Flint Swagwood
New member
So this is a design playing off of the "Wise sensei" trope. Characters such as Pei Mei from kill bill and Mr. Miyagi from Karate Kid. His backstory could be how he was the head of the best dojo in the world and lost it to a challenger and is now in the ritual to gain higher enlightenment of martial arts. Even though he portrays himself as a calm, tranquil and Wise Sensei Master and speaks of restraint, virtue and simple living. It's no secret you can most likely find him absolutely wasted at a pub or betting on a horse race somewhere. Under his outfits cuff is a flashy watch.
His gun would function as Chi Palms that he projects out of his hand. Instead, he fires concentrated bursts of pressurized chi from his palms (medium range, projectile-based). Heavy Melee deals spirit damage as it's Chi that hits a persons Soul directly. With a One Inch Punch theme to it.
All numbers are total placeholders more for getting the point across then hard numbers.
Ability 1: Intercepting Fist: Cooldown 18 seconds
Dash forward and deliver a chi charged punch to the first enemy hit. Resets mid-air dash and jump.
Upgrades:
Ability 2: Side Kick Sweep: Cooldown 22 seconds
Spin with a sweeping side kick in a cone
Upgrades:
Ability 3: stance swap: Cooldown 10 seconds.
Cycle between three stances: High (aggressive offense), Medium (balanced), Low (defensive sustain). Stances last until swapped and modify your weapon damage, ability damage and resists + Ability 1/2 effects. Starts in Medium. Visuals: High (raised fists, red aura), Medium (neutral stance), Low (crouched guard, green aura).
Entering High stance grants 25% damage to the next ability. Entering medium grants 25% duration to the next ability and entering low causes the next ability to have 25% lifesteal. Doubled vs heroes
Upgrades:
Teleport to a target location and enter a Meditative State. Your perspective shifts to a bird's-eye view of the battlefield cantered on your hero. While in this state, your hero is Invulnerable and Untargetable, but moves at 50% reduced Movement Speed. During this state you can click on a highlighted hero once every second (shared cooldown for all enemy and allied heroes) to strike them. After the final strike, you reappear in front of the final target and trigger a Stance Finisher based on your current stance. When hitting allies you instead heal them based on the dmg values. Stance can be swapped during this ability with no cooldown.
To note. With how I think of this. Movement would still be decided by the wasd keys just the perspective is above and the orientation is always north (relative to the players team) to make it consistent.
Upgrades:
His gun would function as Chi Palms that he projects out of his hand. Instead, he fires concentrated bursts of pressurized chi from his palms (medium range, projectile-based). Heavy Melee deals spirit damage as it's Chi that hits a persons Soul directly. With a One Inch Punch theme to it.
All numbers are total placeholders more for getting the point across then hard numbers.
Personality & Audio
- The Vibe: Arrogant, disciplined, and dismissive.
- Hitting an Intercepting Fist on an enemy: "Too slow. Be better."
- Swapping to High Stance: "Time for a physical lecture"
- Activating Astral Onslaught: "Witness the perfect technique!"
- Low Health: "Maybe I underestimated these kids.."
Ability 1: Intercepting Fist: Cooldown 18 seconds
Dash forward and deliver a chi charged punch to the first enemy hit. Resets mid-air dash and jump.
Stance | Effect |
|---|---|
High | 18m dash, 120 spirit damage, +5% of max hp as dmg (Scales with spirit power) |
Medium | 12m dash, 80 spirit damage, 30% slow (2s). |
Low | 6m dash, 40 spirit damage, root (2s) + 150 barrier per target hit (scales with spirit power). |
Upgrades:
- 1 AP: +45 spirit damage (all stances)
- 2 AP: Cooldown reduced by 4 seconds.
- 5 AP: Causes an echo to also hit all enemies around the target within 10 metres and apply it's affects to all hit.
Ability 2: Side Kick Sweep: Cooldown 22 seconds
Spin with a sweeping side kick in a cone
| Stance | Effect |
|---|---|
| High | 15m 80 degree cone, 150 spirit damage, Reduces Bullet/ Spirit resist of enemies hit by 20% for 6 seconds. |
| Medium | 10m 120 degree cone, 100 spirit damage, 20% slow (2.5s) |
| Low | 8m 160 degree cone, 50 spirit damage, knock-up (1s), gain barrier of 60% of damage dealt for 6 seconds |
Upgrades:
- 1 AP: +25% range +20 degrees width to cone (all stances).
- 2 AP: +50% Duration to ability affects(all stances).
- 5 AP: Hitting 3+ enemies refreshes 50% of cooldown and resets cooldown of Intercepting Fist.
Ability 3: stance swap: Cooldown 10 seconds.
Cycle between three stances: High (aggressive offense), Medium (balanced), Low (defensive sustain). Stances last until swapped and modify your weapon damage, ability damage and resists + Ability 1/2 effects. Starts in Medium. Visuals: High (raised fists, red aura), Medium (neutral stance), Low (crouched guard, green aura).
Entering High stance grants 25% damage to the next ability. Entering medium grants 25% duration to the next ability and entering low causes the next ability to have 25% lifesteal. Doubled vs heroes
| Stance | Passive Effects |
|---|---|
| High | +20% weapon/ability Spirit damage, -20% all resists. |
| Medium | Balanced (no mods). |
| Low | -20% weapon/ability Spirit damage, +20% all resists |
Upgrades:
- 1 AP: Cooldown reduced by 2 seconds.
- 2 AP: High: +10% weapon fire rate, ability damage. Medium: Entering Medium stance resets cooldown of stance swap. Low: +10% resists.
- 5 AP: Swapping stances refunds 50% CD on Ability 1 and 2. Entering a new stance grants 1s Unstoppable.
Ultimate: Thousand-Hand Strike
Cooldown: 170 Seconds | Range: 35m | Radius: 20m | Duration: 6 secondsTeleport to a target location and enter a Meditative State. Your perspective shifts to a bird's-eye view of the battlefield cantered on your hero. While in this state, your hero is Invulnerable and Untargetable, but moves at 50% reduced Movement Speed. During this state you can click on a highlighted hero once every second (shared cooldown for all enemy and allied heroes) to strike them. After the final strike, you reappear in front of the final target and trigger a Stance Finisher based on your current stance. When hitting allies you instead heal them based on the dmg values. Stance can be swapped during this ability with no cooldown.
- Strike Damage: 100 Spirit Damage per hit (+0.4 Spirit Scaling) +4% max hp.
To note. With how I think of this. Movement would still be decided by the wasd keys just the perspective is above and the orientation is always north (relative to the players team) to make it consistent.
Stance Finishers:
- High : The final blow causes a Chi Burst, dealing an additional 150 Spirit Damage (scaling with spirit) +10% max hp to the target and all enemies within the radius.
- Medium : The final blow Disarms, Dazes and Silences the target for 3 seconds.
- Low : The final blow grants you and nearby allies a Barrier equal to 100% of the total damage/ healing dealt by this ability.
Upgrades:
- 1 AP: +20 Strike Damage and +10m Cast Range.
- 2 AP: -30s Cooldown. While active targets hit become Dazed. Allies are granted 15% movement speed and 1 stamina.
- 5 AP: Finishers are granted new affects. High causes the blast to Curse enemies, Medium causes the debuff duration to be doubled. Low applies a Cleanse Like divine barrier to all allies in range.


