12ganase
Member
I imagine Yoshi and the devs wanted an in and out slippery carry archetype that excels at repeatedly engaging and peeling over the course of a drawn out fight when they designed Slork. Here is my proposed rework for Slork.
Base Stats
Abilities:
Shredding Undercurrent - After a short delay Slork releases a storm of water around him that deals damage to enemies and half the damage to himself. Removes negative effects on Slork.
Harpoon - Slork fires a harpoon that latches to the first enemy it hits. On hit, Slork and his victim are quickly pulled towards each other.
Lurker (Passive) - While out of combat Slork gains increasing movement speed, stamina regeneration and health regeneration bonuses over time. Builds up maximum bonuses after 7 seconds. Bonuses are lost over 7 seconds after entering combat.
Depth Shroud (Ult) - Slork is shrouded in darkness gaining 50% bullet evasion. Slork is hidden from view and cannot be targeted with abilities. Instantly gains full Lurker bonuses when Depth Shroud is cast.
Base Stats
- Base Health - 420
- Base Stamina - 2
- Base HP Regen - 1.0
Abilities:
Shredding Undercurrent - After a short delay Slork releases a storm of water around him that deals damage to enemies and half the damage to himself. Removes negative effects on Slork.
- Damage(Spirit) - 90 + 1.1/Spirit Power
- Cooldown - 10s
- AoE - 5m
- Cast Delay - 1s
Upgrades:- Reduces cooldown by 5 seconds.
- Applies a stacking 10% bullet resist shred for 15 seconds
- Reduces self damage by 20%. Heals for 150 health per dispelled negative effect.
- Applies the damage over a second in 10 ticks of damage. Each tick applies a separate instance of dispel. Each tick applies 1% bullet resist shred to enemies hit.
- Self damage is not lethal and will leave Slork at a minimum of 1 HP.
Harpoon - Slork fires a harpoon that latches to the first enemy it hits. On hit, Slork and his victim are quickly pulled towards each other.
- Applies light melee damage
- Cooldown - 25s
- Cast Range - 17m
Upgrades:- Steals 1 stamina on hit
- Reduces cooldown by 10s
- Steals 25% fire rate on hit. Lasts 10 s
- Slork and his target are pulled until they are within 3.5m of each other.
- Can be cancelled mid-pull by Slork.
- Harpoon projectile can be parried to block the damage and pull.
- Slork restores Stamina even if the target is already at 0 when hit.
- Reduces enemy stamina even when Slork already has full stamina.
Lurker (Passive) - While out of combat Slork gains increasing movement speed, stamina regeneration and health regeneration bonuses over time. Builds up maximum bonuses after 7 seconds. Bonuses are lost over 7 seconds after entering combat.
- Max Move Speed - 2 m/s
- Max Stamina Regen Bonus - 15%
- Max Health Regen Bonus - 5 hp/s
Upgrades:- Buildup time reduced by 2s
- Additionally regenerates +1.5% of Slork's max HP per second
- Doubles the minimum and maximum bonuses from Lurker
- Lurker has 0.5s buffer time before Slork starts gaining or losing bonuses.
- Can be cancelled mid-pull by Slork
Depth Shroud (Ult) - Slork is shrouded in darkness gaining 50% bullet evasion. Slork is hidden from view and cannot be targeted with abilities. Instantly gains full Lurker bonuses when Depth Shroud is cast.
- Duration - 2.5s + 0.005/Spirit Power
- Cooldown - 50s
Upgrades:- Additional 1.5s Depth Shroud duration.
- Additional 50% bullet evasion.
- Become Unstoppable while Depth Shroud is active.
- Lurker bonuses do not decay while depth Shroud is active
- Slork can still be hit with melee, AoE and skill shot abilities while in Depth Shroud