Tamer multi-hero (Beastmaster / Palworld / Pokemon Trainer)

_N_

Member
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Weapon and Stats
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I wanted to keep the gun the same to simplify gun itemization, felt it was too much to keep changing weapons.

1764730028815.pngMina's gun and growth
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Abilities: Summons

There are four summons, each summon provide their own abilities and can change the tide of battle. Following and sticking next to the player. Can select which summon they want to use first when selecting Tamer on the selection screen (similar to Trainer in smash)
Master one or master them all.

Global Ability
3)Switch

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Every 3 is switch.
Anytime you Switch, you have a brief window to switch again for your "need in the moment" summon. Allowing you to continuously switch. Using any ability after switch will place Switch on cool down. Will be put on cool down if the brief window is not used.

Ultimate and regular abilities have their own separate cool downs. Multiple Ultimates can only be used in succession every 30s. So you can have multiple up, but can only really use one at a time. Preventing 2-4 ultimate abilities from happening in 4s.

Ability point upgrades are shared across all summons.




Pixie
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1)Pixie and friends!

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Send one of Pixie's friends to roam around an teammate, restoring their health over time and rapidly attacking nearby enemies dealing spirit damage to defend your ally. Can send multiple pixies onto the same target.

A1 +1 charge A2 +35 healing per second and damage per second A3 restore 100 health upon return

Charge 2
Cast range: 32m
Healing: 100
Healing per second: 24
Damage per second: 33
Duration: 7s
Radius 8m
Cool down: 28s / 3s

Can be self cast

Pixies healing wont disappear on switching or from damage.

2)Pixie Protection!
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Send out Pixie upon a ally, no matter how close to death, cannot die while under its protection.

A1 +5m cast range A2 Healing is amplified for the duration based on the hero's HP. A3 +1.5s duration

Duration: 4s
Range: 28m
Cool down: 28s

3)Pixie!
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(Casting this will switch to your next summon. 25s CD)
Passive:
Having Pixie out increases your health regeneration by 1 and nearby allies by 0.50

A1
+1 health regeneration and 0.50 to allies A2 Heal allies within radius for 25% of the healing done to you A3 -15s Pixie Protection's cool down

4)Pixie Dust!
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Release a cloud of pixie dust around the area from where you stand or an ally with a Pixie, enemies who shoot or cast abilities within the Dust will explode, dealing spirit damage per bullet fired or per ability used inside.

A1 -30s cool down A2 +5m radius A3 +55 damage

Radius: 45m
Damage: 110
Cool down: 179s




Houndeye
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1)Shockwave
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Sends out a wave of force, dealing spirit damage to enemies in a line, while knocking them toward the Tamer and slowing them for a brief moment.

A1 +10 range A2 +33 damage A3 +3 bullet damage per enemy hero hit

Damage: 67
Slow: 20%
Range 20
Cool down: 18s



2)Rewind Mine
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Places a mine is only visible to allies. Once a enemy passes through, can be recast to return the enemy where they triggered the mine.

A1 +8s duration A2 deals spirit damage to the enemy upon return A3 you can trigger the mines on yourself

Cast range
Duration: 33
Cool down: 21
Damage: 89

Slight delay when planting, not instant.

Can only place 1 mine

Disappears upon Switch

3)Houndeye
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(Casting this will switch to your next summon. 25s CD)
Passive
While Houndeye is out, enemy troopers do no reveal your location on the minimap unless enemy hero has vision of you.

Happens once every 65s. Switching into Houndeye puts it on it on cool down.

A1 -5s shockwave cool down A2 -5s rewind mine cool down A3 -60s shrieking echo cool down

Movement speed: 2m
Radius: 25m

Even if the actual enemy player themselves dont see you, if you appear on their screen, it will trigger the cool down and reveal you on the mini map from enemy troopers.

Cool down does not refresh when enemies see you when on cool down.

4)Shrieking Echo
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Shockwaves travel all around, dealing spirit damage to enemies. Each enemy hit causes an echo to damage nearby each other.

A1 +20 damage A2 +7m radius A3 Heroes cause two echoes.

Echo damage: 90
Radius: 30m
Cool down: 190




Kinsect
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Kinsect is always at a fixed height above the Tamer or the world.

1)Air missile
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Launch your Kinsect forward in the direction of your crosshair. The Kinsect travels independently, dealing spirit damage to the first enemy then holding its position at a fixed height from where it made impact.

Recast mid fire to cancel/stop to it's position.

A1 +5m command range A2 +1 charge A3 +67 damage

Charge 2
Damage: 65
Cooldown: 21s / 2s
Command range: 40m

Works similarly to Insect Glaive when firing and controlling the Kinsect. You must have the insect within your range to command it, using up Charges to command it to strike your direction.

Self cast to recall. Can re-fire during it's recall if you have charges.

2)Dive Bomb
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Send the Kinsect to dive bomb the closest enemy near you, dealing spirit damage in an aoe where it lands. While Kinesct is stationary from Air missile, using Dive Bomb will dive the closest target near it.

A1 +10 damage A2 +5m center radius A3 stuns enemy center of the radius

Damage: 90
Cooldown: 21s / 2s
Command range: 40m
Raduis: 10m

Casting Dive Bomb will always recall the Kinsect after use.

3)Kinsect
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(Casting this will switch to your next summon. 25s CD)
Passive
Your shots leave a mark on the target that builds up, increasing the damage of your next Kinsect ability on impact. You can grab on to your Kinsect while it's stationary.

A1 +20% dash distance A2 Kinsect abilities will also cause melee damage A3 Reset your jump count upon grabbing Kinsect

Mark bonus damage: 45
Mark duration: 20s

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Can use abilities when you grab on
Kinsect is returned when you let go

4)Snipe
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After a delay, fire the Kinsect at the direction of your cross hair like a laser that pierces through the world at a fix range, dealing spirit damage anyone it struck.

A1 -35s cool down A2 +10m range A3 +45 damage

Damage: 200
Range: 30m
Cool down: 190s

A enhanced single use version of Air Missle/Dive Bomb that strikes through the world at a fix range. Can use while it's stationary in the air.

Some people have even posted some amazing abilities that pierce walls!




Tank
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1)Brutal Swings
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Swing your arms around in place, center / closer to the Tank deals melee damage and deals spirit damage on the outer. Knocks back enemies into the air.

A1 +3 swings A2 +4m radius A3 +55 damage to meelee and spirit damage

Damage: 55 / 66
Radius: 7m / 10m
Swings +5
Cool down: 18s

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Tank will remain where he is when swinging and return when the duration is over.

2)Brutal Charge
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After a delay, send the tank to charge in targeted direction, dealing melee damage in the center of Tank and deals spirit damage outside of it along its path, while knocking enemies into the air. The longer the charge, the farther the range.

A1 +5m range A2 heavy melee A3 +3 bullet damage per enemy hit

Channel: 4s
Damage: 65 / 70
Range: 25m
Radius: 5m / 7m
Cool down: 31s

Can self cast to hop on the tank to bring tamer with him.

Can cast Brutal Swing during Brutal Charge (Similar to a Onslaught + Trample combo from Primal Beast) He will swing his arms as he charges and where he reaches max range.

Or Brutal Swing after Charge

Tank will return when the duration is over.

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3)Tank
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(Casting this will switch to your next summon. 25s CD)
Passive: Having tank out increases your health by 250, increased melee damage and melee resistance.

A1 +1 stamina A2 +10% slow resistance A3 +50 health and increase allies health by 200 within radius

Radius: 35m


4)Quake and Crack
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Breaks the world around you, releasing multiple cracks within the radius centered around him. These cracks deal spirit damage.

A1 +10m range A2 +35 damage A3 Heroes hit by a crack create 3 more cracks around the hero, they wont multiply.

Number of cracks: 8
Crack Width: 6m
Travel Distance: 50m
Damage per crack: 100


Thoughts and finishes

This hero was originally simple in mind, became a huge mess and turned into this! 4 heroes, I could have knocked it down to 3 but it would have opened new complications from what I orginally intended. Gun would have changed depending on the summon and some were going to work like Palworld creatures that also shoot with you. But I wanted something else..

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Insect Glaive's Kinsect from monster hunter, Nakoruru and Mamahaha from Samurai Showdown were the original inspiration, having control of a bird or a flying creature to fire like a missle and grab on to when stationary. The playstyle would revolve around shooting your creature around and allowing it to be a mantle or grapple. I didn't want it to be a solo character, which it can be and i should have stuck with that, but i added another creature.. and another..

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I wanted something with beast master, but with brewmaster brewlings, a character with multiple creatures or options.

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Houndeye was roughly put together but i took time to think about it. Tank could be something else, I originally was going for a "charizard" like that used the Kinsect like abilities (grab on, missle launch, dive bomb). Both could be easily replaced with something else in mind or be their own hero. I did have Snipe in mind for a Mirana Arrow hero, which i probably use for another hero.


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Pixie is my favorite, she too was going to be a standalone hero but i couldnt figure out how to keep it only fairies without it just floating really small with her friends.. so i added her to Tamer. She can still be her own hero with a different 3.

In the end, all could be their own hero, I just wanted to challenge myself in trying to finish a hero that could switch between creatures. The names are not original but i hope it draws the picture on how this hero exist.

Thank you for reading, I hope it was interesting and fun to read. Stay creating!

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Sometimes, I think we're all thinking alike!
 
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