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Zeta

Themes: Celestial Bodies, Space and 1940’s Retro Sci-Fi  

Concept Art: (Coming Soon)

Gender: Male 

Summary: Zeta dominates crowds with the wonders of the universe, and reminds his enemies why space is the final frontier. 

Lotus Tidbit: “This is Zeta, the traveler, the celestial. Zeta is the embodiment of our old dreams past the stars, Tenno. Let’s make them a reality.” 

Stats: 

100 (300 at 30) Health 

150 (450 at 30) Shields 

150 (225 at 30) Energy 

100 Armor 

1.2 Sprint Speed 

Zenurik Aura Polarity 

No Exilus Polarity 

Vazarin and Madurai Mod Polarities 

Subsumed Ability: Quasar Beacon (Range is halved). 

Progenitor Element: Radiation 

Special Movement Animations: When performing a Maneuver, Zeta will have the thrusters on his soles activate, producing a small jettison effect. 

 

Passive

Enemies killed by Zeta are absorbed into a series of 5 moons on his back, growing in size for every kill. When they reach max size (ten kills) the moons orbit Zeta, absorbing damage and converting it into a 6 meter Cold aura that slows enemies down by causing a single Cold Proc for each moon. While not taking damage, the Aura will shut down. Each moon can only cause a maximum of 1 Cold proc per second (for 5 in total) and will not refresh their duration.

Passive Augment: Dead Space 

Once Zeta reaches 5 moons, this Augment now gives a random ally within Affinity Range a single moon. The range of the aura now increases to 10 meters.

 

Meteor Belt (25/50 Energy)

Zeta spreads a series of meteors in a circle around himself that deal 200/300/400/500 Impact damage and 200/300/400/500 Blast damage. These meteors act like airborne land mines, exploding when enemies come within a 2-meter radius (or 5-meters for the stationary mines). You can tap the ability to have them stay in one spot or hold it to have them trail behind you (trailing mines also cost 2x as much Energy). Each enemy hit by the blast and/or meteor increases the damage for the rest of your mines by 2x. You can have two sets of this ability active at once, one acting as a field and another following you. When Tap-Cast, you create 7/8/910 stationary mines, while Hold-Cast creates 2/3/4/5 trailing mines. The deploy area of the stationary mines starts at 7/8/9/10 meters while the trailing mines start at 2/3/4/5 meters. Stationary mines last for 10/12/14/16 seconds while trailing mines last for 5/6/7/8 seconds. You can only have a maximum of 20 mines out at once, any additional mines created will immediately blow-up previous mines in the order they were cast. Power only affects the mine’s base damage and active limit. Range only affects the placement range. Duration and Efficiency work normally. 

 

Augment 1: Comet Belt  

The asteroids now have a 20/30/40/50% chance to not be used up on a successful detonation, and if they are not detonated, they will also have a 10/15/20/25% chance to not be used up for a third time. Comet Belt also allows the player to charge up 1 high-damaging comet instead. Zeta loses the ability to place down asteroids as traps. The comet adds 3 ground asteroids to its damage per second, and drains Energy at a rate of 2/3/4/5 per second (stopping once fully charged), having a damaging AoE of 3/4/5/6 meters. Hold-Cast to charge and tap again to cast. Power only affects the Base Damage of the comet at the end of the cast, Duration decreases the Energy Drain cost, Range now affects meteor/comet explosion radius and Efficiency only lowers the Energy cost. 

 

Quasar Beacon (50 Energy) 

Zeta lifts 1 enemy into the air and turns them into an aggro-drawing quasar, suspending them for 7/8/9/10 seconds. The enemy releases a pulse of space dust every second, and any other enemy hit by the dust within a 9/11/13/15-meter radius is slightly pulled towards the target by 0.5/1/1.5/2-meters per second while being suspended themselves (new suspended enemies do not pull anyone else to them and do not release dust). The aggro-draw of the Quasar has no actual range, but is limited to enemy LoS. Once the ability ends the original target will Blind enemies that were Lifted for 3 seconds. Power affects the pull range, while Range and Duration only affect the pulse time and Blind duration. 

When used while Meteor Belt is active, the trailing mines you have will all target and latch onto the QB target, ignoring their Range limitation (stationary mines are unaffected) and will all explode when the QB ends, or when their Duration expires. Any enemy CC’d by Quasar Beacon will take the full damage of Meteor Belt, regardless of their distance to the target. 

 

Augment: Executioner's Beacon 

Enemies you kill with a Finisher that are blinded by Quasar Beacon now have a 100% chance to explode in a secondary flash of light in 2.5/3/3.5/4-meter radius for 2/3/4/5 seconds after QB has been cast. Enemies take 20/30/40/50% additional Finisher Damage while Blinded. Power only affects the Finisher Damage, Range and Duration work normally and Efficiency has no effect. 

 

Crimson Giant (75 Energy) 

Zeta summons forth a 5/10/15/20-meter orb of super-wide plasma and gravity for 3/4/5/6 seconds, making enemies take more Heat damage the more slowed they are (so a 75% slow is a 75% Heat Damage increase). Enemies will start to smolder, taking 500 raw Heat damage 2x a second, suffering 1 Heat proc for every enemy in the ring once it ends. The Heat Proc itself scales off the total damage the orb did, and if enemies are within the range of Zeta’s Passive, they will suffer an additional 500 Blast damage per second until the ability ends. Power affects the raw Heat/Blast damage and the Slow Duration only affects the duration of the Heat proc. Efficiency only affects the initial cost of the ability and Range works normally. 

When used while Quasar Beacon is active, any enemy in the radius will now give Crimson Giant 2 Heat Procs instead of 1. 

 

Augment 3: Crimson Bulwark 

Zeta and his allies receive a shorter Shield Regen Delay for every enemy killed by CG. Each enemy takes off 0.2/0.3/0.4/0.5 seconds from your delay for 4 seconds. The kills stack with multiple casts of CG. Power affects the seconds taken off while Duration and Range do not affect this Augment. Efficiency works normally. 

 

Proton Star (100 Energy) 

Zeta charges up and starts to glow as he drains his Energy by 4/6/8/10 every second, giving himself and allies within 5/10/15/20 meters extra base Shields as a one-to-one conversion (10 Energy for 10% extra Max Shields, as an example) up to 200% extra Max Shields. Warframes without a Shield will instead gain 4/6/8/10% of their Max Health as Health instead. Once the ability is canceled, an electric pulse will be sent out, dealing 500/1000/1500/2000 raw Electric damage in the ability radius. Zeta and his allies will have any missing Shields (or Health) instantly replenished to the current max threshold the ability has reached through the pulse. The buff lasts for 4/6/8/10 seconds and cannot give players Overshields. While casting, Zeta can move around and attack, but his Movement Speed will be halved (ability costs are reduced by 50%). Power only affects the damage of the Electric pulse, and Efficiency will decrease the cost and effectiveness of the buff. Duration and Range works as per usual. 

If the pulse hits enemies affected by Zeta’s Crimson Giant the damage of Proton Star will be added to CG’s total damage (this damage turns into raw Radiation damage and is added at the end). 

 

Augment 4: Proton Shockwave 

Damage dealt by the Electric pulse aspect of Proton Star now builds up a Magnetic “fence” for 2/3/4/5 seconds on enemies, causing them to take an additional 500/1000/1500/2000 Magnetic damage per second that strips enemy defenses by 5/10/15/20% per second. Enemies that have their Shield or Armor completely stripped by Proton Star (or while under its effect) explode, dealing 30% of their overall Health and Shields to enemies within 2/4/6/8 meters as Magnetic damage. Power only affects the base Magnetic damage, Duration works normally, Range affects the explosion distance and Efficiency does not affect this Augment. 

 

Binal  

Themes: Dual-Wielding, Guerrilla Warfare and Action-Heroes  

Concept Art: (Coming Soon) 

Gender: Male 

Summary: Binal is a weapons expert who can hide in plain sight. When you’re out of options, introduce them to your two little friends. 

Lotus Tidbit: “This is Binal, the unseen, the veteran. Show them what happens when you underestimate a one-man army, Tenno.” 

Stats: 

150 (450 at 30) Health 

100 (300 at 30) Shields 

100 (150 at 30) Energy 

300 Armor 

1.25 Sprint Speed 

Vazarin Aura Polarity 

Zenurik Exilus Polarity

Vazarin and Zenurik Mod Polarities 

Subsumed Ability: Move Out (No changes needed) 

Progenitor Element: Impact 

 

Passive

Gain Ammo Efficiency based on kills. You gain 1% per Weapon Kill and 5% per Ability Kill. This caps out at 50% and disappears after 3 seconds. 50% more Ammo from Ammo Drops (teammates included). 

 

Passive Augment: Trap Rounds  

Whenever Binal and his allies pick up Ammo, a small 1/1.3/1.5/2-meter zone is left behind at the Ammo boxes location and the players location for 4/6/8/10 seconds. Enemies that touch this zone will be locked in place for 3 seconds, but can attack normally. Killing the trapped enemy causes a Blast cloud to erupt from their corpse that causes 1 Proc to occur, dealing 10/15/20/25% of the total damage dealt to them as Blast damage within 3 meters. Any traps within 10 meters of the original target will also simultaneously explode, spreading the damage to all nearby zones within those 2/5/8/10 meters (Blast procs on the same target also stack to a 6 meter range). Power only affects the amount of Procs per zone, Efficiency has no effect, Duration only affects the zone timer and Range only affects the initial zone range.  

 

Live Mag (25 Energy) 

Binal overcharges the rounds in his firearms, causing his rounds to leave behind damaging energy trails. The trails deal 10/15/20/25% of a single round's damage and linger for 2/3/4/5 seconds, dealing damage 2x every second. These trails deal raw weapon damage, can only proc IPS at 50% of the rounds current Status Chance as well as Damage and will only proc the most prominent IPS stat. The trail itself stops at the end of the actual projectile's Travel Distance, and the trails have a 2/3/4/5-meter width. When you run out of bullets, the total amount of damage all of your trails and rounds have accumulated for that mag pool into a grenade (only direct hits from the bullet or trails add to the damage pool). Binal can hold 3 grenades; you throw them by Hold-Casting. The grenades deal raw Blast damage and can proc (1 guaranteed Proc per grenade). Power only increases the trail damage and the Blast Procs per grenade. Duration only affects the Blast Proc duration. Efficiency just affects Energy cost and Range affects the width of the trail. 

 

Augment 1: Status Mag 

Rounds that are overcharged by Live Mag now leave behind a much wider 5/7/8/10-meter trail, gaining the ability to proc Elemental Status Effects but can no longer proc IPS effects. The most prominent Status Effect on the weapon is added to the trail. Trails now deal 50% less damage per second. The highest Elemental Damage on your weapon of choice will now be added along with the Radiation Proc on Live Mag’s grenades. While using this Augment, the Status Chance of your trail will be increased to 25/50/75/100% at base. Power only affects the raw damage of the trails, Duration works as per usual, Efficiency has no effect and Range works as intended. 

 

Hidden Sights (50 Energy) 

Shrouding himself with translucent energy, Binal turns invisible while aiming his weapon for 4/6/8/10 seconds and immediately uncloaks when he stops aiming. Aiming for an extended period also has Binal create a 2/3/4/5-meter ring that slowly spreads by 2 meters per second out to a full 7/8/9/10 meters, shrinking by 1 meter while not aiming. When at its maximum size, Binal will also receive a 2/3/4/5% Weapon Damage buff per second for every second the ability is active (the cap is whatever the abilities’ Duration is). Allies who make contact with the ring also turn invisible and receive the damage buff. Power only affects the damage buff, Duration only increases Hidden Sights duration, Range affects the invisible ring range and Efficiency only reduces the ability cost. 

While this ability is active, any weapon you or allies fire while using Live Mag becomes Silent. Grenades thrown by Live Mag will also Sleep enemies who have been hit by at least 2 grenades for 3 seconds. 

 

Augment 2: Rejuvenating Sights 

While Hidden Sights is active, any allies within the radius will have their Health restored by 2/6/8/12 points per second. Hidden Sights’ Base Duration is also increased by 50%, making it 15 seconds. Power buffs the health amount, Efficiency affects the health per second, Duration only affects the base ability timer and Range does nothing. 

 

Move Out (75 Energy + 5 ED) 

Binal now gives himself benefits for every Maneuver he performs. Aiming buffs Accuracy by 2/3/4/5%, crouching gives a 2/3/4/5% chance for missed bullets to be refunded back to the magazine, rolling buffs Reload Speed by 2/3/4/5% and Bullet Jumping buffs Fire Rate by 2/3/4/5%. Each Maneuver adds another 2/3/4/5% to their respective type, and the values go up to a cap of 50%. Maneuver’s that you don’t perform within 5 seconds will cause you to lose their respective buff. The ability is a constant drain. Power affects the base value of a Maneuver, Duration buffs the ability and buff timers, Range does not affect it and Efficiency decreases the direct cost only. 

While Hidden Sights is active, 50% of the benefits will be given to allies in the ring, and the drain will go up by 25% for every Player in it. Players that perform a Maneuver will refresh that Maneuver's timer for themselves, but not for others. 

 

Augment 3: Stocked Out 

After maxing out a Maneuver’s specific buff, Binal and his allies will receive a Dodge buff that goes up by 2/3/4/5% per maxed buff for 6/8/10/12 seconds. The buff only applies to each ally individually, and caps at 5/10/15/20% for everyone at base. Allies that perform Maneuvers will now refresh that specific Maneuver for everyone within range. Power increases the cap and percentage for a maxed buff, Duration increases the buff timer and Range/Efficiency has no effect on this Augment. 

 

Double Trouble (100 Energy) 

Going all out, Binal makes a copy of his current Firearm, wielding one in each hand for 6/8/10/12 seconds. Weapons that are Dual-Wielded already or that are held with both hands (Archguns and Bows) will cause Binal to grow another set of spectral arms to carry the duplicate weapon. This ability only creates another copy of the weapon and its Damage Mods to double the raw damage, it does not double-stack Mods like Crit Chance or Status Chance. Doubling his Magazine Size and Ammo Reserve, Double Trouble will drain 1 point of Energy for every shot missed while giving 2 Energy for every kill (the “missed shot refund” in Move Out also has a chance to cancel out the Energy drain for that shot if it occurs). Power actually increases the Energy on kill and the loss on a miss, Efficiency only affects the loss on a miss, Duration works as usual and Range affects the range of the pull. 

While active, the effects of other abilities will be doubled. This gives Live Mag a 2x multiplier to all of its effects and 6 grenades while doubling Move Out’s buff caps for allies and Binal. Hidden Sights also now only requires 1 grenade to proc the Sleep effect for 6 seconds. For clarification, the “missed shot refund” will only have a 100% chance to apply to one weapon, making the drain for missed shots now 0.5 instead of 1. 

 

Augment 4: Double Hoarder 

Double Trouble now has a 4/6/8/10% chance to refill your Magazine after a kill. While DT is active, you now have a 10-meter aura that also gives 50% of the effect to your allies (so the chance stays the same but allies only have half of their mag refilled). Missing with DT now drains 7/8/9/10 Energy per shot at base that can’t be reduced or increased. Power affects the chance for a magazine return, Range affects the aura range, Duration has no effect and Efficiency has no effect. 

 

Amphora  

Themes: Mechanical Summons, Defensive Emplacements, Entrati Weapon Mechanics 

Concept Art: (Coming Soon) 

Gender: Female 

Summary: Amphora is a life-draining relic who brings powerful machines to the front lines. Setup your defenses and shred through your foes with your own custom Necramech. 

Lotus Tidbit: “This is Amphora, the archaic, the entombed. Take the power you need to ascend with your allies.” 

Stats:  

150 (450 at 30) Health 

30 (90 at 30) Shields 

200 (300 at 30) Essence 

500 Armor 

1 Sprint Speed 

Aura Polarity 

No Exilus Polarity 

and Mod Polarities 

Subsumed Ability: Quietus Vapor (Range is halved) 

Progenitor Element: Heat 

Passive

Amphora does not have an Energy bar like most Warframes, instead, she has an “Essence” bar. The bar fills up by 10% per second on its own, healing 5% of her maximum Health per second. Whenever Amphora kills an enemy with her abilities (or finishes off an enemy affected by an ability), she receives 2.5% of her Essence bar and 2.5% of her maximum Health per kill. To cast her abilities, Amphora requires the normal Energy values (25, 50, 75, 100) as well as a constant Essence drain (2, 3, 4, 5), but no longer has a Duration limit on any of her abilities. Any abilities or items that restore Energy do not work on Amphora. Due to her Essence bar, Amphora is completely immune to any Energy-draining effects. Any healing Amphora receives is also distributed to her machines.

Passive Augment: Shared Style 

While using this Augment, Amphora’s Passive no longer heals her Health (or her machines). Instead, Amphora will receive her Shield back with her previous values, allowing her to gain Overshields. The Energy part of her Passive now starts at double its normal value and can be Modded, but limits the effect to a 5-meter range around Amphora. Power affects the Energy percentage, Duration has no effect, Range affects the Energy refill range and Efficiency does nothing. 

Pneuma Drones (25/50 Essence + 2 ED) 

Amphora summons 2 drones to her side that have 1/1.3/1.5/2x her current EHP stats (so double Shields, Health and Armor) pooled together for both of them. One drone deals Electric damage with its 2-meter beam, chaining the damage to all enemies within an 2/4/6/8-meter radius (stays above Amphora only). The other drone shoots a 100% Punch-Through Heat beam at 1 enemy with a 2/3/4/5-meter radius (attacks enemies hit by the first drone in order of proximity, but can be overridden by Tap-Casting the ability again on a target). Both beams deal 200/300/400/500 damage 4x a second, the beams do not reload, and they gain a 2/3/4/5% increase to their damage for every kill. The Electric drone has a 25% Status Chance, while the Heat drone has a 100% Status Chance. Both Status Effects last for 6 seconds. If both drones attack the same enemy, they will deal an additional 200/300/400/500 raw Radiation damage 4x a second to the target. Hold-Cast this ability to reset the drones Health and Shields for double the Essence, but doing so will also reset the drones damage multiplier. Power only affects the base damage of both beams and the Drone’s EHP multipliers, Duration increases the Status Proc duration and the ability drain, Range only affects the beam radius of both drones while Efficiency works normally.
 
Augment 1: Angel Drones 

Amphora’s drones now build up excess Health for Amphora by having 0.3/0.5/0.8/1% of their total damage converted into a pool. When the excess Health reaches Amphora’s maximum Health, Amphora will be revived if she dies, causing her drones to explode dealing 20/30/40/50% of their lifetime damage and knocking down enemies within a 2/3/4/5-meter radius. The revive will then go on cooldown for 10 seconds. Power only affects the bonus lifetime damage explosion, Duration has no effect, Range affects the radius of the explosion and Efficiency buffs the percentage of the damage converted into a pool. 
 
Quietus Cloud (50 Essence + 3 ED) 

Amphora covers an entire 10/12/15/20-meter area with a vampiric cloud. The vapor drains enemy Health with True Damage by 1% of their current HP every second, healing Amphora’s Health and anyone else’s nearby by 0.5% of their total Health per second (this also includes Amphora’s machines). Enemies that enter the cloud will suffer a short 2 second stun but will not be able to be affected by said stun twice. The cloud causes enemies to have a 50% chance to drop 1 Large Health Orb on death, and a 25% chance to drop a Large Energy Orb. Power only affects the heal, Range only affects the radius, and Duration/Efficiency affects the Essence drain. After 5 ability kills Amphora will gain an Essence Orb, an orb type that halts Essence and Energy Drain effects for 2 seconds.
While Pneuma Drones are active, having the cloud active will give the drones a 50% Dodge buff.
 
Augment 2: Enervating Cloud 

The vapor now has a slowing effect, reducing enemy movement and attacks by 10/15/20/25% at base, with the slow starting at 2/3/4/5% and scaling up every second. While using this Augment, the chances for any Orb on enemy death is doubled (Essence Orbs are unaffected). Power only affects the Slow cap, Duration works normally, Range has no direct effect and Efficiency isn’t counted in. 
 
Battle Cairn (75 Essence + 4 ED) 

Amphora quickly constructs a mounted turret platform that has no direct EHP, but that can take 10/15/20/25 hits at base (percentage of Health restored is instead given back as hits). Amphora and her allies can use the turret as long as it is still operational. The turret blocks projectiles and explosions with a 4x/6x barrier in the front while being used but will only block 50% of the hits it would normally take from anywhere else (this shield also doesn’t protect against melee damage). If used for too long, the turret will overheat, taking 3 seconds to fully cool off. When not being controlled, the turret will keep its shield activated. The Primary Fire’s stats scale off of your currently equipped Primary Weapon Mods. The Primary Fire on the turret is a set of two 50% Accurate Hit-Scan machine guns that scale with enemy level. They deal 50 Impact, 90 Puncture and 60 Slash damage. It has a Crit Chance of 50%, a 2x Critical Multiplier and a Status Chance of 50%. It has a base Fire Rate of 10, a base Magazine Size of 100, a 2 second Reload Time, a Multishot value of 1, a Punch-Through value of 1 and Infinite Ammo. Power affects the base damage of the turret, Duration affects the Essence drain, Range affects the size of the shield and Secondary Fire range and Efficiency works normally. 

While Quietus Cloud is active, the turret will have its cooldown timer halved and all miscellaneous actions (turning, entering and exiting the turret, zooming-in, etc.) will all be increased by 50%.
 
Augment 3: Cairn Duo 

Amphora is now capable of summoning two turrets at once, dividing their stats in half at base (so damage, shield size, etc.). These two turrets otherwise function as normal. Duration, Power, Efficiency and Range work normally. 
 
Exalted Kurgan (100 Essence + 5 ED) 

Amphora summons her own special Necramech to the battlefield, called Kurgan. Kurgan comes crashing down to the battlefield on cast, knocking down any enemy within an 2/4/6/8-meter radius of his landing zone (Amphora’s cast location) and dealing 1000/1200/1500/2000 Blast Damage. Amphora immediately takes control of Kurgan after his landing, transferring into him and becoming invulnerable while Kurgan is being used.  
Kurgan is a special Necramech, so he only comes with his own special Archgun, known as the Dual Pall. These weapons are a set of powerful 100% accurate semi-auto Projectile pistols that scale off of Archgun Weapon Mods. They deal 100 Impact, 300 Puncture and 100 Slash damage. They have 100% CC, a 4x CD, a 100% SC. They have a Magazine Size of 10, a 1 second Reload Time (that recharges 10 rounds per second), a Multishot value of 2, Infinite Punch-Through and Infinite Ammo.  

Kurgan himself scales off of his own Necramech Mods, and only his Power affects the damage of the Dual Pall. Kurgan also comes with his own separate Essence that recharges at the same rate that Amphora’s does, as her Passive also applies to him. He has 100 Shields, 800 Armor and 900 Health at base. He has 1 Sprint Speed, 200 Essence, a , a  and two  polarities. Kurgan also comes with his own set of Necramech Abilities. 

While inside of Kurgan, all of Amphora’s abilities will have their drains halted. This does not apply in reverse, but all abilities that affect Amphora (Pneuma Drones, Quietus Cloud) will now be transferred to Kurgan while she is within him. Once Amphora runs out of Essence, she will be kicked out of Kurgan. When piloting Kurgan, you can see Amphora’s personal Essence bar below the Necramech Stamina Bar. No Mods directly affect Kurgan himself, but Power affects the impact blast damage, Range affects the knockdown radius, Duration affects the Essence drain and Efficiency has no effect on the ability. 
 
Kurgan Ability 1: Shared Agony (25 Essence + 2 ED) 

Kurgan roars, making his enemies share his pain in a 6/8/10/12-meter radius. Enemies that damage Kurgan within the radius have any status procs they cause redirected back to them. As enemies enter the radius, Kurgan receives an Armor boost per second that starts at 1 per second and caps out at 25/50/75100, each enemy adding another 0.5. Any allies that also come into the radius receive the Armor bonus and the status immunity. Power affects the armor amount per second and the cap, Range affects the ability radius, Efficiency and Duration affect the Essence drain. 
 
Kurgan Ability 2: Bury Them (50 Essence + 3 ED) 


Kurgan smashes the ground, causing all enemies within a 2/5/7/10-meter radius to stumble and be pulled directly to him by 10-meters per pull. Enemies that are pulled have their defenses stripped by 5/10/15/20%, and Kurgan will repeat this attack up to 3 times, stacking the defense reduction by 5/10/15/20% each time. If an enemy has their defenses fully stripped and is hit again, they will also receive a 5/10/15/20% damage vulnerability debuff for every remaining hit. Power affects the defense reduction amount and the damage vulnerability, Range affects the radius, Duration and Efficiency work normally. 
While using Bury Them, enemies can be affected by Shared Agony, giving you the Armor buff at 2x the rate. 
 
Kurgan Ability 3: Dead Ringer (75 Essence + 4 ED) 


Kurgan rings a death bell, sending spheres of essence into the air for himself and allies within a 12-meter radius. The spheres protect Kurgan and his allies, adding 10/15/20/25% Damage Reduction per sphere. As Kurgan (or the affected ally) attacks enemies, the spheres pulse with every death, rewarding you with 10/15/20/25 Shields for every kill and allowing you and allies to gain Overshields. Power affects the Shields given and DR, Range affects the cast range and Duration as well as Efficiency work normally.


When using Bury Them, the spheres created by the bell will continually appear and attach to enemies that have their defenses reduced, causing them to take a single Radiation Proc every second during the Bury Them cast.
 
Kurgan Ability 4: Final Throes (100 Essence Cost + 5 ED) 


Kurgan starts to deal grievous damage to himself, losing 25% of his total Health per second. He fully heals himself before this occurs and becomes immune to any incoming damage. While in this state, Kurgan can only cast Bury Them, and will detonate after his Health hits zero. While his timer is counting down, enemies within a 2/3/4/5-meter radius will be forced to attack him while others outside of this range will run towards him as long as they’re able to see him. Based on the number of enemies you pull to you; you will multiply the damage of the blast by 0.5x per enemy (even if an enemy dies, as long as they’ve entered the field, they will add to the multiplier). The blast deals 2500/3000/4500/5000 raw Radiation and Blast damage (split evenly between both), and leaves a large patch of Heat that deals 1000/1500/2000/2500 Heat damage per second (this is also multiplied) for 1 seconds for every enemy within the actual explosion radius, 2/5/7/10-meters. These damage types cannot Proc. Power only affects the base damage of the ability, Duration only increases the Essence drain, Range only affects the detonation range and Efficiency affects the percentage of Health lost per second (and therefore the seconds to detonation). After Kurgan finishes this attack, Amphora will reappear at whatever previous state she was in before entering Kurgan, but any active benefits Kurgan had will disappear with him.
While Final Throes is active, any enemies that have a Dead Ringer orb on them will take a Proc of Final Throes’ damage for each orb currently on the field. 
 
Augment 4: Auto Mech 
Whenever Amphora summons Kurgan, she no longer instantly enters him, instead having him attack like a Specter would. Kurgan is vulnerable to damage during this time period, using his abilities while not draining any of Amphora’s Essence or his own in the process (though he will shut down after his Health reaches zero). Hold-Casting will cause Amphora to override the Augment and enter Kurgan. When his autonomy does end, he will always cast Final Throes. Duration works normally while Efficiency and all other modifications have no effect.

Edited by Greysmog
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