Mostrando entradas con la etiqueta heroes. Mostrar todas las entradas
Mostrando entradas con la etiqueta heroes. Mostrar todas las entradas

Lightsmith

Lightsmith (Support)

Nisha Ashraf is a light-bending architech (like symmetra), she and her people lived on the region where Utopaea was built and was forced to left her home by Vishkar Corporation, she uses her knowledge to instant build tools, armors and weapons to help her people, she is called for them as “Lightsmith”.
  • Health: 150
  • Armor: 0
  • Shield: 50
  • Weapon: Photon Forger

Light generator (Passive)

While Lightsmith is not attacking she is passively generating “light”, she can generate 10 lights per second and can have 200 lights maximum (needs 20 seconds to replenish).
Lightsmith can not reload like other heroes, she generates lights instead, it works pretty similar to Doomfist Hand Cannon.

Hunter Knife (Primary fire)

Lightsmith generates and throws a light knife, she is able to throw 2 knives per second, each knife deal 40 damage.
Throwing a Hunter knife consumes 10 lights, so 20 knives can be thrown in a row.

Knight spear (Secondary fire)

Lightsmith generates and throws a light spear, she is able to throw 1 spear per seconds and deal 80 damage.
Knight spear travels slower than Light knife and it is much bigger.
Throwing a Knight spear consume 20 lights, so 10 spears can be thrown in a row.

Squire Helmet (Shift)

Lightsmith builds a light helmet on an ally, the Helmet protect against headshots for 8 seconds.
Squire Helmet consumes 80 lights, so 2 helmets can be built in a row and protect 2 allies heads.
Squire Helmet lasts until is destroyed (80 health) or after 8 seconds, it works similar to a temporary shield but it protects the head only.

Thief Knives (E)

Lightsmith creates 8 light knives on an ally, these knives can be fired for the ally with his normal primary fire increasing his damage, the ally can throw 2 knives per second dealing 40 damage (additional to his/her normal attack).
Thief Knives lasts until they are depleted or the ally dies.
Thief Knives give Reinhardt and Brigitte a way to shoot distant enemies.
Giving Thief Knives consume 80 lights.

Terran Bunker (Q)

Lightsmith builds a 4 meters diameter and 2.5 meters high bunker, allies can go inside and see the outside, enemies can not enter or see inside but they can walk over it, allies and enemies can attack outside/inside using the bunker windows.
There is no way to destroy the bunker, it lasts 10 seconds.
Terran Bunker doesn’t need lights, but needs a 4x4 meters plain area to be emplaced, this make it very limited to build in some maps, there is only 2 spots to emplace it in Hanamura and 1 spot for the first point in Eichenwalde and Hollywood and there is no way to emplace it on Ilios/Well and Black Forest due to small corridors, inclined terrain, holes or obstructions (including payload).


Credits

3D Model Sword by Shoaib Mohammed (3dniator)

3D Model Spear by John Sullivan (john2116)

Volt

Volt (Defense)

There are many names I though for this Concept: Electron, Static, Light, Shock, Bolt, Ampere, Wave… and I even thought about making it a male character, finally I made her as a girl because the most characters are guys.
Volt has 4 abilities only, but they are very useful and powerful, The Hammer and Attraction abilities make Volt a good counter for Pharah.
Volt is a Canadian police, she looks for the security and safety of people wherever she goes, and this is the reason why she is tired of Overwatch and Talon/Blackwatch and even Vishkar, she joined a global peace organization to protect civilians from Overwatch war.
  • Health: 200
  • Armor: 0
  • Shield: 0
  • Weapon: High-voltage Hammer

The Hammer (Primary fire)

The hammer is a high-voltage weapon able to shoot a fast, long range and hitscan linear electrical stun shock (zap), it can shoots twice per second, it needs 1 second to reload and can load 40 zaps.
For nature there are some conditions which affect how the Hammer works and damage an enemy.
A Hammer zap will move straight but it will change his track if any structure is near to its way, this is because the zap search for a ground connection, the zap vanishes if is next to a wall, floor or any structure, this makes the hammer a non effective weapon in closed environments.
A Hammer zap which connects with an enemy will usually cause 25 damage and slow down the target movement for 0.2 seconds when this enemy is on the ground.
The real power of the Hammer is on jumping or flying enemies, a zap will cause 25 damage ands movement slow every 0.25 seconds for 1 second (4 times) or until the enemy touches the ground or wall, this means Volt could be a good counter for Pharah and Mercy causing them 100 damage if they are flying.
When a zap damages an enemy, it can affect a secondary enemy if he is touching tha target and even connect a third enemy if he is touching the target or the secondary (zap chain), every enemy on the zap chain will get 25 damage too.

Repulsion (Shift)

Volt throws a device to an ally in 40m range, it attaches on him and creates an electromagnetic field repulsing any enemy projectile for 3 seconds, the center of repulsion is the head, reducing headshots chance.
Repulsion turns all the hitscan shots into a body damage even if is a headshot.
Repulsion has a 3 seconds cooldown, making possible to protect the same ally for longer time.
A repulsed projectile could hit other allies and even hit Volt!

Attraction (E)

Volt throws a device to an enemy in 40 m range, it attaches on him and creates an electromagnetic field attracting any ally projectile for 3 seconds, the center of attraction is the head, increasing headshots chance.
Attraction turns all the hitscan shots into a head damage even if is a body damage.
Attraction has a 3 seconds cooldown, making possible to harass the same enemy for longer time.
Attraction can help the team to reach an enemy hidden behind a wall.

Maelstrom (Q)

Volt creates a vortex 4 meters above the ground, Maelstrom absorbs all the enemy projectiles for 3 seconds and removes all the enemy hitscans in 20m radius.
In other words this ultimate ability makes all the allies in 20m radius invencible to shots for 3 seconds, but they can be attacked with melee attacks and other skills like Junkrat Concussion Mine, Doomfist Rocket Punch, Symmetra Photon Projector, Zarya Particle Cannon, Moira Biotic Grasp and others.

Azai

Azai (Tank)

An armored warrior, expert in heavy weapons and machines, He wears a full body armor and loads a Grenade launcher and a Rocket launcher.
Kopka can not control Azai movements, but he can help him.
“Azai” means “Strength” in Aramaic.
  • Health: 300
  • Armor: 150
  • Shield: 0
  • Weapon 1: Kopka grenade launcher
  • Weapon 2: Rocket launcher

Grenade Launcher (Primary fire)

It is a low range grenade launcher with no self damage, can load 16 rounds, reload takes 1.4 seconds and can shoot 3 grenades per second.
The most interesting about the Grenade launcher is the ability to change to 3 different 40mm grenades packs which can be selected pressing number 1, 2, 3 or rolling the mouse wheel, just like Mercy weapon change.
The armor helmet shows on screen a trail to see the projected grenade tracking.
If Sombra hacks Azai, he can continue using the Grenade launcher, but can not see the grenade trail.

HEG (High Explosive Grenade) (1 or mouse wheel)

This grenade explodes on contact with any surface, it have the highest damage of 50 (117.07dps) and it have a short range splash (1m), this grenade is useful to kill a single enemy.

ABG (Air Burst Grenade) (2 or mouse wheel)

This grenade explodes on the highest arc (when its inclination is 180º or it stop going up) this means its explode in middle air, if this grenade is fired down, it explode on contact, it have an average damage of 40 (93.66dps), and it have a long range splash (3m like Pharah), this grenade is useful to damage several enemies.

HSG (Heat Sensor Grenade) (3 or mouse wheel)

This grenade explode if an enemy is next to it (1m), reducing the chance to miss a shoot, if there is no enemies on the track it explode on contact, it has the lowest damage of 30 (70.24dps) and it have an average range splash (2m like Junkrat), this grenade is useful to damage a hard to hit enemy.

Projectile Interceptor (Shift)

Azai builds a small and stationary artifact on the floor, this artifact shoots to incoming projectiles, it is able to stop 3 projectiles per second only, it last until is destroyed, Projectile Interceptor has 50 health, Azai can not build more than 1 Projectile Interceptor, building a second one destroys the first one.
Projectile Interceptor does not attack enemies.
Projectile Interceptor does not delete projectiles, but detonate them.
To destroy the Projectile Interceptor, an attack faster than 3 shoots per second is needed!, this means some heroes like Pharah and Hanzo can not destroy it without abilities.
Sombra can hack the Projectile Interceptor making it useless for a short period of time.

Push Rocket (E)

Azai Shoots a big rocket to an enemy, this rocket do not explode, it deals a low damage (20), stuns and pushes the enemy (similar to Reinhardt Charge ability), it lasts for 2 seconds, pushes the enemy at 10 m/s, moving the pushed enemy 20 meters, If the pushed enemy crashes against a wall he gets 20 additional damage and the rocket stops pushing.

Proximity sensor (Passive)

Detect allies, enemies and incoming attacks behind Azai from 10 meters and even through walls, and alert Azai using signals on screen border.
  • A green triangle shows an ally
  • An orange triangle shows an enemy
  • A red triangle shows an incoming attack
The triangle size shows the distance, the smaller triangle shows something at 10 meters.
Proximity sensor doesn’t show who hero is the ally or enemy.
If Sombra hacks Azai, Proximity sensor stops working.

ATG (Anti Tank Grenade) (Q)

Azai loads in his Kopka Grenade Launcher an special pack of 16 ATG grenades, these grenades explode on contact with any surface, they have a huge damage of 100 (234.15dps) and they have an average range splash (2m).
This ultimate doesn’t have time limit, once is is used, Azai can keep these grenades and use them later, while Azai do not use them all a red warning sign appear over Azai head to warn enemies.
If ATG is used, Azai can not reload or change to other grenade until deplete all the ATG, once depleted, Azai reloads a normal grenade pack (the last pack selected).
If Azai dies before depleting the ATG grenades he lose them all (they disappear on respawn).
While Azai doesn’t deplete his ATG Grenades, ultimate charge will keep on 0%.

Credits


3D Armored for Azai by Muscleman
https://www.daz3d.com/armored
3D Sci-fi turret for Azai by Artyom Antipov
https://www.artstation.com/artwork/AWowW

Hyde

Hyde (Offense)

Yoav Rozent was a Numbani citizen victim of an experiment in which he was forced to take many potions to become an “organic weapon”, the results causes a sudden and temporary dissociative identity disorder and a ugly mutation when some emotions are triggered, like angry and fear.
The experiment reminds to Dr. Jekyll experiment and this is the reason why Yoav calls himself “Hyde”.
Health: 200 (lvl 1) / 250 (lvl 2) / 300 (lvl3)
Armor: 0
Shield: 0
Weapon: Biomechatronic gun

Ragemeter (Passive)

Hyde has a “Rage” meter on screen, this meter increases when Hyde receives damage, if Hyde reaches 300 damage, evolves to a mutation Level 2, and reaching 600 damage to level 3, on each level Hyde looks bigger and stronger, and his personality changes.
Ragemeter resets to 0 when Hyde dies, so, he gets stronger the longer he lives.
  • Level 1: Hyde is thin, optimist and likes to encourage his team, he is very formal, walks upright and with his head held high.
  • Level 2: Hyde changes to a muscular and more hunchback guy, he is more calculator, quiet, and evil.
  • Level 3: 3 Hyde is a big fat guy, he is mad and cheerful, he usually laughs and cries with no reason and his head and shoulders are tilted.
When Hyde evolves to the next level, his max health increases and his health increases proportionally, for example, if Hyde has 140 hp in level 1 (200 hp max), and evolves to level 2 (250 hp max), his health increases to 175 hp.

Spit of anger (Primary fire)

The Biomechatronic gun is an organic weapon connected to Hyde by valves, it gets stronger on every Hyde level, Hyde can load 100 “spits” on the Biomechatronic gun.
The Biomechatronic gun has a “mouth” which opens when it reload and shoots, when shooting makes an spitting movement and reloading makes a breathing or aspirating movement.
  • Level 1: Shoots 2 spits per second and makes 20 damage, it takes 2 second reload. Making a total of 38.46 dps.
  • Level 2: Shoots 3 spits per second and makes 30 damage, it takes 1.5 second reload. Making a total of 86.12 dps.
  • Level 3: Shoots 4 spits per second and makes 40 damage, it takes 1 second reload. Making a total of 153.84 dps.

Bite of despair (V)

Melee attack makes the Biomechatronic gun to bite and absorb health from the enemy, damage is 30, 40 and 50 for each level.

Adrenalin  (Shift)

This ability is available on level 2 or higher (can not be used after respawn), Hyde increases his movement speed to 9 m/s for 10 seconds, it is similar to Soldier:76 Sprint, but Hyde can stop moving and move again while in 10 seconds.

Accumulate (Q)

Hyde stop moving and defends for 3 seconds, all the damage received is reduced (10%), accumulated (90%) and channeled to the Biomechatronic gun, then shoots 10 charged spits in 2 seconds dealing the normal damage and the accumulated damage.
For example, if Hyde is on level 2 (weapon damage is 20) and uses Accumulate and he receives 500 damage while he defends, he lose 50 hp only, and channels 450 in 10 spits (20+45 damage each one), this is 65 per spit, (650 total damage with 10 spits).
If Hyde uses Accumulate and he don’t receive any damage, every spit will deal the normal damage (20 for level 2).
Hyde can move and aim while shoots the accumulated damage.
Accumulate can save Hyde from the most Ultimate abilities (not all), the following table shows the result of using Accumulate against a full loaded Ultimate:



Credits

3D Doom (2016) Hellshot for Hyde by Gregor Kopka https://www.artstation.com/artwork/w5yB5

Blackout

Blackout (Offense)
Victoria is an expert in light and energy, after omnic crisis, she wanted to protect omnics and its rights, some persons punished her for that, then she used his knowledge to destroy and remove the light and energy used against omnics and changed her name to Blackout.
Blackout uses her knowledge to control the energy on the field, and can interact in many ways with some heroes who use energy.
Health: 200
Armor: 0
Shield: 50
Weapon: Chaos Rifle

Chaos Rifle (Primary fire)

Blackout carries a war rifle with her, able to shot 5 bullets in 0.625 seconds and needs 0.375 seconds to reload 5 bullets more, the whole process (shoot and reload) takes 1 second.
Every Chaos Rifle bullet deals 20 damage, making a total of 100 dps.

Energy Boots (Passive)

While holding down the jump key Blackout will jump higher than normal (5m maximum), releasing the jump key stops going up.
Energy Boots can not be activated while is already in jump, this skill is not like Pharah Hover Jets, Energy Boots is a single jump, not a rocket pack or a double jump.






Light Bringer (Shift)

Blackout gives a Light buff to selected ally, it increases 10% ultimate charge AND, for some tank and support heroes it gives an additional effect:
  • D.Va: Over refill defense matrix to be able to work for 8 seconds.
  • Orisa: Protective Barrier increases 900HP (if is full will reach 1800HP)
  • Reinhardt: Barrier Field increases 2000HP (if is full will reach 4000HP)
  • Winston: Barrier Projector increases 600HP (if is full will reach 1200HP)
  • Zarya: Particle Barrier and Projected Barrier increases 200HP (if is full will reach 400HP) and last 2 seconds more.
  • Brigitte: Barrier Shield increases 600 HP (if is full will reach 1200HP)
  • Symmetra: Photon Beam reach level 3, and Photon Barrier increases 1000HP (if is full will reach 2000HP)
  • Merissa: Containment Panels increases 100 shield HP (if is full will reach 200HP)

Light Grabber (E)

Blackout gives a Light debuff to selected enemy, it decreases 10% ultimate charge AND, for some tanks and support heroes it gives an additional effect:
  • D.Va: Defense matrix is depleted
  • Orisa: Protective Barrier is destroyed
  • Reinhardt: Barrier Field is depleted 0 HP
  • Winston: Barrier Projector is destroyed
  • Zarya: Particle Barrier and Projected Barrier are destroyed
  • Brigitte: Barrier Shield is depleted 0 HP
  • Symmetra: Photon Beam resets to level 1, Photon Barrier is destroyed
  • Merissa: Containment Panels are depleted (Health:100 / Shield: 0)

Blackout (Q)

Emits a Light Grabber to all enemies in the field, no matter where they are, additionally all the buildings stop working for 3 seconds, it include Torbjörn Turrets, Symmetra teleports, Shield Generator, Sentry Turrets, Orisa Supercharger, Merissa Containment Panels and Azai Projectile Interceptor.
It would be interesting if the stage lights went out when this ability is used.
Credits
3D Victoria's Dystopian Dream for Blackout by Figurosity
https://figurosity.com/figure-drawing-pose-sets/victorias-dystopian-dream