StaticSpark
Member
Infiltrates the enemy line to devour them from the inside
Bob’s parasitic control over the accountant allows him to suppress the fear a normal human would face in combat, pushing the human body farther than it could ever go. Once they’re in, however, they’ll have to fight like hell to get out.
Base Health: 500
Weapon: “Last Resort” Standard m1911 pistol, purchased on a whim, gathered dust in the accountant’s side-table until Bob came along.
1.3 bullets per second, medium bullet damage (20-30), clip size of 13.
Melee Damage: Heavy(120) Light (60)
Melee damage scales with spirit power (x1.2). Hopefully emphasises a “brawler” game style like abrams.
Lore:
Many creatures immigrated to Earth when the astral gates opened. Some found jobs, lives, even families. Others found Earth to be nothing more than a new hunting ground. Bob’s hung up on both. Its brood had gone on to crush armies and rule entire kingdoms from the brain of whatever creature was in control. When Bob came to Earth it inadvertently picked the farthest thing from a king it could: An accountant. After entering his brain Bob found itself drawn to the accountant’s simple life, and instead of consuming him and fostering its own brood, it began to live Bob’s life to the greatest of its ability, whether the accountant liked it or not. Not to say having a magic parasite in your brain is all bad, it comes with some great supernatural perks. Bob hopes to summon the Patrons in order to gain the power to rule the world, and maybe get a raise with a solid holiday bonus for his new hapless pal.
Bob's voice is a low hiss, almost like a reptile, and only audible to whoever's playing them. Everyone else hears the shaky, shrewd voice of the accountant.
Ex.: Pinging green walker, indicating a push:
"Uh, guys? Bob says we should push green."
Ability 1: Frantic Dash
Bob overrides the accountant’s fear, forcing him to dash forward regardless of stamina.
Bob runs forward a short distance, gaining bullet and spirit resistance and becoming Unstoppable. If he collides with someone during this charge he will push them away a short distance, dealing spirit damage.
Initial Stats:
Dash: 15m at 12 m/s
Resist: 20% Spirit and 20% bullet resist (Lasts 5 seconds post dash)
Unstoppable status effect (Ends after dash)
Initial cooldown: 20s
Upgrades:
T1: -7s cooldown
T2: + 4m/s movespeed
T3: Dash distance now scales with spirit power
This ability is Bob’s primary engagement tool, allowing the duo to enter (or leave) an engagement at a moment’s notice, hopefully with a plan, but impulse can work sometimes. Movement abilities are also a cornerstone of every good hero.
Ability 2: Releasing Scream
The dynamic duo stores up damage before releasing it into a burst of repressed damage around them.
Passive: When taking damage, defer a portion (10%) towards Releasing Scream (Requires 200 damage to charge). This required amount scales down with spirit power.
Multiple charges (affected by charge items, similar count to wraith’s cards)
Hard cooldown of 5 seconds between each scream
Active: When fully charged, use the ability to scream in a 10 meter radius around you, damaging and stunning every enemy in its radius.
Damage: 50 (scales with spirit power)
Stun time: 1 second
Upgrades
T1: +80 damage
T2: +5m radius
T3: - 50 damage to charge
This is what keeps bob alive in the middle of teamfights, and allows him to secure kills. The numbers to charge may need to be adjusted, a mechanic like this requires specific attention to avoid over usage. My thought process stemmed from an almost reverse version of Wraith’s cards, with damage being the only way to use it again. Could easily be overpowered if not adjusted perfectly.
Ability 3: Fearlessness
Passive: Gain Movement speed, Movement slow - resist, and Spirit resist when in close proximity to enemy players.
Iniitial Range to enemies for passive activation: 15m
Stats:
T1: + 5% spirit resist increase
T2: + 10m radius
T3: + 20% weapon damage when in proximity
A passive that encourages sticking to the enemy team rather than running away, keeping to the idea of a “rusher” character that enters the fray and stays there. Struggled with upgrade ideas, would love other suggestions.
Ability 4: Foster the brood
Who wants to be a mother?
Bob selects an enemy target, and implants them with an embryo. After 15 seconds, this embryo hatches, dealing massive spirit damage to the target and causing the new worm to slither away and seek out Bob. If they connect, Bob receives a large heal and gains spirit power. This born parasite can be shot (like an orb) and the embryo can be removed with debuff remover.
Stats:
Damage: 500 (scales with spirit power)
Heal: 250 (50% lifesteal)
Cooldown: 120 seconds
T1: - 30 seconds to cooldown
T2: +25% lifesteal
T3: Collected the parasite after birth resets the cooldown
This ult is a way to sustain Bob mid-combat, and cause important targets to retreat or fall entirely. The buff being removable and the parasite being destructible are both important aspects of this ult’s counterplay, preventing Bob from just throwing it out willy-nilly.
Definitely requires some stat changes to balance correctly.
This hero fills a niche only partially filled by yamato, which is someone who enters a fight and rides it out rather than trying to run or hide when low. Essentially a tank, but a little more versatile.
Bob’s parasitic control over the accountant allows him to suppress the fear a normal human would face in combat, pushing the human body farther than it could ever go. Once they’re in, however, they’ll have to fight like hell to get out.
Base Health: 500
Weapon: “Last Resort” Standard m1911 pistol, purchased on a whim, gathered dust in the accountant’s side-table until Bob came along.
1.3 bullets per second, medium bullet damage (20-30), clip size of 13.
Melee Damage: Heavy(120) Light (60)
Melee damage scales with spirit power (x1.2). Hopefully emphasises a “brawler” game style like abrams.
Lore:
Many creatures immigrated to Earth when the astral gates opened. Some found jobs, lives, even families. Others found Earth to be nothing more than a new hunting ground. Bob’s hung up on both. Its brood had gone on to crush armies and rule entire kingdoms from the brain of whatever creature was in control. When Bob came to Earth it inadvertently picked the farthest thing from a king it could: An accountant. After entering his brain Bob found itself drawn to the accountant’s simple life, and instead of consuming him and fostering its own brood, it began to live Bob’s life to the greatest of its ability, whether the accountant liked it or not. Not to say having a magic parasite in your brain is all bad, it comes with some great supernatural perks. Bob hopes to summon the Patrons in order to gain the power to rule the world, and maybe get a raise with a solid holiday bonus for his new hapless pal.
Bob's voice is a low hiss, almost like a reptile, and only audible to whoever's playing them. Everyone else hears the shaky, shrewd voice of the accountant.
Ex.: Pinging green walker, indicating a push:
"Uh, guys? Bob says we should push green."
Ability 1: Frantic Dash
Bob overrides the accountant’s fear, forcing him to dash forward regardless of stamina.
Bob runs forward a short distance, gaining bullet and spirit resistance and becoming Unstoppable. If he collides with someone during this charge he will push them away a short distance, dealing spirit damage.
Initial Stats:
Dash: 15m at 12 m/s
Resist: 20% Spirit and 20% bullet resist (Lasts 5 seconds post dash)
Unstoppable status effect (Ends after dash)
Initial cooldown: 20s
Upgrades:
T1: -7s cooldown
T2: + 4m/s movespeed
T3: Dash distance now scales with spirit power
This ability is Bob’s primary engagement tool, allowing the duo to enter (or leave) an engagement at a moment’s notice, hopefully with a plan, but impulse can work sometimes. Movement abilities are also a cornerstone of every good hero.
Ability 2: Releasing Scream
The dynamic duo stores up damage before releasing it into a burst of repressed damage around them.
Passive: When taking damage, defer a portion (10%) towards Releasing Scream (Requires 200 damage to charge). This required amount scales down with spirit power.
Multiple charges (affected by charge items, similar count to wraith’s cards)
Hard cooldown of 5 seconds between each scream
Active: When fully charged, use the ability to scream in a 10 meter radius around you, damaging and stunning every enemy in its radius.
Damage: 50 (scales with spirit power)
Stun time: 1 second
Upgrades
T1: +80 damage
T2: +5m radius
T3: - 50 damage to charge
This is what keeps bob alive in the middle of teamfights, and allows him to secure kills. The numbers to charge may need to be adjusted, a mechanic like this requires specific attention to avoid over usage. My thought process stemmed from an almost reverse version of Wraith’s cards, with damage being the only way to use it again. Could easily be overpowered if not adjusted perfectly.
Ability 3: Fearlessness
Passive: Gain Movement speed, Movement slow - resist, and Spirit resist when in close proximity to enemy players.
Iniitial Range to enemies for passive activation: 15m
Stats:
- 3 m/s
- 25% movement slow resist
- 10% spirit resist
T1: + 5% spirit resist increase
T2: + 10m radius
T3: + 20% weapon damage when in proximity
A passive that encourages sticking to the enemy team rather than running away, keeping to the idea of a “rusher” character that enters the fray and stays there. Struggled with upgrade ideas, would love other suggestions.
Ability 4: Foster the brood
Who wants to be a mother?
Bob selects an enemy target, and implants them with an embryo. After 15 seconds, this embryo hatches, dealing massive spirit damage to the target and causing the new worm to slither away and seek out Bob. If they connect, Bob receives a large heal and gains spirit power. This born parasite can be shot (like an orb) and the embryo can be removed with debuff remover.
Stats:
Damage: 500 (scales with spirit power)
Heal: 250 (50% lifesteal)
Cooldown: 120 seconds
T1: - 30 seconds to cooldown
T2: +25% lifesteal
T3: Collected the parasite after birth resets the cooldown
This ult is a way to sustain Bob mid-combat, and cause important targets to retreat or fall entirely. The buff being removable and the parasite being destructible are both important aspects of this ult’s counterplay, preventing Bob from just throwing it out willy-nilly.
Definitely requires some stat changes to balance correctly.
This hero fills a niche only partially filled by yamato, which is someone who enters a fight and rides it out rather than trying to run or hide when low. Essentially a tank, but a little more versatile.