Virtue

== Introduction ==
Virtue is a glass cannon zoner that is capable of dealing devastating damage at a safe distance. Virtue is one of the 5 classes implemented in Black Magic 2 that mainly fights using specials, which change based on their elemental alignment.
Virtue's unique feature is not having light or heavy autocombos. Light autocombos are replaced by swapping between four elements, and heavy autocombos are replaced by activating that element, the selected element can be seen on Virtue's orb called "Elsprint." Certain specials can only be used if an element has been chosen and activated. Upon using one of those specials or upon taking damage, the element deactivates and must be activated again. Elements can be activated at any time, as long as the player isn't in the process of taking damage.
Virtue is classified as a "Zoner" by the game. Virtue's kit is mostly projectile based, mainly about poking and bursting your opponent with Virtue's zoning tools with insane damage. However, melee attacks are still really good despite this, although risky. Virtue is by most people, considered one of the strongest classes in the game, but heavily depends on user's technical skill.
=== Pros ===
* Great zoning tools
* Has breakout ability, which is useful for escaping combos
* 2 attacks for 4 specials
* Unmatched ranged attack damage.
* Objectively the best pressure game in the entirety of BM2.
=== Cons ===
* Low health (800/80% of Assailant's health)
* Below average combo potential (still possible and effective, but short and hard to pull off)
* More technical based then any class
* No autocombos
* High skillcap
== "Autocombos" ==
=== Light Autocombo ===
The Virtue can't autocombo so Light autocombo (Z) swaps element.
=== Heavy Autocombo ===
Activates currently chosen element.
== Specials ==
=== Special 1 ===
Cooldown: 15 Seconds
Lowers the cooldown of all abilities by 5 seconds. Virtue also temporary gains an entire heatbar that will disappear after roughly 4 seconds if not used. 
=== Special 2 ===
Cooldown: 4 Seconds
Applicable Elements: Water, Wind
Water: Virtue kicks, sending a wave of water forward, dealing 120 damage and applies a movement speed debuff. The mid-air variant allows you to send the attack downwards instead of forward.
Wind: Virtue kicks, sending a wave of air forward, dealing 90 damage and pushing the enemy back. This move has a decent AoE and the mid-air variant kicks the wind downward instead of forward. 
=== Special 3 ===
Cooldown: 11 Seconds
Applicable Elements: Water, Earth
Water: Counter attack. The next attack on you is blocked and you receive 175 health. If it was a melee attack, the attacker is also damaged for 70 and receives knockback.
Note: Will only counter attack for 1 second (when the exclamation mark is still present). 
Earth: Slam the ground 2 times, dealing 50 damage in the first slam and another 96 in the second to anyone in its radius.
Note: 2nd slam base damage is 110. 
=== Special 4 ===
Cooldown: 9 Seconds
Applicable Elements: Wind, Fire
Wind: Quickly deliver a jab, followed by a strong punch, dealing 50 and 100 damage respectively and sends your opponent flying away a large distance, also disorientates the opponent.
Fire: The air in front of Virtue explodes 3 times, dealing 96 damage and ignites them. The mid-air variant only explodes 2 times instead of 3, making it instead deal 66 damage. Ignition does an additional 20 damage.
Note: The second blast may sometimes not land, resulting in only 66 | 35 damage respectively only.
=== Special 5 ===
Cooldown: 14.5
Applicable Elements: Earth, Fire
Earth: Send a shockwave in a straight line, deals a whopping 350 damage to anyone in the vicinity. This does not work on stunned targets and has small hitbox, as well as a clear indicator that you're using it. However, guardbreak stuns are an exception to the "no stunned targets" rule.
Fire: Blast the ground, dealing 165 damage and igniting enemies. The fire also lingers for a short time, igniting enemies who stand in it. The mid-air variant allows you to stay on the air a little longer whilst performing said special. This shoots at an angle and jumping, then doing an mod1 dash to gain more height will increase its range substantially. Ignition does 20 damage.
Note: Post-Nerf, 165 damage may only be dealt when target is near the center. 
=== Special 6 ===
Cooldown: (unknown) (any element)
Send your orb straight forward a distance, then teleport to it. If the orb hits an enemy, virtue and the enemy swap places, and the enemy is stunned for half a second. 
== Ultimates ==
=== Ultimate 1 ===
Cooldown: 24.5 Second cooldown
Wind up a powerful fist to the guts and deliver it, followed by another punch to the face if the first hit connects, the opponent will then be encompassed by a flurry of stone fragments, which will then explode, dealing a total of 318 damage. After a successful attack, earth will be automatically selected and activated.
=== Ultimate 2 ===
Cooldown: 25 Seconds
Fires a narrow beam of water that has limited, but considerably long range. Anybody caught in the beam takes 70 damage every tick for 385 total. After the attack ends, wind is automatically selected and activated.
== Misc Moves ==
=== Breakout ===
(Requires 3 heat.) If Virtue is currently being attacked, using this move will temporarily stun an slide the attacker along the ground, and free virtue from the combo. 
=== Launcher ===
Virtue's orb (Elspirit) moves in front of virtue, creating a shockwave which sends anyone caught in the vicinity flying upwards. This move does not deal damage, but it can break enemy guards, slightly disorientates them.
=== Guardbreaker ===
(Requires 2 heat.) Virtue's orb (Elspirit) gets kicked like a football, which then flies a medium amount of distance and explodes, dealing 150 damage and stunning said enemy for .8 seconds. 
== Basic Combo ==
Before we begin to talk about this section, remember this technique. Virtue can always pre-select an element before switching to it, this will help you by a bunch if you're performing a combo. For example, you have water equipped, you select to wind but not change to it, and after you've used a water attack, press HAC to immediately change to Wind and continue your combo.
Another thing to take note of is that the following combos are purely for reference only and should not be taken as a checklist of moves to always do in combat. A Virtue can always perform any combo however they like as long as you are able to quickly think of the next move to use. However, keep in mind that you'll need some specials to use as a combo starter, Ideally Earth3/Fire5 as they have a good AoE.
Take note of Ult.Combo #3 as it reflects the fundamental way of how Virtue's skills can be effectively utilized.
6 Earth3 Fire4/5 Water 2 Wind2/4
Basic yet intimidating combo for virtue, still decent damage and ends with your opponent being at a distance from you. *Do 6 next to the enemy, not at the enemy
Fire5 Water2 Wind4 Sprint to your enemy Earth3
Slightly more complex but fairly easy to do. Note that Earth3 should be used when you have a good prediction of where will the enemy slide to. This combo is good for punishing Rushdowns.
Wind2/Water2 6 Earth3 Wind4 Earth5 (ALT Wind2/Water2 6 Earth5)
Your go-to combo when dealing with a passive zoner. Sp6 near the enemy or you can do the alternate version if you land sp6 on your enemy. Keep in mind to wait a bit after you've stunned your opponent before doing Earth5 or else it'll miss.
Wind2/Water2 Earth3 Wind4 Earth5
Rushdown repellent. Aim Earth5 well to avoid missing it and try not to take too long, else the opponent will wake up and void the damage using iframes.
Water2 Wind4 Earth5 | ALT | Water2 Wind4 1 Water2/Wind2
Close Range. Basic combo to maintain distance between you and the foe.
Ultimate Combo
Water2 Earth3 Fire4 1 Water2 SP7
A risky combo to land your Sp7. This chain should be considered a variable due to the nerfs to Virtue, so consider using specials that has at least some bit of hitstun to compensate for the small range and long windup time for your sp7.
Earth3 Water2 Q SP8 | ALT | Earth3 Fire5 Water2 Wind4 Q SP8
Quick way to land an sp8. Simple and effective, and chances are you can't miss.
Earth3 Fire4 Water2 6 Earth5 1 Earth3 Wind4 Q SP8
A stylish and intimidating combo. The entire combo does around 600 damage if everything successfully lands. Heavily demoralizes your enemy but the entire combo will leave most of your skills on cooldown and costs you 5 heatbar to pull off.
== Matchups ==
=== === Assailant === ===
Assailants can either be an easy target or a total nightmare for Virtue players. Due to their considerably larger sprint bar and the ability to rushdown opponents, not to mention Assailants have Equilibrium, which can be detrimental to Virtues, due to their already bad mobility. However, Virtues can effectively out-zone an Assailant due to their limited range and punish them for being overly aggressive, forcing Assailant players to be more cautious and methodical about fighting Virtues rather than a toe to toe fight.
=== === Avalon === ===
Avalon is considered to be average - good against Virtue players since they are able to play either as a zoner, or rushdown. Due to Avalon's ranged abilities, they can effectively zone or even out-zone Virtues, while at the same time able to rapidly close in distance and rushdown Virtues without much trouble. However, Virtues with just enough spatial awareness can effectively dodge Avalon's attacks and punish them hard for attempting to rushdown, while also making it hard for Avalon players to close in distance with Virtue.
=== === Kurai === ===
Kurai is considered a good class against Virtues due to their unmatched attack speed and mobility. Virtues can sometimes hardly keep up with Kurai players and is more or less unable to quickly adjust to a competent Kurai's playstyle. Virtues, on the other hand, can attempt to exploit Kurai's small sprint bar to their advantage and attempt to zone Kurai players by saving effective zoning tools like Earth3 or Fire5 in case a Kurai gets too close for comfort, or to bait out Kurai's Sp4 and punish them for being predictable, as Kurais usually are.
Do take note that Kurai's Sp4 can counter half of virtue's moves, so take extreme caution when you are aware that said Kurai has a habit to spam their counter attack and constantly tries to force you to make a move.
=== === Virtue === ===
Generally, mirror fights as Virtue will be somewhat fast due to the small health bar and large damage output. Ideally you'll have to constantly adjust to the other Virtue's play style and attempt to land some hits when the opportunity presents itself.
More often than not these fights can be very engaging due to the amount of reflex required to constantly match the opposing Virtue, but simply keep in mind that you should always play your cards right and attack only when necessary.
Also when trying too kill a virtue try too make sure you do some blocks too block projectiles and mix the zoning so they dont predict for you too zone
=== === Revenant === ===
This one is basically Assailant, but more tougher and also able to equip a large sword at will. Unless you know what you're doing, you're going to have a lot of trouble with this one because Revenant's Remnant has a very wide range. Especially with the fact that they can dash in at you and once close, will give you either SP2 slam or MOD1SP2 slash. While it may be enough that you have Breakout, it won't do much because the Revenant will still go at you. This one, in and out, is a literal nightmare. Because they can give you more damage. Especially with the sword, because it punishes harder than you. You have to take extra measures when you're up against this nightmare; especially if they really know what they're up against and what they're doing.
StarStreaker14925: Since they have a lack of range, projectiles are extremely effective, if they close the gap, use SP6 or use launcher to get them away. This match, if close up, will end with you dying. Don't let that happen, take advantage of your playstyle and
Category:Classes
Category:Purity
Category:Zoner