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HELLO

HELLO

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FLORP

HEALER

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SCIFI

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Florp didn’t ask to come to the front lines, he was personally chosen by Supreme Leader Nebular. Originally he considered himself a pacifist, dedicated to healing, but his loyalty to Nebular forced him to accept a more active role in the conflict. His shy yet calm nature makes it easy for people of all species to feel calm in his presence.

LORE

ABILITIES

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Florp fires out a Booster Shot, linking him with the first Trooper hit for a short duration. If it’s an ally, a portion of all damage dealt by Florp will heal them; if it’s an enemy, a portion of all damage dealt by florp is also dealt to them.

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Booster Shot

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Florp throws a special grenade that sticks to whatever it touches, and explodes after a short wind up. Sticking to a friendly Trooper will trigger an Area of Effect heal; sticking to an enemy will trigger an Area of Effect explosion that deals damage.

'Splosion

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Transfusion

Florp buffs himself or an ally, causing them to convert a portion of their damage output into their own health for a short duration.

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STATS AND TACTICS

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Florp uses his abilities to keep his allies alive and fighting from the backline. His relatively low offensive and defensive stats means he fares best when kept away from the heat of battle.

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Florp is a dedicated Healer that can keep his Squad alive and fighting on the battlefield. His 'Splosion can heal groups of allies or harm enemies, Transfusion grants an ally temporary lifesteal, and Booster Shot forms a bond between Florp and the target.

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HEALTH

688

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SPEED

7.75

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DODGES

2

DAMAGE

39

FIRE RATE

2.9

RANGE

28

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LEVELS AND ITEMS

LEVEL I

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BACKLINE CARRY

Getting an Assist grants a 15% Damage and Movement Speed increase for 6 seconds, stacking up to 3 times.

15s

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HOLD THE LINE

When one or more allies are within 15m for 3 seconds, the closest two gain a 15% Damage and Defence buff for 10 seconds.

15s

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HEALING PODS

Every 150 damage dealt and every kill spawns a pod that heals allies for 80HP, or slows enemies by 25% for 2 seconds. The Pods disappear after 8 seconds if not used.

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IN-N-OUT

Upon killing an enemy, replenish a Dodge charge.

LEVEL II

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TELEPORT STATION

Places a friendly 1000HP Teleporter- when two are placed they can be travelled through 5 times. Reactivating the ability destroys them.

15s

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CLEANSE

Calls down a 12m AoE cleanse bomb at a target location within 25m, removing all CC and DoT effects from allies.

13s

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HEALTH IS MY RESOURCE

Grants a 50% Healing and 80% Damage buff for 8 seconds, but also reduces the hero's max HP by 50% for the duration.

25s

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LASER SHOT

Swaps out the Hero's projectiles with ‘lasers’ for the next 8 seconds. Lasers pierce through targets and defence walls, and instantaneously travel to maximum gun range.

30s

LEVEL III

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TRAILBLAZER

Every other dodge leaves behind flames that burn for 5 seconds. Enemies that touch the flames are dealt 55 damage every 0.5s for 2.5 seconds.

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STUN, WHAT STUN?

When hit by hard CC, gain a 300-value shield for 3 seconds, or until depleted.

12s

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INDIGNANT

When affected by hard CC, gain a 25% Damage buff for 5 Seconds.

10s

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ONE-TWO

Upon casting an ability, the next basic attack within 6 seconds gains an additional 125 damage.

16s

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