(Ult idea) Tailwinds

gibnewitems

Active member
Tailwinds
70s Cooldown | 6s Duration | 1 Charge | 10s Charge Cooldown
Flap a pair of wings after a slight wind-up, summoning a blistering whirlwind in front of you that leaves behind a tailwind. Any entity that runs within the direction of the resulting tailwind gain a slight movement speed boost.
  • 3m/s Move speed increase
  • 20m Ability range (+0.25 x Spirit)
  • 8m Width
  • 1.3s Wind-up
  • 80% Wind-up slowdown
Tier 1: +1s Duration
Tier 2: +1m/s Speed boost
Tier 3: +15% Slow resist

Tried to come up with a fun ult concept that wouldn't deal any damage, but still feel satisfying to use. Would like to see it on a frontliner someday.
 
Super Ultimate version

Tailwinds
115s
Cooldown | 15s Duration | 2 Charges | 3s Charge Cooldown
Summon a powerful wind after a slight wind-up, creating a Current that Knocks Up Enemies as it Extends towards a target point. Speeds Up Allied Movement, Fire Rate, and Casting while moving in the direction of the Current. While standing in it you can refresh duration and extend it towards an additional target point using Charges.
  • 7m/s Bonus Movement Speed
  • 30% Bonus Fire Rate
  • 30% Bonus Ability Speed
  • 20m Ability range (+3 x Spirit)
  • 8m Width
  • 1.3s Extend Duration
  • 1.3s Knock-up
Tier 1: +1 Charges and +1 m/s Movement Speed.
Tier 2: +45% Bonus Ability Speed and Allies can Cast Spells anywhere in the Tailwinds Regardless of Cast Range.
Tier 3: +200% Cooldown Amplification and +90 DPS per Slowed Cooldown on Enemies moving against the Current.
 
Last edited:
Super Ultimate version

Tailwinds
115s
Cooldown | 15s Duration | 2 Charges | 3s Charge Cooldown
Summon a powerful wind after a slight wind-up, creating a Current that Knocks Up Enemies as it Extends towards a target point. Speeds Up Allied Movement, Fire Rate, and Casting while moving in the direction of the Current. While standing in it you can refresh duration and extend it towards an additional target point using Charges.
  • 7m/s Bonus Movement Speed
  • 30% Bonus Fire Rate
  • 30% Bonus Ability Speed
  • 20m Ability range (+3 x Spirit)
  • 8m Width
  • 1.3s Extend Duration
  • 1.3s Knock-up
Tier 1: +1 Charges and +1 m/s Movement Speed.
Tier 2: +45% Bonus Ability Speed and Allies can Cast Spells anywhere in the Tailwinds Regardless of Cast Range.
Tier 3: +200% Cooldown Amplification and +90 DPS per Slowed Cooldown on Enemies moving against the Current.
The only thing I would add to that is that heroes affected don't suffer the movement penalty of moving while shooting. Not everyone gets Fleetfoot or similar items, so that would really improve keeping the team together and letting them be dangerously mobile.
 
The only thing I would add to that is that heroes affected don't suffer the movement penalty of moving while shooting. Not everyone gets Fleetfoot or similar items, so that would really improve keeping the team together and letting them be dangerously mobile.
maybe:

Tailwinds
115s
Cooldown | 15s Duration | 2 Charges | 2s Charge Uptime
Summon a Current of air that Knocks Up Enemies as it Extends towards a target point. Allies caught in the direction of the Current perform all Actions faster. While standing in it you can refresh duration and extend it towards an additional target point using Charges.
  • 7m/s Bonus Movement Speed
  • 30% Bonus Fire Rate
  • 70% Bonus Ability Speed
  • 20m Ability range (+3 x Spirit)
  • 8m Width
  • 1.3s Extend Duration
  • 0.9s Knock-up
Tier 1: Shooting while With the Current gives +3m/s Movement Speed instead of a Penalty
Tier 2
: -55s Cooldown
Tier 3: +300% Cooldown Amplification on Enemies moving against the Current.
 
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