Captain’s Shield
A shield once wielded once by a hero. It is seemingly unbreakable and its lightweight property allows it to be thrown at enemies, stunning them.
Effect: Shield is thrown as a projectile
Effect 2: When shield hits a target or an obstacle (or anything like), it ricochets back towards the user’s location.
Effect 3: Stun for 3 seconds. +.5 seconds every 1.5 tiles traveled up to +3 seconds. (edited)
Effect 3: Hold space to charge and throw the shield faster! (ricochets faster too)
Condition: If user fails to hit a target, shield lands on the ground after traveling its maximum range, and user must “retrieve” it by walking over it.
Condition 2: Shield’s tracking is not perfect when returning to the user, thus it is up to the user to “catch” the shield as it attempts to return or else consequences of condition 1 will be met.
Condition 3: While shield is thrown, shield cannot be used, unequipped or swapped out until retrieved.
Condition 4: If user fails to retrieve shield, shield will regenerate after 10 seconds.
Condition 5: If shield hits a target or obstacle on the way back, it simply falls awaiting for a retrieval and enemies hit will take damage and stun at base stun time.
Damage: 600-650 damage; +50 damage for every 1.5 tiles traveled up to +300 damage. (edited)
Range: 9
Cooldown: (Whenever the shield is retrieved or regenerates)
Projectile Speed: 20
Charged Projectile Speed: 40
MP cost: 75
+10 Def
+5 Spd
Summary: Basically the player throws the shield to stun. Player must catch the shield or retrieve to cool down. 10 sec regeneration if not retrieved.
Overview: Yeah, its Captain America’s shield. Mechanics are also based off of him throwing his shield. Primarily used to stun enemies from afar, basically being a ninja star that stuns. It sacrifices damage, and piercing shots to do this. Damage and stun time vary depending on distance traveled. If players want a hard hitting shield and want stun time they must aim further. Stunning is already OP on its own, and now that it has insane range, the players get punished for bad aim or having butter fingers as they have to retrieve the shield. However, MP cost is cheap and players can still perma-stun if they’re near enough to catch the shield more easily but using a conventional shield will be more effective. Since cooldown depends on retrieval, fire rate will vary based on that. Charging provides no damage or stun advantage or MP disadvantage and is for players who need accuracy based on projectile speed in exchange for a harder catch.