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Fulryte, The Unbreakable [Rock Warframe]


Xiusa
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Name: Fulryte, the Unbreakable.

 

Stats:

180 armour

100 power

125 health

125 shield capacity

100 stamina

0.9 sprint speed

No aura polarity

2 Vazarin polarities

1 Madurai polarity

 

Passive: Steady Stones:

10 / 15 / 25 / 40% knockdown resistance, as well as having no animation from resisting knockdowns. Being knocked down gives you 5 / 10 / 20 / 40% damage reduction while you’re knocked down and recovering.

 

Slam:

Slams the ground, dealing 50 / 75 / 125 / 200 impact damage and knocking up enemies over an area of 3 / 3.5 / 4 / 5m in width and 6 / 6.5 / 7 / 9m in length for 2 / 4 / 6 / 8 seconds. Costs 25 energy.

 

Stone Tomb:

Causes rocks to erupt from the ground around target enemy within 7 / 9 / 13 / 16m, knocking away enemies within 5m and trapping the target for 5 / 9 / 14 / 18 seconds, putting them in stasis where they cannot move, take damage, or deal damage. Costs 50 energy.

 

Rolling Boulder:

Forms a mobile shield with a radius of 3.5 / 4 / 4 / 4.5m that negates all damage as it rapidly drains 30 / 28 / 26 / 20 energy every second, and an additional 8 / 7 / 6 / 5 energy per 300 / 500 / 700 / 900 damage negated (this includes an ally’s damage.) You move 85 / 65 / 45 / 25% slower while the shield is up. All enemies that come in contact with the shield or those that are already in the shield radius are knocked 1 / 1.5 / 1.5 / 2m away from the shield. Allies are unable to shoot out of the shield. Allies within the shield gain an additional 30 / 50 / 70 / 90% bonus to shield regeneration. You cannot regain energy through any means while this is active.

 

Wrecking Ball:

Begins charging a punch over 10 / 8.5 / 7 / 5 seconds. Casting again on an enemy within 10 / 11 / 13 / 15m will cause her to charge towards them and deal 750 / 1000 / 1250 / 2000 impact damage at full charge on the primary target, and 250 / 450 / 550 / 750 impact damage in a 7 / 9 / 11 / 15m radius around the target with damage falloff. You move 85 / 75 / 65 / 55% slower while you are charging a punch and 65 / 55 / 45 / 35% when you have it ready. Costs 100 energy.

 

Mod Effects:

POWER DURATION: Affects all duration components. Affects Wrecking Ball charge inversely.

POWER STRENGTH: Affects all damage components. Affects both components of Steady Stones. Does not affect

POWER RANGE: Affects all range components.

POWER EFFICIENCY: Affects all energy consumption.

 

Augments:

Slam: Hard Landing: When enemies land, they take 25 / 50 / 75 / 100% of the initial damage dealt and are slowed by 10% for 1 / 1.5 / 2 / 2.5 seconds.

Stone Tomb: Tombstone: Trapped target takes 15 / 20 / 25 / 30 finisher damage every second while being trapped. This is the only instance of damage that they can take.

Rolling Boulder: Gather No Moss: Removes a flat 10 / 15 / 20 / 25% of the slowed movement speed.

Wrecking Ball: Destructive Momentum: If you begin sprinting 0.5 / 0.7 / 0.9 / 1.1 seconds AFTER the charging period and continue to sprint, the punch will deal 50 / 100 / 150 / 200% increased damage. If you stop sprinting for whatever reason, you lose the bonus.

Edited by Xiusa
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