alaskatank
New member
Squatch is a HillBilly dressed in overalls, no shirt, and a straw hat. He wields a double barrel shotgun, a banjo, and his frying pan.
Character concept: A weapon damage glass cannon who excels in single target burst damage. most of his abilities have semi-long cooldowns and his weapon takes a bit of time to reload time making cooldown management key when playing him. He has a Drunk meter that as it fills trades health for damage. Filling the drunk meter transforms him into a spirit damage tank that excels in crowd control and aoe damage. Once the tank forms ends he gets a debuff until his cooldown is back up. His abilities allow him to take on a more support style role while his debuff is active, and when his cooldown is up he focuses on making plays and winning team fights.
Gun (ol' Trusty): A double barrel shotgun, M1 fires one shot at a time and M2 fires both at once. Magazine size upgrades could increase pellet, increase reload speed, do nothing, increase magazine size (Hillbilly magic)
Ability 1: Smashes a jug of a moonshine giving him and nearby allies a small shield that when destroyed explodes doing spirit damage
Ability 2: Smacks the enemy with the butt of his shotgun reloading in the process
Ability 3: Squatch starts playing his banjo increasing move speed and Decreases slowing effects to him and allies around him. It has a 3 second cooldown and works similar to a toggleable aura with a .5 second to 1 second switch time from his gun to his banjo.
Ultimate: Takes a swig from his moonshine jug raising the bar on his drunk meter and increasing his damage stats relative to the fullness of the bar but decreasing his health stats. The higher his spirit power the greater the stat bonus but each swig fills the drunk bar more. His drunk bar will naturally go down a few seconds after he takes a swig, spirit resistance also decreases how much each swig fills the bar.
When the Drunk bar is full he transforms into Bigfoot for a length of time. In Bigfoot form his abilities are different and he's tankier, his bigfoot abilities focus around spirit damage, and he gets health stat buffs that scale with spirit. After Bigfoot form ends his ability to drink from his moonshine jug goes on cooldown, During the duration of the cooldown he has a debuff called "Hungover" that gives him a general stat decrease.
Bigfoot Form M1: Punch (can be parried but doesn't stun bigfoot)
Bigfoot Form M2: Slams the ground doing less damage than the punch but in a AOE
Bigfoot Form Ability 1: Leaps to a selected location damaging and knocking in the air enemies in the landing zone
Bigfoot Form Ability 2: Let's out a roar slowing and decreasing spirit resist of everyone in the area.
Bigfoot Form Ability 3: [Passive] Damage taken decreases cooldowns and raises resistance to the damage type (with a cap of course)
Voice Concept:
View attachment Squatch voice concept.wav
Character concept: A weapon damage glass cannon who excels in single target burst damage. most of his abilities have semi-long cooldowns and his weapon takes a bit of time to reload time making cooldown management key when playing him. He has a Drunk meter that as it fills trades health for damage. Filling the drunk meter transforms him into a spirit damage tank that excels in crowd control and aoe damage. Once the tank forms ends he gets a debuff until his cooldown is back up. His abilities allow him to take on a more support style role while his debuff is active, and when his cooldown is up he focuses on making plays and winning team fights.
Gun (ol' Trusty): A double barrel shotgun, M1 fires one shot at a time and M2 fires both at once. Magazine size upgrades could increase pellet, increase reload speed, do nothing, increase magazine size (Hillbilly magic)
Ability 1: Smashes a jug of a moonshine giving him and nearby allies a small shield that when destroyed explodes doing spirit damage
Ability 2: Smacks the enemy with the butt of his shotgun reloading in the process
Ability 3: Squatch starts playing his banjo increasing move speed and Decreases slowing effects to him and allies around him. It has a 3 second cooldown and works similar to a toggleable aura with a .5 second to 1 second switch time from his gun to his banjo.
Ultimate: Takes a swig from his moonshine jug raising the bar on his drunk meter and increasing his damage stats relative to the fullness of the bar but decreasing his health stats. The higher his spirit power the greater the stat bonus but each swig fills the drunk bar more. His drunk bar will naturally go down a few seconds after he takes a swig, spirit resistance also decreases how much each swig fills the bar.
When the Drunk bar is full he transforms into Bigfoot for a length of time. In Bigfoot form his abilities are different and he's tankier, his bigfoot abilities focus around spirit damage, and he gets health stat buffs that scale with spirit. After Bigfoot form ends his ability to drink from his moonshine jug goes on cooldown, During the duration of the cooldown he has a debuff called "Hungover" that gives him a general stat decrease.
Bigfoot Form M1: Punch (can be parried but doesn't stun bigfoot)
Bigfoot Form M2: Slams the ground doing less damage than the punch but in a AOE
Bigfoot Form Ability 1: Leaps to a selected location damaging and knocking in the air enemies in the landing zone
Bigfoot Form Ability 2: Let's out a roar slowing and decreasing spirit resist of everyone in the area.
Bigfoot Form Ability 3: [Passive] Damage taken decreases cooldowns and raises resistance to the damage type (with a cap of course)
Voice Concept:
View attachment Squatch voice concept.wav