Editing Forum:Fanfic Champions

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==Overview==
==Overview==
Champions are distinguished from their less resilient counterparts by their darker color scheme, seemingly fluid form, and red, spectral tendrils emerging from their backs. There exists 3 variations of the Champion:
Champions are distinguished from their less resilient counterparts by their darker color scheme, seemingly fluid form, and red, spectral tendrils emerging from their backs. There exists 3 variations of the Champion:
*'''Barrier''': Barrier Champions behave much like their normal counterparts would until they are threatened with death. When damaged to an extent, they will create an impenetrable dome shield that also heals up most of their lost health. Distinguished by a circular, dark crest on their backs. The shield is only pierced by Anti-Barrier rounds.
*'''Barrier''': Barrier Champions behave much like their normal counterparts would until they are threatened with death. When damaged to an extent, they will create an impenetrable dome shield that also heals up most of their lost health. The shield is only pierced by Anti-Barrier rounds.


*'''Overload''': Overload Champions not only have a minimal healing factor, but they also have increased ability regeneration, allowing them to use these abilities more frequently and aggressively. Distinguished by the twin, dark crimson circles that wrap around their shoulders. Both of these abilities can be negated by Anti-Overload rounds.
*'''Overload''': Overload Champions not only have a minimal healing factor, but they also have increased ability regeneration, allowing them to use these abilities more frequently and aggressively. Both of these abilities can be negated by Anti-Overload rounds.


*'''Unstoppable''': Unstoppable Champions have a severely high health pool and an immunity to staggering or stuns, and will use these resiliences to allow them to assail their opponents from close range and from afar. Distinguished by the dark wing-like crests hanging from their backs. The only thing capable of mitigating their rage is Anti-Unstoppable rounds.
*'''Unstoppable''': Unstoppable Champions have a severely high health pool and an immunity to staggering or stuns, and will use these resiliences to allow them to assail their opponents from close range and from afar. The only thing capable of mitigating their rage is Anti-Unstoppable rounds.


===Fanfic Classes===
===Fanfic Classes===
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*'''Bloodthirst''': Bloodthirst Champions are powerful, menacing opponents initially immune to all damage. Impossible to miss, indicated by their height and thunderous footsteps, players should always Mind these terrifying threats. After a series of guttural roars these enemies will then rapidly charge any Guardian to deliver a lethal blow. These Champions naturally stagger and becomes susceptible to damage after colliding with a surface. Distinguished by the flowing, cape-like darkness tendrils hanging from their backs. Can recover health through normal blows. No new changes with [[Lightfall]].
*'''Bloodthirst''': Bloodthirst Champions are powerful, menacing opponents initially immune to all damage. Impossible to miss, indicated by their height and thunderous footsteps, players should always Mind these terrifying threats. After a series of guttural roars these enemies will then rapidly charge any Guardian to deliver a lethal blow. These Champions naturally stagger and becomes susceptible to damage after colliding with a surface. Can recover health through normal blows. No new changes with [[Lightfall]].


*'''Distortion''': Distortion Champions are almost identical to their basic counterparts minus the health pool and gameplay mechanic. They have the ability to obscure their enemies' vision and even suppress or even jumble their movement. Due to their troublesome abilities and evasive personality, they bear a smaller health pool. Distinguished by the circular, bangle-like darkness tendrils that wrap around their shoulders. It is still recommended to mitigate the threat of their suppressive abilities with Anti-Distortion rounds. Can now be disrupted with blind, weaken and even curing an ally affected by a Distortion champion can backlash them with the release of [[Lightfall]].
*'''Distortion''': Distortion Champions are almost identical to their basic counterparts minus the health pool and gameplay mechanic. They have the ability to obscure their enemies' vision and even suppress or even jumble their movement. Due to their troublesome abilities and evasive personality, they bear a smaller health pool. It is still recommended to mitigate the threat of their suppressive abilities with Anti-Distortion rounds. Can now be disrupted with blind, weaken and even curing an ally affected by a Distortion champion can backlash them with the release of [[Lightfall]].


*'''Protector''': Protector Champions behave like their normal counterparts with the exception of their unique ability to conjure barriers or creates static copies for their allies. The barriers can tank enemy fire and can be shot through by the Champions's allies and damages any enemy that passes through them. The copies do not fire nor move, yet always keeps their eyes and weapons on them and damages any enemy that shoots them. When either are shot, the Protector heals themselves. Distinguished by straight, darkness spikes that jut from their backs. The barriers/copies disappear once the Champion is shot by Anti-Protector rounds. Can now be disrupted with suppression, radiant, and unravel with the release of [[Lightfall]].
*'''Protector''': Protector Champions behave like their normal counterparts with the exception of their unique ability to conjure barriers or creates static copies for their allies. The barriers can tank enemy fire and can be shot through by the Champions's allies and damages any enemy that passes through them. The copies do not fire nor move, yet always keeps their eyes and weapons on them and damages any enemy that shoots them. When either are shot, the Protector heals themselves. The barriers/copies disappear once the Champion is shot by Anti-Protector rounds. Can now be disrupted with suppression, radiant, and unravel with the release of [[Lightfall]].


*'''Quartermaster''': Quartermasters act as a versatile support role for their allies. These Champions are naturally surrounded by an aura that either heals or empowers the damage of all nearby allies, making them a somewhat troublesome foe. Distinguished by two dark spikes that curve towards each other tipped with outward-facing bristles, with the lower ones being longer. Naturally, Anti-Quartermaster rounds stagger these Champions and temporarily disabled the empowering aura. It should also be noted that these enemies become more and more resilient depending how many allies are in proximity to the Quartermaster. Can now be disrupted with volatile, jolted, shatter and sever with the release of [[Lightfall]].
*'''Quartermaster''': Quartermasters act as a versatile support role for their allies. These Champions are naturally surrounded by an aura that either heals or empowers the damage of all nearby allies, making them a somewhat troublesome foe. Naturally, Anti-Quartermaster rounds stagger these Champions and temporarily disabled the empowering aura. It should also be noted that these enemies become more and more resilient depending how many allies are in proximity to the Quartermaster. Can now be disrupted with volatile, jolted, shatter and sever with the release of [[Lightfall]].


*'''Summoner''': Summoners have the ability to continually spawn enemy pods to keep their enemies on their toes. The longer these Champions charge up their summon ability, the more resilient the squad spawned will be, the more health the Summoner will recover. Distinguished by twin dark semicircle crests that hang from either side of them. Anti-Summoner rounds will both stagger the Champion and briefly negate the spawn ability. Can now be disrupted with suppression, jolt, shatter and suspend with the release of [[Lightfall]].
*'''Summoner''': Summoners have the ability to continually spawn enemy pods to keep their enemies on their toes. The longer these Champions charge up their summon ability, the more resilient the squad spawned will be, the more health the Summoner will recover. Anti-Summoner rounds will both stagger the Champion and briefly negate the spawn ability. Can now be disrupted with suppression, jolt, shatter and suspend with the release of [[Lightfall]].


*'''Nullifier''': Nullifier Champions, if they take enough damage, will project a mid-range suppression pulse that disables all of a [[Guardian]]'s abilities until they are killed, and will usually prefer to attack from a mid-range distance for the pulse to be effective. To prevent this, players must bring Anti-Nullifier rounds to stun the Champion and allow it to be damaged without the chance of it retaliating with the pulse.
*'''Nullifier''': Nullifier Champions, if they take enough damage, will project a mid-range suppression pulse that disables all of a [[Guardian]]'s abilities until they are killed, and will usually prefer to attack from a mid-range distance for the pulse to be effective. To prevent this, players must bring Anti-Nullifier rounds to stun the Champion and allow it to be damaged without the chance of it retaliating with the pulse.

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