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
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