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I also really want him to have the ability to create a temporary death pit, similar to Midnight Suns. That feels like it would have a ton of fun utility with Emma Frost / Jeff / IW.
Role: Vanguard
HP: 450-500 (low for a tank, emphasizing skill-based survival)
Playstyle: A mobile, aggressive tank who uses short-cooldown CC to disrupt enemies and reactive defenses to mitigate damage, relying on precise timing and positioning rather than raw durability. Think chaining CCs and outplaying opponents.
Primary Attack: Hellfire Lash (Chain Whip)
Ghost Rider swings his flaming chain in a short-range cone (8-10 meters), dealing moderate damage (50-60 per hit) and applying a minor slow (10-15%) for 1 second.
Cooldown: None (continuous attack with a 0.8-second swing rate).
Purpose: Harasses enemies, applies light pressure, and sets up for CC combos. The slow helps keep enemies in range for follow-up abilities.
Ability 1: Red-Hot Shackles (CC Pull)
Ghost Rider throws a fiery chain to pull a single enemy 10 meters toward him, dealing 30 damage and stunning them for 0.5 seconds.
Cooldown: 6 seconds.
Purpose: A short-cooldown CC to isolate squishy targets (e.g., Duelists like Spider-Man) or disrupt enemy Vanguards. The low stun duration ensures it’s not oppressive but chains well with other abilities.
Ability 2: Penance Stare (Reactive CC)
Ghost Rider locks eyes with a nearby enemy (5-meter range), interrupting their abilities and silencing them for 1.5 seconds while dealing 80 damage over the duration.
Cooldown: 8 seconds.
Reactive Mechanic: If Ghost Rider is hit by a projectile or ability during the 0.5-second cast time, he gains 20% damage reduction for 3 seconds.
Purpose: A defensive CC that punishes ability-heavy enemies and rewards reactive timing. The silence disrupts combo-reliant Duelists, while the damage reduction helps Ghost Rider survive burst damage.
Ability 3: Hellfire Mantle (Reactive Defense)
Ghost Rider envelops himself in hellfire for 3 seconds, gaining a 200 HP temporary shield and reflecting 50% of incoming projectile damage back to attackers (melee damage is not reflected).
Cooldown: 10 seconds.
Purpose: A reactive defense that encourages enemies to pause their attacks or risk self-damage. The shield compensates for his low HP, allowing him to tank briefly during key moments (e.g., contesting objectives).
Passive: Vengeful Spirit
When Ghost Rider takes damage, he gains a stack of Vengeance (up to 5 stacks). Each stack increases his movement speed by 3% and reduces his ability cooldowns by 5%. Stacks decay after 5 seconds without taking damage.
Purpose: Rewards aggressive play and staying in the fight, letting Ghost Rider cycle his short-cooldown CC and defenses faster when under pressure. It also boosts his mobility to chase or reposition.
Ultimate: Hell Cycle Rampage
Ghost Rider summons his flaming Hell Cycle and charges forward (15 meters over 2 seconds), knocking back enemies in his path (50 damage per hit) and leaving a burning trail that deals 100 damage per second for 5 seconds. Enemies hit by the initial charge are stunned for 1 second.
Charge : 2800
Purpose: A high-impact ultimate that combines CC, area denial, and mobility. It’s perfect for breaking enemy formations, securing objectives, or isolating key targets.
HP - 600 or 650.
LMB - Lash. Strikes forward with his chain to deal damage. This has around groot-level range, maybe a bit less. Every third swing is a wide swing that heals health for every target hit.
RMB - Retribution. A longer chain attack that also knocks the opponent back. This heals some health if it hits. The cooldown in this is short, probably about 5s.
Shift - Soul Drain. Attempts to grab a target from close range. If this hits, they are pulled in and immobilized for a while, and Robbie restores a decent amount of health from the attack. The cooldown on this is fairly long, around 20s.
E - Hellmouth. This is a placeable attack with a circle-shaped AOE which is probably about 8m in diameter. After about a second after placing it, it turns into a pit that goes all the way down to the death barrier, killing anyone who falls into it. It probably lasts around 10 seconds. The cooldown for this ability is very long, probably about 30-40s.
Ultimate - Hell Ride. Robbie jumps on top of the Hell Ride (a demonic hot rod) and charges forward in a blaze of fire, damaging and knocking back anything in the way. This also heals him to full, even if it doesn't hit anything, and he's invincible during its duration. It probably does about 150-180 damage.
Ghost Rider was one of my favorite movies as a kid. I hope he makes it into MR 🤞
275 hp.
His primary is a chain whip similar to Mr. Fantastic's, where you can sweep with it to hit multiple targets, but with less range.
His E ability would be a chain lasso he can use to pull opponents closer to him. 8 sec cooldown.
His shift would be Hell Ride where he hops on his motorcycle and rushes forward in a style similar to The Thing, but leaves behind a trail of hellfire that does damage over time to people standing in it. Hitting someone with the bike knocks them back. 12 sec cooldown. Hellfire lasts 8 sec.
His ultimate opens a hell pit that instantly kills anyone who falls into it. There is an indicator where it will appear beforehand. Lasts 10 sec. Allies cannot fall into the pit.
He accumulates Vengence as he takes and deals damage. At 100% he's encased in hellfire for 4 seconds, giving him 35% damage reduction and deals 5 damage per second to enemies within 2 meters in an AOE around him. His E transforms into Penance Stare, causing anyone caught by it to be CC'd for 0.8 seconds, dealing an instant 20% of their max health in damage and Ghost Rider gains 20% bonus health. If this kills an opponent, the ability is instantly refreshed and can be used again immediately.