Basketball themed Hero

NitoTheFunky

New member
Core Concept: Deadlock's movement system allows for some crazy movement potential, I think it would be fun if a hero leaned into this part of the skill ceiling specifically. Baller has one goal: break their ankles like glass. More specifically, the baller is a duelist who can manipulate the games combat systems to become extremely unpredictable, like a mosquito.

Weapon: The ballers main weapon is a basket ball. His walk cycle will have him dribble it around. When you shoot its a rocket-like projectile, akin to Yamato's alt fire. The baller will pass it and it will explode before reappearing in his hands. This means that the longer it takes to hit its target, the slower your fire rate is, encouraging you to get close. Alt fire spikes it on the ground with a much faster velocity.

Fire rate does nothing for this unless his one is active. The baller can headshot if its a direct hit, which shouldn't be too hard because of the size of the bullet being a basketball. Denies are done with a direct hit but have a generous hitbox.

A rocket like projectile like this is important because it puts much less pressure on good aim, which means he can focus on his movement in a fight, which brings us to his abilities.

Ability 1: Free throws
For a brief period of time the baller can throw faster, smaller radius basket balls which are tied to fire rate instead of when the ball explodes. This is so the baller is not completely outclassed by flying or long ranged heroes, and can have some degree of poke. This also allows him to proc fire rate items like burst fire or rapid rounds, and is a charged ability should he wish to build into it.

Ability 2: Juke
Low cooldown movement ability. When juke is activated, then the next time the baller dashes, he will do a fakeout dash in the opposite direction. When this is maxed out, juke can also be used to gain a brief period of stun immunity, allowing you to dodge out of abilities that would otherwise shut your character down.

Ability 3: Aura
Passive ability. The longer the baller is in the vicinity of someone, the more damage they will do to them. When upgraded further this allows him a degree of lifesteal as well. This encourages the baller to stay in the fight, keeping up with movement and dodges when otherwise he would be better off running away.

Ability 4: The Whole Team
For a period of time whenever the baller activates juke, a fake baller will appear in the opposite direction, and will mirror any actions the baller takes. The fake ballers cannot deal damage but they can be targeted by abilities. This can go up to 8 of them, allowing him to sow chaos in a team fight.

Lore: You know that knickerbocker who the shopkeeper keeps mentioning? This is him. Caught by the NBA after it was discovered he was using enchantments in game, the baller was kicked out of the NBA and ran into trouble with the mob. Now he hopes to summon the patron to clear his name and regain his career.

Design: The baller is a tall and skinny man, still wearing his jersey. However, it is notably dirty and a bit torn, he has some stubble on his face, and a prosthetic leg, suggesting he's going through some shit and not the star he used to be. On the zipline he holds the ball on top of it with both hands. For light melee he does a fake pass and for heavy melee he will raise his hand back like abrams, and then quickly switch to a dunking animation as if he is faking you out. He will dribble during his run, slide, and non shooting walk cycles, otherwise he will hold the ball like he is about to pass. The ball is reloaded by spinning the basketball it on his finger.

He has unique interactions with Trapper for his team, Mo & Krill and Wraith due to his debts, and unique lines from the shopkeeper referencing how he got screwed.

Gameplan: The baller is going to scale very well with movement items, especially superior stamina, life steal items, and bullet velocity items. Think somewhere between shiv and pocket. You want to stay in the fight and sustain yourself as a little mosquito, but you cant effectively tank. The ability to dodge stuns can present unique opportunities like pushing walkers or guarding rejuvinators, but doesn't effectively nullify powerful ults like Dynamo or Mo and Krill.

In lane he is going to struggle with denies, so HVM and Ammo Scavenger will be good picks. He may be better off playing close to his guardian, so he can take advantage of his 3, or he could rush his 3 and run monster rounds & infuser to make aggressive plays. Splash damage can keep someone suppressed if they are turtling, but probably wont be sustainable.

Once midgame comes around he can either use the 1v1 potential to push lanes or to gank enemies who are stuck in stalemates, however a 2v1 can become a large problem because he does not have large burst escape abilities like pocket or wraith. Burst movement items like warp stone could be great options, as could items which let him pick fights like fortitude or fleetfoot.

By endgame he is a great disruptor, able to cause immense confusion in a teamfight that not only helps him single out targets, but also causes enemies to possibly waste their time and abilities
 
I think you've got some good ideas here. If you don't mind, I reworked and detailed him. Tell me what you think. He's a mobile, preferably close range fighter.

Basketball Player

Base Stats

Base Health 570
Regen 2
Stamina 4
Speed 6.8

Weapon
16
damage
3.5 shots per second|
600 bullet velocity
DPS 56
Gun held in his left hand while he dribbles with his right.

Boons
+ 38 HP
+0.8 weapon damage
+1% spirit resist

1. Pass
Cooldown 14s
Chestpass your basketball at 30m/s. If it hits an opponent squarely in the front it is "received" and deals bonus damage.
Charges. 3 seconds between charges.
50 damage, spirit scaling 1.1
50 bonus damage, spirit scaling 0.6
Upgrade 1. Charges +1
Upgrade 2. +50 damage, +25 bonus damage
Upgrade 3. Becomes an explosion hitbox, 6 meter radius. Basketball speed +20m/s

2. Dunk
Cooldown 40s
Jump forward in the air ready to face resistance to an awesome feat.
10 meters up 10 meters forward. You can press dunk again at a point to go down to it like majestic leap.
Your next chest pass, active ult, or melee attack deals +100 Bonus damage. Spirit scaling 1.
You gain 15% bullet and spirit resist.
Duration 5 seconds.
Upgrade 1. Cooldown -15 seconds.
Upgrade 2. +10% bullet and spirit resist, +75 bonus damage.
Upgrade 3. +5 meters up, +5 meters forward, +1 spirit scaling.

3. Juke (Passive)
Automatically goes on cooldown when you dash.
8 second cooldown.
When you dash an image of you will dash in a 45 degree different direction than you. It will copy your movements and face the closest enemy for 2 seconds then disappear. If you are dashing straight forward it will be random which side of you it dashes from, if you dash at an angle the 45 degree change will try to be as close to dashing straight as possible.
If an opponent shoots your false image they get 20% movement slow and get -10% bullet and spirit resist for 4 seconds.
Upgrade 1. +2 move speed after juking for 4 seconds.
Upgrade 2. Movement slow +15% and -5% bullet and spirit resist.
Upgrade 3. The cooldown is removed.

4. Dribble (passive and active)
Passive

You deal constant damage to enemies within 4 meters.
30dps, spirit scaling 0.4
Active
Slam your ball into the ground and stun enemies within your dribble range. Instantly hits the ground and affects up to 5 meters up. Hits people on the way down.
Damage 100, spirit scaling 1.
stun duration 0.8 seconds
Cooldown 60
Upgrade 1. Range +1.5 meters.
Upgrade 2. Stun duration +0.5 seconds, active cooldown -15 seconds.
Upgrade 3. Passive damage +20, spirit scaling +0.3 on passive and active.
 
I think you've got some good ideas here. If you don't mind, I reworked and detailed him. Tell me what you think. He's a mobile, preferably close range fighter.

Basketball Player

Base Stats
Base Health 570
Regen 2
Stamina 4
Speed 6.8

Weapon
16
damage
3.5 shots per second|
600 bullet velocity
DPS 56
Gun held in his left hand while he dribbles with his right.

Boons
+ 38 HP
+0.8 weapon damage
+1% spirit resist

1. Pass
Cooldown 14s
Chestpass your basketball at 30m/s. If it hits an opponent squarely in the front it is "received" and deals bonus damage.
Charges. 3 seconds between charges.
50 damage, spirit scaling 1.1
50 bonus damage, spirit scaling 0.6
Upgrade 1. Charges +1
Upgrade 2. +50 damage, +25 bonus damage
Upgrade 3. Becomes an explosion hitbox, 6 meter radius. Basketball speed +20m/s

2. Dunk
Cooldown 40s
Jump forward in the air ready to face resistance to an awesome feat.
10 meters up 10 meters forward. You can press dunk again at a point to go down to it like majestic leap.
Your next chest pass, active ult, or melee attack deals +100 Bonus damage. Spirit scaling 1.
You gain 15% bullet and spirit resist.
Duration 5 seconds.
Upgrade 1. Cooldown -15 seconds.
Upgrade 2. +10% bullet and spirit resist, +75 bonus damage.
Upgrade 3. +5 meters up, +5 meters forward, +1 spirit scaling.

3. Juke (Passive)
Automatically goes on cooldown when you dash.
8 second cooldown.
When you dash an image of you will dash in a 45 degree different direction than you. It will copy your movements and face the closest enemy for 2 seconds then disappear. If you are dashing straight forward it will be random which side of you it dashes from, if you dash at an angle the 45 degree change will try to be as close to dashing straight as possible.
If an opponent shoots your false image they get 20% movement slow and get -10% bullet and spirit resist for 4 seconds.
Upgrade 1. +2 move speed after juking for 4 seconds.
Upgrade 2. Movement slow +15% and -5% bullet and spirit resist.
Upgrade 3. The cooldown is removed.

4. Dribble (passive and active)
Passive

You deal constant damage to enemies within 4 meters.
30dps, spirit scaling 0.4
Active
Slam your ball into the ground and stun enemies within your dribble range. Instantly hits the ground and affects up to 5 meters up. Hits people on the way down.
Damage 100, spirit scaling 1.
stun duration 0.8 seconds
Cooldown 60
Upgrade 1. Range +1.5 meters.
Upgrade 2. Stun duration +0.5 seconds, active cooldown -15 seconds.
Upgrade 3. Passive damage +20, spirit scaling +0.3 on passive and active.
Better fleshed out idea, but I have some concerns.

Thematically I think the gun needs to be tied to his basketball somehow, I dont think the bit is gonna work if its just on the side of his design.

I think its important for juke to be an active ability because otherwise players would conserve stamina between recharges, which is counterintuitive to the idea of "using the movement system to bamboozle people".

Similarly, the 2 could lean into this more if it was a smaller jump with a shorter cooldown instead of a free majestic leap.

I still like the idea of the intensifying passive more as a) constant damage will make enemies less likely to commit to a fight and b) gives him a comeback mechanic that heavily rewards continuing to juke people even in a losing fight. I do like the idea of it being a mini abrams ult offset by a passive.
 
I think an idea for his 1 that would fit in well with the "high movement" theme would be changing the Pass ability to an ability called Rebound. This is ability is similar to the Pass ability except I would remove the bonus damage from hitting people in the front to a different effect:

I'm taking some inspiration from Draven's axe catching in League here, in case that makes it easier to understand the concept I'm going for.

1. Rebound
20s Cooldown
  • Chestpass your basketball, if it hits an enemy it Rebounds back towards you in an angle that is always reachable by a single dash from your current position.
  • If you succesfully "catch" the rebound i.e. touch the ball, you receive 1 stamina back (or X bonus stamina regeneration for a period) and your next rebound within Y duration will deal bonus damage to that target.
  • Charges. Starts with 2 charges by default. Cooldown between charges is exactly half the duration of "rebound damage buff" duration Y.
  • Upgrades:
    • T1: +1 Charges
    • T2: Targets hit are knocked back a bit
    • T3: Rebound damage buff duration refreshes and stacks. (Meaning consecutive rebounds hit on the same guy deal more and more damage)
I can see how this effect would make his 3 passive (Juke) feel kind of anti-synergistic with his kit though, since now the opponent knows you're going to try and dash to catch the ball.

However, it could also lead to a mindgame situation similar to baiting out parries for heavy melees - you condition your opponent to shoot at where the rebound ball is bouncing to, but in fact you've dashed the opposite direction and they shoot the clone, slowing them and allowing the rest of your abilities to more easily land and deal more damage.
I think you've got some good ideas here. If you don't mind, I reworked and detailed him. Tell me what you think. He's a mobile, preferably close range fighter.

Basketball Player

Base Stats
Base Health 570
Regen 2
Stamina 4
Speed 6.8

Weapon
16
damage
3.5 shots per second|
600 bullet velocity
DPS 56
Gun held in his left hand while he dribbles with his right.

Boons
+ 38 HP
+0.8 weapon damage
+1% spirit resist

1. Pass
Cooldown 14s
Chestpass your basketball at 30m/s. If it hits an opponent squarely in the front it is "received" and deals bonus damage.
Charges. 3 seconds between charges.
50 damage, spirit scaling 1.1
50 bonus damage, spirit scaling 0.6
Upgrade 1. Charges +1
Upgrade 2. +50 damage, +25 bonus damage
Upgrade 3. Becomes an explosion hitbox, 6 meter radius. Basketball speed +20m/s

2. Dunk
Cooldown 40s
Jump forward in the air ready to face resistance to an awesome feat.
10 meters up 10 meters forward. You can press dunk again at a point to go down to it like majestic leap.
Your next chest pass, active ult, or melee attack deals +100 Bonus damage. Spirit scaling 1.
You gain 15% bullet and spirit resist.
Duration 5 seconds.
Upgrade 1. Cooldown -15 seconds.
Upgrade 2. +10% bullet and spirit resist, +75 bonus damage.
Upgrade 3. +5 meters up, +5 meters forward, +1 spirit scaling.

3. Juke (Passive)
Automatically goes on cooldown when you dash.
8 second cooldown.
When you dash an image of you will dash in a 45 degree different direction than you. It will copy your movements and face the closest enemy for 2 seconds then disappear. If you are dashing straight forward it will be random which side of you it dashes from, if you dash at an angle the 45 degree change will try to be as close to dashing straight as possible.
If an opponent shoots your false image they get 20% movement slow and get -10% bullet and spirit resist for 4 seconds.
Upgrade 1. +2 move speed after juking for 4 seconds.
Upgrade 2. Movement slow +15% and -5% bullet and spirit resist.
Upgrade 3. The cooldown is removed.

4. Dribble (passive and active)
Passive

You deal constant damage to enemies within 4 meters.
30dps, spirit scaling 0.4
Active
Slam your ball into the ground and stun enemies within your dribble range. Instantly hits the ground and affects up to 5 meters up. Hits people on the way down.
Damage 100, spirit scaling 1.
stun duration 0.8 seconds
Cooldown 60
Upgrade 1. Range +1.5 meters.
Upgrade 2. Stun duration +0.5 seconds, active cooldown -15 seconds.
Upgrade 3. Passive damage +20, spirit scaling +0.3 on passive and active.
 
The issue with having the basketball be his gun is that 1. it doesn't make sense for him to be able to use abilities while shooting then.
and 2. He would have an issue shooting creeps and orbs in lane.

It's always important to conserve stamina for a fight so I'm not sure what the concern is there. If you could elaborate on what you think needs changed.

It does have constant damage as is and he is rewarded to continue to juke people so I'm not sure what the issue is there. If you could elaborate on what is missing.
Better fleshed out idea, but I have some concerns.

Thematically I think the gun needs to be tied to his basketball somehow, I dont think the bit is gonna work if its just on the side of his design.

I think its important for juke to be an active ability because otherwise players would conserve stamina between recharges, which is counterintuitive to the idea of "using the movement system to bamboozle people".

Similarly, the 2 could lean into this more if it was a smaller jump with a shorter cooldown instead of a free majestic leap.

I still like the idea of the intensifying passive more as a) constant damage will make enemies less likely to commit to a fight and b) gives him a comeback mechanic that heavily rewards continuing to juke people even in a losing fight. I do like the idea of it being a mini abrams ult offset by a passive.
 
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I think an idea for his 1 that would fit in well with the "high movement" theme would be changing the Pass ability to an ability called Rebound. This is ability is similar to the Pass ability except I would remove the bonus damage from hitting people in the front to a different effect:

I'm taking some inspiration from Draven's axe catching in League here, in case that makes it easier to understand the concept I'm going for.

1. Rebound
20s Cooldown
  • Chestpass your basketball, if it hits an enemy it Rebounds back towards you in an angle that is always reachable by a single dash from your current position.
  • If you succesfully "catch" the rebound i.e. touch the ball, you receive 1 stamina back (or X bonus stamina regeneration for a period) and your next rebound within Y duration will deal bonus damage to that target.
  • Charges. Starts with 2 charges by default. Cooldown between charges is exactly half the duration of "rebound damage buff" duration Y.
  • Upgrades:
    • T1: +1 Charges
    • T2: Targets hit are knocked back a bit
    • T3: Rebound damage buff duration refreshes and stacks. (Meaning consecutive rebounds hit on the same guy deal more and more damage)
I can see how this effect would make his 3 passive (Juke) feel kind of anti-synergistic with his kit though, since now the opponent knows you're going to try and dash to catch the ball.

However, it could also lead to a mindgame situation similar to baiting out parries for heavy melees - you condition your opponent to shoot at where the rebound ball is bouncing to, but in fact you've dashed the opposite direction and they shoot the clone, slowing them and allowing the rest of your abilities to more easily land and deal more damage.
The rebound is a good idea but then I don't think it should have charges. Instead it would reduce its cooldown if you catch it.
So something like
1. Pass
Cooldown 35s
Chestpass your basketball at 30m/s. It bounces back roughly in your direction (never more than a dash distance away) and if you catch it the cooldown is reduced by 8 seconds.
Explosion hitbox 5 meters radius.
100 damage, spirit scaling 2
Upgrade 1. Cooldown -8 seconds.
Upgrade 2. +75 damage.
Upgrade 3. Basketball speed +20m/s. Rebound cooldown reduction +4 seconds.

also Juke's functionality needs reworked. Something like

3. Juke (Passive)
Automatically goes on cooldown when you dash. Within 10 meters of an enemy that you can see.
12 second cooldown.
When you dash you are invisible and take half damage. A false image of you stays where you were before dashing. for 2 seconds. If an enemy shoots the false image they get -20% movement speed and -10% bullet and spirit resist for 4 seconds.
Upgrade 1. +2 move speed after juking for 4 seconds.
Upgrade 2. Movement slow +15% and -5% bullet and spirit resist.
Upgrade 3. -4 seconds cooldown.
 
Got a new idea to fix the gun flavor. He spins a basketball on his finger and largish wind projectiles fly out of it. 5 damage a bullet, 12 bullets per second. 300 bullet velocity.
 
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