Sarus
Active member
muh lore: he's a ninja, baby
kit inspo: Yoshimitsu from tekken, Kage from Virtua Fighter, Galford from Samurai Shodown
kit concept: neenja kit for deadlock. I've tried to avoid the usual cliches to keep it interesting and unique (so no smoke bombs, clones, invisibility, etc) the new mechanics or gimmicks for this hero would be a back-turn stance that heavily limits his movement but gives him a major one time juke-dash in a cardinal direction while and turns his normal 1 and 2 into a big spirit nuke combo for assassination or disruption. additionally, it features a one-time counter vs melee and spirit nukes. his ultimate is drifter tier team confusion, randomizing HP life bars and enemy models with a slow for chaos and confusion. there is a casting time involved and functions a bit like Warden, so it would at least require some positioning to get off safely.
archetype: tricky higher skill ceiling gun carry or mobile ranged spirit nuker depending on playstyle and team comp.
1 - Leaf Storm
30sCD 4s bonus m/s duration
Instantly reload your shurikens gaining fire rate, +2 m/s movespeed, and a larger clip.
1 CD reduction
2 Fire rate and larger clip+
3 Leaf Storm shurikens now ricochet
Concept: Simple gun steroid for mobile gun carry ninjas. Mix of Silver's 1 and skyrunner's old passive. Helpful vs all bruiser teams or if you happen to be the only player interested in going gun.
2 - Cogwheel Kick
22sCD, feint refund 9s, 3s debuff duration
Perform an acrobatic roll forward ending in a forward moving divekick dealing melee damage and knocking back struck enemies.
1 Hold (2) to feint the divekick for a partial cooldown refund.
2 Struck enemies now have -20% dash distance for 3s
3 Can now double-cast cogwheel. Doing a divekick after the second roll will deal bonus damage and stun for .5s if enemies are knocked into walls
Concept: Command roll series inspired by Kagemaru from Virtua Fighter. Feint-able command roll for up-close stance shenanigans, surprise ults, mobility, ect. Even if you go 0-9 you can at least have fun rolling at people. Guaranteed ult setups with lvl3 upgrade is the idea. By double-cast, I mean being able to double the roll literally for an extra layer of mind-games and as a fun charge up (and tell) to land the stun. Aerial roll would be like a downward angled fastfall.
3 - Meditation
19sCD +2m/s 4s duration buff.
Assume a backward facing stance. You can only walk slowly in this stance, but gain conditional +1 stamina for a dash with +25% distance in any cardinal direction only. Abilities are altered while meditation is active. If Meditation is struck by melee or a spirit ability upon 1s of activation, you disappear in a puff of smoke 15m directly above with a wooden log decoy replacing you.
1 Exiting Meditation with (cancel) will refund 9sCD and +2 m/s
2 Activating parry disjoint will automatically restore 1 stamina
3 Killing an enemy with Thunder Strike or Plasma Blade will refresh this ability to 2s.
notes:
- Leaf Storm becomes Thunder Strike -> select an enemy to deal major spirit damage and a fading slow.
- Cogwheels becomes Plasma Blade -> Throw a wide arcing electric shuriken that deals spirit damage and - knocks aside any struck enemies in a line in front of you.
- If cast in the air, you float slowly but can still cast the stance abilities or use the counter vs nukes and melee.
Concept: Unique stance switch ability inspired by Yoshimitsu from Tekken. All-in-one nuke/juke stance with a dota-esque disjoint ability for those with great reactions. lvl3 is here to enable true spirit nuke builds as well as give good ninjas the ability to threaten a disjoint after casting. Outside of lvl3, you cannot "chain"
stances together, so hopefully this would keep the concept intact. All meditation abilities share normal CDs with Leaf Storm and Cogwheels (could be changed if it hamstrings too much). Thanks to plasma blade and the disjoint, can probably threaten some mindgames on opponents. Additionally, the idea here is that
the ninjas 2 and 3 abilities have distinct animations to tone down how powerful hellscreen may be.
4 - Hellscreen
155CD 7s duration
After 1.5s cast time, release a horrific Oni scroll in front of you that deals spirit DOT, slows, and causes enemies that do not immediately look away to hallucinate. Hallucination randomizes enemy hero HP bars and hero models for 6s and reduces spirit resist by -15% for duration.
1 +2 m/s while active
2 Unstoppable while channeling
3 +500 all-damage barrier upon casting, duration+
Concept: Cross between Warden's last stand and Drifter's ult, the idea is to start a fight or perhaps combo into a skirmish (cogwheel kick into ult, disjoint parry into ult) to get this off in most fights. Would lead to funny situations like hallucinating a low HP paige and instead getting shoulder charged by a full HP 12-2 abrams.
kit inspo: Yoshimitsu from tekken, Kage from Virtua Fighter, Galford from Samurai Shodown
kit concept: neenja kit for deadlock. I've tried to avoid the usual cliches to keep it interesting and unique (so no smoke bombs, clones, invisibility, etc) the new mechanics or gimmicks for this hero would be a back-turn stance that heavily limits his movement but gives him a major one time juke-dash in a cardinal direction while and turns his normal 1 and 2 into a big spirit nuke combo for assassination or disruption. additionally, it features a one-time counter vs melee and spirit nukes. his ultimate is drifter tier team confusion, randomizing HP life bars and enemy models with a slow for chaos and confusion. there is a casting time involved and functions a bit like Warden, so it would at least require some positioning to get off safely.
archetype: tricky higher skill ceiling gun carry or mobile ranged spirit nuker depending on playstyle and team comp.
1 - Leaf Storm
30sCD 4s bonus m/s duration
Instantly reload your shurikens gaining fire rate, +2 m/s movespeed, and a larger clip.
1 CD reduction
2 Fire rate and larger clip+
3 Leaf Storm shurikens now ricochet
Concept: Simple gun steroid for mobile gun carry ninjas. Mix of Silver's 1 and skyrunner's old passive. Helpful vs all bruiser teams or if you happen to be the only player interested in going gun.
2 - Cogwheel Kick
22sCD, feint refund 9s, 3s debuff duration
Perform an acrobatic roll forward ending in a forward moving divekick dealing melee damage and knocking back struck enemies.
1 Hold (2) to feint the divekick for a partial cooldown refund.
2 Struck enemies now have -20% dash distance for 3s
3 Can now double-cast cogwheel. Doing a divekick after the second roll will deal bonus damage and stun for .5s if enemies are knocked into walls
Concept: Command roll series inspired by Kagemaru from Virtua Fighter. Feint-able command roll for up-close stance shenanigans, surprise ults, mobility, ect. Even if you go 0-9 you can at least have fun rolling at people. Guaranteed ult setups with lvl3 upgrade is the idea. By double-cast, I mean being able to double the roll literally for an extra layer of mind-games and as a fun charge up (and tell) to land the stun. Aerial roll would be like a downward angled fastfall.
3 - Meditation
19sCD +2m/s 4s duration buff.
Assume a backward facing stance. You can only walk slowly in this stance, but gain conditional +1 stamina for a dash with +25% distance in any cardinal direction only. Abilities are altered while meditation is active. If Meditation is struck by melee or a spirit ability upon 1s of activation, you disappear in a puff of smoke 15m directly above with a wooden log decoy replacing you.
1 Exiting Meditation with (cancel) will refund 9sCD and +2 m/s
2 Activating parry disjoint will automatically restore 1 stamina
3 Killing an enemy with Thunder Strike or Plasma Blade will refresh this ability to 2s.
notes:
- Leaf Storm becomes Thunder Strike -> select an enemy to deal major spirit damage and a fading slow.
- Cogwheels becomes Plasma Blade -> Throw a wide arcing electric shuriken that deals spirit damage and - knocks aside any struck enemies in a line in front of you.
- If cast in the air, you float slowly but can still cast the stance abilities or use the counter vs nukes and melee.
Concept: Unique stance switch ability inspired by Yoshimitsu from Tekken. All-in-one nuke/juke stance with a dota-esque disjoint ability for those with great reactions. lvl3 is here to enable true spirit nuke builds as well as give good ninjas the ability to threaten a disjoint after casting. Outside of lvl3, you cannot "chain"
stances together, so hopefully this would keep the concept intact. All meditation abilities share normal CDs with Leaf Storm and Cogwheels (could be changed if it hamstrings too much). Thanks to plasma blade and the disjoint, can probably threaten some mindgames on opponents. Additionally, the idea here is that
the ninjas 2 and 3 abilities have distinct animations to tone down how powerful hellscreen may be.
4 - Hellscreen
155CD 7s duration
After 1.5s cast time, release a horrific Oni scroll in front of you that deals spirit DOT, slows, and causes enemies that do not immediately look away to hallucinate. Hallucination randomizes enemy hero HP bars and hero models for 6s and reduces spirit resist by -15% for duration.
1 +2 m/s while active
2 Unstoppable while channeling
3 +500 all-damage barrier upon casting, duration+
Concept: Cross between Warden's last stand and Drifter's ult, the idea is to start a fight or perhaps combo into a skirmish (cogwheel kick into ult, disjoint parry into ult) to get this off in most fights. Would lead to funny situations like hallucinating a low HP paige and instead getting shoulder charged by a full HP 12-2 abrams.