Don’t know who it would fit, lorewise, but seems like it could come from Rock n Roll racing.
Anyway here is the ability layout:
tank - I’ve noticed a bit of a gap in anti-ambush tanks. Mei sort of fills this role but seems to focus on aa heroes. This is like Mei but for mages (or “melee mages” like Sonya or Qhira):
D - passive: gain 1% CDR and health for every nearby ally that does not take damage from an ability you take damage from. Lasts until the ability finishes its cooldown.
Q - An area of effect (probably damage) in a wide line in a direction, similar to Blaze’s oil spill but much longer. Instead of slowing enemies this hero has dramatically increased movement speed in this area for some fixed amount of time.
W - Resets all nearby ally basic cooldowns and gives 25 armor for 2 seconds.
E - Tether an enemy hero to you, slowing their movement by x when moving away but speeding it up by x when moving towards you. Additionally, siphon half of their healing when they are healed.
R1 - Passive: when an ally dies reset all cooldowns and increase CDR and move speed by X%. Active: Protects an ally but takes 110% of the damage avoided
R2 - target an enemy hero to reveal them for 20 seconds. Can only cast on one enemy hero at a time.
R120 - on death give all nearby surviving allies up to 25% damage and armor until you revive. Amount reduced based on distance from each ally.
R220 - double range and reduces damage by x%, decaying over 5 seconds.
other misc talent ideas:
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R220.2 - (gambit) double range, reduces damage by 2x%, decaying over 5 seconds but after that five seconds damage is increased by up to x% over 5 more seconds.
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Q can be redirected. This is how it gets similar in mechanics to Blaze’s oil spill. When you choose the location and direction, you choose an “elbow” with the ‘arm’ coming back to you and the ‘forearm’ stretching out in the indicated direction such that the total length is always constant.
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[gambit] activating D immediately costs x% cdr and health but all gains for the next y seconds are permanent.