The Crawling Usurper (A Cthulhu Mythos–Inspired Character with a Towering Ultimate)

Hey, I wanted to throw out a character idea inspired by some mythos-style designs we have seen in games like SMITE, especially Cthulhu's Ult and some of Slork’s lore and voice-lines, all adapted to Deadlock’s mechanics and tone.

In SMITE, Cthulhu’s ultimate turns him into a massive towering entity focused on area denial, pressure, and crowd control. The tradeoff is a huge hitbox and clear counterplay through spacing and focus fire. He plays more like a tank mage, relying on stacks and defensive items rather than raw invulnerability.

I would love to see something in a similar vein in Deadlock, but instead of a direct Cthulhu copy, something more inspired by Nyarlathotep’s “Crawling Chaos” concept. Obviously not a direct adaptation, but more of an original character that fits Valve’s world. The idea would be an entity that is trying to usurp or hijack the ritual for its own gain. A doorman or messenger type figure that walks among humans while hiding its true nature. Some elements of Slork’s intended lore could even overlap here if they are not already planned for another character.
In his normal non-ult state, the character would appear mostly humanoid and play like a standard Deadlock hero. Tall, unsettling proportions, wearing a long jacket, coat, or overcoat that clearly hides something underneath. His animations would feel slightly off, like delayed head turns or unnatural posture, hinting that the body is not fully human. ( I also think doorman could make use of this animations)

The idea is that you never clearly see what is under the coat, but you always feel like there is too much there.

His abilities in humanoid form would reveal his inhuman side.

For crowd control, he could have a grab ability where he opens his jacket and tentacles burst out from underneath, reaching a character to restrain an enemy giving it life steal and maybe a stack of dmg resistance.
Another ability could spawn a small cluster of three tendrils that act like organic sentries. They would occupy a small area, lashing out in melee at enemies who get too close. This would work as light area denial and zone control rather than hard lockdown.
His ultimate would be the full reveal of his real form.
When activated, the humanoid shell breaks apart or unfolds, transforming him into a towering eldritch giant. Not clean or majestic, but unwieldy and unsettling. Long limbs, tentacles constantly moving, a shape that looks like it should not fit in Deadlock’s urban environment.

Gameplay-wise, the ultimate would focus on presence rather than invulnerability. Enemies near him would give him hp (Like Abrams Siphon). He would control large areas from mid range and force repositioning, but at the cost of an enormous hitbox.

Prob need to on barrier, resistances, lifesteal, or team support to stay alive. The counterplay would be very clear: keep your distance and shoot him hes slow.

To lean further into the Crawling Chaos theme, the towering form would be really slow to move however have one skill that make it mobile, but in a very uncontrolled and unsettling way. Instead of clean dash or deliberate movement, it telegraphs, roars, and moves in a sudden, awkward burst. Its tentacles striking the ground like limbs, almost like a distorted horse gallop mixed with insect movement.

and...thats about it.
 

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