pressnifty
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HERO SUMMARY
Airheart is a mobile flyer hero who can tank damage while dishing out heavy spirit damage and using a rocket launcher for her gun.

Airheart is a rabid inventor who is constantly seeking a thrill, and eventually she got sick of having to call in to the hospital to help with her broken bones and wounds so she cybernetically enhanced her body, replacing her heart with a plane propeller. She uses her boosters on her waist and feet along with her main propeller in her chest to enable her to zoom around the map and feed her adrenaline junky needs.
I'm not sure of her reasons for joining the ritual. I think either her wanting to just straight up become a full cyborg who can never die and fly forever could be cool, or maybe she relents her new cyborg form and wants the patrons to give her back her human body but make her immortal/super durable. If you have ideas, let me know!
GUN
DPS: 80
BULLET DAMAGE: 55 (+0.9 boon scaling)
EXPLOSION DAMAGE (2.5m): 25 (+0.7 boon scaling)
BULLETS PER SECOND: 1
AMMO: 10
RELOAD TIME: 3.1s
BULLET VELOCITY: 120m/s
FALLOFF RANGE: 20m - 70m
LIGHT MELEE: 50
HEAVY MELEE: 116
Airheart can manually control a rocket by holding left click, following your cursor. Your primary can also let you rocket jump with good timing, giving you extra jump height that synergises with your hover and increased jump height at the cost of damaging yourself.
Airheart has the largest fall off range. This is justified by her slow bullet velocity making them easy to dodge and facilitates letting her spam rockets from a distance.
VITALITY
HEALTH: 800
HEALTH REGEN: 1.5
MOVE SPEED: 6.4m/s
SPRINT SPEED: 1.6m/s
DASH SPEED: 0.7s
STAMINA: 3
STAMINA COOLDOWN: 4.5s
Similar stats to Abrams but with slightly more health.
PULSAR TORPEDO

This is Airheart's safe spirit damage and survivability tool.
This ability deals a percent of your damage taken in the last 3 seconds as bonus damage. If you took 200 damage in the last 3 seconds, you'll deal an extra 40 damage. If you took 1000 damage in the last 3 seconds, you'll deal 200 extra damage. This means that this ability becomes stronger with your vitality investment allowing you to tank more damage without dying to dish it back, healing for a percent of the damage dealt that scales with your spirit investment.
KAMIKAZE

Kamikaze enables movement identical to Grey Talon's Ult but with a higher minimum speed. This means youre harder to slow down and control while letting you travel faster. You can also continue to shoot your gun and use abilities in this state. This means you can zoom around your enemies with your rockets and benefit from the increased velocity making them easier to land.
The explosion damage and stacks gained procs individually for each hit enemy, so it is encouraged to hit as many enemies as possible with this ability, throwing yourself into the fray. This can leave Airheart pretty vulnerable, and so you must build survival items or fly into weakened targets. This ability will also be your main source of firework stacks for most of the game, encouraging you to hit the most amount of enemies possible also giving you more stacks than hitting 1 target.
The T3 enables Airheart to continue fighting and increase her survivability after landing to support a tanky all-in playstyle.
ROCKET POWER

The active enables you to be more mobile and dodge several abilities in the game. Rocket Power and Kamikaze are both disabled by movement ability silencing items/abilities, meaning that item counters her effectively.
This ability synergises with your natural hover and to give you better angles to aim your Rockets (primary fire) and their AOE explosion.
This ability can also be used to help you engage onto enemies and disorientate them, using it to zip into and around enemies during fights (similar to lash and his grapple) while gaining stacks for your ult. The knockback further displace enemies for your team to follow up on while your enemies look at and focus you.
The passive enables you to hover and gives your jumps extra height. This enhances Airheart's overall game feel as a floaty flyer type of hero in lane/early on in fights when she's poking from a distance or brawling you 1v1 after using her mobility tools.
FIREWORKS

Fireworks is empowered by procing your other abilities. You could either hold onto your stacks more often, using your ult less in a game but having greater damage OR you could use your ult more but with less power - overall encouraging player choice. The insane Spirit Damage of fireworks is evened out by the very telegraphed 10s countdown audible around airheart (similar to infernus's ult SFX or talon's bird SFX while it flies) .The reduced range also balances the ult meaning you'll rarely kill more than 1 or 2 enemies with it and forces enemies to panic and scatter to not be within the explosion radius.
The ability deals self-damage and is fairly likely to kill Airheart as she will take a fair amount of damage flying into the enemy. This type of gameplay is encouraged by the reduced respawn time if it does kill. With this and kamakaze letting you fly back to lane quicker then zip makes early game deaths as Airheart less painful than other heroes. This is coupled by her on death explosion damage, that encourages you to all-in and encourage you to commit and get close range when you die.
If the ult does not kill you, you begin to regen for a percentage of your damage dealt. This can result in you healing to nearly full, but this heal takes a long duration, meaning enemies might be able to just kill you in this state while you heal.
The damage dealt is similar to Geist swap, Mirage Beetles or Billy Blasted melees and cannot be resisted or reduced for both Airheart and enemies hit. This makes the ability very useful late game when enemies have built resists or against heroes like Victor or Abrams who like to build resists. This is balanced by Airheart also being unable to mitigate this damage. Being a tank hero who flies into the fray, the resists you may build to facilitate this become useless.
The damage can still be dodged by use of Counter Spell, Ethereal Shift or Barriers.
BUILD IDEAS
GUN

SPIRIT

VITALITY BULK

CLOSING THOUGHTS
Very happy with this hero, though I feel there's a lot going on with them compared to other heroes in the game. I also worry the heals of Airheart's 1 and 4 might be too strong and make her too tanky but it's hard to tell, so any and all feedback and critique is encouraged. Thank you for reading <3
Airheart is a mobile flyer hero who can tank damage while dishing out heavy spirit damage and using a rocket launcher for her gun.

Airheart is a rabid inventor who is constantly seeking a thrill, and eventually she got sick of having to call in to the hospital to help with her broken bones and wounds so she cybernetically enhanced her body, replacing her heart with a plane propeller. She uses her boosters on her waist and feet along with her main propeller in her chest to enable her to zoom around the map and feed her adrenaline junky needs.
I'm not sure of her reasons for joining the ritual. I think either her wanting to just straight up become a full cyborg who can never die and fly forever could be cool, or maybe she relents her new cyborg form and wants the patrons to give her back her human body but make her immortal/super durable. If you have ideas, let me know!
GUN
DPS: 80
BULLET DAMAGE: 55 (+0.9 boon scaling)
EXPLOSION DAMAGE (2.5m): 25 (+0.7 boon scaling)
BULLETS PER SECOND: 1
AMMO: 10
RELOAD TIME: 3.1s
BULLET VELOCITY: 120m/s
FALLOFF RANGE: 20m - 70m
LIGHT MELEE: 50
HEAVY MELEE: 116
Airheart can manually control a rocket by holding left click, following your cursor. Your primary can also let you rocket jump with good timing, giving you extra jump height that synergises with your hover and increased jump height at the cost of damaging yourself.
Airheart has the largest fall off range. This is justified by her slow bullet velocity making them easy to dodge and facilitates letting her spam rockets from a distance.
VITALITY
HEALTH: 800
HEALTH REGEN: 1.5
MOVE SPEED: 6.4m/s
SPRINT SPEED: 1.6m/s
DASH SPEED: 0.7s
STAMINA: 3
STAMINA COOLDOWN: 4.5s
Similar stats to Abrams but with slightly more health.
PULSAR TORPEDO

This is Airheart's safe spirit damage and survivability tool.
This ability deals a percent of your damage taken in the last 3 seconds as bonus damage. If you took 200 damage in the last 3 seconds, you'll deal an extra 40 damage. If you took 1000 damage in the last 3 seconds, you'll deal 200 extra damage. This means that this ability becomes stronger with your vitality investment allowing you to tank more damage without dying to dish it back, healing for a percent of the damage dealt that scales with your spirit investment.
KAMIKAZE

Kamikaze enables movement identical to Grey Talon's Ult but with a higher minimum speed. This means youre harder to slow down and control while letting you travel faster. You can also continue to shoot your gun and use abilities in this state. This means you can zoom around your enemies with your rockets and benefit from the increased velocity making them easier to land.
The explosion damage and stacks gained procs individually for each hit enemy, so it is encouraged to hit as many enemies as possible with this ability, throwing yourself into the fray. This can leave Airheart pretty vulnerable, and so you must build survival items or fly into weakened targets. This ability will also be your main source of firework stacks for most of the game, encouraging you to hit the most amount of enemies possible also giving you more stacks than hitting 1 target.
The T3 enables Airheart to continue fighting and increase her survivability after landing to support a tanky all-in playstyle.
ROCKET POWER

The active enables you to be more mobile and dodge several abilities in the game. Rocket Power and Kamikaze are both disabled by movement ability silencing items/abilities, meaning that item counters her effectively.
This ability synergises with your natural hover and to give you better angles to aim your Rockets (primary fire) and their AOE explosion.
This ability can also be used to help you engage onto enemies and disorientate them, using it to zip into and around enemies during fights (similar to lash and his grapple) while gaining stacks for your ult. The knockback further displace enemies for your team to follow up on while your enemies look at and focus you.
The passive enables you to hover and gives your jumps extra height. This enhances Airheart's overall game feel as a floaty flyer type of hero in lane/early on in fights when she's poking from a distance or brawling you 1v1 after using her mobility tools.
FIREWORKS

Fireworks is empowered by procing your other abilities. You could either hold onto your stacks more often, using your ult less in a game but having greater damage OR you could use your ult more but with less power - overall encouraging player choice. The insane Spirit Damage of fireworks is evened out by the very telegraphed 10s countdown audible around airheart (similar to infernus's ult SFX or talon's bird SFX while it flies) .The reduced range also balances the ult meaning you'll rarely kill more than 1 or 2 enemies with it and forces enemies to panic and scatter to not be within the explosion radius.
The ability deals self-damage and is fairly likely to kill Airheart as she will take a fair amount of damage flying into the enemy. This type of gameplay is encouraged by the reduced respawn time if it does kill. With this and kamakaze letting you fly back to lane quicker then zip makes early game deaths as Airheart less painful than other heroes. This is coupled by her on death explosion damage, that encourages you to all-in and encourage you to commit and get close range when you die.
If the ult does not kill you, you begin to regen for a percentage of your damage dealt. This can result in you healing to nearly full, but this heal takes a long duration, meaning enemies might be able to just kill you in this state while you heal.
The damage dealt is similar to Geist swap, Mirage Beetles or Billy Blasted melees and cannot be resisted or reduced for both Airheart and enemies hit. This makes the ability very useful late game when enemies have built resists or against heroes like Victor or Abrams who like to build resists. This is balanced by Airheart also being unable to mitigate this damage. Being a tank hero who flies into the fray, the resists you may build to facilitate this become useless.
The damage can still be dodged by use of Counter Spell, Ethereal Shift or Barriers.
BUILD IDEAS
GUN

SPIRIT

VITALITY BULK

CLOSING THOUGHTS
Very happy with this hero, though I feel there's a lot going on with them compared to other heroes in the game. I also worry the heals of Airheart's 1 and 4 might be too strong and make her too tanky but it's hard to tell, so any and all feedback and critique is encouraged. Thank you for reading <3