[HC] Red, Muse of Cloudbank

Red is the main character and protagonist of the game from Supergiant Games, Transistor. A powerful game with engaging and unique gameplay mechanics, I’ve always loved how it challenged the genres it inhabited. The reason I am submitting the character is because it was suggested to me as part of a hat draw from the HotS community conceptor discord. I know the design is stupidly and overwhelmingly complex, but bear with me. I needed to capture the game mechanics in a single character. Regardless, I hope you enjoy the design!

In HotS, Red is a precision-oriented and highly flexible melee assassin who can execute a quick and powerful combo attack for high damage, but that leaves her vulnerable afterwards. As she levels up, she can apply her talents to any of her abilities or even change out her abilities to create the combos she wants.

Universe: Transistor
Role: Melee Assassin

Summon Mount
Z (Mount) – 4 sec Cooldown
Increases your movement speed by 30% while mounted.

Explanation: There is no need for a special mount.

Transistor
Trait (Passive)
Red’s health bar in split into three chunks (each with 33% of her health. When she falls below one of those health chunks, Plan() is instantly refilled, Red becomes Protected and Unstoppable for 1.5 seconds, and her longest Plan() cost ability is disabled until she is fully healed. Falling below that health chunk a second time has no effect until she is fully healed.

Explanation: Transistor keeps Red true to the namesake of the ability, her game. Red can be very powerful, but she can quickly lose power if she takes even a single misstep. Red also benefits the most from working with healers.

Crash()
Q (3 sec Cooldown) - Plan() Cost - 1.0
Red prepares to strike in a thin 3 unit line after a .5 second delay, dealing 165 (+4% per level) damage to all enemies in the line.
(Replacement) The ability that replaces this now stuns all enemies hit by it for .5 seconds. This stun does not stack.
(Passive Upgrade) Slows can only slow Red by a maximum of 25% for a maximum of 1 second. In addition, she gains 5 Armor.

Explanation: Crash() is Red’s most simple yet effective tool, able to output solid damage both out of Turn() and within it. Crash() can also add stunning effects if used as an upgrade, or it can give her resistance to slow effects and damage in general.

Breach()
W (5 sec Cooldown) - Plan() Cost - 1.5
Red charges up a blast in a thin line that grows wider as it goes, which fires after .75 seconds. Any enemy hit is dealt 190 (+4% per level) damage and is displaced slightly to the side. This displacement can stack when used through Turn().
(Replacement) The ability that replaces this has 25% increased range and speed. Tap instead can now be used as an area of effect within 3 range.
(Passive Upgrade) Your maximum Plan() is increased by 1.5.

Explanation: Breach() is Red’s signature and baseline ranged poke tool, as well as a solid ability to overspend her Plan(). Breach() also has slight knockback which can disorientate enemies when stacked with Plan(). When used as an upgrade, Breach() gives Red more freedom with her spacing from enemies. When used as a passive, Breach() makes Red’s burst much more effective in general, but does not hasten the speed at which she regenerates Plan(), making Turn() take even longer to restore.

Jaunt()
E (8 sec Cooldown) - Plan() Cost - 0.5
Red flies forward in a 5.5 unit line incredibly quickly. She cannot move or basic attack for .75 seconds after using Jaunt, but can use abilities. This ability’s cooldown does not refresh slower while her Plan() is recharging.
(Replacement) The ability that replaces this no longer refreshes half as quickly while Plan() is recharging.
(Passive Upgrade) Red recovers 1 Plan() every 5 seconds instead of every 8 seconds.

Explanation: Jaunt() is a simple, yet powerful engage and escape tool, but it is most effectively used to quickly reposition in a fight. Jaunt(), if used as an upgrade, gives her less reliance of her Plan(), either by letting her use her abilities more while regenerating Plan() or by regenerating Plan() faster.

Tier 1

Spark()
X (4 sec Cooldown) - Plan() Cost - 1.0
Red draws back for .75 seconds then launches a fast projectile in a 6 unit line. Upon hitting an enemy, they are dealt 80 (+4% per level) damage and 4 orbs are generated that fall in a square pattern around the enemy 1 unit away, all dealing a further 60 (+4% per level) damage to enemies within 1 unit radius of them.
(Replacement) The ability that replaces this now splits into two attacks in a very thin V shape. Jaunt instead leaves 4 orbs along the path of the Jaunt() which fall and explode like normal. Cull() will instead recast Cull() in a 2 unit radius around the enemy when they land, but that enemy cannot be hit twice.
(Passive Upgrade) When Red is hit by an ability, she generates a clone of her which will run in a random direction for 2.5 seconds. This clone has the same health as Red when created and will do no other actions.

Explanation: Red’s Tier 1 is dedicated to ranged options. Spark gives Red more focused area damage. If used to upgrade her other abilities, it gives them the unique ability to double hit enemies or hit more than one enemy, which can greatly increase its power. Jaunt() and Cull() both have unique effects. When used as a general upgrade, Red can block projectiles and confuse enemies by flooding the battlefield with short-lived clones.

Bounce()
X (5 sec Cooldown) - Plan() Cost - 1.25
Red hesitates for .25 seconds before firing a slow projectile along an 8 unit line. Upon hitting an enemy, the ability will bounce to another enemy within 6 units, dealing 100 (+4% per level) damage to all enemies hit. This can bounce up to 3 times.
(Replacement) The ability that replaces this hesitates for 1 second after hitting an enemy before re-firing at another enemy Hero within 4 units from the position of the impacted enemy.
(Passive Upgrade) Red gains a shield equal to 20% of her maximum health. This is refilled instantly when she falls below a health gate, or after being at full health for 5 seconds.

Explanation: Bounce() gives Red a wider area damage tool that can devastate a spread group of enemies without needing to worry about aim as much. If used as an upgrade, it allows her abilities to duplicate their effects, similarly to Spark(), but in a different way. When used as a standard upgrade, Red becomes much harder to kill, though her shield can be expended and never recovered if Red is poked effectively.

Tier 2

Get()
X (5 sec Cooldown) - Plan() Cost - 0.5
Red hesitates .5 seconds before firing a projectile in a thin 7 unit line. The projectile deals between 20 and 140 (+4% per level) damage to the first enemy hit, increasing with distance. The enemy hit is also pulled to Red.
(Replacement) The ability that replaces this now pulls any enemy hit 3 units towards Red. Bounce instead deals up to 40% increased damage against enemies more distant from Red.
(Passive Upgrade) You can now channel on objectives, pull in health and experience globes, and use healing fountains for 50% farther away.

Explanation: Tier 2 is dedicated to allowing Red to get into melee range with an enemy. Get() gives Red the powerful ability to pull an enemy to her from a long range, which can be a powerful kill option if she can bring them into her team. The damage is increased by distance, making it better to go for long shots. When used as an upgrade, she can cause any of her abilities to pull enemies towards her, but only a limited amount. It also can cause her long range damage skills to deal large bonus damage. The passive upgrade seems simplistic, but it can be an effective tool to ensure Red’s freedom of movement.

Mask()
X (8 sec Cooldown) - Plan() Cost - 0.5
Red becomes stealthed for up to 3 seconds, gaining unrevealable for the first 1 second. While stealthed, Red’s next basic ability will deal 25% increased damage if it hits an enemy turned away from Red.
(Replacement) The ability that replaces this will deal 25% increased damage to enemies turned away from Red. If the ability does not deal damage, it instead applies Frail to any enemy hit by it (increasing the duration of the next CC that hits them by 50%.) for 3 seconds.
(Passive Upgrade) After participating in the kill of an enemy Hero, Red gains unrevealable and 25% increased movement speed for 2 seconds.

Explanation: Mask() gives Red a semi-defensive tool that allows her to ambush enemies with increased damage. This uses a specific 180 degree cone that all characters will have on them. When used as an upgrade, Mask() can be a useful tool for amplifying damage as well as applying Frail to enemies. When used as a passive, Red can become a deadly melee assassin who can escape or reposition after every kill.

Tier 3

Help()
X (14 sec Cooldown) - Plan() Cost - 5.0
Red channels for 2 seconds to summon Luna, which will follow Red and attack enemies within 4 units of her. Luna has 580 (+4% per level) health and a Bark attack that deals 70 (+4% per level) damage to enemies in a 2.5 unit long, 90 degree cone after a .75 second delay. This Bark attack benefits from any upgrades attached to Help(). During Turn(), Luna will follow Red and queue Barks at nearby enemies, one per 1.5 Turn() spent. Help() cannot be used if Luna is already active.
(Replacement) The ability that replaces this now reduces the healing received of any enemy hit by the ability by 20% for 4 seconds. This cannot stack.
(Passive Upgrade) When using Turn(), Red’s highest Plan() cost ability becomes Kill(), which costs 1.5 Plan() and deals 300 (+4% per level) damage to all enemies in a 2 unit line.

Explanation: Help() is a very unique ability that essentially gives Red a small, automatic extension of her presence that will fight alongside her. While it is an uncontrolled summon, the delay on Bark and simplistic design should allow enemies ample opportunities to counterplay her. If she becomes an upgrade effect, Help() gives Luna a useful healing shred (perfect for an aggro assassin), or she can amplify her Turn() to devastate enemies.

Switch()
X (10 sec Cooldown) - Plan() Cost - 1.5
Red instantly causes an enemy Hero within 2.5 units to treat Red as an allied Hero for 2.5 seconds.
(Replacement) The ability that replaces this applies the above effect on any enemy it effects if the enemy is above 75% health and Red is below 15% health.
(Passive Upgrade) When Red kills an enemy minion, she will summon a holograph of it with the same movespeed, damage, and attack speed, which will push down that lane. These holographs have health equal to the minion killed, but any damage by an enemy Hero will destroy the holograph.

Explanation: Switch() is a very unique skill that can keep Red alive and even boost her effectiveness in combat, as she can make her an ally to one enemy every so often. This can keep a Tank from peeling her off their squishies, allow her to steal healing or buffs from the enemy support, or even allow her to escape from a high damage enemy Assassin. When used as a Replacement, she can allow one of her abilities to apply the swap effect on any high health enemy, allowing her to have a powerful escape tool when used on a low CD ability. Additionally, she can amplify her split-pushing by using Switch() as a passive effect.

Tier 5

Purge()
X (6 sec Cooldown) - Plan() Cost - 1.0
Red channels for .6 seconds as she prepares an 8 unit long, 50 degree cone. After channeling, Red releases a parasite which quickly travels to the highest health enemy in the area. After arriving at the enemy, the enemy is deal 3% of their current health every .5 seconds for 2.5 seconds.
(Replacement) The ability that replaces this now applies a parasite to any enemy hit, dealing an additional 2% of their maximum health every second for 3 seconds.
(Passive Upgrade) When Red is stuck by a basic attack, she will retaliate at the enemy, dealing a basic attack at 40% power.

Explanation: Tier 5 gives Red two unique debuff effects that grant her more powerful consistent power. Purge() gives Red the ability to degrade high health enemies before she engages and finishes them off, giving her a good poke tool that can also be used to start off combat. If used as an upgrade to an ability, it adds some solid % health damage to tankbust. If used as a passive, it increases Red’s ability to kill enemies with basic attacks.

Void()
X (7 sec Cooldown) - Plan() Cost - 0.75
Red channels for .25 seconds while targeting at an enemy within 5 units before corrupting them, reducing their Armor by 10 and their damage dealt by 20%. This can stack on an enemy up to 3 times, but further stacks only apply half the effect (max of 20 and 40% respectively). This effect lasts up to 3 seconds.
(Replacement) The ability that replaces this always deals 25% increased damage and any negative effects it inflicts has its duration increased by 25%.
(Passive Upgrade) Red deals 15% increased damage with abilities and 40% increased damage with basic attacks.

Explanation: Void() has a unique interaction with Turn(), giving her a useful but limited ability outside of Void(), but allowing her to stack a powerful debuff before a combo or a fight when stacked with Turn(). Void allows Red to burst enemies as well as survive, making her an effective duelist as well. If used as a replacement upgrade, Red can blatantly increase the damage and effects of one of her abilities. If used as a passive upgrade, Red simply increases all of her damage by a moderate amount. This passive can be used with Purge() to deal greater damage.

Tier 6

Cull()
X (8 sec Cooldown) - Plan() Cost - 2.0
Red prepares to strike in a 1 unit radius 1 unit away from Red after a 1.25 second channel. This strike must be centered 1 unit from Red. Any enemy hit is dealt 340 (+4% per level) damage and is knocked into the air for 1 second. If used in Turn(), after striking the enemy with Cull(), they cannot be effected by any of Red’s other abilities.
(Replacement) The ability that replaces this pushes any enemy hit back 2.5 units. If the ability already had a displacement effect, the displacement is increased by 100% instead.
(Passive Upgrade) Whenever you pass through an enemy while using Turn(), they are dealt 120 (+4% per level) damage. This can only effect them once per Turn(), and is dealt when Turn() is executed.

Explanation: Tier 6 focuses on large damage effects. Cull() is a perfect finisher to deal high damage to enemies or to end a Turn() with. It’s knockup effect prevents Red from chaining them together with enough Plan(), as well as allowing her to disengage after a Turn(). When used as an upgrade to an ability, it gives the ability a spacing tool for keeping distant enemies at bay, and when used as a Passive effect, it gives her more of a reason to get up and close with an enemy during Turn().

Flood()
X (5 sec Cooldown) - Plan() Cost - 1.25
Red projects a storm sphere in a target direction which slowly travels 1 unit every second, and lasting 5 seconds. Any enemy in the storm sphere is dealt 70 (+4% per level) damage every second.
(Replacement) The ability that replaces this creates a lingering damage area in an area dependant on the ability, which lasts for 3 seconds and deals 44 (+4% per level) damage every second. In abilities that impact enemies, it creates a 2 unit radius area around impact. In abilities that travel through in a line, it creates the area in that line. Within an area or cone, the area matches the base ability’s area.
(Passive Upgrade) When Plan() is full, Red restores 1.5% of her maximum health every second.

Explanation: As opposed to the powerful burst effect of Cull(), Purge() gives Red a persistent damaging tool that can melt an entire enemy team if they are kept in an area. Multiple Floods() can be active at the same time with Turn(). When used as a Replacement effect, Red adds to her area denial by allowing all of her abilities to paint the battlefield with damaging areas. When used as a Passive effect, Red gains a powerful healing factor when she is not using Turn().

Tier 7

Load()
X (3 sec Cooldown) - Plan() Cost - 0.75
Red channels for .5 seconds to create a small Packet of energy at a target location within 5 units. This packet will arm after .5 seconds. When the Packet is hit by one of Red’s abilities, it explodes, dealing 240 (+4% per level) damage to all enemies hit within 2.5 radius and knocking them out of it.
(Replacement) The ability that replaces this instantly generates a Packet upon hitting an enemy and detonates it at their location.
(Passive Upgrade) Every 4 seconds, a Packet is generated at a random location within 5 units of Red.

Explanation: Load() is one of Red’s capstone abilities, allowing her to prepare deadly traps and combos for enemies. This allows a strategic Red player to set up combos with Turn() that can annihilate all in it’s path. When used as an upgrade, it adds a simple, large damage boost to an ability. When used as a passive, she must be flexible as she transforms a field of deadly explosives into a minefield for her foes.

Tap()
X (6 sec Cooldown) - Plan() Cost - 1.75
Red hesitates for 1 second before slamming downwards, dealing 180 (+4% per level) damage to all enemies within 3 units. Red is healed for 40% of the damage this deals to Heroes.
(Replacement) The ability that replaces this heals Red for 25% of the damage it deals. If the ability does not deal damage, it instead causes the ability to deal 50 (+4% per level) damage to any enemy hit and heal Red for all damage dealt this way.
(Passive Upgrade) Red’s maximum health is increased by 20%.

Explanation: Tap() is Red’s secondary capstone ability, allowing her to siphon health from enemies to sustain her ability to maintain in combat. If used as an upgrade, she can add damage and healing to her abilities, possibly granting her great sustain. As a passive, Red simply gains a much larger maximum health pool.

Turn()
Heroic #1 (8 sec per Plan()
(Passive) This heroic is available at level 1. In addition, Red does not use mana, and instead uses Plan(), which has up to 2.5 maximum. Her abilities do not normally cost Plan(), but when used through Turn(), they deplete it. Her abilities can even over-deplete Plan(), but no ability can be used if Red lacks any Plan(). If Red ever has less than full Plan(), her abilities refresh at half speed.
(Active) Red suspends herself, causing her to remain in place as she controls a copy of herself that is invisible to enemies. Enemies cannot see that she is suspended. The copy cannot basic attack, moves at twice her movement speed, and can cast abilities with no cooldowns, though the abilities freeze in place and are not enacted until she exits Turn(). Her abilities also now consume Plan(), and if she ever runs out of Plan(), it is instantly ended and the effects commence incredibly rapidly (the delays are also performed nigh instantly). Red can retract an action (including movement) but right clicking, and can commence the Turn() early by using the ability again. Every 1.5 units she walks during Turn() consumes .25 Plan().

Explanation: Turn() is her trademark ability, which drives her entire source game and HotS playstyle. Turn() makes her incredibly powerful in bursts, and preparing perfect executions will make Red a frightening force in the Nexus.

Tier 1

• Spark(): Red replaces one of her basic abilities with Spark(). The existing ability is applied to Spark() as a replacement effect. If the ability being replaced already has 2 upgrades on it, the oldest upgrade is converted to a passive upgrade effect.
• Bounce(): Red replaces one of her basic abilities with Bounce(). The existing ability is applied to Bounce() as a replacement effect. If the ability being replaced already has 2 upgrades on it, the oldest upgrade is converted to a passive upgrade effect.
• Process I: Red selects one non-process talent that is not on Tier 4 or 7 and can select her Trait or one of her basic abilities. If she selects a basic ability, the talent has it’s replacement effect applied to the ability chosen. If she chooses her trait, Red instantly gains the effects of that talent’s passive upgrade effect. The choice is final upon making it.

Tier 2

• Get(): Red replaces one of her basic abilities with Get(). The existing ability is applied to Get() as a replacement effect. If the ability being replaced already has 2 upgrades on it, the oldest upgrade is converted to a passive upgrade effect.
• Mask(): Red replaces one of her basic abilities with Mask(). The existing ability is applied to Mask() as a replacement effect. If the ability being replaced already has 2 upgrades on it, the oldest upgrade is converted to a passive upgrade effect.
• Process II: Red selects one non-process talent that is not on Tier 4 or 7 and can select her Trait or one of her basic abilities. If she selects a basic ability, the talent has it’s replacement effect applied to the ability chosen. If she chooses her trait, Red instantly gains the effects of that talent’s passive upgrade effect. The choice is final upon making it.

Tier 3

• Help(): Red replaces one of her basic abilities with Help(). The existing ability is applied to Help() as a replacement effect. If the ability being replaced already has 2 upgrades on it, the oldest upgrade is converted to a passive upgrade effect.
• Switch(): Red replaces one of her basic abilities with Switch(). The existing ability is applied to Switch() as a replacement effect. If the ability being replaced already has 2 upgrades on it, the oldest upgrade is converted to a passive upgrade effect.
• Process III: Red selects one non-process talent that is not on Tier 4 or 7 and can select her Trait or one of her basic abilities. If she selects a basic ability, the talent has it’s replacement effect applied to the ability chosen. If she chooses her trait, Red instantly gains the effects of that talent’s passive upgrade effect. The choice is final upon making it.

Tier 4

• Limiter-Efficiency: When Red is within 5.5 units of an enemy Hero, she takes 20% increased damage from all sources. In addition, when Red deals damage within 3 units of an enemy Hero, she instantly recovers .25 Plan() and all of her cooldowns are reduced by .25 seconds.
• Limiter-Responsibility: Red loses all passive upgrades and can no longer gain passive upgrades. However, all of her Plan() costs are decreased by .25, to a minimum of .25.
• Limiter-Priority: Transistor has its health chunks modified. Now, her health chunks are at 55% and 20%, and when she falls below 55%, she loses her two highest Plan() cost abilities instead of only one.

Tier 5

• Purge(): Red replaces one of her basic abilities with Purge(). The existing ability is applied to Purge() as a replacement effect. If the ability being replaced already has 2 upgrades on it, the oldest upgrade is converted to a passive upgrade effect.
• Void(): Red replaces one of her basic abilities with Void(). The existing ability is applied to Void() as a replacement effect. If the ability being replaced already has 2 upgrades on it, the oldest upgrade is converted to a passive upgrade effect.
• Process IV: Red selects one non-process talent that is not on Tier 4 or 7 and can select her Trait or one of her basic abilities. If she selects a basic ability, the talent has it’s replacement effect applied to the ability chosen. If she chooses her trait, Red instantly gains the effects of that talent’s passive upgrade effect. The choice is final upon making it.

Tier 6

• Cull(): Red replaces one of her basic abilities with Cull(). The existing ability is applied to Cull() as a replacement effect. If the ability being replaced already has 2 upgrades on it, the oldest upgrade is converted to a passive upgrade effect.
• Flood(): Red replaces one of her basic abilities with Flood(). The existing ability is applied to Flood() as a replacement effect. If the ability being replaced already has 2 upgrades on it, the oldest upgrade is converted to a passive upgrade effect.
• Process V: Red selects one non-process talent that is not on Tier 4 or 7 and can select her Trait or one of her basic abilities. If she selects a basic ability, the talent has it’s replacement effect applied to the ability chosen. If she chooses her trait, Red instantly gains the effects of that talent’s passive upgrade effect. The choice is final upon making it.

Tier 7

• Load(): Red replaces one of her basic abilities with Load(). The existing ability is applied to Load() as a replacement effect. If the ability being replaced already has 2 upgrades on it, the oldest upgrade is converted to a passive upgrade effect.
• Tap(): Red replaces one of her basic abilities with Tap(). The existing ability is applied to Tap() as a replacement effect. If the ability being replaced already has 2 upgrades on it, the oldest upgrade is converted to a passive upgrade effect.
• Limit.exe: Instantly gain all Tier 4 talents. Her damage during Turn() is increased by 25%.
• In the Country: When Red is killed, she will hesitate for 4 seconds before she revives at the location of her nearest allied Hero. If every enemy hero is dead at one time, Red is slain as well, and only revives when the last slain enemy hero revives.
• Process VI: Red selects one non-process talent that is not on Tier 4 or 7 and can select her Trait or one of her basic abilities. If she selects a basic ability, the talent has it’s replacement effect applied to the ability chosen. If she chooses her trait, Red instantly gains the effects of that talent’s passive upgrade effect. The choice is final upon making it.

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This makes me want to make The Kid…