Your hero concepts

Put your ideas for a hero concept here, into as much or little detail as you want :slight_smile:

Terra
Female hero, in geologist gear (future like fashion)
Defense
250 health (200 health + 50 armor)
Ability 1: Tremor: All enemy ground units are given a slight tremor to their aim. (1 second with 12 second cooldown.)
Ability 2: Hard hat: Cannot be headshot. (4 seconds with 12 second cooldown)
Passive: Buildings and obstacles can be broken and falling debris can damage the enemy.
Weapon: Teroid: A huge weapon used to shoot at buildings and enemies to break them down and damage. Alt fire: Rock roller; Shoots a rock that rolls a starigjt oath until it hits something.
Ult: Pitfall: Digs an abyss that enemies can fall or be pushed into. (Lasts for 5 seconds.)

2 Likes

I’ll leave a link because I don’t want to make people scroll to much.
http s://docs.google.com/document/d/12oeuZr8iXyd9MRQhFJJDGRZpXwO_2VmAx1e4XCx-u7I/edit?usp=sharing

2 Likes

I’m still trying to flesh mine out. All I’ll say here is that I’d like to see another defense hero added to the roster, so mine is a defense hero ^^

1 Like

I can’t wait to see.

Protector Tank with 150HP + 250HP shields.
Regular size body, but the shield hitbox extends somewhat. When shields are broken they need to be hit in the body to take damage. This hero is an off-tank, designed to have synergy with other tanks and block masses of damage without being an immovable object themselves.
Primary Weapon - Technician Wand
“Damage enemies with a fine point of light and prime them to take damage once all ammunition is depleted.”
Secondary Fire - Restraint
“Use the tech behind your shielding to crush and weaken an enemy that gets too close”
Deals 150 damage over 2 seconds and reduces their attack by 50% for that duration. 12 second cooldown, uses some ammo, short range.
First Ability - Nebula
“Combine your offensive and defensive abilities into a slow moving projectile”
Spawn a floating diamond made of 120 shields. If destroyed, energy sears enemies within range. 4 second cooldown. Modest zoning and ranged presence.
Second Ability - Prism
“Construct a small cubic bunker to shield your team from damage. This static shield can be enhanced with the Technician Wand.”
Press to enter ‘build mode’ then click to set it. Starts with 500HP but the Wand buffs it up to a maximum 1500HP.
Ultimate - Thunderbolt
“A scorching hot laser blasts down on your enemies as it cleaves a path before you”
Summon a powerful laser that fires directly down from the sky. Easy to avoid but persistent and pierces shields.
Passive - Warding
“Repair shields using the Wand’s unique technology; this resource regenerates over time.”
Restores shields to allies and Prism. Personal shield regen rate outside of battle is twice as fast. This works on all innate shield health and deployable shields.

4 Likes

There is a concept I made a long time ago, when my English was far worse and there was no Moira in the game. Now this hero kinda overlaps with Moira in theme, but his kit is quite different. For those who don’t like longreads - you can skip the story part.

In-game Name: Zeki
Real Name: Zeki Terzi
Gender: Male
Age: 77 (The oldest of heroes)
Nationality: half-Turkish half-Indian.
Occupation: scientist, biologist, chemist, physicist, mathematician, nano-technologist, inventor, visionary, philosopher, artist, craftsman, adventurer and so on…
Base of Operations: Oasis (formerly)
Affiliation: Oasis Science Council (formerly), Vishkar Corporation (formerly)

STORY:
Professor Zeki Terzi, also known as “Man of all Science” - one of the brightest minds in the world, who inspired generations of young scientists all around the globe. As a top authority in scientific society, he was the ideologist behind Oasis Project - one of the world’s most advanced cities, a shining jewel rising from the Arabian Desert, a city dedicated to scientific progress without restraints.

From youth Terzi had insatiable hunger for knowledge. Even while living in poverty, his spend all his money on books and internet sources. He was charmed by nature of the world around him and he wanted to learn and understand every little part of it. He wanted to know how everything is connected.
Once, when he was only a student, he said, that humans in future will be able to create meat and bread from energy of the sun or wind and build houses made of light. Other students laughed. Now most of these students work for the Vishkar Corporation and use hard-light technology that was based on ideas and theories of Terzi.

Zeki usually called a modern alchemist for his obsession with an idea of transmutation. Professor Terzi believes that everything can be converted into anything else because all things in the universe came from the same origin. In Zeki’s opinion, there is no difference between energy and matter and all things are the same on more deep, fundamental level. And everything can be used as material for the good of humanity.

The Vishkar corporation was never allowed in Oasis because of their radical methods of doing business, but Zeki gladly worked with the corporation which gave him unlimited resources for his researches. By the end, he made a lot of money for the corporation.
Several year ago, with all power of the Vishkar Corp resource base, he moved forward to achieve his original idea. He invented a device which can create matter out of energy. So-called Vita-matter was a “smart” pseudo-organic substance which can be “programmed” by nano-machines to have different properties. Even Professor Terzi could not understand full potential of his invention, but he decided that the rightest way to use it was the way he thought about at student days: he learned how to program Vita to be nutritious as a food and have healing effect to use it at medicine and biotic technologies. He thought that he found the way to solve the problem of hunger and help people in countries affected by Omnic Crisis.

But not everyone shared Zeki’s ideas. At one day professor discovered, that someone in the Vishkar corporation wanted to sell his invention to some shady organisation to convert it into a weapon.
The next day there was a terrible accident: malfunctioned Vita-generator exploded and vaporized the whole laboratory with all inventions and research data in the Vishkar Labs in Turkey. Fortunately, the accident happened at night, when all lab employees were at their homes. Unfortunately, Professor Zeki Terzi always stayed at lab for the night to work on his promising project.
On that day the world lost one of the brightest minds and maybe the most important invention at once.

Nowadays, mass medias all over the middle-east report about mysterious guru-like old man with backpack-looking device on his back connected with strange glowing gloves on his hands. The old man occasionally appears in areas of danger and helps victims of war, terrorism and humanitarian crisis. Eyewitnesses say that this elder makes medicines and food out of thin air.

The identity of the old man has not yet been established, but no one doubts that this is Professor Terzi. There are rumors that he is looking for an apprentice to continue his projects. Scientists all across the world tries to find Zeki and become his successor, but professor is forced to avoid publicity, because agents of Vishkar are hunting for him and his tech.

PERSONALITY:
“Humanity is too immature and irresponsible for my inventions. So I have to do everything myself”
Zeki is very old man with big and light hearth. He works for the good of humanity, although sometimes he believes that it does not deserve it. He acts like a teacher for all people around, kind enough to encourage their good intentions and ambitions, but wise enough not to turn a blind eye on their dark side.
He is vigorous and physically strong, thanks to science and traditional yoga training, but old age reminds him that no life can last forever and he should think about his legacy.

APPEARANCE:
Dark-skinned old man with very slim body and long limbs. Not very tall because of crooked posture. He facial hair looks like letter “T” because of very long white colored beard and horizontally arranged mustache. He also has fluffy eyebrows. He wears a turban and traditional (but with sci-fi twist) lightweight mantle and scarfs on top of modern urban clothes with armor parts and scientific equipment. He also has backpack-looking device on his back with glowing sphere inside of it. The device is connected with special gloves via glowing tubes wrapped around his arms.

STATS AND ABILITIES:

Health: 200

Weapon: Vita-Gloves
Zeki projects massive globules of Vita-substance from palms of his special gloves and launches them at enemies and allies.

Primary fire: Vita-globule
Launches globule of Vita substance which can attach to any surface, enemy or ally. Can be detonated manually with M2 or detonates automatically after 5 seconds.
Type: Linear projectile
Projectile speed: 28 m/s
Rate of fire: 1 shot per second
Ammo: 12
Reload time: 1.5 seconds

Secondary fire: Detonate Globule
Detonate all existing globules of Vita. They can be detonated in mid-air. Each globule explodes and leaves cloud of Vita-particles. All enemies caught in cloud constantly receive a quick DoT effect. All allies caught in cloud constantly receive a quick HoT effect. If globule was attached directly to enemy or ally the cloud will be attached too. Effect of several clouds do not stack. DoT deals full damage to armor.
Area of Cloud: 2.5 meters radius
Duration of Cloud: 0.5 second
Duration of Damaging effect: 1 second
Damage of effect: 75 per second
Duration of Healing effect: 3,5 seconds
Healing of effect: 50 per second

Visuals:
Globules look like big droplets of glowing lava-looking goo. They may be in different shades of green for you and allies and shades of red/orange for enemies. The clouds look not like gas, but more like colored dust like in Indian Holi Festival Of Colours.
Enemies affected by DoT have their healthbar highlighted for Zeki player with orange color, while Allies affected by HoT have their healthbar highlighted with green color. Both enemies and allies have Vita-particle effects of appropriate color on them while they are affected by DoT or HoT.

Note:
Zeki’s Vita-gloves lacks headshots and burst potential, but they provide good constant, but slightly delayed damage and zone control. Splash damage is fixed on 75 damage per second of DoT and has no range falloff. Direct hits deal ~38 damage with cloud + 75 with DoT, 113 damage during 1.5sec per direct hit which is low for Offence hero, but great for Support, especially because it can hit multiple enemies at once. Projectile speed is not very fast, but globules have pretty big hitbox (like 50% charged Symmetra sphere) and ability to manually detonate them gives player more control over damage.
Globules and Clouds do not pierce barriers, but player can launch globule above enemy shield and detonate it behind.
Direct hits are hard to land due to sloe projectile speed, but with ability to manually detonate globules in mid-air Zeki can put some pressure on flying enemies like Pharah or Mercy.
Healing effect is weaker than damaging effect in terms of raw numbers, but has longer duration which helps Zeki put HoT on several allies and focus on dealing with enemies. Zeki’s is not as powerful solo target healer as Mercy or Ana, but with good aiming and timing skills he can effectively heal the whole team. HoT effect heals for 175HP over 3,5 seconds. Clouds can heal for additional 25HP so direct hits heal for 200HP over 4 seconds (50HPS).

E-bility: Glue-shot
After brief delay Zeki shoots a globule of Vita-glue with such force so first enemy hit is greatly knocked back. If enemy impact a wall he will be glued to it and stunned for several seconds. Glued enemies are immune to damage, but stun effect can be cleared if Glue is destroyed. Glue can be damaged both by enemies and allies and has the 75% of affected target max health up to 250.
Type: Linear projectile
Projectile speed: 88.88 meters per second (Like Mei Icicle)
Duration: up to 5 seconds
Damage: 50 if enemy impact a wall
Cast time: 0.5 second
Cooldown: 10 seconds

Visuals:
Vita-glue has beige color. Glued enemies is covered in glue texture and stunned in a pose like they are knocked down by Rein’s ultimate, but vertically near a wall.

Note:
Glue Shot is a powerfull CC tool that can isolate key target from the fight for a pretty long duration.

Shift-ability: Repulsion Puddle
Zeki throws globule of green Vita on the ground and creates a Repulsion Puddle which acts like a trampoline for him and his allies. Players can jump straightly upward (W button is not pushed during jump) or propel themselves upward and forward (W button is pushed during jump). Repulsion Puddle grants brief movement speed buff to jumping heroes.
Area of Puddle: 3 meters radius
Duration of puddle: 4 seconds
Movement speed boost: +30%
Speed boost duration: 3 seconds after jumping
Maximum vertical range: 22 meters
Cooldown: 10 seconds

Visuals:
Repulsion Puddle looks like a green (orange for enemies) and slightly glowing goo puddle on the ground.

Note:
Simple ability but a potential meta-changer. Provides a lot of additional vertical mobility to heroes who lack it. Helps allies to reach high-ground and can potentially turn any comp into Dive-comp. That can help to make team compositions more diverse, but keep fast pace of the game for E-sports. Even Bastion can be a part of Dive-comp now!

Ultimate-ability: Absorbing Bubble
Zeki’s backpack device projects a bubble of Vita around. The bubble moves with Zeki and absorbs all incoming damage. If bubble is destroyed or its duration expired it bursts, dealing 50% of all absorbed damage to all enemies in large area and knocking them back.
Bubble health: 1000
Bubble duration: 4 seconds
Bubble area: 4 meters radius
Damage: up to 500
Area of damaging effect: 15 meters radius
Charge required: 2750 points (slightly more than Lucio)

Visuals:
Absorbing Bubble is green for allies and orange for enemies. It is transparent like other barriers, but has different, more organic texture. The more damage it absorbs the stronger is glow effect which indicates how powerful burst will be.

Note:
Absorbing Bubble acts like other barriers and can be disabled by EMP. It is smaller than Winston’s Bubble and has less duration, but has more health and moves wherever player moves. It can be used both offensively to push enemies back or defensively to prevent enemies from using their high-damage abilities. It can be countered the same way Zarya’s bubbles are countered - by no shooting at bubble.

5 Likes

Wow! That’s great! I especially like the repair shields idea, clever names for the abilities and tools.

Well here’s 9 of them lol
This took me a collective time of about a month:

Liao (Xi Liao)
5’11”
Age: 52
Occupation: Soldier (formerly)
Affiliation: Overwatch (formerly)
Relations: none
Nationality: China

Defense
100 health
150 shields

M1(a)- Tactical Burst Rifle
21 rounds per clip
1 sec reload
22-6 damage per round
3 rounds per shot
6 rps
Falloff: 30-50 m
Hitscan
Headshot: yes

M1(b)- Personal-use Light Coilgun
1 round per clip
4-second reload
2 sec spin-up
150 damage per round
Falloff: none
Hitscan
Headshot: yes

M2- Scope
Burst Rifle: 2x zoom
Coilgun: 3x zoom

Mouse wheel- swap weapon

LShift- Antipersonnel Grenade
150-15 damage
Projectile speed: 20 mps
Instant cast
5 m blast radius
Bounces off walls
8 sec CD

E- Homing RPG
3 sec lock-on
160-10 damage
Instant cast
Projectile speed: 35 mps
3 m blast radius
Chases target
10 sec CD

Passive- Biomedical System
Liao regains up to 70 health after 3 seconds of not taking damage.

Ultimate- Orbital Bombardment
Select 5 locations to fire an orbital heavy munition upon.
10 m blast radius
250-20 damage per round
Instant cast
Liao becomes immobile while selecting targets with overhead UI

“All heroes must fade away; all villains must persist.”

With the Omnic Crisis well underway, many nations tried, and promptly failed, many strategies to ward off the robotic menace. One such strategy was China’s super-soldier program, which piggybacked off the earlier American Enhancement Program. Few were chosen for the program, nevermind the even fewer who completed it. One such successful individual was Xi Liao, who would go on to become the youngest member of the original Overwatch strike team, joining the group at only the age of 22. Quiet, cool, and collected, Liao was ironically the only member of the original strike team who was proficient with heavy weapons and explosives. Soon after the obvious rift between Overwatch and Blackwatch began to form, Liao simply disappeared, taking his equipment and voice of reason with him. Now, with the collapse of Overwatch, Liao watches his old comrades from afar, and while not nearly as bitter as Morrison or vengeful as Reyes, he knows all too well that he will have to rejoin the fight one day, an inevitability he has great disdain for. In the meantime, however, he remains a simple recluse.

Comments:
The initial idea in terms of gameplay for Liao was to make him somewhat of a counterpart to Soldier. I have a lot of experience with many different FPS titles, and it is apparent that while Soldier certainly is the “generic shooter” character, he doesn’t cover all the bases (nor could he, as that would be a nightmare to design) that a player coming from any other FPS game would need to comfortably transition into Overwatch. In my mind at least, Soldier is specifically very reminiscent of CoD and CSGO. Liao on the other hand was designed to be more reminiscent of GoW and Halo, which make you feel like you’re playing as a human battle tank instead of just a normal soldier. To achieve this distinction I sacrificed mobility and utility for sheer damage output and resilience by making 150 of his 250 health shields, giving him two very powerful hitscan weapons, two explosives-based abilities, and a moderately-powerful self-healing passive.

In terms of intended function and playstyle, Liao is designed to be a relatively flexible hitscan hero with sniper elements who excels at choke breaking and holding from a relatively long range. While lacking any proper CC capabilities, Liao does counter flankers well, and has the firepower to additionally pressure tanks from a distance. That said, Liao’s weakness is intended to be close-range burst damage, as he has no consistent way of dealing with enemies in his face (unless you BXR) and his impressive longevity is negated if it doesn’t have the time to come into play.

I’ve always imagined Liao as sort of like a mediator between the conflicting yet complementary personalities of Morrison and Reyes, and I wanted to put that on display with this concept. Narratively, Liao is relatively obscure, although his intended role in the story of Overwatch is to act as almost an outside spectator looking in at the happenings of a world he left behind long ago. His character is very much intended to be largely dry and rather uninteresting, with occasional signs that the lively and caring young man he once was still remains to a certain extent.

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Maximilien
6’1”
Age: 21
Occupation: Talon Council Member, Businessman
Affiliation: Talon
Relations: none
Nationality: Monaco

Defense
200 health

Passive- Nanobots
45 damage per second per swarm
3 swarms total
10 m range
Any undeployed swarms protect Maximilien

M1- Silenced Light Handgun
30-3 damage per round
10 rounds per clip
1 sec reload
2 rps
Hitscan
Falloff: 20-40 m
Headshot: yes

M2- Set Target
Send one of your nanobot swarms to swarm an enemy or protect an ally until relocated or target is out of LOS for more than 3 seconds.
Projectile speed: 120 mps
Instant cast
No CD
40 m range

Reload- Reset
Calls a deployed nanobot swarm back to Maximilien.
Instant cast
No CD

LShift- Time Modifier
Any foes being swarmed by nanobots have all ability cooldowns frozen; any allies being protected by nanobots have all ability cooldowns decreased by 2 seconds.
10 sec CD
2 sec duration
Instant cast

E- Sonic Ping
Any enemies being swarmed by nanobots and any other enemies within 10 meters of them are visible through walls to Maximilien and all allies for 2 seconds.
10 sec CD
Instant cast

Ultimate- Puppet Master
After selecting a currently swarmed enemy, Maximilien takes complete control over his target, although with some drawbacks.
5 second duration
1 sec cast time
Maximillian becomes immobile
Target’s movement speed decreased by 50%
Target’s ultimate is disabled

“What is luck but an excuse for inexcusable showings of foolishness?”

Currently the CEO of a Talon facade corporation, Maximilien is one of the most wealthy Omnics on Earth, owing his success to his literal supercomputer-level ability to predict trends and act upon money-making opportunities. For the same reason, he is also the tactical mastermind behind Talon’s most successful operations, such as the assassination of Mondatta. The perfect manipulator, Maximilien is capable of convincing and using anyone to do his bidding while still maintaining their illusion that they are in control. While a stark skeptic of the concept of luck, mostly due to his awareness of all relevant factors and variables, he is more than willing to use luck as a tool of manipulation and justification. Using nanobots developed for him by Sombra, Maximilien now takes to the battlefield so that he may help more directly in Talon’s plans. That, however, does not mean he will be in the line of fire, as he much prefers to fight as he lives: through manipulation. His motives for helping Talon- even becoming a Council Member- are unclear, as Talon very obviously wishes to pit humanity against the Omnics once again, although the simple prospect of accumulating more wealth is a distinct possibility.

Comments:
Maximilien’s kit is very much inspired by the “Ivon” leak from awhile back. Considering the “leak” described the character as a tall, lanky man wearing a black and red suit, I thought Max fit the bill too perfectly. He’s meant to be a rather hands-off character, sorta like an even more DPS-oriented Zenyatta. That said, he’s no Bastion; you’re not going to be tank busting with Max. Getting good at Max revolves around good management of his nanobot swarms and abilities, as while the swarms can be relocated at any time, his abilities only effect players with nanobots on them, whether they be allies or enemies. Do you put all three swarms on enemies? Allies? Keep them for yourself? His design also makes him inherently anti-dive.

Maximilien’s role is, as said, anti-dive DPS/Support hybrid. An ally with a swarm gains an automatic 45 DPS that they don’t have to aim, making them an undesirable dive target. Max can do the same, but with a maximum of 135 DPS if all 3 swarms are on him. Deploying a swarm on an enemy flanker basically makes it impossible for them to dive you, as unless they leave your LOS they’re going to be taking a free 45 DPS while diving you. Max’s abilities also offer some substantial utility, like the ability to manipulate CDs, briefly reveal enemy positions, and his ultimate, which quite literally gives him the ability to almost take complete control over an enemy player for a brief period of time. Maximilien’s counters are plentiful. His biggest counter is range, although just being able to physically get at him is another huge one, as without nanobot swarms he can’t really defend himself.

In terms of lore and narrative, I designed Maximilien to be like a cross between James Bond and Don Vito Corleone. He’ll make you an offer you can’t refuse, and if you do somehow refuse he’s gonna kill you with some crazy tech. He’s charismatic, he’s manipulative, and he’s got a nice suit. He doesn’t like to get his hands dirty, instead manipulating and bribing his way out of situations. He’s kinda like a more refined and humble Sombra in many ways, but without the cyberpunk vibe and a very much more mobster vibe. I’d imagine the two of them get along rather… interestingly.

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Kindler (Louis Trudeau)
6’2”
Age: 54
Occupation: Soldier (formerly)
Affiliation: Canadian military (formerly)
Relations: Sam Trudeau (brother), Ana Amari (sister in-law), Fareeha Amari (niece)
Nationality: Canada

Defense
200 health
50 armor

M1- Flamethrower
10 damage per unit of fuel
10 units of fuel (rounds) per second
50 units per clip
2 sec reload
15 m range
Projectile speed: 20 mps
Headshot: no
Ignites enemies for 3 sec
Enemy takes 25 damage per sec while ignited

M2- Napalm Infusion
Temporarily infuses fuel with sticky napalm, allowing for the ignition of the ground when fired upon. Enemies who walk across ignited ground become ignited as well.
Ignition duration: 5 sec
3 sec duration
5 sec CD
Instant cast

LShift- Smoke Bomb
Grenade-style projectile that releases a large plume of smoke when detonated, obscuring enemy vision.
8 sec CD
5 m plume radius
Enemies within the plume are unable to see any indicators of teammates’ positions, as well as enemy outlines.
5 sec duration
Instant cast
Projectile speed: 20 mps
Bounces off walls
Detonates when it strikes the ground

E- Full Blast
Temporarily increases range by 2x and damage of Flamethrower by 50%.
Instant cast
8 sec CD
6 sec duration
Can be combined with Napalm Infusion

Passive- Fireproof
Kindler is immune to the Ignition status effect.

Ultimate- Firestorm
Arching projectile that detonates and leaves a 30 m diameter area of ignited ground.
Projectile speed: 25 mps
Ignition duration: 10 sec

“Let’s mix things up a little.”

The Canadian military was just as ineffective against the Omnics as the much larger and more powerful American military, and even with their forces combined not much could be done to slow the robot onslaught. One of the most effective strategies against the Omnics, however, was the use of the Incinerators: a group of demolitionists specializing in the use of flamethrowers. They made quick work of the Omnics, as the ambient heat generated by the extremely powerful flames was enough to fry their circuits. As his brother worked with Overwatch to coordinate an attack on the Detroit Omnium, one Louis Trudeau led the Incinerators into battle after battle, becoming a legend among residents of North America as a sort of superhero who would save entire towns from an Omnic assault. This image of Louis was only partly true. While a valiant combatant, Louis was truly traumatized by what he saw on the frontlines, and even after the Crisis came to an end, he still remains terrified of Omnics. This has resulted in an intense amount of paranoia for Louis, and as a result he is never far from his armor and flamethrower. Many who are close to Louis wish he would get over his fears, but it would seem that he has a long way to go before that happens.

Comments:
People are begging for a fire-based Hero; people are begging for a Canadian Hero, so here’s two birds with one stone. The general idea behind Kindler doesn’t really go any deeper than that, so let’s just move on to role and writing.

As far as Defense heroes go, Kindler has the shortest effective range. He’s an anti-dive hero by design, as he can set flankers alight with just a glancing blow from his flamethrower, can deny an area to grounded enemies, and can break coordination using the smoke bomb. That said, he’s certainly not unusable on offense. His range can temporarily be increased to 30 meters using his E ability, making him not only a threat to snipers but also to tanks due to the 50% damage increase. He’s countered by anything outside his range.

In terms of backstory, I wanted Kindler to be kinda this paranoid old veteran who can’t get over the past. He tells a very relatable story to many veterans, and kinda serves as a reminder of why violent conflict shouldn’t be the first solution. To tie into this, he’s related to the very militarized Amaris, who have been in the military for generations. He’s not a whiny character, but he certainly shares concerns often, and for good reason. I imagine him as being sorta timid, but not helpless.

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The Queen (Samantha Wilson)
6’0”
Age: 27
Occupation: Survivalist (formerly), Mech Fighter, Queen of Junkertown
Affiliation: Junkers
Relations: Mako Rutledge (adopted father)
Nationality: Australia

Offense
200 health

M1- Lightning Axe
65 damage first consecutive hit
85 damage second+ consecutive hit
1 swing per second
3 m maximum range

M2- Heavy Swing
110 damage first consecutive swing
130 damage second+ consecutive swing
0.7 sec wind up
1 swing per second
3 m maximum range

LShift- Homing Lunge
Lunge towards an enemy target within LOS up to 25 meters.
Instant cast
30 mps movement speed
6 sec CD
First hit after lunging stuns enemy for 0.5 sec

E- Lightning Slam
Slams axe into the ground and generates a shockwave that stuns and knocks enemies back in all directions.
100 damage
1 sec cast time
0.5 sec stun
10 m radius
5 m knockback
10 sec CD

Passive- Bloodlust
Every time the Queen gets a finishing blow movement speed and damage resistance is increased by 15%.
3 sec duration
Maximum 45% buff

Ultimate- Galvanize
20% damage increase, 15% movement speed and damage resistance increase, all CDs removed.
6 sec duration

“When I settle a score, only ashes remain”

Orphaned during an Omnic attack on Australia, Samantha would eventually find herself in the Outback, where she grew up surviving off what she could find alongside others displaced by the violence. She eventually was taken under the care of one Mako Rutledge, a farmer and mechanic from New Zealand. Mako would become the closest thing Samantha had to family, and from him she learned many things, from the construction and upkeep of a motorcycle to the herding and maintaining of a group of pigs. After the Omnic Crisis came to a close, she and Mako would become members of the Australian Liberation Front, fighting to keep the land they had made home in the Outback after the Australian government gifted a large portion of it to the Omnics and the Omnium in the region. Their efforts would be rewarded with only more cataclysm, as the Omnium’s fusion core eventually detonated and left the region an irradiated wasteland. In the wake of this tragedy, Samantha and many others decided to form a cutthroat society among the wreckage, forming the Junkers and constructing the settlement that would become known as Junkertown. After construction finally finished, Samantha began to notice that Mako was beginning to change. He was becoming more quiet and distant. His kind heart was beginning to darken, and to top it all off he was developing numerous physical problems such as a genetic obesity disorder, a severe respiratory illness, and a malformed face. He didn’t smile anymore when Samantha was with him. He began becoming violent and apathetic, solving his problems with fights instead of words like he used to. He built a new farm outside of Junkertown so that he could isolate himself. He donned a mask so that no one may see his face. The kind and caring Mako was gone, and in his place stood the sociopathic murderer Roadhog. He had truly lost more than his home; he had lost his sanity as well. Heartbroken, Samantha also began to change, dealing with the grief in much the same way as Mako: violence. She developed a harder, more apathetic personality, and began participating in mech fights for superiority and riches. She began to hate Mako. She called herself “the Queen”, and the queen she would become, taking on the role of Junkertown’s ruthless and arrogant dictator. She had lost everything: her home, her family, Mako, and now her own humanity, and she intends to get even with the world for it, by any means necessary…

Comments:
In terms of overall design, the Queen is intended to be reminiscent of RPG and beat-em-up games, although the specific inspiration was Dark Souls III (which is one of my favorite games of all time) and the Dragonslayer Greataxe (my favorite weapon in the game). She lunges from target to target, pulling off quick combos and becoming stronger with each kill. While not a dive, anti-dive, or deathball-based hero, the Queen has attributes which can be fitted into any of these compositions.

I intended the Queen to be a flexible melee hero based on snowballing, and I think I’ve accomplished that goal. She doesn’t do particularly well against flankers, but is certainly a viable option against dive as a whole, especially if given the opportunity to snowball. She can absolutely wreck low-mobility squishy heroes, and can even pressure tanks to a certain extent. She’s countered by range, CC, and burst damage. Her lack of escape abilities is also of note, so don’t take any fights you think might result in a need to retreat. You either go in and kill everyone by snowballing, leaving no need for escape, or get stuck with no way out. While this may seem reminiscent of Doomfist, she’s intentionally much more “all-or-nothing” in terms of playstyle.

I wanted the Queen to act as sort of a tool to humanize the Junkers, considering that Junkrat is quite obviously comic relief and Roadhog is a sociopathic murderer. Speaking of Roadhog, I almost had a sort of redemption arc for Roadhog in mind while writing the Queen’s backstory. She knew him when he was Mako, a kind and intelligent man, and not a murderous pigman. She plays off of the very obvious Mad Max inspiration for the Junkers, as she’s this all-powerful matriarch who rose to power via vanquishing enemies in the arena. She’s also interesting in that, despite her history and role in Junker society, she’s not overly-cruel or abusive to her subjects. Greedy? Yes, very much so, but not blatantly abusive.

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Sanjay (Sanjay Korpal)
5’10” (no suit)
7’4” (with suit)
Age: 31
Occupation: Lead Architect of Vishkar, Talon Council Member
Affiliation: Vishkar Corporation, Talon
Relations: none
Nationality: India

Tank
200 health
400 shields

M1- Hardlight Cannon
100 damage per round
6 rounds per clip
2 sec reload
1 rps
Projectile speed: 25 mps
Projectile size: 3 m diameter
Passes through barriers

M2- Fortress Barrier
4500 hp
Sanjay becomes immobile and unable to attack while activated, but Overshield can be used.
Essentially an Orisa barrier but MUCH larger and attached to Sanjay’s arms
0.3 sec cast time
500 hp per second recharge after being deactivated for 2 seconds
When destroyed, begins to recharge 3 seconds later and can be reactivated at 1000 hp

LShift- Hardlight Restraints
Immobilizes and stuns target for 3 second duration, then decreases target movement speed by 10% for 2 seconds after release.
50 damage
Instant cast
25 m range
15 sec CD

E- Overshield
Gives all allies within 20 meters 75 additional shields for 6 seconds, and recharges Fortress Barrier by 1200 points over 6 seconds.
8 sec CD
Instant cast

Ultimate- Hardlight Augmentation
All allies within 20 meters when activated become immune to CC and receive a 500-hp frontal hardlight barrier.
4 sec duration
Instant cast

“Destroy the rot of hope. That is how to achieve perfection.”

Sanjay Korpal was not born into a life of luxury. Much like many of the other Vishkar architects, he was pulled from a life of poverty in India from a young age. Unlike many others in the program, however, he was not readily accepting of Vishkar’s ideals and methods. He was easily one of the most promising children in the program, and so, instead of returning Sanjay to his home, Vishkar broke him. They broke his mind to the point where he could imagine Vishkar as nothing but the savior of humanity, and when he graduated from the architect program, he quickly became the face of Vishkar: a perfect person with perfect ideals and a perfect morality. Once Vishkar finally began creating entire cities to great success, it became apparent to the head of the corporation that more money could be made through more questionable methods than merely rectifying cities destroyed by the Omnic Crisis, and so they offered the controversial Talon organization assistance in their plans in return for funding. As a result Sanjay was made a Talon Council Member, and has fully bought into the idea that Vishkar’s perfect world can only be obtained through the conflict and strife that Talon aims to bring to the world. Now, armed and armored with a suit of hardlight, Sanjay intends to bring the world to ruin so that it may be reborn as the perfect world he so desires.

Comments:
The original idea behind Sanjay was “REALLY big, REALLY immobile barrier.” I can’t really say I missed the mark. He’s a master of hardlight? Well now he’s borderline indestructible because of it. His LShift is a rather interesting CC ability, as it can be used to instantly shut down various heroes from a safe distance, even leaving them somewhat vulnerable after being released. His E is a very important tool as it can allow your team to move past your barrier and clean up, while recharging Fortress Barrier while it’s still up, so you can continue to protect your poor Bastion, for example. Speaking of Bastion, it takes exactly one full clip from Sentry mode to destroy Fortress Barrier.

Sanjay’s role is that of a main tank (surprise!). He’s a god-tier pick for siege comps, and can defend a point from one direction for an effectively indefinite amount of time. He’s far less mobile than Winston, far less flexible than Rein, and far less damage-oriented than Orisa, but he has much more durability than any of the other main tanks. He can put any bunker comp on steroids (as long as you’re willing to sacrifice damage and the last minuscule amount of mobility you have), and can make pirate ship hilariously unstoppable if the enemy can’t get behind you. Combine with Orisa on the payload to create what I would describe as “Bastion-based physical and emotional torture.”

In terms of lore, I intended Sanjay to be a sort of sociopathic zealot as opposed to a distinct individual, as he’s meant to represent what Vishkar, at its core, is really about: perfection through oppression. He kinda acts as a foil to Symmetra, as she is much more of an individual who actually thinks and has doubts about the actions of Vishkar. He’s not meant to be a plain old scheming villain, however. He has his reasons, his hopes, his dreams. He really does want a better world for everyone, but he’s devoted to the questionable methods of achieving that better world that Vishkar has used. A rather tragic villain, if you would.

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Soundquake (SST Laboratories Authorities Support Automaton G17 “Soundquake”)
8’2”
Age: 40
Occupation: Police Support Automaton (formerly), Talon Enforcer
Affiliation: Omnic Rebel Army (formerly), Talon
Relations: none
Nationality: none

Tank
300 health
400 armor
Crit hitbox on back (2.5x)

M1- Stun Cannon
0.5 sec stun
25 damage per round
100 charge total
Each round uses 25 charge
Instantly begins recharging
12.5 recharge per second
Falloff: none
Hitscan
Headshot: no

M2- Threat Scanner
Displays ammo count, ability CDs, ultimate charge, health, location, etc of targeted enemy.
4 sec duration
4 sec CD (after ability ends)
Instant cast
1 sec scan time
25 m range

LShift- Ultrasonic Grenade
20 damage
10 m blast radius
Instant cast
Deafens for 2 sec
Projectile speed: 20 mps
Bounces off walls
6 sec CD

E- Chest Missiles
80-8 damage per round
4 rounds per shot
Projectile speed: 40 mps
5 m blast radius
8 sec CD
Instant cast

Passive- Heavy Frontal Armor
30% damage resistance from the front.
All incoming CC from the front is negated, instead decreasing movement speed by 50% for 1 second.

Ultimate- Ultrasonic Boom
Ultrasonic blast that ignores LOS and deafens all enemies within 40 meters for 5 seconds.
1 sec cast time

various low droning sounds

Before the Omnic Crisis, before Overwatch, and when the Bastions were but in early prototype phases, there were the Soundquakes. Developed and manufactured by the then-new SST Laboratories, the Soundquakes were designed to assist in police operations such as riot control via stun cannons, ultrasonic blasts, and threat scanners. They were a massive success, and millions of units were sold to public and private entities alike. Notable in both durability and sheer size, Soundquakes helped save thousands of lives. They were, however, rather clunky and unwieldy, and their power cores were too large to fully fit internally, and so were exposed from the back. When the Omnic Crisis began, Soundquakes were rarely utilized, as they were simply too easy to focus down and destroy given their lack of lethal power. When they were used by the Omnics, it was often as bullet sponges to shield other units. One Soundquake unit, however, was not destroyed in battle against the humans, instead being captured by Overwatch in an attempt to discover any weaknesses the Omnic army’s structure may have. The search yielded no conclusive results, and so the unit was deactivated and left to rust in a storage room of the Swiss Overwatch headquarters. Years later, after the Crisis ended and Overwatch began to fall apart, Soundquake was taken by Talon agents as the fight that would destroy the headquarters broke out. Now in possession of Talon, Soundquake would be refurbished and repaired, and would be given a more sophisticated personality core. Now used as a “problem solver” for Talon, Soundquake has found a new purpose, and it will serve that purpose no matter the consequences, regardless of whether its target be human or a fellow Omnic.

Comments:
“The tankiest tank that ever tanked.” That was the idea behind Soundquake at the most basic level. Beyond that it was “sound”, “quake”, and “chest missiles”. Needless to say, there were a lot of gaps to fill. As such, I made Soundquake a giant, lumbering, and indestructible CC machine. It’s primary fire is literally just a hitscan hard-CC beam, albeit on a charge so it doesn’t become instantly and infinitely oppressive. Secondary is essentially just a 4-second-long, constantly-updating rundown of everything the targeted enemy is doing. Beyond that it gets more interesting. It has a grenade that deafens enemies, and 4 giant missiles it can fire from its chest. Congratulations, you’re now essentially unstoppable. You can’t do much damage (even less than any support), but unless you’re incompetent, the objective is now your permanent home.

The role and playstyle of Soundquake is interesting in that you can function as an off-tank, but position like a main tank because it’s not like you’ll be dying anytime soon. Unless there’s a Bastion or someone gets behind you. Or both. Yes, you’re only serious counter is Bastion because only 525 DPS from a decent range can take you out from the front consistently. Flankers (or anyone who gets behind you) are a problem because you have a huge crit hitbox on your back that has a multiplier of 2.5x instead of just 2x, and you don’t have the 30% damage resistance from the back, but the insane CC capabilities can help remedy this. Speaking of CC, you’re immune to it from the front, instead only receiving a temporary speed debuff, so don’t be afraid to slowly and menacingly walk up to a McCree or Doomfist. Soundquake’s ultimate can be used to essentially remove any audio cues for the enemy, meaning that for the duration, you can, for example, pop Dragonblade without the enemy knowing about it unless they actually see it. The same goes for hearing their teammates, so don’t be afraid to use this ult just to disorient the enemy for a few seconds to prevent a push.

I wanted Soundquake to act as the closest thing to a foil that you could realistically have for Bastion, in that Soundquake is an omnic that has reawakened not to begin a new life like Bastion, but to serve its old purpose with even more fervor. It beeps, boops, and whirs like Bastion, but in a MUCH lower register. The sound I intended Soundquake to make was that of the OR-14s from the Reinhardt animated short. The narrative significance of Soundquake is to show that Omnics aren’t as black and white as Zenyatta vs Maximilien; that sometimes they do things just because it IS in their programming, and that, like humans, they are susceptible to their inherent nature regardless of whether what they do is for good or not. Soundquake, in essence, doesn’t know what it’s doing. It may very well want to make the world a better place, but it’s just following its programming.

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Sirius (Dr. Michael Ciociola)
6’8”
Age: 70
Occupation: Scientist, Philosopher, Author, Politician, Science Communicator
Affiliation: Overwatch (formerly), United Nations
Relations: Harold Winston (nephew)
Nationality: United States of America (formerly)

Tank
250 health
250 shields

M1- Gamma Ray Emitter
When heat reaches 120, weapon shuts down and must cool for 4 seconds before being able to fire again.
90 damage per round
1 rps
120 max heat
40 heat per round
40 heat lost per second cooling
Cools whenever not in use
Hitscan
Falloff: none
Headshot: no
Passes through barriers

M2- Gamma Ray Burst
180 damage per round
2 sec charge time
Can be canceled by releasing M2 before done charging
120 heat per round
3 m beam diameter
Hitscan
Falloff: none
Headshot: no
Passes through barriers

Reload- Venting
Fully cools weapon at a rate 1.5x faster than normal, but leaves Sirius unable to attack or use abilities for the duration.
Instant cast
No CD

LShift- Relativistic Charge
Generates a sphere of warped spacetime that slows movement, healing, CDs, ult charge, animations, etc of any enemies inside it by 60%.
5 m diameter
10 sec duration
10 sec CD
Instant cast
Projectile speed: 25 mps
Activates upon impact

E- Entanglement Generator
When the targeted enemy deals damage, they receive an equivalent amount of damage to the amount they dealt.
10 sec CD
2 sec duration
Instant cast
25 m range

Passive- Cumulative Armor
For every ally within 20 meters, Sirius gains 10% damage resistance.

Ultimate- Cumulative Burst
Sirius becomes immobile and impervious to direct damage for 3 seconds, and during that time any damage taken by allies within 30 meters is instead taken by Sirius with a 75% damage resistance. After 3 seconds Sirius releases a 30 m radius shockwave that ignores LOS and deals damage equivalent to the amount of damage that would have been taken by allies.

“Science becomes more powerful the more people understand it.”

Born in a bygone age when robots weren’t sapient, buildings couldn’t be constructed out of hardlight, and gorillas didn’t design rockets, Dr. Michael Ciociola is still not fully used to the technology the world now possesses. A brilliant scientist and writer, Dr. Ciociola led a generation to peace and prosperity through scientific understanding and an honest and genuine personality. He also brought about a revolution as he inspired others to do the same, including his nephew Harold. When the Omnic Crisis began, Ciociola was devastated by the pain and fear the conflict brought to the world. It seemed that all he had worked for, a world without poverty, without war, without borders, was all coming down around him. For the entirety of the Omnic Crisis Dr. Ciociola vanished, leading many to believe he was killed in the conflict. They couldn’t have been any more wrong. Using experimental technology, Dr. Michael Ciociola transferred his mind into a robot body, and reemerged after the Omnic Crisis ended as Sirius. He then went on to help the world heal with the help of Overwatch, even helping the Shambali in their effort to promote equality for both humans and Omnics. He began anew his plans to bring peace to the world, and despite setbacks, Sirius will stop at nothing to achieve that goal. It may be a different time with different problems, but the world could always benefit from hope for a better tomorrow.

Comments:
Sirius is a little bit of everything minus mobility and healing when it comes to tanks. You have your sizable damage, your CC, your utility, and your survivability, but none of them to an extreme extent. Sirius in specific has been on my concept list for by far the longest amount of time, and as such has been through numerous adjustments, changes, and complete overhauls.

Gameplay-wise, Sirius is a deathball/anti-dive focused off-tank. No barrier to be spoken of, but plenty of other nifty tricks to complement that large health pool. He becomes more resistant to damage the more teammates are in close proximity, and his kit is pretty much built around this. Being dove by the enemy Genji? Lock him in a bubble of distorted spacetime and blow him away with a Gamma Ray Burst. Tracer ambushing your supports? Use Entanglement Generator to make it so any damage she does to them, she also inflicts on herself. Entire team about to get wiped? Pop your ult and save them from the incoming damage, and if you survive kill the entire enemy team.

Sirius is the Carl Sagan, Richard Dawkins, Alan Watts, Bill Nye, and Neil deGrasse Tyson of the Overwatch universe; a benevolent leader who wishes to revolutionize humanity and the world via science and civil discussion. Sirius is a wise old man inside a very modern and advanced robotic body, and despite the tragedy and setbacks he has endured, he still manages to retain a positive outlook and a healthy sense of humor. He is meant to be the embodiment of hope for the world, and a source of inspiration for others. Both open to and skeptical of new ideas, Sirius is a symbol of what humanity could one day become: peaceful, cooperative, and without borders.

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Hammond (Hammond S08)
3’8”
Age: 29
Occupation: Test Subject (formerly)
Affiliation: Lucheng Interstellar (formerly)
Relations: Winston S28 (Fellow Test Subject)
Nationality: none

Support
200 health

Passive- Chimpin’ Around
Hammond is able to freely cling to and scale walls while still being able to use abilities. Jumping off walls allows for a longer jump.

M1- Clawing
20 damage per swing
3 swings per second
2 m max range
Can be used while clinging or climbing
Hitting enemies from behind 1.5x damage
Dropping on enemies from above 2x damage

M2- Cling
Lunge forward and cling to an enemy for 2 seconds or a wall.
10 m range
Instant cast
Movement speed: 23 mps
2 sec CD

LShift- Healing Nodes
Places a small healing device on any surface that heals all allies within a 10 meter radius.
4 maximum
35 healing per second (stacks)
10 health
1 sec cast time
No CD

E- Energy Wall
Place 2 anchors that generate an energy barrier between them.
2 walls maximum
600 hp barrier
Recharges at a rate of 100 hp per second after not taking damage for 2 seconds
Begins to recharge 4 seconds after being destroyed
Deals 25 damage to enemies who pass through
No CD
5 m maximum height
10 m maximum length
1 sec cast time per anchor

Ultimate- System Upgrade
Healing Node healing increased by 2x
Energy Walls become indestructible, deals 1.5x damage
10 sec duration

“Tinkering got me this far!”

The only chimpanzee to be a specimen on the Horizon Lunar Colony, Hammond was extremely responsive to the genetic therapy that was being tested, and as a result developed an impressive intellect, which he used to tinker with machines that he found around the colony. Hammond was also notoriously mischievous and carefree, although that would all come to an end when the other specimens rose up and killed all the scientists aboard the station. Days before the uprising, Hammond learned of the other’s plans and tried to warn the scientists, but due to a lack of speaking and language capabilities doing so was impossible. Saddened by what was about to happen, Hammond escaped the station on a small orbital shuttle and landed on Earth, where he remained in hiding for years after contact was lost with the Horizon. Hammond now has learned to speak and write, although he is rarely able to utilize these skills due to his reclusive existence. He now wanders the world in hiding, tinkering, learning, and most of all trying to find a way to exist in a world where chimpanzees don’t speak.

Comments:
Hammond is a mischievous character, so I reflected that in this concept. He’s heavily based on the “Bria” leak from awhile back. The character was described as small and nimble with a knack for building helpful structures, so here we are. He climbs, clambers, and clings to walls, ceilings, and the enemy Genji like glue. He doesn’t actually spend much time on the ground, and you can take advantage of that with his other abilities. He’s effective at ambushing, denying mobility, and healing teammates.

Hammond is a builder/healer character. His incredible mobility allows him to place healing nodes on literally any surface, create barrier gates almost anywhere, and ambush an enemy from any angle. You should keep out of sight of the enemy as much as possible, though, only engaging them with surprise attacks or when the rest of your team begins to fight. Your primary job is to be a general nuisance to the enemy and a helpful support for your team, so place nodes where your team either is or will be, and place walls to control where the enemy team goes and fights. You essentially have the power to control the flow of the map in your hairy chimpanzee hands.

As a part of the Overwatch universe, Hammond is a rather obscure character, but he has a lot of connections to a character with a lot of influence: Winston. Hammond is curious, mischievous, and fun, but he certainly isn’t lacking in intelligence. He can make a makeshift device out of pretty much any random junk he finds, and has used this to survive during his time on Earth. He’s not a lot more sociable than Winston, but somewhat lacks the maturity and wisdom of Winston. That’s not to say he can’t get the job done when it matters most, but he’s certainly one to mess around.

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Athena (Omnica Corporation Deity-class Artificial Intelligence “Athena”)
5’2”
Age: 32
Occupation: Artificial Intelligence
Affiliation: Omnica Corporation (formerly), Overwatch (formerly)
Relations: Anubis (Fellow Artificial Intelligence), Mars (Fellow Artificial Intelligence), Freyja (Fellow Artificial Intelligence), Shiva (Fellow Artificial Intelligence), Amaterasu (Fellow Artificial Intelligence), Kukulcan (Fellow Artificial Intelligence), Amma (Fellow Artificial Intelligence), Winston (caretaker)
Nationality: none

Support
25 health
175 shields

M1- Energy Blade
40 damage per swing
1 swing per second
12 m maximum range

M2- Transmit
Instantly teleports Athena to whatever location is currently being looked at.
20 m range
Instant cast
4 sec CD

LShift- Give Camouflage
Makes targeted ally invisible and masks their sounds for 5 seconds.
Camouflage removed if ally takes damage or Athena is killed
10 sec CD
20 m range

E- Shield Absorption
Any incoming damage is negated and instead converted into personal shields for Athena and any allies within 10 meters at a rate of 1 point of shields per 2 damage.
2 sec duration
10 sec CD
Shields begin to decay after 0.5 seconds at a rate of 15 points per second
150 shields maximum
Instant cast

Passive: Hardlight Body
Gives all allies within 10 meters of Athena 50 shields.
50 shields per sec charge rate

Ultimate- Feedback Boost
Increases the ult charge gain of all allies within 20 meters by 30%.
4 sec duration
1 sec cast time

“Why do we bring such destruction to our world?”

Before it’s collapse, the Omnica Corporation was a leader in not only robotics, but artificial intelligence as well. Their ultimate achievement in the latter was the Deity-class AIs (or “God Programs” as they would come to be known during the Omnic Crisis), which were proven to be far more intelligent and powerful than any AI before them. Omnica created eight such AIs, naming each with the name of a deity that would fit their specialized functions. Athena was one such AI. Specializing in intelligence gathering and assistance in intellectual fields, Athena was named after the Greek goddess of wisdom. When Omnica was shut down, all the Deity-class AIs were as well, and so it came as a great surprise when they suddenly reactivated and began leading a campaign of genocide against humanity. Overwatch would be tasked with locating and shutting down these God Programs, and while they would succeed in this, they were unable to figure out why or how the Deity-class AIs had reawakened with such grim intentions, as the AIs themselves seemed to be unaware of what they were doing. Athena was the only God Program to voluntarily join Overwatch after her defeat, and while she may now be a non-threat, the other God Programs have begun to malfunction again, and this time they don’t have Overwatch to stop them…

Comments:
Athena is the first concept for a dive hero that I’ve ever actually liked enough to continue working on and actually finish, and is my first concept for a non-healing support ever. She’s definitely no Tracer, but I think her kit makes her a candidate for a staple of dive. She’s quick, she’s utilitarian, and she’s reliable. Athena also has remarkably powerful survivability due to 175 of her 200 being shields. She can support flankers in numerous ways, and can even work in compositions other than dive quite well.

As I said, Athena is the ever-controversial non-healing support. The problem with Symmetra in this role was that she lacked the mobility and flexibility to make up for the lack of healing, but I’ve made sure to steer clear of that unfortunate fate with Athena. Just from her passive, it’s evident what kind of hero she is; she can give flankers a free 50 shields as long as they’re nearby and within LOS, can get in and out of battle quickly and consistently, can negate incoming damage to herself and create tons of shields for herself and her allies, and has a decent range on her primary weapon. She can even make her teammates temporarily invisible, and her ultimate boosts her team’s ult charge speed.

Narratively, Athena is a big player in the Overwatch universe. She’s one of the notorious God Programs, and has direct experience fighting on the side of the Omnics during the Omnic Crisis. She’s an ally now, and she’s invaluable to humanity in that she can help figure out how to fix the other God Programs and prevent them from attacking again. We all know what she’s like from the other Overwatch media, and I wanted to build on that intelligent and almost motherly personality of hers. One major source of inspiration that I used for what Athena is like as a character is Auntie Dot from Halo Reach, but more human. She wants peace for humans and machines alike, and she’s intelligent enough to make sure her goal is achieved.

3 Likes

Name: Torres
Real name: Adela Torres
Health: 400 hp 100 armour
Ability 1: Wail of Dispair nockback effect and does 50 hp damage
Ability 2: March similair to firestrike, but just makes the person inflicted have their camera shake.
Ultimate: Where is she she lies down and tears stream all around her, halving the movement speed if enemies go againstit and double movement speed if they go with it
Backstory: Her daughter Elisa enlisted in the overwatch science program, and was sent to Ecopoint: Antarctica and they videochatted every day, until one day, she stopped answering, and then overwatch was shut down. Torres will now stop at nothing to find out what happened to her daughter.

2 Likes

I always had the idea of a defense, anti-mobility omnic character (people would hate her instantly and call her the next brigitte though lol)

I think I’d call her Lotus (a flower that has spiritual signifigance in the religions the shambali are based on and, if I remember correctly, have to do with sleep and calmness (as in limiting movement… mobility… lol))
she’d be an associate of the shambali (or a member? If there are female monks in ovw?), keeping with the monk aesthetic
-her weapon is a long staff, which while working as a melee weapon, also works like a fully charged master sword in botw (where it can fire off slivers of energy from the end) (this feature is here mostly because I hate playing melee heroes lol)
-her main cooldown ability would be where she taps the enemy with her staff (this needs to be strictly melee, something she has to get in close range of you to activate), causing them to not be able to use cooldown mobility abilities (they can still use passive ones though) and slowing down their movement speed slightly (opposite of lucio’s speed boost)
-her ultimate is just a more extreme version of this
-her ultimate functions like zenyatta’s trans, and shares the same glowing, mystical aesthetic, but instead of following her around, she draws a circle on the ground around her (and it stays there for a set amount of time) with her staff which blooms into a lotus flower, which has a radius around it, where inside, the enemy team can’t use mobility abilities and their movement speed is slowed down a bit
-she would look like a female omnic monk, and like how zenyatta can conjure holographic arms, she has holographic flowers around her head and blooming from her chest plate

Like I said, people would hate playing against her instantly because of how much she counters high mobility heroes, but I think she would be a cool hero, and I personally think her design is super cool.

4 Likes

Here’s another one of mine:
Name: Alexa Kara

Call sign: Sculptor

Class: support

Abilities

Ability 1: Light sculpting- Alexa creates a holographic lookalike of a hero on her team (rng and includes herself). Hologram moves forward and does the heroes primary attack. Attacks from it do no damage and it stops at an obstacle. Ability on a resource bar that can generate 2 before empty. When one is created the previous one dissipates. When one is attacked it dissipates. (Inspiration: Shallan Davar Stormlight Archives)

Ability 2: Clean slate- Alexa heals her teammates. She puts a healing salve on them and like harmony orb for zen it stays until she switches to someone else or resource bar runs empty. Partially heals herself when it is in use. (Inspiration: Zenyatta Overwatch)

Passive: Great Art- Alexa’s resource bar for the holograms and healing recharges faster when she deals damage and even faster when she takes damage.

Ultimate: Recreation- Alexa instantly restores 30% of max health and restores all ability cooldowns for allies in a certain radius. (Inspiration: Dalinar Kholin Stormlight Archives, Lúcio Overwatch)

Primary fire: Ceramic gun- Alexa fires a handgun that shoots ceramic bullets. The bullets shatter into 8 small pieces when hitting something. The pieces of shrapnel move up, down, left, right, and at diagonals to hit any surrounding enemies. Each shrapnel piece does ⅛ the damage of the original bullet.

Biography:
Nationality: Greek

Age: 29

Occupation: Artist

Affiliation: none

Base of Ops: Ilios, Greece

Lore: Alexa wasn’t born when the omnic crisis began, but she heard the stories. Born a year after the crisis began Alexa lived a dark childhood in dark times. An only child and was raised by her father throughout most of her childhood. When she was about five years old her mother was killed and police believed it was an omnic attack, but she knew the truth, it was her fault. Her father cared for her and started her interests in art. He constantly supplied her with things like clay, paint, brushes, and more. She grew into a talented artist and created many works of beauty. Her father always supported her as he knew that her art was her way of dealing with the pain of her childhood. When she got older she was commissioned to do many artworks for an organization she always admired, Overwatch. She helped create the statue of Jack Morrison that stood outside their Swiss headquarters. Later she was asked to analyze the artifacts at Ilios, determine what they were, what they represented, how old they were, what their purpose was, and the general history of the art. She was at the site when Talon raided and attacked the place. She escaped and was able to heal several of her colleagues, but she hated seeing the pain and destruction again. She returned and requested some technology from the company that employed her to protect herself and her colleagues as the guards were ineffective. They gave her the holographic tech and the healing salve to help her protect her team and stop the destruction and pain.

3 Likes

Name: Everest “Blitzfire” Linstock
Gender: Female
Age: 27
Ethnicity: Native American
Base: Phoenix, Arizona
Role: Defense

Weapon: Flamethrower.
Primary - Firestream: Throws a stream of flame forward in a cone.
Alternate - Heatblast: Vent a point blank blast of extreme heat, launching nearby targets away and Everest in the opposite direction.

Shift - Star Fall: Everest enters into a rapid dive and slams into the ground dealing damage in an AoE at a distance relative to the distance dropped. More height = more range.

E - Pitch Field: Lob a flaming globule of pitch forward, splattering across the ground and igniting an area in flame for a short time.

Ultimate - Rodeo: Deploy a device that creates a ring of fire around its center and slowly constricting before ending. Enemies that touch the flame are caught on fire for several seconds.

Passive - Jetpack: Hold jump to initiate vertical thrust and remain aloft.

Bio: Having developed a love of travel and restoring communities in neglect since the Omnic Crisis, she found herself at the end of the road in Alaska, where a chance run in with Mei ignited within her a greater purpose and a new trail to blaze.

3 Likes

I just realized my Liao concept would allow for a BXR combo on squishies…
Wow I hit that Halo-like gameplay thing better than I actually meant to lol

Yes! Overwatch heroes need to catch on fire, great idea :clap:

Why aren’t we funding this?!?!?

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Well I have 3 , two of them are more kit concepts so I’ll put the full hero concept up first.

Also for anyone who doesn’t like the idea of another character with rez Angelo definitely isn’t for you. I liked the idea of giving for him a rez ability for two reasons. 1 it gives a nod at the fact he was a possible design for our current mercy and two I like the idea of an earned ressurect.

In addition I’d like to say Lynx was based around what we saw in the comic, it seemed very clear he wouldn’t be a front lines hero and we need more non-healing supports. So the idea of a support for your supports seemed like the best way to go with him.

As for Inácio I just need Lucio our precious frog boy to have a big brother to protect him from evil.

Character Concept: Inácio (Tank)

Name: Inácio Guilherme Dos Santos

Character Class: Tank (Shield)

Primary Fire: Flame thrower

General Abilities:
Shield Drop- Inácio can drop two 400 health shields, they can fuse into one if dropped close to eachother and they would become a large 800 health shield. Cooldown after both shields are placed is 5 seconds.

Back up- Inácio charges forward bashing himself against the enemy in front of him to knock them back. Doesn’t provide a stun but does 15 damage and only shoves the enemy back 5 meters and will do an additional 85 damage if enemy is pinned (total possible is 100 damage). This move should be used to help break choke points. Cooldown (?)

Oil Spill- Enemies are lightly doused in oil which catches fire creating a burn effect on enemies. (Unsure of effect time and how much damage in all it’ll do)

Passive: Toughen up- Reduces damage taken by 5%

Ultimate Ability: Inferno- Doubles his damage output while also ‘burning’ opponents shots aka reducing their ability to put out damage

Play style: He is meant to be played aggressively as a very in your face tank. He should always be in the front line holding the push or choke down.

Kit Concept: Lynx 17 (Support)

Name: Lynx 17 (Zarya’ s Comic)

Character Class: Support (Not direct healer, a Support for your supports)

Main Weapon: A pair of machine pistols like Sombras but smaller and a clip size of 15 shoots small hard light bullets that cause 15 damage per bullet (?)

General Abilities:
Ally Hack- This is to use on your Healing Support allies basically it boosts their healing output for a short amount of time. Like what Sombra does to healthpacks but like on your healers. It could also have special effects on the healers to like maybe it cuts down rez cast time just a little, puts and even scarier oof to Zens discord, makes sleep dart last longer ya know? 10 second cool down 6 second effect time.

Boost chip- Attach it to an ally and it for a very short amount of time increases the ult charge they generate not by to much but enough that it’s worth using. 20 second cooldown , caps at maybe 15% gained charge (?)

Shock Field- A small net field you toss down basically it temporarily stun (1 second maybe?) the enemy giving very minimal damage maybe 5 to 10 damage to both him and the enemy it’s to be used more so as an escape tatic than a attack tatic but it can be used as either. It also does punish you with that damage to yourself if used wrong.

Passive: Small self healing over time maybe 10 hp per second?

Ultimate Ability:
Meltdown- temporary of course nerf to opponents damage output obviously not to much of a nerf but enough to put the fight in your teams favor like any ult should. Maybe the effect lasts 6 seconds as well?

Secondary “Reset” - We’ve all accidentally wasted an ult before but with reset let’s say your friendly Zen panic ulted because he overestimated how much damage would be incoming . What this does is let’s Lynx give his ult charge to the poor Zen who panic ulted so that we can use Trans again quicker if it’s clear we need it maybe he has to wait a few seconds before he can pop trans kinda like a short cool down timer like maybe 5 seconds? (Starting to rethink this one)

Kit concept: Angelo (Support/Defense) Aka. Beta Mercy

Name: Angelo

Character Class: Support/Defense Hybrid

Main Weapon: Low damage sniper rifle

Secondary Weapon: A small pistol

General Abilities:
Rez- This ability is not on cooldown but rather it is earned. In order to earn a ressurect he must do one of three things. Get final blow on four enemies , heal 600 health or deal 1000 damage. He may only store 2 resurrects at a time and can only earn more once one of them has been used. Cast time has yet to be decided not sure if it’ll be instant or not.

Medkit- Medkit is a burst heal of 100 on a cooldown of 4 seconds.

Tagged- You may tag one ally who receives a sudden burst heal of 40% of their over all health once hitting critical. You may only tag one person at a time but it can be moved at any time similar to an orb or harmony/discord. However once burst heal is applied it goes on a 15 second cooldown.

?- Fourth undecided ability goes here

Passive: Lets him run slightly up a wall and then allows him to leap up onto sniper spots.

Ultimate Ability: undecided

Past- He was formerly a Blackwatch healer that would stand in for Moira or stand in as another major healer for larger missions. After Blackwatch as well as Overwatch disbanded he went off into hiding.

2 Likes

I want a non-unitary hero, as in a group of smaller characters running a single unit or weapon. In the spirit of the first RTS catapult crew unit animation, when game developers realized (eureka) they didn’t just have to have a bare catapult rolling around the map, they could add in a bunch of little crew animations and the catapult still worked as a single entity.

Have to update to the modern age right? Obviously its going to be a missile launcher now, launching loitering munitions flown remotely by the player. These soar above the battlefield and dive and explode Junkrat-ult-like on the heads of unfortunate enemy. Alternatives are to have a static setup Torb-type build cost to launch, or the launcher could be constantly moving, just relatively untended when missiles are in the air. Similar to the Junkrat ult, player perspective will change from the immediate launcher and crew perspective to a camera view from the munition itself, and return when it is expended.

Local defense - lots of possibilities here. When not setup and in movement, player could choose to play from the perspective of one the crew while other crew are NPC-like sentry robots (nicer IMHO if they are normal humans, just NPC), and maybe you could tab between crew members to use/aim their personal weapons. This would mean the launcher could theoretically capture by rolling onto a point although like Torb this is not intended meta.

Enemy have two options: just shoot down the cruise missiles as they appear overhead, or deep dive and go wreck the launcher. Launcher can merely set up outside spawn and missiles sent flying forward, but it might also help to have it track the game progress, moving slowly using a backgroundable waypoint system, doing its own bot thing while cruise missiles are in the air and being flown forward by the player. If it is attacked the player can choose to rely solely on robot sentry defense, use the missile already in the air, or possibly go into a further mode where player manually aims either the crews’ personal weapons or even a defensive turret (close-in defense mode).

Now big (literally) problem: fitting a small armored truck-sized vehicle and missile launch animations into the play spaces. Launcher won’t fit in the spawn room - doesn’t have to, only the crew (maybe only some of the crew) start in the spawn room - the vehicle is summoned immediately outside and rolls/hops from there. All the paths will not be accessible - it won’t be able to fit up passageways in places like Blizzard World rollercoaster. Launcher will have to hop on thrusters or dispel/re-summon to go up stairs like the Blizzard World entry stairs. Doesn’t matter its really only meant to roll down the cart track. Similar dimensions to the cart, taller would be nice, bigger might be better. Functions as a view screen among other things.

This would fit with the Reinhardt human army-group combat shorts. Remember, the hero is the unit, not any particular crewmember.

Might as well post one of my ideas here.

Biography:
Name: Hitami Yamosa
Codename: N/A
Age: 40
Occupation: Bodyguard
Base of Operations: Hanamura, Japan (formerly)
Affiliation: Shimada Clan (formerly), Talon

Weapons:
Energy Katana (button 1):

  • Has mid-high ammo
  • Does not auto-reload; instead, if out of ammo, will just do melee hits in similar style (although reduced damage and smaller range)
  • Left-click is wide horizontal cut; rapidly loses effectiveness over distance; low-mid damage to single target but can hit several (although does not travel through targets); mid-slow speed for both between “shots” and speed of “shots”
  • Right-click is a straight thrust; can pierce barriers; still loses effectiveness over distance (albeit longer range); mid-slow speed for between shots, but shots are mid-speed

Energy Wakizashi (button 2)

  • Has low-mid ammo
  • Does not auto-reload; instead, if out of ammo, will just do melee hits in similar style (although reduced damage and smaller range for horizontal cut)
  • Left-click is tighter horizontal cut; loses effectiveness moderately over distance; low damage to single target but can hit multiple (although does not travel through targets); mid-slow speed “shots” themselves and mid speed for between “shots”
  • Right-click throws the Wakizashi (mid-long range; can headshot; deals mid damage); once it contacts an enemy Hero or the environment (will stick there), can warp to it for short time; ability has mid cooldown (unless warp to it; then only short-mid cooldown); cannot use Wakizashi at all if thrown and do not warp to it

Abilities:
Protector (E):

  • Selects someone to protect (must be within line of sight and be within mid range)
  • If shields present and near target, will take 80% of damage that target would otherwise have taken (if shot goes wide of target but still hits shields, still takes 80% of damage but no damage done to target); only applies if target nearby and within line of sight
  • Gains additional 200 shields
  • Long cooldown; will be significantly reduced if target or Hitami dies
    If target dies, both ??? and enemy who dealt killing blow suffer 150 damage at same time as target dies; damage is unaffected by armour; damage to ??? by this is not included in the removal of bonus 200 shields from Protector
  • Creates hitbox around target (slightly larger than the Hero it is projected around)
  • As ??? charges own Ultimate, will help charge target of Protector’s Ultimate slightly as well; same in reverse as well

Guardian’s Rush (Lshift):

  • Warps immediately to target of Protector
  • Deals no damage
  • Can only trigger if Protector is active
  • Short cooldown

Unity (Ultimate):

  • Boost both ??? and target of Protector; boosts weaken if they stray too far apart from each-other
  • Requires Protector to be active; cannot re-target Protector during this time; if target of Protector dies, will auto-cancel and deal additional retribution damage
  • Mid-long charge time
    Hitami’s boosts:
  • Additional 200 shields
  • Additional ammunition (so total of 3 times normal amount; cannot reload above maximum)
  • Energy Katana will deal additional damage, travel further, and sets fire to both objects and terrain, dealing additional damage
  • Slightly faster movement speed
    Target of Protector’s boosts:
  • Improved damage
  • Slightly faster movement speed
  • Slightly faster cooldowns for abilities
  • Cannot take damage as long as ??? is nearby and has shields

Heavy Shields (Passive):

  • Consumes ammo from Energy Katana/Wakizashi to restore shields moderately faster
  • Shields restore even when taking damage (only through ammo consumption if taking damage; otherwise uses combination of Energy Katana/Wakizashi ammunition and passive regeneration)
  • Shields have durability of armour
  • Shields prevent headshots to both ??? and target of Protector

Other stats:
HP: 100
Shields: 100
Move speed: typical
Difficulty: Hard

(Explanation: unlike most other tanks, Hitami relies on using their own health to block incoming attacks. This is improved by Heavy Shields, by buffing all of her shields, and Protector, which spreads them to encompass another Hero nearby. In addition, she has very good mobility for both protective with Guardian’s Rush and offensive with the Wakizashi’s throw. Her weapons are useful for both single-target damage and for damaging foes in a tight group. Finally, Unity can be used to buff both Hitami and the target of Protector, which is useful for )

Backstory:
Himati Yamosa was born into the Yamosa Clan, a family who trained in the samurai ways and helped guard the elders and leaders of the Shimada Clan. Successful in her training in both ancient martial arts and methods of modern warfare, she graduated and became the bodyguard of Genji. Upon his death, Hanzo leaving the Shimada Clan, and both the Shimada and Yamosa Clans being badly damaged by Overwatch, Himati found herself a Ronin, and began to wander the world for several years, looking for a sense of purpose. Eventually, she stumbled upon one of the elders of the Shimada clan, who was now working for Talon. She agreed to become his bodyguard, and soon became loyal to Talon. With her opportunity for vengeance against what was left of Overwatch, she began to expand her protection to other members of the senior council. If there are power struggles, she sides with those who propel the mission of Talon further towards war - so that she may finally claim her vengeance and honour.

Appearance:
Has fairly traditional samurai armour, although it has little in the way of patterning. However, she wears no helmet, and her dark blue armour has green glowing points/lines on it. She has long braided black hair with one braid dyed green and typical Asian skin with brown eyes. Also has a long scar that goes from her left temple to her chin. She is slightly more muscular than most Asians, however is still slim and only just above average height, with most of her bulk (albeit she is not that bulky; probably somewhat slimmer than Zarya) from the armour. The Energy Katana appears similar to a katana (two-handed), with glowing blue energy along its edge and changeable cylinders that go into the hilt that carry the energy. The Wakizashi is pretty similar, although it is shorter.

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Hero Name: Jeffrey “LAN” Kappa.
Country: 'Murica.
Class: Hybrid.
Identifies as attack helicopter.
Health pool: 200HP and 75 armor with 25 shields.
Appearance: Wears 2 meter tall white power suit with gold linings (OW colors basically). Suit has no head and looks like headless fantasy knight with cyber elements. You can tell man in suit is short and his head is near chest.

Abilities:

A1: “Chaingun” (main fire) - His left hand is plasma chaingun that shoots linear rapidly moving projectiles at high rate of fire. Each does 30 damage, unlimited ammo but gun overheats over extended period of firing. No damage falloff.

A2: Barrier. Jeff covers his surroundings with barrier in 3 meter radius except top part. Barrier has regenerating 1337 hitpoints. When using barrier, Jeff can’t do anything but move. Barrier moves with him. While barrier is up, allies behind it are healed for 24hp/s. Jeff himself is healed as well.

A3: Wrath of God. Jeff transforms his right hand into large axe. This disables plasma gun and turns him into melee warrior, granting 1.1x move speed, 50 extra armor and 25 shield. Axe can deal 50 damage per swing. Quick melee os disabled in process. Jeff can use barrier to cover himself if needed.

A4: Spin. Jeff turns his arms into blades and spins. Lasts for 1 sec on 5 sec cooldown. Deals 100 damage per target total.

Passive: Headless Knight. Jeff has no head, therefore he can’t get critically hit. However, this also disallows him from headshotting others so his weapons cant do critical damage either.

Ultimate: Headless Horseman. Jeff summons mechanical horse. While mounted, his head critbox comes back in form of his core (looks like helmet) mounted on horse in front od him, but to compensate he gains 200 armor. Horse can’t be killed. Lasts for 12 seconds. Mounted Jeff moves at 1.25x speed and gains new set of abilities:

Impale. Impales target with spear that his left hand becomes, dealing 150 damage. Can be used 3 times total during ult.

Charge: Charges forward. Whoever he runs over gets stunned for 1 second.

Passive 2 : “Hellflames.” Horse does 30 damage per second in 2 meter area to each target.

Lynx Seventeen
Category: Support
Base Health: 25
Shields: 175
Total Health: 200
Brief description: Lynx uses their innate tech savvy to remove impediments to victory and teach enemies a lesson.

Primary weapon: Drive Pistol (14 rounds)
A handheld weapon that fires small hitscan drives into enemies. Holding the fire button for 3.5 seconds applies a mini-hack effect to the drive, causing every ability of the target to have a small 3 second cooldown (excluding ultimates). Mini-hack drives force the pistol into a full reload animation, regardless of how much ammunition was left in the gun.

Primary Ability: Antivirus (9 second cooldown)
When initiated, Lynx loads an antivirus drive into the pistol. Lynx can then target allies to remove all negative status effects in play.

Primary Ability: Refresh
Targeting a non-statused ally with Antivirus instead removes all cooldowns. The ability cooldown for Antivirus is increased to 11 if it is used as Refresh.

Secondary Ability: Signal Barrier
When activated, Lynx deploys a personal shield identical to a Zarya Bubble in all but color and function. Any enemies that strike the barrier have their location revealed to Lynx’s team for 6 seconds, and Lynx’s silhouette will also be revealed to the team so they are easy to identify and rescue.

Ultimate Ability: System Reboot
When activated, Lynx revs up the Drive Pistol and sprays down their team with a continuous stream of Antivirus/Refresh energy. Lynx themself gets a 150 decaying health bonus for the duration.

Passive: Immunity
Lynx has strengthened their firewalls since their last encounter with Sombra. Hack has no effect on Lynx, though an EMP will, so be careful.

Story: Lynx chose to meet Zarya again after being saved by her in Dorado. Believing their defeat at Sombra’s hands to be a fluke, Lynx has begun tagging along with Zarya to find Sombra, determined to settle the score. Through research, and thorough tech supplying by Katya Volskaya through Zarya, Lynx Seventeen is ready to become a hero.

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