【Hero Concept】Sword Immortal (A Chinese-themed juggernaut)

grenadier

New member
Moves,Melee,Longsword

Backstory

In the East, there exists an ancient order of stargazers, wielding a secret celestial art passed down through generations.

They can commune with the stars themselves to draw divine power, using it for divination—and for combat.

Ming is one of these stargazers. When an aberration occurred in New York, he was guided here by a shooting star in the sky. Upon sensing the unusual danger lurking in this place, he believed it was a trial prepared for him by the stars—and thus threw himself into it wholeheartedly.

Hero Role

Ming is a unique hero—his default attack, light attack, and heavy attack are all melee-based. He can combine these three types of attacks into combos to empower his fourth attack. If no subsequent attack command is input within 3 seconds, the pre-input attack command will be canceled.
Deadlock New Hero "Ming" Attack Combo Rule (English Translation)

Note: Ensure the context remains fluent after modification.

Three consecutive default attacks = Thrust Strike (Attack range doubled, can pass through one enemy).
Deadlock New Hero "Ming" Light Attack Combo (English Translation)

Three consecutive light attacks = Skillful Strike (Can attack the target while 100% dodging the target's next attack).
Deadlock New Hero "Ming" Heavy Attack Combo (English Translation)

Three consecutive heavy attacks = Area Strike (Deals a powerful blow to all enemies within a 60° range in front).
Deadlock New Hero "Ming" Mixed Attack Combo (English Translation)

Two default attacks + one light attack = Ranged Strike (No damage decay; attack range: default attack range + 15 meters).
Deadlock New Hero "Ming" Throw Attack Combo (English Translation)

Two default attacks + one heavy attack = Throw Strike (Forces a reload after attacking and slows down enemies).
Deadlock New Hero "Ming" Control Block Combo (English Translation)

Two light attacks + one default attack = Control Block (Resists one crowd control skill).
Two light attacks + one heavy attack = Combo Strike (The fourth attack will deal double damage).
Two heavy attacks + one default attack = Charged Heavy Strike (Deals 200% of the heavy attack's damage).
Two heavy attacks + one light attack = Armor Piercing Strike (Reduces the target's bullet armor by 50%).
Default Attack + Light Attack + Heavy Attack = Fearless Strike (This attack cannot be resisted by the "F" ability).
All the attack types mentioned above: unless stated otherwise, the 4th attack damage is always based on default attack damage.

Ability 1: Sword Glider

Ming rides his weapon at high speed, able to ascend and descend to avoid obstacles.

He cannot attack while gliding.

If damaged during flight, he will fall from the air and the ability goes on cooldown.

T1: Reduces ability cooldown by 10s

T2: Increases flight speed by 20%

T3: This ability only gets interrupted when taking damage exceeding 150.

Ability 2: Blade Storm


Weapon illusions spin around Ming.

Any enemies approaching him will take damage, dealing 100 damage per second for 6 seconds.

All of Ming’s attacks can fully apply during this ability.


During the ability, debuffs affect Ming normally, but cannot interrupt the skill.

T1: Increases continuous damage by 50 per second.

T2: Grants 20 health regeneration per second for the duration.

T3: Stamina regenerates at 300% during the ability.

Ability 3: Flying Longswords


A weapon phantom spawns around Ming every 3 seconds, up to a maximum of 4 charges.

Ming’s basic attacks are melee by default.

While charges are available, consuming 1 charge converts his attack to ranged.

These ranged attacks deal bonus Primordial Spirit damage based on current Primordial Spirit value on hit.


When this ability is activated actively, Ming releases all weapon phantoms at the target at once.

T1: +1 charge

T2: Charge time reduced by 1s

T3: Phantoms explode when hitting enemy heroes. For each enemy hero hit, Ming’s Attack Speed increases by 10%.

Ultimate: Arsenal Vault (Omnislash)


Arsenal Vault.jpg
After a brief channel, Ming unleashes the ability.

16 swords form a large circular array that lasts for 3 seconds.

During this time, Ming is untargetable.


He dashes toward the swords on the edge of the circle,

dealing both weapon damage and Primordial Spirit damage to enemies along his path.


Dash paths are marked with visual effects; enemies can dodge by repositioning.

T1: Gain 40% Attack Speed for the duration.

T2: Enemies hit by the dash path lose 1 Stamina and are slowed by 15% (effect stacks infinitely).

T3: Increase the number of swords on the circle edge, and increase radius by 30%.
 
Moves,Melee,Longsword

Backstory

In the East, there exists an ancient order of stargazers, wielding a secret celestial art passed down through generations.

They can commune with the stars themselves to draw divine power, using it for divination—and for combat.

Ming is one of these stargazers. When an aberration occurred in New York, he was guided here by a shooting star in the sky. Upon sensing the unusual danger lurking in this place, he believed it was a trial prepared for him by the stars—and thus threw himself into it wholeheartedly.

Hero Role

Ming is a unique hero—his default attack, light attack, and heavy attack are all melee-based. He can combine these three types of attacks into combos to empower his fourth attack. If no subsequent attack command is input within 3 seconds, the pre-input attack command will be canceled.
Deadlock New Hero "Ming" Attack Combo Rule (English Translation)

Note: Ensure the context remains fluent after modification.

Three consecutive default attacks = Thrust Strike (Attack range doubled, can pass through one enemy).
Deadlock New Hero "Ming" Light Attack Combo (English Translation)

Three consecutive light attacks = Skillful Strike (Can attack the target while 100% dodging the target's next attack).
Deadlock New Hero "Ming" Heavy Attack Combo (English Translation)

Three consecutive heavy attacks = Area Strike (Deals a powerful blow to all enemies within a 60° range in front).
Deadlock New Hero "Ming" Mixed Attack Combo (English Translation)

Two default attacks + one light attack = Ranged Strike (No damage decay; attack range: default attack range + 15 meters).
Deadlock New Hero "Ming" Throw Attack Combo (English Translation)

Two default attacks + one heavy attack = Throw Strike (Forces a reload after attacking and slows down enemies).
Deadlock New Hero "Ming" Control Block Combo (English Translation)

Two light attacks + one default attack = Control Block (Resists one crowd control skill).
Two light attacks + one heavy attack = Combo Strike (The fourth attack will deal double damage).
Two heavy attacks + one default attack = Charged Heavy Strike (Deals 200% of the heavy attack's damage).
Two heavy attacks + one light attack = Armor Piercing Strike (Reduces the target's bullet armor by 50%).
Default Attack + Light Attack + Heavy Attack = Fearless Strike (This attack cannot be resisted by the "F" ability).
All the attack types mentioned above: unless stated otherwise, the 4th attack damage is always based on default attack damage.

Ability 1: Sword Glider

Ming rides his weapon at high speed, able to ascend and descend to avoid obstacles.

He cannot attack while gliding.

If damaged during flight, he will fall from the air and the ability goes on cooldown.

T1: Reduces ability cooldown by 10s

T2: Increases flight speed by 20%

T3: This ability only gets interrupted when taking damage exceeding 150.

Ability 2: Blade Storm


Weapon illusions spin around Ming.

Any enemies approaching him will take damage, dealing 100 damage per second for 6 seconds.

All of Ming’s attacks can fully apply during this ability.


During the ability, debuffs affect Ming normally, but cannot interrupt the skill.

T1: Increases continuous damage by 50 per second.

T2: Grants 20 health regeneration per second for the duration.

T3: Stamina regenerates at 300% during the ability.

Ability 3: Flying Longswords


A weapon phantom spawns around Ming every 3 seconds, up to a maximum of 4 charges.

Ming’s basic attacks are melee by default.

While charges are available, consuming 1 charge converts his attack to ranged.

These ranged attacks deal bonus Primordial Spirit damage based on current Primordial Spirit value on hit.


When this ability is activated actively, Ming releases all weapon phantoms at the target at once.

T1: +1 charge

T2: Charge time reduced by 1s

T3: Phantoms explode when hitting enemy heroes. For each enemy hero hit, Ming’s Attack Speed increases by 10%.

Ultimate: Arsenal Vault (Omnislash)


View attachment 84721
After a brief channel, Ming unleashes the ability.

16 swords form a large circular array that lasts for 3 seconds.

During this time, Ming is untargetable.


He dashes toward the swords on the edge of the circle,

dealing both weapon damage and Primordial Spirit damage to enemies along his path.


Dash paths are marked with visual effects; enemies can dodge by repositioning.

T1: Gain 40% Attack Speed for the duration.

T2: Enemies hit by the dash path lose 1 Stamina and are slowed by 15% (effect stacks infinitely).

T3: Increase the number of swords on the circle edge, and increase radius by 30%.
The attack combo rule is actually cool. While some description are lost in translation but I still understand the gist of it. Having different outcomes depending on the melee input is very Invoker-esque inspired which I dig.

1st ability is alright for a melee hero. Gives them mobility to close the gap between enemies since you need to be close range to attack.

2nd ability is actually well-thought for a Deadlock version of Juggernaut's Blade Spin. You can still be kited by getting stunned, slowed, immobilized, or simply running away. The tier3 upgrade is such a great way to gap close by having dashes in shorter time. My only gripe is the dps might be too much value for being non-ultimate ability. I could see this having higher cooldown to compensate or just reduce the dmg.

I assume the third ability is a passive that can be activated like Billy's third abilty as well based on the description. The idea is good for a full-on melee-oriented hero. It gives the hero a range option in a shooter moba.

Ultimate is just a rule of cool. I like it because it reminds me of Vergil's Judgement Cut. Should be added immediately 🤣.

Overall, I like the concept that I could see it getting added but my concern is that Deadlock is a shooter moba and this hero only have the 3rd ability to be considered a shooter hero. I don't know how the Devs will make this hero work if the concept of being pure melee hero is added but if not then I hope the ultimate and Blade Spin gets added instead.
 
The attack combo rule is actually cool. While some description are lost in translation but I still understand the gist of it. Having different outcomes depending on the melee input is very Invoker-esque inspired which I dig.

1st ability is alright for a melee hero. Gives them mobility to close the gap between enemies since you need to be close range to attack.

2nd ability is actually well-thought for a Deadlock version of Juggernaut's Blade Spin. You can still be kited by getting stunned, slowed, immobilized, or simply running away. The tier3 upgrade is such a great way to gap close by having dashes in shorter time. My only gripe is the dps might be too much value for being non-ultimate ability. I could see this having higher cooldown to compensate or just reduce the dmg.

I assume the third ability is a passive that can be activated like Billy's third abilty as well based on the description. The idea is good for a full-on melee-oriented hero. It gives the hero a range option in a shooter moba.

Ultimate is just a rule of cool. I like it because it reminds me of Vergil's Judgement Cut. Should be added immediately 🤣.

Overall, I like the concept that I could see it getting added but my concern is that Deadlock is a shooter moba and this hero only have the 3rd ability to be considered a shooter hero. I don't know how the Devs will make this hero work if the concept of being pure melee hero is added but if not then I hope the ultimate and Blade Spin gets added instead.
I'm glad someone likes this idea. You're right—compared to other characters, Ming's design is indeed a bit rebellious, but that's exactly what I want. After all, the game is still in the testing phase. We can still come up with a good idea and then try to get the designers to implement it. If we wait until the game is officially released, many interesting ideas might get cut off due to balance issues or various other reasons, which would be a real shame.
 
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