horatio_svetlana
New member

Caboose is a living legend, one of many he himself tells as he wanders the country. Has a deep friendly voice that helps paint his folk tales.
12 ft tall. Has to crouch to get through most doorways. Has no ranged attack, this tall talker's fists do the telling. In fighting game terms he's a grappler, he has a tough time getting close but when he does it hurts.
The core terms of this guy are MELEE, CROWD CONTROL, UNSTOPPABLE.
Left Click-Liston Crush
Right Click-Grab
1-Throw
2-Full Steam Ahead
3-All Aboard
4-Tall Tales
Left Click. LISTON CRUSH. Weapon damage. Slow straight punch with a reactable wind up, 15 ft range. Caboose straight punches and holds it out there for up to 2 seconds, as long as Left Click is held, Caboose can't move while holding it out. If he connects with a champ and they dash or parry while the punch is out, or parried the punch, then he stuns and locks them in place for 1 second and they take additional damage from his next attack or ability. Can interupt a charged melee but still has the full windup, it's a mixup on the enemy's predictions. Typically used as a very short range gun attack with good enough range to poke but requiring dashing close and picking your moment.
Right Click. GRAB. Weapon damage. Melee range. Roots enemy to the ground as long as Caboose holds them (up to 3 seconds), gives his next attack or ability bonus weapon damage but releases them after it connects. Enemies can still attack and use abilities, they just can't move. Good for locking down an opponent for allies to dog pile on.
Melee attacks are normal
THROW. Spirit. Can pick up allied minions and champs to throw them, they land with an explosion and slow enemies. Full steam ahead also makes this push enemy champs around. Useful for laning, and for positioning later. Can throw enemy champs who are stunned. Short charge, 3 stocks at max.
FULL STEAM AHEAD. Passive. Spirit. Caboose gets faster the longer he's moving in a direction. Caboose has inertia and slows to a stop before changing direction if he's moving fast. Caboose's dashes and slides hit enemies, flinging them away and dealing small spirit damage. If they hit a wall they are stunned briefly. This knock back applies to melee attacks and thrown units as well. If Caboose is moving fast enough to slide, he knocks enemies around without dashing or sliding.
ALL ABOARD. Passive. Spirit & Health. Shield builds up on him based on how much he moves and how many abilities and melees he performs. Allies can climb on to him to aim over his shoulder, and are protected from all attacks but not effects (like stun or curse) under his shield while it's up. When throwing minions or allies, they take half of his shield for themself and he loses that half.
TALL TALES. Spirit. Ultimate. Caboose reads from his book, and can only walk with no other actions. In a big radius around him, phantom Cabooses melee any enemy an ally hits. Includes Full Steam Ahead's knock back effect. His shield extends to all allies in range, and his shield doubles. I'm not married to this ult idea, honestly his ult can be whatever it needs to be to round out his kit's weaknesses.
Caboose can be built as a monster of a melee build using weapon damage for his punches, a healthy support who becomes a veritable tank who can walk right into the enemy while protecting a carry on his back, and as a disruptor with spirit who stuns enemies with dashes and throwing their team around.
If nothing else I'll say the inspiration for this guy was that I want a GIANT character in this game, and a full on melee character. Making him a support type character with displacement but low damage would help stop hyper carry situations where he just deletes your character in melee range if he's fed enough. All of his abilities should end with him shoving the enemy champ away to prevent this, so one lucky stun doesn't lead to a 5 second lock down kill.