Apex Protocol (1v6) 0.5
Apex Protocol is an unofficial "Juggernaut" variation of Elimination in 1 round format, in which an entire team of Hunters is pitted against one player in a battle to the death. While the primary rules of kill or be killed still apply, the modification involves the lone player taking on an overpowered version of a Hero contending against the rest of the players as the other team until either the Apex or all of the Hunters die.
Team 1 is the Apex. These characters have been reimagined to stand against the 6 other players with enhanced, reworked, or brand new abilities.
Team 2 are the Hunters. The Hunters have been divided into subclasses, each with stat changes that affect gameplay. These subclasses are detailed below.
General Gameplay changes
The Hunters each regenerate 10 health per second out of combat (5-Seconds).
The Hunters take fall damage.
The Apex will respawn from environmental deaths if there are 4+ hunters still alive.
All Hunter changes are refrences. Each character recives diffrent stats. What the class is balanced around.
Taunting while in Line of Sight (LOS) of an enemy Hunter or Apex will add 25% ult charge.
Tanks - Shielding
Pros: 200% HP, 75% cooldowns.
Cons: 95% move speed, 75% damage dealt.
Bruisers - Frontline
Pros: 150% HP, 150% damage.
Cons: 150% cooldowns, 95% move speed.
Skirmishers - Closeup Damage
Pros: 150% HP, 75% cooldowns, 125% damage dealt.
Cons: Have to get close to the Apex
Hybrids - All Rounders
Pros: 175% HP, 125% damage dealt, 105% move speed, 150% healing dealt.
Cons: 200% cooldowns.
Supports - Utility
Pros: 150% HP, 105% move speed, 75% cooldowns, provide spawn benefits for the Hunters.
Cons: 80% damage.
Marksmen - Ranged Damage
Pros: 125% HP, 105% move speed, 150% damage, 150% ammo count.
Cons: 125% cooldowns.
Healers - Healer
Pros: 200% healing dealt, 200% passive ultimate generation.
- Mercy and Zenyatta can Overheal.
Cons: 50% ammo count.
War Machines - Damage Carries
Pros: 150% damage, 110% movespeed, 75% cooldowns, 200% ammo count.
Cons: 75% HP.