Diamations
New member
[The] War
Can you hear the sounds? Marching footsteps splattering harmoniously against moist mud and soil. Can you hear the bloodshed? Screams of battle and cries of anguish amalgamated into the roar of the great beast. Can you hear the music? The trumpeter has called.
Godly is quite an overstatement when describing something so innately human as War. As if something so impure could ever hope to reach up to the divine and claim themselves amongst their ranks. Yet, these “Gods”, the “patrons”, believe they are in control, that they can dip their hands into the game of war, the game of man. Well, let's just say, they have no idea what is in store once the smoke clears.
Lore Details
The War is technically something like a God, yet refuses to call itself one, more of a force of nature. A being made incarnate of human war and conflict of which it draws power from, implied to have been around for millennia, only given physical form thanks to the maelstrom. Their purpose in the ritual is not to be given a wish, but to be there for the sheer chaos there will be after it is concluded as it can sense that either way the ritual goes, it will win and attain great power.
The War is dressed in medieval-era clothing, wearing a bycocket hat with a red feather emerging from the front, pointed up. They wear a kirtle that is draped by a large cloak and tied together with rope and their shoes are long and pointed at their ends.
Interactions with characters
The War is referred to as "The Trumpeter" by various heroes, namely:
- The Doorman
- The Drifter
- Grey Talon
- Haze
- Mirage
- Paige
- Seven
- Venator
- Warden
Holliday is suspicious of The War due to its similarities to The Troubadour.
Whilst in the baroness:
1) "The Legendary Trumpeter, here to Herald yet another attempt to attain god-hood. Indeed, you will win no matter which way this ritual goes but as the last bomb drops and the final screams for help subside, you will once again become what you truly are…a desperate leech."
2) “You are powerless within the baroness, Trumpeter. Give up on your warpath and let the real Gods do their work.”
The Hidden King start:
1) “The war you intend to Herald will not satisfy you, Trumpeter. If you summon The Hidden King, you could fill the skies with rage and scorch the earth in your fiery inferno.”
The Archmother start:
1) “War…i expected you to show yourself here. Perhaps we can come to a compromise. Fight for The Archmother and you shall be guaranteed your endless conquest.”
Gun name: The Herald
Beam-like, medium range
The war wields a trumpet that they play, firing a beam of orange sound waves with music notes incorporated within it.
Pitch of the trumpet increases as The War looks up, and decreases as The War looks down.
Fall-off: 20-51m
Base Weapon Range: 30m
Weapon charge time: 0.8s
Bullet damage: 7.64
Bullets per second: 11.9
Ammo: 55
Reload time: 2.55s
Bullet velocity: 624m/s
Light melee: 50
Heavy Melee: 116
HP: 700
Health Regen: 3
Move speed: 7.0m/s
Sprint speed: 1.2m/s
Stamina: 2
Boon rewards:
+0.16 bullet damage
+1.6 Melee Damage
+1.1 Spirit power
+50 HP
+1m weapon range
ABILITY 1: Casus Belli

Clarifications:
-Casus Belli is reworked from Blood Totem.
-Counts as a movement ability, however, does not cancel Cavalry whilst riding.
-Cannot be pointed upwards or downwards, instead firing The War in a completely straight line.
ABILITY 2: Cavalry

Clarifications:
-Does not ADD movement speed to the rider, instead replacing it.
-Counts as a movement ability
-Melee damage scales off of the Rider's light melee damage
-Knockback of the ram is roughly 10-16m
-cooldown between ram attacks per hero is 1.75s
-Riders can be forced off of the horse by disruption abilities such as shoulder charge, Hook, death slam, Telekinesis, rallying charge, Vortex web, and black hole.
-Riders will be forced off of the horse if using a movement ability.
-The horse is immune to CC. Stunning or sleeping the rider will still allow them to control the horse (besides curse).
-The horse cannot use ziplines, cables, or jump pads, nor can they mantle or dash. (though, they can double jump).
-Riders do not suffer from in-combat slow.
CHANGES:
-Melee scaling increased from 0.6x to 1.1x
-HP of Horse decreased from 350 to 125
-HP of Horse spirit scaling has been increased from 1.2x to 1.7x
-Invincibility on cast increased from 0.5s to 0.6s
ABILITY 3: Inspire

Clarifications:
-Ammo increase spirit scaling (T1): 0.12x
-Inspiration can only be applied when an ally is within 35m of you
-Build-up fall-off begins at 22m
CHANGES:
- Inspiration duration reduced from 3.25s to 2s
- base additional fire rate increased from +18% to +20%
- Build-up changed from 16.5% per second to 6% per shot
- Now no longer has maximum targets
- T1 ammo increase is reduced from 25% to 15% but now has spirit scaling
- T2 changed from "inspired targets ignore move speed penalty whilst shooting" to now reloading The War's weapon when successfully inspiring an ally
- T3 increased from 25% ability speed to 30%
ULT: War Path

Clarifications:
-When an ally becomes inspired due to War Path, The War does not gain the bonus speed of its application.
CHANGES:
- Radius has been decreased from 10m to 8m but now scales with spirit power
- HP regen of The War increased from +4% max HP to +5%.
- T1 reduced from +5m to +4m
More on the hero:
The War is a hyper support character that thrives on initiating combat encounters with a partner or the whole team. Inspire, their passive, is the primary focal point of their entire kit, buffing allies after continued weapon fire on to them, this leaves The War's playstyle as a backline support who should be a primary target for ganking or a pick in a teamfight as their ability to make an already powerful carry stronger is contrasted with their lack of self-preservation methods outside of Casus Belli which, despite its high damage, does not take them too far if used to escape, and Cavalry which itself does not save them from being shot. Having to manage your attention between inspiring your teammates and watching out for potential ganks will be a key skill to master when playing The War.
Thank you to all of the feedback given on the first draft, its greatly appreciated! The primary change in this second draft is to the 1st ability, blood totem, being completely replaced by Casus Belli which i feel incredibly improves their gameplay by giving them the classic "high damage support character 1st ability" in a way that ties the entire kit together incredibly nicely whilst letting them have more forms of movability and survival. Thanks to flameblast12 for the idea.
POTENTIAL ISSUES
- With the replacement of blood totem, i feel as though a large amount of The issues i proposed have been eliminated. Casus Belli looks to be a pretty non-offensive ability as of now.
- The removal of stacks on Inspire was a scary choice to make as i stated in my previous draft that it could make The War very insufferable if paired with Paige. I have tried to account for this by lowering some numbers such as the duration and increased ammo in addition to changing its T2.
If you've gotten this far, thanks for reading my concept, if theres any major changed made, you bet there will be a draft 3, though, i am confident that this is a good place to leave it.
Make sure to check out my other character concepts here:
- CLEO: https://forums.playdeadlock.com/thr...debuff-harasser-escape-artist-movement.88626/
- TASSOS: https://forums.playdeadlock.com/thr...os-puppeteer-area-control-coordinator.106536/
Can you hear the sounds? Marching footsteps splattering harmoniously against moist mud and soil. Can you hear the bloodshed? Screams of battle and cries of anguish amalgamated into the roar of the great beast. Can you hear the music? The trumpeter has called.
Godly is quite an overstatement when describing something so innately human as War. As if something so impure could ever hope to reach up to the divine and claim themselves amongst their ranks. Yet, these “Gods”, the “patrons”, believe they are in control, that they can dip their hands into the game of war, the game of man. Well, let's just say, they have no idea what is in store once the smoke clears.
Lore Details
The War is technically something like a God, yet refuses to call itself one, more of a force of nature. A being made incarnate of human war and conflict of which it draws power from, implied to have been around for millennia, only given physical form thanks to the maelstrom. Their purpose in the ritual is not to be given a wish, but to be there for the sheer chaos there will be after it is concluded as it can sense that either way the ritual goes, it will win and attain great power.
The War is dressed in medieval-era clothing, wearing a bycocket hat with a red feather emerging from the front, pointed up. They wear a kirtle that is draped by a large cloak and tied together with rope and their shoes are long and pointed at their ends.
Interactions with characters
The War is referred to as "The Trumpeter" by various heroes, namely:
- The Doorman
- The Drifter
- Grey Talon
- Haze
- Mirage
- Paige
- Seven
- Venator
- Warden
Holliday is suspicious of The War due to its similarities to The Troubadour.
Whilst in the baroness:
1) "The Legendary Trumpeter, here to Herald yet another attempt to attain god-hood. Indeed, you will win no matter which way this ritual goes but as the last bomb drops and the final screams for help subside, you will once again become what you truly are…a desperate leech."
2) “You are powerless within the baroness, Trumpeter. Give up on your warpath and let the real Gods do their work.”
The Hidden King start:
1) “The war you intend to Herald will not satisfy you, Trumpeter. If you summon The Hidden King, you could fill the skies with rage and scorch the earth in your fiery inferno.”
The Archmother start:
1) “War…i expected you to show yourself here. Perhaps we can come to a compromise. Fight for The Archmother and you shall be guaranteed your endless conquest.”
Gun name: The Herald
Beam-like, medium range
The war wields a trumpet that they play, firing a beam of orange sound waves with music notes incorporated within it.
Pitch of the trumpet increases as The War looks up, and decreases as The War looks down.
Fall-off: 20-51m
Base Weapon Range: 30m
Weapon charge time: 0.8s
Bullet damage: 7.64
Bullets per second: 11.9
Ammo: 55
Reload time: 2.55s
Bullet velocity: 624m/s
Light melee: 50
Heavy Melee: 116
HP: 700
Health Regen: 3
Move speed: 7.0m/s
Sprint speed: 1.2m/s
Stamina: 2
Boon rewards:
+0.16 bullet damage
+1.6 Melee Damage
+1.1 Spirit power
+50 HP
+1m weapon range
ABILITY 1: Casus Belli

Clarifications:
-Casus Belli is reworked from Blood Totem.
-Counts as a movement ability, however, does not cancel Cavalry whilst riding.
-Cannot be pointed upwards or downwards, instead firing The War in a completely straight line.
ABILITY 2: Cavalry

Clarifications:
-Does not ADD movement speed to the rider, instead replacing it.
-Counts as a movement ability
-Melee damage scales off of the Rider's light melee damage
-Knockback of the ram is roughly 10-16m
-cooldown between ram attacks per hero is 1.75s
-Riders can be forced off of the horse by disruption abilities such as shoulder charge, Hook, death slam, Telekinesis, rallying charge, Vortex web, and black hole.
-Riders will be forced off of the horse if using a movement ability.
-The horse is immune to CC. Stunning or sleeping the rider will still allow them to control the horse (besides curse).
-The horse cannot use ziplines, cables, or jump pads, nor can they mantle or dash. (though, they can double jump).
-Riders do not suffer from in-combat slow.
CHANGES:
-Melee scaling increased from 0.6x to 1.1x
-HP of Horse decreased from 350 to 125
-HP of Horse spirit scaling has been increased from 1.2x to 1.7x
-Invincibility on cast increased from 0.5s to 0.6s
ABILITY 3: Inspire

Clarifications:
-Ammo increase spirit scaling (T1): 0.12x
-Inspiration can only be applied when an ally is within 35m of you
-Build-up fall-off begins at 22m
CHANGES:
- Inspiration duration reduced from 3.25s to 2s
- base additional fire rate increased from +18% to +20%
- Build-up changed from 16.5% per second to 6% per shot
- Now no longer has maximum targets
- T1 ammo increase is reduced from 25% to 15% but now has spirit scaling
- T2 changed from "inspired targets ignore move speed penalty whilst shooting" to now reloading The War's weapon when successfully inspiring an ally
- T3 increased from 25% ability speed to 30%
ULT: War Path

Clarifications:
-When an ally becomes inspired due to War Path, The War does not gain the bonus speed of its application.
CHANGES:
- Radius has been decreased from 10m to 8m but now scales with spirit power
- HP regen of The War increased from +4% max HP to +5%.
- T1 reduced from +5m to +4m
More on the hero:
The War is a hyper support character that thrives on initiating combat encounters with a partner or the whole team. Inspire, their passive, is the primary focal point of their entire kit, buffing allies after continued weapon fire on to them, this leaves The War's playstyle as a backline support who should be a primary target for ganking or a pick in a teamfight as their ability to make an already powerful carry stronger is contrasted with their lack of self-preservation methods outside of Casus Belli which, despite its high damage, does not take them too far if used to escape, and Cavalry which itself does not save them from being shot. Having to manage your attention between inspiring your teammates and watching out for potential ganks will be a key skill to master when playing The War.
Thank you to all of the feedback given on the first draft, its greatly appreciated! The primary change in this second draft is to the 1st ability, blood totem, being completely replaced by Casus Belli which i feel incredibly improves their gameplay by giving them the classic "high damage support character 1st ability" in a way that ties the entire kit together incredibly nicely whilst letting them have more forms of movability and survival. Thanks to flameblast12 for the idea.
POTENTIAL ISSUES
- With the replacement of blood totem, i feel as though a large amount of The issues i proposed have been eliminated. Casus Belli looks to be a pretty non-offensive ability as of now.
- The removal of stacks on Inspire was a scary choice to make as i stated in my previous draft that it could make The War very insufferable if paired with Paige. I have tried to account for this by lowering some numbers such as the duration and increased ammo in addition to changing its T2.
If you've gotten this far, thanks for reading my concept, if theres any major changed made, you bet there will be a draft 3, though, i am confident that this is a good place to leave it.
Make sure to check out my other character concepts here:
- CLEO: https://forums.playdeadlock.com/thr...debuff-harasser-escape-artist-movement.88626/
- TASSOS: https://forums.playdeadlock.com/thr...os-puppeteer-area-control-coordinator.106536/