[hero Concept] Enki, a brawler who needs no Ultimate

Hello. This is my idea for a melee hero, that plays around with the upgrade system. Kept it simple and thematic with a standard moves trained to perfection feel to their abilities. Avoided passives, since I've been overdoing it with those. Here it is:

A Fate's tale: Enki was a former gang member that knew no limits, and often took things too far. This culminated in their reckless behavior forcing their leader to nearly kill them after a botched job, which Enki escaped by the skin of their horns. This event convinced them that their nature was holding them back, promptly going on a journey of self-discovery where they gained better control of themselves by communing with the spirits of the land. That is, until news of their leader's change of heart reached their ears and bad habits began to resurface. These bubbling emotions convinced them, there was no moving on until they got their pound of flesh, and so Enki marched back to New York, light on their step.
TL;DR: Gangster turns over a new leaf, until their inciting incident does the same, and they do not take kindly to it.

Appearance: A kind of life-attuned creature with a pair of horns, wearing a patchwork of different styles, organized to resemble a Buddhist monk's common garments. A larger portion of it's cloth goes to the left side of their body, to cover their unusual arm. The arm is a mass of tendrils twisting around themselves, commonly resembling a normal human's arm, but is also possible to turn into an unreliable firearm.


Stat-line:

Max Health: 550 Health Regen: 3
Light Melee 66 +0.35xHeavy Melee 125 +0.63x
Move Speed: 9 m/sStamina: 3

Twisting Gift: Medium Range, Unstable (Consecutive shots have more recoil)
Alt-Fire: Bumps an enemy within 8m closer to you. Costs 3 Ammo, can be used while disarmed.

Bullet Damage: 17 Bullets per sec: 3
Bullet Velocity: 540m/sFall-off Range: 22m-58m
Ammo: 15Reload Speed: 3.82s

1- Patient Lake
[Cooldown: 22s] [Reflection Delay: 1.5s] [Minimum Delay: 0.5s]
Place a reflection on your current location. After a delay, the reflection flies forward causing 80+1x spirit damage. Stationary reflections can still damage enemies and disappear when they do so.
Reactivate to make the reflection attack earlier.
Notes: Standard damage ability, primary use being to control enemy movement by making them try to avoid the reflections' path or current position. Best in tight spaces.
Tier 1: -10s Cooldown
Tier 2: +1s Max delay, -0.25s Min Delay
Tier 3: +25 damage, reflections use Mountain Guard while flying

2- Sailing Wind
[Cooldown: 34s] [Dash Speed: 16m/s (+0.032 x Spirit)]
Guide the wind at your feet. Dash 12m in the direction you are currently moving. If you are airborne, also reset your air dash and jump.
Notes: essentially an extra roll at a faster speed. Later on, you'll be basically uncatchable if you know how to move with the stamina systems. Considered making you float a bit if you're in the air, but opted for just more movement.
Tier 1: You can dash up vertical surfaces
Tier 2: +4m/s Move Speed, shared with allies within 5m
Tier 3: -20s Cooldown and stamina usage refunds 3s

3- Mountain Guard
[Cooldown: 44s]
Enter a defensive stance for 0.6s. During this stance, you redirect all projectiles that hit you, dealing 30%+0.28x of the original damage. This ability can parry within its 0.25s cast-point, applying a 30% spirit damage vulnerability.
Notes: Being so close to the action for most of the time requires a hero to have an extraordinary ability to not die, example being the kinds of defenses close quarters heroes tend to have, so here is this hero's version of that. Time it well, and you might make certain heroes kill themselves. Also, Bebop's hook would still pull targets to him if the hook is deflected, so Ideally don't make him pull your teammates.
Tier 1: +15% Deflect Damage
Tier 2: -21s Cooldown
Tier 3: +0.5s defense duration and Parry window

4- Cruel Nature
[Cooldown: 1s]
This ability starts already unlocked. but cannot be upgraded with Ability Points.
Holster your weapon and ready your fists. You gain 20% Spirit Resist, your light melees are 30% faster and being parried does not stun you, but you cannot shoot your gun. Reactivate to cancel this effect.
Notes: My version of a "Melee" hero. They can opt out of it at any time, but the benefits should make it worthwhile, even more so as the game goes on. If you're wondering how the upgrades work, they just need you to unlock the Tier 3 of the other abilities. So, they only need 24 Ability points to be fully maxed out. Ideally, this makes them spike earlier and have less down-time, at the cost of the power you'd get from a normal Ultimate. Side note, you can still stun them with a parry if they used a heavy.
Patient Lake: Charging Heavy melees create a Reflection
Sailing Wind: 30% Slow Resist during Cruel Nature
Mountain Guard: +20% Bullet Resist during Cruel Nature
All Abilities :
+20% Melee Lifesteal and +15% for each consecutive melee, up to 80%

Thank you for reading. Feel free to comment on what you liked or what you didn't, I will not take it personally.
 
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