Skyrunner seems like a fun idea for a potential spirit movement hero. I have based this new kit on his current Lifethread ability.
Hero Skyrunner Rework
Weapon: Skyrunner’s current in-game right click, a shotgun with massive spread and low bullet velocity.
Consumes 12 ammo per shot (12 pellets), 48 max ammo. Reloads per round
Ability 1: Devastating Kick - 24 second cooldown, 120 max charge damage (1.0 spirit scaling)
Skyrunner charges up a kick for 1.1 seconds in the direction he is facing, releasing to launch forward up to 15 metres in a straight line when fully charged.
If an enemy hero collides with the kick, Skyrunner will take that hero along with him to the end of the kick's distance.
If the enemy hero collides with a wall they take 40 extra damage (1.7 spirit scaling) and are stunned for 0.6 seconds with a 2 second 60% fading slow.
1 AP: Successful wall collisions remove 1 stamina from the target
2 AP: -14 second cooldown, +5m range
5 AP +100 Damage and 0.5 extra stun duration at max charge
Ability 2: Lifethread - 12 second cooldown (2 charges, 4 seconds between charges)
Fire a line that attaches to the world allowing you to swing, resetting air jumps and dashes
25m/s max move speed
1 AP: +10m/s max move speed
2 AP: +1 charge, gain 15% spirit damage amp with an 8 second duration
5 AP: Upon colliding with a hero during cast, deal 100 damage (0.8 spirit scaling) and apply an 80% fading slow for 1 second
Ability 3: Double Down Slam (Passive Ability) - 36 second cooldown, 3.5m radius, 80 slam damage (0.9 spirit scaling)
Slam to the ground using a double down dash with 100% faster fall speed, knocking up enemy heroes in the radius of impact and applying 35% move slow for 3 seconds.
Skyrunner can freely use stamina during the cast to air dash.
When above an enemy hero within the slam’s radius, using a double down dash attaches you to the enemy hero, bringing the enemy to the ground with you in your movement path.
1 AP: -22 second cooldown
2 AP: +55 damage
5 AP: Now has 5 damage per meter spirit scaling (0.05), +2.5m area of affect radius and no longer consumes stamina
Ability 4: Sky Cage - (160 second cooldown) 6 second duration
25% anti heal on the enemy hero
Choose an enemy hero to fight 40m in the air, teleporting you both to a 10m squared enclosed cage made of glass.
Using Double Down Slam breaks the glass beneath you, ending the cage fight.
1 AP: Siphon 2.5% of the target’s maximum health for each ability hit during the duration of the fight and instantly heal that health (20 second duration)
2 AP: -50 second cooldown +25% anti heal
5 AP: Reset all non-ultimate ability cooldowns upon activation. Grant unstoppable within the duration of Sky Cage
Hero Skyrunner Rework
Weapon: Skyrunner’s current in-game right click, a shotgun with massive spread and low bullet velocity.
Consumes 12 ammo per shot (12 pellets), 48 max ammo. Reloads per round
Ability 1: Devastating Kick - 24 second cooldown, 120 max charge damage (1.0 spirit scaling)
Skyrunner charges up a kick for 1.1 seconds in the direction he is facing, releasing to launch forward up to 15 metres in a straight line when fully charged.
If an enemy hero collides with the kick, Skyrunner will take that hero along with him to the end of the kick's distance.
If the enemy hero collides with a wall they take 40 extra damage (1.7 spirit scaling) and are stunned for 0.6 seconds with a 2 second 60% fading slow.
1 AP: Successful wall collisions remove 1 stamina from the target
2 AP: -14 second cooldown, +5m range
5 AP +100 Damage and 0.5 extra stun duration at max charge
Ability 2: Lifethread - 12 second cooldown (2 charges, 4 seconds between charges)
Fire a line that attaches to the world allowing you to swing, resetting air jumps and dashes
25m/s max move speed
1 AP: +10m/s max move speed
2 AP: +1 charge, gain 15% spirit damage amp with an 8 second duration
5 AP: Upon colliding with a hero during cast, deal 100 damage (0.8 spirit scaling) and apply an 80% fading slow for 1 second
Ability 3: Double Down Slam (Passive Ability) - 36 second cooldown, 3.5m radius, 80 slam damage (0.9 spirit scaling)
Slam to the ground using a double down dash with 100% faster fall speed, knocking up enemy heroes in the radius of impact and applying 35% move slow for 3 seconds.
Skyrunner can freely use stamina during the cast to air dash.
When above an enemy hero within the slam’s radius, using a double down dash attaches you to the enemy hero, bringing the enemy to the ground with you in your movement path.
1 AP: -22 second cooldown
2 AP: +55 damage
5 AP: Now has 5 damage per meter spirit scaling (0.05), +2.5m area of affect radius and no longer consumes stamina
Ability 4: Sky Cage - (160 second cooldown) 6 second duration
25% anti heal on the enemy hero
Choose an enemy hero to fight 40m in the air, teleporting you both to a 10m squared enclosed cage made of glass.
Using Double Down Slam breaks the glass beneath you, ending the cage fight.
1 AP: Siphon 2.5% of the target’s maximum health for each ability hit during the duration of the fight and instantly heal that health (20 second duration)
2 AP: -50 second cooldown +25% anti heal
5 AP: Reset all non-ultimate ability cooldowns upon activation. Grant unstoppable within the duration of Sky Cage