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Amixus, The ArmorDillo of Death (and spikes)


(PSN)Tomplexthis
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Amixus, The ArmorDillo of Death (and spikes)
Amixus is a true engineer and master of the art of being an Armadillo
As such for some odd reason he can alter his abilities based on his state
While normally wander around he seems like your average spiky guy
He can fire spikes while in this normal state and, he is very poky...

But then, when he is just randomly bored, he will go into a rolling ball of death
And now he commands the wind at his side, the turbulence of his rolling, is now his weapon

Or even, when he feels threatened, he will burrow himself underground
And now the earth is his home, using it as his tool, he knocks down his opponents
Or simply flings them with his enormous strength, like a couple of stones

Well, its up to the player on which state to be in
He can provide 3 armors based on his state
Or use 3 ultimates based on his state
He can fire spikes, or roll around
And Throw targets, or burrow underground

All the while being spiky and armadillo-Y
Cause Armadillos are awesome.


Passive:: While taking Close Combat Melee damage, Amixus Reflects 25% of that damage back to attackers 

*Amixus's powers and attacks leave a bleeding proc on enemies hit by his spike attacks
This proc lasts 8 seconds and over that time deals 20% damage based on their max health
So if they have 100 hp, it deals 20 damage over 8 seconds
-Boss'es disregard this ability-

(Stats)
Health: 100 (300 at rank 30)
Shield Capacity: 100 (300 at rank 30)
Power: 125 (200 at rank 30)
Armor: 575
Sprint Speed: 1.1
Conclave: 100
Polarities: 1 Madurai (V) and 2 Vazarin (D)
Aura Polarity: Madurai (V)

==Power 1: Spiking/\On a Roll==
A unique power that acts as two seperate abilities

+Spiking+
{25 energy}
Tap to fire spikes forward in a line that impale targets to walls and nearby objects
The spikes hold targets in place for 3/4/5/6 seconds
up to 5 - 6 - 7 - 8 spikes will be fired per tap

+On a Roll+
{3 Energy Per second} {Hold to enter rolling form}
Hold to spin fast into a ball that rolls around trampling targets and knocking them down
This deals 75-90-105-120 damage on contact with a target
Holding is a channel ability, as long as its held he will roll around in a spiky ball form
This increases his movement speed by 30% 
While in this form he can cling to roofs and walls, becoming even more mobile
His spikes act as suction cups, this allows him to scale walls/roofs in the form
Nothing is an obstacle for him
Also i was thinking, since he is a rolling spike ball...
Well, occasionaly random nearby body parts would get stuck to him as he rolls around
So like he blows up a grineer, and rolls over its dead body, and now has an arm attached to him
Maybe a couple torsos or legs, just stuck to his spikes
-_- cause its funny


==Power 2: Fling/\Burrow==
Depending if you tap or hold this power changes like his first


+Fling+
{25 energy} Tap to use Fling
Amixus grabs a nearby target and flings him forward with such strength, the earth piles up before them
He creates a wall of dirt as he flings a target towards another target
Like Hydroids tidal wave, but made of dirt/earth, and using another enemy to do it
Like he can grab a moa, then fling it in a direction, the force creates a wave of dirt that plows down all enemies
This pushes them all until it hits a wall or stops
It deals 55 - 65 - 75 - 85 damage on contact with an object to all trapped in its path
*requires a enemy to use

+Burrow+
*{3 energy per second} {Hold to enter burrow form}*
Amixus burrows underground throwing up dirt as he moves 
While burrowed he moves 30% slower, but shakes the ground as he moves
This deals a small 8m raidus of damage to nearby enemies and stuns them for 3 seconds
And while underground he can take no damage and move freely

When he burrows down it will pull in nearby enemies to his location, like a vaccum
But when he burrows out he explodes outward from the ground, sending enemies flying back
this has a radius of around 12m

In burrow form he cant go through walls but he can dig right under almost anything
he can still go through doors, but he can also move under boxes above him or any obstacles
if you hit a cliff you will come out of the side of the mountain
kind of like digging to the edge then falling out of the cliff face


==Power 3: Spike Armor/\Turbulent Armor/\Earthen Armor==

This ability changes based on Amixus's current state
Normal - Rolling - Burrowed forms
This power is a armor support buff for your team
Each one if used will override the other though
You may only equip 1 at a time

{50 energy} [Spike Armor]
While in a normal state, Amixus applies a spiky armor to all allies in the match
This armor has no health but lasts for 12 - 14 - 16 - 18 seconds
It reduces incoming melee damage by 25% - 30% - 35%  - 40%
And reflects 25% of incoming melee damage, (couples with his passive to reflect 50% melee damage) 
It will equip to allies and Amixus, regardless of distance

 

{50 energy} [Turbulent Armor]
While in rolling form, Amixus applies a windy armor to all allies in the match, but not himself
This armor has no health but lasts for 14 -16 - 18 - 20 seconds
It deflects incoming projectiles with a 60% efficency/chance
And increases the fire rate and projectile speed of allies guns by 20%
It equips to Amixus's allies only, regardless of their location in the map

{50 energy} [Earthen Armor]
While in burrow form, Amixus applies a rocky earthen armor to allies in the match, but not himself
This armor has no duration but a set health of 75 - 100 - 125 - 150
It takes the damage that wouldve been dealth to the teammate, like rhino/nezha armor
Like a heavy weight it slows ally movement speed by 10%
But increases their melee damage by 15%, heavier hits, slower feet
It equips to Amixus's allies only, regardless of their location in the map

==Power 4: Spike Storm/\Rapid Spin/\Earthquake==

This ability changes based on Amixus's current state
Normal - Rolling - Burrowed forms.

{6 Energy per second} *Spike Storm*
{Has a max duration and cooldown of 10 seconds though}
He overheats if using it to long, and it needs a 10 second cooldown, and can be used for 10 seconds
While in a normal state, he fires out a continous barrage of spikes from his body
This is an all around radial effect that fires out spikes in all directions from him in up to 25m 
Enemies become impaled to walls and objects for 4/5/6/7 seconds and take 90 - 100 - 110 - 120 damage per hit
Each hit is like a minor stun knocking enemies back a few steps, pushing them away from him

{75 Energy} *Rapid Spin*
Amixus spins rapidly and violently in place pulling in nearby enemies and damaging them
This adds a slash proc to any enemies that are damaged by this attack that deals a bleeding effect for 12 seconds
The pull radius is a base 12m, modifiable, and it deals 45-55-65-75 damage per second to enemies trapped
Those that escape the sudden spin of death will take the bleeding proc
The proc deals 30% of their max health as damage over the 12 seconds
The spin only lasts 4 seconds though, modifiable
This proc couples with his 20% base spike proc damage. so about 50% damage over 12-8 seconds

{100 Energy} *Earthquake*
While burrowed, Amixus unleashes a violent but sudden and quick quake attack
This lasts 2 seconds, and shakes the ground violently around him
It stuns and knocks down all enemies with a range of 18m
Enemies take 200 - 200 - 250 - 300 damage and are knocked down for 4 seconds
Enemies knocked over are open to finishers and have 20% reduced armor for 8 seconds

 

 

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Edited by (PS4)Tomplexthis
*Photo Inspiration
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Just look at how cute that Armadillo is, xO 

Spiky armor, armadillo, that leaves a dirt trail as he walks, like Atlas's little bro or cousin maybe

but more heavy armored, spiky, and dirty

 

3 forms, and about 10 powers, really weird

Edited by (PS4)Tomplexthis
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This is definitely an interesting and well developed idea that clearly has some love behind it. I definitely like the switching aspect, all be it a little similar to equinox. I would recommend changing the passive's slash proc to puncture though (mainly because puncture is underused and slash is a bit overused+it would make more sense for something being poked to be punctured rather than slashed). The main problem that I can foresee though, is this guy being a bit to complicated for some people. A good warframe to look at to gauge complexity is equinox. They have a fair bit of complexities and that made some people not particularly fond of them and I think that would be a bit of a problem here as well. But I think Amixus being built off of these complexities does in a way mend this problem.

The only other thing I could see being an issue is his concept being a bit similar to Inaros and Atlas, and I doubt that many people would spring at the idea of another ground-based frame especially when the frame we just got is in the ground variety.

But overall this is definitely a good idea that should get some attention.

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