Hero Concept: Carmine

* = Scales with Spirit
^= Scales with Bullet

Carmine: "Sows debilitating mental discord”

"A powerful medium and psychic who strikes her opponents from within, attacking their minds and hindering their abilities. With a skillful hand she renders even her most dangerous adversaries powerless in her presence. Whether it’s delaying an attack, denying their opportunities or creating a powerful defence, she seizes key moments to make her foes question their every move. Rivals beware, Carmine ensures no deed (good or bad) goes unpunished.”

A psychic beam with limited range. Gains bonus range and fire rate that scales with spirit power.

(^8 Bullet Damage) (*12m Range) (*5.5 Shots per second) (44 dps^) (40 base ammo)

(510 Health) (2 health Regen) (6m/s move speed) (1m/s sprint speed) (3 Stamina)



Glimpse: Fires a pulse that teleport's the first enemy hit back to their previous position after a delay. The pulse can travel through walls. and does not interrupt.

(22s cooldown) (*3s Rewind) (20m Range) (1.5m width) (2s Teleport delay)

[Lv1] Reduces the target’s spirit and bullet resist by 12% for 4s on reappearance

[Lv2] -8s cooldown +15m range

[Lv3] Glimpsed enemies will reappear at their lowest health state within the rewind window



Mental Block: You put a mental drain on a target enemy silencing their last used item or ability and/or extending its cooldown. This effect cannot stack.

(28s Cooldown) (6s Cooldown increase) (30m cast range)

[Lv1] 8s Cooldown

[Lv2] Applies a 70% fire rate slow that fades over 3s

[Lv3] Applies an additional 20% cooldown increase to the afflicted ability



Repelling Force: You send a slow-moving wave that pushes enemies away, dealing damage to them if they collide with any surfaces along the way. Collisions immediately halt enemy movement and free them from the wave. Does not interrupt.

(18s Cooldown Per Charge) (6s cast delay) (1 Charges) (*40 Spirit damage) (*60 Collision damage) (6m* Distance) (3m Width)

[Lv1] Applies a fading 30% move slow to enemies hit by the wave. Applies an additional 30% move slow if they collide with another surface.

[Lv2] +80 damage on collision

[Lv3] Enemies that collide with surfaces take 30% increased damage for 4s. Enemies can collide with each other, both receiving damage and effects



Ultimate: Sanctuary: You create a zone at your feet that grants you and allies within 100% spirit resist while within its range.

(150s Cooldown) (*3s Duration) (5m Radius)

[Lv1] -30s cooldown

[Lv2] +5m radius. Disarms enemies hit by the initial cast for 3s

[Lv3] Purges all debuffs from allies in range and grants unstoppable to allies within



Intention:

The idea behind carmine was to create a character well suited against common high damage spirit users. She matches well against characters like bebop, lash and talon who rely on consistent ability usage. Her main strengths are as a utility support being able to control enemy movement and utility, however she can also find use picking off lone targets by chaining her push and glimpse to force enemies into close range fights where her weapon is most threatening. Her strongest will be in enabling late game team fights by denying key damage and CC

Her main weaknesses would be her lack of range and overall frailty. Her kit lacks mobility and against characters who can sneak up or chase her down she would suffer. Her weakness is made up partially by being able to reposition her enemies to buy her time to escape which may not always be enough. She would struggle against matchups like Haze, Vindicta and Moe who can easily close the distance or attack from afar. Her early game would be similarly challenging as her abilities scale far more effectively late game with ample farm.

Glimpse is her way of setting up offensive positions, forcing fleeing foes back into the fray or delaying a push. Carmine will have to make a choice when to use this ability. It can be highly effective against diving enemies with high mobility but also requires a skillshot to hit. It is especially effective against early game mirage teleports. I would say his T3 upgrade would make him immune to this. Being able to capture a fleeing foe enables her to be a damage dealer by forcing them in range of her beam attack. It can also combo with repelling force, shoving an enemy back when they reappear. The delay also prevents it from 100% saving her life if her foes can do enough damage to kill her before the teleport takes effect.

Mental Block is carmine's main and arguably one of her best utility skills. It directly counters some of the most spammed abilities such as charge shot or hook and her T3 upgrade can lower the uptime of key enemy Ultimates. There is a bit of counterplay there as well. Since her silence is targeted to only the last used item or ability, it leaves the rest of her victim's kit alone allowing them to to some degree, choose what abilities they are willing to sacrifice. Carmine will have to choose carefully what abilities need to be dealt with. Silence the talon's charge shot or Disable Lash's movement? Increase Seven's ult cooldown or silence Vindicta's sniper? Her enemies can also equip active items such as Warp stone or Fleetfoot and use them as a sort of shield inbetween casts to bait Carmine's silence into afflicting the item instead of a key ability. But no matter what, in some way Mental block will always gain value by reducing item/ability usage on a case by case basis.

Repelling Force Would be carmine's most defensively used ability. It would function very similar to kinetic pulse however instead of a knockup it allows her to shove enemies a short distance. This can be useful for pushing away danger to make up for her lack of mobility. Or it can be used offensively by forcing enemies into bad positions or shoving them into walls for a burst of damage. The pulse would be escapable via a dash in either direction but for enemies actively channeling abilities she might get more value. It combos well with her Glimpse and being able to shove an entire team can delay otherwise decisive attacks from close range threats should she find herself overpowered by her opponents.

Sanctuary is Carmine's signature ultimate and it is her biggest middle finger to spirit bombs. A direct counter to some of the highest burst damage in the game and without a doubt could save a teamfight from turning sour. Her T3 would make it especially good at denying common stuns and CC such as Lash or Dynamo Ults. While it is powerful in denying certain death from the likes of Seven or Bebop, Haze could easily still ult inside carmine's sanctuary to flush it out and other similarly high DPS gun heroes could have similar success. Not to mention its duration is limited by her spirit power
 
Back
Top