[Character Concept] Maul (Dr. Jekyll and Mr. Hide loosely inspired)

Exion49

New member
We already have a Frankenstein's monster, a Werewolf, a Unicorn, Ixians (demons?) and Vampires, so why not a character that is two-faced but not in a Sinclair way nor in a Transformation way like with Silver, but one that has just lost grip on himself and became the result of his own experiences. And so, I present you Maul (pending name, maybe something better can be shared?)

Story:
Maul was an eminent occultism professor. His lust for knowledge however doomed him to a half-sentient and half-repulsive thing.
When Maul witnessed the first Maelstrom, his first thoughts was to try and witness another one again.
And such, he first looked into how to see the energies that created such events to predict the next maelstrom.
After modifying his eyes, he started seeing more than he expected. Numerous were the times he thought a Maelstrom would start for him to miss the start of what was in the end something else.
As such, he sought a way to make him never miss anything. Something to make him faster using the energies he could see all around.
However modifying your body with eldritch energies has a cost. Maul started losing grip on his own consciousness, sometimes slipping away from a purely professional man to a simple beast. During one of his beastly endeavour, Maul changed is right arm into something unrecognizable, it is now twisting on itself, the colour changed to a deep purple and his elbow joint doesn't work as it should, it allows for the forearm to move in all directions with no limitations but the presence of his arm.
Now, the sentient part of him is enrolling in the ritual to try and get back his body, despite his beastly part not wanting to disappear.

Abilities:
  1. Passive. For (10/10/15/20) seconds, heroes using an ability leave behind a phantom. Staying near those phantoms reduces Maul's cooldowns faster by (10/15/20/25)%.
  2. Maul dashes forward (5/5/7/9) meters, leaving behind a trail of eldritch void. Eldritch void slows cooldown by (5/10/10/15)%. At the end of the dash, Maul sucks up any units in a (2/3/3/3) meters around him by 0.5 meters, dealing a small slow debuff.
  3. Maul lashes out around him in a 1.5 meters sphere dealing melee and spirit damage. Tier 3 adds cooldown reduction upon hitting a hero.
  4. Maul loses it totally. Disable his 1 and reduces cooldown for his 2 and 3 to (10/10/5/5) seconds for the next (10/10/25/30) seconds.

The abilities are pretty much just random numbers as I am really unsure on how you can balance this game, but the main idea is here I guess?
 
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