Everyone's favorite hero that they know and love in DotA 2... Tiny! He has some very memorable abilities so I hope this inspires to add him or take the abilities to be used for other characters to the Deadlock roster. I will be using many references for my concept so I hope people can see the vision. I noticed quite a bit of "Grow" like passives on the forums.
Hero Concept


Tiny would still be a stone golem like creature who has risen or reawakened from rocks. When next to any member of the roster, Tiny's height is just about the same as Ivy's. But can grow above the cast or just above the height of Abrams. Tiny might be taller than everyone, but his name is Tiny for their possible lore. Tiny could come from a race of rock giants that are the size of a Brownstone apartment. Tiny happens to be the smallest among those giants. sound familiar? (Looming from the rocky crags of Ashenra, the stone giants are born from the mountain itself. Tiny, a newly born giant, although small in size, has the strength of a hill.) Through out a game of Deadlock, Tiny would cause much chaos as a tank, bring control to team fights and initiate for possible kills. Tossing the enemy or ally and boosting himself with Grow for a price. He would be rock and rolling NYC. They will share similarities to his DotA counterpart with some differences and twists much like Pocket as Puck/Venomancer.

tree grab?? craggy?? avalanche?!?
Stats and Weapon
HP: 650
Regen 1.5
Stamina 3
MS 6.95
-10% gun resistance
Tiny starts as an average Deadlock hero. I am not too good at creating stats for these things but devs will have a more solid way of solving this. People will want to skill Grow and put ability points into it for it's power ups but will lose different stats in the process.
rocks have always been the go to weapon throughout human history. trust me
Fire and Zoom
Damage 16
Ammo: 5
Bullets per second: 2
Velocity: 100(?) would be similar to Viscous's alt fire projectile speed
A single projectile is shot (thrown) in a straight direction from Tiny with a slight arc/weight(?). Directly hitting targets will take full damage from the projectiles. Damage is split between projectile and splash. Splash does not head shot. The gun's ammo will uniquely be able to pierce Soul Orbs for capture and the projectile will splash where it lands (walls, floor), on direct hits or when projectile reaches max length. Splash aoe cannot hit soul orbs. Similar and different to Viscous's alt fire, but this one can head shot, I would like it to head shot possibly. stun build up would be too op but funny

This is simply a guess on how they will naturally gain stats through boons possibly
Abilities
This concept of Tiny originally started because of Pillar, similar to Fissure and Boundless Strike. I also personally wanted to craft a stone hero like Earth Spirit, but that concept of mechanics is for another day.

Toss
cast time/animation, ITS A JOKE
Grabs the nearest unit in a 1-2m radius dealing melee damage around Tiny, ally or enemy, and launches them in an arc at the direction you facing, dealing AOE spirit damage where they land.
1A Reduce cool down by 8 seconds. 2A Enemies lose 1 stamina and thrown allies gain increase movement speed when they land. 3A Increase spirit damage and increase the travel speed thrown in the air
Damage: 80
Cool down: 20 seconds
Does not interrupt channeling abilities.
Alt/self-cast to throw ally
A secondary nuke and pseudo-skill shot. Reduce movement speed, cannot jump or use stamina when grabbing. Grab takes at least 1 second or so to "aim", can use the ability again or cancel to launch earlier. A3 increases how fast someone is thrown in the air. The throw at first is a bit slow and not too terrifying. Making sure you're already properly facing the direction or aiming quickly will be key. Enemies and allies can air dash, jump etc when in the air after throw if possible.
Toss has a set distance (can be increased via Mythic Expansion) and you only control the direction where you throw. The 1-2m grab itself cannot benefit. Duration increases the slow and movement buff, but maybe the amount of time in air also?
Personally I did not know if I wanted enemies to lose the ability to use stamina at all till they land. Maybe the spinning idea is too much! It doesn't have to have a cast time/delay, I just added that as a on the spot weakness.
Pillar

it all started from an idea
Tiny pulls a pillar from the ground, after a short delay/animation (similar to Earthshaker), slams the pillar into the ground, dealing spirit damage and creating a small wall. Enemies caught in the air by the pillar will be slammed into the ground. Causes stun.
1A Increase stun and wall duration 2A Reduce cool down by 24 seconds 3A Enemies hit in the center of the Pillar take extra % damage
Damage: 90
Cast animation: 1 or 2 seconds
Duration: 5 seconds / 0.50 second
Cool down: 45 seconds



tossing pillar would be cool but weird
Primary nuke and pseudo-skill shot. Tiny can activate Pillar, play out the full animation or delay it by holding the ability down. When holding the pillar, Tiny is disarmed, cannot melee, cannot parry, cannot jump, reduced turn rate and cuts movement speed to 4ms (or something similar to almost no movement). Tiny slams the pillar and leaves a short wall that heroes can mantle/climb, this can block some pathways or requiring jump on the wall and crouch to enter door ways. Could combo Toss with pillar and synergies with other hero abilities.
Craggy Armor

Layers of rock passively generates around Tiny when out of combat. When activated, a rock barrier covers Tiny that deflects, avoiding all damage, and a chance to prevent on-hit effects from bullets using up a stack per bullet. When the duration ends, the barrier explodes, dealing spirit damage around Tiny depending how many stacks were used up.
1A gain ooc 3 health regeneration when having any number of stacks (does not stack) 2A Increase stacks to 75 3A Increase damage and increase chance to prevent damage on-hit and deflection by 25% on activation
(on Activation)10% Deflection Chance
(on Activation)25% On-Hit Prevention Chance
Damage: 4
Chargable (no charges)
50 stacks max
Duration: 3 seconds
Cooldown: 26 seconds / 20 seconds to generate layers ooc
Having two plated armor seems too crazy.. maybe it could be something else like generating Gun shield instead. I would like to think of a passive with activation like Primal Beast Uproar.
Would prefer a active ability and a real hero who deflects bullets like Genji from Overwatch.
GROW

Increase size, weapon damage, increase size of projectile, while reducing stamina by 1, spirit resistance, and total fire rate
1A Grow, reduce movement speed 2A GROW, Craggy Armor now passively prevents on hit and deflects for 8% (this does not stack on activation) 3A GROW can now use Grow to cause an Avalanche, dealing melee damage in a very short aoe cone and adding a 60% slow
Damage: 110 (?)
Duration: 3.5
Cool down: 80 seconds
Each ability point into Grow upgrade also increases range length for Toss (thrown) and Pillar. Model size, weapon damage and projectile size continue to stack per Ability point upgrade, negative effects do not stack(?). Same height as door, which is taller than Abrams. Tiny's tall and wider appearance could be like his DotA equivalent.
Final thoughts
If preferred a different type of model or idea. Maybe it can be a walking stoned statue or a completely different creature that grows or a human who makes a contract with a demon and "grows" with side effects. I enjoy a lot of different ideas and mechanics from different video games and I love Deadlock very much. I hope others continue to share their ideas, I still have a few heroes I would like to add from DotA 2 and other games. I cannot wait and see what other type of ideas are added into the game.
Thank you for reading.


yes League of Legends
Hero Concept


Tiny would still be a stone golem like creature who has risen or reawakened from rocks. When next to any member of the roster, Tiny's height is just about the same as Ivy's. But can grow above the cast or just above the height of Abrams. Tiny might be taller than everyone, but his name is Tiny for their possible lore. Tiny could come from a race of rock giants that are the size of a Brownstone apartment. Tiny happens to be the smallest among those giants. sound familiar? (Looming from the rocky crags of Ashenra, the stone giants are born from the mountain itself. Tiny, a newly born giant, although small in size, has the strength of a hill.) Through out a game of Deadlock, Tiny would cause much chaos as a tank, bring control to team fights and initiate for possible kills. Tossing the enemy or ally and boosting himself with Grow for a price. He would be rock and rolling NYC. They will share similarities to his DotA counterpart with some differences and twists much like Pocket as Puck/Venomancer.

tree grab?? craggy?? avalanche?!?Stats and Weapon
HP: 650
Regen 1.5
Stamina 3
MS 6.95
-10% gun resistance
Tiny starts as an average Deadlock hero. I am not too good at creating stats for these things but devs will have a more solid way of solving this. People will want to skill Grow and put ability points into it for it's power ups but will lose different stats in the process.
rocks have always been the go to weapon throughout human history. trust meFire and Zoom
Damage 16
Ammo: 5
Bullets per second: 2
Velocity: 100(?) would be similar to Viscous's alt fire projectile speed
A single projectile is shot (thrown) in a straight direction from Tiny with a slight arc/weight(?). Directly hitting targets will take full damage from the projectiles. Damage is split between projectile and splash. Splash does not head shot. The gun's ammo will uniquely be able to pierce Soul Orbs for capture and the projectile will splash where it lands (walls, floor), on direct hits or when projectile reaches max length. Splash aoe cannot hit soul orbs. Similar and different to Viscous's alt fire, but this one can head shot, I would like it to head shot possibly. stun build up would be too op but funny

This is simply a guess on how they will naturally gain stats through boons possibly
Abilities
This concept of Tiny originally started because of Pillar, similar to Fissure and Boundless Strike. I also personally wanted to craft a stone hero like Earth Spirit, but that concept of mechanics is for another day.

Toss
cast time/animation, ITS A JOKEGrabs the nearest unit in a 1-2m radius dealing melee damage around Tiny, ally or enemy, and launches them in an arc at the direction you facing, dealing AOE spirit damage where they land.
1A Reduce cool down by 8 seconds. 2A Enemies lose 1 stamina and thrown allies gain increase movement speed when they land. 3A Increase spirit damage and increase the travel speed thrown in the air
Damage: 80
Cool down: 20 seconds
Does not interrupt channeling abilities.
Alt/self-cast to throw ally
A secondary nuke and pseudo-skill shot. Reduce movement speed, cannot jump or use stamina when grabbing. Grab takes at least 1 second or so to "aim", can use the ability again or cancel to launch earlier. A3 increases how fast someone is thrown in the air. The throw at first is a bit slow and not too terrifying. Making sure you're already properly facing the direction or aiming quickly will be key. Enemies and allies can air dash, jump etc when in the air after throw if possible.
Toss has a set distance (can be increased via Mythic Expansion) and you only control the direction where you throw. The 1-2m grab itself cannot benefit. Duration increases the slow and movement buff, but maybe the amount of time in air also?
Personally I did not know if I wanted enemies to lose the ability to use stamina at all till they land. Maybe the spinning idea is too much! It doesn't have to have a cast time/delay, I just added that as a on the spot weakness.
Pillar

it all started from an ideaTiny pulls a pillar from the ground, after a short delay/animation (similar to Earthshaker), slams the pillar into the ground, dealing spirit damage and creating a small wall. Enemies caught in the air by the pillar will be slammed into the ground. Causes stun.
1A Increase stun and wall duration 2A Reduce cool down by 24 seconds 3A Enemies hit in the center of the Pillar take extra % damage
Damage: 90
Cast animation: 1 or 2 seconds
Duration: 5 seconds / 0.50 second
Cool down: 45 seconds



tossing pillar would be cool but weirdPrimary nuke and pseudo-skill shot. Tiny can activate Pillar, play out the full animation or delay it by holding the ability down. When holding the pillar, Tiny is disarmed, cannot melee, cannot parry, cannot jump, reduced turn rate and cuts movement speed to 4ms (or something similar to almost no movement). Tiny slams the pillar and leaves a short wall that heroes can mantle/climb, this can block some pathways or requiring jump on the wall and crouch to enter door ways. Could combo Toss with pillar and synergies with other hero abilities.
Craggy Armor

Layers of rock passively generates around Tiny when out of combat. When activated, a rock barrier covers Tiny that deflects, avoiding all damage, and a chance to prevent on-hit effects from bullets using up a stack per bullet. When the duration ends, the barrier explodes, dealing spirit damage around Tiny depending how many stacks were used up.
1A gain ooc 3 health regeneration when having any number of stacks (does not stack) 2A Increase stacks to 75 3A Increase damage and increase chance to prevent damage on-hit and deflection by 25% on activation
(on Activation)10% Deflection Chance
(on Activation)25% On-Hit Prevention Chance
Damage: 4
Chargable (no charges)
50 stacks max
Duration: 3 seconds
Cooldown: 26 seconds / 20 seconds to generate layers ooc
Having two plated armor seems too crazy.. maybe it could be something else like generating Gun shield instead. I would like to think of a passive with activation like Primal Beast Uproar.
Would prefer a active ability and a real hero who deflects bullets like Genji from Overwatch.
GROW

Increase size, weapon damage, increase size of projectile, while reducing stamina by 1, spirit resistance, and total fire rate
1A Grow, reduce movement speed 2A GROW, Craggy Armor now passively prevents on hit and deflects for 8% (this does not stack on activation) 3A GROW can now use Grow to cause an Avalanche, dealing melee damage in a very short aoe cone and adding a 60% slow
Damage: 110 (?)
Duration: 3.5
Cool down: 80 seconds
Each ability point into Grow upgrade also increases range length for Toss (thrown) and Pillar. Model size, weapon damage and projectile size continue to stack per Ability point upgrade, negative effects do not stack(?). Same height as door, which is taller than Abrams. Tiny's tall and wider appearance could be like his DotA equivalent.
Final thoughts
If preferred a different type of model or idea. Maybe it can be a walking stoned statue or a completely different creature that grows or a human who makes a contract with a demon and "grows" with side effects. I enjoy a lot of different ideas and mechanics from different video games and I love Deadlock very much. I hope others continue to share their ideas, I still have a few heroes I would like to add from DotA 2 and other games. I cannot wait and see what other type of ideas are added into the game.
Thank you for reading.


yes League of Legends