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Major
Major Logo
Major is a knight hailing from an unknown kingdom, ready to take down any enemies in their way. Major specializes in swiftly stabbing enemies with their lance for rapid attacks while preventing them from escaping with their superior speed. However they have trouble dealing effective amounts of damage to groups of enemies.
Main Stats

Damage

100%

Defense

100%

Walkspeed

90%

Abilities

Pursuit (Passive)

Whenever Major inflicts damage on enemy, their speed will increase by small increments of 2% - 3% for a couple seconds. The speed increase scales with how much damage Major deals. Landing combo attacks will speed up the cooldown of the last skill used by 0.8-1.4 seconds.

Sprint (E Ability)

Increases walkspeed by 25% but decreases defense by 25%. Can be toggled on and off, but Major's mana will constantly drain while it is active. Some skills have different attacks while sprinting.

Chivalry / Frenzy Dash (Z Ability)

Major will hold their Needle and pray, imbuing themself with honor and increasing their damage by 20% and walkspeed by +10% for 12 seconds. If Major's is health below 30, then damage will instead be increased by 10% while walkspeed is increased by 20%. [Frenzy Dash - If used while Sprint is active, Major will dash forward 24 studs and deactivate Sprint.] Consumes 10 mana for both skills. 9 second cooldown.

Assault Pierce / Moon Slash (X Ability)

Major thrusts Needle forward, traveling 28 studs. Enemies hit will take moderate damage and lose 5% defense. For each hit, the cooldown time will be decreased by 3 seconds. [Moon Slash - If used while Sprint is active, Major will swing Needle diagonally up from the right, increasing damage by 10% for 13 seconds and reducing the defense of enemies hit by 10% for 13 seconds while also restoring 20 mana as well as deactivating Sprint.] Consumes 20 mana. 12 second cooldown. Sprint skill consumes 10 mana and has a 8 second cooldown if it hits. Otherwise it has a 12 second cooldown.

Swipe / Circular (C Ability)

Major crouches down and performs a low sweep with their Needle. Enemies hit will be put off-balance for 2 seconds. [Circular - If used while Sprint is active, Major will jump and spin, damaging enemies. Major will continue to Sprint after this ability if they landed a hit on an enemy. Otherwise, Sprint will be deactivated.] Consumes 25 mana. Sprint skill consumes 15 mana. Both abilities have a 22 second cooldown.

Needle Storm (V Ability)

Major imbues their Needle before performing 5 attacks in quick succession, followed by a powerful Assault Pierce-like attack that ignores defense and applies a 15% defense debuff. Consumes 50 mana. 55 second cooldown.

Click Combo Damage

48 to 72

Animations Edit

Click Combo

MajorClickCombo


Sprint

MajorEAbility


Chivalry/Frenzy Dash

MajorZAbility
Majorfrenzydash


Assault Pierce/Moon Slash

MajorXAbility
Majormoonslash


Swipe/Circular

MajorCAbility
Majorcircular


Needle Storm

MajorVAbility


Weapon Models Edit

  • Major's sword when not in use.
  • Major's sword when equipped.
  • Close-up on sword's guard.

Tips and Trivia Edit

  • The equation for Sprint's mana drain is:
    mana.Value=mana.Value-math.floor(1/(Humanoid.Health/Humanoid.MaxHealth))
  • The name of Major's weapon is "Needle."
  • Needle is based off of the rapier, showcasing elegant, fast pierces and direct strikes.
  • Major is one of three left-handed classes. The others are Commander and Barbarian.
  • Using the combo attack (left click) turns off Sprint.
  • Major is based off of Edel Frost from Grand Chase.
  • Assault Pierce is most likely inspired by Edel Frost.
  • Major's Needle Storm is a possible reference to Silver Chariot, a stand from the anime "JoJo's Bizarre Adventure" Whose signature move goes through a strikingly similar animation (raising with the sword to draw light and then rapidly stabbing with the blade position completely disregarding the hilt position). The stand also wields a single rapier.
  • Major's Needle Storm also looks similar to the power attack of Ricard's Rapier from the Dark Souls series.
  • Major is a combination of several rapier-based class suggestions.
  • Major was made by speedydude900.
  • Chivalry was originally named Honor.
  • Before Honor was changed to Chivalry, none of the sprint moves existed.

Strategies Edit

  • With Major's constant movement speed buffs, you can weave in and out of combat in order to avoid abilities and activate Chivalry constantly to ensure you have more damage and speed, which Major heavily requires to catch up on damage.
  • Assault Pierce is an amazing move. It's a dash, ignores defence, and more importantly can hit multiple times! When using it, move forward and rotate your screen left to right fast. If done right, this can hit up to two times.
  • Using Assault Pierce at multiple enemies close to each other can be very powerful, as it can quickly cooldown the ability so you can make sure you deal a lot of defense debuffs. (Hitting 4 enemies at once can instantly cooldown Assault Pierce!)
  • Ensure Swipe lands, as it has a small hitbox but it off-balance's the foe. To make sure you land it, use it instantly after a dash from your basic attack/Assault Pierce if it lands on the enemy. Or alternatively, zone onto your enemies with E+Z (Frenzy Dash) and land Swipe.
  • When using basic attacks, go over the enemies head when you dash and onto the opposite side of them to disorient their attacks.
  • Instead of engaging combat in front of the enemy, try strafing around the enemy while dealing damage. This can confuse them and help you dodge their attacks quickly thanks to Major's passive!
  • Use E (Sprint) to chase runners, dodge ultimates and kite enemies! Be aware that your defence is decreased while you are using it, though.
  • Using Needle Storm right after the enemy is off-balanced/slowed down by multiple Assault Pierces to ensure you make its full potential. More importantly, make sure the final dash hits as its damage is potent after the multiple defence debuffs.
  • Make sure that you have enough mana to preform C and V as a combo. Add multiple Assault Pierces to weaken defence, then attack with the combo.
  • Add a couple of hits to your dead target. This will allow you to buff your speed and sprint to your next target. It will also speed up the cooldown for the last skill you used so that it will be ready at your disposal.
  • Use E+X (Moon Slash) to gain mana to use for your other moves. E+X is also very useful in point-blank range as it removes 10% defense each hit and it has a relatively short cooldown on top of the extra mana that you will find yourself to have. Not to mention, it buffs your damage by 10% too.
  • Using E+X (Moon Slash) is more reliable in a 1v1, as it can continuously buff your damage and debuff the foe's defense, plus the extra 20% damage from Chivalry.
  • E+Z (Frenzy Dash) is a very effective dash that can be used to close in on enemies, dodge attacks, and traverse across platforms.
  • Pay attention to what the last move you used was. Major's combo attacks restore the cooldown of the last move used. Make sure not to spam moves and capitalize on Major's passive!
  • E+C (Circular) can hit up to three times and can deal great damage. However, E+C goes in a straight path so enemies can easily sidestep to dodge it.
  • Using E+C (Circular) is a good way to move around the enemy while dealing considerable damage.
  • Being arguably one of the classes with a long melee range, it is beneficial that you use its standard combo attack at a distance, it being easier to dodge attacks and theoretically makes you receive less damage.
  • Using E+X (Moon Slash) on a very recently killed corpse and repeatedly attacking them will give you a slight walkspeed and damage bonus if you are going to be engaging another player (it should also leave you with your E+X ready for the next player, allowing you to gain a massive advantage).

Weaknesses Edit

  • Major is very fast and attacks rapidly, but blocks, multiple staggers, or a large stun can throw Major off balance and ultimately lead to his doom.
  • Major might be weak to being kited, considering Major has no ranged potential, but take note of his walkspeed buffs and his multiple dashes.
  • You may need some small defense buffs before fighting Major to counter his damage buffs, but take note of his Needle Storm, able to ignore or debuff defense.
  • Sudden knockback is very effective when fighting Major, because you can easily protect yourself for a small period of time (and kite if you can).
  • Slows, also known as walkspeed debuffs, could leave Major's Sprint useless for running or chasing.
  • Needle Storm can easily win a fight for Major by lowering your defences, however it has a windup beforehand and an extremely short range that can be dodged by most forms of mobility.
  • Despite being built around his combo, Major is required to land abilities if he wants to remain in a state of advantage throughout a fight.
  • Sprinting decreases Major's defense by 0.25 when active. If a hit is successful at the right time, the damage dealt to Major will turn the tides.
  • Like most Rusher classes, debuffing Major's defense can quickly help you turn the tides in battle.

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