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A FANDOM User
• 4/18/2015

Ideas of Strife Characters

Have an idea of a Strife Character? Here's the place to post it!

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A FANDOM User
• 2/12/2016

Name: Playdoll

Class: Mage

Sub Class: Mage

Weapon Name: Doll&Dagger

Description: Playdoll is a class where the child/player gets to hold a possessed/haunted doll that can turn into a Dangerous Monster to attack each player, And uses her Magical Dagger to Attack the fighters with Magic.

Weapon Description: A Cursed/Haunted Doll that turns into a monster with a Magical dagger that changes attributes while attacking (Fire,Rock,Ice,ETC.)

Posture: (Stance:)Has the Dagger in her pocket while it holds the doll (Fighting stance:)The Fighter grabs the Dagger and starts to point directly to the direction it faces

Attack Combo: Playdoll starts Slashing the opponent with fire, then combos with Ice then rock. and finally does a Fast stab that deals critical damage (11)

New Bar: Curse; Increases by 2 at 2 seconds and increases by 5 when a successful attack hits an opponent-when the Bar reaches 50, it will be able to use the Cursed/Haunted Doll and attack others, Like Spectre.

E: Playdoll summons the Monster where you can control him, and the Player stays where it is. but the monster is vunerable, if destroyed with 80 damage, the Monster wont be able to summon for 1 minute.

Z: Monster speed: The player increase its speed fast for 10 seconds from its monster, and costs 10 Curse.

X: Deadly Cut: Makes the Dagger deal 3x Damage and uses Magma power. Costs 40 mana

C: Child's Love: Allows the Player to Rest for 3 Seconds invunerable and heals 12 damage

V: Monster's Strike: The player summons the monster to grab the Opponent, and Deals 10 manage if his health bar is green, 20 if yellow, 40 if orange, and Instant kill if dark Orange-Red. The Monster grasps the Opponent, making him unable to move and Slashes him 3 times-Making him Explode and sent flying.

Please add this character; it would be My best day of ma life!~

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A FANDOM User
• 2/13/2016

Name: Miracle

Class: Support

Sub-Class: Mage

Weapon Name: Brightness Sword

Description: Miracle is a support class who has abilities that can ultimately heal allies very well. He has gigantic buffs that can help others on the team. Overall, he can heal and buff more than others. Even though he can play a supportive class, he lacks offensive skills.

Posture: Miracle has a long blade on his right side when unequipped. When equipping, he grabs his sword, wielding it with both hands. When walking, he uses one hand to wield it, putting his hand on his side.

Standard Attack Combo: Miracle swings his Brightness Sword diagonlly upward to the left, then swings his weapon diagonlly down to the right. Next, he lunges, striking his sword infront of him. Finally, he spins around with his weapon and slams it in front of him, creating a small explosion.

Passive: Regeneration - Miracle heals his allies more the lower his health is. This does not affect him if Miracle heals himself.

E: Defense Field - Miracle creates a small field around himself, giving 0.5 defense to other allies, but 0.5 defense to himself. During this time, he cannot move.

Z: Healing Explosion - Miracle claps his hands together, creating an explosion that heals allies, knocking back enemies and dealing frail damage to enemies. (Cosumes 15 mana, 12 second cooldown)

X: Rapid Strike - Miracle slams his sword into the ground, creating a field that damages enemies. If he hits and enemy, the ability will turn into Instant Heal.

Instant Heal - When X is pressed again after Rapid Strike hits an enemy, Miracle heals himself and nearby allies. (Cosumes 30 Mana in total, 20 second cooldown)

C: Heal Steal - Miracle spins his sword once, damaging nearby enemies. If he hits an enemy, he creates a field that heals others ONLY. The amount of fields Miracle creates depends on how much enemies he damages. (Cosumes 20 mana, 15 second cooldown)

V: Invulnerable - Miracle creates a large field, giving nearby allies a shield for 5 seconds. During this time, the allies with a shield cannot be damaged, but they cannot use their abilities. (Cosumes 40 mana, 50 second cooldown)


I want this.

0
• 6/2/2016
86.21.154.190 wrote:

Name: Miracle

Class: Support

Sub-Class: Mage

Weapon Name: Brightness Sword

Description: Miracle is a support class who has abilities that can ultimately heal allies very well. He has gigantic buffs that can help others on the team. Overall, he can heal and buff more than others. Even though he can play a supportive class, he lacks offensive skills.

Posture: Miracle has a long blade on his right side when unequipped. When equipping, he grabs his sword, wielding it with both hands. When walking, he uses one hand to wield it, putting his hand on his side.

Standard Attack Combo: Miracle swings his Brightness Sword diagonlly upward to the left, then swings his weapon diagonlly down to the right. Next, he lunges, striking his sword infront of him. Finally, he spins around with his weapon and slams it in front of him, creating a small explosion.

Passive: Regeneration - Miracle heals his allies more the lower his health is. This does not affect him if Miracle heals himself.

E: Defense Field - Miracle creates a small field around himself, giving 0.5 defense to other allies, but 0.5 defense to himself. During this time, he cannot move.

Z: Healing Explosion - Miracle claps his hands together, creating an explosion that heals allies, knocking back enemies and dealing frail damage to enemies. (Cosumes 15 mana, 12 second cooldown)

X: Rapid Strike - Miracle slams his sword into the ground, creating a field that damages enemies. If he hits and enemy, the ability will turn into Instant Heal.

Instant Heal - When X is pressed again after Rapid Strike hits an enemy, Miracle heals himself and nearby allies. (Cosumes 30 Mana in total, 20 second cooldown)

C: Heal Steal - Miracle spins his sword once, damaging nearby enemies. If he hits an enemy, he creates a field that heals others ONLY. The amount of fields Miracle creates depends on how much enemies he damages. (Cosumes 20 mana, 15 second cooldown)

V: Invulnerable - Miracle creates a large field, giving nearby allies a shield for 5 seconds. During this time, the allies with a shield cannot be damaged, but they cannot use their abilities. (Cosumes 40 mana, 50 second cooldown)


I want this.

samesies, but i'd hold back cause, my overall thing is long-lasting periods while soloing

0
A FANDOM User
• 6/28/2016
waht about nether?
0
A FANDOM User
• 7/28/2016

Character #1

Name: Velocidad

Class: Rusher

Sub-Class: Hexer (Kind of)

Weapons' names: Velocidad's Impulsores

Desc: Velocidad comes from a spanish background. As a young child, he played videogames, and was especially interested in games like Need For Speed. He was also interested in fighting games, but his favourite weapons were daggers. Not held normally, but the blade pointing down - and two daggers in both hands like that. When he grew up, he became a mercenary. He discovered that he is very strong against slow, tankier classes, but is weaker against those ones with big AoE damage. He has very low health and defense, and starts with 0.79 movement speed, but when he runs and stabs, he can be the most agile class to ever come to Strife. Another big weakness is that in his training of how to build momentum and such, he only learned to peform two skills.

Posture: When sheathed, Velocidad has his daggers at each side of his hip, when walking/running he has them out (with the blade pointing down) and when he is standing still, he has them in the same pose as always.

Attack Combo: None.

Passive: Velocidad naturally gains speed by walking, up to a maximum of 3 by running, and when he has over 1 movement speed, he can wall run, wall climb, wall jump, and when he jumps, he will leap, and straighten himself. He will then roll after 'jumping'. He can also gain speed by attacking an enemy from above or behind, in which he tucks both daggers into them and hurls himself forward with their bodies. Each time he does this, he gains an extra .5 speed. He also only needs to get one stab from behind or above to do an insta-kill, and then he can skip the animation. Skipping the animation before both daggers have been sunk in will cause you to only gain .25 speed. You also cannot cancel the animation straight after both daggers have been applied to the victim's body.


E - Velocidad throws his dagger(s). When he presses E, he cannot move, and to continue the throwing he needs to press either the left or right mouse button - or both. Don't worry - his daggers have ropes on them! Velocidad keeps staying still until the clicks used to throw his daggers are clicked again, and rope physics apply if Velocidad is in mid air. Velocidad, if he hasn't thrown both of his daggers, can throw the other one at any time whilst peforming this move. If Velocidad throws one of his daggers, and appears behind or above an enemy, he can still insta-kill that enemy by pressing the E key. Note that this move still does increases momentum, but only  by 0.19. This move can also not skip the stabbing animation.

Z - Velocidad hurls his daggers around him, horizontally when on the ground, and vertically when skipping the stab animation or in the air. This move does a constant 2 damage per .25 seconds, for 2 seconds, and this move can NOT be animation cancelled.

Character #2

Name: Kabbla

Class: I don't know

Sub-Class: I seriously don't know

Weapon name: Day Thung

Posture: When holstered, the rope loops around his waist. When unholstered, the rope trails from his hand.

Attack Combo: Again, none.

Desc: I don't know, you make it up.

Passive: Rope can collide with objects and players. Rope deals 1 damage for each .15 seconds it touches an enemy. The way you attack with the rope is not by clicking, but instead by moving your mouse around - which moves your arm - and your rope flops about with it. You can also go into a double - handed pose by flopping the other end of the rope, and making it touch your left hand. In this pose, you can not deal any damage, but remember - your rope can collide with objects and players! This means you can save teammates, zipline along things, and pull enemies into the pit of doom!

E - Get out of the double-handed pose.

Character #3

Name: Tores

Class: Tank

Sub-Class: Fighter

Weapon name: Hammere

Desc: A formidable fighter armed with a hammer, that has an axe on the other side!

Pose: When unequipped, Tores has his hammer on his back. When equipped, he handles it with both of his hands.

Attack Combo: Swipes his hammer to the left, then to the right, then does an uppercut with his hammer, but continues to control the enemy with it, until the enemy has been 'crushed' on the other side of him.

Passive: None.

E - Tores boosts himself with his hammer (it has a rocket attached to it) for 2 seconds. Tores cannot change direction whilst doing this move, but he can cancel it by pressing E before the 2 seconds is over. Doing this move builds up momentum, and it takes a bit before Tores can stay still again.

Z - Tores leaps forward with his hammer, and when Tores touches the ground, Tores deals an AoE effect, that deals 200 stun damage. When the stunned enemies are attacked, though, the stun wears off, but if that was their first 100 stun, then they go back to being stunned. This move can also be done in mid-air, and the AoE effect is only done when Tores touches the ground.

C - Tores does an uppercut with his hammer, and then Tores knocks the enemy down again. To reach the enemy, Tores also jumps. The down knockback of this attack continues until the enemy reaches the floor, and stun damage is increased with the height of the down knockback. Minimum stun damage of 5, with this attack and the Attack Combo.

X - Tores throws his hammer, making the axe part of the hammer hit a wall or player. He can now decide to pull himself towards the hammer, or pull the hammer to him. If the hammer hit a player, and he decides to pull the hammer to him, the player will also be pulled towards him, too. If he pulls himself to a player in mid-air, or pulls himself to a wall, he will jump off of the player or wall, and deal large AoE stun damage.

V - Tores spins his hammer around faster than the speed of light, making all players swiftly drift towards him. This attack deals large damage with a shorter cooldown than the average V attack, as it CAN actually damage allies.

Anyway, I hope this helps. I came up with the names by putting some common keywords in to Google Translate, and translating them to foreign languages.

Army Out.

-ArmySwag2000

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A FANDOM User
• 7/28/2016

I have more! >:D

Character #4

Name: Pa

Class: Rusher

Sub-Class: Rusher

Weapon's name: Happy Blaster

Desc: This trigger-happy maniac will happily blow off enemie's heads in an instant, but can easily be stopped when he is caught laughing.

Pose: When equipped, Pa holds his shotgun-like blaster casually, with it hanging down in his right hand. When they are uneq- Wait, I forgot. There's no such this as unequipped to Pa. Pa always needs to spread the happiness - to his body.

Attack Combo: You guessed it. None.

Passive: Instead of a mana bar, Pa has a happiness bar. Each shot increases his happiness bar by 5 (Pa's rate of fire is 1 shot per half a second), and each kill increases his happiness bar by 20. When Pa's happiness bar gets to above 200, Pa gets so happy he laughs it all off. This kind of severe laughing makes him not able to stop laughing - making him pretty much handicapped whilst laughing - until his happiness bar is back to 0. Pa's happiness bar normally decreases by 5 per second.

E - Pa sprints forward. Over time, Pa gains speed, but loses jump height and moving control. After sprinting, Pa slides, and at this time Pa can shoot forwards, once. After he has finished sliding, if he has shot, he will reload his shotgun.

X - Pa changes modes on his shotgun, from single fire to machine gun fire. Machine gun fire simply fires much faster.

C - Pa thinks demented thoughts, and becomes unhappy for 5 seconds. At this time, Pa takes no happiness damage, but instead it racks up inside him for that 5 seconds. Happiness damage is increased by 25% in this mode.

Z - Pa charges his shot, dealing 10% damage each half a second it is charged, up to a maximum of +200% extra damage per pellet (the blaster shoots 12 pellets per shot). Pa also slows down considerably when charging.

V - Pa shoots a bomb-like object that explodes on contact, and releases 50 shotgun pellets. Those shotgun pellets stay in the air until an enemy walks near them. When that victim walks near them, the 50 pellets will seek them out, and when that enemy is taken out, the shotgun pellets will seek out any other players near them.


Character #5

Name: Swarm, Queen of the Bees

Class: Support

Sub-Class: Tank

No weapon name.

Desc: A posh fighter that has come to regain her crown, Swarm is weak against most classes, but she can completely block small-ranged melee classes, give overwhelming buffs to herself and her allies, or control some of her enemie's movement. Her only weapon is her fists, which, as you can imagine, isn't very effective.

Pose: Swarm always has her fists out, and her bees surrounding her. Like, completely surrounding her. Apart from when they're gone. Also, Swarm point to direct her bees.

Attack Combo: Punch, punch, uppercut.

Passive: Instead of defense, Swarm has 'Bee Armour'. Instead of a mana bar, Swarm has 'Maximum Bees'. Swarm's Bee Armour is made up entirely of - you guessed it - bees. Swarm's Maximum Bees tell you if all of your bees are on your armour, or if some of your bees have been spent on others. The bees making up the bee armour all have 1 hp each, and 1 layer is equivalent to your whole body - which is also equivalent to 100 bees. You can have a maximum of 4 layers. You can control a player when you have given 3 layers to that player.

The buffs are as following:

-Flight

-+Movement Speed

-+Attack Speed

-+Defense (This will always be added to enemies AND allies.)

Debuffs:

--Movement spd

-Can be controlled

-Obscured vision

--Attack Spd

--Movement Spd

--Constant chance of tripping up when walking

(You could structure this better, I couldn't think of how to explain it at the time of writing this.)

E - Swarm switches between controlling players and controlling herself and her bees. Pretty simple, when Swarm cannot control a player, this ability does not work.

X - Give bees. Gives bees in fifties.

C - Takes bees back. Takes in fifties.

Z - Tells bees to patrol a certain area. Patrols in fifties.

V - Temporarily (5 seconds) turn all bees to wasps, which if on enemy players, deals 7y* damage per second, and if on friendly players, start healing them by 25y* per second. This has a huge cooldown, by the way.

Again, I hope this helped.

Army out, for real this time.

  • 7yis algebra.So is 25y. Y is the number of layers applied to the people.
0
A FANDOM User
• 7/30/2016
Z - Velocidad hurls his daggers around him, horizontally when on the ground, and vertically when skipping the stab animation or in the air. This move does a constant 2 damage per .25 seconds, for 2 seconds, and this move can NOT be animation cancelled.

Woops, my mistake. It should be you CAN animation cancel.

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A FANDOM User
• 8/2/2016

Hey, it's Army again. I have some rebalance ideas for both Proto and Nether, this time.

If part of a description has sentences in brackets, do not add them to the character description. They are meant to be a hidden stat.

Proto Rebalance

[V] - Etheral Blades, [C] - Critical Hit

No changes.

[PASSIVE]

Half the time when being stunned/staggered. Proto can destroy enemy defense down to 0. Proto has an extra bar called 'Overheat', and an up, down or left arrow under the two bars. Proto starts off with .01 defense and damage, but with each enemy he destroys the defense to 0, Proto gains an extra damage and defense. [In addition, if you do not contribute to 3/4 of a kill, you will get a disabled jetpack and -0.5 movement speed for 5 seconds.]

[E] - Jetpack

Proto thrusts himself forward with his jetpack, overheating it by 10% per second. Overheating insta-kills Proto in a large AoE area, dealing 50 raw damage to whoever caught in its blast. Initiating the jetpack costs 3 mana, as well as .15 seconds to get to flying speed. You can still attack and use abilities whilst flying. If stunned or staggered, Proto will continue to fly until the overheat bar is filled, or Proto wakes up and stops the jetpack. You still cannot control where the jetpack flies mid-air, without having to re-start it.

[X] - Modular Change (AKA R.I.P Reaping)

Proto changes the modes on his jetpack, starting with straight, going to down, going to up, going to straight. The current mode is displayed on the arrow symbols, and the mode is applied when the jetpack is started, in other words, you cannot change mode mid-flight.

[Z] - Punishment

[I don't know if this is already a thing, but if flying a jetpack mid-air, Punishment doesn't make the player jump. Instead, the animation jumps to the slicing. Cannot do this animation-jump whilst falling or jumping, either.]

Nether Rebalance

I'm not even gonna list all the abilities I didn't change here. Too many.

[PASSIVE]

Katana attacks take the whole cooldown, and no mana

Void attacks take part of the cooldown, but some mana

Can use half a cooldown for double mana if it is void, or for the cost of a normal void if using a katana attack. Katana attacks still take all of the cooldown if using half a cooldown, and void still takes down a part of the cooldown.

[E] [X] - Slice Wave

[Nether now moves 50% slower.]

Ultimate - [V] - Ultimate

[Wave now also tries to push people out of the sides of it.]


Well, I hope these balances - well - balance the game more!

92.4.184.92 ArmySwag2000

0
A FANDOM User
• 8/3/2016

Again.

Class #6

Name: Parisu

Class: Fighter

Sub-Class: Rusher

Weapon: Drawun (sword)

Stance: When holstered, Drawun is sheathed on the left hip. When Parisu unsheathes it, he pulls it out with his right hand, and holds it in front of him. His body turns 85 degrees anti-clockwise, with his neck and sword not turning,his sword being held out in front of him like a rapier.

Combo: Parisu swiftly slices his sword left, right and then crashes it down in front of him, still gracefully. All of this is done with one hand.

[Passive] - Parry Power

Whenever Parisu parries an attack, he gains enough attack speed to both parry all of the enemies attacks, and still hurt the enemy. This bonus is stopped if either the next attack of that opponent is not parried, or that opponent dies. Every attack and ability can be parried, at the cost of only being able to parry things directly in front of him.

[E] -  Parry Shield

Parisu summons a large shield around him, parrying all incoming attacks. Although of the power this has, this shield consumes 15 mana for every hit the shield takes.

[X] - Flashbang

Parisu throws a flashbang, stunning people in a large AoE for 10 seconds. Note that this can apply to you, but the stun effect only lasts 2 seconds. The cooldown does not charge whilst the effect is active on anything, and also deals 25 damage on a direct hit. (5 second cooldown, 10 mana cost.)

Class #7

Name: Manformer

Class: Mage

Sub-Class: Mage

Weapons - Control Gloves (Gauntlets)

Stance: Boxing pose when fighting.

Combo: Left punch, right punch, uppercut with both hands.

[PASSIVE] - Deadly Trail

Manformer leaves a dirt trail that disappears after 3/4 of a second, and any enemies that touch it get 5 DoT per .1 seconds for 0.5 seconds.

[E] - Orb

Manformer shoots an orb that explodes in an AoE area on impact. This orb moves at .8 movespeed, and can be charged. Each second charging, the orb gains 20 damage and -.2 movespeed, down to .01 movespeed (instead of 0) and to 110 damage. You can only shoot one at a time.

[Z] - Power Up

Manformer gains power, getting .5 additional attack speed (this does not increase Parisu's attack speed), .7 additional attack and.8 additional defense. (30 mana, 20 cooldown and 10 ability time)

[X] - Manipulate

Manformer locks onto an enemy. When locked on, Manformer can thrust them up, down left or right with the WASD keys. Thrusting applies five times as much as a normal jump, and thrusting down applies this thrust plus gravity. Damage on collision with an object with any amount of thrust is set to the formula 2T, where T stands for the amount of thrust on collision with an object. Note gravity does not apply to the amount of thrust. This can also be charged to lock on multiple enemies in an AoE area. (5 mana, 5 second cooldown)

[V] - Manult

Manformer concentrates on his ability to manipulate things, floating and being able to use manipulate excessively at no cooldown or mana cost. Whilst in this mode, no other attacks can be used, and this ultimate cannot be canceled. He also gains increased speed, and can charge Manipulate 150% faster. (120 second cooldown, 25 mana cost.)

Hope this helped!

-79.74.82.188 ArmySwag2000

0
A FANDOM User
• 8/9/2016

4rmy h3r3 with 4n0th3r cl4ss 1d34. 1 h0p3 y0u l1k3 1t! 2.100.255.146 ArmySwag2000

Class #8

Name: Wosl

Class: Mage

Sub-Class: Fighter

Weapon name: Diemsitereuqcotpisoen (long name, I know, but it spells destruction in a D_E_S_T_R_U_C_T_I_O_N pattern.

Stance: When sheathed, the hammer is on her back, like most heroes. When unholstered, the hammer is held with both hands in front of her.

Combo: She swipes her hammer from left to right, then right to left.

Desc: This female fighter has come to hold her territory, and beat the ^$£! out of anyone who tries to push her off her place. Fun fact: she is left-handed.

[PASSIVE] - Holder's Mark

When staggering an enemy, instead of getting pushed away from Wosl, get pushed into her. Wosl also gets 10% more attack and defense whilst standing still.

[E] - Block

Wosl blocks, staggering any enemies that try to attack her through the block. This block only blocks forwards, and instead of a special Block bar, it uses Mana up. (25 mana per second.)

[Z] - Forcefield

Wosl deploys a dome-shaped forcefield, blocking all incoming attacks. Allies can shoot through it, but it only lasts 5 seconds and enemies can pass into it. It also reduces movement speed by .225, increases damage by .003, attack speed by .1, and defense by 0.122. (10 cooldown, 15 mana)

[X] - Spin

Wosl spins around 4 times, dealing 15 damage per hit. Decreses movement speed by .225, increases damage by .122, attack speed by .003, and defense by 0.1. (10 cooldown, 15 mana.

[C] - Uppercut

Wosl does an uppercut with her hammer, knocking enemies (and allies!) soaring into the air. Deals 25 damage on enemies, and heals allies by 25. Also reduces movement speed by .225, increases damage by .1, attack speed by .122, and defense by 0.003.

[V] - Hammertime

Wosl slams her hammer down. On direct hit, this does 25 damage, as well as reducing the cooldown by 12.5 seconds. Upon contact with the floor, a humongous AoE appears, dealing 15 damage. If the hammer does not hit a foe or the floor, the entire cooldown is wasted, as well as the mana. Decreases movement speed by .225, increases damage by .003, attack speed by 0.1, and defense by 0.122. (10 second cooldown, 15 mana cost.)

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