Hale's strength

hale's strength is an JGN-exclusive item in item asylum. It lets the user perform strong attacks and inflict critical hits using their fists.
== Functionality ==
Acquiring hale's strength changes the user's idle and walking animations. 
When used, the user punches with their left arm, dealing 55 damage and applying ragdoll and knockback to those who come in contact with the punch. Missing a punch will hitstun the user momentarily. The punch has a 1 second cooldown before using it again.
hale's strength has 4 abilities. One ability can be gained overtime, one ability being activated with the [E] keybind, and two abilities being activated with the [R] keybind.
=== Critical Hit ===
When first spawning in with hale's strength, the Critical Hit ability will immediately be on cooldown. When ready, the user's left arm will glow red. This will override the normal punch and will deal 110 damage and also applying ragdoll and knockback to whoever comes in contact with Critical Hit. Victims killed by Critical Hit will be bloodily dismembered. Critical Hit goes on a 30 second cooldown if it misses, and the cooldown is halved if it successfully hits.
=== Charge [E] ===
The user makes a brief windup and is immobilized along with their right arm turning blue before lunging forward and dealing 55 damage and applying ragdoll and knockback to enemies that get caught during the charge. This attack can affect multiple groups of players/dummies. The more time the [E] keybind is held, the faster movement the user charges forward. Charge has an 8 second cooldown after use.
=== Leap | Slam [R] ===
Upon pressing the [R] keybind, the user quickly leaps high up from the ground, leaving a trail behind them before falling back to the ground normally. If midair, pressing the [R] keybind again will allow the user to fall faster before slamming into the ground, causing knockback, ragdoll and dealing 75 damage to players nearby. Slam can be used at different height points as long as the user is midair after activating Leap. Slam cannot be used if on cooldown while Leap is active. 
Leap has a 7 second cooldown, and Slam has a 12 second cooldown after they are used. 
==Tips==
* hale's strength hits hard; the punches are able to finish off a base health player within 2 hits. The Critical Hit is generally a death sentence for those who are victims of it, as well.
** hale's strength increases your movement speed in tandem with the amount of health the player has lost relative to your maximum health. This synergises well with the punches that hale's strength grants, helping the player close the distance between them and their opponent.
* If heavily damaged, use your mobility options such as Leap and Charge to escape aggressive melee users. Ranged weapons can still shoot you, however, so make user of evasive and unpredictable movement to prevent being further damaged.
* Leap can be paired with Charge to cross large distances to reach pesky opponents who frequently run away. Additionally, your Slam ability is a great crowd control tool, so utilise it when the opportunity arises.
* Whilst using the ability Leap, beware that your hurtbox increases in size.
* If the extra speed granted by hale's strength does not allow you to catch up to your opponents, make use of Charge to catch up. Be aware that it does freeze you in place if you decide to hold it, opening you up to immense damage if you do not make haste.
* It's possible that the user can be phased out of the floor while using Slam, so exercise caution while doing so.
==Gallery==
Haleidle.gif|hale's strength idle animation.
File:Hale walking.gif|hale's strength walking animation.
File:Hale jump.gif|hale's strength jumping animation.
File:Halestrengthcrit.PNG|hale's strength with an active Critical Hit.
File:Saxton Punch.gif|Punching with hale's strength.
File:Hale strength crit.gif|Ditto, but with Critical Hit.
File:Halestrengthcharge.PNG|hale's strength charging.
File:Halestrengthcritcharge.PNG|Ditto, but with a Critical Hit active.
File:Hale Charge.gif|hale's strength upon charging into enemies.
File:Hale Jump.gif|Leap in effect.
File:Hale Slam.gif|Leap, then Slam in effect.
File:Hale's punch hitbox.png|Hale's strength punch hitbox.
File:Hale's min charge.png|Hale's strength maximum charge's hitbox.
File:Hale's max charge.png|Hale's strength minimum charge's hitbox.
File:Max and minimum wow!!!.png|Comparaison between hale's minimum and maximum charge's hitbox.
File:Capture d’écran 2024-07-23 à 02.30.53.png|Hale's strength slam's hitbox.
== Trivia ==
* The item is based off Team Fortress 2, more specifically, Saxton Hale's moveset when playing as Saxton Hale himself in VSH (Versus Saxton Hale).
* This item and sugarcoat shared SFX during Version 1.5.5.
== Changes ==
* v1.7.0
** Missing punches now hitstuns the user.
** Increased Critical Hit's knockback.
** Critical Hit now bloodily dismembers victims on kill.
* v1.6.0
** Critical Hit is now used on miss.
** Critical Hit's cooldown is now halved if it hits.
* v1.5.6
** Reverted v1.5.5 changes.
* v1.5.5
** Critical Hit's cooldown bar changed to "death".
** Played the "damn!" sound effect upon a successful hit with a normal punch or Charge to players.
** Landing a Critical Hit applies sugarcoat's special SFX during that update.
* v1.5.0
** Charge now increases in speed the longer it is held.
** Critical Hit is no longer used on miss.
* v1.4.0 [🎃]
** Added hale's strength.
Category:JGN Items
Category:Inflicts ragdoll
Category:Inflicts knockback
Category:Inflicts hitstun
Category:Based on media
Category:Gamemode-Exclusive Items
Category:Items with abilities
Category:Items
Category:Items that alter the user's appearance