Sword: swing your sword around and use your special moves!! :D Rocket: aim next to your enemies to shoot at them!! Boombox and Coil: Coil is a support Phighter who excels as a brawler and is best played up close and personal. He boasts a large variety of moves, excellent mobility, and flexibility to adapt into any situation he throws himself into. Coil's adaptability comes from his passive, Triple Threat, which gives him three modes of buffs to swap between and rewards him for playing an active role in fights. Coil Connection allows him to apply one of these buffs to a single teammate for as long as it stays attached, as well as change modes freely without altering the buff. Reaching the max S grade and landing a Combo Breaker allows Coil to not only provide a stronger buff to him and his connected ally, but also a smaller buff to his adjacent teammates. Upon using his Phinisher, Frostbite Fusion, Coil unlocks his full power and begins to rapidly increase his grade while outputting incredible amounts of burst damage for the duration of his Fusion mode. He is a devastating Phighter who can pummel enemies while supporting his team all the same, making him a deadly adversary and a powerful ally. Abilities Type Passive Triple Threat In-Game Description Details Notes Ability Demonstration Alternate between Gravity, Speed, and Regeneration by pressing R or pressing the coil icon. Dealing damage increases your grade, a higher grade grants you and your connected ally a greater buff. Gravity Bounce: C grade: 10% B grade: 15% A grade: 20% S grade: 25% Speed Haste: C grade: 10% B grade: 15% A grade: 20% S grade: 25% Regeneration Healing rate: C grade: 3/sec B grade: 4/sec A grade: 5/sec S grade: 6/sec All buffs from the three main modes will apply in Fusion mode. Damage from tethered allies will also contribute to increasing the grade. Excluding Coil Connection, cooldowns between forms are separate. Any active cooldowns in one form will continue in the background when switching to another form. Duration: 31 seconds.0:31 Type Primary Hellhound Strike In-Game Description Details Notes Ability Demonstration Punch forward, damage and speed depending on your current coil. Gravity Damage: 12 Punch interval: 0.6 seconds Range: 10 studs Speed Damage: 6 Punch interval: 0.3 seconds Range: 10 studs Regeneration Damage: 8 Punch interval: 0.4 seconds Range: 10 studs Fusion Damage: 14 Punch interval: 0.5 seconds Range: 30 studs There's nothing here yet... Duration: 26 seconds.0:26 Type Secondary Combo Breaker In-Game Description Details Notes Ability Demonstration Landing a Secondary while at S grade resets your grade, grants your connected ally a temporary improved buff of their tethered buff, and grants nearby allies a small version of your current buff. In Gravity mode, uppercut, height increasing with your grade. In Speed mode, dash and punch forward. In Regenation mode, fire a projectile forward. In Fusion mode, charge up a punch forward. Gravity, Speed, Regeneration: Range: 100 studs Cooldown: 0.5 seconds Fusion: Damage: 12 Windup: 0.3 seconds Cooldown: 4 seconds There's nothing here yet... Duration: 25 seconds.0:25 Duration: 4 seconds.0:04 Type E Ability Coil Technique In-Game Description Details Notes Ability Demonstration In Gravity mode, if grounded, slam the ground in front of you, knocking enemies upwards. If airborne, dive kick downwards, bouncing on any enemies hit, this ability can recharge once you hit an enemy. In Speed mode, dodge in a direction, gaining short invulnerability. If in the air, the dodge and cooldown is shorter. Dodging enemy damage in this state increases your grade. In Regen mode, guard temporarily. Damage taken is converted into healing and regeneration for allies around you. Being damaged in this state increases your grade and the amount of healing given to allies at the end. In Fusion mode, if grounded, dash forward and slam the ground in front of you. If airborne, dive kick downwards, slamming the ground when you land. Gravity Damage: 18 (grounded) / 15 (airborne) Pull force: 20 (grounded) Windup: 0.6 seconds (grounded) Slow penalty: 50% (grounded) Bound penalty: 100% (grounded) Recast cooldown: 0.5 seconds Cooldown: 5 seconds (grounded) / 3 seconds (airborne) Speed Dash distance: 25 studs (grounded) / 10 studs (airborne) Armored: 100% for 0.3 seconds Cooldown: 3 seconds (grounded) / 2 seconds (airborne) Regeneration Healing: 0-10 (to self) / 0-20 + 0-30 Regeneration (to allies) Max. meter: 50 damage taken Duration: 2 seconds Armored: 75% Slow penalty: 25% Bound penalty: 25% Recast cooldown: 1 second Cooldown: 8 seconds Fusion Damage: 18 (dash/dive) + 12 (slam) Dash distance: 15 studs (grounded) Cooldown: 2 seconds Regeneration's meter will count damage before it has been reduced by Armored. Regeneration's guard can be ended early by recasting. Its cooldown will start only once it ends. Haste and Bounce from Triple Threat are disabled while casting Gravity's grounded slam. After hitting Gravity's airborne dive kick once, the cooldown will start only once Coil is grounded. Duration: 8 seconds.0:08 Duration: 8 seconds.0:08 Duration: 5 seconds.0:05 Duration: 7 seconds.0:07 Type PHINISHER! Frostbite Fusion In-Game Description Details Notes Ability Demonstration Using the power of your stolen crystal, use all three coils at once and enter Fusion for 10 seconds. Dash forwards, grabbing the first enemy, jumping into the air, and dealing damage to nearby enemies based on the grabbed enemy's current health when landing.
Honestly, I don't see his rework being as complicated as people say. M1 is the same, m2 is just a scorpion's move from mortal combat (COME HERE!), q is the same, e is for haste for you and allies in front of you (tho, you can just not recast it and basically place temporary speed pad). His empowered abilites are literally just buffs to the existing ones and do not change their function. To empower, just combo abilities in time, that's it really. And phinisher just gives you music aura, applying haste and small shield to you and teammates around. And to become the nuke? Again, just combo abilities in time 6 times and recast phinisher. Not even talking about his "phinisher points to assistants" Thing, just play a game for it to work💀. The only complicated thing in him is the fact that you need to use abilities in time, but overall, he is not that hard to understand. Legit older boombox was far more complicated with his 4 charges that you need to manage and metronome you should NEVER stop hitting.
Sword: swing your sword around and use your special moves!! :D
Rocket: aim next to your enemies to shoot at them!!
Boombox and Coil: Coil is a support Phighter who excels as a brawler and is best played up close and personal. He boasts a large variety of moves, excellent mobility, and flexibility to adapt into any situation he throws himself into. Coil's adaptability comes from his passive, Triple Threat, which gives him three modes of buffs to swap between and rewards him for playing an active role in fights. Coil Connection allows him to apply one of these buffs to a single teammate for as long as it stays attached, as well as change modes freely without altering the buff. Reaching the max S grade and landing a Combo Breaker allows Coil to not only provide a stronger buff to him and his connected ally, but also a smaller buff to his adjacent teammates. Upon using his Phinisher, Frostbite Fusion, Coil unlocks his full power and begins to rapidly increase his grade while outputting incredible amounts of burst damage for the duration of his Fusion mode. He is a devastating Phighter who can pummel enemies while supporting his team all the same, making him a deadly adversary and a powerful ally.
Abilities
Type
Passive
Triple Threat
In-Game Description
Details
Notes
Ability Demonstration
Alternate between Gravity, Speed, and Regeneration by pressing R or pressing the coil icon. Dealing damage increases your grade, a higher grade grants you and your connected ally a greater buff.
Gravity
Bounce:
C grade: 10%
B grade: 15%
A grade: 20%
S grade: 25%
Speed
Haste:
C grade: 10%
B grade: 15%
A grade: 20%
S grade: 25%
Regeneration
Healing rate:
C grade: 3/sec
B grade: 4/sec
A grade: 5/sec
S grade: 6/sec
All buffs from the three main modes will apply in Fusion mode.
Damage from tethered allies will also contribute to increasing the grade.
Excluding Coil Connection, cooldowns between forms are separate.
Any active cooldowns in one form will continue in the background when switching to another form.
Duration: 31 seconds.0:31
Type
Primary
Hellhound Strike
In-Game Description
Details
Notes
Ability Demonstration
Punch forward, damage and speed depending on your current coil.
Gravity
Damage: 12
Punch interval: 0.6 seconds
Range: 10 studs
Speed
Damage: 6
Punch interval: 0.3 seconds
Range: 10 studs
Regeneration
Damage: 8
Punch interval: 0.4 seconds
Range: 10 studs
Fusion
Damage: 14
Punch interval: 0.5 seconds
Range: 30 studs
There's nothing here yet...
Duration: 26 seconds.0:26
Type
Secondary
Combo Breaker
In-Game Description
Details
Notes
Ability Demonstration
Landing a Secondary while at S grade resets your grade, grants your connected ally a temporary improved buff of their tethered buff, and grants nearby allies a small version of your current buff.
In Gravity mode, uppercut, height increasing with your grade.
In Speed mode, dash and punch forward.
In Regenation mode, fire a projectile forward.
In Fusion mode, charge up a punch forward.
Gravity, Speed, Regeneration:
Range: 100 studs
Cooldown: 0.5 seconds
Fusion:
Damage: 12
Windup: 0.3 seconds
Cooldown: 4 seconds
There's nothing here yet...
Duration: 25 seconds.0:25
Duration: 4 seconds.0:04
Type
E Ability
Coil Technique
In-Game Description
Details
Notes
Ability Demonstration
In Gravity mode, if grounded, slam the ground in front of you, knocking enemies upwards. If airborne, dive kick downwards, bouncing on any enemies hit, this ability can recharge once you hit an enemy.
In Speed mode, dodge in a direction, gaining short invulnerability. If in the air, the dodge and cooldown is shorter. Dodging enemy damage in this state increases your grade.
In Regen mode, guard temporarily. Damage taken is converted into healing and regeneration for allies around you. Being damaged in this state increases your grade and the amount of healing given to allies at the end.
In Fusion mode, if grounded, dash forward and slam the ground in front of you. If airborne, dive kick downwards, slamming the ground when you land.
Gravity
Damage: 18 (grounded) / 15 (airborne)
Pull force: 20 (grounded)
Windup: 0.6 seconds (grounded)
Slow penalty: 50% (grounded)
Bound penalty: 100% (grounded)
Recast cooldown: 0.5 seconds
Cooldown: 5 seconds (grounded) / 3 seconds (airborne)
Speed
Dash distance: 25 studs (grounded) / 10 studs (airborne)
Armored: 100% for 0.3 seconds
Cooldown: 3 seconds (grounded) / 2 seconds (airborne)
Regeneration
Healing: 0-10 (to self) / 0-20 + 0-30 Regeneration (to allies)
Max. meter: 50 damage taken
Duration: 2 seconds
Armored: 75%
Slow penalty: 25%
Bound penalty: 25%
Recast cooldown: 1 second
Cooldown: 8 seconds
Fusion
Damage: 18 (dash/dive) + 12 (slam)
Dash distance: 15 studs (grounded)
Cooldown: 2 seconds
Regeneration's meter will count damage before it has been reduced by Armored.
Regeneration's guard can be ended early by recasting. Its cooldown will start only once it ends.
Haste and Bounce from Triple Threat are disabled while casting Gravity's grounded slam.
After hitting Gravity's airborne dive kick once, the cooldown will start only once Coil is grounded.
Duration: 8 seconds.0:08
Duration: 8 seconds.0:08
Duration: 5 seconds.0:05
Duration: 7 seconds.0:07
Type
PHINISHER!
Frostbite Fusion
In-Game Description
Details
Notes
Ability Demonstration
Using the power of your stolen crystal, use all three coils at once and enter Fusion for 10 seconds. Dash forwards, grabbing the first enemy, jumping into the air, and dealing damage to nearby enemies based on the grabbed enemy's current health when landing.
STOP? WHY U TALK ABT COIL ABILITIES
Dude pulled up wiki on this video 💀
Sword and Rocket: :D
coil: [cheers in literary complexity beyond your comprehension]
@@stargazer-rocket-phighting boombox wiki outdated so i get coil instead :3
And I thought coil was hard to understand 😭
Honestly, I don't see his rework being as complicated as people say. M1 is the same, m2 is just a scorpion's move from mortal combat (COME HERE!), q is the same, e is for haste for you and allies in front of you (tho, you can just not recast it and basically place temporary speed pad). His empowered abilites are literally just buffs to the existing ones and do not change their function. To empower, just combo abilities in time, that's it really. And phinisher just gives you music aura, applying haste and small shield to you and teammates around. And to become the nuke? Again, just combo abilities in time 6 times and recast phinisher. Not even talking about his "phinisher points to assistants" Thing, just play a game for it to work💀.
The only complicated thing in him is the fact that you need to use abilities in time, but overall, he is not that hard to understand. Legit older boombox was far more complicated with his 4 charges that you need to manage and metronome you should NEVER stop hitting.
I want to play Phigthing again.. but it don't open my country, I miss phigthing SO MUCH.😭
why r people talking about how difficult he is hes not that hard 😭 coil is harder, hes not that complex as people are making it out to be
ho ho ho!! i managed to get an 11x combo in battle once!
hi
i was one of these randomies
hi gregor you BUM