Every contest, I have made a Guild Wars set.... time to keep up that tradition.
Estimated Time: 4 hours, 29 minutes
Pyre Fierceshot
"I bite. That is all you need to know."
Story:
Pyre Fierceshot is a Charr ranger hero in Eye of the North. Exiled for disobeying the orders of the Charr Shamans, he hates the Shamans for using the Titans as a facade to rule over the Charr.
Pyre leads a warband of other Charr against the Shamans, attempting to spur a rebellion. There are at least five other members of his warband, with more implied. Though they share the same last name style, it is unlikely that they are related, as charr last names are shared by warband, not family.
Pyre is an outcast, persecuted by the Charr Shamans for daring to speak out against their ways. After his warband killed a Shaman and destroyed a temple, Pyre and his companions fled the ruling Shaman caste. Pyre hates them with a fury that only one raised to worship false gods can understand; he has been betrayed, tricked, and deceived, and he has sworn never to fall under the spell of the Shamans again.
Pyre celebrated the demise of the Titans, those whom the Shamans called gods, and now watches with rising anger as the priests continue to deceive his people. At every step, the Shamans seek to tighten their grasp, bringing the Charr once again under their false rule-enslaving them to powers who do not deserve respect, much less worship. The cycle of dominance and slavery must be broken-and the Charr must be free...
Beast Mastery:
A random animal appears to help Pyre in battle. It is chosen at the start of the match and stays for the duration. It has a health bar of its own and can be KO'd. It respawns alongside Pyre when Pyre is KO'd. They don't work like Nana/Popo because the pet aggressively attacks the nearest foe. They switch targets if you attack a different foe.
All pets generally have medium stats except for one stat or special bonus where they excell.
They have 3 jumps, the third of which being a high recovery jump. They only attack on the ground, with the exception of the Eagle. The base damage of a pet attack is 9% (though the Wolf gets an extra 5%). Pets attack at a regular interval of roughly once every second.
Pet Types:
Wolf (Comes in White, Gray, and Black chosen randomly)-
Slashing type damage. Attacks by tackling forwards the same distance as Wolf's F-Smash.
Bonus- Deals +5% damage
Mountain Eagle- Deals Piercing type damage. Attacks by pecking or with talons.
Bonus- Can Fly
Moa (Comes in Pink Moa, White Moa, and Black/Gothic Moa chosen randomly)-
Deals Piercing type damage. Attacks by pecking the foe.
Bonus- Fast movement speed, increased jump height
Lion (has a Lioness, Hyena, Tiger, White Tiger, Lynx, and Melandru's Stalker, a panther like animal, alternate looks, chosen randomly)-
Deals Slashing Damage. Attacks with claws.
Bonus- +20% knockback
Warthog-
Deals Slashing Damage. Attacks by tackling the foe.
Bonus- 20% Increased attack speed.
Bear (Comes in Black Bear and Polar bear, chosen randomly)-
Deals slashing damage. Attacks with claws.
Bonus- Heavy weight
Crocodile-
Deals piercing damage by biting the foe.
Bonus- High priority, can swim very well
Stats:
Height- Tall
He stands roughly the size of Ganondorf.
Weight- Heavy
Though not the heaviest character in the game, Pyre is rather tough.
Walking Speed- Slow
Running Speed- Fast
You'ld be surprised at how fast these beasts are.
Attack Speed- Average
Pretty average attack speed on a lot of moves.
Attack Reach, not counting projectiles- N/A
Pyre only has about a handful of moves that actually have a non-projectile or trap effect.
Attack Power- Average
His moves range from weak projectiles to somewhat heavy hitting broad arrows. It averages out.
Projectiles- Great
Pyre himself is reliant on projectiles.
First Jump- Good
Second Jump- Good
Falling Speed- Fast
Not the fastest faller, but certainly up there.
Recovery- Good
With 2 good jumps and a fairly good Up B recovery, Pyre shouldn't have to much of a problem getting back on stage.
Final Smash- Risky, But Potentially Rewarding
Pyre's Final Smash can devastate foes, but it can do the same to him and his allies.
Traction- Bad
Pyre trips at a slightly higher than average rate and has trouble turning.
Dodges- Great
Rangers stereotypically have great reflexes, and being an animal doesn't hurt either.
Crouch- Good
Pyre gets on all fours.
Wall Jump- Yes
3 times
Wall Cling- No
Crawl- Yes
Glide- No
Specials:
Neutral B- Barrage
Pyre fires 5 arrows at once in the direction in front of him. They head diagonally upwards and then curve downwards. The turning point is at roughly 5 bodylengths upwards and 3 bodylengths forwards. They travel another 3 bodylengths forward as they head back down. Due to this, this attack can be very hard to land and requires a lot of planning. Its much better against aerial foes than ground foes. Each arrow strikes for a 3% and low knockback if it hits. Being hit by the entire cluster or arrows will deal 15% damage. This move has average lag on both ends.
Side B- Throw Dirt
Pyre reaches his arm down quickly and picks up dirt (this is the "charging" position). Use the control stick to aim this move upwards or to the sides. This deals no damage if it hits but has very high priority. The struck foe will be blinded for 5 seconds, giving him a 33% chance of missing with attacks. Use this move to defend yourself from melee attacks. Not counting aiming time, this move has fairly high beginning lag and low ending lag.
Up B- Roaring Winds
As if by Pyre's affinity to nature, the wind kicks up pushing him a good distance, roughly 5 bodylengths, diagonally upwards in the direction he is facing. It also surrounds him on all sides, reaching out 2 bodylengths circumference. Foes who come into contact with it are pushed away, much like with water gun, making this a very risky gimping move. No damage is dealt to foes. This move has average lag on both ends.
Down B- Preparation
A staple of Guild Wars rangers... their wilderness survival skills help power up their arrows.
Pyre kneels down and pulls out all the arrows that are visually represented in his quiver. A glow seems to come from his hands as he applies a special preperation to his arrows. The entire duration of this move is 1 second, including beginning and ending lag. The preparation lasts 10 seconds. Only one preperation can be used at a time, using this move again will overwrite the previous preperation.
Prepartions consist of the following and are chosen randomly:
Poisoned Arrows- Arrows deal an additional 2% damage to the struck foe.
Ignited Arrows- Arrows explode upon contact, dealing 4% fire damage to foes within a bodylength of a struck foe. Doesn't cause additional harm to the struck foe.
Read the Wind- Your arrows fly twice as fast.
Rapid Fire- Your arrow based moves have 33% less lag on both ends.
Glass Arrows- Your arrows reflect energy based projectiles and out-prioritize non-energy based projectiles.
Melandru's Arrows- If your arrows strike a foe who is performing a move, they strike for an additional 4% (this only applies once to barrage if all arrows strike).
Normal Attacks:
A,A,A- Quick Shot/Dual Shot/Triple Shot
Pyre fires an arrow forward quickly. It travels half the length of Final Destination quickly and deals 1% damage. Press A again to fire a second arrow with the same stats. Press A a third time to fire a 3rd arrow that deals 2% damage and flies half the length of Final Destination quickly. The first shot has low beginning lag, the 2nd 2 shots have very low beginning lag. You have average ending lag when you stop firing (regardless of whether its the first shot, the second shot or the third shot.) Low hitstun on all arrows.
*These arrows are effected by preparations.
Dash Attack- Whirling Defense
Pyre stops and quickly spins 3 times, blocking with his bow. This works like a sidestep against any opposing attacks that hit Pyre. If a projectile hits you while whirling, foes within 2 bodylengths on any side of Pyre take 7% damage and flinch. You can move left or right while whirling. This move has low beginning lag on both ends. Can't be used again until 2 seconds have passed.
Tilts:
Side- Run As One
Both you and your pet dash forwards 5 bodylengths, dealing 5% damage (Wolf deals 10%) if a foe is struck. If both you and the pet hit the same foe, that foe takes both hits of 5%. This move has fairly low lag on either end. Deals low knockback. Great priority. Low hitstun.
Up- Volley
Pyre takes 4 arrows out of his quiver and fires them into the air at the same time. They travel upwards 3 bodylengths and then curve down, splitting left and right. 1 arrow hits to the left of Pyre next to him, one hits to the right next to him, one hits about 1-2 bodylengths away to the left, and the last does the same to the right. Each arrow deals 3% and low knockback if it hits. Fairly low beginning lag and low ending lag. The arrows fly fast.
*These can be buffed with preparations*
Down- Trap
Pyre kneels down and starts tampering with the ground. This entire move takes 1 second, counting beginning and ending lag. He plants a trap on that spot of the ground. 2 weak traps can be placed at any one time, and placing a 3rd trap gets rid of the first in the set. This can only be used on the ground. Traps are completely invisible. 2 traps can be placed in the same spot, to make one extra painful trap.
Combo Trap Example:
Conflagration + Tripwire- Foe takes 5% from tripwire and trips, keeping them in the fire for more of the duration, if not the whole duration.
Traps consist of the following and are chosen randomly:
Conflagration- Ideally, the best weak trap for damage. Fire bursts of the ground when a foe triggers it. Foes who walk on it will take 5% and flinching each second they stand on it for 5 seconds. DI can help your foe escape the trap. The fire reaches 1 bodylength all around.
Barbed Trap- When triggered by a foe, spikes burst out of the ground and deal 5% damage and flinching. The foe then moves 50% slower for 3 seconds. The hitbox is 1 stage builder block all around.
Tripwire- If a foe triggers it, they trip and take 5% damage.
Dust Trap- When triggered, a cyclone of dust whips up dealing 3% and flinching every second the foe is in its hitbox (2 bodylengths wide, 1 up). It blinds the foe for 3 seconds, giving them a 33% chance to miss with attacks.
Frozen Soil- A very unique trap. It turns the block under, and a block on each side of Pyre into ice for a full minute. Does not count as one of your 2 traps.
Smashes:
Side- Broad Headed Arrow
Pyre pulls out an arrow with a very heavy head, places it in position, and pulls the string (this is the charge pose). He fires it forwards. This arrow travels at a slow speed for a projectile, comparing to Wolf's laser, and travels 5 bodylengths before curving downwards. The arrow strikes for 10...15% damage and medium knockback if it hits. This move has fairly high lag on both ends.
*This can be buffed with preparations.*
Up- Lacerate
As if in Pyre's command, nature fights for him. Pyre casts his hand in the air (the charging pose). A violent cutting wind carrying leaves blows above him, reaching a bodylength upwards and a bodylength to both sides of Pyre (but above him). Foes hit by it are pushed a great distance in the direction Pyre is facing and take 8...13% damage. This move has average lag on both ends.
Down- Elite Trap
Pyre kneels down and appears to mess with the ground (this is the charge pose). The entire duration of this move, excluding charge time but including lag on both ends, is 1 second. There can only be one elite trap on the field at one time. Elite traps are invisible and can be placed in the same spot as normal traps for an extra painful trap.
Elite Traps consist of the following and are chosen randomly:
Greater Conflagration- Like the name suggests, its just a better version of Conflagration. This has an additional bodylength of upwards reach and an additional bodyblock on each side. Opponents caught in it take 7% and flinching each second they are caught in it for up to 5 seconds. DI can be used to escape. The best trap of all for damage.
Spike Trap- When triggered, spikes come out of the ground 3 stage builder blocks wide. Struck foes are crippled, reducing their movement by 66% for 5 seconds, trip, and take 5% damage.
Smoke Trap- When triggered, a cyclone of dust + smoke whips up dealing 3% and flinching every second the foe is in its hitbox (3 bodylengths wide, 2 up). It blinds the foe for 5 seconds, giving them a 33% chance to miss with attacks.
Quicksand- When triggered, the foe is stuck in quick sand. This trap deals no damage, but foes cannot move at all for 3 seconds. If you attack them, they take damage but no knockback. Take advantage of this to really hammer them. Combines very well with multi-hit traps.
Aerials:
Nair- Rampage As One
Pyre and his animal companion both roll into a ball, kind of like Sonic. You can now control their direction for 5 seconds, speeding up by mashing the A button. The animal companion's natural instinct is to follow you, but you can control him seperately by using the C-Stick. This move has average lag on both ends. Average priority. Low hitstun. You have an average hitbox, your animal companion has a smaller, but still decent, hitbox. If someone is hit by either you or your companion, they take 7% damage and decent knockback.
Fair- Forked Arrow
Pyre shoots an arrow forwards. This arrow is brittle, and splits into 2 arrows after traveling only 1 stage builder block. One arrow heads diagonally upwards. The other arrow heads diagonally downwards. The arrows shatter after flying half of Final Destination's length. This attack has fairly low lag on both ends. Low hitstun. Each arrow deals 3% and low knockback.
*These arrows are affected by Preparations.
Bair- Zojun's Haste
Pyre dashes backwards 1/3 the distance of Final Desination. He has Super Armor throughout the entire duration of this dash and goes through foes, dealing no damage or knockback. This move has low lag on both ends. Its possible uses include spacing, dodging, and, if you turn around first, recovering. This does not leave Pyre helpless.
Uair- Sundering Shot (aka Screaming Shot)
This attack is notorious in Guild Wars for its very loud sound queue and the brightness of the arrow. Basically.. you know if its coming for you. Pyre fires a flaming arrow into the air. It releases a loud "scream" over the entire duration of its flight. If the arrow hits someone it deals 7% and good knockback. If it doesn't hit anyone, it will fly all the way to the top of the screen. If this happens, the arrow will explode and fire will rain down from the sky on that spot, working much like Pikachu's Super Gud Down B. The fire deals 10% and good knockback. This move has fairly high beginning lag and average ending lag. The arrow flies fairly quickly.
*The arrow, but not the fire effect, is affected by Preparations*
Dair- Choking Gas
Pyre fires an arrow downwards. If it hits something, whether it be a person, the stage, or an obstacle, it deals 3% damage and flinching and then releases choking gas, which deals an additional 5% and flinching to all hit by it. The choking gas has a hitbox of one center stage builder block and one stage builder block in all directions around it (including diagonally). It will interrupt any actions taken by any in its area of effect, whether the struck person is friend or foe. This move has average lag on both ends. The arrow will keep going until it hits something or leaves the stage. It flies at a fairly fast speed. Low hitstun.
*This arrow, but not the choking gas effect, is affected by Preparations.*
Situational Attacks:
Rising Attack- Bow Swing
Pyre jumps up and swings his bow from the left to the right, hitting on both sides of himself. This move has good reach, low lag on both ends, great priority, low hitstun, and deals 5% damage and low knockback.
Ledge Attack- Horns
Pyre headbutts, hitting foes with the horns on his head. This move has a small hitbox, low lag on both ends, great priority, low hitstun, and deals 10% damage and good knockback.
Z-Button:
Pyre doesn't use his Z-button to grab. Instead, he commands his pet by holding the Z button.
A targeting mark appears over your animal companion's current target. Use the control stick to switch targets. Targets chosen in this way take advantage over your animal companion's natural aggressiveness so he will keep his target even if you attack someone else.
You can order your pet to use its 3 jumps by pressing the jump button and order him to shield, sidestep, roll dodge, etc. just like a human player.
You can also perform special attacks by pressing another button while still holding Z.
Z+A (Ground)- Melandru's Assault
Your animal companion runs to its target foe. For 10 seconds, its next attack will be a special move named Melandru's Assault. Use proper timing, because if you use this move when your animal companion is mid-attack, that attack will be interrupted and your animal companion will perform Melandru's Assault. Ideally, its best to use this after a normal attack has been completed. If this attack hits, it deals +5% damage on top of the pet's base 9% (a Wolf will deal 9%+5%+5%= 19% damage). If this attack is shielding, a burst effect will occur, not harming the struck foe, but striking all foes within 3 stage builder blocks circumference of that foe for 14% damage (19% for a Wolf) and great knockback. The reach, priority, hitstun, and knockback of the attack itself (not the burst effect) is the medium base of an animal companion, unless boosted by your animal companion's bonus. This move has fairly high lag on both ends.
Z+A (Air)- Rampage Alone
Just like Pyre's Nair, but only the pet performs it. Control it with the Control Stick. Remember... you must keep holding Z.
Z+B (Ground Only)- Disrupting Lunge-
Your animal companion runs to its target foe. For 10 seconds, its next attack will be a special move named Disrupting Lunge. Use proper timing, because if you use this move when your animal companion is mid-attack, that attack will be interrupted and your animal companion will perform Disrupting Lunge. Ideally, the best time to use this attack is right after a normal attack is completed. If this attack hits, it deals +5% damage on top of the pet's base 9% (a Wolf will deals 9%+5%+5%=19% damage). If the struck foe was performing a move (special, a attack, or grab) when they were struck (ending lag doesn't count) that move is disabled for 10 seconds. This attack has low beginning lag and fairly high ending lag. The reach, histun, priority, and knockback of the attack is the medium base of an animal companion, unless buffed by your animal companion's special bonus. This move is useful for performing a quick 2 hit combo with your pet by using it after a normal attack. Disrupting Lunge has a 10 second recharge.
Final Smash:
Nature Ritual-
Pyre kneels down and creates a Mario-Sized immobile Nature Spirit on the ground. It effects everyone in the match, both friend and foe. It disappears after 60 seconds.
All spirits look like this:
Nature Spirits consist of the following and are chosen randomly:
Edge of Extinction- Once infamous in Guild Wars before being nerfed. When anyone on the stage is KO'd (or SD's) everyone else on the field takes 30% damage.
Favorable Winds- All projectiles deal an additional +3% damage and fly 50% faster.
Fertile Season- All characters on the field have an additional 50% of their current weight.
Predatory Season- All characters on the field are healed for 5% each time they deal damage.
Winnowing- All characters on the field take an additional 4% damage when they are struck by physical damage (slashing, piercing, most weapons, punching, and kicking).
Famine- When a character that is has 100% damage or more takes damage, that character takes an additional 10% damage.
Brambles- When a character trips, that character takes 10% damage and are stuck on the ground for an additional 1/3 of a second.
Muddy Terrain- All characters on the field are unable to dash.
Nature's Renewal- All Special Moves have twice as much beginning lag.
Tranquility- All Special Moves have twice as much ending lag.
Quickening Zephyr- All moves have 33% less beginning lag but 33% more ending lag.
Equinox- All moves have 33% more beginning lag but 33% less ending lag.
Taunts:
For all his taunts, a text bubble appears above Pyre's Head.
Up-
"You know what the chain of command is? It's the chain I beat you with until you understand who is in command!"
Side-
"Don't waste my time, meat!"
Down-
"Destruction, too, is an art."
Idle Quotes:
These happen if you stand still for to long. A text bubble will appear above his head.
"My father was a great soldier. Without him, Ascalon would not be the smoldering ruin it is today. I will honor his memory."
"Never eat something that isn't twitching."
"The Vizier destroyed his own country rather than fight us. That...is a compliment."
"There are no gods. There is only pain and those willing to end it."
"When I was a cub, my grandfather used to light a flame under a moa bird's feet and watch it squawk. If we don't get moving soon, I'll introduce you to him."
"Yes, mouse. Your people will retake their homeland...when they can eat ash and sleep in flame."
Lose Pose:
After his foe finishes speaking, Pyre replies "You will burn like Ascalon!"
Victory Poses:
Up-
Pyre taunts his foes by saying "Humans. Bah! Your limbs rip apart so easily."
Side-
While putting an ignited arrow in his bow, he says "Fire leaves little behind."
Down-
Pyre roars and says "I am Charr!"
Pros:
Great projectile and camping game.
Traps can be annoying, and when comboed, devastating.
Final Smash can be potentially devastating.
Pet provides a nice source of damage.
Good recovery.
Heavy.
Fast movement speed.
Preparation can be very helpful.
Can gimp with recovery move, albeit this is very risky.
Cons:
Bad Traction
Has some trouble KO'ing.
Over-reliant on projectiles. Doesn't work well at melee reach.
No grabs.
Final Smash can be just as devastating to you and your allies.
Random nature on many moves.
Doesn't combo well.
Trap Comboes:
The only true comboes Pyre has are trap comboes. While these comboes are random, some can be quite devastating.
Example-
Burn Em While They're Down-
Greater Conflagration, Conflagration, Tripwire- Tripwire holds foe in place for a long duration of the other 2 traps. Deals 5% + 5x% + 7x% with x being the number of seconds up to 5. Max damage... 65%