sythe13
Member
Hero Concept: Slim
A tall thin government spook. He uses a two shot derringer that does a lot of damage but needs to be reloaded often. He has a fast reload time at least. He seems to be a man who knows his way around a demonic contract. His pure white glasses conceal eyes of black. He is a glass cannon support that requires careful shots for explosive results.
Ability 1: Scattered Shield (Active)
Create a wall of paper that prevents bullet damage from the front for 3 seconds. This has a 45 second cooldown. Spirit increases duration.
Ability 2: Contract Poach (Active)
Inflict 120 damage to NPCs in an AOE around Slim at 10 m radius. This has a cooldown of 40 seconds.
Ability 3: Pop Bullet (Passive)
Your next shot will inflict +50 Spirit damage and explode in a 1 m radius upon impact. This has a cooldown of 18 seconds.
Ultimate: Inside Man (Active)
Slim takes off his glasses and disappear into an allied hero. From inside he will be able to fire his gun freely but will not be able to control where the hero moves as the ally will be in control. Reload time is cut in half while this is active. There is no visual indicator for this move until you fire the gun which looks like a ghostly hand shooting with the host hero. It can be cancelled at any time. Spirit increases duration.
15 second duration. | 70 second cooldown | 20 m range
Idea:
The concept here is a fragile support that specializes in surprise damage coming from within another hero. His gun has heavy bullet damage but low ammo. His passive encourages people to really take aim and make the shots count which can be harder during the ultimate which prevents the hero from controlling movement. The passive explosions can add to the chaos of damage coming from nowhere. Living will be difficult with his fragility so Scattered Shield allows him some counter play while also serving as another tool to work with Inside Man. Contract Poach is the only ability that requires Slim to be out in the open and it doesn't damage enemy heroes unless it is level 2. While being a potent farming tool or a way to scare the opposition away from creeps, it can also act as a desperate heal that requires you to end Inside Man prematurely to activate. He would do well with extra ammo and added weapon damage. Spirit would make his gun shots very powerful on a fairly low cooldown so long as he's accurate while also allowing for more defensive measures with farm potential and Scattered Shield.
A tall thin government spook. He uses a two shot derringer that does a lot of damage but needs to be reloaded often. He has a fast reload time at least. He seems to be a man who knows his way around a demonic contract. His pure white glasses conceal eyes of black. He is a glass cannon support that requires careful shots for explosive results.
Ability 1: Scattered Shield (Active)
Create a wall of paper that prevents bullet damage from the front for 3 seconds. This has a 45 second cooldown. Spirit increases duration.
- -20 cooldown.
- Can be used during Inside Man.
- Each bullet Blocked will temporarily be added to Ammo clip size for 10 seconds.
Ability 2: Contract Poach (Active)
Inflict 120 damage to NPCs in an AOE around Slim at 10 m radius. This has a cooldown of 40 seconds.
- Automatically collect souls spawned with this ability which grant +10 extra per soul.
- NPCs killed this way will leave contracts that begin to burn up dealing damage when near them for 20 spirit a second for 5 seconds.
- Hitting an enemy hero with this skill will heal Slim and any nearby allies by 200 Health. (10 m radius)
Ability 3: Pop Bullet (Passive)
Your next shot will inflict +50 Spirit damage and explode in a 1 m radius upon impact. This has a cooldown of 18 seconds.
- Direct hits inflict +50 more Spirit damage.
- -7 cooldown.
- The explosion causes the target to be bounced based on where they took the impact. On direct hits, hitting them into a wall will inflict 50% of full bullet damage.
Ultimate: Inside Man (Active)
Slim takes off his glasses and disappear into an allied hero. From inside he will be able to fire his gun freely but will not be able to control where the hero moves as the ally will be in control. Reload time is cut in half while this is active. There is no visual indicator for this move until you fire the gun which looks like a ghostly hand shooting with the host hero. It can be cancelled at any time. Spirit increases duration.
15 second duration. | 70 second cooldown | 20 m range
- +15 seconds on duration.
- Shots will cause a 5% movement slow for 2 seconds while Inside Man is active.
- Can be used on enemy heroes.
Idea:
The concept here is a fragile support that specializes in surprise damage coming from within another hero. His gun has heavy bullet damage but low ammo. His passive encourages people to really take aim and make the shots count which can be harder during the ultimate which prevents the hero from controlling movement. The passive explosions can add to the chaos of damage coming from nowhere. Living will be difficult with his fragility so Scattered Shield allows him some counter play while also serving as another tool to work with Inside Man. Contract Poach is the only ability that requires Slim to be out in the open and it doesn't damage enemy heroes unless it is level 2. While being a potent farming tool or a way to scare the opposition away from creeps, it can also act as a desperate heal that requires you to end Inside Man prematurely to activate. He would do well with extra ammo and added weapon damage. Spirit would make his gun shots very powerful on a fairly low cooldown so long as he's accurate while also allowing for more defensive measures with farm potential and Scattered Shield.