User:Alphappy/Rhino abilities

Rhino Charge
25 energy: Rhino charges towards a target, clobbering any in his path and goring his victim.

Rhino charges forward 2 / 2 / 7 / 13 meters, dealing '''? / ? / ? / 650''' damage to anything in and near his path. Most enemies affected will be knocked down, though heavier units will sometimes resist it.

Rhino Charge starts and finishes with almost no delay and cannot be interrupted. If Rhino has no immediate freedom to move in the direction he dashes in, he will not move at all. This is particularly noteworthy when surrounded by Chargers, which have large horizontal hitboxes(and, to a lesser extent, any Infestation); said Chargers will still take damage from the charge and most likely die to it.

If a target is not killed by Rhino Charge, they serve as an obstacle to Rhino, forcing him to "slide" around the target and alter his path. Rhino will only completely stop if he runs into an environmental obstacle(eg. a wall) or into two targets next to each other, both of which survive the charge.

Compared to Excalibur's Slash Dash, Rhino Charge operates fundamentally identically but has a shorter range and deals slightly less damage.

Iron Skin
50 energy: Rhino hardens his skin, greatly reducing damage for a short time.

Rhino is protected by a layer of iron that absorbs all damage before it reaches even his shields. Despite the description, Iron Skin has no time limit and will last until it blocks a total of 400 / 600 / 800 / 1200 damage.

Iron Skin takes a very short time to cast and does not leave Rhino vulnerable. It can be used in the air and while sliding, though it will cause Rhino to stand in the latter case. Iron skin is considered "in use" as long as it is active, meaning that it cannot be refreshed before it is destroyed.

Iron Skin blocks all damage from any source(except self-damage from Torid and Ogris) and negates all crowd control(including Corpus laser doors) caused by this damage, provided that the damage is entirely absorbed by Iron Skin. It will not block damage taken in Nightmare mode.

It is unaffected by Rhino's armor, and any damage taken while it is active will not display its source's direction on the HUD.

Roar
75 energy: Grants all nearby Warframes with temporary increased damage.

Rhino Stomp
100 energy: Rhino stomps with force sufficient to disrupt time, tumbling enemies around him in stasis.

Rhino stomps the ground, causing all enemies within a radius of 15 / 15 / 17 / 20 meters to be tumbled into a stasis for 5 / 5 / 7 / 9 seconds, shortly thereafter causing 150 / 300 / 500 / 800 damage in that same radius.

Rhino Stomp takes a little under one second to use and has little recovery delay. It cannot be used in the air.

The stasis usually causes enemies to be lifted into the air and ragdolled for the duration of the effect itself; after it ends, most enemies will spend 3-5 more seconds trying to get back up. The damage caused by Rhino Stomp is not always immediate, especially to enemies not near Rhino at the time of usage - it may take 1-2 seconds to register.

Rhino Stomp affects enemies regardless of any obstacles between them and Rhino; it will go through walls, ceilings and floors.

Modding

 * Continuity increases the range of Rhino Charge.
 * Focus increases the damage of Rhino Charge and of Rhino Stomp, and the absorption of Iron Skin.
 * Stretch increases the range of Rhino Stomp.