void1000_7
New member
Role: High-Sustain Support / Buffer / Healer
Complexity: ★★
"Successful experiments require sacrifices. An ideal experiment requires the death of generations."

Background:
Dr. Frauns is a scientist of the old school, a man who believes that morality is a shackle on the wrists of progress. He arrived in New York not to find the Patrons, but to treat the entire city as his private laboratory. To Frauns, his teammates are not friends—they are merely high-functioning test subjects. His "treatments" are painful, dangerous, and terrifyingly effective.
Visual Aesthetic:
A tall man in a knee-length white lab coat, unbuttoned to reveal a formal shirt and tie. He wears a custom-built mechanical backpack with flickering vacuum tubes and glowing canisters. Thick cables run from the pack to high-tech gloves on both hands.
Passive: Genetic Superiority
Dr. Frauns has experimented on himself for decades.
Abilities:
1. Toxic Doping
Frauns hurls a concentrated chemical syringe.
Frauns deploys a wrist-mounted crossbow-injector.
Frauns channels "Strange Matter" through his right gauntlet into an ally.
Ability Upgrades:
Signature Quotes:
Note from me for valve: If you want add any of my concepts to the game, but it not fit correctly, well, you can change everyting in concepts because you better know stile of this game. Thanks for this big treasure named "Deadlock".
Complexity: ★★
"Successful experiments require sacrifices. An ideal experiment requires the death of generations."

Background:
Dr. Frauns is a scientist of the old school, a man who believes that morality is a shackle on the wrists of progress. He arrived in New York not to find the Patrons, but to treat the entire city as his private laboratory. To Frauns, his teammates are not friends—they are merely high-functioning test subjects. His "treatments" are painful, dangerous, and terrifyingly effective.
Visual Aesthetic:
A tall man in a knee-length white lab coat, unbuttoned to reveal a formal shirt and tie. He wears a custom-built mechanical backpack with flickering vacuum tubes and glowing canisters. Thick cables run from the pack to high-tech gloves on both hands.
- Right Hand: A heavily worn, metallic gauntlet used for projecting energy.
- Left Hand: A tattered, blood-stained surgical glove used for "manual samples."
- Weapon: A pneumatic dart pistol made of brass and glass.
Passive: Genetic Superiority
Dr. Frauns has experimented on himself for decades.
- Effect: He possesses significantly higher base Health Regeneration than any other hero (2.5x multiplier).
- Trade-off: His weapon damage is relatively low, forcing him to rely on poisons and attrition to win duels.
Abilities:
1. Toxic Doping
Frauns hurls a concentrated chemical syringe.
- On Enemy: Deals high Spirit Damage over time (DoT) as a potent poison.
- On Ally: Grants "Combat Frenzy" (+20% Move Speed, +25% Fire Rate).
- The Price: While buffed, the ally loses 2% of their current HP per second.
Frauns deploys a wrist-mounted crossbow-injector.
- Effect: Fires a heavy glass ampoule that shatters on impact.
- Healing/Poison: Creates a burst of medicine (or toxin) in a small radius. Allies are instantly healed, while enemies are marked for increased Spirit Damage.
Frauns channels "Strange Matter" through his right gauntlet into an ally.
- Effect: A continuous healing beam (requires line of sight).
- Energy Feed: This is the primary way to charge his Research Meter.
- Passive: Healing allies fills a Research Meter. (1% Charge = 100 HP healed). The ability can be activated once the meter reaches 25%.
- Active: Frauns injects himself with an experimental serum, becoming completely invulnerable for up to 20 seconds (duration scales with meter charge).
- Synergy: If Frauns is currently using Vital Beam on an ally, that ally also becomes invulnerable for as long as the beam is maintained.
Ability Upgrades:
- Ability 1 (Doping):
- 1 AP: +1 Max Charge.
- 2 AP: Buffed allies gain +20% Spirit Resistance.
- 5 AP: Poisoned enemies are slowed by 30%.
- Ability 2 (Crossbow):
- 1 AP: Ampoule travel speed increased by 50%.
- 2 AP: Explosion removes (Purges) negative debuffs from allies.
- 5 AP: Direct hits on enemies restore 5% of the Research Meter.
- Ability 3 (Vital Beam):
- 1 AP: +10m Beam Range.
- 2 AP: Targeted ally gains +20% Cooldown Reduction.
- 5 AP: Beam chains to a second nearby ally (50% healing effectiveness).
- Ultimate (Protocol Immortality):
- 1 AP: -20s Cooldown.
- 2 AP: While active, Frauns emits a passive healing aura for nearby allies.
- 5 AP: If activated at 100% charge, the tethered ally gains infinite ammo for the duration.
Signature Quotes:
- Killstreak: "I AM THE ÜBERMENSCH!" (easter egg to the medic from TF2... sorry, I couldn't resist
)
- On Kill: "Don't worry, this will hurt... a lot."
- MVP Quote: "Every successful experiment requires sacrifice. If the results are perfect, the price is irrelevant."
Note from me for valve: If you want add any of my concepts to the game, but it not fit correctly, well, you can change everyting in concepts because you better know stile of this game. Thanks for this big treasure named "Deadlock".