[Hero Concept] Slork Rework (Abilities)

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
  1. Base Health - 420
  2. Base Stamina - 2
  3. 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:
  1. Reduces cooldown by 5 seconds.
  2. Applies a stacking 10% bullet resist shred for 15 seconds
  3. Reduces self damage by 20%. Heals for 150 health per dispelled negative effect.
Notes:
- 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:
  1. Steals 1 stamina on hit
  2. Reduces cooldown by 10s
  3. Steals 25% fire rate on hit. Lasts 10 s
Notes:
- 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:
  1. Buildup time reduced by 2s
  2. Additionally regenerates +1.5% of Slork's max HP per second
  3. Doubles the minimum and maximum bonuses from Lurker
Notes:
- 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:
  1. Additional 1.5s Depth Shroud duration.
  2. Additional 50% bullet evasion.
  3. Become Unstoppable while Depth Shroud is active.
Notes:
- 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​
 
maybe they should also give him a passive that steals stats when he his people, so he scales up as the fight goes on!
Stat steal on-hit would be broken as fuck with Slork's semi auto shotgun. We can probably cap the stat steal but then why have it in the first place? If someone has a better way to implement that mechanic in deadlock please hit up the devs lol.
 
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