[Hero Concept][ART!!!] Mary, the support that stabs you.

Gova01

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Instead of the usual Support that hangs out in the back line with a bunch of people in front to protect them, Mary focuses to be as much as possible in the front line to be effective.

While less varied than other supports in the buffs she gives, the amount of healing she can give while still dishing out good damage shouldn’t be underestimated.


3 Stamina and decent speed with above average health, but low gun and basically no spirit damage.

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Weapons:

Gun: A short shotgun with a noticeable amount of spread. Meant to be used more to close distance and deal chip damage from a distance to add some pressure.

Scalpel: Melee weapon with a lot more range than others, attacks slightly faster and charged attacks come out even faster. The thing her kit spins around.

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Abilities:

1- Quick Treatment
(1 Charge): Mary leaps towards a target, using her scalpel on them.

Against enemies it deals melee damage while stunning them for a moment as Mary takes blood, then jumping off them, leaving them slowed down. (This counts as a melee attack for 3’s upgrades)

Against allies, she will inject them with treated blood, giving both them and Mary a heal and some barrier.

Upgrades:

1- Allies healed with it obtain a fire rate buff.

2- +1 Charge.

3- Enemies get stunned for an additional second after Mary jumps off them.

As Mary is best the closer she is to enemies, she needs an easy way to get in range without being killed instantly or a move to retreat when things get dicey.

Quite similar to Silver’s Boot Kick on the move itself.


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2- Red Tide: Mary summons a wave of blood that slowly moves forward for 8 seconds.

The wave gives bullet and spirit resistance buff to allies within it; while enemies that touch it get hurt, a bullet damage vulnerability and fire rate debuff. (Notice, allies need to be in it but enemies just need to get touched by it.)

Upgrades:

1- Increases the distance and width of the wave.

2- Using Quick Treatment on an enemy now reduces the cooldown. (by, idk, -40%?)

3- Enemies now also get massively slowed down when hit.

This ability is meant for pushes, forcing enemies to either back away and give more space to the team or try to fight them with a noticeable disadvantage.

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3- Scalpel (Weapon passive):

Upgrades:

1- Enemies hit with a melee attack heals nearby allies (self included). Heavy attacks heal more.

2- Landing a melee attack makes the shotgun more powerful for a short amount of time. This stacks a few times.

3- Faster melee attack rate.

To make her not die after the first melee attack and then make her gun more powerful if she then needs to keep some distance.

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4- Bloody Mist: Mary generates a big red mist around her for a while.

While active Mary herself becomes much faster and gets some stamina back on melee hits, allies obtain a big life steal boost and enemies get a massive healing nerf.

Other than her mobility buffs, they all start smaller and become stronger through the course of a few seconds.

The ability extends duration the more damage and healing Mary does, becoming harder to extend the more it already did so.

The mist has a visual clue on the remaining duration where the more it has the thicker the mist is.

Upgrades:

1- Bigger range.

2- Shorter cooldown.

3- While active, Quick Treatment has it’s cooldown made much shorter (Only the use, the charge generation remains the same.)

As an ult, this is meant to be used in a big battle once everyone is more or less in the same area and a mess.

Mary basically makes her allies bullet sponges while she herself becomes harder to hit with the extra mobility, but to keep it in line with the rest of the kit, it doesn’t work on the back line. Mary still needs to be aggressive about her tactics or else the ult might not do as much.
 
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