Thatch, the Patchwork Nurse

dingochips

New member
Thatch is a living voodoo doll given life by a certain witch doctor. The promise of better working conditions and actually being paid have brought them to the Cursed Apple. Thatch opperates as a tanky support that wants to take on negetive effects and pass them over to enemies. Visually, Thatch is voodoo doll probably a bit smaller than Ivy and wearing scrubs. Their big head and arms flail behind them when they run. They carry a satchel and a snapped off IV pole staff. Sounds like Tommy Pickles with a Brooklyn accent.

Lore- Thatch was crafted by the careful hands of a Witch Doctor in need of a good nurse. At first, Thatch did what was necessary to treat patients and worked alongside the Witch Doctor perfectly until - "What are deeze ratios? One nurse to alla dem patients? Gotta be kiddin' me. I'm outta here!" They had enough of it. The Cursed Apple has plenty of opportunities for a nurse of Thatch's skill. Treating patients in the middle of the Patron's fighting is still preferable to their old working conditions.

Gun- Thatch fires pins and needles out of their free hand. alt fire is a spread shot, firing more ammo than normal and doing more close range damage.

Abilities
"Just a pinch."
1- IV Starter.
Thatch swipes forward with their IV pole staff dealing damage. Deals melee damage. hitting teammates attaches a line to them and supplies some health regen. Hitting opponents will drain % based health for Thatch and attached allies. Moving far enough breaks the line.
IV Starter v.2- A different idea for IV Starter. Thatch's swipe can only attach to one enemy or ally at a a time. Attaching to an ally has Thatch dragged along behind them for the duration so he can follow a faster ally too or from a fight. Enemies are briefly slowed at max range or when putting cover in the way of the leash before it breaks
"Hate this part." "Love this part!"
2-Mojo Swap.
Thatch targets an ally or enemy. Allies under any negetive effects are cleansed and given a small heal and speed boost with all negative effects moved to Thatch(preserving the time the debuff had left for things like Bebop bomb and stun countdowns. Thatch can not swap people out of Doorman's hotel, but that would be really funny)- Thatch may also gain a small heal or bonuses based on the effects taken on. Enemies targeted have all Thatch's negetive effects transferred to them. Higher levels allow it to be used while stunned and targeted enemies can have their temporary non-ultimate buffs stolen in the transfer. Can gain charges or needs to buy Extra Charge to gain them.
"Stickin' em!" "Stickin' me?"
3-Med pass
. Thatch tosses a large syringe forward. Hit allies gain health regen and magic resistance. Hit enemies will lose resistance and take damage over time. Thatch can hold the key down to self inject- doing so applies the negetive effects first, then cleanses them and applies the positive effects. You can throw off the negative effects early with Mojo Swap. Higher levels may improve effects or have Thatch throw multiple syringes in a split-shot pattern
"Can't take it anymore!"
Ult-Cursed Out.
Thatch slows down and starts stabbing themselves with a giant needle. Enemies around them take damage based off a % of Thatch's health, so more total health means more damage. Each stab of the nail places a powerful stacking DoT onto Thatch that can be thrown onto enemies with Mojo Swap.
 
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