Ros: Alien Spy

You could probably give Flashbang a Cone of fire in the same way that Lash's Flog work, maybe? That way you could increase its Range a bit more meaningfully, affect multiple targets, etc.
I did consider this but I feel like it NEEDS to be single target, otherwise it'd be incredibly obnoxious to play against in lane but who knows, Refresher Eternal Night is already bad enough so maybe it's not that big a deal on paper.
 
By any chance, is your ultimate inspired from Disruptor's Static Storm from Dota? I really like the ultimate being an aoe disruption that is useful in teamfights.

My question would be, is there a cast range of this ultimate to where the radius will start or will the expanding radius start within Ros? Because this would change how Ros will be played and the itemization needed. If it is the former then you just need to play safe and buy Mystic/Greater Expansion to cast from far away. If it is the latter then I might want to max Flashbang to Tier 3 and buy Warpstone for the invisibility/setup.

Still, I love your hero concept cause it is a support archetype that focuses on offense/initiation. Hope it gets added!​
 
By any chance, is your ultimate inspired from Disruptor's Static Storm from Dota? I really like the ultimate being an aoe disruption that is useful in teamfights.

My question would be, is there a cast range of this ultimate to where the radius will start or will the expanding radius start within Ros? Because this would change how Ros will be played and the itemization needed. If it is the former then you just need to play safe and buy Mystic/Greater Expansion to cast from far away. If it is the latter then I might want to max Flashbang to Tier 3 and buy Warpstone for the invisibility/setup.

Still, I love your hero concept cause it is a support archetype that focuses on offense/initiation. Hope it gets added!​
Very similar to static storm.

The idea is that it would cast from the centre of Ros herself, so initiation tools like Warp Stone, Majestic Leap, and Stam Mast would be key pickups. Alternatively you could use it defensively as a form of area denial or to stall for time. IMO the most ideal use case would be counter initiation, To interrupt channelled spells and prevent further spells from being used mid team-fight. In which case you could use flashbang on a creep to apply the invis and then quickly run into the middle of the team-fight undetected and make a whole mess of things.

You would effectively cast it the same way you'd cast Pocket's Affliction/Poison Nova.

She's sort of a combination of Zeus/Disruptor/Phantom Assassin but in practice might play more like Riki/Silencer.
 
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"An alien from Roswell New Mexico, Ros was sent to gather intelligence on the Maelstrom and other supernatural activity happening on the planet. When the streets are crawling with Snake-Ladies, Mole-men, Vampires, and Werewolves, no one seems to bat an eye at a green skinned, bug-eyed, antennae twitching tourist poking around downtown Manhattan. Besides, stranger things are happening, and she's here to learn why. Whether or not she's working for our government, remains a mystery."

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Visually, Ros loosely resembles "Little Green Men" and "Roswell greys" from the UFO mythology that captivated American science fiction during the mid 20th century, as well as cold-war era espionage paranoia. A mix of "Extraterrestrial" and "Government Agent". Some will point and say "Alien!" but to most, she's just a "funny lookin' green Ixian".

Game-play wise, Ros is designed to push down lanes and buildings undetected, while manipulating enemy positioning and disrupting team-fights with her massive AOE silence.

ABILITIES

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1 - Tazer link:
Single target

Shock an enemy with a bolt of spirit lightning for a burst of damage. Applies a ticking damage over time effect that arcs to nearby enemies for its duration. This ability can target creeps to clear waves and camps quickly, but also force enemies to scatter and isolate themselves.

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2 - Flash Bang
Single target

Snaps a photo of an enemy hero, temporarily blinding and slowing them for a few seconds. At higher ranks this applies a short invisibility buff to Ros so she can escape unseen.

3 - Meld
Passive

While Ros is within close proximity to allied troopers, she appears as a standard lane creep to enemies from far away. At higher ranks she disappears from the mini map when out of combat or while blending in with creep waves.

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4 - Psionic Disruption
Area of Effect

After a short channel time, Ros blasts out a large bubble of Psionic energy which grows rapidly to a large radius and lingers for 10 seconds. Enemies are silenced as long as they remain inside it, and at higher ranks even have their active items Muted. Amplifies the effects of Tazer link for anyone caught inside.


Please let me know what you think.
Im gonna be honest, I cant really tell what role this character falls under.

It seems like they're trying to be a split pusher, a disruptor and an intel hero all at once. The abilities dont mesh very well together and are kind of all over the place. I think I can see where you're trying to go with it, but im a little lost.

Let me be clear though, The concept is really cool and I really like it, with refinement and a clear direction for their role, I could actually totally see this as a character in game.

Id like to give some suggestions for some abilities but im not sure if that would be rude or not, also it could go in like 5 different ways depending on what role or hybrid role you were planning they'd be.
 
Ros is broadly a "Disruptor" in the sense that she undermines the opposing teams priorities both across the map and within fights.

A lot of text below so bare with me.

Theoretical play pattern:

Laning

  • Her primary Laning tool is Tazer Link, both as a way to harass enemies and to control Creep Equilibrium (the position of where the creep waves meet relative to the towers).

  • Flashbang can be used to quickly duck out of compromised positions (whether from over extension or coordinated enemy pressure) But also be used for setting up pick offs, using the blind to help mask another teammate's approach/rotation.

  • Meld may be less useful in the early laning phase but by utilizing its reduced "Out of Combat fade time" the penalties for being in combat like sprint and regen can be mitigated and Ros can rely on the bonus health regen of meld (coupled with the out of combat regen) to stay in lane longer and rely less on recovery items like Extra Regen and Healing Rite. The ultimate weakness of Meld is getting dogpiled, so if enemies manage to stay on top of her position she can't easily sneak away (while flashbang is a solution to this problem, being single target means if she's ambushed by multiple heroes it's not entirely full proof).

  • Psionic Disruption can then be used to shutdown aggressive enemy advances, but can also be used offensively to help secure early objectives by hindering the enemy's ability to fight around said objective. Admittedly this may have less impact on heroes who don't typically care about being silenced like Abrams, Billy, or Warden, who will just keep shooting and punching you. Especially as it does not purge cast buffs, so if things like Abrams Tome, Billy's Wrecked, or Warden's Ult have already been cast before Psionic disruption you'll still have to contend with those. So in this case the match up may have a more significant impact on how you cast Disruption (in any case timing is key, and I have mis-timed a LOT of global silences and Static storms in Dota)
Mid Game
  • Tazer Link can now be used more for pushing lanes in order to pressure objectives, forcing your opponents to rotate and clean up the mess you're making of their lanes, otherwise they risk losing walkers early or even giving away an express line. Ros's biggest threat is getting ambushed by multiple heroes. To compensate for her evasiveness I imagine she'd be rather squishy and get picked off if she isn't careful.

  • In this sense Flashbang becomes a much more effective escape tool by masking her escape if she's able to spot approaching enemies before they spot her through her Meld disguise. In this situation you could jump out from your disguise aggresively and Flashbang an approaching enemy and quickly duck away before they recover from the blind. But rather than return to your creep wave, you'd probably just want to book it to another unoccupied lane and keep up the pressure. If Flashbang is fully upgraded you can use the temporary stealth to get away even easier (as long as the enemy isn't able to stay in reveal distance). Coupled with items like Shadow Weave and Veil Walker, you could effecitvely play Cloak and Dagger spy for the entire mid game and never get spotted.

  • This is where Meld is supposed to be more effective, because you're not trading blows with enemies while pushing an empty lane you're able to stay out of combat more often, and thus remain hidden from passing glances. If you upgrade Meld to completely disappear from the minimap, unless an astute observer is pinging your location to their team you can remain completely unnoticed. Enemies can still break your disguise by shooting you or just getting close enough, so you'll still need to behave like a creep to avoid getting fully compromised.

  • Disruption becomes less of a Gaurdian defense/seige tool, and now becomes an unwelcome surprise that can turn any midgame skirmish to your team's advantage. Say a small teamfight suddenly breaks out not to far from your current position, If you manage to keep yourself hidden from enemy sight you can quickly sneak up and upset the whole fight. Though if misused the enemy can use the long cooldown window of your ult to push more aggressively. But when off cooldown it remains a threat the enemy now has to play around much more carefully. In this case items like Warp Stone and Majestic leap become very handy tools to initiate and counter initiate.
Late Game
  • Tazer Link once fully upgraded and amplified by your spirit power now becomes a potent fighting tool to screw up up enemy positioning, enemies affected by its AOE damage over time effect will have to more carefully move around their teammates so they don't spread too much free damage. And with charges it can be cast more frequently. One consideration to this is forcing enemies to spread out away from eachother, which if timed poorly could result your AOE Silence catching fewer enemies. Items like Vortex web and Abilities like Death Slam which foricbly clump enemies together can help make both Tazer Link and Psionic Disruption more effective.

  • Flashbang has more aggressive potential as it can be used to hamper an enemy heroe's initiation or isolate individual targets. If an Abrams charges in and get's Blinded, he's going to have a harder time hitting his targets. If a Rem is searching for a Tag Along target, it's sudenly a lot harder for him to get a visual on his teammates and lock on. These can be very crucial controls and pick offs in later teamfights, but it can still be used to quickly recover your position if you yourself are isolated from your team.

  • Meld becomes less about sneakily pushing lanes and becomes more about making it harder for enemies to pick you out amongst the chaos. With the reduced "Out of Combat fade time" you can use hit and run tactics to harass enemies, heal, reposition, or retreat if needed. To the enemy they might think they're just fighting 6 v 5, but little do they know you've been there the whole time. Which is when you can stop any of their momentum in its tracks.

  • Psionic Disruption is now a huge threat to the enemy team's ability to teamfight late into the game, as it will force them to use items like Unstoppable to fight through the AOE silence or mobility items/stamina just to get out of it (and if those items are muted, they're just out of luck). This can very quickly break down an enemy team's ability to co-ordinate and can result in them getting isolated and picked off. But it also makes you an incredibly high priority target, so your ability to remain unseen and escape from hairy situations becomes much more important. Status ailments like Curse, Silence, and Stun are a significant threat to you, and your smaller health pool means if you get caught out with no escape plan you'll be easy pickings for heroes like Mo & Krill, Wraith, and Holiday.
While itemization may be a bit more straightforward (Initiation tools and spirit boosts are obvious pickups), draft matchups are less so. Heroes that like to build lots of gun items won't really care about getting silenced, and if they manage to catch you they can gun you down very quickly. Your disguise also isn't immune to spells that don't normally target creeps like Death Slam, Hotel Guest and Combo which can target you regardless if you're disguised or not. I feel like there's a lot of other implications I haven't thought about with regards to all this. Again this is all in theory, I imagine in practice players could find many different ways to utilize these abilities.

I feel that the abilities and usecases for them that I've laid out above actually blend together quite nicely, so long as my explanations and theories are understood.

TLDR: Ros is a squishy lane pusher who can stealth around the map, interrupt teamfights, sneakily chip away at objectives undetected, can use her abilities to slip away out of compromised situations and show up unexpectedly to turn enemy momentum. She wants to isolate heroes away from their teamates and be a general niusance to casters. She is weak to gunners, is less effective against them, and is susceptible to being picked off if she isn't careful.
 
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