Hero Idea: Atlantean Aeon (new gun carry)

Sarus

Active member
Hero concept: New gun carry kit based around mid-range spacing and timing a special meter ult

Muh lore: Before the maelstrom, long before New York, untold centuries before America was founded, there was a legendary civilization that dominated the world - Atlantis. Something happened...a grand Flood occurred. Atlantis was destroyed and buried, and with it, their unfathomable technology and forbidden magic arts. But a remnant remains, an underground utopia has persisted longer than recorded history, and many of the most gifted children around the world have been "rescued" from the harsh and ignorant topside to hybridize with the natives and continue the legacy of this once great, global civilization. But snatches of rumor make their way underground, the "shining ones" - undying Atlantean elders - have realized the opportunity that the ritual of the Patrons represent. Of course, the complete resurrection of an antediluvian civilization may change some things...pole shifts, the destruction of the modern world as we know it...but now is the time to right the wrongs of the past. The most gifted Atlantean "Aeon" (temple honor guard) has been selected to complete the ritual and resurrect what was lost, no matter the cost to anyone else.

TL;DR design ideas: Atlantean Merman, Abe Sapian knockoff from Hellboy. Or, if you're cool, you might imagine a techno-Hellenistic aegis bearer. real cool right?

Gameplay concept: Space control / gun carry. Relies on a strong front-line team to keep people busy as they shred everyone with their special ult and threaten flanking action or fake out approaches with their self-pulling Stele ability. Lacks an instant GTFO card to make up for their strengths, the idea being this is meant for a more proactive playstyle. Ability 2 - Bubble would be a one time disable or allow for more creative team action.

Ability 1 - Victory Stele
40sCD 4s stele duration 35m range

The Aeon summons forth an Atlantean victory stele on any grounded surface, slowing and dealing spirit damage over time to nearby enemies while erect. The Aeon can press (1) again at any time to have the stele pull the Aeon toward it, crumbling it. Once pulled the stele crumbles granting the Aeon a temporary damage barrier.

1. Range increase
2. Lower CD
3. Barrier now applies to nearby allies, grants a fire rate increase to the Aeon.

Concept: Deadlock riff on Dawnbreaker's hammer. Powerful mobility and initiator tool. Not quite as powerful as a GTFO tool as wraith since the idea is the pull can be interrupted by the suite of CC in this game such as knockdown and etc. Can also enable some scouting as long as the stele does not break LOS, be used to bait out stuff like haze sleep dagger (idea being they proc the pull before being put to sleep, saving them, wraith ult, etc).


Ability 2 - Mystic Bubble
36sCD 1.5 bubble duration 15m range

Encase an enemy or an ally in a mystic bubble, aerially stunning them and propelling them in a bubble throughout duration or until the bubble collides into an object/wall. The bubble can be popped freeing the target by their allied team. Enemies take spirit damage upon bubble burst and allies are healed.


1. Lower CD
2. Heal and spirit damage increased.
3. Bubble velocity and duration increased.

Concept: One time save/disable for enemies and allies. Unlike Viscous cube, cannot be used on self. It is however a powerful one time disable, stopping 1v1 gank attempts in their tracks, buying time in a 2v1 gank to pull yourself with a stele, or saving your hapless vindicta ally from dying... again. Or send your Abrams from the backline into a straight line towards their gun carry, fun stuff all around that would hopefully promote creative plans.

Ability 3 - Fearful Symmetry
35sCD 6.5s duration

The Aeon charges their Atlantean aegis, burning brightly and granting the ability to nullify 1 instance of spirit damage while the ability is active. If the Aeon takes spirit damage in this state, their default fire is charged with spirit damage, granting +45 spirit damage for an entire clip.

1. Move speed increase while active
2. CD bonus
3. Spirit damage on bullets increased. Ability now ignores (2) instances of spirit damage.

Concept: Deadlock riff on Oracle's Fateful Edict into a self defense/buff ability. Spirit tanking ability that grants a free mystic shot, allowing for powerful bullet/spirit shredding when combo'd with ult and mid-late game gun carry builds. Visually they would shine brightly so the enemy can have strong visual feedback of when to back off spamming abilities (in lane at least). Not a great answer to spirit DOTs. Also promotes big clip builds, kinetic dash, vampiric burst, etc.


Ability 4 - Caduceus Engine
75sCD, 7.5s duration, 35m range

Two gun sentries detach themselves from the Aeon's aegis, providing cover fire in whatever direction the hero is firing. Gun sentries deal 35% of hero's current gun damage and the Aeon cannot dash or air dash while Caduceus Engine is active.

1. CD buff
2. Duration increase
3. Gun sentries now deal 70% of hero's current gun damage.

Concept: super mega shooty mode, inspired by dota visage familiars and being mowed down by ginnis turret nests a lot. big duration mode ult that will allow the Aeon to mow everyone down in a teamfight without the requisite KD/hard CC to stop him, will probably want a BKB/unstoppable and duration extender to slam team fights. would probably function super well with fleetfoot, metal skin, battle trance, warpstone, what have you.
 
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