[Hero Concept] Lunara: the unseen huntress - the one who is noticed only when it's already too late...

Sovenok

Member
The full concept with lore, abilities, and visuals is inside (I tried)

P.S. 8.5/10 I did myself, the other 1.5 was with AI helped me
P.S.S. I hope the traaaaaanslator handles all my long text properly :3 (yea, my english is not strong:c )
P.S.S.S. I will be glad if you share the feedback with me!!!


Brief Lore Summary
(below is the whole version)
Name: Lunara
Lunara grew up at the junction of two worlds: a harsh military garrison and a mysterious nocturnal forest, where she secretly learned the art of silent hunting from owls.
When reality was torn apart by the Maelstrom, both of her worlds were destroyed. Having miraculously survived, she was found by the Spirits of the Night -- ancient beings who saw in her a perfect vessel. They granted her power and abilities.
Lunara came to the Cursed Apple, guided by the whispers of the spirits. She feels a connection to the powerful Patrons, but does not serve them. Her goal is to find answers: what destroyed her old home and what is the true nature of her power. The war of the Patrons is merely a backdrop for her personal hunt. She observes, lies in wait, and eliminates those who prevent her from uncovering the truth, remaining a shadow that glides through the noise and chaos.

Extended Lore Moment :D
(The Lunara concept was created on the principle of "history as a foundation". Its history is the primary foundation from which all its gaming abilities, mechanics and appearance organically grow)
Name: Lunara

Lunara's childhood was spent in the shadow of two worlds: the strict military garrison, where she lived by day among her peers, and the mysterious forest, where she secretly fled at night.
For a child her age, the routine was simple: drills, knife handling, strength training, discipline. But while the other children accepted this as inevitable, Lunara felt like an outsider in all of it. She was drawn to where the light of the garrison's lanterns didn't reach - to the forest, smelling of damp bark, mist, and nocturnal life. At night, while the garrison slept and the guards changed, she would sneak away into the forest. There, among the branches, whose silhouettes she did not fear, she found her true, fitting school - the school of night.
She observed the true masters of the night - owls. Perfect predators. Their silence, lightning speed, and ability to vanish into the air as if dissolving. For Lunara, they became her new, fascinating textbook. For years, she trained by imitating them, developing inhuman agility and learning to move in absolute silence. No one in the garrison knew why she progressed so quickly. No one knew she was being trained by owls.
When the Maelstrom struck, the world changed forever: astral gates opened, reality twisted, and many old shelters fell. The garrison where Lunara lived was destroyed. When the forest ignited, Lunara did not run - she glided. Remembering every lesson from the nocturnal hunters, she broke through the chaos, avoiding fissures, monsters, and fire. She saw owls falling from the sky, their wings covered in ash, and the forest, her second family, disappearing.
Alone in a cruel new world, she made her weapon out of what she did best: silence and speed. From the charred fabric of her old uniform and the found feathers of the forest owls that fell on that fateful day, she sewed a cloak - a symbol of her losses and her new essence.
Weak, burned, on the verge of death, Lunara drifted through the ashen world that had so recently been her home. It was then that she heard the first whisper. Not a voice, not a sound - it was a sensation, as if the darkness itself had leaned toward her. The Spirits of the Night - entities awakened by the Maelstrom. They sought a vessel - one capable of bearing their power, who could anchor them in this shattered, unstable world. They found one who already belonged to the night. In her, they saw a child of silence, a pupil of the forest, an heir to silent wings. Granting Lunara the power -- the power to throw "spiritual feathers" - concentrated astral energy capable of cutting through flesh and the very essence of the target, and her clothing too was filled with their magic. She became even quieter, even faster - so much so that her footsteps became almost inaudible and detecting her nearly impossible. From that moment on, a glowing owl tattoo appears on Lunara's neck. It is not just a decoration, but a symbol of her connection to the spirits and her new nature.
After the destruction of her world and the disappearance of the forest, Lunara wandered for a long time through the scorched zones, following the barely audible whispers of the spirits. They told her where to hide, how to survive, who to avoid, and, most importantly --- where to go next.
Gradually, she began to notice something strange, that the ghostly feathers near her were reacting to something distant, like a call. The spirits told her of a huge city where silence does not die even in the roar of machines and voices - Cursed Apple. Astral gates had opened there, and the same power that had destroyed her old home pulsed somewhere in the depths of the metropolis. When Lunara first saw the Shining Mountains of New York (as the spirits called the skyscrapers), she immediately felt it: something familiar was watching her.
These were the Patrons. Not humans, not spirits, much older, and importantly - they too heard the silence. They found in Lunara a vessel whose abilities were born not of school, not of training, and not of a curse - but of the night itself. And she felt that in their presence, her connection with the spirits strengthened, as if someone was unlocking and expanding her natural gift.
She is not interested in their wars, ideologies, or promises. She does not believe any of the sides, but the Patrons know the answers - to what destroyed her forest, to why the shadows became alive, and to what power she truly possesses... To get these answers, Lunara entered the ritual not as a soldier or a mercenary, but as a predator who herself chooses whom to kill - and why. She does not serve the Patrons, she observes them, just as she once observed the owls. And while the rituals continue, Lunara does what she does best: she survives, listens, and kills those who make too much noise.


Appearance
I put the AI through hell for several days to create this visual design ,_,
The first photo is the very initial concept
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P.S. I can't draw and have to use AI:(((
P.S.The generated dark pictures are exactly what I wanted!!!!!
«by design, the entire character should be in dark tones»

A young girl with pale skin and thin wounds on her face
A glowing spiritual owl tattoo on her neck
Clothing is dark in color. Worn-out pants and a sweater, she also has various belts and pouches
Also a cloak-cape - made of feathers. The tips of the feathers glow faintly.
A hood pulled - itself made in the likeness of an owl's head


Weapon
Primary Weapon: Spiritual Feathers
Because of the new world, Lunara gained spiritual feathers, which she throws.
Looks like a regular feather, only with a glowing aura. I suggest making the shooting similar to Kiriko from Overwatch

оружие.gif
Yea, the rate of fire will be slow, but we'll compensate with high damage per shot.

The AI drew it like this:but.... something's not quite right and we need to think about how it will look... although maybe it's okay? It's tricky….

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Passive Ability
Phantom Instinct:
Lunara's footsteps are significantly quieter than those of other heroes, and she also gains a substantial movement speed bonus while semi-transparent.
If she is at a relative distance from enemies (probably 40-50 meters), not shooting, and not taking damage, she moves constantly in a semi-transparent state.
(This reflects her supernatural agility and stealth)
What am I talking about.... semi-transparency -- is... let's say when Haze goes into her invisibility and is near an enemy, she is visible about 80% I guess, based on that, make it a bit more stealthy and that will be the very semi-transparency

Abilities
In «» i left cool phrases in my opinion that the character might say when using them ( and highlighted it in a separate pink color )

1) Owl's Mark
A strangely curved dagger resembling a feather, personally crafted by Lunara
Lunara throws her dagger, dealing moderate damage and marking the victim. (Marked enemies take X%(10?)% increased damage from Lunara) (the mark lasts for X seconds)

t1 - Hitting the enemy slightly restores health.
t2 - Increases the mark's duration.
t3 - Can now carry 2 daggers.

«The spirits thirst!»

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EXACTLY IT. THE VISUAL IS JUST WHAT'S NEEDED!!!!!!!!!!!


2) Shadow Dash
Lunara performs a fast and silent dash.

t1 - Grants a bonus to attack speed.
t2 - Reduces cooldown.
t3 - Significantly increases the maximum dash distance

«*make a whooshing sound?* »

3) Owl's Eye
Lunara summons a spiritual owl that flies along the indicated path. Upon reaching the endpoint, it lands on the ground or a building, creating a circular area of vision; enemies caught in the area are revealed on the map/or highlighted for nearby allies. Enemies can also kill the owl with a few attacks.

t1 - Increases the owl's duration
t2 - Increases the vision radius
t3 - +charge to the number of owls

«No one can hide from me»

This ability was the most challenging to design. I wanted it to be a direct branch of Lunara story, and I cycled through many versions before settling on this one. It may still evolve, but this is its current form ,_,


4) Night's Dominion
Lunara loves the night deeply and feels much more comfortable within it.

Lunara creates a large zone of artificial night (a dome) around herself, inside which she unleashes her true power: the light dims, stars appear, and silhouettes of owls fly. (Enemies inside the dome take X%(25-30?)% increased damage from all sources.) Also, the dome does not deal damage and does not block movement. The dome will have no restrictions -- anyone can enter/exit freely (without penalty)

t1 - Lunara inside the dome is constantly in a semi-transparent state even when standing right next to an enemy, and her attacks do not break this transparency
t2 - Allies inside receive a small shield
t3 - Each enemy kill inside the dome extends its duration by X seconds and Lunara restores % health

«It's time to repay the debt to the night!» / «My time has come. The time to hunt»

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Essentially what I wanted, just more aesthetically fitting for the game's lore, and without the table :D



And Various Additional Details
1) "Shadow Dash" Visuals:
Feather Trail: at the moment of using Shadow Dash, a trail of semi-transparent feathers briefly follows the hero's silhouette, slowly dissolving in the air and leaving a faint glow behind.

2) Hero Death Animation:
When Lunara dies, she dissolves into a multitude of shimmering spiritual feathers, which slowly flutter to the ground and vanish, leaving nothing «but silence» (it's just a phrase that sounds cool)
And she's upset about such a death, after all, she tried so hard all this time... so she might say with a weak voice, something like:
«Night... forgive me...»/ «This is not the end of the hunt... it's just the end»

3) Character and Manner of Speech:

Lunara is the embodiment of silence not only in movement but also in words. She speaks rarely and very quietly (something like a whisper), saving her breath for the hunt. This is not muteness from a lack of communication, but the focus of a predator.
 
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I do love this hero design but also would like to nitpick a few things.
Passive- This is a criminally strong for a passive, 80% transparency is deceptively good and at ranges over 30 metres may as well be full invisibility which would be fine for an ability*cough haze 2 cough* but is way too good for something thats always on and isnt an ability. Plus invertedly acts like radar where anyone within 30 metres is given away by you going visible again. Nobody in this game has a passive that's not tied to an ability and keeping in-line with that trend I would recommend tying the passive to the ult and maybe even have it only work whist ult isnt on cooldown.
Ability 1,2,3 Love it simple yet perfect for her character. Always wanted a ward like thing in this game, dash is neat for a hunter, and 1 is simple poke, done and dusted. 1 might be a little underpowered though considering napalm does double the damage amp and isnt a skillshot but we'll talk about power budget soon.
Ult- I love domains, they're awesome thematically but this ult has the potential to change team fights instantly. The ult gives alot of buffs to her so ideally Lunara should be popping in and out of a teamfight picking off players but really players would pick her up just for a flat huge damage amp that is incredibility easy to use and essentially uncounterable. The easy change would be to reduce the range alot but then that in my eyes would get rid of the fantasy of Lunara turning the map into her hunting grounds. Another option is to make the damage amp only work on her but then we get into..
Direction- I dont know what I would play this character as, gun carries infurnus, haze, wraith, drifter all have abilities that directly buff their gun damage but Lunara essentially has nothing, I dont know how her dagger would meaningfully scale off sprit and making her a support feels like a waste for the character design. All of her abilities are utility but there is no punch that makes her like the hunter she wants to be unless her gun is massively strong but then that would be unfair to the other characters who invest a whole ability into being strong. I would recommend changing the 1 into some sort of real damage, 3 hit passives are nice maybe one of those.
Closing thoughts, still love the design but think some things arent there for actual practically implementation.
 
Passive- This is a criminally strong for a passive, 80% transparency is deceptively good and at ranges over 30 metres may as well be full invisibility which would be fine for an ability but is way too good for something thats always on and isnt an ability.
80% - that was just my rough estimate based on how visible Haze is when standing next to an enemy while using her mist, so she’s about 80%+ visible. And for Lunara it should be made slightly less noticeable

We could change it like this:
Remove the invisibility aspect entirely, keeping only a movement speed bonus - or even let her regenerate dashes (Shift) faster
And as you suggested - move it into the ultimate

Ult- I love domains, they're awesome thematically but this ult has the potential to change team fights instantly. The ult gives alot of buffs to her so ideally Lunara should be popping in and out of a teamfight picking off players but really players would pick her up just for a flat huge damage amp that is incredibility easy to use and essentially uncounterable. The easy change would be to reduce the range alot but then that in my eyes would get rid of the fantasy of Lunara turning the map into her hunting grounds. Another option is to make the damage amp only work on her but then we get into..
Well… yeah, I agree, the ultimate is definitely overtuned
I can suggest changes like:
1) lowering the % damage scaling on enemies inside the ult
2) removing the healing effect from T3 - or moving it to T2
3) adding a stealth-related perk

The ult shouldnt cover the entire map; it should be a large dome (or cube, whichever better)

Direction- I dont know what I would play this character as, gun carries infurnus, haze, wraith, drifter all have abilities that directly buff their gun damage but Lunara essentially has nothing, I dont know how her dagger would meaningfully scale off sprit and making her a support feels like a waste for the character design. All of her abilities are utility but there is no punch that makes her like the hunter she wants to be unless her gun is massively strong but then that would be unfair to the other characters who invest a whole ability into being strong. I would recommend changing the 1 into some sort of real damage, 3 hit passives are nice maybe one of those.
Closing thoughts, still love the design but think some things arent there for actual practically implementation.
Here I fully agree - we need to think more about her damage identity as an assassin
I wanted to make her weapon fire single projectiles like Kiriko (gif "weapon point"), and the shot damage wouldn’t be low
(Just like the current Gun Doorman - deals around 803646k per shot)
I’m also still unsure about ability 3… it feels kind of useless and doesn’t really add anything to her damage


hah.....……
-------------- Passive Ability ---------------
Her footsteps are much quieter compared to other heroes
She gains bonus movement speed per level
Her dashes (Shift) regenerate faster when she hasn’t been shot for N seconds
--------------- Abilities ----------------------
1) Owl’s Mark
Lunara throws a dagger, dealing moderate damage and marking the target. (Marked enemies take +10% bonus damage from Lunara’s weapon)

T1 - hitting an enemy restores a small amount of health
T2 - increases the duration of the mark
T3 - she can now carry 2 daggers

2) keep as is

3) AAAAAAAAAAA I still need to come up with something interesting…

4) Night's Dominion

Enemies inside the dome take 20% increased damage

T1 - Lunara gains slight invisibility BUT her attacks break stealth for 0.s (after which she becomes hidden again)
T2 - Lunara gains % lifesteal from all damage dealt within the ultimate radius
T3 - each enemy killed inside the dome extends its duration by X seconds
 
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