A somewhat capable magic initiate with his animated suit of armor, the armor is always present and responsible for melee attacks and physical damage, the mage himself shoots small electric bolts that builds up static charge on enemies and twice as much on his puppet.
1st ability: Axe chop, the puppet slams down the axe dealing heavy melee damage
T1 upgrade CD reduction
T2 upgrade deals more damage against stunned\immobilized enemies
T3 upgrade makes ability charged with +1 charge and allows to make quick follow up horizontal swings within short time window
2nd ability: Head on, the puppet charges the short distance forward knocking down the caught up enemy down stunning them for 0.5s
T1 upgrade increasing charge distance by 2m
T2 upgrade increasing stun duration by 0.2s with 0.02 spirit scaling
T3 now separates ability to initial charge that knocks target up that can be followed up by headbutt that sends target down with similar effect of the knockdown item increasing the stun time depending on the height the target was on.
3rd ability: Chain lightning, the mage sends a lightning that jumps on nearby targets dealing spirit damage, the passive unlocks the static charge buildup for basic attacks as well, enemies that become charged gets zapped periodically as well as their nearby allies, the puppet receive twice as much and when becomes fully charged starts zapping nearby enemies with spirit damage with 0.3s tick rate
T1 upgrade increases amount of additional targets by 1
T2 upgrade grants additional spirit power and better scaling
T3 upgrade hitting the puppet makes it instantly charged
the ultimate ability: Free will, the mage releases the puppet to roam free from his control, the puppet will follow him around by default and will prioritize enemy heroes that the mage dealing damage to or being damaged by, if no enemy heroes around the second priority becomes minions and after that objectives, the puppet will use 1st and 2nd ability on it's on while the mage gets the weaker spirit versions of them dealing spirit damage instead of melee while the ability is active.
T1 upgrade the puppet is slightly faster at everything it does wile being set loose
T2 upgrade the mage receives 15-20% bullet and spirit resist while in close proximity (5-6m) to the puppet
T3 upgrade the deployment time now scales with spirit by 0.2
Important note, the puppet without the ultimate is always present and while having a separate health pool shares the damage with it's master with slightly reduced rate, while set loose the damage sharing is gone but the puppet can now be broken and the mage will have to spend about 6-8s repairing it by standing close to it, the puppet's remains can be carried away but with reduced speed and dash distance, the mage himself has a very weak melee attack and gets even worse stun if parried.
No story or visuals unfortunately since i only got the very basic rough idea for gameplay and general concept.
1st ability: Axe chop, the puppet slams down the axe dealing heavy melee damage
T1 upgrade CD reduction
T2 upgrade deals more damage against stunned\immobilized enemies
T3 upgrade makes ability charged with +1 charge and allows to make quick follow up horizontal swings within short time window
2nd ability: Head on, the puppet charges the short distance forward knocking down the caught up enemy down stunning them for 0.5s
T1 upgrade increasing charge distance by 2m
T2 upgrade increasing stun duration by 0.2s with 0.02 spirit scaling
T3 now separates ability to initial charge that knocks target up that can be followed up by headbutt that sends target down with similar effect of the knockdown item increasing the stun time depending on the height the target was on.
3rd ability: Chain lightning, the mage sends a lightning that jumps on nearby targets dealing spirit damage, the passive unlocks the static charge buildup for basic attacks as well, enemies that become charged gets zapped periodically as well as their nearby allies, the puppet receive twice as much and when becomes fully charged starts zapping nearby enemies with spirit damage with 0.3s tick rate
T1 upgrade increases amount of additional targets by 1
T2 upgrade grants additional spirit power and better scaling
T3 upgrade hitting the puppet makes it instantly charged
the ultimate ability: Free will, the mage releases the puppet to roam free from his control, the puppet will follow him around by default and will prioritize enemy heroes that the mage dealing damage to or being damaged by, if no enemy heroes around the second priority becomes minions and after that objectives, the puppet will use 1st and 2nd ability on it's on while the mage gets the weaker spirit versions of them dealing spirit damage instead of melee while the ability is active.
T1 upgrade the puppet is slightly faster at everything it does wile being set loose
T2 upgrade the mage receives 15-20% bullet and spirit resist while in close proximity (5-6m) to the puppet
T3 upgrade the deployment time now scales with spirit by 0.2
Important note, the puppet without the ultimate is always present and while having a separate health pool shares the damage with it's master with slightly reduced rate, while set loose the damage sharing is gone but the puppet can now be broken and the mage will have to spend about 6-8s repairing it by standing close to it, the puppet's remains can be carried away but with reduced speed and dash distance, the mage himself has a very weak melee attack and gets even worse stun if parried.
No story or visuals unfortunately since i only got the very basic rough idea for gameplay and general concept.