[Hero Concept] The Soul Conductor - Charon

Linktober

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Charon: Instead of a ferryman, they're a train conductor. I imagine a blue Graves zombie wearing a tattered conductor's uniform. Carries a repurposed oar, which serves as their gun. It's now more like a staff, with a blue-fired lantern dangling off the tip. It's a short range flamethrower esque weapon that has pierce for solid wave clear.

The core idea idea is to have a supportive character whose central goal is to literally move souls around. Ideally, they take souls straight from the enemy, and pass the excess souls off to teammates. Some abilities improve as Charon has more unsecured souls, has poor scaling otherwise. This character should play fairly well while also having a low soul count, at the cost of risking losing extra souls to the enemy team. The poor scaling keeps them from being overly oppressive in the chance they keep souls all for theirself.


Rough ability outline, I'm no balancing prodigy so I won't list any stat upgrade concepts other than major ones.

Jinxed Obol: A charged ability that accumulates as you gain souls. On cast, spends all charges to cast a debuff upon an enemy. Tolled: Base 5 second debuff, marks an enemy with an obol above their head. A fraction of all damage received during this window will be replicated. A small amount, maybe 10% per expended charge.
*This character probably won’t be doing that much damage on their own, save for when they are using their ultimate. This ability scales off of your teammates’ damage, so it’s more ideal to help your teammates get stronger than it is to try and get value with this on your own.

Disembark: Drop a bag of unsecured souls on the ground, become immune to any slows and increase the rate of stamina regeneration by 100%. Duration scales with how many unsecured souls are left behind. Regular cast drops half souls, alt cast drops all souls. Using disembark will drain from Jinxed Obol’s charges.
T3: Soul Trap: Upon heavy meleeing to claim Charon’s dropped unsecured souls (either team), the trap detonates and any nearby enemies will be damaged and stunned for 1s. Damage will always be 50% of the amount of unsecured souls in the trap. Traps will not expire from the dropped unsecured souls.
*A tool that can both be used to give teammates souls, but also to escape from enemies by trading your unsecured souls for your life. You could also use loose unsecured souls as bait for a variety of purposes.

Ride the Rails: An ability that can, when casted, improves the closest zipline for you and your teammates. A train Xing bell will play as a zipline is providing buffs. When riding a zipline, gain a small barrier and buff to movement speed. Buffs will apply for a duration that approximately covers the amount of time it takes to get from base to the center of the map. Upgrade may reduce the cooldown of zipline speedboost for Charon.
T3: Buff gives the ability to ride enemy ziplines as well, although when riding an enemy line it will be slower and will also leave your team able to be hyperlined at any moment.
*Plays into the support role even more, but also gives a means to get in and out pretty quickly, either to secure a kill or run away with a bag. Loosely related, I also wish ziplines were played around with more. It would be pretty cool if there were some items that promoted zipline use, because using them to move around the map and even during the occasional teamfight is always a really good time.

Reap: A short range ability that on cast limits movement to a small area similar to Vindicta's tether. Charon will slowly leech from the enemy with their lantern. This ability deals spirit damage over time which is based off of a fraction (base 8%?) of how many unsecured souls they are carrying (probably like 40dps base). Every time the enemy takes damage, Charon will also take some of the enemy’s unspent souls, even those which are secured. Damage will increase as Charon gains more souls during the cast. The enemy may still attack back, and Charon is completely stationary during the channel. If an enemy dies while being channeled, steal a quarter of all their unspent souls. Any souls gained during this ability will be unsecured.
*An ability I imagine has two main usecases, one where you go in with no souls, try to leech off as many souls as possible from a solo enemy who may be sitting on too many souls, and splitting the difference with the enemy, unsecuring souls they used to have secured. Alternatively, you could be riskier and take a similar approach but instead while also having a large amount of souls yourself. If you can get a kill off the enemy, you could run away with a lot of souls. If you get killed or run away, you risk giving the enemy even more money. Otherwise in a teamfight, provides a way to lock someone down while also recharging your Obols.
 
Several matches since the latest game balance update people have mentioned independently the concept of zipline manipulation. diversion or detour. Finding its place in the game may be an interesting team based strategy. Custom location and distance , "Diverts Player characters " It could even be used as an objective buff like Urn that benefits team for a short while.
 
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