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

Jiahao

Jiahao/Bulletman (Offense)

Jiahao is a Chinese kung-fu and gun-kata fighter, he is very smart and fast, he is good flanking and infiltrating, but he is not really silent, he caries 2 guns and he can use it all the time.
Health: 200
Armor: 0
Shield: 0
Weapon: Justice Guns

Justice Guns (Primary and secondary fire)

Jiahao uses 2 guns and can shot them independently with left and right click, this means he can shoot both guns simultaneously if both mouse button are pressed at the same time, each gun can be fired 1 time per 1 second, this means he can fire 2 shoots per second asynchronously.
Both arms moves separately while Jiahao changes his target, allowing him to aim to different spots, if he aims to a target pressing left mouse button without releasing it and aim to another target pressing right mouse button, left arm will continue shooting the first target. this makes Jiahao the only one who can shoot to 2 entrances at the same time.
Each Justice Gun deals 45 damage, can load 20 bullets and takes 1 second to reload, both Justice guns deals 85.71 damage per second.

Spinning kick (V)

Jiahao makes a spinning kick when melee attack key is pressed damaging and pushing back to all the nearby enemies in a 2 meters radius, Justice guns can be used while in Spinning kick.
Spinning kick can be used while on jump causing knocking the enemies down.
Spinning kick can be used while on crouch causing a spinning sweep pushing the enemies up.

Dash (Shift)

Jiahao darts forward quickly 15 m in 1 second and horizontally only, while in Dash the player can attack in 4 different ways if one of the following buttons are pressed:
  • Melee attack (V key): Jiahao kicks forward damaging and pushing the enemy back.
  • Jump (Space key): Jiahao kicks higher damaging and knocking the enemy down.
  • Crouch (Ctrl key): Jiahao sweeps lower damaging and pushing the enemy up.
  • Fire (Primary or secondary click): Jiahao can use their guns while dashing.

Bullet Evasion (E)

Jiahao avoid enemies projectiles for 2 seconds, even if he is attacked from backward, this skill is similar to Genji Deflect, but this one does not reflect the projectiles and, as always, Justice guns can be used while Jiahao evades.

Action sequence (Q)

The whole game lows the speed /4 (similar to when a round ends), this makes an advantage for all the players, allies and enemies, but Jiahao will increase his speed 4 times.
Action sequence lasts 4 seconds, speed reduction is progressive and will back to normal suddenly when time ends.
Speed reduction is not accumulative, if there are more than 1 Jiahao using Action sequence at the same time, the game speed reduction will be the same (/4).
Action sequence is a common resource used in many action movies, like Matrix:
https://www.youtube.com/watch?v=iuslUzbJEaw

Phantia

Phantia (Defense)

Phantia was a ghostly woman from Talon who uses similar techs than Reaper, maybe also Moira is related to her, but Phantia didn’t like Talon ideals and she left the terrorist organization and joined Overwatch.
Phantia is a rude, aggressive and sadistic girl, she doesn’t show empathy for her enemies pain, just like Reaper or Widowmaker.
While Phantia was in Talon she used a dark style similar to Reaper, On Overwatch Phantia changed her style to a white ghostly style.

Health: 200
Armor: 0
Shield: 0
Weapon: Screamer Crossbow

Ghost moves (Passive)

Phantia doesn’t touch the floor when she moves, she floats 20 cm (almost 8 inches) above the ground.
Walking, Jumping, falling down and other moves works normally, so this “skill” doesn’t give any advantage to Phantia, it is aesthetic feature only.
Ghost moves are not silent steps, when Phantia moves she makes a “windy” sound easy to recognize for enemies.


Screamer Crossbow (Primary fire)

Phantia uses a Crossbow which can load 2 arrows, she can shoot 2 arrows per second and takes 1.2 seconds to reload them, an arrow deals 24 damage.
After 10 meters, the arrow fragments in 4 minor arrows, each minor arrow deals 24 damage too, so, if all the arrows hits the same enemy he receives 112 damage, this makes Phantia works better from a long distance.
If an arrow (or minor arrow) miss an enemy and hit the floor,  wall or any obstacle, it creates a little white flame which lasts for 3 seconds, if an enemy touches a flame it gets 20 damage.

Double Arrow (Secondary fire)

Phantia can throw both arrows simultaneously pressing the secondary fire, it takes 1 second (double than throwing a single arrow).
If both arrows hit an enemy, they do 56 damage, if both arrows fragments and hit an enemy they do 224 damage (28 x 2 x 4), this is really hard, because 2 fragmented arrows travel very far apart.

Transformation (E)

A 4 pane cake menu appear on screen to select 4 animals, selecting an animal causes Phantia to become that animal, this menu is similar to the communication menu.

Cat Transformation

Phantia becomes a white cat, while in cat shape, she is small and can jump higher helping her to reach high surfaces.

Rat Transformation

Phantia becomes a white rat, while in rat shape, she is smaller and her speed is increased helping her to move faster but is unable to jump.

Owl Transformation

Phantia becomes a white owl, while in owl shape, she is small and can fly helping her to reach higher surfaces but her speed is decreased.

Frog Transformation

Phantia becomes a white frog, while in frog shape, she is smaller and can not move, this transformation is not useful at all.
While in Transformation, Phantia can not attack or use any skill, her steps are silent, her whole body is reduced and if she is hit all the damage will be like a headshot, transform lasts 10 seconds and Phantia can cancel it pressing E again.

Traspase (Shift)

Phantia go through a thin wall in front of her, this skill fails if there are no walkable surface on the other side or wall is too wide.
Traspase can be used twice, so Phantia can go back to an unexpected situation.

Polymorph (Q)

All the enemies in 40 m radius turns into a ram for 4 seconds, this ability can go through walls.
while in ram form, an user can run and jump as usual, pressing V (melee attack) can hit an enemy using its horns, his life/armor/shield are the same, previously used skills can continue working (like buildings, hacks, Crossfade/Amp it up, etc), but can not perform new skills or use his weapons.
Polymorph forces the enemies to run away and hide, making it an useful tool to clean an area, but an expert ram could kill Phantia using its horns, if Phantia dies, the effect ends.

Credits

3D Crossbow Model for Phantia by Alain Zada
https://www.3dcadbrowser.com/download.aspx?3dmodel=67010
3D Bighorn sheep for Phantia Rams by cgmobile
https://www.turbosquid.com/3d-models/3d-model-bighorn-sheep-rigged-horns/1132913

Cormac

Cormac (Support/Healer)

Cormac is neutral in the omnic crisis, he believes in the balance as an absolute truth that must be protected, Cormac looks for the balance even in the battlefield, and their skills are made thinking on that purpose.
  • Health: 200
  • Armor: 0
  • Shield: 0
  • Weapon: Justice Injector
  • Difficulty: ★★★★ (it is really hard and stressful)

Balance Board (Passive)

Cormac has a 4 columns interface every column shows a counter:


  • Health (Yellow): The first counter increases when Cormac heal himself using Interior light and decreases when is hitted by any enemy (it doesn’t matter how much damage or how many hits).
  • Heal (Orange): The second counter increases when Cormac heal an ally using Healing light and decreases after 30 seconds.
  • Offense (Red): The third counter increases when Cormac hits an enemy using Suffering light and decreases after 30 seconds.
  • Time (Purple): The fourth counter increases every minute and goes back to 1 when Ultimate is used.
Counters give a score as shown in the following table:
And the 4 counters summed give a total score.
Minimum count for any bar is 1 and maximum is 5 the highest score for every counter is at 3 points where score is 40.
At the beginning, all the counters have 1 point, so the total score is 40.
If Cormac is damaged he should lose 1 Health point but as he is on the minimum value he keeps on 1, if he heals himself twice he gets +2 points (total: 3).
If Cormac heals 3 allies he will get +3 Heal points (Total: 4)
If Cormac use his skill against 1 enemies he will get +1 Offense points and after 30 seconds with no use his skill he lose -1 Offense point (Total: 1)
After 2 minutes Cormac gets 2 Time points (Total: 3)
Total Score is 40+25+10+40 = 115
If all the counters have 3 points (perfect score) it gets 40 extra points
Total Score is 40+40+40+40 (+extra 40) = 200
A blue aura appears over Cormac when he gets the perfect score (red aura for enemies).

Healing light (Primary fire)

Cormac emits a long range healing light, the target ally gets a heal equal to Balance board total score per second.
Using Healing light gives +1 heal point.

Suffering light (Secondary fire)

Cormac emits a long range damage light, the target enemy gets a damage equal to Balance board total score per second.
Using Suffering light gives +1 offense point.

Interior light (Shift)

Cormac heals himself, he gets a heal equal to Balance board total score.
Using Interior light gives +1 health point.

Load balancing (E)

Cormac emits a light to every nearby and visible ally make them connected, all the damage incoming for any connected ally will be divided among all the connected group.
The total damage is the same, for example, if Cormac connect Roadhog and D.Va, and D.Va is attacked by a 90 damage attack, she receives 30 only, but Roadhog and Cormac receive 30 damage too, then (30 + 30 + 30 = 90)

Justice light (Q)

Cormac emits a long range light to all directions for 3 seconds, all the allies/enemies in range gets a heal/damage equal to the balance board total score per second.
Using Justice light resets time counter to 1.

Credits

3D Sci-Fi Gun and Poses for Genesis 3 and 8 for Cormac by UnderConstruction
https://www.daz3d.com/sci-fi-gun-and-poses-for-genesis-3-and-8