Tag'n'Spin

A concept of an item for 6k, that gives you some physical damage, evasion and/or spirit lifesteal, with an active component that reads:
"Clip a rope to an enemy hero, then become immune to crowd control and start spinning around them up to x seconds, dealing x DPS and x damage if you hit anything with your body and\or the rope. You can end the spin by using ability / moving / attacking"

If the enemy uses any movement/teleport ability, become immune or immune to cc, dies, becomes invisible, or you hit a wall, your spin immediately ends

The damage is minor

You can reload while spinning

You can be damaged while spinning

Your active/channeling abilities are not interrupted by activating this

The idea for this item is inspired by Qhira E from Hots, but works differently in a way that you can't use your skills and it's an item. Implications can be various, for example: escape if caught behind an enemy (spin half round and run), to leash to the target and follow it, to reload and take time to evaluate the situation, to evade hard CC, to take time for weapon reload / stamina recharge, maybe even to get a better position for your own ult.

I feel like this game lacks expensive active items that completely change how you play the game, and this one can work well on all types of characters. Need to use your ult as Dynamo? Sure, take it. Missed some knives as Shiv? Take your time, reload, then jump off and continue. Enemy Mcginnis ults? Come close enough to clip and she never hits you (until the end of duration)

My personal favourite idea is to use it as Haze to spin and spin at the same time, making my dream come true

It also has several weaknesses.

For example, Unstoppable, Shadow Weave and Phantom strike can easily dispel it, you can hit a wall if used from too far away, you deal no damage to anyone and don't move too far if you use it face to face. There are a lot of different teleporting abilities that can prevent this skill from being used, but if you press the button when enemies are out of their mobility, it can be necessary. That way they may also save some skills to stop your spin.

Also the farther you are from the enemy, the slower you move, but longer the potential duration, and vice-versa.

If this becomes too restrictive in practice, I'd allow to use spells on rope, shooting on rope, or made it so dispels, cc immunity and invisibility don't break it.

Also it might need to be written that you can't use this ability while someone is spinning around you, unless you want to make a fiesta in your game.
 
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