(Hero) Literally just the Demoman

Snoop Duck

New member
Lore: Literally just Young Demoman, had to branch into magic bombs to get with the times so uses Bombonomicon, trying to get his eye uncursed cause Bombonomicon can't remember how. Maybe make it Demo’s dad instead as a way to keep Gary Schwarz as VA, if he still can.

Gun: Literally just the Loch-n-Load. Clip: 3. Massive damage. Can partial reload. Splash damage on hit. Light melee animation is the bottle, heavy melee is the Eyelander.

1: Loose Cannon - Fire a magic bomb with increased velocity that explodes after 1 second. Bomb explosions after cannonball hits deal +33% damage to impact victims. Cannonball impacts and Double Donks knockback. Fuses can be primed by holding down the key. Can be used to blast jump (deals 37.5% of normal damage to self).
Cooldown: 21

1- +1 charge. +1 additional charge if at 6 heads or more.
2- -14 Cooldown on double Donk and +17% double Donk damage
5- +25% cannonball size. Landing a double donk grants +50% fire rate and add +2 ammo for 6 seconds.

2: Charge n’ Targe - Charge forward at high speed, after a certain distance, gain a melee crit on impact. Melee crits deal +200% quick melee damage, are as fast as a quick melee, and are considered heavy melee’s for the purposes of item effects and parry stuns.
Charge duration: 1.5. Cooldown: 30.

Passive: If a melee crit or Heavy melee kills a hero, take their head, permanently gain maximum HP and movement speed. Max of 6 heads, bonus is lost on death.

1- +0.5 charge duration. Melee hits against heroes reduce Cooldown by 20%, melee hero kills by 100%.
2- Charging removes all debuffs. Full turning control while charging.
5- Melee kills against heroes restore 50% max hp, can overheal. Heads now stack indefinitely and only half are lost on death.

3: Sticky bombs - Launch a projectile that spawns 8 sticky bombs after a short delay after impact (like the Pumpkin Bomb spell). Reactive to detonate all the bombs after a 0.8 second arm time. Enemy bullets destroy stickies, but melee and spirit damage just push them, including your own. Can be used to blast jump (deals 37.5% of normal damage to self).
Cooldown: 32

1- Can be charged to greatly increase initial projectile speed and velocity and up to +15% Dmg per bomb.
2- -60% self-damage dealt. Hold space while blast jumping to greatly slow your decent. This also applies to Loose Cannon jumps.
5- -16 seconds cooldown. Direct initial projectile hits arm stickies instantly.

4: Monoculous - Summon Monoculous at a target area, after a 4 second long summoning animation, during which Monoculous can be attacked. Monoculus fires extremely powerful, but extremely slow projectiles that deal spirit damage in an AoE every 2 seconds, preferring to target heroes. Monoculous has a massive amount of HP (8000), but can be killed, has poor hp scaling, cannot be healed, and spawns a large amount of souls after a long death animation, roughly as much as a guardian. Monoculous can teleport every 15 seconds if it can't find a target, preferring the nearest lane. Monoculous is considered a hero for targeting and item effect purposes. Only one Monoculous can be active at a time, casting again while it is active resummons it with full health.
Duration: 120. Cooldown: 240

Passive: Monoculus gains x10 the health and movement bonuses from heads.

1 - Monoculous enters a rage after losing ⅓ of its hp for 5 seconds, greatly increasing attack speed and projectile velocity. Enter a 20 second rage when Demoman dies.
2 - Cooldown refreshes 100% faster while Monoculous is alive. +25% bullet resist.
5- Can be reactivated every 40 seconds to force Monoculous to teleport to a target location and enter a rage for 5 seconds. While at 6 or more heads, Monoculous has +50% attack speed, +15% bullet resist, and +20% spirit resist.
 
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