Degritone
New member
Gravedigger comes from a lineage of prominent gravediggers, having dug tens of thousands of graves over generations. Gravedigger, himself, was caught up in a maelstrom and thrust long forward in time. Upon arriving in current-day, he'd found his family had died out and been forgotten and bizarre magic had clung to him, allowing him to summon facsimiles of those he and his family had buried, decaying and mutated. Yorick, Gravedigger, now fights to find out why and rectify this incorrect series of events so his family can become just as prominent as it used to be, or at minimum, that the name Yorick Mori shall not be forgotten as his family's had.
Gun:
- Damage per pellet: 6
- Pellets per shot: 6
- Bullet magazine: 12
- Fire rate: 1.8/s
- Spread: Same size as fully-revved McGinnis (wiki doesn't have angle measurements, so I can't say exact numbers)
- Falloff: 16m-44m
- Reload time: 3s
- Bullet Velocity: 522
Somewhere between Abrams and Pocket, with a bit less damage and range than either.
Base stats:
- 650 health
- 7.2m/s
- Standard Melee damage
- 2.5 health regen
Similar to, but worse in every way than Mo & Krill. They both need to be in melee with not much of any gap closers beyond walking/dashing at enemies.
-Power Increase Boons:
- +0.15 pellet damage
- +43 health
Not that great bullet growth, similar health growth to other tanks.
1: Omen of War
- Gravedigger swings his shovel down on an enemy, dealing 1.2 times heavy melee damage to them. On-hit, summons a small ghoul that chases the attacked target until its death or theirs, punching them as it does.
- Range: 2m
- Cast time: 0.8 seconds
- Cooldown: 10s
- Ghoul:
-- Damage (melee): 35
-- Attack speed: 1.15/s
-- Movespeed: 8.7m/s
- T1: While this ghoul is active, Gravedigger gains 20% move speed
- T2: +10% melee damage and +18 ghoul damage
- T3: +18 ALL ghoul damage
- His shovel's model increases in length with ability range
Biggus Bonkus. VERY short range ability for big damage while also giving you big movement speed. T2 is his actual melee damage, not changing the scaling from 1.2 to 1.3. To this specific ability, it would effectively change the scaling from 1.2 to 1.32, assuming you have no other melee items. Ghoul moves 20% faster than others to match the movespeed Gravedigger gains.
2: Omen of Pestilence
- Gravedigger digs up and uses his shovel to launch a chunk of soul magic at a target location, dealing spirit damage to all enemies in an area around the location and summoning a ghoul that slows the movespeed of nearby enemies.
- Range: 17m
- Missile speed: 388
- Damage: 85(+0.85x Spirit)
- Impact radius: 4.5m
- Cast time: 0.3s
- Cooldown: 17s
- Ghoul
-- Damage (melee): 23
-- Attack speed: 0.9/s
-- Movespeed: 7.25m/s
-- Slow: 20%
-- Slow radius (around ghoul, constant): 3m
- T1: +15% slow
- T2: +0.25 Spirit scaling
- T3: Gravedigger passively takes 5% (additive) less damage for each active ghoul
Good chase, escape, and poke tool, assuming you can land the what might as well be a slow-moving grenade. Makes his other ghouls stickier, since the enemies can't just casually walk away from ghouls any more. Granted, they already couldn't before boots, but afterward, most characters would have been able to. T3 would effectively be 15% less damage taken for fights, unless enemies focus/accidentally kill ghouls.
3: Omen of Famine
- Gravedigger stabs the ground with his shovel, causing a ghoul to erupt from the ground underneath a target location, dealing spirit damage and healing Gravedigger for a portion of the damage dealt.
- Range: 20m
- Damage: 70(+0.65x Spirit)
- Lifesteal vs Heroes: 2x
- Lifesteal vs troopers and structures: 0.5x
- Lifesteal vs other NPCs: 0.85x
- Eruption radius: 3m
- Cast time: 0.2s
- Cooldown: 12s
- Ghoul:
-- Damage (melee): 23
-- Attack speed: 0.9/s
-- Movespeed: 7.25m/s
- T1: Gravedigger gains 250% lifesteal for this ghoul's attacks
- T2: +70 damage and +0.2 Spirit scaling
- T3: Gravedigger gains 50% ALL ghoul attack lifesteal
The T1 would make Gravedigger heal for a total of 402.5, assuming the ghoul was allowed to attack for its entire lifetime and didn't die early. With War's T3, that would be a total of 717.5. Overall, a great sustain tool, assuming you can land the initial cast and enemies don't just heavy melee the ghoul to death as soon as it spawn. The on-cast heal shouldn't matter too much, since it's unlikely to have enemies grouped up that tightly, but it should be mentioned that, should it be landed, it's slightly better heal than Mo & Krill's heal, it just can't hit as many targets at once.
4: Omen of Death
- Gravedigger begins digging a grave, becoming invincible while he digs as the spirits of those his families had buried guard him. The grave then fills with soul energy. The first death near this grave fills it and transforms the character into a ghoul at the grave's location. If it's an enemy, they follow ghoul logic and do not have any abilities learned, but have their items and can shoot their guns. If they are an ally, they fully revive, then, after a time, their health drains rapidly.
- Range: 0m
- Dig time: 3s
- Grave duration: 15s
- Revive range: 30m
- Ghoul/revive duration: 8s
- Health drain: 5% max health/s/s (ramps up as they live longer, so 5% max health damage after the first second, 10% on the second [15% total,] 15% on the third [30% total,] etc.)
- T1: +2s ghoul/revive duration and +5s grave duration
- T2: Can hold fire to dig thrice as fast
- T3: Gives enemies within line of sight of the grave when it's completed 5m/s momentum toward it
The T2 would allow you to stay invincible for the starting 3s if desired or dig more quickly to (re-)join a teamfight in only 1s, or wait until allies have arrived and then hold to get through the channel faster.
Stats that apply to all ghouls:
- Health: 35% of Gravedigger's
- Spirit resist: 20%
- Bullet resist: -5%
- Melee resist: -225%
- Duration: 8s
- Do not apply spirit or bullet lifesteal
- Attack anything within 14m
- Follow Gravedigger when there's no target in range
- Retarget to the target Gravedigger shoots if
-- The ghoul is attacking an NPC
-- The target is within 8m and the ghoul is attacking a hero
-- The ghoul is following Gravedigger
Ghouls would be annoying to take out with abilities and take a bit to take out by shooting, but they would die instantly to one heavy melee until Gravedigger got multiple vitality items. To survive a level 1 heavy melee, Gravedigger would need 459 health above his level 1 stats, which he would reach just from boons, eventually, but would not be reasonable to reach in laning phase and enemies would ALSO be gaining power increasing boons alongside him, increasing their melee damage. Extra Health would not be a one-item wonder in making his ghouls survive early. If they become an issue, lower their health and bring their melee resist closer to 0%.
Maybe the ghouls' damage should scale with something (20% melee damage, 30% for War ghoul, +10% for War T2 and T3? Spirit in some way?,) but the flat damage would make them become less and less of a factor as the game goes on, making him more of a lane bully. War's T2 and T3 would mitigate that a bit, letting the ghoul damage stay a bit relevant as time goes on, along with their increase in health making them harder to take out and swarming ability allowing them to make up for the flat damage by being numerous. Plus, early game, they die to one heavy melee, anyway, so maybe more of a mid-game monster that mostly just survives early game, becomes strong between 6k and 18k souls, and falls off late game.
I imagine the build would be something like laning items > 500 soul melee items > Quicksilver Reload on Famine for the extra heal > Mystic Burst for even MORE heal for cheap > Healing Booster > Fortitude > Heroic Aura or something along those lines. At minimum, Fortitude for the ghoul durability and Heroic Aura for the extra ghoul power would probably be really good. Melee items would also be decent, since War's active is basically an empowered heavy melee and he wants to be in the opponent's face thanks to the very short falloff range and basically melee range 1 ability. Movespeed items would help him get into those ranges.
Overall, Yorick from League was a fun champion right up until his mugging and subsequent death in 2016, when some random guy with a shovel stole his driver's license and no one pays any mind to it but me. I want to play him again and it would be fun to have a very similar kit in Deadlock. Not exactly a 1:1 replica, since Deadlock abilities work a bit differently from League's and every single character is ranged, but it's how I have envisioned the translation.
Gun:
- Damage per pellet: 6
- Pellets per shot: 6
- Bullet magazine: 12
- Fire rate: 1.8/s
- Spread: Same size as fully-revved McGinnis (wiki doesn't have angle measurements, so I can't say exact numbers)
- Falloff: 16m-44m
- Reload time: 3s
- Bullet Velocity: 522
Somewhere between Abrams and Pocket, with a bit less damage and range than either.
Base stats:
- 650 health
- 7.2m/s
- Standard Melee damage
- 2.5 health regen
Similar to, but worse in every way than Mo & Krill. They both need to be in melee with not much of any gap closers beyond walking/dashing at enemies.
-Power Increase Boons:
- +0.15 pellet damage
- +43 health
Not that great bullet growth, similar health growth to other tanks.
1: Omen of War
- Gravedigger swings his shovel down on an enemy, dealing 1.2 times heavy melee damage to them. On-hit, summons a small ghoul that chases the attacked target until its death or theirs, punching them as it does.
- Range: 2m
- Cast time: 0.8 seconds
- Cooldown: 10s
- Ghoul:
-- Damage (melee): 35
-- Attack speed: 1.15/s
-- Movespeed: 8.7m/s
- T1: While this ghoul is active, Gravedigger gains 20% move speed
- T2: +10% melee damage and +18 ghoul damage
- T3: +18 ALL ghoul damage
- His shovel's model increases in length with ability range
Biggus Bonkus. VERY short range ability for big damage while also giving you big movement speed. T2 is his actual melee damage, not changing the scaling from 1.2 to 1.3. To this specific ability, it would effectively change the scaling from 1.2 to 1.32, assuming you have no other melee items. Ghoul moves 20% faster than others to match the movespeed Gravedigger gains.
2: Omen of Pestilence
- Gravedigger digs up and uses his shovel to launch a chunk of soul magic at a target location, dealing spirit damage to all enemies in an area around the location and summoning a ghoul that slows the movespeed of nearby enemies.
- Range: 17m
- Missile speed: 388
- Damage: 85(+0.85x Spirit)
- Impact radius: 4.5m
- Cast time: 0.3s
- Cooldown: 17s
- Ghoul
-- Damage (melee): 23
-- Attack speed: 0.9/s
-- Movespeed: 7.25m/s
-- Slow: 20%
-- Slow radius (around ghoul, constant): 3m
- T1: +15% slow
- T2: +0.25 Spirit scaling
- T3: Gravedigger passively takes 5% (additive) less damage for each active ghoul
Good chase, escape, and poke tool, assuming you can land the what might as well be a slow-moving grenade. Makes his other ghouls stickier, since the enemies can't just casually walk away from ghouls any more. Granted, they already couldn't before boots, but afterward, most characters would have been able to. T3 would effectively be 15% less damage taken for fights, unless enemies focus/accidentally kill ghouls.
3: Omen of Famine
- Gravedigger stabs the ground with his shovel, causing a ghoul to erupt from the ground underneath a target location, dealing spirit damage and healing Gravedigger for a portion of the damage dealt.
- Range: 20m
- Damage: 70(+0.65x Spirit)
- Lifesteal vs Heroes: 2x
- Lifesteal vs troopers and structures: 0.5x
- Lifesteal vs other NPCs: 0.85x
- Eruption radius: 3m
- Cast time: 0.2s
- Cooldown: 12s
- Ghoul:
-- Damage (melee): 23
-- Attack speed: 0.9/s
-- Movespeed: 7.25m/s
- T1: Gravedigger gains 250% lifesteal for this ghoul's attacks
- T2: +70 damage and +0.2 Spirit scaling
- T3: Gravedigger gains 50% ALL ghoul attack lifesteal
The T1 would make Gravedigger heal for a total of 402.5, assuming the ghoul was allowed to attack for its entire lifetime and didn't die early. With War's T3, that would be a total of 717.5. Overall, a great sustain tool, assuming you can land the initial cast and enemies don't just heavy melee the ghoul to death as soon as it spawn. The on-cast heal shouldn't matter too much, since it's unlikely to have enemies grouped up that tightly, but it should be mentioned that, should it be landed, it's slightly better heal than Mo & Krill's heal, it just can't hit as many targets at once.
4: Omen of Death
- Gravedigger begins digging a grave, becoming invincible while he digs as the spirits of those his families had buried guard him. The grave then fills with soul energy. The first death near this grave fills it and transforms the character into a ghoul at the grave's location. If it's an enemy, they follow ghoul logic and do not have any abilities learned, but have their items and can shoot their guns. If they are an ally, they fully revive, then, after a time, their health drains rapidly.
- Range: 0m
- Dig time: 3s
- Grave duration: 15s
- Revive range: 30m
- Ghoul/revive duration: 8s
- Health drain: 5% max health/s/s (ramps up as they live longer, so 5% max health damage after the first second, 10% on the second [15% total,] 15% on the third [30% total,] etc.)
- T1: +2s ghoul/revive duration and +5s grave duration
- T2: Can hold fire to dig thrice as fast
- T3: Gives enemies within line of sight of the grave when it's completed 5m/s momentum toward it
The T2 would allow you to stay invincible for the starting 3s if desired or dig more quickly to (re-)join a teamfight in only 1s, or wait until allies have arrived and then hold to get through the channel faster.
Stats that apply to all ghouls:
- Health: 35% of Gravedigger's
- Spirit resist: 20%
- Bullet resist: -5%
- Melee resist: -225%
- Duration: 8s
- Do not apply spirit or bullet lifesteal
- Attack anything within 14m
- Follow Gravedigger when there's no target in range
- Retarget to the target Gravedigger shoots if
-- The ghoul is attacking an NPC
-- The target is within 8m and the ghoul is attacking a hero
-- The ghoul is following Gravedigger
Ghouls would be annoying to take out with abilities and take a bit to take out by shooting, but they would die instantly to one heavy melee until Gravedigger got multiple vitality items. To survive a level 1 heavy melee, Gravedigger would need 459 health above his level 1 stats, which he would reach just from boons, eventually, but would not be reasonable to reach in laning phase and enemies would ALSO be gaining power increasing boons alongside him, increasing their melee damage. Extra Health would not be a one-item wonder in making his ghouls survive early. If they become an issue, lower their health and bring their melee resist closer to 0%.
Maybe the ghouls' damage should scale with something (20% melee damage, 30% for War ghoul, +10% for War T2 and T3? Spirit in some way?,) but the flat damage would make them become less and less of a factor as the game goes on, making him more of a lane bully. War's T2 and T3 would mitigate that a bit, letting the ghoul damage stay a bit relevant as time goes on, along with their increase in health making them harder to take out and swarming ability allowing them to make up for the flat damage by being numerous. Plus, early game, they die to one heavy melee, anyway, so maybe more of a mid-game monster that mostly just survives early game, becomes strong between 6k and 18k souls, and falls off late game.
I imagine the build would be something like laning items > 500 soul melee items > Quicksilver Reload on Famine for the extra heal > Mystic Burst for even MORE heal for cheap > Healing Booster > Fortitude > Heroic Aura or something along those lines. At minimum, Fortitude for the ghoul durability and Heroic Aura for the extra ghoul power would probably be really good. Melee items would also be decent, since War's active is basically an empowered heavy melee and he wants to be in the opponent's face thanks to the very short falloff range and basically melee range 1 ability. Movespeed items would help him get into those ranges.
Overall, Yorick from League was a fun champion right up until his mugging and subsequent death in 2016, when some random guy with a shovel stole his driver's license and no one pays any mind to it but me. I want to play him again and it would be fun to have a very similar kit in Deadlock. Not exactly a 1:1 replica, since Deadlock abilities work a bit differently from League's and every single character is ranged, but it's how I have envisioned the translation.