[concept] Clinkz dips their arrows into the neck stump of a hip-slung severed monster head

Slow projectiles, slow attack speed, small clip (as many as their hand can hold) & lots of lategame damage. Monster giant snake with Vyper antagonizing scratches something

1. Strafe
2. Tar Bomb (disables the on-hit for a cooldown)
3. Death Pact
U. Skeleton Walk (favoring threat over mobility so as to not overcrowd Haze)
 
Actually-a-basic Skeleton Walk Strafes instead of spawning & a T-pose spawn door upgrades Death Pact. This because the ult should really be Spectre's, which let's say upgrades into CK's as well at 5
 
I'm shooting here for the Army of Darkness at Agincourt, so the 'gun' really would be a bad TF2's Huntsman with all the kit's power banked for lategame. Maybe I'm crazy but running historical baddies face first into early modern wargame theory scratches something. In detail:
  • Skeleton Walk grants Clinkz invisibility & movement speed until combat/action. At 2p when he is revealed he grants himself & Skeleton Archers in range Strafe, increasing their attack damage & speed (balance targets mid-fight so as not to crowd Haze)
  • Toxic Pitch evokes Searing Arrows of yore by adding visuals, a slow & a DoT to Clinkz's arrows but all only while this ability is off of cooldown. Activating it throws "a projectile" (see title) to damage & slow any enemies it hits as well as spill boiling toxic tar on the ground
  • Death Pact is still Death Pact (maybe a buff window instead of permanent stacks) but with a new animation for the upgrades' sake: Where the sacrificed creep falls now stands a hellfire-outlined ink-black profile of Clinkz holding a rough T-pose. Clinkz's Skeleton Archer spawns from this and then when fully upgraded 3 more in sequence do too
  • Haunt is a reinterpretation of Spectre's classic ult: On activation, Clinkz removes himself from the map and spawns a Skeleton Archer next to each enemy hero - If Clinkz is not on the map when his last Skeleton Archer dies, he does too. Clinkz rejoins the map by activating this ability again but targeting an enemy hero, him then taking the place of the Skeleton Archer nearest to that hero. Fully upgraded this then spawns further additional Skeleton Archers
 
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