John Torque
Universe: Nexus(Vigilante 8 series)
Role: R. Assassin
**Why him? **
*The contest called for gamechangers, and who better to call than one of the most well-acclaimed black characters in gaming history? (Link below) Aside from that fact, his kit would not be set or finite. It would change as time goes, and it also forgoes the concept of the traditional cooldowns as well, at the cost of having permanent skills, having to earn and re-earn them instead of having it from the get-go.
https//m.ign.com/articles/ 2000/03/01/three-for-64
Statistics:
Health : 1700
HRegen : 0.5 per 2s
Attack : 85 per 2s
ARange : 5(average)
ASpeed : 7(above average)
UI: You can see Torque himself in the Hero portrait, but you only see and control the Thunderbolt(his car) in the game, like Sgt. Hammer. In the Hero Select and Shop screens, he can be seen along with his car.
Gameplay: You don’t have a set Q, W, and R skill. Instead, you have to earn it thru killing Minions, enemy Mercs, helping kill Bosses/Objectives, and helping eliminate Heroes. You don’t have cooldowns either, but all your skills, including your special all work on ammo. Once spent, the skill leaves you until you find a replacement.
Minions give standard weapons, Mercs can give either Standard or Special Weapon, Heroes/Bosses/Objectives give Special weapons.
Rarity: 1/3 per melee, 1/3 per ranged, mage auto-drops a weapon when killed, per wave. Mercs give one upon being defeated, Heroes drop a Special and 1-2 Standard weapons.
1, 2, and 3 keys empower your Standard weapons to do different things, depending on the weapon, obtainable via Talents at different tiers. Weapons drop automatically when Torque is within range of eliminated stuff. Also spawns when you help cap Mercs/Objectives sucessfully. UI: 1 combos(Full House) is an orange orb, 2(Straight Flush) is green, 3(Royal Flush) is blue.
First thing you pick up is the Q, second is W, and third is R, which is empowered if is a Standard Weapon, but gives way for the Special if picked up or Level 10. When you pick up another weapon and your slots are full, it would replace the last weapon you used, dropping a short distance from you, still obtainable, despawning in 5s.
Trait
Salvage- Slain bosses/objectives/Heroes give off Salvage Points which only Torque can see and pick up, which bolster Thunderbolt throughout the fight. They may be:
Shield: Gives 0.5 Armor. Maxes out at 30
Arrow: Gives 2% Speed. Maxes out at 30
CrossHair: Gives 2% Weapon Accuracy. Maxes out at 30
Bullet: Gives 1% dmg. Maxes out at 30
If all departments are maxed out, press D to Hot Rod your car, giving a 10% increase in all mentioned stats, changing your car’s visuals dramatically, sprouting a hood scoop, armored bull bar, and other enhancements… If a category is maxed out, chips of that type will no longer drop.
Possible Weapons:
*All weapons have 0.75s cooldowns, including specials. Combo moves take 1s before you can do it again.
Standard
Interceptor Missiles: 12 charges
*Launch a homing missile at an enemy within 6 Range(1 step bigger than your AA range)that deals 145dmg upon hitting. Click and point skill(Like Chain Lightning) Can be blocked by terrain
Bruiser Cannon: 12 charges
*Pelt a cannon shell at the enemy, dealing 102 dmg on impact, also dealing 21dmg per s over 2s. Targets whoever you are AA-ing.
SkyHammer Mortar: 10 charges
*Let loose a mortar shell anywhere with allied vision, dealing 120 dmg in an area(smaller than Lunar Flare) upon impact.
Flamethrower: 20 units
*Fire a trail of fire in front of you that sways with change of direction, dealing 91 dmg on impact, leaving 37 dmg per s for 2s. Press button longer to spray more fire, each unit adding 1s of DoT
Bull’s Eye Missiles: 10 charges
*Launch a missile in a straight line from where are you facing that damages the first enemy it hits for 115 dmg. Comes out from your cars left side.
Road Kill Mines: 6 charges
*Drops a mine behind you, arming after 1s. Enemies stepping in the mine activate it for 115 dmg in a small area.
Combo Effects
To activate, press 1, 2, or 3 key + Q, W, R.
Combos with #1 are obtainable at Lvl 4(Full House) , combos on #2 are attainable at Lvl 7(Straight Flush) , and no. 3 combos can be picked up at Lvl 13(Royal Flush).
Interceptor Missiles
1: Missile Swarm. Launch 4 missiles at the same time.
2: Afterburner. Boost your vehicle by 30% for 2s, for 2 charges
3: Halo Decoy. Launch an orbiting missile that strikes whoever it comes near(just a little over melee range). Expires after 7s if no one comes close.
Bruiser Cannon
1: Buckshot. Pelt 6 shells at an enemy in a fan shape. Costs 6-2 charges.
2: Cow Puncher Deal knockback when the attack connects. Consumes 2 charges.
3: Ricochet. Launches a ricochet shot at an enemy that can bounce 3x on terrain. Consumes 2 charges.
SkyHammer Mortar
1: Crater Maker. Launch a big mortar shell that deals 1.5x to 3x(depending on the amount of charges left, in increments of 0.5x) the AoE and dmg of a regular mortar shell. Causes a temporary mini crater at max charge. Consumes 5-2 charges.
2: Turtle Turnover. Launch a green mortar shell that Stuns for 1.5s. Consume 2 charges.
3: Tire Buster. Launch a blue-colored mortar shell that Slows the enemy for 3s for 30%. Consume 2 charges.
Bull’s Eye Missile
1: Stampede. Launch 2-5 missiles in a line. Consumes 2-5 charges
2: Bastion Rockets. Launch 3 USA-colored rockets similar to how Li-Ming’s Arcane Missiles aim. Consumes 3-2 charges.
3: Road Runner. Launch a green-tinged missile that drags away the first target hit, similar to Haymaker with less knockback. Consumes 2 charges.
Flamethrower
1: Brimstone Burner. Launch an AoE at a desired area that knocks back and deals 45dmg per s for 5s. Consumes 10 units.
2: Oil Slick. Splotch a puddle of oil that Slows enemies passing through by 25% for 2s. Consumes 5 units.
3: Fire Wall. Set out a wall of fire(as wide as Tyrael’s Smite) that damages for 45 dmg per s for 5s. Consumes 3-10 charges, but wall width determined by units left.
Roadkill Mines
1: Cactus Patch. Launch a mine that when armed, splits into 5 more mines around the original mine. Consumes 2-6 charges.
2: Magnetic Mine. When an enemy crosses the AoE of this mine, they’re dragged into the center and cannot move until after 1.5s.
3: Hover Mine. Launches a mine that floats above ground, seeking the first target it encounters in it’s AoE.
E Ability/Z Ability(Level 20)
Hover Pods: Lets the Thunderbolt fly across terrain for 7s. Press E/Z to cancel.
Cooldown: 15s, only triggered if spell ended or canceled
Special
Before Level 10, you get either one. Choosing one at Level 10 makes it so that the Special Crate gives only what you had chosen.
(R1)Wheel of Fortune: 6 charges
*Launch a massive missile that deals 245 dmg in an area, blasting enemies away when hit.
(R2)Bass Quake: 6 charges
*Unleash a sonic storm, Slowing enemies for 3s in an area similar to Earthquake. Damages enemies caught in the blast receive 81 dmg per s over 3s
(complete Abilities)
Note: Because John Torque rides a car, he doesn’t have a Z. At level 20, if the player chooses, the E ability becomes the Z ability, in exchange for an additional weapon.
Torque has +20% Movement Speed to compensate for his lack of Mount, only losing it in favor of the E skill.