Hero Concept: Marathoner

So the Doorman has very sick running animations and it got me inspired.

Marathoner

A momentum- and stamina-focused Spirit hero whose motion empowers a bound spirit companion. Marathoner combines mobility, area control, and Momentum-fueled damage, with abilities scaling based on movement, sprinting, and stamina management.

Ability 1 – Spirit Surge

Marathoner builds a charge through movement, sprinting, or spending stamina. Charge gradually decays when idle. When activated, the spirit projection launches forward as a persistent projectile:
  • Collides with enemies, dealing damage and slowing them.
  • Projectile persists after hitting enemies.
  • Projectile speed always scales with Marathoner’s max movement and sprint stats.
  • While fully charged, Marathoner gains bonus spirit and weapon resist, including for slight duration after the projectile is used or the charge decays.
Upgrades:
  • T1: +1 maximum charge stored.
  • T2: Spirit splits into three shockwave-like projectiles.
  • T3: Improved charge rate, enhanced Spirit scaling, and increased projectile travel speed.

Ability 2 – Runic Path

Upon activation, Marathoner marks the path he runs for a short duration. After a brief delay, the path detonates, dealing damage and slowing enemies along it.
  • Gradually drains stamina while active.
  • Is essentially a Kelvin's Ice Path / Infernus's Flame Dash abilitiy
Upgrades:
  • T1: Path briefly immobilises enemies.
  • T2: Increased detonation radius and slow.
  • T3: Momentum at the end of the path amplifies damage and slow.

Ability 3 (Passive) – Stamina Aura

Marathoner’s movement grants passive utility:
  • Breaks boxes immediately without slowing him (negating slower farming speed).
  • Periodically deals area damage based on available stamina bars.
  • Grants damage amplification buffs proportional to total stamina bars.
Upgrades:
  • T1: Bonus damage against “overrun” enemies.
  • T2: Periodic area damage and radius improves, and they linger on abilities 1-2.
  • T3: Further improves scaling and unlocks additional stamina bars per certain number of Spirit power.

Ability 4 – Spirit Overload (Ultimate)

Marathoner enters a Sprint State, generating massive Momentum and movement speed. It immediately "spends"/"converts" all the stamina for ability's duration, so he can't be stopped. It refreshes the cooldown of ability 2 upon use.
  • The spirit companion detaches, mirroring all of Marathoner’s abilities (Spirit Surge, Runic Path, Stamina Aura) with increased range, speed, and potency.
  • Collisions and ability effects deal amplified damage based on Momentum and Stamina.
Upgrades:
  • T1: Sprint leaves a lingering damaging trail along the path.
  • T2: Collisions apply stacking debuffs that can briefly stun enemies.
  • T3: Spirit companion gains secondary projectiles, enhanced AoE.
 
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