An: since phantoms took over I will make this class for as a sole reason they defeated the other factions
Class: destroyer
Type: zoner/stunner
Destroyer carries a gigantic red hammer and where the mallet starts and back of it the middle part is black with wires and a long black holder base destroyer holds it with both of his hands
Destroyer specializes and heavy high damage moves but his combo's are not as easy to think of and his moves are slow
Passive: stunner, all of destroyers moves have a longer hitstun when hit making him deadly for starter combo's but his scaling is 1.1 times more higher than the other classes (too much and he'll be called useless BTW it's just 0.1 more)
Break skill: breakdown
Hp: 1200
L.ac destroyer would free a hand and grab what is in-front of him destroyer can move them until the combo drops, does 30 damage extremely scary to get close to as assailant but you can clearly see it
L.ac2 destroyer would bring down the enemy to the ground and then stomp their torso once in-printing them to the ground for combo's, does a total 55 damage
L.ac3 would kick the enemy away making the combo drop (unless you wall combo somehow)
H.ac destroyers hammer will grow bigger and smash it down on the enemy shattering the ground for effect and then shrink back making a large window for to continue combo's does 100 damage but loses 25 damage if not hit around the middle and 50 when it is the edges of the hammer, has a 3 second cool down can only be used once in a combo
J.ac destroyer will split his hammer in half and proceed to smash both in the middle on each sides, does 50 damage
J.ac2 destroyer would then put back his hammer into one and then smash it on the enemy's head sending them to the ground for proceeding combo's
J.H.ac does not exist it will only do h.ac in mid air (hitbox depends on how far up you are in the air and damage falloff)
Guardbreak, a reticle will appear on top destroyer his hammer is re-sized to be smaller (not too small like a normal hammer like kurai sword size) and then swings it down with both hands it has high end lag (longer than revs) has level 2 super armor and level 2 armor break does 75 damage and has a 7.5 second cool down
Launcher: destroyer would proceed to grab the enemy by the waist and then throw them high up he will follow and then get a specific height (a little more higher than rev's sp8) the combo will not drop for 3 seconds if not followed up by any moves has a 8 second cooldown
Sp1: will give destroyer a temporary shield that can be broken, only has 75 hp the 20 second cool down, it functions the same level 1 armor
Sp2: destroyer would be able to do his last move again mirroring it, cooldown depends on what move you recover by (cannot be used outside of combo's and sp7 and sp8 of course can't be used since the combo will drop anyways)
Sp3: destroyer would do the, same animation as giving himself level 1 armor but will shine red, after 0.3 seconds, of the action being done he will proceed to smash the ground 3 times, his hammer remains, the same size he move but only forward by 8 studs each hit deals 30 damage has high end lag but when hitting someone it will mostly dissappear, has I-frames, during it hut can take, damage
Sp4:destroyer would gain a robot clone that looks like the player, this clone repeats all of destroyers moves except sp7 sp8 and only spawns on a, 45 degree angle from destroyer and has 1.4 scaling (making a normal combo do like 300 damage as it)
Sp5:destroyer would make an aura around him increasing his damage movement speed and scaling by 1.1.5 can be triggered for friendly teammates but loses the scaling penalty and when triggered on an enemy they lose damage and movement speed,
Sp6: can only be triggered during the air or when the enemy is on knockdown, destroyer would stomp the enemy's leg breaking it (you can see the pain of your enemy since they react to it) their movement speed is lessened and can be stacked with sp5 to make their speed 6 when performing in the air destroyer will drop everything he's doing and go straight down, when hitting an enemy mid air-borne it is similar to assailant sp2 and this, has level 1 armor break so don't you guys think this works like rev sp1, does 45 true damage, and movement speed is lessened when combo drops, last for 12 seconds on ground, 20 when you hit someone 125 studs high on the air (warning can be healed by effects such as virtues water 3 revs counter sp5 or assailants sp3 or diviners healing and necropolis)
Sp7: can only be triggered during a combo, does the same animations as h.ac but bigger like much more bigger and has I-frames during it when landing or not will continously do the same move as h.ac has the same startup as h.ac destroyer would hit for 8 times enough times to break a shield when animation ends, each hit does 65 damage and the shock wave does 10 true damage (shock wave doesn't start combos and the shock wave does go to far it also does a tiny amount of shield damage) when delivering the final hit destroyer would hit down with the force of god and deal 125 damage (but ruined a lot of scaling blah blah blah basically its 75 damage if you just include j.ac2) (each hit has the same window of opportunity as h.ac but why does that matter unless your doing a team combo, the ground will naturally get more and more ruined with each blow but won't break and just go back to normal after 5 seconds combo will drop afterwards) had high endlag when missing, VERY high end lag
Sp8: can only be triggered during a combo, destroyer would grab in front of him dealing 30 damage and then get in an animation, he would then throw the enemy dealing another 30 damage (this is just the start of something ugly) as the enemy is recovering confused they'll look forward to see destroyer bringing down his hammer on the enemy and breaking the ground, dealing a total of 125 damage, then the enemy will wake up in a grassy field only to look around and see 6 destroyers, seemingly cartoonishly as he regains consciousness but after that the destroyers won't dissappear...their real, then the destroyers will proceed to absolutely smash their hammers on the enemy each doing 25 damage and 6 true damage, each destroyer has about 5 hits each and then the ground will break again and then both will return to the map, all people spectating will not see them during when the enemy is on the grassy fields, combo will drop from then and there
So, is he unbalanced? A little bit but his sp8 does s total around 1000 damage, if there's no scaling involved duh, it'll do around 500 if you use it with the simplest combo such as j.ac1, he is suppose to be a complicated class but is extremely overpowered at enemies comin from multiple directions like teamers, I'll make combo's in the future but now toodles and have a nice day