JisBeanGaming
Active member
[Hero Concept] The Mummy/the Risen Pharaoh
Been wanting a mummy style character in Deadlock for a while now, and I've been thinking about a few mechanics that would be genuinely funny if implemented. Posting these as ability ideas hoping it sparks something for the devs or at least gets some discussion going.
Ability Idea 1 - Devotion (Passive Worship Aura)
The Mummy radiates a presence aura. Any ally who points their cursor at him and crouches for 2 continuous seconds performs an act of worship, granting him a permanent Devotion stack. Each stack gives +75 bonus health and +5 spirit damage, capping at +375 bonus health and +25 spirit at full 5 stacks. Allies who worship also gain 50% of whatever bonus health and spirit The Mummy has accumulated in total.
upon death stack is lost, and must be reworshipped again.
Design note: Picture your team grouping up before a fight, someone pings the pharaoh, and suddenly your whole squad is briefly bowing to him in the middle of the lane before charging in. It would be too chaotic to fully coordinate in pubs which is part of the charm, but a coordinated team that pulls it off gets a meaningful power spike that feels earned.
Ability Idea 2 - Sarcophagus
Encase an ally in a golden sarcophagus for a short duration. While encased the ally takes 80% reduced damage and cannot attack, fire, or cast spells, but they can still move at a capped reduced speed. Rather than walking normally, the sarcophagus hops around with them inside it. When the duration ends the ally heals for a percentage of their max HP.
Design note: Similar in spirit to Ringmaster's Escape Act or Lich's Frost Shield from Dota 2, but the movement twist makes it feel distinct. Unlike Cube it doesn't hard lock the ally in place, so there's actual decision making around whether to keep hopping around or just wait it out. The visual of a golden sarcophagus bouncing around a teamfight is also just inherently funny.
Ability Idea 3 - Scarab Tomb
The Mummy summons a tomb that releases four waves of scarabs onto nearby enemies. Each wave saps health from enemies hit. Once all four waves complete, the tomb collapses and drops a health orb collectible only by The Mummy. Enemies can destroy the tomb early by heavy meleeing it once. If destroyed this way it drops a healing orb that can only be collected by heavy meleeing it, making it a deliberate effort to deny rather than a free pickup.
Design note: Think of it as a Graves tombstone but with more layers. The early destroy mechanic means enemies have to actively choose to contest it rather than just ignore it, and the heavy melee requirement on the dropped orb means denying it costs them something too.
Ability Idea 4 - Funerary Rite (Charged Ability)
The Mummy fires his wraps at an ally, removing up to one active debuff from them and storing it for 12 seconds. He can then fire the wraps at an enemy to transfer the stored debuff onto them. If fired at an enemy with no debuff stored, the wraps deal bonus damage instead. This is a charged ability with a 5 second use cooldown and a 35 second charge refill cooldown.
Design note: The stored debuff timer keeps it balanced since you can't just hold onto a stun indefinitely waiting for the perfect moment. Works on self-cast too, so if you're rooted or hexed you can strip it off yourself and immediately punish whoever threw it at you. For balance purposes this should probably stay limited to non-ultimate tier debuffs so you're not bouncing Lash ults around the map.
Ability Idea 5 - Plague of Locusts (ultimate idea)
Infect a single target with a locust plague, dealing damage over its duration. When the duration ends, the plague spreads to nearby enemies and any debuff the original target received from The Mummy during the plague is reapplied to every enemy it spreads to.
Design note: I honestly had the original idea planned differently, but this is directly from the reworked Venomancer ultimate in dota 2. I thought it would be an interesting lapping synergy because of how the wraps ability can store debuffs.
Ability Idea 6 - Ten Plagues (Channeling ultimate idea)
The Mummy summons plagues to spread from beneath his feet, it spawns indestructible scarabs that attacks all nearby enemies for the duration. The indestructible scarab each stacking damage, the more scarab hits you the more it hurts.
The mummy cannot move while channeling this spell.
Design note: Kinda similar to bullet dance, but spirit damage instead.
Would love to hear thoughts on any of these, especially whether the debuff transfer on Funerary Rite feels too strong even with the timer cap, and whether the Sarcophagus movement gimmick adds enough to justify the complexity.
Been wanting a mummy style character in Deadlock for a while now, and I've been thinking about a few mechanics that would be genuinely funny if implemented. Posting these as ability ideas hoping it sparks something for the devs or at least gets some discussion going.
Ability Idea 1 - Devotion (Passive Worship Aura)
The Mummy radiates a presence aura. Any ally who points their cursor at him and crouches for 2 continuous seconds performs an act of worship, granting him a permanent Devotion stack. Each stack gives +75 bonus health and +5 spirit damage, capping at +375 bonus health and +25 spirit at full 5 stacks. Allies who worship also gain 50% of whatever bonus health and spirit The Mummy has accumulated in total.
upon death stack is lost, and must be reworshipped again.
Design note: Picture your team grouping up before a fight, someone pings the pharaoh, and suddenly your whole squad is briefly bowing to him in the middle of the lane before charging in. It would be too chaotic to fully coordinate in pubs which is part of the charm, but a coordinated team that pulls it off gets a meaningful power spike that feels earned.
Ability Idea 2 - Sarcophagus
Encase an ally in a golden sarcophagus for a short duration. While encased the ally takes 80% reduced damage and cannot attack, fire, or cast spells, but they can still move at a capped reduced speed. Rather than walking normally, the sarcophagus hops around with them inside it. When the duration ends the ally heals for a percentage of their max HP.
Design note: Similar in spirit to Ringmaster's Escape Act or Lich's Frost Shield from Dota 2, but the movement twist makes it feel distinct. Unlike Cube it doesn't hard lock the ally in place, so there's actual decision making around whether to keep hopping around or just wait it out. The visual of a golden sarcophagus bouncing around a teamfight is also just inherently funny.
Ability Idea 3 - Scarab Tomb
The Mummy summons a tomb that releases four waves of scarabs onto nearby enemies. Each wave saps health from enemies hit. Once all four waves complete, the tomb collapses and drops a health orb collectible only by The Mummy. Enemies can destroy the tomb early by heavy meleeing it once. If destroyed this way it drops a healing orb that can only be collected by heavy meleeing it, making it a deliberate effort to deny rather than a free pickup.
Design note: Think of it as a Graves tombstone but with more layers. The early destroy mechanic means enemies have to actively choose to contest it rather than just ignore it, and the heavy melee requirement on the dropped orb means denying it costs them something too.
Ability Idea 4 - Funerary Rite (Charged Ability)
The Mummy fires his wraps at an ally, removing up to one active debuff from them and storing it for 12 seconds. He can then fire the wraps at an enemy to transfer the stored debuff onto them. If fired at an enemy with no debuff stored, the wraps deal bonus damage instead. This is a charged ability with a 5 second use cooldown and a 35 second charge refill cooldown.
Design note: The stored debuff timer keeps it balanced since you can't just hold onto a stun indefinitely waiting for the perfect moment. Works on self-cast too, so if you're rooted or hexed you can strip it off yourself and immediately punish whoever threw it at you. For balance purposes this should probably stay limited to non-ultimate tier debuffs so you're not bouncing Lash ults around the map.
Ability Idea 5 - Plague of Locusts (ultimate idea)
Infect a single target with a locust plague, dealing damage over its duration. When the duration ends, the plague spreads to nearby enemies and any debuff the original target received from The Mummy during the plague is reapplied to every enemy it spreads to.
Design note: I honestly had the original idea planned differently, but this is directly from the reworked Venomancer ultimate in dota 2. I thought it would be an interesting lapping synergy because of how the wraps ability can store debuffs.
Ability Idea 6 - Ten Plagues (Channeling ultimate idea)
The Mummy summons plagues to spread from beneath his feet, it spawns indestructible scarabs that attacks all nearby enemies for the duration. The indestructible scarab each stacking damage, the more scarab hits you the more it hurts.
The mummy cannot move while channeling this spell.
Design note: Kinda similar to bullet dance, but spirit damage instead.
Would love to hear thoughts on any of these, especially whether the debuff transfer on Funerary Rite feels too strong even with the timer cap, and whether the Sarcophagus movement gimmick adds enough to justify the complexity.