MOTHMAN - TANK, ASSASSIN, NIMBLE

pressnifty

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CHARACTER SUMMARY
Mothman used to be feared and talked about as a myth. People hunted this cryptid to see if he truly existed, but after being doxxed and revealed to be real his once peaceful hermit life had been shattered, constantly being hounded by paparazzi and constantly surveilled by the public. Mothman despised this, but after a long while he decided he was no longer going to resent his new spotlight. With this attention, he could be famous and do great things and see amazing sights and meet his favorite trashy TV celebrities. If he's now famous, why not own it and enjoy its benefits?
Mothman enjoyed his fame for maybe 1 day, but once he began to own his existence, the public lost interest. He became washed-up, and the only people who still cared about the Mothman were the people who stalked him and revealed his identity and home and started this whole mess.
He now is seeking the patron's help so he can be forgotten by the public and return to his antisocial lifestyle and enjoy putting these tumultuous times behind him.

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Mothman's kit reimagines Raven as a Hybrid Damage Tank.
Mothman's kit and gameplay is largely inspired by the scrapped Hero Labs character Raven, gaining a damage amp when damaging an enemy from behind; but with a charged dash that allows him to disorientate enemies and get behind them. Mothman's ult causes him to gradually steal enemy resists if they look at him, forcing them to look away and let him proc his bonus backshot damage.

GUN
DPS:
51
BULLET DMG: 14.16 (+0.1 scaling per boon)
BULLETS PER SEC: 3.6
AMMO: 15
BULLET VELOCITY: 800m/s
RELOAD TIME: 2.35s
FALLOFF RANGE: 20m -> 58m

LIGHT MELEE: 50
HEAVY MELEE: 116

Has similar stats/feel to Geist and Mina's guns.

VITALITY
HEALTH:
875 (+54 scaling per boon)
HEALTH REGEN: 1.5
BULLET RESIST: 0% (+0.3 scaling per boon)
MOVE SPEED: 6.3m/s
SPRINT SPEED: 2.6m/s
DASH SPEED: 0.7s (-0.004 scaling per spirit)
STAMINA: 3
STAMINA COOLDOWN: 4.5s

Above average health and scaling. Gains bullet resist (because of his larger hitbox) scaling with boons.

SWAT
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Swat is Mothman Spirit Burst + Gun Synergy ability.
Swat works like Geist Malice, but only amps damage when hitting an enemy from behind. This makes it a tool you engage with to gain 2% (this amp applies to all damage). This enables you to deal additional damage to burst down enemies.

I thought about this ability causing Blindside's reduced turn rate, and I still feel it could be an okay addition but it also just isn't the most fun ability to play against, and Shadow Step lets you get behind enemies well enough already so it mightn't be necessary. Maybe the reduced turnrate would happen on the first cast and have a unique debuff cooldown from the ability.
This ability could also be reworked to increase the damage amp but only of Swat, making it less synergistic with his gun but potentially feel more rewarding to backshots on.


SHADOW STEP
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Shadow Step is Mothman's mobility and spirit damage ability that synergises with range and duration.
This ability is used to get behind enemies to use your passive and disorientate enemies while dealing spirit damage over time. When in a fight with more enemies, your dashes can cause a lot of DOT when skirting through a hoard of enemies.
This is further amplified by Shadow Step's T3 giving spirit lifesteal (this does not increase with more targets hit or on recast), when enables you to be a menace and tank a lot of damage from enemies and draw their attention in teamfights. This causes enemies to become disorientated and face away from either you or your team.

The T3 also enables a lower cooldown between dashes, letting you dash behind and through an enemy before dashing back to your original position (or any other variation of this) to disorientate an enemy and make them loose track of you.
You can also use your dashes to run to safety.

GLARE
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Glare would feel like a mini warden ult. This ability forces enemies to either run facing away or towards you. Facing away lets you proc your backshot damage bonus, but enemies do not have their movement slowed. If enemies do face towards you, they receive a movement slow that forces them to fight you at a disadvantage while they take your glare DPS. This forces enemies to make a tough choice whether to fight or run.

Shadow Step allows you to catch back up with running enemies running away.

LOOK AWAY!!!
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Mothman's Tanking ability, where he spreads out his wings and slightly increases his model size in doing so.
This ability reduces your resists by looking at you encouraging them to look away where you can then proc your backshot passive. Looking away gradually regains your resists, so enemies can look back at you to continue fighting. This forces enemies to continually swing themselves around, distracting and inhibiting their ability to fight and monitor your allies.

The cooldown reset (T1) synergises with Shadow Step giving you back a charge to further chase down enemies or escape. It refreshes Glare so you can have upwards of 16s Glare uptime for crazy amounts of spirit damage.
T3 gives you duration for kills which can create a crazy cascade when you're ahead in networth and able to run over enemies.

Could be fun to have a mechanic where kills during the ult give you permanent resists, but would have to change the ult around that.

BUILD IDEAS
GUN

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SPIRIT
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TANK MELEE
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CLOSING THOUGHTS
Pretty happy with this hero, if you have any feedback or thoughts or critiques i'd love to hear : ) thank you for reading!!!
 
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