Hero ideas: Zariel

lolparty

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Game plan idea- melee character with no gun just a big sword, mouse 1 attacks are same range as an unboosted heavy melee but unparryable. Strong against sustained DPS but weaker to burst. Good 1v1 hero. Kind of unfamiliar territory here but I think it can work.

Visual ideas: Angelic woman covered in chains with a oversized demonic looking sword

Ability 1: chain down- lash out with chain to pull enemy closer and reduce move speed. Cancels flying abilities and stops airborne momentum.

Debuff duration: 3s
Range: 30m
30 second cooldown
Pull amount: 5m
Move speed reduction: 60%
Damage: 40(1.2x scaling)

Upgrade 1: enemies hit deal 30% less spirit DMG for 10s we
Upgrade 2: +2m pull, +40 dmg
Upgrade 3: +3s debuff duration

Ability 2: uppercut combo - launch upwards in a forward moving uppercut slash launching enemies hit with you, recast to slam down in a downwards slash attack also bringing enemies with you.

Stun duration: .25 seconds
22 second cooldown
Recast timer: 1.5s to recast
First slash DMG: 50 DMG (1x spirit scaling)
Second slash DMG: 100 DMG (2x spirit scaling)

Upgrade 1: -7 second down reduction
Upgrade 2: +50 DMG to both slashes
Upgrade 3: enemies are briefly stunned by the initial uppercut for 1s

Ability 3: Fortify - passive with an active, gain stacks of bullet resist upon sustained DPS. Lose stacks quickly when not taking DMG. Active, consume stacks to grant equal amount damage amp for a short duration. Builds like reverse escalating resistance.

Max stacks: 30
Resist per stack: 1%
Active cooldown: 25 seconds
Active duration: 15 seconds
Stack duration: 4s

Upgrade 1: 2s stack duration
Upgrade 2: +20 stacks
Upgrade 3: active doesn't consume any stacks if at max stacks.

Ult: lifelink- connect souls with a target preventing both you and the target from damaging anyone other than eachother as well as prevent both you and the target from taking damage from anyone other than each other. The target also cannot travel more than 20m away from you. If you kill them, immediately gain 50% extra HP that fades away over time as well as 25% DMG amp while you have the hp, and refresh all cool downs

90s cooldown
10s duration
HP duration: 3s without any damage taken

Upgrade 1: gain 4m/s move speed while channeling
Upgrade 2: +15%hp and 5% DMG amp
Upgrade 3: +2s HP duration on kill, -30s cooldown if you kill within ult

Base stats
600hp (+31)
Health Regen of 3
Ammo spirit scaling

8.3m/s move speed
4 stamina
Light melee DMG: 69(2.67)
Heavy melee DMG: 128(4.91)

Gun: Guts n Glory
- giant sword with long slow sweeping strikes. Hand crossbow in left hand. Reloads via sharpening the sword and reloading arrows
Unsure on stats. Heavy hitting but slow to swing. Should be visibly different from melee and a lil longer ranged.

Alt fire: shoots a crossbow shot, very
slow fire rate, low DPS, low falloff, mainly a last hitting tool
 
Reloads via sharpening the sword
What did you mean by this, exactly? Is it just a visual thing or does she have a "Sharpness" mechanic instead of ammo? Because I actually can see that working, synergy with ammo items and melee charge to keep your blade as sharp as possible for longer.
taking damage from anyone other than each other
League had something like this, it made diving turrets and focusing the backline kind of braindead. Dota did too, but it also got removed, even then it was gold-gated. Could be better to play around in this game, though, since it's so different from the competition.

All in all, quite workable and unique. Just odd that she basically doesn't want to use the normal melee button for anything above a light strike.
 
What did you mean by this, exactly? Is it just a visual thing or does she have a "Sharpness" mechanic instead of ammo? Because I actually can see that working, synergy with ammo items and melee charge to keep your blade as sharp as possible for longer.

League had something like this, it made diving turrets and focusing the backline kind of braindead. Dota did too, but it also got removed, even then it was gold-gated. Could be better to play around in this game, though, since it's so different from the competition.

All in all, quite workable and unique. Just odd that she basically doesn't want to use the normal melee button for anything above a light strike.
I was thinking it would be functionally identical or at least similar to ammo. It behaving like this preserves the melee buttons usefulness, when your blade isn't sharp, aka needs to be reloaded, a melee would be better damage similar to how other heroes use melee as a way to do damage while their gun needs to reload. I was also thinking that the sword wouldn't proc melee items. These sword swings also wouldn't have the movement properties that heavy melees have. I think there would still be uses for melees of both types.

As an example, I was intending for the uppercut combo to have enough time to heavy melee cancel and still get off the recast ability to allow for some creative skill expression.

For the ult, I intended towers and the like to still affect players. It just nullifies player DMG. I like having a lockdown ult of this nature on a character that will likely be able to be kited extremely easily otherwise. I also find this to be more interactive than just stunning the enemy. Also makes stuff like peeling for your back liners important.
 
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