Hero idea: Vampiric Ambush Hero

Libraries

Member
Short description:
"Ambushes and drains the life of their enemies"

Weapon: Small rapidfire firearm. Think something like a Luger pistol. The main focus of this hero is not in their gun damage, but it would not be terrible either.

Core design pillars:
- Lifesteal/self-healing
- Engage
- Catching out foes
- Frontlining/Tanking

Abilities:

[1] Vampiric Swipe
Lunge at the target enemy and deal damage. If the target is below 50% Health or Stunned/Sleeping, latch onto them and bite them, Stunning them for 0.75 seconds and draining 12% of their Health over the duration.

Upgrades:
- Bite threshold increased from 50% to 60% Health
- Reduced cooldown.
- Bite reduces the target's damage dealt by a large amount for a few seconds after being bitten

Notes: Would have a relatively long cooldown before 2nd upgrade, to balance its strong conditional bite effect

[2] Perch
Leap a short distance to deal damage and Slow enemies in an area upon landing. If you hit a wall or a ceiling while leaping, you automatically cling to it, allowing the ability to be cast again to jump off and land, dealing the same damage and Slow. Hold down the ability key [2] to prevent clinging while leaping (If casting the ability in a tight space and you want to land without having to recast)

Upgrades:
- Landing on a single enemy Hero deals more damage.
- Gain weapon lifesteal and a firerate bonus for a few seconds after landing.
- After clinging to a wall or ceiling for more than 5 seconds, become Invisible

Notes: Perch does the same damage and slow when landing normally or after clinging on a wall. You can cling on a wall indefinitely.

[3] Bat Swarm (Passive)
Spending Stamina points causes you to unleash a swarm of bats in your wake, dealing damage to enemies inside and healing you for 50% of the damage dealt. Bat Swarms last 2 seconds.

Upgrades:
- Bat swarms are 50% bigger but gradually shrink to regular size over their duration.
- Hitting an enemy with Heavy Melee creates a Bat Swarm on their location.
- Bats shred targets' Spirit Resist and increase your Spirit Resist for the same duration.

Notes: Bat Swarms function as damaging "gas" zones that damage you for standing inside of them, and should spawn in a sort of trail following the player when using mobility that costs Stamina.

[4] Shroud of Darkness (ult)
Cast a shroud of darkness in front of you, dealing damage to enemies in a cone and putting them to sleep. When enemies awake from sleep, they take additional damage and are Silenced for 1 second.

Notes: The area is a big cone. The Sleep should be long enough to offset how volatile it can be to accidentally wake up targets early. For this, theres a silence attached baseline to counteract this slightly.

Upgrades:
- Shroud of Darkness gains more range
- Casting Shroud of Darkness resets the cooldown of Vampiric Swipe
- Shroud of Darkness sleep duration increased drastically

There are no cooldown numbers, damage numbers, etc. because these are mainly up to the balancing. Just imagine a number for unspecified stats that you feel makes the most sense.
 
way too much CC and lifesteal. Especially with "Frontlining/Tanking" in mind, which implies high lifepool and resists to me.
Especially with duration extender items in mind, you can take out the whole enemy team for about 5 seconds

So basically you cast you ulti in teamfights -> they sleep (how long?)
you dash through them -> they take AoE damage, get less spirit resists and you get increased resists
when they wake up -> They are silenced (~2 seconds with items)
you are still in between them, healing like crazy with AoE lifesteal (>150% with items)
Enemies fighting anyone at this point is basically pointless for them and they flee in panic
If someone survived this and is low on HP, you jump on them with 1 stunning them again
If another one survived and is running, you leap onto him, slowing him down to make sure to finish him off too
 
way too much CC and lifesteal. Especially with "Frontlining/Tanking" in mind, which implies high lifepool and resists to me.
Especially with duration extender items in mind, you can take out the whole enemy team for about 5 seconds

So basically you cast you ulti in teamfights -> they sleep (how long?)
you dash through them -> they take AoE damage, get less spirit resists and you get increased resists
when they wake up -> They are silenced (~2 seconds with items)
you are still in between them, healing like crazy with AoE lifesteal (>150% with items)
Enemies fighting anyone at this point is basically pointless for them and they flee in panic
If someone survived this and is low on HP, you jump on them with 1 stunning them again
If another one survived and is running, you leap onto him, slowing him down to make sure to finish him off too
Fair criticism, but these things can be balanced accordingly. I purposefully left a lot of numbers empty as the actual values of them are impossible to get right on the first draft

I like your input on ways that the kit might flow, I think the fight scenarios you bring up sound very interesting, and if proven OP could be fixed with nerfs
 
Back
Top