Abductor (Durable, pick-off, CC)

Single out an enemy to capture and kill instantly.

Playstyle - Tanky pickoff character with disabling utility. Can dive into the backline and soak damage while walking back to the portal, or snatch frontliners and use his tankiness to ignore retalation from other enemies.

Example play: Plant your portal in a safe spot, then curse a target hero to prevent them from running away. Charge to your target. If there are other enemies around, use 3 to slow them down and leech life while you walk your victim to the portal.

Abilities
  1. Active - Curse an enemy hero from far away. Deals damage over time and slows.
    • T1: +X dps/slow
    • T2: Increased duration
    • T3: Increased slow if facing away from Abductor.
  2. Active- After a wind-up, Abductor charges forward along the ground, knocking aside enemy units in his path. The longer the wind-up, the longer the charge.
    • T1: +X cooldown
    • T2: +X range
    • T3: Gain X% spirit/bullet resist per hero hit
  3. Active- Place a circle on the floor that persists for a duration. Enemies that walk into the circle take spirit damage and are briefly rooted. The circle re-casts its slow/damage effect at set intervals.
    • Low range. AoE covers one set of Guardian stairs.
      • Abductor AoE.png
    • T1: X% Spell lifesteal
    • T2: +0.Xs immobilize duration
    • T3: Circle slows enemies caught in its radius.
  4. Ultimate- Open a portal to hell at a fixed distance from Abductor. Recast to swallow a nearby enemy. Abductor is silenced and cannot dash while carrying his victim. If Abductor reaches the portal before the spell's duration ends, both players die instantly. Abductor's respawn is much shorter if killed this way. The portal has its own health and will end the spell early if destroyed.
    • Teammates cannot damage the enemy.
    • T1: +X m/s movespeed
    • T2: +Xs duration
      • Alternate T2 - +X% max HP as portal HP
    • T3: Portal explodes upon banishment, dealing X% of target's current health as spirit damage in an AoE.
Strengths
  • Ability to kill anyone regardless of health
  • Good CC toolkit
Weaknesses
  • Must pick their target carefully
  • Fair bit of setup to get right
  • Extra effort needed for flying units
Synergies
  • Juggernaut
  • Knockdown
  • Slowing Hex/Vortex Web
  • Arctic Blast
  • Fleetfoot
 
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I like the ultimate, though it might be a bit too much of a 'free kill' on solo opponents. Maybe abductor and the portal should be visible on the map while he's carrying, or maybe portal distance should inversely scale with number of nearby opponents (also since you're silenced and can't dash the portal needs to be in a reachable location, so no rooftops or such).
 
I like the ultimate, though it might be a bit too much of a 'free kill' on solo opponents. Maybe abductor and the portal should be visible on the map while he's carrying, or maybe portal distance should inversely scale with number of nearby opponents (also since you're silenced and can't dash the portal needs to be in a reachable location, so no rooftops or such).
Drawing the path between the hero and the portal (similar to how Drifter's Bloodscent looks) visible to both teams would be a pretty elegant solution.

I originally wanted the ultimate to start with the grab and the portal spawns in a random ground location, but thought it would be too random. Making it so the hero has to place the portal at a fixed distance solved that problem and opened up more gameplay;
  1. Place the portal near the enemy team for closer delivery at the risk of it getting destroyed early
    • T3 upgrade turns the ability into a ticking time bomb
  2. Place the portal in a safe spot but having to walk further and take more abuse before banishing
    • Adds another reason to buy health in the ultimate
I tried to give the character some fundamental weaknesses to offset the power of the spell.
  • Hard CC counters this ability so he would need to buy Debuff Remover or Unstoppable to mitigate it.
  • Mobility ability has a noticeable wind-up that scales with range and can be avoided by jumping onto high ground. For a faster approach he would need to buy an item like Phantom Strike or Warp Stone.
  • I forgot to write that the cooldown is very long (150-200s, 7/Dynamo ult territory) and the grab range is very short (Geist swap). I intentionally did not put a cooldown upgrade for it.
It would certainly feel like shit to get solo-ulted by this ability but I've tried to make it so when if happens the victim deserves it.

Pic unrelated
1761171696978.png
 
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