2 Heroes For the Price of 4 (Still Free)

twistedgears22

New member
So... I made more lil guys, because it's fun, and there's some remote chance Valve will see potential in something among the mess. Previous guys, if that's not too gauche. Pretend I didn't mention it if it is.

Lich
“Gonna have your.. wait, this game doesn’t use mana.”
Baseball player turned skeletal necromancer
Hates Babe Ruth, probably​

550 starting health. One sprint speed. Three stamina.
Low rate of fire, low ammo, middle bullet velocity. Throws phantom baseballs?

1. Batting Practice
Your skeletal body violently disassembles and reassembles. Deal damage in an AOE around your body, briefly becoming invulnerable other than your head. Can be used during Boneyard Baseball or Pinch Runner.
  • T1 - Counts as a light melee
  • T2 - Larger AOE
  • T3 - Triggers without consuming cooldown when exiting Pinch Runner
2. Boneyard Baseball
Hurl your head in an arc, dealing damage and stunning on impact. Probably slowish projectile with a small hit radius. Body is quickly dragged behind, reconnecting shortly after impact. You cannot take actions other than triggering Batting Practice, Field of Nightmares, and looking around until your body reconnects.
  • T1 - Body gains 40% resistances while disconnected
  • T2 - Reduces cooldown
  • T3 - Body stuns targets along the way to reconnecting
3. Field of Nightmares
Charge ability. Builds up as enemies die around you, gain extra buildup on hero deaths. Consume all charges on ability use. Summon a baseball diamond of skeletal hands in front of you (so not quite a cone, size scales off charges expended). Enemies that attempt to exit are damaged and snared (which scales off charges expended). Can be used during Boneyard Baseball or Pinch Runner.
  • T1 - Allies that touch a corner (base) gain a small, stackable movement speed buff
  • T2 - Enemies inside cannot jump (or dodge??)
  • T3 - If an ally touches all 4 bases (in order?), damage all enemies within. If done during Pinch Runner, counts as 2 allies
4. Pinch Runner
Plant your phylactery on an allied Hero, rendering you invulnerable to damage. Grants you and your host health regen. (Drapes your model over your host like a cape, simply to make it easy to identify.)
  • T1 - Grants you and your host increased stamina recovery
  • T2 - Grants host 15% resistances
  • T3 - Health regen now scales off spirit

Baseball is a team sport and this fella is a team player. Functions as a powerful +1 for ganks, but doesn't bring a lot of power on his own. Yeah he has two forms of CC but one is conditional and the other is a projectile skillshot. Wanted to see something akin to Lifestealer's Infest, and thought it would be hilarious to have it be a spirit possessing someone with the body flopping around. But Magician is already animating a mannequin (I assume they'll keep that, cuz it's great) so I opted for a skeleton instead. Plus picture a skull with eye black on, that's funny.

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Teevee
Patron-like entity with a passion for Earth cartoons
Favorite item is Knockdown​

500 starting health. No sprint speed. Three stamina.
Very low rate of fire, low ammo, low bullet velocity. I want to say he throws pies

1. Hammer
Charge up to slam a comically oversized mallet in front of you, dealing scaled spirit damage. Knocks airborne targets into the ground. I have to resist the urge to make it count as a melee attack because I keep doing that but I think it’s fun.
  • T1 - …Fuck it, it’s a light melee attack now
  • T2 - Fully charged slams flatten units in front of you, stunning and immobilizing them
  • T3 - Adds a back swing, executing a half-charged Hammer behind you
2. Balloon
Charge ability. Rapidly expand, knocking back nearby units, and maintaining the form for 2 seconds. Can consume a second charge while inflated to exhale, rocketing backwards- no knockback, just more mobility.
  • T1 - +1 Charge
  • T2 - Gain 30% Resistances while inflated
  • T3 - Increases knockback and exhale distances, gives some control while rocketing
3. Rubberhose
Passive ability. Increases jump height and increases speed from walljumps.
  • T1 - Gain 15% Weapon Resistance and a further 10% Melee Resistance
  • T2 - Being in the air grants 30% weapon damage
  • T3 - Becomes active ability. Imbues nearby allies with passive Rubberhose for 5 seconds
4. Vacation
Select a nearby Hero (including Teevee) to send on a brief vacation (read:banish) by placing them into a television. The television can be affected by abilities such as Balloon or Bebop’s Hook, and has... some amount of health. The hero cannot take damage while on vacation. At the end of the duration, the television explodes and returns the Hero to New York. (it’s basically just OD’s Astral Imprisonment but displaceable, though I do worry it’s too similar to Viscous’ Cube, especially with Balloon being sort of a stationary Goo Ball)
  • T1 - Provides a 20% heal bonus to allies, 20% antiheal to enemies
  • T2 - Increases the television’s health / Resistances
  • T3 - Enemies on Vacation cannot collect souls
What eventually formed after wanting to make a walljump Hero the way Viper is a sliding Hero. Incredibly annoying initiator/support character, as all his abilities can also affect his allies. Hammer is the only ability that actually does damage, and his weapon sucks, to offset the fact he has 3 forms of CC.
 
Counts as a light melee
If I understand, they both have a damage ability that scales off weapon and spirit damage. So far only Calico has that from what I know, and she's in hero labs. No statement on power, just an observation on it's rarity, although that may be fine regardless.
4. Pinch Runner
Can he use his normal spells like this? Seems like the 2 and 3 would still be viable despite being in an altered state.
3. Rubberhose
I like this one, and I'm certain we'll see something like this in the future. Although, it could certainly have more power at base. Maybe wall-jumps from ceilings or having more angle control? Just throwing it out there.
 
If I understand, they both have a damage ability that scales off weapon and spirit damage. So far only Calico has that from what I know, and she's in hero labs. No statement on power, just an observation on it's rarity, although that may be fine regardless.
Ah, I see what you mean. I hadn't considered the relevant parts of Bebop and Viscous' kits only apply the melee damage. I was only thinking as far as "Melee Lifesteal and Spirit Snatch are cool," and like the idea of AOE abilities that can apply them to multiple enemies within one cooldown.
Can he use his normal spells like this? Seems like the 2 and 3 would still be viable despite being in an altered state.
1 and 3, yeah. I had figured 2 would be disabled because you're meant to be locked "inside" your host ally, and the ability involves moving you. I should have been more specific in ending the 4 places you next to your ally. Also, being able to use the 2 would make it kind of start to overlap with Pocket's Briefcase/Trenchcoat thing.
I like this one, and I'm certain we'll see something like this in the future. Although, it could certainly have more power at base. Maybe wall-jumps from ceilings or having more angle control? Just throwing it out there.
Yeah I might have undercooked it simply because players with much better movement tech than I could probably do crazy stuff with it, especially because it's always on (and transmissible at max). Plus I was afraid of making another Viper situation, but I suppose the differences in effects and application of sliding vs walljumping make that an unnecessary concern.
 
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