snooze
New member
Officially, Haze denies he exists. Holiday has seen strange lights out in the Macomb skies, but can't believe her eyes. Yamato feels a strange, lost kinship with him. It's Little Green Man!

Like a real alien, Little Green Man is all about deception, evasion, and distractions.
Base
- A tiny hero with a pathetically low health pool a large head hitbox, and slow movement speed (not used to Earth's gravity).
- Uses a hard-hitting hitscan laser (like Bebop) pistol, but with a wide range that makes it difficult to do consistent damage unless he is relatively close to his enemy.
Ability 1 - Homunculus Creation Station (Distraction)
- Little Green Man creates a pod on the ground that periodically spawns a homunculus minion every x seconds. Regardless of where this pod is created, the homunculus will make his way to the nearest lane and push it, using the trooper AI. Players will want to spawn these in closets and out-of-sight places to force the enemy to leave and deal with it. To make these less painful to deal with, freshly spawned homunculus leave a trail of goo behind them as they travel, allowing players to retrace their steps and find the pod.
- Alternatively, if we want to avoid creating new troopers, Little Green Man can imbue an existing trooper with power, increasing their model size, damage, fire rate, etc. sort of like how the Rejuvinator used to work. This version could have charges.
- Upgrades could lower the duration of the goo trail, increase the homunculus' power, and spawn homuncululi faster (or lower cooldown on pod spawning)
Ability 2 - Flying Saucer (Evasion)
- Little Green Man summons a UFO after channelling for x seconds, which functions akin to Magic Carpet with some upgrades. Little Green Man can shoot the UFO's gun (dealing spirit damage akin to the rest of the flying cast), use abilities, and gains a shield upon entering the UFO. However - if the shield is depleted when Little Green Man is in the UFO, it will cause him to lose control, retaining his existing momentum, and crash into the ground. Enemies caught in this blast are stunned... But so is Little Green Man, making this ability high-risk high-reward. Potentially great if you crash into the enemy team with your own team around... a probable death sentence otherwise.
- Enemy heroes will call out in disbelief if they see the UFO (sort of like how they request help with killing certain heroes), helping the team track Little Green Man's movements.
- Upgrades could increase the duration, shield amount, and lower the stun time if he crashes.
Ability 3 - Mind Game (Deception)
- Little Green Man becomes a perfect copy of a team mate he targets, indistinguishable from the original for x amount of seconds. Little Green Man can use the copied hero's abilities, but not their ult. The duration of the copied body decreases significantly with each ability Little Green Man uses. Alternatively, Little Green Man can only use one ability before the copy expires.
- This, potentially, could be his ultimate instead of ability 3.
- Upgrades could extend the duration of the copy, or allowing him to use more abilities before it expires.
Ultimate - Memory Screen (All three!)
- Little Green Man releases a cloud of sleeping gas in an AOE, centred on himself (Alternatively on a point he chooses within range). Enemies in the AOE fall asleep for x seconds. Potentially, the cloud could persist for a time after spawning, forcing enemies to slowly move to get out and wake up. Enemies could also only be slept while they are in the cloud. I primarily envision this ult for peeling, highly useful for Little Green Man if he gets caught out, or for saving teammates being chased.
- Upgrades could include increasing duration / AOE, or potentially blinding players in the cloud.
Strengths
- A split pushing nightmare, Little Green Man spends his time zipping around the map in his UFO and ensuring lanes are perpetually crashing against objectives.
- Players are forced to deal with his homuncululi, pulling them away from team fights or putting themselves out of position when defending objectives.
- Smart uses of his Mind Games make him great for follow-up (stacking abilities, like Echo Shard in player form)
Weaknesses
- He is extremely fragile, suspectible to being whittled down by ranged abilities (like Kelvin's grenade or Viscous' splatter) as he scurries around hiding places, desperately trying to not feed during laning. Also probably the first to go down in team fights.
- He is dead if he is caught out with his UFO or ultimate on cooldown. He must be smart with positioning and map awareness, or die.
- He does not have a lot of avenues of dealing spirit damage. His gun hurts, but it's tit-for-tat because he has a giant head and is easy to out-DPS if he neglects his gun.

Like a real alien, Little Green Man is all about deception, evasion, and distractions.
Base
- A tiny hero with a pathetically low health pool a large head hitbox, and slow movement speed (not used to Earth's gravity).
- Uses a hard-hitting hitscan laser (like Bebop) pistol, but with a wide range that makes it difficult to do consistent damage unless he is relatively close to his enemy.
Ability 1 - Homunculus Creation Station (Distraction)
- Little Green Man creates a pod on the ground that periodically spawns a homunculus minion every x seconds. Regardless of where this pod is created, the homunculus will make his way to the nearest lane and push it, using the trooper AI. Players will want to spawn these in closets and out-of-sight places to force the enemy to leave and deal with it. To make these less painful to deal with, freshly spawned homunculus leave a trail of goo behind them as they travel, allowing players to retrace their steps and find the pod.
- Alternatively, if we want to avoid creating new troopers, Little Green Man can imbue an existing trooper with power, increasing their model size, damage, fire rate, etc. sort of like how the Rejuvinator used to work. This version could have charges.
- Upgrades could lower the duration of the goo trail, increase the homunculus' power, and spawn homuncululi faster (or lower cooldown on pod spawning)
Ability 2 - Flying Saucer (Evasion)
- Little Green Man summons a UFO after channelling for x seconds, which functions akin to Magic Carpet with some upgrades. Little Green Man can shoot the UFO's gun (dealing spirit damage akin to the rest of the flying cast), use abilities, and gains a shield upon entering the UFO. However - if the shield is depleted when Little Green Man is in the UFO, it will cause him to lose control, retaining his existing momentum, and crash into the ground. Enemies caught in this blast are stunned... But so is Little Green Man, making this ability high-risk high-reward. Potentially great if you crash into the enemy team with your own team around... a probable death sentence otherwise.
- Enemy heroes will call out in disbelief if they see the UFO (sort of like how they request help with killing certain heroes), helping the team track Little Green Man's movements.
- Upgrades could increase the duration, shield amount, and lower the stun time if he crashes.
Ability 3 - Mind Game (Deception)
- Little Green Man becomes a perfect copy of a team mate he targets, indistinguishable from the original for x amount of seconds. Little Green Man can use the copied hero's abilities, but not their ult. The duration of the copied body decreases significantly with each ability Little Green Man uses. Alternatively, Little Green Man can only use one ability before the copy expires.
- This, potentially, could be his ultimate instead of ability 3.
- Upgrades could extend the duration of the copy, or allowing him to use more abilities before it expires.
Ultimate - Memory Screen (All three!)
- Little Green Man releases a cloud of sleeping gas in an AOE, centred on himself (Alternatively on a point he chooses within range). Enemies in the AOE fall asleep for x seconds. Potentially, the cloud could persist for a time after spawning, forcing enemies to slowly move to get out and wake up. Enemies could also only be slept while they are in the cloud. I primarily envision this ult for peeling, highly useful for Little Green Man if he gets caught out, or for saving teammates being chased.
- Upgrades could include increasing duration / AOE, or potentially blinding players in the cloud.
Strengths
- A split pushing nightmare, Little Green Man spends his time zipping around the map in his UFO and ensuring lanes are perpetually crashing against objectives.
- Players are forced to deal with his homuncululi, pulling them away from team fights or putting themselves out of position when defending objectives.
- Smart uses of his Mind Games make him great for follow-up (stacking abilities, like Echo Shard in player form)
Weaknesses
- He is extremely fragile, suspectible to being whittled down by ranged abilities (like Kelvin's grenade or Viscous' splatter) as he scurries around hiding places, desperately trying to not feed during laning. Also probably the first to go down in team fights.
- He is dead if he is caught out with his UFO or ultimate on cooldown. He must be smart with positioning and map awareness, or die.
- He does not have a lot of avenues of dealing spirit damage. His gun hurts, but it's tit-for-tat because he has a giant head and is easy to out-DPS if he neglects his gun.