fishman feel like the weakest race in term of pvp compared to all other 3 race (all other 3 are great and perfect imo rn + all equal I believe)
Passive:
Swiming Speed +4.75
Now able to choose 3 types of fishman each of them give different buff:
Shark:
- +5 melee damage
- +0.25 swim speed
Ray:
- +2 melee damage
- +0.5 swim speed
Porcupine Fish:
- Punch have 15% chance to deal bleeding to enemies for 2s (similar to eleclaw chance of stunning)
- +2 thoughness
Uchimizu:
Damage 5 -> 15 outside of water / 10 -> 25 inside water
Range increased -> 2 Block longer
Kachiage Haisoku:
Damage in water 40 -> 50
Now deal dizzy effect for 5s when used in water
Two Fish Engine:
Removed now replaced by one of these 3 abilities:
-If Shark:
Shark on Tooth:
Type: Hardening, Punch
Deal 45 damage
Dash attack deal damage to 1 target on it's path
1.6 block range (same as Sparkling Daisy and E-missile)
Same speed as E-missile and Sparkling Daisy
Duration: 0.5
Deal bleeding for 5s
12.5s cooldown
If done from water source 2 block range instead of 1.6, damage 45 -> 60, and the dash speed is 20% and it last 0.15s more inside water
-If ray:
Itomaki Kimute:
Deal no damage
2 block range
Grab the user for 5s in front of you very closely.
12.5s cooldown
If done in water, 3 block range instead of 2, grab for 7s instead of 5s, and deal weakness 2 and mining fatigue 2 to target for 7s.
-If porcupine fish:
Sea Spine Armor:
Duration 10s
Type: Punch, Hardening
Cooldown 9s -> 25s
Unable to move while using it
Give yourself guarding + 6 thoughness and 20% damage reduction
You and your hitbox become slightly bigger (not taller)
If an enemy try to attack you or grab you, they suffer from bleeding for 7s, and take 25 damage, if they come close as 1.5 block near you they will suffer from bleeding for 7s and it will be infinite unless the ability stop or they get away and will take 10 damage every second
You take the guarding pose as you use it and have bigger playermodel, so your enemy will know when you use it to make it balanced
Using it in water make the ability cooldown become 7s -> 15s, and you can very slowly move while using it
Samehada shotei:
Cooldown: 7s up to 14.5s
When used if you get hit while using it, the ability doesn't goes on cooldown, instead it will go on a 0.5 duration, if hit again it will go again on a 0.5 duration, up to 2 times (meaning you will be able to dodge 3 hit in total) 0 hit dodge: 7s cooldown, 1 hit dodge: 9.5s cooldown, 2 hit dodge: 12s cooldown, 3 hit dodge: 14.5s cooldown
If used in water can dodge up to 5 hit but the cooldown is still 14.5s maximum
Get speed 2, strength 3, jump boost 1 after 1 dodge for 7s, speed 1 strength 1 after 2 dodge for 7s and speed 1 after 3 dodge for 7s
This will make so the more you dodge the less you get as bonus, rewarding player for dodging one ability and not blindly dodge everything, doing so a high risk high reward ability where you choose between good defense or good attack bonus and enhancing fishman mobility on ground
Murasame:
Damage: 20 -> 30 / 25 -> 35
Cooldown reduced: 14.5 -> 11.5
Range increased 2 block longer
Yarinami:
Charge time: 3s -> 2s outside of water / 1s when launch from water
Damage: 50 -> 65 outside of water / 60 -> 75 inside of water
New projectile size: same size and hitbox as todoroki projectile from goe goe no mi
Cooldown: 11.5s -> 13.5s
Karakusagawara Seiken:
Type: Shockwave, Punch, Hardening
Charging time: 2s-> 3s
Have 75% armor bypass (for both the punch and the shockwave)
Ability Type: Shockwave -> Shockwave, Punch, Hardening
Once fully charged after 3s, now become a punch ability
Damage: 20 -> +20 punch damage outside of water / 50 -> +50 punch damage inside water
When hitting a target it will deal 25 damage from the punch damage boost then hit every enemy (target from the punch included) in a 5 block radius around you with a 30 damage (that will scale with haki just like the punch) so the first person to get hit will receive a total of 50 damage and everyone in the radius of the impact will get hit by 30 damage
Both the punch and the shockwave that proc after dealing 30 damage will get buffed by punch stats and by haki, and the shockwave (the 30 damage) will deal damage to people even with kami-e and future sight
Inflict weakness 2, mining fatigue 2 and slowness 2 for 5s and now temporary deactivate devil fruit ability of any target that got hit (similar to kairoseki or yami) for 3s
As for the 3 types of fishman species (ray, shark, porcupine fish) I believe there is no need for visual change/model like mink, because porcupine fish spine will be "visible" when using Sea Spine armor since there model will become bigger, as for Ray and Shark, there is a lot of fishman just like Jimbei or Vander Decken that doesn't have a visible fin while being shark so no need for new model for fishman (that mean less work to do if all these ever get implemented)