DEMONHUNTER

"Wanna know the name?"
==/// SUMMARY==
The is a level-locked, badge-exclusive, combo-based ranged superweapon bought from the shop. Demonhunter consists of having dual pistols, a shotgun, and a sniper, a style system, freshness meter, Demon Trigger, and the free-will option to play Bury the Light upon boss preparation. Players who have earned SWEATY COMBO DEMONHUNTING REHEARSAL will have access to this weapon anywhere outside of DEMONHUNTERS MUST DIE (DMD) & HYPERSTYLE GLORY (HSG/HG). It is available on Wave 29 with a Level 125 requirement for 60,000 Cash.
==/// MECHANICS==
Demonhunter provides a number of mechanics that either benefit or punish the user depending on each scenario.
===// STYLE SYSTEM===
Depending on how stylishly you play, your style rank increases. Demonhunter will reward the player with many benefits the higher their style rank is. Different levels of style ranks are as follows: 
STYLE RANKS	STYLE RANKS	STYLE RANKS
Image 	Description	Special Effects
 	First rank, obtained after starting an combo.
STATS:
*Base statistics
*Devil Trigger form will last shortest
*Maximum Style Multi = x1	Takes into effect even while not styling
 	Second rank, obtained after Destructive.
STATS:
*Increased Contribution
*Increased Damage
*Lowered Moveset Cooldown
*Demon Charge ability duration increased
*Ricoshot effect enhanced
*Maximum Style Multi = x1
*Increased Critical Chance
*Maximized Stamina Regen
*Increased Devil Trigger duration
*Increased Unique Moveset Requirement	No effects
 	Third rank, obtained after Chaotic.
STATS:
*Increased Contribution
*Increased Damage
*Lowered Moveset Cooldown
*Demon Charge ability duration increased
*Ricoshot effect enhanced
*Maximum Style Multi = x1
*Increased Critical Chance
*Maximized Stamina Regen
*Increased Devil Trigger duration
*Increased Unique Moveset Requirement	No effects
 	Fourth rank, obtained after Brutal.
STATS:
*Increased Contribution
*Increased Damage
*Lowered Moveset Cooldown
*Demon Charge ability duration increased
*Ricoshot effect enhanced
*Maximum Style Multi = x1
*Increased Critical Chance
*Maximized Stamina Regen
*Increased Devil Trigger duration
*Increased Unique Moveset Requirement	No effects
 	Fifth rank, obtained after Anarchic. Effects are amplified further.
STATS:
*Increased Contribution
*Increased Damage
*Lowered Moveset Cooldown
*Demon Charge ability duration increased
*Ricoshot effect enhanced
*Maximum Style Multi = x2
*Increased Critical Chance
*Maximized Stamina Regen
*Increased Devil Trigger duration
*Increased Unique Moveset Requirement	Increases Max Style Multi to x2
 	Sixth rank, obtained after Supreme.
STATS:
*Increased Contribution
*Increased Damage
*Lowered Moveset Cooldown
*Demon Charge ability duration increased
*Ricoshot effect enhanced
*Maximum Style Multi = x2
*Increased Critical Chance
*Maximized Stamina Regen
*Increased Devil Trigger duration
*Increased Unique Moveset Requirement	No effects
 	Seventh rank, obtained after Sadistic. Enables the ability to activate SDT [Sin Devil Trigger].
STATS:
*Increased Contribution
*Increased Damage
*Lowered Moveset Cooldown
*Demon Charge ability duration increased
*Ricoshot effect enhanced
*Maximum Style Multi = x2
*Increased Critical Chance
*Increased Devil Trigger duration
*Increased Stamina Regen
*Ability to enter Sin Devil Trigger
*Increased Unique Moveset Requirement	Grants the ability to enter Sin Devil Trigger
 	Eight rank, obtained after Stylestorm. Enables the ability to activate SDT [Sin Devil Trigger].
STATS:
*Maximized Contribution
*Maximized Damage
*Minimized Moveset Cooldown
*Maximized Demon Charge ability duration
*Maximized Ricoshot effect
*Maximum Style Multi = x2
*Maximized Critical Chance
*Maximized Devil Trigger duration
*Maximized Stamina Regen
*Halved Sin Devil Trigger charge time
*Maximized Unique Moveset Requirement	The final rank of Demonhunter under normal conditions
Faster ability to enter Sin Devil Trigger
Has the ability to perform a UCS (UltraCoreShot) which enables the explosion to occur directly on the enemy
This rank is replaced by EXODUS during Sin Devil Trigger
 	Ninth rank, obtained by reaching Demonhunter during Sin Devil Trigger.
STATS:
*Maximized Contribution
*Maximized Damage
*Minimized Moveset Cooldown
*Maximized Demon Charge ability duration
*Maximized Ricoshot effect
*Maximum Style Multi = x2
*Maximized Critical Chance
*Maximized Devil Trigger duration
*Maximized Unique Moveset Requirement	Shares the same quirks as Demonhunter, but EXODUS' main changes derive from Sin Devil Trigger, which is mistaken as EXODUS provides no difference than Demonhunter
*Damage Boost - (Destructive Rank: +0% | DemonHunter Rank: +25%)
*Moveset Recharge Time Boost - (Destructive Rank: +0% | DemonHunter Rank: +25%)
*Critical Chance - (Destructive Rank: +0% | DemonHunter Rank: +100%)
*Contribution - (Destructive Rank: +10% | DemonHunter Rank: +100%)
*Stamina Regen - (Destructive Rank: +0% | DemonHunter Rank: +33%)
*Unique Moveset Requirement - (Destructive Rank: 3 Movesets | DemonHunter+ Rank: 5 Movesets)
*Freshness Multiplier - (Destructive+ Rank: x1 | Supreme+ Rank: x2)
*Upon reaching a rank, there will be a grace period where Style Rank will not drain until a given amount of time has passed.
**Grace Period - (D Rank: 1.00s | DemonHunter Rank: 0.33s)
===// RESOURCES===
====/ STAMINA====
Stamina is a passively regenerating resource that is required to perform certain moves such as Air Trick, Trick Down, Dash, Afterimage, Rainstorm, and Airhike. Stamina's regeneration speed are affected by the following factors:
* Being airborne reduces stamina regeneration speed, being on the ground increases regeneration speed
* Devil Trigger increases regeneration speed
* Stylish Rank increases regeneration speed
=== / FRESHNESS===
Freshness is a critical role that determines how well the user diversifies their movesets. Freshness will affect the user's style and resource gain for Demon Trigger; as the user performs movesets, Freshness will fluctuate based on movesets used. Freshness multipliers by default will have a limit of x1; if the user reaches S rank or above, the limit is increased to x1.5.
In order to restore Freshness during a combo, the user must perform a moveset that is unique and separate from their recent attack pattern. Different movesets have differing amounts of stale harshness. At D Rank, only approximately three unique movesets are required while at DH/EX Rank, the requirement is approximately five. Additionally, airborne and grounded attacks will count as different movesets when contributing to Freshness. The different levels of Freshness the user can have are as follows:
#STYLISH (x1 - x1.5)
#NOMINAL (x0.5 - x1)
#RUSTY (x0 - x0.5)
#DULL (x0)
===// MULTIPLIERS===
*Spirit: x5
*Boss, MiniBoss, : x1.1
*Armored, Structure: x1.05
*Insert Tool Noob: x0.25
*Crazy Robloxian, Extremis: x0.33
*Giant Armored Noob, Aerial Nightmare: x0.5
*N.D.B.D. Captain: x0.67
==/// MOVESETS==
The Demonhunter is equipped with a variety of movesets which players can use to stylishly rend apart enemies. Each weapon Demonhunter provides have unique moves, which can be used in conjunction with one another in order to achieve unique style bonuses. 
PASSIVE 	PASSIVE
ABILITY & VISUAL 	STATS & STRATEGY
JUMP COOLDOWN BYPASS	
The user can continuously jump without a cooldown while holding the weapon. The weapon must be equipped in order for this to work.
LOCK ON 	
The user can lock on to enemies: pressing the [SHIFT] + [F] keys at the same time will automatically target the closest enemy. Pressing [F] once will target the enemy closer to the cursor. The enemy has to be in sight for Lock On to work.
ABILITIES 	ABILITIES
NAME & VISUAL 	STATS & STRATEGY
DEMON CHARGE 	While using Demonhunter, the user can use Demon Charge to enhance their weapons with better accuracy, firerate and more.
Demon Charge is available with any resource and rank, with the only requirement being that the user has to be above 50% health for the ability to be available. This requirement is bypassed in DEMONHUNTERS MUST DIE but this requirement is prominent in other modes.
To Demon Charge, the user has to hold the [C] key. In doing so, the Demon Charge bar will fill up to its maximum capacity after some time. When the bar is at max and [C] is released, the user will be in a Demon Charged state, gradually draining and eventually emptying the Demon Charge bar. Once the bar is empty, the user can Demon Charge once more. Demon Charge's properties such as charge time and cooldown are improved throughout ranks and by other abilities.
STATS:
*Increased Fire Rate, Reload Time and Accuracy for weapons
*Ability to Lifesteal by Damage%
*Ability to reload weapons airborne
*Improves Core Eject
*All guns attack sounds will be changed and bullet tracers will be changed to red color (visual)
STRATEGY:
*Use this ability as often and as most you can, consider using powerful stylish combos especially during this state, Rainstorm heavily benefits from this due to accuracy increase, Shotgun becomes very powerful but more taxxing for style.
*The amount of lifesteal that can be accumulated is purely dependent on damage dealt. If on low health, consider using movesets that can inflict heavy damage, such as using the Shotgun or the Ultrashot moveset.
DEVIL TRIGGER 	Demon Trigger is a special ability that boosts the user's stats significantly during its duration.
Demon Trigger is a special utility that can only be activated when the Demon Trigger Bar has at least 3 charges.
Charges can be gained via hitting enemies and receiving damage. Gaining Demon Trigger via dealing damage is not reliant on how much damage is dealt and receiving Demon Trigger via taking damage depends on how much damage is taken, however while Demon Trigger is active this is disabled and upon taking a certain amount of damage the user will instead lose some of their Demon Trigger bar.
Demon Trigger will drain passively meanwhile and the speed of the drain is dependant on the user's Style Rank. Upon pressing [Z], the user will enter Demon Trigger form. This form grants the user the following:
STATS:
*The user will turn into the forcefield material and be recolored to red and black (Purely visual)
*Passive Health Regeneration (D: 20s | DH: 5s) (Time to regenerate to full)
*Death prevention (Lethal damage will be negated and set you at 1 hp. During this state you are vulnerable until you regenerate, falling out of the void or resetting will still kill you)
*Ability to reload weapons airborne
*Bypass Style Rank reduction from damage taken, instead losing 2.5% of Demon Trigger for each instance
*Allows you to use Demon Charge without the health requirement
*Faster stamina regeneration, stamina is now unaffected by being airborne
*Increases Damage Resistance
*Reduces style point gain by 20%
*Increases damage dealt by 10% (may be wrong due to damage spread)
*Increased firerate by 20%
*Cooldowns and reloads reduced by 67%
STRATEGY:
*Using Demon Trigger often is not very recommended, try to reserve it for when you need it, but it is still useful due to it's boosts
*Demon Trigger can prevent enemies from lowering your rank from taking too much damage, in turn costing you some of your Demon Trigger. It is a worthy trade to lose some Demon Trigger to keep your Style Rank.
SIN DEMON TRIGGER	Sin Demon Trigger is an alternative variant of Demon Trigger that requires a full Demon Trigger bar along with a SSS / DH Rank to activate.
Upon holding [Z], the Demon Trigger bar will start glowing orange. Upon charging for 2 seconds in SSS+ rank (1 second in DH rank), the user will enter Sin Demon Trigger form. 
If the user unequips Demonhunter during this form, the total Demon Trigger bar will be cut by 100%-50%
based off of rank, with higher ranks providing less Demon Trigger loss.This form is near identical to normal Demon Trigger form with a few exceptions:
STATS:
*DEMONHUNTER Rank replaced with EXODUS Rank (Purely visual)
*The user will receive wings and horns and special package (Purely visual)
*Increased Fire Rate, reduced Cooldowns and Charge times by 50%
*Heavily reduces Demon Charge Cooldown, increased length and decreased Charge Time
*Damage decreased by 33%
*Provides passive Style Multiplier increasing meter
*Inability to cancel Demon Trigger via pressing [Z]
*Devil Trigger drain increased based off of rank (D: 30% | EX: 0%)
STRATEGY:
*Sin Demon Trigger is very situational and primarily recommended for more expert-level players that can utilize the cooldown advantages to a maximum.
*Charging Sin Devil Trigger may leave the player open to having their rank lowered along with fully draining their Demon Trigger Bar, leaving them vulnerable, it is unwise to constantly use it without proper awareness.
MOBILITY 	MOBILITY
NAME & VISUAL	STATS & STRATEGY
AFTERIMAGE 	The user can teleport towards where their cursor is aimed at, unable to teleport vertically, consuming 10% stamina.
Requires Ebony & Ivory (dual pistols) to be equipped
AIRHIKE 	The user may perform a mid-air jump, consuming 10% stamina.
The user can do this once midair, and landing on the ground will reset this.
Performing this move during Rainstorm will not cancel out Rainstorm, meaning that the user can increase their airtime while performing it.
DASH 	The user does a short-ranged dash, providing invulnerability for a short duration, consuming 10% stamina. 
During this the user may not perform any movesets, having to wait for Afterimage to finish.
Requires Ebony & Ivory (dual pistols) to be equipped and is performed by pressing [SHIFT] while the weapon is equipped.
If the user is in Devil Trigger the dash distance will be increased.
This moveset does not appear in the GUI.
AIR TRICK 	If the user is locked on, the user can teleport right towards their enemy, consuming 10% stamina.If the user isn't locked on, the user will teleport towards the Statue.Requires Sniper to be equipped and is performed by pressing [CTRL] while the weapon is equipped.
TRICKDOWN 	The user teleports to the ground beneath them, consuming 10% stamina.Requires Shotgun to be equipped and is performed by pressing [CTRL] while the weapon is equipped.
WEAPONS 	WEAPONS
NAME & VISUAL 	STATS & STRATEGY
EBONY AND IVORY	
Ebony and Ivory are a pair of dual magnum guns that allow the user to shoot at a high rate. This weapon has unlimited ammo and can be fired automatically.
Unlike the other weapons, Ebony and Ivory can be fired for an unlimited amount of time and automatically by holding the Left Mouse Button [LMB], but they deal significantly less damage compared to the other weapons and have poor long-range performance.
Ebony and Ivory have a significantly lower style multiplier drain compared to the other weapons, taking only a small portion of the style multiplier and providing noticeable amounts of style even while used stale.
MOVESETS:
*RAINSTORM
*AFTERIMAGE
*DASH
STRATEGY:
*Ebony and Ivory is generally go to option for gaining tons of style via moveset or slowing down on style usage if the user is performing movesets that use alot of style because of low style usage, however, Rainstorm can lower style multiplier significantly.
*Ebony and Ivory don't deal alot of damage nor provide significant amount of Devil Trigger, it is recommended to not rely on it's basic fire during a stylish combo
SHOTGUN 	Shotgun is a weapon that fires bullets in a random set of patterns. It has an ammunition of two and is manually fired when the Left Mouse Button (LMB) is pressed, having a fast fire rate.
Shotgun can deal insane amounts of damage, but reaching its full potential requires all of the fired bullets to hit their target which may be difficult due to the spread.Shotgun has great synergy with Demon Charge with its ability to boost accuracy. This works for the Shotgun aswell, minimizing its spread to pinpoint accuracy.
However, Shotgun firing multiple bullets at a time reduces the style multiplier greatly, making it a risky weapon to use.
MOVESETS:
*PUMP BOOST
*CORE EJECT
*TRICK DOWN
STRATEGY:
*If you're confident with your style, this weapon can take out beefy enemies with it's damage and fast firerate combined with Demon Charge
*It is possible to take advantage of its terrible accuracy. Using it far away is very effective, but hitting enemies is a feat that can provide style multiplier with the unique moveset mechanic.
SNIPER 	Sniper is a weapon that fires a single heavily damaging bullet with an ammunition of 5, it fires manually when the Left Mouse Button (LMB) is pressed but has the slowest fire rate of all.
Sniper is the only weapon without damage spread, and deals the most amount of damage out of any weapon, especially in movesets.
Even though it's a sniper, it has a tendency to miss in long-range encounters.
Sniper has varying firerates depending on whether the user is grounded or aerial, with grounded having a slower firerate and aerial having a faster firerate.
MOVESETS:
*RICOSHOT
*ULTRASHOT
*AIRTRICK
STRATEGY:
*Sniper is a very basic weapon, having big damage but slow firerate. It may look like it's good for style, but it's actually more focused on power with its abilities.
*Sniper has a synergy with Shotgun; using Shotgun's Core Eject moveset makes it possible for Sniper to shoot the core in the air, exploding it.
MOVESETS 	MOVESETS
NAME & VISUAL 	STATS & STRATEGY
RAINSTORM [R] 	The user flings themselves upwards and while midair will continuously shoot at enemies below automatically. Enemies that are above the user will not be hit. This move has infinite range as long as there is direct line-of-sight to the enemy and they're below the user. After some time the user will start falling down.
Using Airhike during Rainstorm will bounce the user upwards and not cancel the rainstorm, however, switching to a different weapon or dashing will result in cancelling the move.
Rainstorm has gravity reduction when used. The quality of this reduction increases as the user progresses through ranks, with DH/EX Rank giving the best gravity reduction.
Rainstorm's cooldown improves if it's cancelled before descent by a margin of 20 studs.
This move requires 20% stamina to be used.
Ebony and Ivory exclusive moveset
STRATEGY:
*Rainstorm can provide massive amounts of style, and is best used with Demon Charge.
*If there is an enemy above you, try to utilize the Sniper's Afterimage to catch up to them.
RAINSTORM (DOWNWARD)	While performing Rainstorm, the user will start falling down. During this time the benefit of having infinite range is removed, however, if there are enemies directly below the user, they will get targetted by Downward Rainstorm which will deal x2 more damage than usual.
Hitting an enemy with the Downward Rainstorm will count as unique moveset from regular Rainstorm.
Costs no stamina.
The range of the Downward Rainstorm is based on height.
Ebony and Ivory exclusive moveset
STRATEGY:
*Downward Rainstorm is an incredible tool for dealing tons of DPS, as it generally lasts longer than Rainstorm. Consider using this as your main tool for dealing with enemies due to its x2 damage multiplier. Make no mistake however, since it hits enemies a lot the style will be reduced heavily even if it counts as unique moveset.
*If one wants to utilize the Downward Rainstorm's range, try to go up as far as you can via Pump Boost or using Rainstorm multiple times in the air.
PUMP BOOST [SHIFT] 	The user propels themselves into the air, dealing x2 damage to enemies below.
This moveset provides base style when used, which is unique from the other movesets as they have to deal damage to provide style.
Shotgun exclusive moveset
Uses x1 Shotgun ammo
STRATEGY:
*There's generally no specific reason to use this, as usually it doesn't deal a lot of damage. Regardless, it provides style and still counts as an unique moveset when used.
CORE EJECT [R+LMB] 	The user fires an impact grenade that explodes upon being shot or making collision with an enemy or terrain.
Has 2 unique style point bonuses, one being +EXPLODED and one being +MULTI-KILL. 
Can be shot at by the Sniper or other weapons (unlikely). Shooting the core will cause an explosion at its location, and if it's shot by Ultrashot, the explosion and damage will be much more devastating. At DH/EX rank, shooting the core with a Ricoshot or Ultrashot will cause the explosion created to be moved directly to the enemy instead of being where the core was.
Anyone can shoot and explode the core.
Shotgun exclusive moveset
This moveset uses no ammo
STRATEGY:
*This moveset is hard to use, but very rewarding if properly applied.
*Try to use Ricoshot if single fire Sniper shots are being inaccurate.
RICOSHOT [SHIFT] 	Fires a ricocheting bullet that pierces and bounces between enemies.
 There is a limit to how many times it can ricoshot, with the base value being 3 and at DH/EX Rank being 5.
 Sniper exclusive move
 Uses x2 Sniper ammo
STRATEGY:
*Try not to spam Ricoshot a lot as it uses tons of style multiplier. It is seldom worth the damage with the style drawback.
*Can be synergized perfectly with Core Eject.
ULTRASHOT [R] 	Fires a devastating beam that deals insane damage with a splash range, at the cost of using all ammo and putting the weapon on a lengthy cooldown.
 The cooldown of the weapon when Ultrashot is performed depends on the user's Style Rank.
 Can be synergized with Core Eject to unleash a catastrophic Area of Effect (AoE) attack.
 Sniper exclusive moveset
 Uses x5 Sniper ammo
STRATEGY:
*Amazing for dealing with bosses, but it may be unethical to use due to its outrageous cooldown.
*Be careful with this attack; try to reserve it for extremely situational scenarios. Utilize its Core Eject synergy against groups of enemies, and use it normally when dealing with heavy targets.
*It is recommended to utilize Demon Trigger before using this move for its provided cooldown reduction.
==/// STYLE INDEX==
Name 	Style Points	Description
KILL 	50 	Kill an enemy using any of the DEMONHUNTER weapons.
EXPLODED 	50 	Kill an enemy with an explosion.
PUMP BOOST 	15 - 0 	[ Style Point gain is dependent on Freshness ]Perform a Pump Boost with the Shotgun, launching the player in the air.
MULTIKILL x(y) 	50 	[ Style Point gain is dependent on Freshness ]After killing an enemy, any subsequent kills performed in a short timeframe will award the MULTIKILL bonus. When enemies are killed during the timeframe, the duration in which the bonus is granted becomes increased.
OHKO 	140 - 125 	[ Style Point gain is dependent on Freshness ]Kill an enemy by dealing damage that is greater than or equal to their max health. The enemy must be at full HP and must be dead within one hit.
CORE EJECT MUTUALISM (SENDER / RECIEVER)	100 	Shoot another player/enemie's Core Eject, and vice versa.
==/// TRIVIA== 
# Demonhunter is inspired by both ULTRAKILL and the Devil May Cry series. (Demon Trigger, Style System, and Rainstorm are reminiscent of Devil May Cry while Freshness, Core Eject, Ultrashot, and Ricoshot are reminiscent of ULTRAKILL)
#Demonhunter is the more definitive and latest iteration of Heaven and Hell, a weapon that debuted in Defend the Statue: Eras of Conflict.
#Demonhunter was made three days before the release of v0.6.0, after which followed more additions to it (Demon Trigger, Exodus Demon Trigger, Airtrick, Trickdown) alongside balance changes.
#Demonhunter is the first Shop Weapon to be used by a boss and the first Superweapon to be added into Defend the Statue: NP Edition.
#Though Sin Devil Trigger is referred to as is, it has no official name (?) and is at times referred to as Exodus Devil Trigger or abbreviated to SDT and EDT.
#While using the Distinguished Honor Mod, the Demon Trigger duration will be cut by a huge margin, making it barely last 5 seconds even in DH rank.
#While using the Ultradefender mod, gravity reduction provided from Rainstorm will be negated by 50%.
#Ricoshot does not require that it hits a target in order to chain, although it is highly impractical with the existance of lock on.
#Formerly using perks would decrease damage by 20%, reduce attack speed by 10% for each perk equipped and negate all perk buffs. Perks have now been removed.
==/// GALLERY==
File:Pumpgunnew.png|The GUI that appears when the Shotgun is equipped.
File:Snipernew.png|The GUI that appears when the Sniper is equipped.
File:Dualgunsnew.png|The GUI that appears when the Dual Guns are equipped.
File:OhShitIForgotAboutDemonHunter.png|Player with DEMONHUNTER equipped.
File:DemonTrigger.png|Player in a demon trigger form.
File:EXODUS.png|Player in Sin Demon Trigger form.
==/// HISTORY==
Date Format: mm/dd/yy
v0.8.0	
Category:Inventory
Category:Exclusive
Category:Ranged