I actuqally wanted to semi-realise this.
Here is a kit. It's a typical 'Rocket' character, but it's also a Knockback Juggler Melee??
Gun:
Far Range Slow fire-rate but does heavy damage. Travels slow.
(Doesn't explode until 1. Direct Hits deal more damage after getting 1.)
===
Rocket --
*passive*
Your bullets explode on hit dealing Weapon Damage, knock-up, and displacing heroes. More-so if in air.
*deals 25% self damage*
1 -
Direct hits apply -5% bullet resist (5 stacks), lasts longer if in air.
2 -
Cast: Fire an Anti-Air homing missile that applies knock-down.
(20s)
(only homes onto airborne enemies)
5 -
In-air explosions drop cluster bombs that explode upon contacting the floor
===
AOE weapon damage is rare I think it'd be fun.
The goal is to keep shooting airborne enemies so they don't fall.
Can also use it for typical rocket jump shenanigans.
Anti-Air is supposed to be if you want enemies to come to the ground to PUNCH them.
Cluster is for team fights.
===
Manhole Geyser --
Place a manhole that will knock up enemies that come into contact with it, dealing spirit damage.
Effected enemies have reduced gravity, reduced resists, and are slowed temporarily or until landing.
6 second manhole duration
4 second debuff duration
30% slow
-30% gravity
-10% bullet resist
1 -
-10% spirit resist
2-
???
5 -
Resists Scale.
Prevent stamina usage.
===
Its concept is similar to Hollidays Bounce Pads, but its supposed to be a bane for the enemies...?
Now they're slowed and take more damage. Bane for Melee players.
===
Brick Barrier --
*passive*
You are invulnerable to your own explosions while grounded
*passive*
While grounded and not taking damage, you gain barrier.
Barrier takes reduced damage from far enemies.
While you have this barrier, you are immune to displacement effects.
*Barrier dissapates upon becoming airborne*
3s - regen cooldown (damage disrupt).
Max Barrier - 200HP (*2ss)
Barrier Growth - 20% p/s
Reduced Damage Distance - 50% : (15m-30m)
1-
50% Slow Resist. +.8m/ps move speed.
2-
Cast to slam down, instantly gaining the barrier.
(30s)
5-
Increased scaling.
Unstoppable at full barrier.
===
Its easier to break for enemies when close, but then you get knocked away, ah!
Added a slam if you want it immediately and YOU need to get down to the ground.
The Slam can Knockdown ala Bashdown. Do some epic tricks and slam Vindicta.
===
PUNCH --
Passive -
Melee applies knockback, Heavy Melees more.
You can move and cast while charging Heavy Melee. (reduced speed unless you have fleetfoot.)
Passive - 20s
You can hold Heavy Melee even further to charge it up even more.
150% Melee Damage and Melee Item multiplier.
+50% Heavy Melee Distance.
1-
Knockback into terrain applies .5s stun.
2-
+2 Charges (4s)
5-
Hold Heavy Melee FURTHER
this pierces Parry
===
Rare passive Ultimate.
Melees knock back, get outta here!
I really think overcharging Melees would be really fun. To the opponent they think "When do I have to parry???".
Charges so you can chain em. Having this all the time would be super annoying, so that's why its on cooldown.
Actually now that I realise, this kit has 3 passives. Well some passives get casts later with fit thematically.
If modified I genuinely think this could actually work. I would play him.