HELLO
HELLO
FLORP
HEALER
SCIFI
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
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.
Booster Shot
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
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.
STATS AND TACTICS
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.
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.
HEALTH
688
SPEED
7.75
DODGES
2
DAMAGE
39
FIRE RATE
2.9
RANGE
28
LEVELS AND ITEMS
LEVEL I
BACKLINE CARRY
Getting an Assist grants a 15% Damage and Movement Speed increase for 6 seconds, stacking up to 3 times.
15s
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
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.
IN-N-OUT
Upon killing an enemy, replenish a Dodge charge.
LEVEL II
TELEPORT STATION
Places a friendly 1000HP Teleporter- when two are placed they can be travelled through 5 times. Reactivating the ability destroys them.
15s
CLEANSE
Calls down a 12m AoE cleanse bomb at a target location within 25m, removing all CC and DoT effects from allies.
13s
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
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
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.
STUN, WHAT STUN?
When hit by hard CC, gain a 300-value shield for 3 seconds, or until depleted.
12s
INDIGNANT
When affected by hard CC, gain a 25% Damage buff for 5 Seconds.
10s
ONE-TWO
Upon casting an ability, the next basic attack within 6 seconds gains an additional 125 damage.
16s