Rasmus
Cost
50,000
Aliases
The Captivating Playmaker
Likes
Cappuccinos, Staring at Charts, Classical Music
Release Date
April 27, 2023
Rasmus is a flashy mid-range skirmisher who can pull enemies (and the Core) towards himself.
Abilities
Strike MELEE Melee
A type of hit that scales with the striker's size. Strikes, dashes and most short-ranged abilities are considered MELEE hits
Knock the Core in a direction with a LIGHT MELEE hit. Cooldown 0.9s Core Knockback 1230 + 125% Player Knockback 150 + 75% Damage 75 + 37% Range 250 (diameter) Ability Details
Evade When not fully charged, spend Energy to briefly become ELUSIVE, avoiding all incoming damage and knockbacks. Casting an ability ends this effect early. Gains additional effects if cast with 100% Energy. Cooldown 3s Ability Details Requires and uses 25 Energy (1 bar). Elusive duration: 1.5s. Using any ability cancels the effect early. Automatically uses Energy Burst instead when used with 75 Energy (3 bars).
Energy Burst Spend all of your Energy to EVADE and unleash an additional burst of power. This knocks back and stuns enemies momentarily, briefly grants you exclusive control of the Core, and dramatically increases the power of your next hit against it. Cooldown 3s Player Knockback 200 + 100% Damage 200 + 100% Ability Details Requires and uses 75 Energy (3 bars). Elusive duration: 1.5s. Using any ability cancels the effect early. Hitting the Core while it is under your exclusive control increases the Core Knockback of the hit by 50%, as well as the Knockback cap. Grants energy on a hit, which is given after the 75 is spent to use the ability. Size does not increase radius. Only affected by Power and generic damage %.
Pendulum Swing MELEE Melee
A type of hit that scales with the striker's size. Strikes, dashes and most short-ranged abilities are considered MELEE hits
IMPACT Impact
A type of hit that is capable of affecting 2 or more targets simultaneously. Commonly referred to as "area of effect" or AOE
Slam your chain sickle from overhead, in a direction. Enemies hit near max range are hit much harder. Cooldown 9s Core Knockback 1350 + 185% Player Knockback 165 + 92.5% Damage 165 + 92.5% Hit type Normal Ability Details
Pendulum Swing MELEE Melee
A type of hit that scales with the striker's size. Strikes, dashes and most short-ranged abilities are considered MELEE hits
IMPACT Impact
A type of hit that is capable of affecting 2 or more targets simultaneously. Commonly referred to as "area of effect" or AOE
Slam your chain sickle from overhead, in a direction. Enemies hit near max range are hit much harder. Cooldown 9s Core Knockback 1350 + 185% Player Knockback 165 + 92.5% Damage 165 + 92.5% Hit type Normal Ability Details Prioritized over close-range hitbox.
Pendulum Swing MELEE Melee
A type of hit that scales with the striker's size. Strikes, dashes and most short-ranged abilities are considered MELEE hits
IMPACT Impact
A type of hit that is capable of affecting 2 or more targets simultaneously. Commonly referred to as "area of effect" or AOE
Slam your chain sickle from overhead, in a direction. Enemies hit near max range are hit much harder. Cooldown 9s Core Knockback 1046.25 + 143.375% Player Knockback 90.75 + 50.875% Damage 90.75 + 50.875% Hit type Light Ability Details 55% of Max Range hit (77.5% to Core).
Whiplash BUFF Buff
a positive effect a Striker can grant themselves or an ally. Buffs usually have a duration
HASTE Haste
a type of MOVEMENT ABILITY that increases a Striker's Speed stat. Hastes usually have a duration
MELEE Melee
A type of hit that scales with the striker's size. Strikes, dashes and most short-ranged abilities are considered MELEE hits
IMPACT Impact
A type of hit that is capable of affecting 2 or more targets simultaneously. Commonly referred to as "area of effect" or AOE
Gain 35% Speed for 2.5s. Within the next 2.5s, recast to deal a LIGHT hit to surrounding enemies. Cooldown 16s Core Knockback 1300 + 160% Player Knockback 120 + 80% Damage 120 + 80% Hit type Light Ability Details There is a 0.5s lockout before you can recast.Recasting does not end the haste effect early. Cooldown begins when first cast.
Death Touch PROJECTILE Projectile
a type of Striker ability that launches a ranged object into the game world
CREATION Creation
a player-generated object that persists in the game world for a limited time
Launch your chain's anchor, pulling the first enemy hit toward you. After an initial travel time the weapon expands and slows down dramatically, becoming much stronger. Cooldown 22s Core Knockback 1395 + 400% Player Knockback 400 + 200% Damage 230 + 115% Hit type Normal Ability Details Begins in a weaker Traveling state, before transitioning to a more powerful Creation state. Targets are pulled towards Rasmus' location at the moment of contact with the anchor (i.e. not the location the ability was cast from).
Death Touch PROJECTILE Projectile
a type of Striker ability that launches a ranged object into the game world
Launch your chain's anchor, pulling the first enemy hit toward you. After an initial travel time the weapon expands and slows down dramatically, becoming much stronger. Cooldown 22s Core Knockback 976.5 + 280% Player Knockback 280 + 140% Damage 161 + 80.5% Hit type Normal Ability Details 70% of Spinning Creation’s hit (70% to Core). Transforms to CREATION mode after a set distance of ~550 range, or TRANSITORY mode if applicable. Projectile to Creation chage time ratio 0.95. Damage isn't affected by Creation tags.
Death Touch PROJECTILE Projectile
a type of Striker ability that launches a ranged object into the game world
Launch your chain's anchor, pulling the first enemy hit toward you. After an initial travel time the weapon expands and slows down dramatically, becoming much stronger. Cooldown 22s Core Knockback 976.5 + 280% Player Knockback 280 + 140% Damage 161 + 80.5% Hit type Normal Ability Details A unique mode that activates only when Rasmus has projectile distance increases.Takes place between the Projectile and Creation mode, and covers distance equal to the extra afforded by distance increases before transforming into the Creation mode. Otherwise functions identically to the traveling projectile. Damage isn't affected by Creation tags.
Death Touch PROJECTILE Projectile
a type of Striker ability that launches a ranged object into the game world
CREATION Creation
a player-generated object that persists in the game world for a limited time
Launch your chain's anchor, pulling the first enemy hit toward you. After an initial travel time the weapon expands and slows down dramatically, becoming much stronger. Cooldown 22s Core Knockback 1395 + 400% Player Knockback 400 + 200% Damage 230 + 115% Hit type Normal Ability Details Decelerates near the end of it’s range (but still maintains a very slow speed). Deceleration per second 4.75. The Creation lasts for 2s.Projectile distance can affect it’s duration, seemingly equivalent to ~0.25x the distance %.
Awakenings
Rasmus has the ability to take every awakening currently in the game.
Stats
Level
1
2
3
4
5
6
7
8
9
10
Stagger
1300
1336
1372
1408
1444
1480
1516
1552
1588
1625
Power
100
100
100
100
100
100
100
100
100
100
Speed
450
450
450
450
450
450
450
450
450
450
Cooldown
0
0
0
0
0
0
0
0
0
0
Lore
Rasmus is an exceptional striker. His flashy plays never fail to captivate the audience, or his opponents. Rasmus outwits the competition by moving the core--and players-- in stunning ways. If anyone is planning one step ahead, it's Rasmus .
Rasmus was born into high society. His mother runs Ahten city's biggest tech corporation, a group that develops a wide range of devices that utilize Omega energy. Her company changed the fabric of society by creating high-end technology fueled by Omega, including the Core itself. Although Rasmus was born privileged, he was a frail and sickly child. More than anything, he enjoyed watching his peers play Corestrike, and desired to join them on the field. His mother was concerned that Rasmus' weak stature would be overwhelmed by the aggressive nature of the game, and she strictly forbid him from playing it.
Even so, Rasmus would sneak out to try and play. But he found the other children weren't interested in playing with him. They knew who his mother was and feared the consequences of injuring him on the field, so they would simply let him win. This frustrated Rasmus to no end. He wanted to be challenged, tested, and treated like the other children. A mission was etched into Rasmus' mind from these experiences--he would find a means of overcoming his weaknesses, and those of any other unable to partake in the simple joys of play.
Years later, Rasmus had finished his schooling and was being groomed to become the heir of his mother's corporation. He was placed as the head of the research and development department and given unlimited range of experiment. Rasmus utilized the teams and technology at his disposal to experiment with using Omega to strengthen the human body. He began by testing on himself and found the resulting astonishing-with repeated exposure to highly concentrated Omega, Rasmus could feel his frailty fade away. Excited, Rasmus' team of researchers voiced concern, hoping to take a more measured approach that considered the side effects of such powerful Omega exposure. Unphased, Rasmus ordered them to continue testing, regardless of the cost.
He believes these experiments are only the beginning-Omega has so much potential. To test his new ability and to find new, powerful subjects to further his research, Rasmus bought his way into Pro League. Players and fans look at him with a sense of unease, unsure of his true motives and shocked by the sudden change to his physical capabilities. But Rasmus doesn't mind the suspicion-if he can mange to convince, or deceive, players into undergoing experimentation, he may yet find a level of power previously unknown to humankind.
Gallery
Skins
Magician Rasmus
1300
Concept Art
Quotes
See: Rasmus/Quotes
Trivia
See: Rasmus/Trivia
Patch History
2025-05-15
Pendulum Swing [PRIMARY]
Damage / Knockback :: 185 → 165
Whiplash [SECONDARY]
Damage / Knockback :: 160 → 120
Death Touch [SPECIAL]
Projectile to Creation change time ratio :: .085 → 0.95
Deceleration per second :: 4.5 → 4.75
(This means it will become a creation a little bit later after being thrown compared to before)
2025-04-17
Base Stats
Stagger Scaling :: 375 → 325
2025-03-06
2024-10-07
Pendulum Swing [PRIMARY]
Cooldown :: 8→ 9
Damage & Knockback :: 190 (95% Power) → 185 (+92.5% Power)
Sourspot Player Knockback: 104.5 + 52.25% -> 101.75 + 50.875%
Core Knockback :: 1360 (190% Power) → 1350 (+185% Power)
Sourspot Core Knockback: 1054 + 147.25% -> 1046.25 + 143.375%
2024-08-29
Whiplash [SECONDARY]
Damage and Knockback :: 150 (+70%) → 160 (+80%)
Core Knockback :: 1280 (+150%) → 1300 (+160%)
2024-07-24
Omega Strikers - April 12th Update - Season 3! - Update Notes
2024-02-14
WHIPLASH [SECONDARY]
PvP Damage & Knockback :: 140 (+70% Power) → 150 (+75% Power)
Core Knockback :: 1260(+140% Power) → 1280 (+150% Power)
DEATH TOUCH [SPECIAL]
PvP Damage :: 200 (+100% Power) → 230(+115% Power)
Core Knockback :: 1350(+400% Power) → 1395 (+400% Power)
PvP Knockback unchanged
2023-11-16
2023-08-24
Base Stagger :: 1125 → 1200
2023-07-06
Whiplash [SECONDARY]
Pendulum Swing [PRIMARY]
2023-06-13
Death Touch [SPECIAL]
Cooldown :: 20s → 18s
[NEW] Now considered a CREATION after it enters its empowered state
2023-05-30
Pendulum Swing [PRIMARY]
Sweetspot PvP Damage and Knockback :: 180 (+90% Power) → 190 (+95% Power)
Non-Sweetspot (45% Reduced) :: 99 (+49.5% Power) → 104.5 (+52.25% Power)
Sweetspot Core Knockback :: 1340 (+180% Power) → 1360 (+190% Power)
Non-Sweetspot (22.5% Reduced) :: 1038.5 (+139.5% Power) → 1054 (+147.25% Power)
2023-05-16
Pendulum Swing [PRIMARY]
[BUGFIX] The head of his chain sickle (circular area) now scales with increased size
2023-05-02
Whiplash [SECONDARY]
Duration increased from 2s → 2.25s
2023-04-27