Mad scientist support with golem.

kweeks8739

New member
I was thinking a character with a dedicated summon they need to care for was an interesting idea and figured I could build on it more than the last drone operator thread I submitted, and I've been having fun making these so I'm gonna throw some more out there.

Weapon - Tesla cannon
The gun would be a low magazine high damage charge shot type gun that has innate ~30% damage ricochet on one or two targets

I'm not diving into the numbers on the gun because I have no idea, its a lot harder to balance that right.


Abilities

1. Plague creepers - Release a scuttling plague bomb that moves 6m/s and has 10% of your max health, they will lock on to enemies within 12m and begin to run towards them, after getting within 2m they will charge up over 0.8s and explode, dealing 30(spirit scaling) damage and applying 1 stack of plague, which lasts 9s and deals 16(spirit scaling) damage every 3s, every additional stack refreshes the duration and increases the damage by 50%. Charged ability. 10m cast range. Each cost 3% of your max health.
10s max duration of creeper
20s cooldown

Upgrades
(1AP) : +1 charge, +4m enemy detection range
(2AP) : -4s cooldown, +4 plague base damage
(5AP) : -1s between plague damage ticks and +1s plague duration.



2. "Miracle" cure - Inject an ally or self with a cure that cleanses non-ultimate debuffs and provides 30hp/s regeneration (spirit scaling) for 4 seconds, but reduces their bullet and spirit resist by 20% during the effect.
35s cooldown

Upgrades
(1AP) : +1s duration and -5% resistance loss
(2AP) : Provide a 4m/s movement speed boost during the effect and 2% max hp/s
(5AP) : The ability becomes charged, -10% resistance loss.



3. Homunculus - A meat golem is rolled up in a sack on your back, press the ability button to throw it out, it will create a shockwave in a 6m area upon landing, dealing 50 (spirit scaling) damage. The meat golem has 40% of your max health as health, and will move at a pace of 5m/s towards the nearest enemy, hitting them with melee for 30(light melee) damage every second or follows you if there are no enemies within 20m.
The golems health regeneration starts at 5hp/s.
The golem receives the effect of all non-active items you buy.
holding the ability button while the golem is nearby picks up the golem and places it in your sack where its health regeneration will be boosted by your spirit power, and places it on cooldown for 20% duration.
pressing the ability button directs the golem to attack whatever you're looking at, or to go wherever you are looking.
When the golem dies, receive 20% of your max health as spirit damage (non-lethal), cooldown only begins once the golem is dead.
60s cooldown

Upgrades
(1AP) : Using Miracle cure on the golem instead grants it +20% bullet and spirit resistance for the duration
(2AP) : The golem gains a ranged spike launching ability they use every 1s dealing 20(gun scaling) damage
(5AP) : holding the ability button on an enemy causes the golem to leap at them, (like a mini abrams ult), dealing 80 (spirit scaling) damage in an 8m AoE and giving the golem 30% bullet resistance for 7 seconds on a 22s cooldown.



4. Sacrifice - Channel on your golem for 5s within 20m of an ally that died within 20 seconds to sacrifice the golem and 20% of your maximum health to revive the ally with the same amount of health the golem had left. If the golem is already dead, instead sacrifice 20% of your maximum health to revive the golem with full health and reduce the cooldown of this ability by 25%.
200s cooldown

Upgrades
(1AP) : -1s channel time and +8s revival window
(2AP) : You and your revived target share 75% lifesteal and regeneration with eachother for 12s.
(5AP) : Reviving an ally using your golem grants you and the target a barrier equal to 30% of your max health, and doesnt cost you any health.
 
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