=PREFACE=
Given mechanics introduced by recent heroes and reworks, I believe a good Songbird could be put together without requiring new tech (though new tech would still help).
'X' is used as a placeholder for numeric values. I'm searching for better pictures of the sword she used on the cover of Thunderbolts 160 (or any similar construct she created), any help here would be appreciated.
This build interprets her as pure energy, but could be changed to deal physical damage for her Sonic Constructs powers and some Aerial Combat powers.
The 'Soprano', 'Alto' and 'Mezzo' tags are meant to support an optional ranged/melee hybrid build. The 'Soprano' tag is applied to ranged filler attacks, while the 'Alto' tag is applied to melee filler attacks. 'Mezzo' is applied to damage layers/cooldowns. If you activate the toggle on Harmonic Reinforcement, you gain a 'Harmonics' secondary resource bar that grants extra damage if you balance it by using both 'Soprano' and 'Alto' powers, at the cost of preventing the use of 'Mezzo' powers if Harmonics becomes unbalanced.
=OVERVIEW=
Melissa Gold is one of the most senior members of the Thunderbolts. As Songbird she has the ability to manipulate sonic energy through her cybernetic harness. This energy can be projected as concussive blasts or shaped into solid objects, the most iconic of which are her flight-enabling wings.
Melissa is a naturally compassionate person who fell into bad company in her formative years, serving as a member of the villainous Grapplers. It was through the Thunderbolts that she was given a chance to escape a life of crime. She has tried hard to improve herself as a person since then. Given to reflection and self-criticism, she finds it difficult to be at peace with herself.
Due to her criminal history she has a soft spot for people that have been led down unsavory paths by powers beyond them, as well as for people seeking to redeem themselves. By the same token she is quick to confront those who twist the good intentions of others to nefarious ends.
She has spent much of her life dealing with troubled individuals and has great experience managing volatile team members, applying a gentle touch or a firm hand as appropriate to bring out the best in them.
=STATISTICS=
- Durability: 3 -> 4
- Strength: 2
- Fighting: 3 -> 4
- Speed: 3 -> 4
- Energy: 4 -> 6
- Intelligence: 2
=SYNERGIES=
- Level 25: +X% movement power cost reduction OR +X% damage after using a movement power
- Level 50: +X% total dodge/deflect rating OR restore X health/spirit when you hit with a movement power
=SECONDARY RESOURCE - HARMONICS=
An optional secondary resource to facilitate melee/ranged hybrid gameplay. It is enabled by toggling on Harmonic Reinforcement. You gain increased damage as long as Harmonics is kept in balance. It increases by using Soprano (ranged filler) powers and decreases by using Alto (melee filler) powers. Visually represented by a swinging metronome (thanks @Chufmoney)!
Ranges from -10 to 10, starts at 0.
X% more total damage with all powers if Harmonics is between -9 to 9, but Mezzo powers cannot be used if Harmonics exceeds these limits.
- Gain 1 Harmonics when you use a Soprano power (1 second cooldown), doubled if you have less than 0 Harmonics.
- Lose 1 Harmonics when you use an Alto power (1 second cooldown), doubled if you have more than 0 Harmonics.
=TREES=
- Acoustic Projection
- Sonic Constructs
- Aerial Combat
-ACOUSTIC PROJECTION-
Sonic Harness: (Passive)
Mastering your cybernetic harness improves the potency of your powers and your energy capacity. In emergencies you can absorb sonic energy from your environment to free yourself of negative conditions and replenish your reserves.
Passive:
X damage rating.
X critical rating.
- X critical damage rating.
- X maximum spirit.
Active:
CC immunity for X seconds.
Restore X% of your maximum spirit.
- Has a cooldown.
Acoustic Spear: (Ranged, Basic, Soprano)
Fire quick, focused bursts from your sonic harness that can easily strike vital targets.
X energy damage in a line.
X bonus critical rating for this power.
Sonic Lance: (Ranged, Soprano)
Fire intense blasts of sonic energy that deal increased damage to the first targets they hit.
Functionally similar to Silver Surfer's Particle Burst.
X energy damage in a line.
Deals 40% increased damage to the first target hit. This bonus is reduced by 10% for each subsequent target, down to 0%.
Resonant Hymn: (Ranged, Area, Mezzo)
Vocalize a high frequency note that pierces obstacles and disorientates enemies within earshot. You are also adept at recognising the audio signatures of nearby enemies.
Lore-wise, this could come from Melissa's remaining Screaming Mimi powers. Can affect enemies through walls like Silver Surfer's Deconstruct.
Passive:
- You can see enemies on the minimap.
Active:
X energy damage twice per second for X seconds in a large radius.
X% slow for X seconds.
- 10% weakness for X seconds.
- Ignores walls.
- Has a cooldown (to keep damage up despite large radius), shorter than duration.
Crescendo: (Ranged, Area, Soprano)
Hold down the hotkey to channel a beam that builds in power when sustained.
X energy damage twice per second in a line.
1% more damage per 1% attack speed.
- X% more damage per 1 sec of channel time, X stacks maximum, reset after X seconds.
Stacking damage could be implemented as vuln if snapshotting is an issue.
Sonic Cannon: (Ranged, Area, Mezzo)
Concentrate your energy into a single mighty blast. Fully charging this power increases its damage immensely but delays its next activation.
X energy damage in a very wide line.
Has a cooldown.
- When fully charged, damage is increased by 300% and area is increased by X% but cooldown is increased by X seconds.
Wild Surge: (Ranged, Area, Mezzo)
Lash out with a wave of solid sound that forces enemies back and leaves a projectile-blocking wall of force between you and them.
X energy damage in a cone.
Knockback.
- Wall lasts X seconds and destroys incoming projectiles.
- Has a cooldown.
SONIC DEVASTATION: (Signature, Ranged, Area, Mezzo)
Hold down the hotkey to sustain a relentless torrent of sonic power.
Functionally similar to Cyclops' Visor Off.
X energy damage twice per second in a cone while channeling.
X% damage negation while channeling.
- Can be channeled for up to X seconds.
- Shared cooldown with Sonic Vortex.
-SONIC CONSTRUCTS-
Harmonic Reinforcement: (Passive, Toggle)
You negate some incoming damage by maintaining a barely perceptible sonic shield and soothe allies with your presence. You may enhance some of your melee and ranged attacks with acoustic resonance that, when properly balanced, increase the potency of your attacks.
Passive:
X% total deflection rating.
X deflection rating.
- X maximum health.
- You and your allies gain Endurance.
- X% extra damage negation for X seconds when you hit with a melee power.
Toggle:
Enable the Harmonics resource bar.
Has a cooldown (fairly long, to discourage stance dancing).
Martial Assault: (Melee, Basic, Alto)
Execute punches and kicks that are augmented with sonic energy as a warm-up for more powerful attacks.
X energy damage.
If you have less than X spirit, restore X spirit per hit.
- If you have more than X spirit, reduce the cooldown of Mezzo powers by X seconds per hit.
Cooldown reduction and spirit per hit should both scale with power ranks, making it viable to max this power and use the extra spirit to rapid-fire expensive cooldown attacks at the expense of reduced filler damage.
Kinetic Barrage: (Ranged, Soprano)
Emit a stream of solid sound bullets that damage the first enemy in their path. Constant application of this power causes the bullets to penetrate deeper into their target.
Functionally similar to Rocket's Photon Minigun.
X energy damage.
Very high rate of fire.
- X% more damage with this power for X seconds when you hit with it (stacks up to X times).
Damage buff should last longer than Photon Minigun's to compensate for Songbird's signature channel time.
Guided Missiles: (Ranged, Area, Mezzo)
Create a swarm of missiles which home in and collide with nearby enemies. Waiting longer between activations lets you release more missiles.
Functionally similar to Invisible Woman's Seeker Orbs/Iron Man's Micro Missiles plus a stored charge mechanic.
X energy damage per projectile.
Store 1 charge every X seconds, up to X charges maximum.
- Fires 1 projectile per charge.
- Instant cast.
- Has a cooldown.
Charge mechanic can be adapted from Black Cat's traps.
Constriction: (Ranged, Area, Mezzo)
Wrap enemies in solid sound tendrils, restraining their movement while hindering their ability to defend themselves.
Functionally similar to Magneto's Imprison.
X energy damage twice per second for X seconds.
10% vulnerability for X seconds.
- Immobilize for X seconds.
Sonic Blade: (Melee, Alto)
Draw and attack with a handheld sword made of sonic energy. This deadly weapon is especially effective if enemies let their guard down.
Faster attack speed but less damage per hit and narrower range than Wing Swipe. Overall DPS (after applying damage bonuses) should be the same between Sonic Blade and Wing Swipe.
X energy damage.
X% more damage against vulnerable targets.
Wing Swipe: (Melee, Area, Alto)
Sweep your wings in wide arcs, striking any enemies near you. If you are in good health you focus on dealing maximum damage, and if wounded you focus on parrying incoming attacks.
More damage per hit and wider range but slower attack speed than Sonic Blade. Overall DPS (after applying damage bonuses) should be the same between Sonic Blade and Wing Swipe.
X energy damage.
If above 50% health, deal X% more damage.
- If below 50% health, gain X% total deflection rating for 2 seconds.
The deflection buff could be taken from Captain America's Shield Strike.
Sonic Boom: (Melee, Area, Mezzo)
Raise a projectile-negating shield in front of you and advance forward. At your destination the shield explodes and damages nearby enemies.
X energy damage to nearby enemies.
Moves to cursor before detonating shield.
- Destroy projectiles that touch the shield.
- Has a cooldown.
Barrier Shell: (Area)
Erect a barrier that reflects projectiles and provides respite and protection for allies within.
Functionally similar to Invisible Woman's Barrier Dome. Swapped slow for projectile reflection for flavour.
X% projectile reflection.
Allies inside the barrier are Protected.
- Allies cannot be Protected again for 30s.
- Barrier lasts X seconds.
- 30s cooldown.
-AERIAL COMBAT-
Battle Grace: (Passive, Movement)
Your solid sound wings allow you to move effortlessly around your environment. As your mobility improves so does your ability to evade attacks.
Active component is functionally similar to Black Panther's Slashing Lunge sans damage.
Passive:
X% total dodge rating.
X dodge rating, increased by 1% per 1% increased movement speed.
- When you use an Aerial Combat power, gain X% spirit cost reduction for movement powers for 2 seconds (stacks up to X times).
- You and your allies gain Dexterity.
Active:
X movement speed and X dodge rating for X seconds, stacking up to X times.
No spirit cost and does not interrupt spirit regen.
- Moves to cursor at a fixed velocity.
Flight of the Songbird: (Movement, Flight)
Soar above the battlefield and any low lying obstacles.
- Standard 1 point travel power.
Avionic Rush: (Movement, Melee, Alto)
Flare out your wings and charge forward, striking enemies with them as you pass. This power repeats while the hotkey is held.
High spirit cost and damage for a movement power (competitive single target DPS with other non-movement spenders for the first target hit).
X energy damage.
1% increased damage per 1% increased movement speed.
- Deals 40% increased damage to the first target hit. This bonus is reduced by 10% for each subsequent target, down to 0%.
Hotkey functionality can be taken from Black Cat's Claws Out.
Strafe: (Movement, Ranged, Soprano)
Spring forward while launching multiple bolts of sonic energy at enemies in front and beside you. This power repeats while the hotkey is held.
Functionally similar to Surfer's Board Dash. Differences include no contact damage, the ability to shoot at targets in a wide (270 degree?) frontal arc instead of just to the sides, and the ability to shoot a single enemy multiple times per use.
High spirit cost and damage for a movement power (competitive single target DPS with other non-movement spenders, assuming all bolts hit the same enemy).
X energy damage per projectile.
X projectiles fired per use.
- 1% increased damage per 1% increased movement speed.
Hotkey functionality can be taken from Black Cat's Claws Out.
Jetstream: (Movement, Ranged, Mezzo)
Fly low to the ground and leave a trail of sonic energy that debilitates enemies who wade into it.
Functionally similar to Nova's Nova Dash sans charge-up and initial damage. High spirit cost and damage for a movement power.
Enemies who touch the trail take X energy twice per second for X seconds.
Trail persists for X seconds.
Sticky DoT can be taken from Kitty's Dragon Breath.
Cloudburst: (Movement, Ranged, Leap, Mezzo)
Flip over enemies and spray them with energy beams at the apex of your leap.
Functionally similar to Silver Surfer's Repulse but moving to the cursor instead of away. High spirit cost and damage for a movement power.
X energy damage per beam.
X beams fired per use.
- Has a cooldown.
Diving Crash: (Movement, Melee, Area, Mezzo)
Rise straight into the air then dive bomb the target location, releasing a powerful sonic shockwave on impact. Using other movement powers helps build the momentum needed for this maneuver.
Functionally similar to Squirrel Girl's Dive Bomb. High spirit cost and damage for a movement power.
X energy damage around the landing point.
1% increased damage per 1% increased movement speed.
- Knockdown for X seconds.
- Has a cooldown.
- Cooldown is reduced by X seconds when you use a movement power.
Cooldown reduction can be taken from Silver Surfer's Death From Below.
Supersonic Acceleration: (Movement, Melee, Area, Mezzo)
Enter a state of heightened focus, careening back and forth across the target area at supersonic speeds. For a time afterward your movement powers are enhanced.
Functionally similar to (team-up) Angel's Righteous Fury.
X energy damage (X hits).
Invulnerable during animation.
- Buff: X% faster execution time for movement powers.
- Buff: +X% movement speed.
- Buff lasts X seconds.
- Has cooldown.
Faster movement power execution might require new tech. If such tech is unfeasible then X% more damage with movement powers could work instead.
SONIC VORTEX: (Signature, Movement, Area, Mezzo)
Circle around the target point leaving trails of sonic energy that constrict inwards, taking enemies with them.
X energy damage twice per second to enemies around you for X seconds.
Each damage tick causes a vacuum effect.
- Invulnerable during animation.
- You can move while performing this attack.
- Shared cooldown with Sonic Devastation.
=ULTIMATE=
CACOPHONY: (Ultimate, Area)
Release a massive omnidirectional wave of sonic energy that ripples back and forth across a wide area. The abundance of energy makes it easier for you to use your powers and causes them to flare up at regular intervals.
X initial energy damage.
X energy damage twice per second for X seconds.
- X energy damage when you hit an enemy in the area of effect (0.5 sec cooldown).
- 100% spirit cost reduction while you are in the area of effect.