Hero - Mr. Baxter

The lore behind this concept might already be partly established through the existence of the Baxter Society, but I would still like to give it a try.

I am not aiming to be heavily lore-focused (beyond the idea that this character is the mysterious figure behind the Baxter Society's origins), so I will primarily concentrate on the gameplay details.


Hero Concept: Mr. Baxter

Ability 1 – Ballista

Fires a deadly, moderately fast projectile that scales in damage based on how long the ability is charged. If it hits an enemy, a fully charged Ballista will knock down the target (without applying a stun) and apply a minor movement slow at the landing area. Moderate cooldown.
  • Upgrade 1 – Adds a baseline slow effect, independent of the charge time.
  • Upgrade 2 – Reduces cooldown.
  • Upgrade 3 – Grants an additional ability charge.
Ability 2 – Baxter's Leap
A charge-based ability. Executes a short dash forward while firing several shots in quick succession (scaling with fire rate) in a narrow cone.
  • Upgrade 1 – Increases dash distance.
  • Upgrade 2 – Increases the cone size and the number of shots fired.
  • Upgrade 3 – (Option A) All shots count as headshots; or (Option B) Each landed shot deals bonus spirit damage.
Ability 3 – Breakaway
Briefly immobilizes Mr. Baxter (for approximately 0.75 seconds) before propelling him forward, similar to a heavily nerfed version of Majestic Leap. To balance the ability, it applies a temporary movement slow and decreases Mr. Baxter's bullet and spirit resistances.
  • Upgrade 1 – Reduces cooldown.
  • Upgrade 2 – Increases cast range.
  • Upgrade 3 – Halves the initial immobilization time and significantly reduces or removes the associated debuffs.
Ultimate – Banish
Teleports the target hero back to the exact position they were 3.5 seconds earlier (a silhouette marks this spot for clarity). This ultimate is designed to synergize well with Ballista or Baxter's Leap for both spirit- and gun-focused builds. It has a moderately high cooldown and a modest cast range to prevent early power spikes.
  • Upgrade 1 – Increases cast range.
  • Upgrade 2 – Applies decreased bullet and spirit resistances to the target upon return.
  • Upgrade 3 – Reduces cooldown.
 
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