Domira - the Possessor
-Support
-Spellslinger
-Main features are using enemy abilities back at them and can enter allied players.
1 Mimicry
This is initially a passive ability that changes form.
Whenever an enemy uses an ability in your nearby vicinity, it becomes your ability for the next 7 seconds.
When you gain a new ability, your new ability cannot be changed to a new ability within the next 2.5 seconds or if you are currently casting the ability.
Using said ability triggers the same cooldowns the original caster had.
Returns to it's passive form after use.
Cannot mimic ultimates for obvious reasons.
A Bebop would for example need to self-cast Bomb before using Hook to prevent it from being stolen, to exploiting your inability to get a new ability.
This ability does not work like Rubick where you can retain a certain ability, if you get a good ability you need to use it. So you are more like a spellslinger.
2 Ectoplasm
Target any enemy unit with a debuff for 8 seconds.
Any bullets fired at this target chain the bullets towards the closest enemy unit.
Upgrades yield extra charges.
Your basic lane harass, to deal with targets behind cover.
3 Soul Tether
Soul Tether are objects you can place on walls that automatically bind themselves towards allies when they enter proximity.
If a bound target takes over 75 spirit damage as a treshold, the soul tethered target will be slingshot a medium distance towards the soul tether
Soul tether disappears once after use or after 18 seconds.
Doesn't work if the bound target's line of sight to the soul tether is obstructed.
This is a mobility or save ability with an extra step. For example if you chase someone and they drop a grenade to dissuade you from running through it to chase, then you can cast a soul tether ahead and run into the grenade to close the gap with your target.
4 Possession
Enters a friendly player, their HP becomes your HP. Any damage they take, is damage you take, so your HP is bound by their % HP.
You can only cast abilities and use items during possession.
Abilities are cast as if you were a ghost on the back of the target.
The possessed target recieves 25% increased gun damage and 15% increased bullet resist.
Using the ability a second time will exit possession. If your HP was less then theirs upon entry this effectively heals you.
(Example of how it would work, cough cough)