Hero Concept: Null

* = Scales with Spirit
^= Scales with Bullet

Null: "Disrupts enemies and escapes unscathed."

"Null excels at setting his enemies up for failure, whether its disrupting his enemies' defenses, opening flank opportunities for his team or turning a losing battle into a decisive blow. Null always leaves his opponents second guessing their every move.

Primary fire is a low damage, fast fire rate buckshot from the hilt of his sword.

(2.1^ Bullet Damage) (8 Bullets per shot) (5 Shots per second) (84dps^)

(525 Health) (3 health Regen) (7m/s move speed) (2m/s sprint speed) (3 Stamina)


Ambush: Teleport behind an enemy hero, delivering a swift damaging strike that sends them flying towards your last position.

(60* spirit damage) (24s Cooldown) (12m range)

[Lv1] Applies (1s) of silence on hit. Does not interrupt.
[Lv2] +6m range and becomes a charged ability
[Lv3] +60 base spirit damage and applies (1s) of disarm.

Rift Network: Slash the very fabric of reality, creating up to 2 gateways that allies can travel between. Enemies can open closed gateways by damaging them, allowing anyone to use the gateway temporarily. Gateways are placed directly in front of you and cannot be placed in mid air.

(2 Charges) (45s Cooldown per charge) (2 max gateways) (18m* maximum gateway distance) (Infinite duration)

[Lv1] +10m base maximum distance between gateways
[Lv2] Allies that exit a gateway are immediately granted 2s of phasing
[Lv3] Gateways can now be placed at a distance with M1 or at point blank with M2. Gateways no longer need to be grounded.

Scapegoat: Briefly phase out of harms way and leave behind a decoy of yourself to trick your foes. Upon phasing, all negative/positive effects are paused and you immediately enter a sprint. While phasing you are invisible and your health state cannot be altered by any means. Upon exiting phase, all effects that were paused will resume. While phasing, you leave behind a trail of after images that can be seen from within 8m.

(28s Cooldown) (2s Phasing duration) (10s decoy duration) (+1 Sprint Speed) || (175* spirit damage) (5m* Decoy blast radius)

[Lv1] +5 sprint speed while phasing.
[Lv2] +1s phasing duration. Decoy now explodes upon death/expiration.
[Lv3] Decoy now applies silence to its attacker for 0.4s upon receiving bullet damage.


Voidrest: After charging for 2s, you retreat into a rift, becoming untouchable and syphoning the healing of enemies in range. While Voidrest is active, any healing that enemies in range would receive is instead redirected towards you, healing you instead. The total health regen of enemies in range is added to your regen. You are immobile while within voidrest but can move while charging. Ignores Line of sight.

(150s Cooldown) (100%* Healing Received) (6s Duration) (24m Radius)

[Lv1] 50% movement slow to enemies in range.
[Lv2] Now replicates healing received by allies in range. Grants bonus health regen equal to total regen of allies in range.
[Lv3] Now deals damage per second equal to your total health regen to enemies in range. (Regen + Stolen Regen = DPS)
 
I think some of these upgrades could be at base but slightly weaker, like the Lv1 of Voidrest and Scapegoat. On the topic of upgrades, I see no cooldown reduction at any point. A more repeatable ability is more consistent on average, like Scapegoat or Gateway could get a lot of value from that.
Rift Network: Slash the very fabric of reality, creating up to 2 gateways that allies can travel between. Enemies can open closed gateways by damaging them, allowing anyone to use the gateway temporarily. Gateways are placed directly in front of you and cannot be placed in mid air.
Are you certain this needs to have an infinite duration? Seems like more could be done by this spell if you restricted this aspect and gave that power elsewhere. I do enjoy the concept, though.
 
I think some of these upgrades could be at base but slightly weaker, like the Lv1 of Voidrest and Scapegoat. On the topic of upgrades, I see no cooldown reduction at any point. A more repeatable ability is more consistent on average, like Scapegoat or Gateway could get a lot of value from that.

Are you certain this needs to have an infinite duration? Seems like more could be done by this spell if you restricted this aspect and gave that power elsewhere. I do enjoy the concept, though.
1. I can agree that the movement slow on voidrest could be base, but I didnt want to make it too powerful since it is essentially a reset button. There were issues with heroes like Yamato healing to full by ulting and since voidrest also comes with the advantage of essentially applying 100% healing reduction to everyone in range, I didn't want to over tune it.

2. Scapegoat was intended to be a moment of invincibility that tricks enemies into wasting utility on the decoy. The sprint speed upgrade was meant to increase the effective range that you could flee to with scapegoat while I always intended it to be a short duration invulnerability. Maybe since I included the drawback of only pausing debuffs you could argue for it having basekit sprint speed.

3. I actually did some testing with heroes of similar values with cooldown reduction and it tends to round out the kit. I wanted Ambush to be more spammable than scapegoat and Rift Network doesnt need much cooldown reduction since it is technically a charged ability so adding additional charges essentially makes up for its slower cooldown and it would be hard to spam effectively.

4. The idea behind the rift is simply to create instantaneous flank/escape routes. I imagine it being a good repositioning tool during laning phase when its range is limited (Say from a shrouded underpass to your guardian). Since its maximum range scales with spirit, in late game you could create massive backdoors to intercept lanes. If mirage is any example, that in of itself is super powerful already, especially since enemies have to shoot gateways open to follow your team through them. The infinite duration was to limit scenarios where a functioning gateway closes at the worst possible moment since placing them already takes a bit of effort due to his innately weak invisibility, he would have to go out of his way in the early game to replace broken networks if his functioning network suddenly closes because one gateway collapsed. I did originally envision his Lvl2 upgrade to apply phasing to allies equal in effect to Null's current level of Scapegoat, so perhaps you could put power there, however it is already a very strong ability on paper for a non ultimate ability.

That is just my logic though.
 
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