WuYong—A martial artist from China

Player114514

New member

WuYong.jpg

Agile · Close-quarters · open-minded

skill:​

1猛龙过江

Effect:
Charges in your aim direction using one of three stances: Iron Mountain Lean, Heart-Piercing Elbow, or Bracing Hammer. If used against airborne targets—or while you are airborne—the move appears as a flying kick.

Mechanics:

• On hitting a target, any remaining dash distance is converted into knockback distance.

• Deals Spirit Damage to the primary target and any units touched during the charge.

• Starts with 1 charge.

Upgrades:

• Gain +1 charge.

• Increase dash distance by 5 meters.

• Remove the internal cooldown between consecutive uses.


2 寸步难行

Effect: Stomps the ground, creating a zone that severely hinders movement.

Mechanics:

• Deals Spirit Damage and applies a slow effect. The center of the zone deals bonus Melee Damage.

• Base radius is small, but casting this ability mid-air increases its effective range.

• Each meter of jump height adds to the skill’s radius.

Upgrades:

• The higher you jump, the faster you fall.

• After the initial effect ends, the area erupts again with reduced Spirit Damage.

• Applies Silence, disabling all movement abilities within the zone.


3 请君入瓮

Effect: Successful heavy melee attacks or parries throw the target behind you.

Mechanics:

• A successful heavy melee attack throws the target 5 meters behind you.

• A successful parry throws the target 5 meters behind you, with a max range of 10 meters.

• The skill enters cooldown regardless of whether the attack or parry succeeds.

• The throw animation lasts 0.5 seconds, during which you can still use items and other abilities.

Upgrades:

• Increase melee range and parry range by 5 meters.

• Boosts bonus Melee Damage multiplier.

• Successfully parrying instantly resets the skill’s cooldown.


4 天地倒悬

“观其势,悟其破——武无常形,唯学不破。”

Effect: Pulls all nearby enemies toward you, then slams them into the ground, launching them into the air.

Mechanics:

• Enemies within 8 meters are forcibly pulled toward you.

• After 0.5 seconds, any enemy still within 8 meters is slammed into the ground and launched 5 meters upward, taking heavy Spirit Damage.

• While in combat, for every enemy hero within 20 meters, the skill gains +1 permanent flat damage per second.

• Each kill or assist grants +0.75% of the target’s current HP as bonus damage to this ability.

• Spirit Power does not increase skill damage—it only affects the growth rate of the flat damage gain.

• All bonuses are permanent and persist through death.

Upgrades:

• Reduce cooldown.

• Increase base damage.

• Expand skill radius.

weapon:​

Gun: Martial Virtue

A lever shotgun. Has 12 rounds of ammunition.

Normal filling will be for shotgun shells with larger spread, and when the right-click is held down, it will be filled with single headed bullets.

The filled ammunition will be displayed under the crosshair, with red indicating shotgun shells and blue indicating single headed bullets.

Character Introduction:​

story:
During a film shoot, Wu Yong accidentally shattered a genuine ancient artifact—mistaken for a prop due to a crew error. The act triggered a curse that not only ruined his appearance but also destroyed everything he’d built: his career, his life, his dreams.

Wandering the streets in despair, he eventually made a decision—to return to the public eye under a new identity. His first step? A new look.

While browsing street vendors, a merchant called out to him. After some enthusiastic haggling, Wu Yong bought a pair of striking sunglasses—“guaranteed durable, indestructible,” the seller claimed. The only catch? Once worn, they could never be removed.

Misfortune rarely comes alone. When Wu Yong returned to the stall later, it was gone—vanished without a trace.

Crushed, he slumped in silence for hours…

Then slowly stood up, straightened his collar against a shop window,

adjusted his shades,

and walked on.

Because Wu Yong knew: tomorrow would be a brand-new day.

about:
His name carries meaning: “Wu” means martial skill; “Yong” means terra-cotta warrior—a nod to his cursed, statue-like appearance. In Chinese, the two words sound identica.

He deeply distrusts the Patron’s promises. “If a god has emotions,” he says, “then his purpose is already compromised—full of blind spots and loopholes.”

Yet despite his skepticism, he fights with everything he has. Not for a wish. Not for redemption. But to prove—to himself—that he still matters.

And when it comes to wishes, he’s anything but selfish. He’ll ask the Patron to refine his allies’ wishes—to seal their loopholes, to spare them hidden costs—without demanding any reward in return.

Not because he trusts the god… but because his friends do.

If this broken system can be bent toward kindness, even once, then it’s worth playing along.

curse:
The Sunglasses
They aren’t a curse. They’re a god.
An ancient being, weary of prayers and grand destinies, long ago abandoned divine intervention. Now it wanders the world in countless forms—observing, waiting, indifferent.
It chose Wu Yong for no grand reason. Just pure misfortune, at the wrong time and place.
But there’s one rule: whenever Wu Yong looks upon something he shouldn’t see—something beyond mortal comprehension—the lenses go dark.

The True Curse
Not just physical changes.
The real curse is erasure: It will strip you of your previous position in the social structure.
Friends forget your voice. Records blur your name. You become a ghost in your own life.
And even if the curse were lifted? Nothing would be restored. At best, your face might heal. But the years, the relationships, the trust—those are gone forever.

Regarding other heroes:
Wu Yong: Honestly, I don’t really believe in them.
Seven: That just means you lack courage.
Wu Yong: Hmph… (pauses thoughtfully)
Seven: Knew it.
Wu Yong: If I win, I’ll wish to cancel your wish.
Seven: How dare you!

Silver: How did you pull yourself out of that slump?
Wu Yong: Making peace with myself—that’s the simplest answer.
Silver: Give me something more practical.
Wu Yong: “Heaven and Earth are impartial; they treat all things as straw dogs.” Once I accepted that, I let go.
Silver: Hmm… Are you hinting at something?
Wu Yong: I’ve always played it straight. But if you insist—you’re clearly a wolf soaked in liquor.
Silver: Ha!

Wu Yong: Sigh… The air’s thick with smoke and booze. Can your liver even handle it?
Silver: I feel fine right now.
Wu Yong: I was hoping you’d say “no”—then I could’ve used my most—skilled psychological counseling. Guess it’s not needed.
Silver: It’d go down better if you bought me a drink.
Wu Yong: (deep breath) …Fine.

Wu Yong doesn’t see Graves or Apollo as “children” to be corrected or protected from their own choices.
To him, wisdom isn’t tied to age. He carries no adult’s pride—only the quiet certainty that anyone, at any moment, might teach him something worth knowing.
That’s the heart of his respect: he won’t lecture a kid for reaching toward fire, not because he doesn’t care, but because he knows some truths must be felt to be understood—and who’s to say the child won’t show him a new way to see the flame?
After all, as the old saying goes: “Among any three people walking together, one can be my teacher.”
And Wu Yong never assumes it’s him.


whole body

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我制作了技能图标,并用deadmock制作了这些技能图。以更好的展示内容。
至于为什么使用的是中文名,因为机器翻译完全达不到其含义。
比如“请君入瓮”,机器翻译的就啊.....让人窒息。什么叫请别人走进陷阱里?根本完全不是一个意思。
所以我就选择了放弃索性用了中文。

至于在技能方面我做了很多限制,让它们简单但要做好一定的抉择去使用。

1负责这个英雄的主要输出手段,但同样兼备了位移这个职责。它让你必须在使用时做好取舍。或者用装备来弥补它的不足。
2技能拥有着较高的伤害,但要将他作为输出手段就会迫使玩家进入近身战。而高处垂直的坠落产生的减速给人反应的机会,让其变成一个减速但伤害偏低的拦截技能。
3技能是最核心的技能,它让这个英雄在近战方面更出色也是让自身利益最大化的技能。它让被贴近的人产生威胁。并且可以通过Counterspell进行 parry来将敌人在相对的距离拉回。而对于这个技能的惩罚就是在于对近战的博弈本身。
4技能。一个增长的爆发技能用于避免后期过于乏力也是为了终结比赛。0.5的释放时间给于敌人反应的时间。没啥好说的,一开始我给这个英雄设计的是可以在墙面奔跑,但这太不平衡了。如果你一直在墙面奔跑敌人还怎么攻击你,所以就被改成了现在这个技能。
 
后发先至.png

Replace (寸步难行) with (后发先至)

I discussed it with a friend who played deadlock with me. My friend said that (寸步难行) is somewhat like LASH.
Ah... Although I explained that it's not the same as LASH, it still lingered in my mind for a long time.
To be honest, I do really like LASH. Who wouldn't like LASH?
But today, Street Fighter suddenly gave me an inspiration.
This character is a close-combat character and a martial arts star. So why not give this character a precise defense similar to Street Fighter's (MPMK)?
And thus, this brand-new skill was born.
Its addition makes this character more in line with the style of a close-combat character. Evading attacks, throwing, and special moves.
The character's strength lies in dragging the enemy into his close-combat round, but the drawback is also obvious - this character has no way to counter enemies who shoot with guns.
One more thing
When I first designed this character, it had two meanings, one of which was a bit sarcastic.
In the TI10 DOTA2 tournament, PSG.LGD played against Team Spirit and didn't BAN Magnus!
Why didn't they BAN the Mammoth!
I stayed up late to watch the game, and this is what I got. Shit.

Another interpretation is that the timeline of this game, in my opinion, should be around 1930 to 1950. If we go back in time from this period, it would be the Qing Dynasty, which is not an option. Therefore, we can only move the timeline forward and choose Bruce Lee from a later era as the basic prototype. Of course, the design of the costume should be more Western than Chinese, such as the Chinese tunic suit, to make it more acceptable. The sunglasses are to avoid any ridicule due to the size of the eyes. And the appearance of the Terracotta Warrior can make people immediately recognize that it is a Chinese character.

It's a blend of Eastern and Western elements. What I hope it can achieve is that both sides can accept it to a certain extent culturally.
 
I would like to see a martial arts hero soon, and I like your idea, but there are a few points I'd like to highlight.

I don't know what abilities are called, so I'd call them by number.

1 : It is missing what this ability does when you are grounded, and it is also missing what the three Stances are. Is it linked to other abilities, or as your position? If it those are bound to this ability, you should mention it (Like Wraith's Card)

2 : (the one you posted later) Apollo's Ripost blocks all damage for 0.7s without any stamina usage. Sure 1.5s cooldown is a cool feat compared to Ripost, but burning 2 stamina is a huge cost. Other than that, hastening your actions can be quite an interesting mechanism.

3 : Does this ability passively increase parry hitbox? (the 10m one) If so, it can be really game-breaking. Displacement can be also a fun feat, but it can be frustrating to deal with sometimes.

4 : How large is the initial pull area? 8m pull-in and a small knockup ability is way too weak for an ultimate. Comparing with Billy's Bashdown or Dynamo's Singularity.

I'd advise making abilities to interact with each other and/or serve similar purpose. It is especially martial art based hero after all.
 
Why the skill names are in Chinese: I’m using Chinese for the skill names because machine translation simply can’t get them right. Honestly, I’m not even sure if machine translation can accurately convey what I’m trying to say here.

Skill 1 has a charge distance of 13 meters. For example, if I hit you at a distance of 7 meters, then 13 – 7 = 6—you’ll be knocked back 6 meters. During this knockback, anyone you pass through will take damage within a radius of 3.5 meters.

When you’re on the ground, you can use this skill to launch minions toward enemies to deal damage, or charge into a group and knock enemies out of position. While airborne, you can kick enemies down to the ground—or if an enemy is trying to land, you can kick them back up into the air.

This skill also works on allies—for chasing, escaping, or quickly inserting yourself into a fight.

However, it has clear drawbacks. Since it’s primarily a mobility skill, using it to quickly join a fight means you’ll consume it immediately. And because it doesn’t apply a stun, if there’s no wall behind the target, they can use the momentum from the knockback to escape.

The three animations—铁山靠, 顶心肘, and 撑锤—are just visual representations of the skill. (I have to keep these names in Chinese; I’m not sure what their accurate English equivalents would be.) These are striking techniques from Bajiquan (a traditional Chinese martial art), using the shoulder/back, elbow, and palm respectively. You might need to look them up on Google or Baidu to see exactly what they look like—I’m sorry I can’t illustrate them myself.



Skill 2 grants a short-range dash and damage reduction, allowing you to adjust your positioning more fluidly during combat. It costs 2 energy points—a deliberate balance choice that will make more sense once you’ve read the full explanation below.



Skill 3 functions like a suplex (back throw). The “10-meter” range isn’t the area of effect—it’s specifically for triggering Counterspell. If an enemy is within 10 meters and you successfully block their ability with Counterspell, you’ll throw them over your shoulder to a point 5 meters behind you. If you don’t activate Counterspell, this skill does absolutely nothing.



Skill 4 is terrifying. If you stay continuously engaged in combat, this skill’s damage scales dramatically. It was designed as a devastating finishing move—created by sacrificing the damage and pull range of Skills 2 and 3, and intentionally adding a 0.5-second delay to give enemies a chance to flee. If an enemy carelessly gets too close, they could be instantly obliterated.

This creates a dilemma—not just for you, but for your opponent. It forces them into a high-stakes decision, much like in fighting games: Do I go in? Do I back off? Of course, pulling this off also heavily depends on your own skill level.



Putting it all together: You can use Skill 1 to interrupt an enemy attacking your ally by knocking them away. Then, if they retaliate and you successfully parry with Counterspell, you can suplex them behind you with Skill 3. If they continue attacking, you can either use Skill 2 to reposition and knock them exactly where you want—or finish them off instantly with Skill 4. There are countless combinations and tactical choices available.

You could also:

Use Warp Stone to reposition yourself strategically,

Use Rescue Beam to launch an ally forward and pull them back,

Or even use Majestic Leap to kick Vindicta out of the air.

Everything hinges on your execution.

That’s why the 2-point cost of Skill 2 matters so much—you can’t just spam these abilities recklessly. If you could, it would be far too powerful.

Of course, everything I’ve described assumes ideal conditions. In reality, you’ll need exceptional mechanical skill and game sense to pull all this off consistently.
I would like to see a martial arts hero soon, and I like your idea, but there are a few points I'd like to highlight.

I don't know what abilities are called, so I'd call them by number.

1 : It is missing what this ability does when you are grounded, and it is also missing what the three Stances are. Is it linked to other abilities, or as your position? If it those are bound to this ability, you should mention it (Like Wraith's Card)

2 : (the one you posted later) Apollo's Ripost blocks all damage for 0.7s without any stamina usage. Sure 1.5s cooldown is a cool feat compared to Ripost, but burning 2 stamina is a huge cost. Other than that, hastening your actions can be quite an interesting mechanism.

3 : Does this ability passively increase parry hitbox? (the 10m one) If so, it can be really game-breaking. Displacement can be also a fun feat, but it can be frustrating to deal with sometimes.

4 : How large is the initial pull area? 8m pull-in and a small knockup ability is way too weak for an ultimate. Comparing with Billy's Bashdown or Dynamo's Singularity.

I'd advise making abilities to interact with each other and/or serve similar purpose. It is especially martial art based hero after all.
 
So he's like Lee Sin(from league). Great job! It could use more clarification on each ability, though.
Tomorrow or later, I will sort out the meanings of the 1234 skill names and add some reference pictures to explain the performance of the skill actions.
This is all I can think of.
If anything else is missing, please tell me in detail. Because I really can't think of what else is missing.
Thank you here for your help.
 
1 skill POSE
铁山靠(贴山靠) 顶心肘 撑锤
44ddf2d6a08741dba28da2805a925ad3.jpgQQ_1774252869138.pngQQ_1774252929235.png
猛龙过江
Meaning of skill name
It refers to the act of a fierce and powerful dragon crossing rivers. A good image indicates that skills carry the meaning of rapid sprint and ferocity.
2 skill POSE
67f78cd98fb202e4feb534a1bfc52b3b.jpg
后发先至
Meaning of skill name
It means that although one starts or acts relatively late, they can eventually surpass the pioneers and reach the goal or gain a leading position.

3 skill POSE
d9a4fdb5cea69c41692e20ebab6ac79c.jpeg
请君入瓮
Meaning of skill name
to put someone in the same trap he set for others ,to use someone's own methods against him.
4 skill
天地倒悬
Meaning of skill name
It means that the entire world has been turned upside down, metaphorically referring to a fundamental and drastic reversal of the situation or circumstances.
The above is the meaning of the skill names and some postures. My English is very poor, so there are appropriate English names to provide accurate translations for the skill names. I express my deep gratitude here.
 
Do the different poses of his first skill have different stats or are they primarily for visual flair?
Yes, it's just the visual effect. In my personal opinion, skills that are too complex can seem rather bloated. The right choice is one that is relatively easy to understand and get started with (in my personal opinion). Generally speaking, as long as the gameplay is operational, that's fine.
 
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