raypropoggio
New member
HERO OVERVIEW — OLYMPUS
Role: Mobile Brawler / Tempo SkirmisherDifficulty: High
Power Curve: Momentum-based snowball
Fantasy: After winning every single Olympic gold metal in gymnastics, every year for two decades, he got banned from the Olympics. A disgraced god of gymnastics turning perfect form into perfect violence.
Olympus is a hyper-mobile melee–gun hybrid who converts movement mastery into sustained combat power. His forearm-mounted weapons free his hands allowing him to flow seamlessly between gunfire, melee strikes, gym routines, and aerial control. Olympus excels when chaining abilities together, staying airborne, and constantly repositioning through enemies rather than around them.
Where other heroes retreat to reload or reset, Olympus keeps the routine going—stacking damage, survivability, and tempo until he cashes it all in with Olympic Gold.
He rewards:
- Precision movement
- Ability timing
- Route planning through fights
- Knowing when to commit and when to cash out
- Hesitation
- Poor spacing
- Dropping your combo mid-routine
WEAPON & COMBAT IDENTITY
Olympus’ forearm-mounted guns provide steady, midrange pressure while leaving his hands free for gymnastics-based abilities. His weapon damage is not explosive—but it is reliable, feeding directly into his ultimate’s scaling.He has guns that are mounted on his forearms, freeing up his hands to do gymnastics.
- Damage Per Second: ~60
- Bullet Damage: 6.6 +0.18
- Ammo: 44
- Bullets per sec: 9.08
- Reload Time: 2.8s
- Bullet Velocity: 525m/s
- Light Melee: 50 +1.58
- Heavy Melee: 116 +2.91
- Falloff Range: 20m → 58m
ABILITIES
Ability 1 — Floor Routine
“Form is nothing without momentum.”Olympus launches forward in a flowing cartwheel, carving a damaging path through enemies. During the dash, enemies struck take both melee and spirit damage.
Can be activated mid-air
Maintains forward momentum
Designed as an engage, reposition, or combo extender
1s channel; 15s cooldown
8m Dash Range
60 Spirit damage scaled at 1.2
35 Melee damage scaled at 1.1
Gameplay Notes:
Floor Routine is Olympus’ primary movement tool. It sets the rhythm of his combat and enables an aggressive angle other heroes can’t safely take. Keeping it un-leveled enables Spirit builds.
Upgrades:
T1: Extend the routine with a back round off, increasing range (+2m) and re-triggering melee damage. Spirit scaling slightly decreases -0.05. Also gives +5 Melee Damage.
T1: Extend the routine with a back handspring, increasing range (2.5m) and re-triggering melee damage. Spirit scaling slightly decreases again -0.05 as the routine becomes more physical. Also gives +5 Melee Damage.
T5: Adds a dramatic Triple Backflip finish that gains height a little and extends the distance (+3m), re-triggers spirit damage, and converts that melee re-proc instance into Heavy Melee—turning Floor Routine into a lethal finisher or escape tool.
+5 Melee damage but reduces the Spirit damage scaling -0.1.
Notes: This ability can be started while in air, allowing you to cartwheel off buildings or from air dashes.
Ability 2 — Pommel Horse
“Perfect balance. Perfect control.”Olympus manifests a spectral pommel horse and rotates around it, damaging nearby enemies and knocking them upward. During the routine—and briefly after—he gains a protective barrier and increased weapon and spirit resistance.
Area control + survivability
Strong anti-dive and brawl tool
Can be activated while airborne, slamming downward if started mid-air
Perform a full rotation around a pommel horse, damaging enemies with melee and spirit damage, and knocking them up. During the channel and for 2.5s after gain a 125 health barrier and 15% spirit/weapon resistance.
0.9s channel; 22s cooldown
6m radius
45 Spirit damage scaled at 1
30 Melee damage scaled at 0.9
Gameplay Notes:
Pommel Horse is Olympus’ defensive anchor. It lets him commit into fights without instantly evaporating, and its knock-ups disrupt enemy positioning while keeping Olympus in control. This ability enables potential tank builds.
Upgrades:
T1: Add a second rotation around the Pommel Horse, that re-triggers the melee and spirit damage. The channel can now be canceled anytime after the first full rotation. +25 hp barrier, +5% spirit/weapon resistance, and +2.5s buff duration.
T2: Adds a third rotation and introduces Rings—Activating the ability a second time during the channel now makes you dash upwards to grab Rings for up to 6s. While suspended his resistance from this ability doubles to give him time to decide when to jump back in. You can Air Dash from the rings. or just drop down.
The knock up can now re-trigger if a full rotation was made between knock ups (every other proc knocks up). +25 hp to the barrier, +5% spirit/weapon resistance, +15 Spirit damage, and +4s buff duration.
T5: Add a forth rotation around the Pommel Horse, that re-triggers the melee and spirit damage. +25 hp to the barrier and +5% spirit/weapon resistance. You can now grab rings during any Triple Backflip, interrupting the Backflip mid flight. Triple Backflips now deal damage when landing to anyone not initially struck by the Triple Backflip mi-air (4m radius).
Ability 3 — High Bar
“Swing wide. Strike hard.”Olympus vaults onto a spectral high bar, spinning around it to damage enemies and knock them away. This ability emphasizes spacing control and directional launches.
Strong displacement
Vertical threat zone
Enables repositioning through enemies rather than away from them
Perform a full rotation around a High Bar, damaging enemies with melee and spirit damage, and knocking them back.
0.8s channel; 20s cooldown
5m vertical radius
40 Spirit damage scaled at 0.9
40 Melee damage scaled at 1.05
Gameplay Notes:
High Bar is Olympus’ spacing tool. It creates room, breaks formations, and—once upgraded—becomes a powerful movement launcher that chains directly into Floor Routine or aerial follow-ups.
Upgrades:
T1: Add a second rotation around the High Bar, that re-triggers the melee and spirit damage. The channel can now be canceled anytime after the first full rotation. +10 Spirit damage and +5 Melee damage. You can now interrupt the Floor Routine Triple Backflip with this ability.
T2: Add a third rotation around the High Bar, that re-triggers the melee and spirit damage. Activating the ability again anytime after the first full rotation will fling you forwards or backwards, the direction depends on when during the rotation that it's activated, turning High Bar into a skill-based launcher. +5 Spirit damage and +10 Melee damage.
T5: Add a Triple Backflip to any fling performed after at least two rotations around the High Bar. The Triple Backflip re-triggers the spirit damage and re-triggers the melee damage as Heavy Melee. +5 Spirit damage.
Notes: This ability can only be started while touching the ground, except for during a Triple Backflip when T1 is upgraded.
Ability 4 — Olympic Gold
“You don’t win gold by stopping.”Olympus tracks his melee hits, spirit damage, and weapon damage over time. When activated, these stored values are consumed to grant massive temporary bonuses.
This ability transforms momentum into supremacy:
55s cooldown; 12s duration
Heal 10 health per melee hit consumed, if this would bring you to max health the remaining heal becomes a barrier at 50% conversion.
1% of the Spirit Damage consumed is given as temporary Spirit Power.
1% of the Weapon Damage consumed is given as temporary Fire Rate.
0.25% of the Weapon Damage consumed is converted to extra reloaded ammo.
During activation, Olympus visibly wears dozens of gold medals on his front and back sides—an unmistakable signal that he’s in his peak form.
Gameplay Notes:
Olympic Gold is not a panic button—it’s a victory lap. The better Olympus performs leading up to activation, the stronger he becomes. Proper timing can swing entire fights.
Upgrades:
T1: Improves all conversions, extends duration, and allows Triple Backflips to partially cash in bonuses without triggering cooldown.
+5 health per melee hit consumed.
+0.25% Spirit Power conversion.
+0.2% Fire Rate conversion.
+0.15% extra reloaded ammo conversion.
+4s duration and the ability now tracks the over the last 24 seconds instead.
Fully landing a Triple Backflip (uninterrupted) now consumes 20% of the running counts, providing 60% of the activation bonuses without putting the ability on cooldown.
T2: Enables passive benefits as tracked damages expire, rewarding sustained pressure even before activation.
Every time a melee hit expires from the running counter heal 8 health, converted to barrier when at full health at 50% conversion.
Your gun is temporarily infused with extra Spirit Damage equal to 1% of the damage of each instance of expiring Spirit Damage.
0.3% of each instance of expiring Weapon Damage is given as temporary Spirit Power.
The duration of each instance of these buffs matches the current Olympic Gold activation duration.
T5: Pushes the conversion engine into overdrive, extending tracking windows and massively increasing value from expiring damage.
+5 health per melee hit consumed.
+0.35% Spirit Power conversion.
+0.25% Fire Rate conversion.
+0.2% extra reloaded ammo conversion.
+6s duration and the ability now tracks the over the last 30 seconds instead.
Expiring melees heal for 12 now. Expiring Spirit Damage converts at 1.15% now. Expiring Weapon damage converts at 0.5% now.
Notes: The count doesn't go up when the ability is active, to avoid chaining them.
I know this is very complicated but I think this would be very unique for Deadlock!
Attachments
Last edited: