Hybrid Spirit/Bullet DPS - Enforcer

Hanna_Bjorn

New member
Had an idea for a DPS that can be built with Gun items, Spirit items or a mix of both, as I love heroes that can have creativity in their buids.

I'll go from Abilities to their Explanation to overall thoughts

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Ability 1:
A small skillshot grenade that scales with spirit damage and has charges (1 by default).
Idea behind a delay on explosion and a small radius is making it non-viable as a regular nuke in lane, but keeping it effective against controlled enemies, objectives and neutrals. Push, fight or farm - this ability will help you.

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Ability 2:
Unique mechanic of this hero - swapping damage bonuses from different ammo. Scaling and everything is up for discussion, but the core idea of this ability is to help you get your left click damage no matter what build you will choose.

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Ability 3:
Simple firerate boosting area around your hero with diminishing returns for yourself when boosting allies.
This reduction should make it a bit more balanced, as it won't get in the way of using this ability for farming or fighting/pushing solo, but wouldn't give you full bonuses while grouping with your team. You make the decision whether to wait for the moment everyone is grouped around you or do exactly the opposite to give yourself the edge.

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Ability 4:
You start shooting HARDER.
Pretty simple, pairs well with your 3rd, stun damage scales with spirit so you can get good damage out of that with high enough firerate if you go spirit build.
Obviously can be used in teamfights, but also as a pushing aid, getting a bit of extra damage on objectives.

Overall:
1 spirit focused ability, 1 gun focused ability and 2 that utilize both ways of scaling your hero.
Big farm and DPS potential, teamfight tools as well.

I haven't thought on basic stats as much, but I believe this hero should be pretty average on movespeed and have 3 stamina. I don't imagine him being as immobile as McGinnis, but also not as agile as Wraith. Ideally, you would want your team to control your targets and letting you do the damage, but that shouldn't mean you are a completely stationary turret.

Hero's gun in my head was an LMG or something alike, with slow reload, but high firerate and very high ammo capacity (and small damage for balance purposes).

I also thought on giving him unique gun reload mechanic - you can press R again at any time and reload as much % of your ammo, as the animation was finished. I feel like this passive ability is miniscule enough to pass and fits well with his overall ammo management theme.

IMPORTANT NOTE - all numbers are purely to put something out there, I have no clue how to balance the scaling and actual damage, cooldowns and everything. This would obviously be a subject to change. I'm just trying to give you an idea of what abilities should do.
 
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