chance based on energy absorbed. Enemies killed create electric element orbs.
Blessing Aura Augment: Links created by blessing deal constant stream of damage to enemies based on Divinity's mods. Enemies killed create ice element orbs. (edited)
[11:20 AM]

https://discord.com/channels/669141135314386975/683034987498438697/1108095404509253632

INAROS

Passive: Dealing damage with inaros abilities and killing enemies under their effects grant inaros scarab armor and build up scarab sacrament. Sacrament is used to augement inaros' abilities with special effects and increases all status damaage. effects from inaros by up to 10x. Scarab armor grants damage reduction up to 80%.
Upon death Inaros releases the scarabs contained in his armor effecting his enemies and disentangles from his corporeal form. Becoming a shadow he equips a different set of melee, secondary, and primary weapons. These weapons attack his enemies with differening types of scarab based attacks. The primary dealing a stream of soul siphoning viral and irradiated damage. The Secondary dealing a burst of thrown lingering swarm damage that deals viral and irradiated damage. and the melee lashing out at foes with a viral and irradiated whip punishing those who enter his domain. Heavy attacks lash enemies with such force that it roots them in place. Upon refilling his sacrament by dealing a certain level of damage he revives.
[10:16 AM]
1.Dessication: Inaros attacks enemies with hungry souls of the dead, Stripping enemies to the bone. Destroying their armor and dealing intense viral damage. The damage of this ability stacks 5x times. It is thrown like a glaive, bouncing between enemies for maximum effect.
Scarab Sacrament Augmentation: Kills gaine by this skill transform enemies into scarab ridden sand shadows that latch onto enemies and bursting, swarming them with countless scarabs and dealing damage based on his sacrament multiplier.

2.Devour: Inaros whips his collected souls into a frenzy creating a whirlwing of enraged souls. Tthis ability fires a tornadoe of souls in a straight line capturing enemies and dealing intense heat damage over time.
Scarab Sacrament Augmentation: The tornado groes in size and is fired in a cone in front of inaros, the souls now armed with the weaponry of their past life they deal slash damage for each effect of heat damage at 3x times its power. (edited)
[10:17 AM]
3.Sandstorm: Inaros becomes a soul ridden sandstorm becoming ephemeral when using silenced weaponry. His speed increases and any enemies who venture to close are inflicted with dessication.
Scarab Sacrament Augmentation: Inaros melee attacks Use his devour ability at half the cost. And kills generate health resotring waves of souls for inaros and his allies based on inaros' maximum health. With the capability to overheal.

4.Scarab Swarm/Pharoah: Inaros becomes the pharoah with the soul of his ethereal self upon his back imitatiing his abilities. Pharoah doesn't copy any weaponry attacks but doubles the effect inaros' abilities as if they use multishot. Pharoah puts the souls to work by increasing all ability damage from inaros by trapping the souls of enemies he kills by up to 8x.
Scarab Sacrament Augmentation: The Pharoah can be channeled to release the pharoah in the ethereal form inaros takes upon death. Equipping its weaponry, pharoah can also use abilities independent of inaros and can add to his damage multiplier, by killing enemies. If the pharoah is active when inaros takes lethal damage, Inaros will be revived.


https://discord.com/channels/669141135314386975/683034987498438697/1107718289611817060

Titania

Passive: Using abilities generate razor wings up to a maximum of 8, razor wings seek out nearby enemies dealing viral damage. When an enemy takes lethal damage the razorwings leave behind fireflies that heal allies in a 10m radius.
Spellbind: Titania Hexes enemies causing them to take increased damage for a short duration. As enemies die the hex spreads dealing increased damage. And adding elemental status effects at certain threshholds. Enemies killed leave behind swarms of razorwings that eviscerate enemies that enter their radius.
Tribute: Forces enemies to pay tribute by creating a spell barrier around herself and her allies within 15m receiving growing damage reduction based on damage received up to a maximum of 80%. At increasing threshholds the barriers offer significant buffs.
Thorns: Damage reflection of up to 75% of damage received.
Dust: Enemies are blinded upon attacking the barrier.
Full Moon: Deals Elemental Damage to those in close proximity, based on energy color.
Entangle: Roots enemies in place with brambles, preventing their escape. (edited)
[10:47 AM]
Lantern: A swarm of razorflies infest an enemy creating a timed or remote explosive, enemies who come into contact with this enemy become infested as well. Attacking an enemy transformed into a lantern increases the damage of the explosion. Razorflies disarm enemies within a 30 meter radius and irradiates them to attack each other.(No longer makes enemies float as an absolute hold)
Razorwing: Titania equips her signature weaponry. Titania now uses diwata as a heavy sword that builds up razorwings and doubles the maximum amount. Slamming attacks create swarms of razorwings. While Heavy attacks Hex enemies. Kills with this weapon leave fireflies for enemies to pickup healing them. Dex pixia hexes enemies with spellbind and can be charged to fire a cluster of razorwings that linger in an area dealing damage based on dex pixias weapon mods. Titania can channel this ability to enter flight mode.

https://discord.com/channels/669141135314386975/683034987498438697/1106638694506573884
 

Oberon

Passive: Oberon generates will o wisps while using abilities, these wisps increase his armor and damage reduction up to 75% he can expend the wisps to instantly revive every downed ally within a 15m radius.
1.Smite: Oberon attacks with a sword and shield first by lunging at enemies, then executing a shield bash and lastly striking downward with extreme force, slamming enemies into the ground and generating electromagnetic destabilization to add insult to energy. Oberon can charge this ability to send a 3 rows of lightning arcing at his targets infront of him. Using this ability during reckoning increases its power and sanctifies the ground upon using its last attack or channeling ability.
2.Hallowed Ground/Punishment: Oberon sanctifies the ground in front of him and traps enemies in a cage of sanctified flames stopping their movement allowing allies to heal by attacking them.(in similar fashion to nidus' virulence or harrows' chains) Any enemies killed become wisps that serve oberon and his allies restoring shields with the capability of overshielding. And providing immunity to status based attacks and disables. Channeling this ability sanctifies the ground beneath him encasing any enemies in oberons vicinity. Encased enemies take constant damage from radiation throughout the duration. (edited)
[9:06 AM]
3.Renewal: Oberon summons an orb of sanctified light that absorbs the damage he does in combat. After reaching its time limit the orb releases a swathe of sanctified light bathing enemies in sanctified flames and healing his allies in equal measure.
4.Reckoning: Oberon equips a sword and shield that has hard hitting shield bashes that shatter enemy armor and razor sharp cuts that carry the weight of the intense suffering of the grove. Any kills during the duration increase oberons physical strength and crit chance up to 150%. The weapon set has spinning attacks and shield throws that deal bonus electrical damage. Slam attacks and heavy attacks capture enemies in a 4m radius before slamming them down to the ground destroying armor and blinding them.

 

Baruuk

Passive: When baruuk changes stances he sounds out a wave of armor and shield penetrating energy knocking his enemies of balance and absorbing their armor and shields. Overshielding him and adding to his armor level known as "Restraint".
1.Elephant Form: Baruuk Hardens his stance preventing making his self impregnable, increasing his armor, and releasing impactful force with each foot step. He receieves a decaying damage reduction from 75% and the damage he absorbs adds to his restraint.
2.Dragon Form: Baruuk Increases his Elemental Affinity increasing his status resistance and adding the ability to deal elemental damage with his weaponry. Baruuk can toggle his main element with a selector.
3.Tiger Form: Baruuk increases his ferocity by adding raw physical damage and speed to every movement. Increasing all his speeds by a base of 15%. And his damage by 30%.
4.Serene Storm/Storm Unleashed: Remains the same but is augmented by the different stance forms. 
Elephant Form: Restores damage reduction with each hit and multiplies his damage by his armor level.
Dragon Form: Unleashed by the storm his chosen element escapes his body in waves. Each status effect is felt twice.
Tiger Form: His ferocity multiplied in spades his physical damage increased by an additional 60% and each melee strike is felt 3 fold.

https://discord.com/channels/669141135314386975/683034987498438697/1105856563886964829

Ivara

Passive: Ivaras arrows have 100% physical damage status Chance and stick to opponents dealing increasing slash damage per arrow.
1.Quiver:
Strong Shot: Ivara Looses a powerful arrow dealing high impact, puncture, and slash damage. The arrow moves so quickly it breaks the sound barrier, damaging enemies around it's impact location.
Void Shot: Ivara looses an arrow that tears into the void causing a singularity, pulling enemies into its epicenter dealing constant radiation damage before dissipating.
Volley: Ivara looses an arrow that upon landing causes arrows to rain down at its location with a 10% chance per arrow to stick to opponents. Amount increased by duration and strength.
Sensory Arrow: Ivara fires a sensory arrow marking enemies and their weakpoints and increasing her physical damage. Her physical damage increases with each weakpoint struck during its duration.
2.Navigator/The Hunt: Teleportation arrow allows ivara to teleport to the location where an arrow lands, if the arrow lands on an enemy ivara teleports to them dealing damage radiation damage from the void effect. If the enemy is at low health Ivara executes a finisher.
3.Prowl/Vicious Cycle: Ivara tears the arrows from her foes bodies dealing damage per arrow removed, replenishing her quiver, the damage done by her arrows reinvigorates the health and shields of her team, capable of overhealing and overshielding.
4.Artemis Bow: Ivara equips the artemis bow, which fires in a multishot volley (Now in a circular pattern, like the barrels of a gatling gun). Secondary fire, fires a single Javelin Sized Shot with a 10m Punchthrough. All shots from quiver are effected by the Artemis Bows Shot pattern. Ivara also increases her movement speed and becomes ephemeral when firing or using silent weaponry. (edited)
[10:23 AM]
https://discord.com/channels/669141135314386975/683034987498438697/1105544108853964831

 

Gara

Passive: Gara's armor is reflective and as she is damaged it shatters dealing 70% of damage done to enemies around gara, When her armor reconstitutes after evading combat she is awarded with stronger armor. She benefits from growing damage reduction from 20% to 80%. 
1.Shattered Lash/Unseen Blade: Gara lashes out at enemies with an unseen glass great sword. She strikes a total of 3 times. Lunging at enemies with the first attack, slashing them with the second before following up with a sommersault slash that shatters the sword in all directions dealing immense slash damage with 100% Status Chance. Attacking an enemy with low health executes a finisher that glasses up enemies and shatters them, knocking surrounding foes to the ground and shredding them with glass shrapnel.
2.Splinter Storm/Deadly Reflection: Gara creates a one way shield of glass, that can be fired through from one side but not the other, doing so does added slash damage and with each bullet reflected shards of glass shrapnel splinter forth towards the attackers. This shield can be picked up but does not act as a shield, it allows garas team members to wield a decaying glass great sword that mirrors garas own and upon reaching its attack limit, shatters blinding enemies and riddling them with glass shrapnel.
[9:37 AM]
3.Spectorage: Gara disappears into a storm of shattered glass and mirrors becoming ephemeral and causing enemies to attack their own reflections, while being shredded by glass. Each shot increases the deadliness of the storm within. Allies can pick up a decaying glass armor by entering the zone, while gara receives armor restorative effects. Gara can hold down this ability to cause the storm to erupt dealing all damage gained within, without. And once again adding glass armor to allies and receiving restorative effects.
4.Mass Vitrify/Athenas Wrath: Gara wields a glass greatsword, the sword benefits from heavy slash and impact damage, with each attack splintering off hundreds of pieces of glass shrapnel, and upon using heavy attack and slam attacks, Encases enemies in glass. During this form all slash status effects are felt twice, and coming into contact with glass heals gara and anyone using glass armor. Capable of overhealing. Using her first ability creates small glass storms that shred enemies who enter their radius. 

https://discord.com/channels/669141135314386975/683034987498438697/1105171545246138499

SARYN

Passive: Hemotoxin: Saryn deals toxin damage with all melee attacks. All Toxin status effects are applied twice and deal slash damage equal to its original effect.

Spores/Serpents Bite: Saryn slashes foes with toxin claws dealing toxin damage. This is a melee combination that dashes towards enemies viciously mauling them with clawing attacks that splash venom at surrounding enemies. Holding the button sends a wave of venom flying towards enemies. Enemies at low health are petrified leaving behind sporacious miasma as it slowly erodes their remaining health. Augmented by melee weapon mods.

Molt/ Basilisk Skin: Saryn activates a toughened skin giving her decaying damage reduction from up to 80%. Upon recast she sheds the skin and the skin seeks out targets to latch on to exploding with stored damage in a cloud of sporacious miasma. And when the skin is destroyed saryn molts leaving behind a skin releasing sporacious miasma and rejuvenating herself with vitality restoring effects and physical damage up to 80% for 15 seconds. Reapplying the Skin does not diminish this effect.

Toxic Lash/ Sporacious Miasma: Saryn realeases a constant stream of deadly Miasma from her skin that infects victims with toxic spores, these spores bubble up dealing damage ever .2 seconds for 3 seconds before exploding and spreading further. Those within the range of the miasma are slowed and take increased damage from all sources. Toggling this skill off leaves behind an area of miasma for 8 seconds.
[10:55 AM]
Miasma/Medusa's Grace: Saryn equips a deadly whip that is capable of petrifying enemies where they stand. She increases her movement and attack speed during the duration and becomes ephemeral unless using loud weapons. Quiet weapons like bows or modded weapons keep this effect. The whip is lightning fast and has base corrosive damage. On heavy attacks it petrifies enemies and spinning attacks spit venom at surrounding enemies. Kills with this whip leave behind sporacious miasma.
Using her first ability (Serpent's Bite) causes Saryn to stand in place while sending a flurry of whip cracks. After releasing she flourishes sending a wave of toxin cutting through enemies
A quickpress of her first ability snatches enemies enemy weaponry leaving them with a painful sting.
 During her ultimate Basilisk skin seeks out enemies latching on to them and petrifying them. Causing them to release a deadly miasma. (augmented by duration) 

https://discord.com/channels/669141135314386975/683034987498438697/1104466555460386966

NYX

Passive: Nights Embrace: Phantom Clip: Nyx loads phantom bullets into her ammo, these bullets inflict nightmares and deal viral damage on her targets. When an enemy is inflicted with a nightmare. Dealing Damage to enemies afflicted with nightmares levels them up and increases the gradual damage a nightmare does. Upon dealing lethal damage Nyx consumes the nightmare and spreads surrounding enemies. Each nightmare must be added on to individually per target. Nightmares level depends on the amount of health an enemy loses during its affliction and how much their maximum health is. So an enemy on his last legs will not be able to reach the maximum level of a nightmare so the sooner it starts the better.
1.Mind Control/Everlasting Darkness: Nyx blinds enemies briefly with an attack of pure darkness. This effect lasts for a short moment upon pressing the key again she reaps the darkness returning light directly to their eyes. Dealing high blast and radiation damage and knocking opponents to the floor. Enemies killed by the effects of pure darkness become nightmares.
2.Psychic Bolts/Enchanting Visage: Nyx appears to her enemies as someone whom they would respect and adore. She armors herself in telekinetic armor and as she kills enemies she raises the level of its protection up to 70% Damage reduction. She also ignores the status effects of enemies and increases her speed. Nyx can channel this ability to explode dealing stored damage to all surrounding enemies and inflicting nightmares upon them.
3.Chaos/Controlled Chaos: Nyx uses a psychic blast to control her enemies with mass hysteria. She has a toggle that changes the illusory status effects that enemies are inflicted with when damaged from any source. Targeting enemies weaknesses is something players will be proficient with. Enemies killed by chaos cause enemies to be inflicted by nightmares. (edited)
[9:22 AM]
4.Absorb/The Nights Mistress: All of Nyxs attacks begin to inflict nightmares and her weapon damage and critical chance increase. Upon consuming nightmares she replenishes the health of herself and allies based on the level of the nightmare. Nyx equips Psychic rift bolts, These bolts attack enemies with psychic energy and are equipped as a sidearm. They are thrown like a kunai or spira in terms of base speed. When impacting opponents that they create a short range telekinetic rift that pulls in enemies while gradually dealing viral damage and eroding their armor until finally exploding, splashing horrific nightmares at all who enter its range. Enemies affected by nightmares who are killed by the bolts increase their lethality and speed. (edited)

https://discord.com/channels/669141135314386975/683034987498438697/1104080604993163315

NEZHA

Passive: Holy Flame: Nezha is engulfed in holy flame increasing his movement speed. All attacks coming from nezha have innate heat damage and status. Using abilities increases the strength of his heat damage and add up to 70% armor causing him to leave a trail of fire behind.

1.Firewalker/Divine Spear: Nezha channels to toggle on this ability and as he attacks divine spears are generated. Pressing the ability throws a generated spear impaling enemies it passes through, and siphoning their life force.

2.Blazing Chakram/Holy Chakram: Nezha throws a bouncing ring of lightning that shackles enemies together. Holding the ability gives it a heavy throw and killing bound enemies restores the health of nezha and any of his teammates. This abilities damage increases with subsequent throws. Up to a maximum of 7. There is a short but forgiving timer to allow for other attacks to be made.

3.Warding Halo/Divine Halo: Nezha's halo has 3 forms. Attack, Defense, Healing. In attack form nezha throws 5 halos that hover above enemies heads dealing heat damage the benefits from holy flame. In defense form the halo attaches itself to nezha deflecting enemy attacks and negating status effects. In healing mode Nezha's halo attaches to his teammates healing them over time and sharing any restorative effects gained by nezha abilities.

4.Divine Spears/Divine Chakram: Nezha equips a holy chakram which is thrown melee weapon. The chakram has innate lightning damage and does heavy slash damage. Nezhas thrown attacks with this weapon benefit from Holy flame and he can detonate his chakram to bind all enemies in an area in a burst of lightning and fire. During the ability nezha heals from melee strikes and burns nearby foes.

https://discord.com/channels/669141135314386975/683034987498438697/1103696898285641839

BANSHEE

Passive: Echolocation: Resonating sound in all directions she highlights enemies through walls marking them with weak spots. Hitting enemy weak spots add stacks of Reverberation which cause banshee to reflect incoming attacks. The higher the stacks the more damage reduction.

1.Sonic Boom/Sonic Blade/Sonic Bolts: 
Banshee fires a growing wave of sound bashing enemies it passes through with high impact and radiation damage.
Banshee slices enemies with a wave of sonic sound rending their flesh and irradiating them.
Banshee pierces enemies with sound skewering them with high puncture damage and radiation. 100% status effect.

2.Sonar/Sound Proof: Banshee traps enemies in an irradiated sound proof dome that enemies wander into from the outside but cannot escape. The Noise on the inside dealing a whirlwind of slash damage bleeding them as the radiation turns them against their allies. Banshee replenishes her shields from the damage done within the zone.

3.Silence/Sonic Wall: Banshee creates a wall of sound shielding and silencing her self and allies. Firing through the wall does radiation damage. Holding Casts the wall. Quick press releases sound based on the selected state of her first ability.

4.Sound Quake/Sound Resonance: Banshee resonates sound through all her weapons adding the selected state of her first ability to the rest of her attacks. Amplifying her critical damage, status chance, and all sound based damage as she dispatches enemies. 

https://discord.com/channels/669141135314386975/683034987498438697/1103370323342135446

ASH

Passive: Ash and Blood: All slash damage dealt when playing ash has a 100% status chance. Each slash damage proc increases the next stacking bleeding damage. Ash heals from all damage dealt to bleeding enemies.

1.Shuriken/Assassinate: Ash teleports to an enemy cutting them with the blades on his body. Dealing slash damage and bleeding them. If then enemy is low health he assassinates them healing based on remaining life.

Smoke Screen/Of Smoke and Ash: Ash becomes ethereal (not invisible) Ash evades all incoming damage by turning his body into Ash. Attacking delays the effect. Holding the ability sends smoke and ash in all directions blinding enemies. And dealing slash damage.

3.Teleport/Blade Storm: Ash creates a smoke screen in an area becoming invisible and attacking all enemies in range in a hail of blades and blood, only briefly appearing to assassinate enemies at low health. Healing 10% of his maximum hp for each kill. This is a channeling ability and can be used to prevent ash's death in a tight situation.
*Option: Unchannel this ability allowing ash to move freely and set down multiple zones to teleport to. Then upon entering the zone and holding the ability, increase its damage.

4.Shuriken/Hail Of Blades: Ash equips his own signature shuriken. The shuriken is a secondary that has an innate 3x multishot, high slash and moderate puncture damage and critical damage. It has no status chance. And crit chance is 10-15%. It has a secondary fire that throws a large shuriken that drags in opponents with it using up 5 ammo. During the ability Ash applies all Slash Damage Effects 2x. 

https://discord.com/channels/669141135314386975/683034987498438697/1103070224623861820

ATLAS

Passive: Ionize: Atlas's attacks build up stacks of ionize, that at maximum cause his attacks to deal magnetic damage, Ionize causes enemies to attract bullets and upon death explode, dealing blast damage to enemies around them.

1.Landslide/Tectonic Shift: Atlas Destabilizes the ground causing enemies to be pulled toward the center taking heat damage from the molten rock.

2.Tectonics/Earthen Heart: Atlas covers his self in a shield of Ionized  Molten Rock. Storing incoming damage and preventing his self from being knocked to the ground or pushed back.

3.Petrify/Pyroclasm: Atlas rapidly vibrates the plates within his own skin, heating his body up increasing his movement,attack, and reload speeds. Adding Heat Damage to his attacks.

4.Rumblers/Geoforce: Atlas forms rock around his hands and begins striking enemies with strong dashing punches, brutal uppercuts, and devastating finishers. (Atlas equips a gunblade that uses fists as a weapon. Dashes in for the first strike, second strike stuns, third strike uppercuts pulling atlas into the air and the last atlas fires a meteor from the rock formation on his hands down at the enemy. Heavy attacks fire meteors that shatter when impacting enemies shredding them with shrapnel) Enemies killed drop healing geo energy. The Fists use magnetic damage, slash and impact damage. Atlas Has the chance to encase enemies in molten rock with any of his melee or abilities. (edited)
[12:46 PM]

https://discord.com/channels/669141135314386975/683034987498438697/1102682175863787660

RHINO

Passive: Strength Of The Herd

 Rhino's attacks generate a 15% chance of generating a shadow that imitate his attacks and abilities, these shadows cannot be damage and stick closely to up rhino stacking up to 5.

Rhino Charge: Rhino charges into foes using his elbows and knees shattering armor and dealing slash damage to unarmored enemies. This ability combos increasing his armor, and enemies killed by rhino are executed/finishered increasing its damage ash's cinematic finisher style. Holding down this ability causes rhino to continuously stomp on the ground sending waves of force at his enemies. Using the ability from the air causes rhino to charge towards the ground, enemies killed are executed.

2.Iron Skin/Steel Hide: No changes.Effect AddonRhino increases in speed the longer he moves and his steps Emit a shockwave that increases in size and damage the longer he moves. optionadds lightning damage/kinetic energy to rhinos melee attacks.

3.Roar: Roar shatters his enemies psyche slowing them down. Increasing the strength and resistances of his allies. Any shadows earned by rhinos passive will spread to his teammates copying while keeping the effects of his abilities and copying their attacks.

4.Stomp/Stampede: Rhino Slams the ground, levatating enemies around him. His speed increases and he is given a sparring set that specializes in pounding the ground repeating this effect. This effect increases his shadow limit to 7. Allowing extra hands for his teammates and getting some back for his self. (edited)
[11:19 AM]
https://discord.com/channels/669141135314386975/683034987498438697/1102297641485869177

HYDROID
 

Passive: Kraken Lord, Attacks have a 15% chance to generate a tentacle. Tentacles are attached to hydroids back lashing out at enemies in close range, and adding subsequent attacks to all melee attacks. Tentacles deal cold damage. A max of 8 tentacles can be attached to hydroid. Subsequent generations increase damage(changing tentacle color or other visual appearance)

1.Tempest Barrage: Targets an area to blanket it with heavy rain and storms, the rain damages targets, dealing cold damage and lightning strikes electrical damage.

2.Tidal Surge: Summons a wall of water. That absorbs incoming damage and releases waves that envelope enemies per hit. Waves crashing into surfaces echo in all directions. Firing through the wall adds cold damage to all bullet fire. Holding The ability dashes hydroid forward swallowing up enemies and throwing them out at the end of the surge. Crashing into surfaces repeat the wave in available directions.

3.Undertow: Summons the maw the water hidden maw of a kraken. And hides within it. Enemies in the radius of the pool are sucked into the epicenter of the serrated teeth filled maw. they are vicously torn to shreds, stripping them of their armor and bleeding them continously. Enemies killed increase the damage and movement speed of the deadly pool.

4.Tentacle Swarm: Summons a horde of deadly tentacles to attack enemies and changes his melee form to an 8 pronged whip. The whip does innate cold damage. And slings waves of water as it slashes enemies. The tentacles from hydroids passive are changed to electrical damage during the duration. 
Option: Reverse the primary effects of tempest barrage and tentacle swarm. Making his first ability summon tentacles, while his 4th ability summons the tempest. The augmented melee whip stays on the 4th ability.
[11:37 AM]
Allows the tentacle swarm to maintain aiming control while the Tempest follows Hydroids location during the entire duration of his 4th ability. Creating a devastating atmosphere to follow his devastating attacks. 

https://discord.com/channels/669141135314386975/683034987498438697/1101934671392161824
 

Nidus:

Passive: If nidus is killed with a helminth hound active he consumes the helminth reviving himself and gaining a boost to ability power, movement speed and health. 

1.Virulence: Nidus holds out his hand spewing fungal spores as he moves, Damaging enemies mutates the spread increasing its speed and damage. Enemies killed are consumed multiply this effect. Enemies weakened can be consumed by helminth hounds or directly by nidus.

2.Larva/Helminth Hound: Nidus now controls a Helminth Hound. Helminth hound has 3 forms , attack, Larval, and defense. In attack mode the helminth will seek out enemies with its own signature abilities and consume weakened enemies. Larval form is a direct employ ability that causes the helminth to dash to an area and become and spawn infested tendrils that pull enemies in, the helminth heals from enemies pulled in and gradually consumes them over time. Mutation stacks increase damage. Defense Form attaches the helminth to nidus through a symbiotic link causing nidus to take reduced damage and increases nidus' health and speed based on mutation stacks.

Parasitic Link: Remains the same. Only nidus can cast and recast it on weakened enemies to consume them regaining his health and increasing his mutation stacks.

4:Ravenous: Summons an infested Growth that Spawns Extra Helminth Hounds. These helminth hounds function in tandem with his current hound increasing the effect of his offensive and defensive capabilities nidus can consume these hounds by pressing the ability again nidus can link to these consume these hounds to become a large helminth hound Causing his Helminth Hound to mirror this transformation.

Helminth Hound Form: In this form nidus can spew infestation to damage enemies from a range and claw, bite and tear at enemies in close quarters. Upon channeling Ravenous again he can revert his form. Respawning the helminth hounds.(3 for a total of 4)

Helminth Hound Form: 

1:Virulence: now causes the helminth to spew infested spores as well.

Larval/Helminth Hound Control: Causes Nidus and the helminth to pull in enemies at their locations. In attack form increases their ability power. In defense form establishes a symbiotic link reducing damage taken and mitigating damage.

3.Parasitic Link - Parasitic Feeding: Allows Nidus to Bite an enemy absorbing it into his form and while his form feeds upon the enemy it reduces damage taken. He can also consume weakened enemies with this ability. Nidus can feed on multiple enemies based on augmented ability strength(including ability strength gained by mutation).

4: Ravenous: Reverts His Helminth Form after channeling for a short time. On Ability press Leaps to a location and slams the ground with a splash of infested growth recreating the infested area. And Consuming Low Health Enemies. (edited)

Helminth Hound Abilities: 
Swarm: The Helminth Spawns maggots to assault enemies damaging them overtime and consuming them on death .

Overtake: The Helminth Overtakes an enemy taking control of their body, upon taking lethal damage the helminth consumes the body. If Nidus uses larva the helminth will leap to the location and activate larva consuming the body.

https://discord.com/channels/669141135314386975/683034987498438697/1100348938919346237

NOVA

Passive: Nova absorbs the kinetic energy released by primed enemies. Increasing her damage reduction and status and knockdown resistance up to 75%.

Passive Addon: When nova is primed she leaves behind primed footsteps that trip up enemies that explode on enemies that step on them. This interaction is silent. And enemies on the ground can be executed.

Null Star: Changes this ability to a silent damaging ability that primes enemies with molecular energy on hit. The Nullstars flow from her hand. (Think that new healer champion from Overwatch 2 that fires the talismans). Null star can be charged to release a payload all at once that sticks to enemies it passes through. (Think arca plasmor's shot but primes all enemies it passes through)

2.Antimatter Drop: Turns this into a physical striking ability where nova releases a dashing 3x charged round house kick combo to enemies that carries explosive force and stacks in damage.. The last attack knocks enemies back. It can be used in the air to descend upon enemies knocking them up into the air. Using it again does a charged backflip kick knocking the enemies away.

3.Wormhole: If charged creates a two way wormhole to transfer back and forth. Enemies who enter the wormhole from either side are met with hostile turbulence that damage them and prime them upon traversing. Abilities can still pass through the wormhole.

4.Molecular Prime: Primes Nova and all attacks and abilities prime enemies she hits. Nova also activates a sparring set of gear specializing in fast spinning kicks and strong forceful kicks.

Option: Molecular Prime: Releases a large orb that descends upon the landscape priming enemies and dealing a large amount of damage. (Antimatter Drop but about 100x the size.)

Option: Molecular Prime: Nova Primes the area by placing a zone of pulsating primed energy, Damaging, priming and slowing any enemies that pass through it. Allies who pass through it gain her passive and speed. (edited)

https://discord.com/channels/669141135314386975/683034987498438697/1099375499932860506
 

 

You happened to make it to the bottom of my post, Kudos, I'm not really expecting anyway to read through it all, if you ended up down here by following the instructions, also kudos, please take the time to check out any frames you missed, guaranteed something to spark your interest, or you can right "Hate" below. :D Just kidding, but truly if you feel negatively towards this entire post, that will suffice as an answer. But if you did enjoy, or if you have some constructive insights you want to share, feel free. I wrote these awhile back, and there have been some changes to a few frames since then but these should still hold up. Anyways.

Thank you for your time, have a nice day.

Edited by AMurderForCrow
*Warframe Addition
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  • AMurderForCrow changed the title to Warframe Reworks Index *Updated*

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