Harry “Handcuff” Houdini

photon

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Handcuff is a spirit-oriented tank trickster which thrives in an environment full of enemy disablers.


He walks around with spectral handcuffs tied to his hands and legs. His main weapon is to shoot 2 adjacent mystical energies from his handcuffs.

[ABILITY 1] Straight Jacket

Throws a straight jacket contraption that attaches to this first enemy it hits, causing a fading slow that increases overtime for 2 seconds, and finally immobilizing for 2.5 seconds.

Self-cast: Equips the contraption yourself. You’re immune to the fading slow.


[ABILITY 2] Lightning Rod

Throws a lightning rod at the ground. After 1.5 seconds, a lightning strikes the rod, dealing spirit damage in a small AoE. This damage splits between all enemies hit.


[ABILITY 3] Escape Artist


PASSIVE:
Receive healing overtime that scales with spirit and also become immune to Headshots when you are movement-locked, stunned, chained, immobilized or slept.


ACTIVE:
Reduce enemies’ fire rate by 40% in an area around you and your illusions for 5 seconds. This can be used while you’re disabled.


[ABILITY 4] The Prestige

Can only be used whilst you are movement-locked, stunned, chained, immobilized or slept.

Immediately explode in magnificent fashion, dealing spirit damage in an AoE and then disappear into thin air for 1 second. Upon returning, reappear along side 2 illusions; identical copies of you.

Each will behave randomly. One could run in a certain direction, another will use stamina, etc.

The illusions can only withstand 100 damage before being destroyed. The enemy which dealt the final hit on the illusion will be punished, casting Straight Jacket on them.

(The illusions are spaced out moderately, and your location is randomized between them, so no interaction with Handcuff is the same. Good players could pretend to be a dumb illusion.)
 
I think an idea like this would be an interesting way to rebalance Sinclair without making him into just twisted fate or Gambit. An illusionist would be a very interesting idea to implement. Id like to see an old mental institution kind of skin if they ever release a character like this.
 
I really like the 3, and I think it could be leaned into more. Maybe he can only be affected by 1 at a time, and can move while movement locked / stunned etc. At 4m/s when maxed.
The 1 is definitely too strong, but if the immobize duration is dropped it's probably good. I like that it can be self cast.

The 4 probably works as designed and I like it.

The 2 feels like a filler ability though.
 
I really like the 3, and I think it could be leaned into more. Maybe he can only be affected by 1 at a time, and can move while movement locked / stunned etc. At 4m/s when maxed.
The 1 is definitely too strong, but if the immobize duration is dropped it's probably good. I like that it can be self cast.

The 4 probably works as designed and I like it.

The 2 feels like a filler ability though.
4 kind of sounds to me like calicos ultimate no?
 
4 kind of sounds to me like calicos ultimate no?
It's got damage and incorporealness but the incorporealness here is to make the animation work because you need to disappear before you can reappear with the fakes so that people don't know which one is real. While with Calico it's a chasedown or escape tool because of the movement.
 
I think an idea like this would be an interesting way to rebalance Sinclair without making him into just twisted fate or Gambit. An illusionist would be a very interesting idea to implement. Id like to see an old mental institution kind of skin if they ever release a character like this.
I think Sinclair already has their own personality and theme and should stay that way. Houdini (Handcuff) could be his own thing; an escape artist, just like he in real life. This is also a chance to integrate an interesting historical figure into the game (Houdini fits in the time period perfectly!)


I really like the 3, and I think it could be leaned into more. Maybe he can only be affected by 1 at a time, and can move while movement locked / stunned etc. At 4m/s when maxed.
The 1 is definitely too strong, but if the immobize duration is dropped it's probably good. I like that it can be self cast.

The 4 probably works as designed and I like it.

The 2 feels like a filler ability though.
In ability 1 I probably threw around some random numbers, bcuz trying to balance a character in your head is a nightmare but I do feel like 1 would be Handcuff's signature ability since it allows him to disable himself to enable an ult, heal himself and the illusions cast it automatically when they're destroyed. That way, 1 and 3 lean into each other!

2 might seem like a filler ability but I wanted something that would deal damage since the kit doesn't have much peel and also would combo into the signature ability (1) and ult (4) both of which immobilizes.


Thanks for the feedback y'all, I really appreciate it
 
It reminds me of Phantom Lancer’s ability from Dota 2, where he dissolves and then controls his illusions. It would be cool if Deadlock eventually added controllable unit groups like that.

View attachment 69056

Yep, that's exactly where I got it from

As for illusions in this game, it would probably be impossible to control unlike in larger MOBAs where movement is a simple click. Unfortunate, but maybe we can have some simple illusions like I offered here
 
Lore:

Harry "Handcuff" Houdini began his life in the entertainment business on small stages, performing "magic" tricks for a living. When he discovered his talent for escapology, he knew it would help propel his career to the next step. Obsessed, over time Houdini pushed himself to face harder and crazier escape stunts that required rigorous training to pull off. This paid off awesomely, and he became a household name across the world.

But once the Maelstorm had arrived, everything changed. What was once considered impressive in the world of entertainment, is now mundane. Strapped into a straitjacket, hoisted by ankles from a skyscraper? Pff, a sweeping ghost can easily phase through the shackles at will.

Being locked in a container full of water? An Ixian with a basic understanding of magic can easily manipulate the lock to open. And instead of water, he can do it in a tank of acid!

It was clear to Houdini he could not compete in this new world of mysticism. In an attempt to combat this and revive his dying career, Houdini decided to integrate a new and dangerous prop into his acts; a one-of-a-kind enchanted handcuffs, imported from Ixia, used to lock down the most dangerous of individuals; these ones can even lock down a ghost from phasing through solid objects.

Houdini had a lot of success with this new prop and the future was looking bright again. Having escaped multiple jails, he thought the spectral handcuffs would be an easy challenge for him. And indeed he was right. At least for his first shows. Unlike normal handcuffs, Houdini had failed to consider the possibility of the spectral handcuffs being sentient and evolving to withstand the user from opening them.

On one particular show, while being trapped in a water tank, Houdini failed to unlock the spectral handcuffs, after the keyhole modified itself to a different shape, not allowing the lockpick to go in. After barely surviving the encounter, now the spectral handcuffs won’t come off.

Houdini had traveled the world in an attempt to find capable professionals to take them off. From locksmiths, mystics, occulists, enchanters - none of them could not even interact with the strong bind placed on the spectral handcuffs. In a last ditch effort, Houdini now hopes the Patron could help in unlocking the bind and finally setting him free to do what he loves most; entertain.
 
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