Crooked Sam by Plazma

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Crooked Sam

By: Plazma
Last Updated: Jun 4, 2019
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Crooked Sam

Heaven's Devils Outlaw

A proud veteran of New Folsom Prison, Sam found himself incarcerated two more times before earning the distinction of becoming a reaper. After mastering the suit, he quickly defected and became one of the most notorious fringe world mercenaries. He was a close friend of Tychus Findlay, joining the infamous Heaven's Devils.

Crooked Sam is designed to be a hero who is extremely adaptable to all sorts of situations, being able to switch out his gear mid-battle to deal heavy single-target damage or crowd control. He can heal himself out of combat, allowing him to get back into the fight quickly.

Combat Trait

1
Heaven's Devils Style
[Nitrous] Each basic attack against an enemy hero grants a stack of Nitrous. Each stack of Nitro grants 5% movement speed. A maximum of 5 stacks can be held.

[Combat Drugs] After not taking damage for 6 seconds, Sam automatically consumes all stacks of Nitrous. Each stack restores 6% of maximum health over 5 seconds.
2
Stats
Maximum Health: 1800
Health Regen: 3.2


Atk Dmg: 58.0
Atk Speed: 2.5
Atk Range: 5


Resource: None

Primary Abilities

1
KD8 Charge
Throws a bomb to the target location. After a 1 second delay, the bomb explodes, dealing 120 damage to enemies in a small radius and knocking them back.

Cast Range: 7
Cooldown: 6 seconds
2
Stimpack
Immediately consume all stacks of Nitrous. After a 2 second delay, gain 10% attack speed per stack consumed. Last 3 seconds.

Cooldown: 14 seconds
3
C-83 Ballistic Missile
Fire a missile that deals 220 damage to the first enemy it hits. If this hits an enemy hero, reduce the cooldown by 6 seconds and stun them for half a second.

Skillshot
Missile Range: 6

Cooldown: 12 seconds

Secondary Abilities

1
Gear: D9 Charge
Switches out the KD8 Charge to the D9 charge. D9 charge has a 2 second delay and deals 210 damage, but no longer knocks back enemies. Reactivating swaps back to the KD8 Charge, and vice versa.

Swap Cooldown: 4 seconds
2
Gear: Anabolics
Switches out Stimpack to Anabolics. Anabolics grants Sam 50% attack speed that quickly decays over 1.5 seconds. Reactivating swaps back to the Stimpack, and vice versa.

Swap Cooldown: 4 seconds
3
Gear: Pulse Bomb
Switches out C-83 Ballistic Missile to Pulse Bomb. Sam's E ability no longer deals heavy single-target damage, but now has extreme AoE potential.

Pulse Bomb deal 100 standard damage. For every enemy within it's blast radius, it deals an extra 20 damage. Can deal a maximum of 240 damage.

Cast Range: 7
Explosion Radius: 4

Swap Cooldown: 4 seconds

Heroic Abilities

1
Jet Jump
Leap to the target location, ignoring collisions and gaining Unstoppable while leaping and 1 second after landing.

Cooldown: 15 seconds
2
Vanadium Plating
Activate to immediately restore 500 health. If Sam has less than 500 health 3 seconds after using this ability, restore 30% maximum health.

Cooldown: 90 seconds

Special Mount

1
Jetpack
Activate to gain 20% movement speed for 5 seconds.

Cooldown: 20 seconds

Passive: Sam has 10% increased movement speed.

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1
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lucky-tiger (2) | May 24, 2019 3:11am
really like the trait! but i do have so suggestions:

HIT AND RUN! [Nitrous]- didnt understand the wording, did you ment that only above 5 stacks any additional stack gives 5% speed?

[Combat Drugs]- should heal per Nitrous charge- like after not being damaged for 5 sec, consume a charge healing for 4% max hp over 2 sec (after each 2 seconds you consume another charge if you were not damaged)

[D - Jetpack]- seems too generic, and unthematic because of its long cd, would suggest reworking (E) HIT THE NITROUS!:

(E) HIT THE NITROUS: also some misunderstanding, does it consume all stacks or 6? anyway, i would suggest changing it: could be his active mount-
increase speed bonus to 30% for 4 seconds, you leap over obstacles for the duration (like hanzo) ~20 sec cd.
(Z) JETPACK- reduce passive speed bonus to 10%, his trait should take care of the rest. no need to limit speed bonus at 50%. (after all the changes)

(W)STIMPACK: overlap with all his other speed boosts, should give aa speed instead. (and it could also make you gain more NITROUS per aa)

so now you have a space for additional ability on his E (maybe d9 charge or something else)
SPIDER MINE- will create confusion with hummer's
so i think there is no need in 2 modes with different kits, maybe an ability that changes his aa to bombs, and you have certain number of bombs with a cd.(and these aa will not give Nitrous) like can hold up to 5 charges 8 sec cd per charge (maybe normal aa vs heroes reduce cd...)

[R]ULTRA CAPACITORS- maybe better as a skillshot, that damage with a slow with 30 sec cd is way too strong and unfun for point and click.
[R]VANADIUM PLATING- a bit weird as it gives him the ability to really heal allies, would fit if he was a support (with different kit)
he could use different heroics tbh, maybe ine that consumes nitro to gain bonus(like original E).

Reduce his hp to ~1800, he got self heals and speed bosts so no need in so much hp.

overall i can see potential in this concept! but there is a bit more work to be done.
2
[-]
Plazma | May 24, 2019 4:24pm
Would you say it's much better now?
1
[-]
lucky-tiger (2) | May 25, 2019 6:49am
yea it is! glad you took some of my suggestions.
[D - Combat Drugs] - might better work as passive making Nitrous automatically decay out of combat (like valla's hatred)
i think its importer to have some way to jump over obstacles as reapers do, so maybe add that to JETPACK, or as heroic.

im sure you ll think of good heroics to wrap this up!
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2
[-]
Plazma | May 24, 2019 12:49pm
Amazing suggestions :D

I'm taking all of this into consideration and editing the concept
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