(A‐Quirk) Transform - Callumari-takoyakii/FinalWar GitHub Wiki

Quirk: Transform

(Banner from My Hero Ultra Rumble)

Abilities: (2 - 5 require the armour set to be worn)

1. Transform

Drink the blood of the enemy you're looking at (within close enough range) to transform and gain their Quirk temporarily.

  • Unlike All For One, Transformations can only last 20 minutes total and will decrease over time.
  • You may only be transformed into one Quirk at a time, however, you can swap between your Transform move-set and your copied Quirk.
  • Use Transform again while looking at a different player with a Quirk to copy their Quirk instead.
  • Use This ability whilst shifting to de-transform.

2. Blood-Soaked Knives

Throw out two spinning knives that pierce multiple enemies. Applies the Bleeding effect.

3. Bloodsucker

Shoot out a fanged syringe from your armour, draining the blood of the entity you hit.

  • This restores your health from successful hits.
  • Some mobs like skeletons won't heal you.
  • Hit a target with Bleeding to deal increased damage and heal you more.
  • Hit a target with a Quirk to have a chance to receive a vial of their blood to transform into later. Players with bleeding have a higher chance to give you a blood vial.
  • Applies the bleeding effect.

4. Sting Dance

Kick backwards a little and shoot out multiple fanged syringes, applying the Bleeding effect.

5. Blood-Soaked Syringe / Transform

Shoot out a fanged syringe from your armour.

  • Press to drag an enemy closer to you by wrapping it around them. Doesn't deal damage.
  • Hold to grapple onto a block or enemy. Grapple an enemy with a Quirk to drink their blood. Use Transform within the time frame (from hit to a little after) to transform into their Quirk. This deals damage, heals you, and applies the Bleeding effect to the target.
  • Hold while not looking at a block or enemy to dash forward, though in a straighter line. You travel slower and less far than when you target an enemy or block.

Armour Buff:

Note:

Wear any of the below sets to use abilities 2 - 5.

Blood-Soaked Armour:

Wear the full set of the Blood-Soaked armour to gain faster speed, more damage with swords or knives and gain more health.

  • Craft the Chestplate with the Duffle Coat to increase armour and boost duration of Transform by 5 minutes. Still counts as the Blood-Soaked Armour.

Sad Man's Armour:

Wear the full set of the Sad Man's armour to gain faster speed, jump height and 50% fall damage immunity.

Quirk Boost Gear (Transform):

Wear the full set of the Quirk Boost Gear (Transform) for increased damage and defence.

  • Bleeding effect applied to targets has the duration increased by x1.5.
  • Increase duration of Transform by 15 minutes.
  • Apply the Bleeding effect from hit by using swords or knives. Has a short cooldown for activation.

Duffle Coat:

Wear the Duffle Coat for faster movement speed and slightly shorter cooldowns on abilities.

  • Duffle Coat x Blood-Soaked armour chestplate doesn't have access to these buffs.

Attributes:

Speed:

Unlock up to 3 levels of increased speed with levels of experience.

Note:

The following Quirks have increased stats when transformed (strength, time limit, speed, etc):

  • Frog
  • Zero Gravity

Transformed Quirk Bonuses:

Transforming into the Quirks below changes their movesets.

Double

Note:

On the death of the user, all doubles will break after 5 seconds no matter when they were made. (Can't leave clones behind)

1. Double Trouble

Fling yourself forwards, creating a Double where you just stood.

  • Deals damage on start-up and also damages enemies you come into contact with.

2. Mud Imitation

Create a double from your hands that fights along side you.

  • The double has the same attributes as a player, with slightly more damage, (Iron sword) but has 2/4 of the health (10 hearts).

3. Help Duplicate

Fling a double ahead of you which heals you overtime when close.

  • The double is completely passive and has 20 hearts. (Same as a player)

4. Sad Man's Death Parade

Create multiple mud imitations around you, with the individual health of each lowering with each wave.

  • The first few waves of doubles each have Splitting, with a chance to make more mud imitations, but each created imitation from the effect has much less health and doesn't have the effect.
  • Doubles created from this move have more health, doubles created from Splitting also have the effect further down the chain and there is a higher chance for doubles to form from Splitting.

5. Infinite Doubles

Use with any blood vial in your inventory to create doubles from that blood.

  • Doubles created this way have a 50% chance to possess the Quirk corresponding to the player the blood was drained from.
  • Has a very little cooldown.
  • Each clone has less health, and each double created drains 20% of a blood vial's total.
  • You can make 5 doubles per vial, each one having less health than the first. The first also has a higher chance to have a Quirk, but this decreases with creation.
  • Like bows, prioritises nearest vials.