I feel like many legends, currently, are primarily combat weapons and don't necessarily protect clan members in a large clash. To add variety and maintain balance, here is my idea for the Staff of Levitation without going into specific point, recharge, or damage values. Description: Found from the depths of a dark, ancient power only resurfaced after the death of the civilization's exiled conquerer, this artifact harnesses the abilities to strip beings of their earth-bounding comfort and forces them to drift off towards the vast empty void... Abilities: The Staff of Levitation could be a unique weapon upon the legends because it would do minimal base damage (as much as an iron sword) but could do a large amount of damage over time. Its power is similar to that of a shulker in that it raises a player to a certain height above the ground and once its effect wears off, the player drops to the ground and takes fall damage. A player would activate it by right-clicking and waiting for the ability to take effect (similar to the "Target Laser" for the Guardian kit in SSM). In addition, it causes a silencing effect that temporarily disables abilities for the player. For example, if an assassin was affected by the Staff they would not be able to flash or recall until the effect wears off. Usage: This can be used in a variety of scenarios. One possible usage of this weapon would be for the wielder to protect clanmates who are under attack by opponents. Using the staff, players using slower kits could escape faster kits (e.g. a knight could escape from an assassin chase) and recover or regroup with the clan. Another possible scenario is in terms of scaling bases. Although assassins can easily flash or blink onto bases, it is more difficult for players using a knight or mage class. Using the staff, the wielder can easily allow clanmates to rise upwards. The staff could also be used in combat for a legend user to single out certain players if swarmed by a clan. My favorite possible usage of this weapon would be to counter moat-jumpers. If a moat-jumper was about to jump into a moat after fleeing from a fight, the staff wielder could levitate that player upwards and make the moat-jumper face damage from the opponents who chased them. Balancing: I don't think this weapon would drastically tip the scales in terms of legend pvp. In a 1 v 1 scenario with ranged kits (such as assassin or ranger), it would be difficult for the legend to counter because it does not deal much damage in general (like the scepter). In a 1 v 1 scenario with kits such as mage (specifically void, ice prison), the legend would easily be lost. In a 1 v 1 scenario with kits like brute or knight, the legend would easily be able to counter because they are slower and the legend user could easily retreat. During a group fight, this legend is at its best because it would allow clans to single out players temporarily in an OPEN SPACE and focus on the players not affected by the legend. One thing I would like to note is that the staff cannot be used on the player wielding it. If they fall into a moat they may be able to get other players out (at a certain height) but not themself. Now, if two players both had a full legend set except one was lacking the Staff of Levitation, I do not believe the Staff would give an advantage to the other player in a 1 v 1. Like a silencing arrow, the wind blade would not be affected nor the alligator tooth. They can still easily escape the Staff's effect and with a wind blade, they wouldn't take fall damage. Conclusion: For further emphasis, I would like to highlight that I see this potential legend as a weapon that can really benefit in clan vs. clan duels but not specifically in 1 v 1 duels. It has its advantages against certain kits but not against all. On an end note, I think it would be fun to make players float around during a battle. Any thoughts? Opinions? Suggestions? Comment below!