Sarus
Active member
Hero concept: This is a disrupt/support hero with a bit of TF2 flavor (scout's sandman) and abilities inspired from Alice in Wonderland. Obviously, it's Alice herself. A mysterious teenager from the Victorian era, she suddenly finds herself in the occult world of Deadlock, and while she's fascinated with this new world sport called baseball and really likes the nice talking gargoyle with pretty hair, she only wants to wake up from this strange dream and return home. See American McGee's Alice for an example of an older and grittier Alice design and general inspiration.
I have included several ultimate abilities that would fit general theme and kit coherency.
Gameplay concept: Kit allows a wide variety of playstyles: roaming ganker, long-mid range support/disable, jungle scout, melee front-liner, etc.
Ability 1 - Strange Croquet
36sCD 1.0.s to 2.5s stun duration depending on distance +1 charge
2. Bonus charge
3. Striking an enemy now ricochets the hedgehog to the nearest enemy within 10m.
Concept: TF2 Sandman. Pretty simple port with a powerful (3) bonus to make the reward greater. Also on charges to keep up the pressure in laning and threaten picks or disable key targets. Chain stun potential if you have godly aim.
Ability 2 - Let them eat cake!
36sCD 2.5 duration
1. Lower CD
2. Duration increased to 4s, heavy melee in this form now knocks back struck enemies (self/allies only).
3. Enlargement size increased to 40%, bonus health increased to +450.
Concept: Colossus-like ability for more offensive uses. Use this on an enemy haze/wraith to make finishing them off with headshots that much easier in lane. Or use on yourself or an allied abrams to get aggressive going through front lines with good timing.
Added bonus of beating people up with a giant girl.
Ability 3 - Through the looking glass
40CD
1. health regen bonus increased
2. Lower CD
3. Alice and allies are dispelled of all negative effects passing through an activated cosmic veil.
Concept: Support ability utilizing cosmic veils throughout map in a unique way. Great out-play potential that could save the team in a pinch, cut off enemy teams from one another, or turn Alice into a strong mid-late game scout for players with good map sense and the right items.
Ability 4 - Tea time!
60sCD, 3.5s duration
Concept: Inspired by Winter Wyvern's ult and the Mad Hatter's tea time. Humorous melee counter.
alt 4 - Jabberwocky!
Concept: simple warlock port. NPC pathing may or may not be awkward in deadlock, but would fit the kit theme and a giant Alice punching people out alongside a dragon minion would be cool.
alt 4 - In the Queen's court
Concept: Nasty team fight finisher or a good way to finish off pesky gun carries thinking they can run around clicking heads all day. Salt generator.
I have included several ultimate abilities that would fit general theme and kit coherency.
Gameplay concept: Kit allows a wide variety of playstyles: roaming ganker, long-mid range support/disable, jungle scout, melee front-liner, etc.
Ability 1 - Strange Croquet
36sCD 1.0.s to 2.5s stun duration depending on distance +1 charge
1. Lower CDTransform your weapon into a flamingo and launch a hedgehog at enemies, stunning them. Stun length scaling increases depending on distance. Bonus stun for hitting aerial enemies (+0.5s stun)
2. Bonus charge
3. Striking an enemy now ricochets the hedgehog to the nearest enemy within 10m.
Concept: TF2 Sandman. Pretty simple port with a powerful (3) bonus to make the reward greater. Also on charges to keep up the pressure in laning and threaten picks or disable key targets. Chain stun potential if you have godly aim.
Ability 2 - Let them eat cake!
36sCD 2.5 duration
Cast this ability on self, allies, or enemies to grow model size by 30% and grant +200 bonus health to allies/self for duration. If cast on enemies, they cannot dash or regenerate stamina throughout duration.
1. Lower CD
2. Duration increased to 4s, heavy melee in this form now knocks back struck enemies (self/allies only).
3. Enlargement size increased to 40%, bonus health increased to +450.
Concept: Colossus-like ability for more offensive uses. Use this on an enemy haze/wraith to make finishing them off with headshots that much easier in lane. Or use on yourself or an allied abrams to get aggressive going through front lines with good timing.
Added bonus of beating people up with a giant girl.
Ability 3 - Through the looking glass
40CD
Passing through cosmic veils grants Alice and allies movement speed and health regen bonus. Activated cosmic veil is now unpassable terrain for enemies up to 4s.
1. health regen bonus increased
2. Lower CD
3. Alice and allies are dispelled of all negative effects passing through an activated cosmic veil.
Concept: Support ability utilizing cosmic veils throughout map in a unique way. Great out-play potential that could save the team in a pinch, cut off enemy teams from one another, or turn Alice into a strong mid-late game scout for players with good map sense and the right items.
Ability 4 - Tea time!
60sCD, 3.5s duration
Target an enemy hero with a deadly 6pm clock chime that dispels and stuns them. Nearby enemies are struck with a mad fury and heavy melee charge their nearby teammate. The targeted enemy player and their afflicted allies cannot take damage from enemies throughout duration.
Concept: Inspired by Winter Wyvern's ult and the Mad Hatter's tea time. Humorous melee counter.
alt 4 - Jabberwocky!
Summon a mighty draconic ghoul with an AOE stomp that stuns enemies for 1s. Jabberwocky will chase closest enemy until death. Press (4) again to dispel minion.
Concept: simple warlock port. NPC pathing may or may not be awkward in deadlock, but would fit the kit theme and a giant Alice punching people out alongside a dragon minion would be cool.
alt 4 - In the Queen's court
Invoke royal magic into a targeted area that roots and damages enemies after a delay. Executes people under 15% health.
Concept: Nasty team fight finisher or a good way to finish off pesky gun carries thinking they can run around clicking heads all day. Salt generator.