Hero Idea: German State Alchemist (Rutger? word words words)

Sarus

Active member
muh lore: Beset by countless internal enemies in the form of fascist secret societies and constantly at odds geopolitically with the ever-looming Soviet Empire, the New German Republic embarked upon a secret project: the militarization of its state alchemists. What was once an esteemed scholarly college has been outfitted for war, raising eyebrows abroad and stirring furtive whispers of future conflict. Transmutation circles, once confined to the alchemists' laboratory, have made their way to the new occult battlefield of the 20th century in the form of enchanted gauntlets and instantly unfurling transmutation arrays. But the Republic realizes it lacks one thing that would ensure the mass production of these weapons: the legendary Philosopher’s Stone. Rutger, a corporal in the newly established branch of military alchemy, has been dispatched by his country to participate in the ritual and, via the Patrons, retrieve the final element needed to ensure the ‘sovereignty of the Republic’ for all time.

TL;DR design/theme inspiration: blah blah full metal alchemist. bit of Stroheim from Jojo's Bizarre Adventure as well (did I mention he has a laser eye?)

kit concept: fighting game inspired combo "duelist/skirmisher" character featuring a "rekka" ability (manual triple move attack) that takes advantage of 3D to also become a pseudo "tatsu" (forward moving air attacks) when used in the air. closest hero analogue would be Yamato. if you're a fan of melee mindgames, big toolkit, and unique mobility options, you'll probably like this character.

Weapons: the iconic Luger pistol of course. for this kit I like to imagine the hero sporting FMA style alchemical gauntlet (see Alex Armstrong), but in the end it's all just flavor and can suite whatever theme.


1. Alchemical CQC
16sCD Cast time between usage (2.5s)

Lunge forward with a devastating palm strike, dealing melee damage to struck enemies and reducing their dash distance. Upon 2nd use, advance forward with an alchemically charged back-handed strike, dealing damage to enemies in a wide arc in front of you with ability cooldown refunded depending how many enemies are stuck. Upon 3rd use, step forward with a devastating alchemical uppercut popping struck enemies into the air, dealing damage and reducing 1 stamina. The 2nd and 3rd follow-up abilities have additional functionality when cast in the air.

When cast in the air: the 2nd ability follow-up becomes an upward angled aerial kick, dragging enemies along with you into the air, dealing damage. When the 3rd ability is cast in the air, attack with an aerial heel-drop, knocking enemies to the ground dealing damage and applying a stun.

1. Cast time in-between usage increased (4.5s)
2. CD Reduction
3. Gain a temporary all-damage barrier after casting the 3rd ability, scaling with spirit power.


Concept: Modeled after and inspired by fighting game rekkas (triple hitting special attacks), the idea is that each attack would have some special property that will give this hero unique utility at any point of the game. The first hit is always the same, a forward moving palm strike either grounded or in the air. Yamato's crimson slash with a bit more forward movement and narrower hitbox. The 2nd grounded hit is a forward moving backhand attack (insert special elemental effect here), with a generous hitbox to strike multiple enemies. The 3rd hit is a launching palm strike, with a knockup ability (bebop uppercut). Outside of the obvious displacement utility, this is meant to combo with his 2 (delayed projectiles) or if you catch them in a really bad position, follow-up with his eye laser ultimate for big damage. "Cast time between usage" refers to the time the player has to perform the 2nd and 3rd abilities after each use.

If the 2nd and 3rd attacks are cast while in the air, the attacks change. The 2nd move is an upward angled aerial punt. Obvious application in catching people attempting to double jump out of abilities, attacking flyers, etc. The 3rd attack is a downward spiking heel drop attack. Can also be used for funky air-to-ground. Aside from big combo damage this ability can also serve as a pseudo movement ability, particularly with 2nd part cast in the air.
To function properly, there will be a few seconds of mini-CD between each attack once initially cast, giving intelligent players limited amount of time to make the right play at the right time. Or just mash the rekka, whatever.


2. Casting the Runes
Arm time 0.75s 25CD Duration 1.5s

Lay down a transmutation array, summoning three projectiles after a slight delay. These projectiles will auto-track a single target, dealing spirit damage and applying a fading slow. If all three projectiles land on a single target, they are rooted in place.

1. Damage increase
2. CD Reduction
3. Root duration increase, bullet resist -15% to enemies while rooted.

Concept: A series of slightly delayed tracking projectiles. Useful kiting and way to bait out dashes to drain stamina. Hard counter for those specific times players do wall-jump corner hugging to evade just about everything. Casting range on enemies kept to mid-range so as to not completely nullify fliers or lash grappling. In mid-late game team fights this will be useful to cast on hard carries who will be forced to re-position or get punished for being too greedy.


3. Blind Side

Target a single enemy with a forward moving backhanded strike. Press A or D to vary which side to strike them, dealing light melee damage. Attacking their back side successfully with this move applies a mini-stun. Can also press CANCEL to skip melee attack but maintain lunge momentum.

1. Damage increase
2. CD reduction
3. +1 charge, attack now applies heavy melee damage.

Concept: Inspired by Elden Ring's "Blind spot" skill. Natural synergy with backstabber and shadow weave. Initiating tool, unique interrupt, and duelist ability. More than likely will be useful for counter-attacking specific ability hitboxes on a hard-read. Only usable by targeting enemy units, so while a very fun movement tool it does have its limits. Although I imagine it won't be 1:1, here is a video example of the ability


4. Mass Destruction

Enter a casting mode tracing a straight-line path across terrain for Rutger's eye laser. Deals devastating spirit damage and slows all enemies struck in its path. Enemies caught in the air will be dragged down to the ground, mini-stunned.

1. Width of laser beam increased, CD reduction
2. Damage increase
3. Can now double-cast ability. Press (4) again after first laser beam for a second cast within 4s of first use.

Concept: A traditional sweeping laser beam in contrast to Bebop's beam cannon. Outside of the obligatory initiating/pick off potential, this would also work to bring aerial characters to the ground at long-range (provided they don't juke) as well as work as a combo finisher with his final grounded knock-up rekka. Would also just be a really flashy and fun ult firing sweeping laser beams around the map in 3D. Could also add a "Ground razing" status effect
ala infernus flame dash/viscous goo splatter on terrain.
 
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