User blog:Itsleo20/GW2 ability ideas

Peashooter

 * Laser Bean Bomb: A laser fires straight down from the sky on a small radius for 3 seconds, 80 dps.
 * Double Trouble: Peashooter enters a weaker gatling form (25% damage resistance, 50 ammo) and a clone is created in an empty spot nearby, with 50 hp in the same gatling form. Unrooting causes the clone to die.
 * Triple Threat: Essentially Double Trouble, but even weaker (30 ammo, 10% damage resistance, clones have 25 hp), and spawns two clones instead of one.

Sunflower

 * Synthesis Shot: A gatling form, but the Sunflower has 75% damage resistance and shots cannot damage enemies; the shots heal allies for half the normal sunbeam damage.
 * Friendly Flare: Sunflower becomes rooted, healing nearby allies for 50 hp, then immediately unrooting.
 * Sunbomb: Places a flower pot that explodes after 3 seconds. Allies are healed for 50 hp when caught in the blast. Can be destroyed early by opponents.

Cactus

 * Popcorn Mine: Explosions do 30 damage, but create 5 kernels that explode for 20 additional damage each, although each kernel flies wildly to a spot nearby. 4 charges are held.
 * Infi-nut Barrier: Places a projector that generates a shield that can be walked through by anyone, but blocks projectiles from opponents. 1 charge is held. Shield has 100 hp, but regens hp like normal characters as logn as projector is not destroyed. Aiming for the projector (25 hp) can eliminate the shield entirely.
 * Min-nut: A very high health Iron Maiden that lasts for a minute before disappearing. 1 charge is held. Cannot have multiple placed.

Chomper

 * Acid Goop: Goop has little effect on enemy speed, but deals 10 damage per second on victim and has a larger splash radius.
 * Burrow Burst: Exiting or entering burrow deals 50 damage nearby, but Chomper cannot perform an instant upon exit and for 5 seconds afterwards.
 * Throwweed: When a zombie touches this, the weed takes the zombie and performs a suplex jump thing on the zombie. Does 20 damage, 2 second stun. Holds 3 charges.

Kernel Corn

 * Husk Dash: Horizontal, with no vertical movement. Fires shots behind, but the projectiles do not travel far. Impact damage is 35, and projectile dps is 70.

Rose

 * Enigmatic Explosion: After entering Arcane Enigma, it does 50 damage in a radius and Rose immediately exits the mode.

Citron

 * Citrus Copter: Citron Ball turns Citron into a drone-like form. Chaos ensues. Luckily, hp is decreased to 50 during this mode. do not take this one seriously

Foot Soldier

 * Pocket Rocket: Holds 3 charges. Deals 60 damage each. Start-up animation is 75% faster. Each rocket refreshes in 15 seconds separately.
 * Blast Jump: Deals 45 damage in a radius before jumping, but takes longer before jump starts.
 * Super Stink Storm: Stink Bomb stops moving midair to rain 3 damage projectiles downwards.

Scientist

 * Rolly Explody Ball: A rather large ball that rolls. It explodes after 3 seconds for 55 damage to anyone in radius. Holds 1 charge
 * Beam Up: Warp can be aimed vertically, and warp distance is longer than normal warp. Holds 1 charge.
 * Speed Station: Allies entering the radius receive a small speed boost and 20 hp per second. The station explodes 4 seconds after being placed.

Engineer

 * Sonic Scream: Opponents in a small radius around the engineer receive the stun effect
 * Small Screw Shooter: Gatling form that overheats at the equivalent of 50 shots fired. Each shot does 5 damage.
 * Pink Tricycle: Engineer moves much slower, but it lasts longer and gives 20% damage resistance.

All Star

 * Imp Party: Throws one imp that turns into 2 and those split into 2. There is no more splitting after that. Each imp does 40 damage.
 * Holographic Advertisement: A shield that absorbs 75 hp and regens hp like a normal character. Holds 2 charges.
 * All The Way: All-Star's tackle goes slightly farther, can turn while moving, but ends as soon as it impacts an opponent. Deals 50 damage.

Imp

 * Black Hole Bomb: Lasts 1 second before dealing 30 damage to targets caught inside. Holds 2 charges.
 * Imp Kartwheel: Imp cartwheels while firing instead of spinning, allowing him to cross distances faster at the cost of being unable to hit anything at his sides.

Deadbeard

 * Barrel Roll: A faster barrel that does not turn as easily. Explosion launches Deadbeard forward instead of up.
 * Matey's Mortar: Fires 75 damage slow shots in an arc. Cannot hit nearby opponents. Holds 5 ammo.

Super Brainz

 * Tornado Toss: Super Brainz spins once, launching plants caught in the spin upwards. The plants have the slowness effect of the twister applied for 3 seconds upon being tossed.