pressnifty
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GAMEPLAY SUMMARY
Roller Painter is a close ranged sniper who gets up in an enemy's face and hits precise shots before using her grapple to increase her speed for a quick escape, damage increasing with speed. Hit enemies with your paint bucket to slow the enemy and or slam into them to keep the enemy on their toes.
WEAPON/VITALITY

Fall Off Range: 13m - 28m
+10% Crit Bonus Scale
Stamina Cooldown: 5s
Notes...
Roller Painter's gun is meant to promote precise aim with intense movement. Her Sick Tricks' T1 lets her pause her momentum when in ads (like a paradox karbine), allowing yourself to take a second to aim your shot and not punishing having high speeds.
Roller Painter's gun is (roughly) half the fire rate of paige, though does about double. Her gun would likely make her impressive in lane though would hopefully be balanced out by her fall off range, meaning she can't poke people out from too far.
She has 1 less stamina to balance her otherwise high high potential for movement speed with Spectral Grapple.
She has +20HP compared to mina, having a similar glass cannon playstyle.
Splat!

Notes...
Splat leaves a splatter on the ground for 6s. The movement speed reduction to enemies and movement bonuses to allies only last 2s after leaving the splatter, and refreshes if you retouch the splatter. Touching it will NOT reactivate the damage amp, and is only applied on the initial splash.
Splatter works like Infernus' Napalm and is meant to be a tool you use at the beginning of an engagement before slamming into an enemy and shooting them.
Spectral Grapple

(BONUS DAMAGE PER M/S CAPS AT 25M/S)
(IMPACT DAMAGE cannot occur <5m/s)
(GRAPPLE DURATION: 3s)
Notes...
Spectral Grapple is Roller Painter's movement tool (functioning identical to Wrecking Ball's Grapple from OW, lmao). It can be used gain a burst of speed to roll through a large number of enemies, the knock up from the T1 giving you time to escape.
In a 1v1 where you can be less punished, you can continually swing around the circumference of the grapple radius to continually knock into enemies. The grapple only lasts 3s, so this cannot be abused with the knock up to perma-stun enemies.
The damage per m/s damage and scaling is identical to lash's scaling per m with slam BEFORE his T3 upgrade.
At 10m/s without spirit investment you deal 110 Spirit Damage.
At 10m/s with boundless spirit deals roughly 220 Spirit Damage.
(Assuming I did the math right and understand how this game works.)
She can deal insane amounts of burst damage in a short period with good movement and her passive (discussed in that ability's notes segment), so stuns and slows are needed to catch her, and debuff remover is likely an item you buy without fail when playing her.
Sick Tricks

(Successful Head Bounce will not apply Spectral Grapple's impact damage to target)
(WALL RIDING decreases m/s by 1.5ms/p after 1s of wall riding. Refreshes with wall jump.)
Notes...
Performing a Head Bounce is extremely precise with a small hitbox on the enemy's head.
Sick Trick's active lets you bounce off a wall and keep your momentum if you correctly hit the ability the moment you collide with a wall. This ability rewards your movement and timing skills, and can facilitate insane burst damage if you trap an enemy in an enclosed space/with Spectral Grapple's knock up, but only with successful timing.
Graffiti Bomb

(T3 BONUS HEADSHOT DAMAGE only lasts duration of Splat!/Graffiti Bomb)
Notes...
Functions similarly to Infernus' Ult, where you use your high mobility to run into a large group of enemies and explode with a stun. Graffiti Bomb also applies Splat!, amping your damage against the enemies affected.
Roller Painter's main weakness is slows/stuns, and so you can use her ult to engage safely once every teamfight, providing a stun that lets her either get a quick easy shot in or set up to stun lock you with Sick Tricks and Spectral Grapple's passive impact damage.
Build Ideas
Gun Focused

Notes...
(Kinetic Dash should be bought earlier, too lay to fix)
Kinetic Dash would give huge value as it gives flat ammo bonus as opposed to percent bonus ammo. Because her ammo is only 5, flat ammo is more effective than percentage.
Alchemical fire can be thrown before stun locking an enemy with Sick Tricks/Spectral Grapple.
Express shot would cause insane damage, especially as her gun damage comes in burst needing roughly 2 seconds between snipe.
Glass Cannon + Lucky Shot gives you potential to do mental Gun Damage.
Spirit Focused

Tank Focused

Notes...
Majestic Leap gives you an insane amount of speed, and I imagine landing would let you keep that momentum as opposed to how other character's lose it. This effectively gives free high speed to engage a fight with, so you can keep your Spectral Grapple for after you engage.
Closing Thoughts
Thank you for reading to this point. In general, this character's "fantasy" is to be a hyper mobile harasser, similar to a lash on steroids. She is meant to have a high skill ceiling and reward having a good grasp of the game's movement.
It's hard to visualise the amount of damage she may be able to dish out with her gun and impact damage with her various damage amp sources. The amp'd damage for Sick Tricks and Splat! could be majorly decreased or reworked if these would prove too powerful, as maintaining the high mobility is important to how I imagine this hero.
A major source of damage from this hero is her gun and the amp it is provided from her abilities. Though I wanted her kit to still be fun and have potential for high spirit damage for those who would struggle with her aim.
Her high gun damage potential is (hopefully) restricted by a player's raw aim skill, rewarding both good aim and good movement to maximise damage and avoid being caught by enemies.
Excited and eager to any feedback.
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