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An old timey alien modeled after the Flatwoods Monster. Her name is "Flatwood". She is a spirit utility character.
Weapon - Ray Gun
A pistol that fires beams of energy. Fast bullets but slow fire rate. Shots can be charged up with the alt fire to do extra damage at the cost of more ammo.
Ability 1 - Death Ray
This ability has charges. Flatwood selects an enemy hero and begins channeling, after the channeling period ends, a bolt of black lightning comes down from the sky, damaging and slowing the target. If, however, the target moves a certain distance away from Flatwood before the ability goes off, or if the channeling period is interrupted, the ability will cancel and go on cooldown. The radius the target needs to reach to cancel the ability is visible to both Flatwood and the target.
T1: +1 charge
T2: + damage
T3: the ability can be continuously channeled after it goes off. As long as the original target stays within the area of effect, they will take damage over time based on a portion of the initial burst of damage.
Ability 2 - Star Shroud
Turn yourself and all allies around you invisible. Being near enemies makes you partially visible. Using abilities or your gun reveals you.
T1: anyone effected by the Shroud gains bonus movespeed.
T2: - cooldown
T3: allies effected by Shroud gain bonus spirit resist. This lasts for several seconds after invisibility breaks.
Ability 3 - Wards
Place seeing-eye drones on any surface. Enemies within the ward's field of vision become visible on the minimap and their outlines appear to all players on your team. There is a max limit to how many wards you can place.
T1: + vision radius
T2: + max wards
T3: wards are invisible from afar, and only become lartially visible when the enemy is close.
Ultimate - Fire from Heaven
Call down two bombs onto any location on the map. The first bomb lands quickly, does low damage but slows everyone hit. The second bomb lands after a delay, doing high damage to all enemies in its aoe.
T1: + radius of the second bomb
T2: + slow on first bomb
T3: - cooldown