View Full Version : Knight Hero Idea

01-09-2018, 01:14 AM
Warmonger Hero Idea:

NAME: Warmonger
CLASS: Heavy
DESCRIPTION: Disabler, Bash Intensive

WEAPON: Two handed war-hammer with a spike on the back of the head.
APPEARANCE: Heavy plate armor with few exposed sections. Any uncovered part is covered in chain mail. Armor is designed to be exceptionally brutal and sinister. With spikes and ridges covering the plates. The helmet has a ridged front and spikes near the front (think Rhino).

1. Numbing finisher: At the end of his chains the warmonger can do a final heavy that if it lands or is blocked will disable the enemy's guard for a short time. Opponents can still dodge and attack. The finisher has no major visual differences. It will still have a call out and there will be some visual indicators. It will not however have major visual changes due how easy it is to avoid. (Dodge, deflect, interrupt, parry)
2. Spike Finisher: After the warmonger's chain you can finish it with a light attack. The light will be performed with the spike and applies bleed. The standard bleed indicators will apply here.
3. Choking Throw: After a guard-break you can press and hold X to pick them up and choke them. The choke drains stamina. The longer you hold the choke the stronger the drain. When done you toss them down and it stuns them. If you or your enemy are hit the choke is stopped. If the choke is stopped no stun is applied. Note: If done without holding X or if thrown into a wall it will wall splat. If the target is out of stamina he gets unbalanced fury or standard knockdown punish after he throws them. (Keybind: X, hold X)
4. Body Slam: Walk backward and press X (same as Long Arm and Caber Toss) to pick up your enemy and body slam them. The slam stuns, drains stamina, and does damage. If either person is hit the slam is stopped. Can be charged for increased effects. He also does not get any free attacks from this move. If dodged you get a free guardbreak. (Keybind: \/ X)
5. Ground Kick: Can kick an unbalanced opponent that makes them stay down longer. Also drains stamina. Cannot be done after unbalanced fury, body slam, and choking throw. (Keybind: X)
6. Unbalanced Fury: Can repeatedly punch an unbalanced opponent to do damage. Each punch is equivalent to a light attack. There is a limit to how much you can punch them depending on their current health. The more health the more punches. Can kill an opponent with this ability. Cannot be done after choking throw (unless OOS) or body slam. Also stuns. (Keybind: L)
7. Parry Counter: After a parry he can counter immediately (Think Centurion or Warlord) The counter will cause him to backhand his enemy. After the counter he can immediately follow with a chain finisher. Backhand stuns and drains stamina.
8. Shoulder Charge: While sprinting press and hold X to charge forward while bashing an enemy with your shoulder. The first person to be hit is knocked down.
9. Head-butt Grab: Can dodge forward and to the sides then press X to grab them by the shoulder, jerk them forward, than head-butt them. The head-butt will drain stamina and stun. Guarantees a light attack. If dodged you can get a free dodge attack or bash, but not a guardbreak.

CHAINS (Either chain can finish with a H or L finisher):
1. H, L,
2. L, H

NOTES: Warmonger is meant to drain his enemies stamina while applying other debilitating effects such as numbing, stuns, and bleeds. Once he gets them out of stamina he can do large amounts of damage with unbalanced fury. He relies heavily on bash attacks, but unlike Centurion he cannot stun lock you. To help him fights enemies who dodge his bashes he has a parry counter and 2 chains that have some mixup potential by swapping what finisher you use.

1. Head Crush: Knock then down with your knee then stomp on their head.
2. Hammer and Anvil: Get them on their knees than rain blows on their head. They will block the attempts till you have finally beat them. Than you finish them with the spike to their head.
3. Pulp Maker: Pick them up by the throat with one hand and beat their face with the other hand.
4. Spine Breaker: Pick up and body slam them over your knee.

1. H = Heavy
2. L = Light
3. GB = Guard break
4. * = Must land
5. A = Dodge
6. -> <- /\ \/ = Dodge/Move Direction