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Thread: Watzeinn, the Volt Switcher

  1. #1
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    Watzeinn, the Volt Switcher

    Name: Watzeinn, the Volt Switcher
    Role: Support or Firepower
    (Doing the supp version 1st)

    Skills: A good engineer and a local power supply?
    Known for: Was somehow born with power to harness electricity.
    Hobbies: Waking up people by giving them a bit of a jolt.

    Strategy: He focuses on infusing team mates with energy and dealing minor damage to groups of enemies using his abilities.
    ================================================== ==============
    Primary: Bolt Ball
    Shoots a concentrated ball of electricity in a line going through both enemies and allies. Enemies are damaged while allies gets energy. Gain 3 energy per target hit.
    Range = 7 squares [] Damage = 14 [] Energy given to allies = 5

    Mods:
    Wake up Jolt - 2 - Gives the first ally hit Haste until end of next turn.
    Hyper Heat Generation - 2 - Goes through walls
    Ubercharge - 1 - Gives all allies hit unstoppable until end of turn
    Thousand Volts! - 3 - Increased damage by 4 and energy given by 3

    2nd: Voltaic Blast (Blast)(CD = 4)
    Shoots out a blast of electricity in a spread, damaging all enemies while giving allies energy. Gain 2 energy per target hit.
    Range = 60 degrees cone, 3 squares [] Damage = 12 [] Energy Given = 4

    Mods:
    Voltaic Therapy - 2 - Heals allies hit by 8
    Charged up - 1 - Allies gain Energized and Haste until end of next turn
    Bigger Charge - 2 - Increases arc to 80 degrees and range by 1
    Shock Therapy - 3 - All enemies hit are scrambled

    3rd: Coil Tower (Prep)(CD = 5)(Free)
    Deploys a tower which energizes team mates close to the tower as long as the tower is on. The tower lasts for 2 turns and will increase the energy gained by allies close to the tower with Energized or by his abilities. Upon use, gain 8 energy.
    Range = 4 [] Radius = 2, circle []

    Mods:
    Protect the tower - 3 - Allies right beside the tower gets Might.
    Frequency Increase - 2 - Increase buff radius by 1
    Forcefield - 2 - Allies within the radius of the tower upon activation will receive 15 shields.
    Tougher Structure - 2 - Tower lasts for 1 more turn

    4th: Voltage Link (Prep)(CD=6)
    Watzeinn chooses 2 allies and links them until end of next turn. Every time one ally gains energy, the linked ally will also gain the same amount of energy. (Watzeinn can also be counted as target.)
    Range= 7, Link Range = up to 5 squares

    Mods:
    More than necessary - 2 - Allies linked gains 3 more energy from this ability
    Longer Lasting Link -1 - Link lasts for 3 turns now
    Inter-connected - 2 - Can link enemies and allies now
    Damage Sync - 3 - Can only link Watzeinn to other allies, but damage taken is split between the linked ally and Watzeinn. (50-50 ratio)

    Ult: Discharge (Blast) (100 energy)
    Lets out a huge amount of electricity from his body, giving 28 energy to all allies in the radius and 25 damage to all enemies. However, Watzeinn is Scrambled for 2 turns.
    Radius = 3, circle

    Mods:
    Tera Volt - 3 - Increases energy given to 32 and damage to 28
    Lingering Volts - 2 - Watzeinn gains might on his next attack the next turn
    Over-discharge - 2 - Allies gains 40 energy now and the Scramble now lasts for 3 turns.
    Conductive air - 2 - Increases radius by 1
    ================================================== ==============

  2. #2
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    Freelancer that gives energies? Yesss please..
    +1 Very detailed concept!

  3. #3
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    Firepower version:

    Strategy:
    This version of Watzeinn prefers on dealing big area damage to enemies, punishing them if they're too close to each other.

    Primary: Chain Bolt
    Shoots out a line of electricity from his arm, dealing damage to enemy hit. The bolt will then got to another nearby enemy damaging them as well. After every enemy hit the chain damage adds up. (Pretty much like Helio's primary but the chain damage increases per hit)
    Range: 6 squares, chain range= 3 [] Damage= 32,chain damage= 22, damage added per chain=2 []

    Mods:
    Faster Bolt - 2 - Increases range by 1
    Stable Jolt - 3 - No more damage increase per chain, but chain damage is now 24
    Lighting Lightning - 2 - the first enemy hit is revealed for 2 turns
    Power source - 1 - Increase energy got by this ability

    2nd: Overcharge (Prep)(Free)(CD= 4)
    Gives Watzeinn's Chain Bolt or Discharge might for this turn.
    Range= Self

    Mods:
    Quick Feet - 2 - Upon use, increases range of Lightning Spear for 1 turn
    Volt Jolt - 2 - Upon use, Chain Bolts chain range increases by 1
    Giga Charge - 3 - If Watzeinn uses Discharge after using this ability, extend the might by 1 turn.
    Brewing the Storm - 3 - Upon use, in the next turn increase the amount of bolts done by Voltaic Storm by 1

    3rd: Discharge (Blast) (CD= 5)
    Lets out a large amount of electricity from his body, dealing damage to all enemies in range. If there are enemies within the range of up to 2 squares from each other, they are Scrambled until end of next turn.
    Range= 3, PBAoE [] Damage= 30

    Mods:
    Over-Discharge - 2 - Increases radius by 1
    Tera Volt - 3 - Increases max range between enemies to 3
    Voltaic Field - 2 - Leaves a field of electricity which deals damage when enemies step on it at the place Discharge was activated (size 3x3)
    Stunning - 3 - Enemies which are Scrambled are Weakened as well

    4th: Lightning Spear (Prep) (CD= 6)
    During the Prep Phase, Watzeinn throws a lightning rod in a location. In the Dash Phase at the same turn, Watzeinn dashes towards the lightning rod dealing damage to all enemies in the radius of the rod. After the dash the rod is then destroyed.
    Range= 6 [] radius= 2 [] Damage = 25

    Mods:
    Extra Conductive - 3 - increases damage done to 28
    Titanium Rod - 2 - The rod now lasts for 2 turns
    Salvageable - 1 - Creates a minor power-up which gives allies energy after it's destroyed
    Grounding - 2 - Can now choose the landing location in an area.


    Ult: Voltaic Storm (Blast) (100 energy)
    Watzeinn launches himself up to the air and shoots down a lightning bolt. The bolts deals damage to enemies and chains to other enemies and also adds up damage just like Chain Bolt. The bolts goes through walls.
    Range= 6, Line, Chain Range= 4 [] Damage= 45, Chain Damage= 36, Damage add up= 2 per enemy hit by chain.

    Mods:
    Consecutive - 2 - Doesn't chain, but increase damage to 48
    Striking the same place - 3 - Doesn't chain but deals another strike to the target dealing 35 damage.
    Hurricane - 2 - Knocks back the first enemy hit. (not chain hit)
    Lone Rod - 3 - If no chain happens, the enemy hit will be rooted until end of turn and scrambled until next turn.

  4. #4
    I'd be wary of giving any character too many pull/knockback abilities. denying/controlling the enemy's movement is a very very very strong aspect of a good strategy and things like that pull mod on your support version's primary attack just scream overpowered af.
    The one thing that could cause cowboys and Indians to join forces is their mutual enemy: dinosaurs.

  5. #5
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    Quote Originally Posted by inflatable fish View Post
    I'd be wary of giving any character too many pull/knockback abilities. denying/controlling the enemy's movement is a very very very strong aspect of a good strategy and things like that pull mod on your support version's primary attack just scream overpowered af.
    I edited it already, is it better now? What about the FP version?

  6. #6
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    i really like the +1

  7. #7
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    Am posting this reply cause am curious which is the more preferable version of the Freelancer.

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