Hero Idea: Weathermancer (C. Maiden Crystal Clones, Wind-runner)

Sarus

Active member
update/completion of this concept

Gameplay concept: Mobile disrupter/juke character inspired by the newer abilities of Dota 2's Crystal Maiden, Zeus, and Windranger. The prime mover of the kit is a 3D adaptation of CM's ice clone ability, which I think could offer very cool and very unique tactical options for a character in Deadlock.

Hero design: Whatever "female weathermancer" in an alternate occult 1920's makes you think of. I like to think of a classic business professional with the iconic fedora.

Ability 1 - Downburst
5m, 26s CD, 4s debuff duration, 4 pulse, 0.6s pulse timer
Summon a maelstrom that pulses for each second, dealing damage and rending spirit resist. When duration expires or hero manually detonates maelstrom with (1), opponents are pushed out radially from the epicenter of the radius."

1. +3m radius
2. + spirit resist reduction on each pulse
3. -CD reduction

Concept: Ranged disruption and dispersal tool. Mostly used to pop people out of cover for backdraft -> clone dash combos, or used for chasing/initiation. Good support skill for Paradox/Talon-esque spirit burst snipers. May accidentally ruin a dynamo ult :D

Ability 2 - Backdraft
30s CD, 10m cast range, 3s dash distance debuff duration
Pull yourself through the air toward an enemy, pushing them backward and reducing their dash distance. Using backdraft allows your next air-dash to have +50% dash distance and does not cost stamina.

1. CD reduction
2. +cast range
3. Backdraft now displaces two additional enemy heroes based on proximity.


Concept: Inspired by Zeus's heavenly leap and mechanically similar to lash grapple, this is a target to cast air-dash that displaces the opponent back while she propels herself forward (air distance is more conventional jump -> air dash rather than a full lash grapple/majestic leap range). juke/bait move to allow combos into ice clone on unwary players, free kinetic dash for aerial plays. Visually, imagine air currents propelling the hero and target.

Ability 3 - Ice Clone Dash
+1 charge, 10m dash range, 26s CD, 5s clone timer, 200 HP ice clones, 1.5s arm time
Dash in any cardinal direction, dealing damage to an enemy and leaving an Ice Clone in your wake. Ice clones detonate in close proximity with an enemy hero, upon taking damage, or if the timer runs out - bursting into an AOE that afflicts damage and applies slow. If performed in the air, ice clones will land and immediately shatter upon contact with the surface or an enemy. Ice clones on the ground can be skid forward by heavy melee.

1. +1 charge
2. +5s clone timer
3. +5m dash range, +1 ice clone

Concept: 3D adaptation of Crystal Maiden's subzero dash. Can heavy melee them to send them sliding towards the enemy in a way reminiscent of ES's remnants. Aside from mobility, would have a variety of interesting and unique tactical uses. Pop a clone to use for cover vs talon skillshots, use clones to cover an escape, pop clones behind veils, put them on ledges for ambushes, use clones to cordon off enemies running down a hallway, etc etc, the use case is very long and hopefully very fun. Superior duration, Rapid Recharge, and the double clone lvl3 upgrade would enable some real big brain plays. On the opposite end, a cautious enemy team can simply detonate them from a distance, this hero is designed to take advantage of displacement abilities to enable smart plays into clones. Cardinal direction dashes might be a tad awkward in WASD, but that's what we have keybinds for :D

Ability 4 - Gale Force Winds
70s CD, 3s duration, 3s disarm
Charge up to cast a torrential wind in any cardinal direction that blows enemies away while dealing damage and applying weapon disarm for the duration. If activated in the air, you will hover while the winds are still generating."

1. DPS bonus
2. +2s duration
3. CD reduction

Concept: Inspired by Wind-ranger's newer Dota 2 ability, a support ult meant to bolster characters like Seven. Plenty of use cases for escape/initiation/moving them out of cover/forcing the enemy team into an ice clone nest, etc. Visually, imagine Storm from Marvel striking a pose and calling forth wind...mostly so if this is used underground or in a building it still kinda makes sense that the hero is the one generating the winds.
 
Cool kit, very reminiscient of viscous because of all the forced movement and slows. Only suggestion would be to change Downburst to just pushing enemies away, as in its current form it just seems a better Paradox 1.
 
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