[Hero Idea] Captain Seagull - A platform-fighter inspired combo artist

Ted Jones

New member
Hero Name: Captain Seagull

As a Lash main, boy do I love schmooving all over the place. Playing most other characters makes me want to return to zooming through the skies. However, few characters have as strong an incentive to build as much movement as Lash does. Captain Seagull takes inspiration from fighting games and is an in-your face combo character who benefits greatly from building movement items like Superior Stamina and Majestic Leap. Seagull raises the cap on skill expression from movement by allowing players to string together aerial combos against opponents. Seagull’s very high power in close range duels is offset by a number of weaknesses. Most notable among these are his abysmal ranged stats and his lack of tanking stats or abilities, despite his need to play very close to enemies. Seagull players will need to seek out advantageous engagements and use all their wits to take fights that allow the character to shine.

Base Stats
Health: 550
Regen: 2
Max Stamina: 4
Move Speed: 7.3 m/s
Sprint Speed: 1 m/s

Gun:
An old-school revolver, very similar to Lady Geist (but worse - this character is not designed to fight at range and should be bad at it).
DPS: 45
Bullet Damage: 21.4
Bullets/sec: 2.1
Ammo: 10

Boons:
Health: +40
Bullet Damage: +1.2
Light Melee Damage: +3.47
Heavy Melee Damage: 6.396

As listed, this character has arguably the worst gun stats and gun boon growth in the game, offset by an additional stamina bar and 1.3x melee damage growth from boons. These numbers can and would be tweaked during playtesting for balance.

Ability 1: Bread and Butter

Dash in the direction you are facing, damaging the first enemy you come into contact with. If the target is grounded, they are knocked into the air. If the target is airborne, they are knocked in the direction you are facing. Dashes can be vertical as well as horizontal. Damage from this ability counts as a light melee attack.

Level 1: +1 charge.
Level 2: Enemies damaged by Bread and Butter receive a 50% fading slow for 2 seconds.
ability 2: Damaging an enemy with Bread and Butter resets your double jumps, air dashes, and wall jumps.

Ability 2: Spinning Death Kick

Spin around, damaging all enemies within range and pulling them towards you. Damage from Spinning Death Kick counts as a light melee attack.

Level 1: Increased radius.
Level 2: +20 spirit damage; scales with spirit power.
Level 3: While you are airborne, airborne enemies struck by spinning death kick are knocked up into the air and silenced for 3 seconds.

Ability 3: Combo Artist

Your light melee attacks cancel all vertical and horizontal momentum for a struck target and add a stacking “Combo” debuff to the target. When a target with a Combo debuff is struck by a heavy melee attack, they are knocked backwards and take damage if they hit a wall.

Combo stacks are lost if a target touches map geometry (i.e., the ground).

Knockback distance: 2 meters * Combo stacks, scales with spirit power.
Contact damage: 80 * Combo stacks, scales with spirit power.

Level 1: Your melee attacks do an additional 10 spirit damage (scales with spirit power).
Level 2: on hitting a target with a light melee attack that is not an ability while you are both airborne, they are knocked up (once per target per 5 seconds).
Level 3: hitting a target with a melee attack removes 1 stamina from the target (once per target per 5 seconds).

Ability 4: The Finisher (Seagullll…. PUNCH!!)

Dash in the direction you are facing. If you make contact with an enemy, double all combo stacks currently on that enemy, then damage them. This counts as a heavy melee attack.

Level 1: Increase dash range.
Level 2: -30 sec cooldown.
Level 3: If an enemy struck by The Finisher impacts map geometry and takes Combo Artist damage, all enemies within 10 meters also take 50% of that damage.

This character would be a nightmare to run into in a 1v1, but would struggle much more in pretty much all other aspects of the game. Farming would be a challenge with such a bad gun, teamfighting would be difficult as you try to find ways to engage enemies without taking a lot of fire (which you would struggle to survive), and items like Unstoppable or Debuff Remover would be extremely strong counters to this character.

Most importantly I think this character has a ton of opportunity to feel very cool and fun to play, while being limited enough by weaknesses to not be oppressive to lane against. Note a lack of the intrinsic healing that empowers Calico and Abrams to be so oppressive in chaotic teamfighting scenarios.

Strong item synergies include Spirit Snatch, Heavy Melee Charge, Lifestrike, Colossus, Rapid Recharge, Majestic Leap, and of course my goat, Superior Stamina.
 
I don't think this guy will have as much trouble farming as you think he will. Spinning Death kick seems to me like it's supposed to do an attack in an area around him. If the Cooldown is short enough (which seems likely) he'll be able to hit that 2 or 3 times to burn down creep camps. He'll actually probably farm as fast or faster than heroes like Calico or Seven while also being effective at picking off stragglers. Gun damage really isn't much of a factor, especially because you no longer have to last hit to get souls from troopers.

That said, I like the concept but it seems to me like he's going to be very vulnerable to parries and he doesn't really have an alternative build route to get around them. You can parry in mid-air and if he gets parried he's fubar. Feels to me like a hero who is too easily countered and has no alternatives to being countered.
 
I don't think this guy will have as much trouble farming as you think he will. Spinning Death kick seems to me like it's supposed to do an attack in an area around him. If the Cooldown is short enough (which seems likely) he'll be able to hit that 2 or 3 times to burn down creep camps. He'll actually probably farm as fast or faster than heroes like Calico or Seven while also being effective at picking off stragglers. Gun damage really isn't much of a factor, especially because you no longer have to last hit to get souls from troopers.

That said, I like the concept but it seems to me like he's going to be very vulnerable to parries and he doesn't really have an alternative build route to get around them. You can parry in mid-air and if he gets parried he's fubar. Feels to me like a hero who is too easily countered and has no alternatives to being countered.
Thanks for the response! I didn't put cooldowns because like damage numbers I figured that that's the kind of thing you'd want to fix after some testing. That said I think ~15 seconds would be reasonable? It would be super busted if it could reasonably chain into itself. I don't know that using it to farm would be super effective. Also I do think super low gun DPS is still relevant to farming, but you make a great point about the lane creeps, I hadn't thought of how the new mechanics would impact that.

Re: getting parried, for me that's kind of the draw. You have to do a little bit of headgames to get in there. This is offset by doing colossal damage and CC once you do. This tradeoff is emblematic of the fighting games that inspire this character, so I think it makes sense.

That said, viscous puddle punch shows us that parrying abilities doesn't be default lead to getting stunned, it just negates damage, which I think would be the case here; if someone parries your 1, you're not in a great spot having done no damage, but you aren't stunned, either. This dramatically shifts the risk-reward imo.
 
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