A flexible bruiser who can directly upgrade his abilities by fighting up close.
This hero concept is relatively straightforward. After someone introduced me to the concept of Solarite, I was intrigued by if the idea of a hero with a secondary style of self-upgrading could work.
If such an idea was to be implemented, it would have to use only the existing inputs and UI, so pop-ups for grids or talent trees or the like would be inappropriate.
However, one issue a hero with such a robust upgrading system would have (as is the case with most questing heroes), is an innate tendency to become Feast or Famine. As such, I didn't want to introduce any mechanics that directly boosted immediate damage or sustain, but ones that would instead improve the hero's 'opportunities'.
Karax has a unique set of 3 icons to the left of his health bar, each displays the number of upgrades of his basic abilities.
Attack Type: Melee
Attack Speed: 1.20
Attack Range: 1.25
Attack Damage: 70
Health: 2200
Health Regen: 4.583
Resource: Mana
Playstyle breakdown
Spoiler: Click to view
Karax is a short-to-mid range bruiser. Each of his three abilities serves a different purpose.
Phase Cannon is Karax's main source of damage, as well as a useful poke tool. While it has somewhat limited range, the move deals a lot of damage, and can have its entire functionality radically altered upon reaching level 7. Upgrading the move represents a great potential power boost to Karax, however the need to channel while using it creates its own issues. Regardless, the ability's low cooldown and lack of risk compared to Karax's other two abilities makes it a reliable tool in his kit.
Power Strikes, while not very flashy, opens up a consistent way to generate Solarite, and acts as a second source of damage for Karax, but its primary role is in providing him with sustain, working effectively in close-range skirmishes, or following a hard engage.
Lastly, Thunder Dropp is an extremely powerful tool for both engaging and disengaging, and while upgrading the talent provides no additional damage or survivability, it does up Kalax's playmaking and playbreaking potential, and at really high stacks, allows him to navigate the battlefield in massive strides. Use this move to initiate, or to turn the tide of battle right as a powerful ability is cast. This move does, however, telegraph your future position to the enemy team, giving them ample time to prepare for your arrival.
Always remember that, while powerful, Karax's abilities have a tendency to telegraph his intentions. An engage from Thunder Drop guarantees where Karax will be located in the next .75 seconds, allowing for heroes like Nazeebo, whose abilities rely on prediction, to leave Karax in a bad spot after landing, while Phase Cannon is easily avoided simply by walking outside of its effective range, or simply attacking Karax while he's forced to stand still.
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