[Hero Concept] Puppet master

shark4-6

Member
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.
 
Ok I can’t tell whether you are imagining it like jojo where it would float separately from the mage BUT — imagine this:

The mage WEARS the spectral armor, and sends it out with his abilities (may have been what you meant).

Same shared health pool concept, but you only get two hitboxes when you send it to when it is on the mage you are just mage with bigger hitbox but high base bullet/spirit resist traded off for being slow, and with a negative resistance stat like pocket or Celeste. 1 and 2 the. both get a lunge component and a delay on the armor coming back to him (maybe it floats towards and you can move towards it to meet it and have it jump back on to you faster — rewards not running).

1 could be castable like a Geist bomb or Paige root, 2 like sending out doorman cart, 3 charged like Yamato.

I’m not a fan of the 4th ability though because I think it would be more fun to get something like Apollo 3 for the armor, you directly tell it where to lunge and it is re-castable, big damage, you are vulnerable when using but can stay close the the armor and to jump back in between recasts
 
Ok I can’t tell whether you are imagining it like jojo where it would float separately from the mage BUT — imagine this:

The mage WEARS the spectral armor, and sends it out with his abilities (may have been what you meant).

Same shared health pool concept, but you only get two hitboxes when you send it to when it is on the mage you are just mage with bigger hitbox but high base bullet/spirit resist traded off for being slow, and with a negative resistance stat like pocket or Celeste. 1 and 2 the. both get a lunge component and a delay on the armor coming back to him (maybe it floats towards and you can move towards it to meet it and have it jump back on to you faster — rewards not running).

1 could be castable like a Geist bomb or Paige root, 2 like sending out doorman cart, 3 charged like Yamato.

I’m not a fan of the 4th ability though because I think it would be more fun to get something like Apollo 3 for the armor, you directly tell it where to lunge and it is re-castable, big damage, you are vulnerable when using but can stay close the the armor and to jump back in between recasts
Well i specifically curious how a 2 for 1 hero could be played here, not saying that wearing armor is a bad idea but having it out on it's own while still having control over it was my core idea here... and i actually was thinking more of Full metal alchemist but JoJo i guess also have the influence here ngl
 
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