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[Warframe Concept] Joker - The Gambler-Themed Warframe


Kai
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"This is Joker, the gambler. The high roller."

 

"Taking risks in exchange of reward, Joker's arsenal of tricks will turn any battlefield into a roulette with the odds in his favor. Would you like to take your chance, Tenno?"

 

Information

Joker is a High-Risk High-Reward Warframe that relies on his abilities and timing in order to take control of the battlefield. In a squad, he takes on the support crowd-control role by means of inflicting harmful effects to his enemies while granting his allies powerful buffs is used properly. As part of his Gambler-theme, he can also be a detriment to himself if used poorly so players will require complete mastery over Joker in order to fully utilize his potential.

 

Stats

Health: 100.0 (300.0 at Rank 30)

Shield: 100.0 (350.0 at Rank 30)

Armor: 15.0

Power: 180.0 (400.0 at Rank 30)

Sprint Speed: 1.15

 

Abilities

 

Passive - Gambler's Charm

Joker starts with 4 unique Attachments which can be accessed via Auxiliary in Joker's Arsenal. Joker can only equip one of the four Attachments at a time which modifies his stats as well as his abilities.

  • King of Hearts - Increases Base Health to 150.0 (450.0 at Rank 30) but reduces Sprint Speed to 0.95. Focuses on Sustenance in battle.
  • Queen of Clubs - Increases Base Shield to 200.0 (600.0 at Rank 30) but reduces Base Health to 70.0 (240.0 at Rank 30). Focuses on defensive Crowd Control in battle.
  • Knight of Diamonds - Increases Base Armor to 200.0 but reduces Base Power to 100.0 (300 at Rank 30). Focuses on offensive Crowd Control in battle.
  • Ace of Spades - Increases Base Power to 250.0 (500.0 at Rank 30) and grants +10% Casting Speed but reduces Base Shield to 80.0 (200.0 at Rank 30). Focuses on amplifying overall damage output by Joker's abilities.

Choosing not to equip Joker will place his stats and abilities as default.

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"Draw launches energy card on enemies, dealing damage to enemies and marking them. Fold to return all cards from marked enemies to deal further damage."

First Ability - Draw and Fold

Press the ability to cause Joker to Draw, throwing a card on an enemy within 10 / 12 / 14 / 16 meters, dealing 50 / 150 / 350 / 400 Slash damage and marks them for 8 seconds.

Hold the ability to cause Joker to Fold, retracting all cards from enemies marked in a 25 meter radius, dealing 200 / 250 / 300 / 350 Slash damage to the target as well as to other enemies on the way back to Joker. Enemies may receive damage multiple times if multiple cards passes through them.

If the user is equipped with one of the Gambler's Charm, it will cause Draw and Fold to do the following:

  • King of Hearts - Heals Joker by 20 for each enemy killed upon using Fold. If the card passes through an ally, they are also healed by the same amount and may be healed multiple times if multiple cards passes through.
  • Queen of Clubs - Stuns enemies for 4 seconds and grants Joker additional 50 shield for each enemy affected upon using Fold. Shields gained may Overshield Joker.
  • Knight of Diamonds - Causes Draw to launch three cards instead, with the two cards homing on nearby enemies around the initial target. If there are no additional targets, the other two cards will home on the initial target as normal.
  • Ace of Spades - Allows an enemy to gain up to 3 marks from Draw, dealing thrice the damage on the target and on its way back upon using Fold.

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Notes:

  • Mark is visually denoted by a playing card symbol with the user's energy color on top of the enemy. If the user has Ace of Spaces Attachment, multiple marks will cause 2 or 3 stacked playing cards, glowing if they have reached max stack.
  • Bold Numbers can be affected by Power Strength, Power Range and Power Duration.

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"Bluff Dice creates a dice that diverts enemy attention, keep it rolling to create an explosion or fail to suffer the consequences."

Second Ability - Bluff Dice

Joker throws an energy dice in the air that attracts enemy fire for 6 / 9 / 12 / 15 seconds. Damage inflicted by enemies to the dice causes it to roll faster, gaining 40 / 60 / 100 / 120 damage for each second it is active. If the dice reaches the end of the duration, it explodes in a 8 / 10 / 12 / 15 meter radius, dealing the accumulated damage as Blast damage to all nearby enemies.

If the dice stops rolling before it reaches the end of the duration, it will emit a 10 meter nova that may apply Magnetic Proc on Joker and his allies if they are within radius.

If the user is equipped with one of the Gambler's Charm, it will cause Bluff Dice to do the following:

  • King of Hearts - Causes the dice to emit an 8 meter radius healing nova that restores 50 Health to Joker and his allies for every 3 seconds that has elapsed on the Bluff Dice's duration.
  • Queen of Clubs - Causes the dice to emit an 12 meter radius wave that disarms nearby enemies after half of Bluff Dice's duration has elapsed.
  • Knight of Diamonds - Allows Joker to attack the dice to move it towards the general direction.
  • Ace of Spades - Reduces the duration of the Bluff Dice by half but doubles the damage stored per second.

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Notes:

  • Dice will start to emit a faint glow and hum if it is about to slow down and stop rolling.
  • Re-casting Bluff Dice does not trigger the explosion nor the Magnetic Nova.
  • Bold Numbers can be affected by Power Strength, Power Range and Power Duration.

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Third Ability - Protective Flush

Joker generates 4 towering energy cards that circles around him for 10 / 14 / 16 / 20 seconds, blocking enemy fire. Each card has a 300 / 400 / 600 / 800 damage threshold that will detonate after 3 seconds upon reaching the given limit, dealing 20% of the damage absorbed in a 5 meter radius around Joker as Blast Damage. This will affect both Joker, allies and enemies.

Flush can be activated again while facing a card, causing it to be launched 8 / 9 / 10 / 11 meters away before exploding in a 5 meter radius upon reaching maximum range or upon enemy or terrain collision, dealing the full damage absorbed by the card to nearby enemies.

If the user is equipped with one of the Gambler's Charm, it will cause Flush to do the following:

  • King of Hearts - Reduces self-damage and damage inflicted to allies to 10% if Joker fails to launch the card.
  • Queen of Clubs - Cards launched will now pass through enemies as well dragging them with the card. 
  • Knight of Diamonds - Increases base explosion radius to 8 meters. This applies to both failing and succeeding to launch a card.
  • Ace of Spades - Grants an additional 200 damage threshold for each card. Cards gradually stores damage on its own with a rate of 20 damage per second.

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Notes:

  • When a card is about to reach the damage threshold (70% - 99%) it will start to blink, signally the player of the card's imminent explosion.
  • The cards rotate around Joker in a counter-clockwise rotation. Players can simply turn to carefully watch his cards.
  • With each card gone, the rotation of the card becomes faster.
  • Bold Numbers can be affected by Power Strength, Power Range and Power Duration.

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"Raise the stakes and reap your reward with All-In, Tenno. Joker creates an arena that traps his foes, isolating and forcing them to play his deadly games. 

Fourth Ability - All-In

Joker creates a 20 / 22 / 24 / 26 meter arena that prevents entry and damage from enemy from coming in or out for 8 / 9 / 10 / 11 seconds. While in the arena, Joker and all trapped enemies drains 5% of their Health each second. In addition, Joker converts 60% / 70% / 80% / 90% of the drained health as damage to his abilities and equipped weapons as long as he is within the arena.

Enemies killed within the arena has 50% / 60% / 80% / 100% chance to drop additional loot as well as a Health Orb. The last enemy to be killed in the arena has 50% chance to drop a Rare Loot or Mod.

If the user is equipped with one of the Gambler's Charm, it will cause All-In to do the following:

  • King of Hearts - Reduces Health Drain from Joker to 1% per second. Instead of granting additional loot,
  • Queen of Clubs - Enemy shots from the outside will be re-directed to enemies within the arena.
  • Knight of Diamonds - Joker's Primary and Secondary Fire gains a +1.2 Punch Through against enemies and will also bounce off the arena's walls.
  • Ace of Spades - Joker gains Energy equal to the amount of Health drained from him by the arena.

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Notes:

  • Joker and his allies may freely pass through the arena but if Joker leaves the arena, it immediately ends the ability.
  • The arena does not follow Joker.
  • Bold Numbers can be affected by Power Strength, Power Range and Power Duration.

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Augments

Draw and Fold Augment - Full House

Using Draw 4 times within 6 seconds causes Joker's next Draw to unleash 5 cards that homes on enemies.

  • Affected by Power Duration.
  • Each card is affected by Gambler's Charm Knight of Diamonds and Ace of Spaces Auxiliary. 

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Bluff Dice Augment - Double Bluff

Ability can be re-activated again to switch places with the dice and immediately detonate it, harming enemy units.

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Protective Flush Augment - Shuffle Flush

Hold to gather all accumulated damage from each card before evenly distributing the amount. This may be done multiple times.

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All-In Augment - Jackpot!

Enemies killed within the arena has 50% chance to drop twice the credit amount, 40% chance to drop thrice the amount of credit and 10% chance to drop ten times the amount of credit.

 

 

 

 

 

 

 

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3 hours ago, derp215 said:

Well to start, this is a pretty cool idea, I haven't seen any card-based frame concept yet, maybe there are but I haven't seen them. Anyway, question about 1st ability: what does marking enemies do?

Essentially, the first ability is a 2-part Ability. Press the Ability (1) to throw a card and mark them. Hold the Ability (Hold 1) to deal damage again to marked enemies,

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