Hero Concept: Adder

RJPaangoliin

New member
Adderthumbnail.png

After many, many hours of work, I'm finally posting about my own hero concept for the roster; a conniving snake oil salesman going by the name of Adder, able to support his team as he locks down and disrupts the enemy frontline. He carries all of his potions in a box on his back. I imagine him being played similar to the likes of Kelvin or other heroes more predisposed to a support role, but still able to hold his own in a pinch.

Adder
Buffs and supports allies while locking down enemies with precise use of his abilities.

Adder thrives in skirmishes alongside his teammates. With abilities that allow him to enhance his team through use of healing and movement buffs, he can simultaneously hinder enemies with heavy crowd control, allowing him to disrupt a teamfight with ease. Creative use of his abilities in combination can be greatly rewarding, and oftentimes devastating for the enemy - but timing is just as important.

Abilities:
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1. Free Sample

Target heroes within an area, launching potions which heal allies and damage enemies. The amount of targetable heroes scales with spirit power (x1)
Cooldown = 32s Radius = 12m
Enemies: 50 damage, -25% movement slow (3s duration)
Allies: Heals 100 HP, scaling with spirit power (x0.75)

Upgrades:
T1: -15s Cooldown
T2: +5m Radius
T3: +150 damage to enemies. +3m splash radius
*Note: behaves similarly to Wraith’s 1 or her T3 Ultimate; targeting heroes within the area.

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2. Getaway

Adder slides forwards on his backpack, gaining movement speed and leaving behind a trail of broken potion bottles which slow enemies. Adder gains a 50% slow resistance for the duration.
Cooldown = 32s Slide duration: 1.3s Trail duration: 2s
Enemies: +25% movement slow (2s duration)

Upgrades:
T1: -14s Cooldown
T2: Grant allies and yourself +3m/s (Duration: 3.5s)
T3: +0.7s duration
*Note: behaves similarly to Abrams's Shoulder Charge or Infernus's Flame Dash in terms of its mechanics

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3. Dismissal

Silence an enemy, reducing their spirit resistance.
Cooldown = 30s Range: 15m Duration: 1.5s
Enemies: -15% Spirit resist


Upgrades:
T1: -10s cooldown
T2: +5m Range
T3: +1.5s Silence duration (3 seconds total)

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4. Sales Pitch

Adder removes the box from his back, which transforms into a travelling cart. Enemies within the area ( are mind controlled, being pulled into his radius and taunted.
Taunt forces enemies to attack Adder, and counts as a silence.
Cooldown = 100s Radius: 7m Duration: 3.5s (Channel)​
Self: +60% Bullet resist during channel

Upgrades:
T1: +30% enemy fire rate slow
T2: +3m radius
T3: +0.5s channel time

Weapon: “Mountebank” (Colt single action army)
50 DPS; 2.5 bullets per sec; 5 bullet damage; 12 ammo

Vitality Stats:
550 max health, 2 health regen, 0% bullet resist, 0% spirit resist, 6.8 m/s move speed, 3 stamina

A Fate's Tale:
Addercard.pngAs an expert alchemist with a knack for bartering, Robert Addler likes to think of himself as a respectable merchant. By day, he parades along the streets of New York, pitching his newest ‘revolutionary’ concoctions to the naïve residents and tourists of the city. Most of these are random mixes of leftover ingredients from his real work, resulting in diluted salves or flat out placebos. What they don’t know can’t hurt them, surely…

Adder saves his best work for his most prestigious and well-paying clients. With skills in high demand, he is a notable alchemical supplier to some of New York’s top crime rings. Elixirs, salves, poisons, toxins; Whatever it may be, Adder can supply it. A sleazy reputation above ground can be used as good cover for a genius at work, after all.

Reputations leave little room for error though, and one wrong step can land you in deep water.

After a miscalculated business dealing with one of the Cursed Apple’s notorious gangs, Adder is now on the run, being hunted by some of the most dangerous individuals in the city. Certain death may not be so inescapable, however… If he plays his cards right.

More assets and art:

Hero Icon:
Adder map icon.png
Full render:
Adder final.png
Early box concept art:

Adder backpack.png
 
the 1 sounds very fun, should add damage to 2

i remember at one point you had dismissal clear a jungle camp instantly. maybe have it shred spirit resist in an area and if your abilities are used near them or effected enemies use abilities they get silenced.

that way you are amplifying your damage to clear huge amounts of enemies and your abilities gain silence as a bonus. also lets you silence multiple enemies multiple times a fight.
 
Aesthetically perfect.

Not sure if I understand how 1 works. Is it ground-targeted or hero-targeted? Is it a chanelled ability?

Re: 3 - Is this an enemy targetted ability or a skillshot or ?....

It's unclear how mechanically interesting the abilities would feel, but the concept is very appealing.
 
Aesthetically perfect.

Not sure if I understand how 1 works. Is it ground-targeted or hero-targeted? Is it a chanelled ability?

Re: 3 - Is this an enemy targetted ability or a skillshot or ?....

It's unclear how mechanically interesting the abilities would feel, but the concept is very appealing.

Hi, thanks for your message!

The 1 targets any heroes within a certain radius and it is not chanelled. Here is a visual for it:

1731344934563.png

I played around with a few ideas for the 1, including a projectile version (Similar to Kelvin's frost grenade or Ivy's kudzu bomb), but we had the most fun testing it while basing its mechanics off of Wraith's telekinesis.

His 3 behaves exactly like silence glyph, so a point and click.
 
Hi, thanks for your message!

The 1 targets any heroes within a certain radius and it is not chanelled. Here is a visual for it:

View attachment 29190

I played around with a few ideas for the 1, including a projectile version (Similar to Kelvin's frost grenade or Ivy's kudzu bomb), but we had the most fun testing it while basing its mechanics off of Wraith's telekinesis.

His 3 behaves exactly like silence glyph, so a point and click.
Got it. I'm not sure how I feel about 2 auto-target abilities...

Also, it seems like he doesn't waveclear unless his 1 also targets creeps.
 
Got it. I'm not sure how I feel about 2 auto-target abilities...

Also, it seems like he doesn't waveclear unless his 1 also targets creeps.

Very good points, I would say Wraith does have 2 auto-target abilities, but I fully understand your opinion on it! :)

For argument's sake I think a weakness when it comes to waveclear is okay, as he's intended to be a more supportive character anyway - he ideally shouldn't be in solo lane often (Vindicta, along with arguably Mirage and Kelvin also have below average waveclear, but they can bully enemies out of lane quite easily due to their strong abilities)
His gun also has less downtime as it reloads the same as Abrams's - making him better at confirming souls when troopers/creeps die.

That being said, here's an alternative projectile version of his 1 just for fun:

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Free Sample V.2

Launch potions which heal allies and damage enemies.
Cooldown = 25s Charges: 3 (1s Cooldown) Radius: 6.5m
Enemies: 50(x0.5 scale) damage, -25% movement slow (3s duration)
Allies: Heals 75 HP, scaling with spirit power (x0.6)

Upgrades:
T1: +1 Charge
T2: -12s Cooldown
T3: +70 damage to enemies. +2m splash radius
 
Very good points, I would say Wraith does have 2 auto-target abilities, but I fully understand your opinion on it! :)

For argument's sake I think a weakness when it comes to waveclear is okay, as he's intended to be a more supportive character anyway - he ideally shouldn't be in solo lane often (Vindicta, along with arguably Mirage and Kelvin also have below average waveclear, but they can bully enemies out of lane quite easily due to their strong abilities)
His gun also has less downtime as it reloads the same as Abrams's - making him better at confirming souls when troopers/creeps die.

That being said, here's an alternative projectile version of his 1 just for fun:

AD_4nXf93pgiePXx_DMbaUZwr7oW7AlGiccEFEmKFD7K2naBccjhW90Id6yRAyAixsXx3a9e6N2yD1Vp0zYPrbphwUuEvqtKX9R7EH2KbdHKDNJVrrcpgDHDD93gWXgrApgRT8QMpCrUaEE8Anoitoywg7BtNlUy
Free Sample V.2

Launch potions which heal allies and damage enemies.
Cooldown = 25s Charges: 3 (1s Cooldown) Radius: 6.5m
Enemies: 50(x0.5 scale) damage, -25% movement slow (3s duration)
Allies: Heals 75 HP, scaling with spirit power (x0.6)

Upgrades:
T1: +1 Charge
T2: -12s Cooldown
T3: +70 damage to enemies. +2m splash radius
Wraith's cards aren't auto-target though, she has control over their trajectory.

When I first read the 1 ability I thought it would work like a mini McGinnis barrage and it sounded cool and fun to use.
 
Wraith's cards aren't auto-target though, she has control over their trajectory.

When I first read the 1 ability I thought it would work like a mini McGinnis barrage and it sounded cool and fun to use.
Yeah that was my mistake, but hopefully you get what I mean now based off of the image I posted!
(I would update the descriptions on the main post but I'm not able to)

There was an alternate version of his 4 at one point that was a little like McGinnis barrage ;)
 
suggested t3 for 4

+0.5 channel time to uses 1 on the nearest enemy hero or ally hero every 0.75s while channeling

would add the old bombing run aspect of the ultimate back at the end game when the bombs can target everything in sight.
 
Suggested new 1:

Throw potions to damage to enemies and heal allies. Hits all Heroes in your line of sight and in the cast range. If both enemies and allies are hit, enemies get Slowed.


New Stats:
Max Targets scales with Spirit
Throw a potion to yourself once all targets get hit

is now an instant spell but if has a built in targeting system. this way the targeting system you envisioned is always active if you can use your 1 and you just click it and automatically hit all the targets then get a heal after youve damaged the enemy to max out the ehp differential. and if it heals an ally then slows an enemy because of it, is acts as a devious kill command for the ally heroes to help you finish someone off.
 
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Mmmm. Distinguished gentlemen, yes, yes.

I think it's a cool idea. One question: How does his Dismissal work? Is that a skill shot or....?
 
This is a great concept and I love the design. I think it just needs a bit of tweaking for the 1 ability. Maybe only a -15% move slow and 60 damage? I just think that w/ Kelvin it'd be too much slow from only 2 abilities.
2 also should have t1 and t2 upgrades swapped. 20s for silence and spirit shred is quite strong.
 
This is a great concept and I love the design. I think it just needs a bit of tweaking for the 1 ability. Maybe only a -15% move slow and 60 damage? I just think that w/ Kelvin it'd be too much slow from only 2 abilities.
2 also should have t1 and t2 upgrades swapped. 20s for silence and spirit shred is quite strong.
Thanks for the feedback :] the slow on his 1 is lower than that of kelvin or viscous's 1 abilities, but seeing as Adder's 1 isn't thrown like a projectile, I can see a -15% slow being more suitable.
Were you referring to his 3 when talking about silence and spirit shred?
 
Thanks for the feedback :] the slow on his 1 is lower than that of kelvin or viscous's 1 abilities, but seeing as Adder's 1 isn't thrown like a projectile, I can see a -15% slow being more suitable.
Were you referring to his 3 when talking about silence and spirit shred?
Yes, I did mean 3 I told myself to edit it and then I didn't do it lol
 
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