[Hero Concept] - Wonder

purecinn

New member
Hello! I wanted to introduce my hero concept...

Wonder!
WonderSplash.png

[Background]

Since she was a child, Alice has had chronic pain that has left her bedridden most days. Finding it hard to make friends when she often couldn't leave the house, she opted instead to make her own. Growing up her closest friends were her automatons, robotic dolls based off of her favorite childhood books. Even as she grew into an adult, she adored her ever growing menagerie of mechanical friends. After hearing about the ritual she helped gear her friends into battle ready companions and headed for the Cursed Apple with her wish held close to her heart: Bring her friends to life with real beating hearts.

[Design]

Obviously Wonder's design is heavily influenced by Lewis Carol's Alice in Wonderland. I tried to pull from as many elements as possible when creating her and her automaton's design. Alice herself is based on a mix of Alice and the White Rabbit, with her hair bow resembling white rabbit ears, her goggles the red eyes of a white rabbit, as well as buck teeth resembling a rabbit's incisors. Her "wheel" chair is also based off of the white rabbit with it's large mechanical rabbit legs and rabbit face on the back. The exhausts on her chair are based on the hookah-smoking caterpillar. Her design pulls from the playing card motifs in the original novel, with her suit-based earrings and dual-pistols. Her dual-pistols are named after "Tweedledum and Tweedledee." Finally on the back of her chair is a spring-loaded top hat/crown which houses the rest of her automatons, one being the two paws of the Cheshire Cat, and the other being a jack-in-the-box-like Queen of Hearts.

Here's a little turn around for my concept
WonderConcept.png


[Abilities]

For abilities I wanted her to be based around safely moving herself and her teammates into battle, mirroring her care for her mechanical friends. I tried to think of abilities that would be fun both for the player use and for a teammate to have, however I am not a game designer so if these abilities seem over/under-tuned I would love feedback!

[Ability 1 - Thump!]

For Wonder's first ability, I wanted to give her a quick way to deal damage around her to keep enemies off of her/her teammates. She quickly thumps her chair's legs against the ground dealing spirit damage in a small area around her and applying a very short slow effect.


Ability1A.gif

However, if this ability is done from a certain height, the effective area is increased allowing her to catch more enemies with this move.

Ability1B.gif

In order to differentiate her from Lash and also make it so her play-style doesn't fall into the same wait and slam technique, I don't think she would have much aerial slow from this, instead dropping her instantly from where she is in the air.

For a final Upgrade tier, I think it would be fun if an aerial drop instantly "hopped" her back to where she was before and took cool down off of her aerial dash so that she could quickly get away from a successful thump.

[Ability 2 - I Shall Be Too Late!]

For her second ability, wonder throws out a stopwatch in a similar fashion to how Doorman throws out his call bell. Once the stopwatch lands, an arrow is drawn from where the throw began to where it landed. Running along this arrow gives Wonder and nearby teammates a boost of speed, allowing them to rush in or out faster. Enemies can shoot at the stopwatch in order to destroy it before Wonder and her Teammates reach it. If Wonder is able to reach the stopwatch, it explodes dealing spirit damage and launches Wonder into the air.

Ability2.gif

This is the core of Wonder's kit, having her be based around being able to get her team in and out of fights. It also pairs well with her first ability, allowing her to launch herself into the air before coming down for a thump. With the slow applied from Thump! and her teammates rushing in with her, it gives a quick upper hand when initiating fights. If used to escape combat, it not only gives the team speed to escape, but launches her into the air allowing her quick access to escape routes.

[Ability 3 - Fumigation]

In her third ability Wonder spins as she blows the fumes out of her caterpillar exhausts, creating a smoke cloud around her that reduces visibility and deals slight spirit DOT to enemies caught inside.

Ability3.gif

This ability can be used from afar to help obscure teammates from long range attacks or up close to help keep enemies off of her and her teammates while you stealthily escape. It also can be used in conjunction with her first and second ability as a combo. Rushing in with her stopwatch into a Thump! and Fume combo, slowing enemies in the DOT cloud.

For a final tier upgrade I could also see the cloud healing teammates within it for whatever DOT is done to enemies in order to help her keep the team alive even more.

[Ability 4 - Paint the Roses Red]

For her ultimate ability, an automaton version of The Queen of Hearts pops out of the Crown on the back of her chair, bringing down a row of five giant playing card themed guillotines. If enemies are hit by the cards, they take a large amount of spirit damage and are silenced.

Ability4A.gif

When upgraded, more cards are added to the ability. In the final tier a "Joker" card featuring the Mad Hatter is thrown into the mix randomly. When the joker card hits the ground, it explodes for an even greater area of impact. I thought it could be fun as well if the joker card also caused a random extra effect on hit to play up the absurdity of the Hatter.

Ability4B.gif

Using this ability in conjunction with her stopwatch would allow Wonder to pave a path through enemies, giving a massive advantage to the start of team fights by causing enemies to scatter or suffer massive damage. Giving the player the ability to rotate the cast on this similarly to Graves' Grasping Hands could also be fun!

[Reload]

While not an ability, I did want to highlight a concept I had for her reload animation.

WonderReload.gif

From the top of the Top Hat on the back of her chair, the Cheshire Cat's paws emerge to reload one of her two pistols for her while she reloads the other. Also her pistols are based on Mauser C96s since I personally like how that gun looks and I thought it fit the playing card aesthetic with how card-shaped it was.




That's the end of my concept! I had a lot of fun making this and would love to hear feedback either on the design or game play elements! If you read this far, thank you so much!
 
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