/r/OverwatchHeroConcepts
Overwatch Hero Concepts
This is a subreddit formed for the creation, sharing and discussing of user-made Overwatch hero concepts.
Submission Quality: Put effort into your concepts! Include detailed descriptions of all abilities, state the character's role, and their vital statistics such as armor, health and shield. Other statistics, such as movement speed, are not mandatory inclusions. Try to have at least two paragraphs worth of reading, and remember to doublespace your concept while writing since this is required on reddit to create linebreaks. Resources to help with the creation of a concept can be found in the Community Links section at the bottom of the sidebar, as well as in the subreddit wiki (link just below the header banner).
Muti-Posting/Spamming: Do not submit multiple submissions for the same hero concept unless at least one month has passed, otherwise please edit/update the existing submission. Also, please keep all details in a single submission. Do not post separate submissions for lore, their abilities, their background, etc. as this only clutters the subreddit and pushes other concepts further down the order than where they should be.
Linkflairs: Tag your submissions by setting their linkflair after posting them. This isn't mandatory, nor enforced, and moderators can/will do it for you if you're unsure of how to set your linkflair.
Submission Removal: If you post troll concepts or material that is inappropriate or extremely low effort, your post will be removed without warning. If your submission is a blatant troll post, the acting moderator will be under no obligation to state the reason for its removal.
Etiquette: Most importantly, be kind to your fellow concept creators. Offer constructive criticism rather than trashing someone's hard work. We're all here to share and improve our ideas together and there's no need to discourage anyone by making them feel bad about their submission(s).
Note regarding concept stealing : If you think someone is stealing your concept, please contact the mods first before lashing out. Also unless it's 100% full-on plagiarism- and not just having a similar ability or two- then it's not stealing. Please don't try to take a ownership of a single ability or theme, as that's fairly silly.
Remember, we also accept concepts of all types! If you have ideas for brawls, gamemodes, maps, or anything else then feel free to submit it!
/r/OverwatchHeroConcepts
Valkyrion is a brilliant ex-scientist and combat medic who fused experimental nanotech with a powerful flight suit. Her mission is to protect and empower her team, blending precision and agility with strategic support.
Scrapjaw is a former wasteland scavenger turned weapons engineer. Known for his wild sense of humor and inventive but dangerous gadgets, he thrives in chaos. His voice lines are filled with mechanical puns and references to his love of "making things go boom."
Name: Assailant (real identity currently unknown)
Aliases: Unnamed Legend, "StabbyDaddy609", "that creepy dude standing outside in the parking lot"
Class: Damage... short to close range
Lore: The Assailant is an unidentified male of clear Caucasian origin... he is currently wanted in a long string of current brutal murders, often leaving messages to authorities asking who they would fiercely more... then stating a name of horror movie killer and the name or a real life serial killer, often described by witnesses as a short... thin male wearing a zip up hoodie, black long sleeve shirt, old flak jacket, beat up black face mask, white blood stained cloth gloves, camo pants and belt... he's been stated to be rambling incoherently about his "legacy" or therelackof... nothing much is known about Jim besides assumed age by height... 15 to 17 age range.
Main gimmick: The Assailant is a "Wannabe (albeit oddly successful)" serial mass murderer and stalker who seems to have some sort of Hyper Awareness or Hyper-Sanity (aka awareness of thr fourth wall and that he's fictional) and current horror tropes... he's a killer... but for "comedic" reasons, while also being just purely evil and sadistic just because.
Weapon: Melee; Serrated buck knife looking kitchen knife Ranged; Throwing hatchets Passives: "Stabbing in the Dark..." When crouched he becomes invisible and unhackable as long as he stays crouched "Get them From Behind..." Any successful attack from behind has a 1 in 20 chance to instantly kill any target (including teammates) "Shown no Mercy..." Can heal slowly when not in combat for 15 seconds
Ability 1: "Silent Stalker" Press the Right bumper button to stalk and peek round corners... stalking enemies builds a revealed meter and inflicts them with revealed, making them more susceptible to damage (15 percent damage taken boost at max meter)
Ability 2: "Horror Shift" Become intangible and invisible for 15 seconds and "teleport" (walk to where you want to be) and reappear with a 3 second invulnerability window
Untimate: "The Jig is Up" Become Enraged and take reduced to only 1 percent maximum damage you'd take for all means beyond environmental for a short period and all attacks are damage boosted by 25 percent for a period of 10 seconds
I'm looking for critiques and bits to add like interactions... his personality is a cocky, snarky, smug sociopath with very VERY little remourse and NO filter
Sanjay is a high ranking official at vishkar, but also has a seat in talons high council. He is a tank hero that uses both hard-light and the sonic technology lucios father created. But instead of rallying people and healing them, this re-purposed version slows and oppresses them. In my eyes he turned out as a powerful brawl tank, with slowing abilities that combats the growing mobility-creep.
Stats
Role: Tank
HP: 300
Shields: 250
Height: 6’5” (Around the same height as Zarya)
Passive (Diplomatic protection):
If Sanjay gets below 50% HP he and his allies around him gains a small damage reduction.
Range: 6 meter radius
Dmg. reduction: -20%
Primary (Sonic Gauntlet, Standard form):
Type: Beam (Soft lock)
Damage: 75
Max. Range: 15 meters
Movement slow: -20%
Rate of fire: 10 per sec
Ammo: 100
Reload time: 1.5 sec
Effect: A soft-lock Sonic pulse that damages and slows enemies. Slow effect disappears instantly if the beam isn’t connected to you.
Secondary (Sonic Gauntlet, Oppressive form):
Type: AoE
Damage: 100
Range: 8 meters
Width: 4 meters
Movement slow: -30%
Rate of fire: 20 per sec
Ammo: 100
Reload time: 1.5
Effect: Using both his gauntlets, Sanjay damages and slows enemies in a AoE in front of him, dealing more damage and slowing effect but in a shorter range.
Ability 1 (Disruptive pulse):
Type: AoE, Debuff
Damage: 25
Movement slow: -20%
Max. Range: 10 - 20 meters
Width: 5 meters
Cast time: 0.5 - 1.5 sec
Movement speed: 30 meter per sec
Duration: 1 sec
Cooldown: 12 sec
Effect: Charging up a sonic pulse that Sanjay shots in a AoE in front of him that disables enemies primary & secondary fire for 1 sec.
Ability 2 (Protective Shields):
Type: Self-buff
Overhealth: 100 (+50 per ally near)
Range: 10 meter radius
Duration: 5 sec
Cooldown: 12
Effect: Sanjay’s suit grants him extra temporary over-health that increases with more allies nearby.
Ultimate (Hard-light obelisk):
Voice line for allies
“I have given us sanctuary”
Voice line for enemies
“This foolish attempt has run its course”
Type: Object
Health: 100
Shields: 50
Range: 10 meters
Effect range: 20 meter radius
Duration: 8 sec
Cast time: 1 sec + 0.5 deployment
Effect: Sanjay places down a hard-light construct that gives every ally within its effect range a second life. If Sanjay or an ally dies with the obelisks range they instantly restore half their HP. This effect only work one time.
Universe: Overwatch - New Era
In this reimagined Overwatch universe, humanity and Omnics share society with another entirely new race: genetically engineered anthropomorphic animals, known as The Morphics. This new species emerged from the daring work of one visionary scientist, Dr. Elias Falk, who dreamed of expanding life beyond the boundaries of traditional biology.
The Origin of Morphics
Dr. Elias Falk, an experimental biologist and genetic engineer, made headlines across the world with his first creation: Lucas, an intelligent, anthropomorphic tarantula who could think, speak, and even dream. This groundbreaking creation initially garnered both fascination and fear. Dr. Falk’s goal was to push the boundaries of scientific achievement, but the global council deemed his creation unnatural and unethical, demanding that his work be terminated and his specimens destroyed. Refusing to surrender his life’s work, Dr. Falk went into hiding, escaping with his research and Lucas, whom he considered a friend, not just a creation.
A New Ally in Vishkar
Dr. Falk found unexpected salvation in Vishkar Corporation. The head director saw the potential in his work and recognized that this genetic engineering could revolutionize the world. Falk was offered sanctuary under Vishkar's protection, enabling him to continue his experiments. With the financial and technological backing of Vishkar, he was able to grow his work into a full-fledged project, expanding from tarantula-based Morphics to many other species, each designed with unique capabilities and intelligence.
A Society Transformed
As the years passed, the Morphics integrated into society, blending with both humans and Omnics, adding a new dimension to everyday life. Now, a walk down the street reveals Morphics of various species - foxes, wolves, tigers, owls, and more - all navigating society in a new era of coexistence. Each Morphic was designed with a purpose, making them as diverse as humanity itself. Some serve as soldiers, doctors, engineers, or artists. Others took to the Overwatch ranks, proving invaluable on the front lines.
Legacy of Dr. Elias Falk
Dr. Falk passed away under mysterious circumstances, rumored to be connected to powerful factions fearful of the Morphics' potential. Yet his legacy lives on, celebrated by the Morphics he created and by Vishkar, which erected a towering memorial to him at their headquarters. His motto, "Life can take any form," is inscribed upon it, symbolizing the dawn of a new era. His impact reshaped history, and today, Dr. Falk’s memory is preserved as the father of a new species - a true visionary.
Overwatch: New Era
In this era, Overwatch’s mission is to maintain harmony among humans, Omnics, and now Morphics. Heroes from each race work side-by-side, combatting threats that challenge the delicate balance of this new, inclusive world. The Morphics have brought new possibilities—and new threats—making this a critical chapter in Overwatch’s mission to protect the planet and its evolving inhabitants.
Lucas - Vishkar Architect
Lucas, the first Morphic, was both an ambassador and a defender of this new race. His intelligence and physical prowess made him an invaluable asset, particularly when he mastered Vishkar’s hard-light technology to create the WEB, an unhackable hard-light network used to protect Vishkar’s secrets. Despite his achievements, Lucas wrestled with an internal conflict. While he believed in Dr. Falk’s vision of harmony and coexistence, Vishkar’s growing ambitions toward control and dominance troubled him. His relationship with Symmetra, a fellow Vishkar operative, became a source of solace. She saw in him a balance between strength and intelligence, and their shared ideals deepened their bond. After Falk's death he vowed to carry on his legacy, proving that Morphics were not just creations but equals in a new era of coexistence.
Type: Knockback Melee
Description: Lucas’s melee attack delivers a knockback effect, pushing enemies away from him.
Damage: 30 per hit
Knockback Distance: 3 meters
Rate of Fire: 1.2 seconds per hit
Does are not final stats numbers and they can be changed. It is my first but not last hero for this universe. I'm ready for any discussion about his kit and interactions if there is something you don't understand.
Dashni is a friend of Symmetra’s and is a part of Vishkar.
PRIMARY FIRE: Healing Lasso
A lasso emits from the weapon, which targets and wraps around allies, healing allies that are within its area, healing them continuously over time (like a mix between Symmetra’s old primary fire and Mercy’s healing beam). Can be used whilst firing secondary, unless ally moves out of range. On a resource meter.
SECONDARY FIRE: Hard-light Projection
Fires a continuous beam of hard-light energy that increases Healing Lasso’s healing dealt by 50% if an enemy is hit. Healing ramps back down after three seconds after last hitting an enemy. Also charges healing lasso’s resource meter the longer that an enemy is hit.
ABILITY 1: Photon Shield
Create a force field directly in front of you, which blocks and converts all damage taken in front of you into healing mist that which heals yourself and allies over time behind/ around you.
ABILITY 2: Prismatic Crystal
Produces a photon crystal that can be cast over allies to deal high healing over time before detonating into an explosion of glass shards that heal allies and damage enemies. Crystal can be detonated by Dashni remotely.
ABILITY 3: Super-charge
Start gliding in the air, whilst at the same time supercharging all of your abilities: dealing more healing, faster shooting speed, higher crystal healing/ damage. Also reduces cool-downs of all abilities. Lasts 5 seconds (or however long Dashni is in the air.
ULTIMATE: Photon Grid
Manifests and projects a giant glowing photon grid where Dashni’s reticle is (at a range of 15m). The grid then falls to the ground/ nearest surface. The grid destroys turrets and damages enemies as it travels through enemies. The grid then remains on the ground and damage boosts allies that are on the grid before decaying. If the grid passes through allies, it heals 50% of their maximum health. Grid can be placed horizontally or vertically.
Two heroes I’ve heard is bad for the game and have fundamental flaws in their character designs is Roadhog and Mauga.
Roadhog is as many others feel a solo experience character that doesn’t fit OW2, with just one tank. When you have a roadhog on your team you know u won’t have a tank, he doesn’t bring anything to the team, and if the enemy has a hog you most likely will be hooked from across the map and get obliterated.
One of the main problems with Mauga is his gameplay and ability to sustain himself from just dealing huge amount damage. Wich lead to a brain dead strat, to just obliterate the enemy tank. In theory, the concept of alternating between his guns to sustain himself is an interesting one but in-game it’s terrible. You just end up shooting the living shit out of their tank. Another problem is his E-button which emphasizes this bad gameplay in that you get more value if you just go after their tank.
In higher ranks they identifies these as the main problems with both of them. What would u like to see in a rework to hog and Mauga ?
Hero Name
Cipher: The Plague Wraith
Weapon
Corrupted Cleaver – Cipher wields a large, jagged cleaver that pulses with dark energy. The cleaver has two attack modes:
Primary Fire (Slash): A quick melee swing that deals damage in a short-range arc, inflicting a debuff that reduces healing received by enemies hit for a brief duration.
Secondary Fire (Throw): Throws the cleaver in a straight line, piercing through enemies and marking them with a "plague" effect that gradually reduces their movement speed.
Abilities
Cipher emits a toxic cloud around him, creating an area of effect that deals light damage over time to enemies within range. It also reduces their healing received by 30% for as long as they remain in the cloud.
Cipher extends a dark tendril, pulling a targeted enemy toward him while dealing damage. If Cipher successfully pulls an enemy, he gains temporary shields equal to a portion of the damage dealt.
Cipher melts into shadow, becoming intangible and gaining a burst of speed to escape or reposition. While intangible, he can't attack but leaves behind a trail of "plague" that temporarily reduces the accuracy of enemies who touch it.
Passive
Blackened Plague Enemies hit by Cipher’s basic attacks or abilities receive a stacking “plague” debuff. Each stack lowers their healing received by 10% (up to 3 stacks).
Ultimate
Deathless Wraith Cipher shrouds himself in a dark aura, becoming a near-indestructible spirit form for a short period. While in this form, he emits waves of corruption that damage and plague nearby enemies, and he can move through walls. Enemies hit by his aura suffer reduced healing and are slowed drastically for the ultimate’s duration. (Hes a plauge doctor if you couldn't tell)
I thought of this after playing lifeweaver and i thought "lifegrip could literally grip the life from an enemy" so i made this at 3am. please discuss, ill change and credit. im not good at this
Liferender (Mirrorwatch Lifeweaver)
(Hero select quote) "Spend every moment embracing the darkness within you."
Thorn Dart | Primary fire
(On Kill: "A shame. I expected more of a challenge.")
Similar to Bastion primary fire. Thorn Dart always deals x1.25 damage to Armor health. Damaging enemies multiple times with Thorn Dart increases their damage taken from all sources (excluding beam damage) by 10%.
(Specifics idk if its good, this is the only one I wrote:
Shoot a thorn projectile (0.3m size) every 0.5s, at a projectile speed of 110m*/s (Hanzo's max arrow speed). Each thorn does 50 (45 better?) damage, and can headshot (x2). Has a max ammo of 25, and reloads in 1.8 seconds.)*
Maybe: piercing projectiles?
Restore | M2 - Secondary fire
("You're a handful, you know that?")
Restore health to teammates with an initial 85 health burst, while healing 40 health over 6 seconds. Takes 1.8 seconds to charge, and cannot be used without fully charging. Can be held to continuously charge and use.
Life Steal | 12 second cooldown -
(On Kill: "You were worth something after all.")
Over 1.85 seconds, deal 100 damage to an enemy, and heal yourself x2 damage done. Heals only x1 of damage dealt to Armor. Shields and Barriers will still take damage, but heal nothing. Losing sight/range cancels ability and starts cooldown.
(e.g. dealing 75 health damage and 25 armor damage heals 175 health to yourself)
Maybe: grant overhealth instead?
Petal Protection | 8 second cooldown
("You are safe with me. Let go.")
Protect yourself or an ally from danger for 3.5 seconds. The shield lasts for 3 seconds, and has 300 HP. Shoots Spores at enemies for every 100 damage taken, and if broken by an enemy, explodes (10-100 splash damage based off distance) in a 7m radius.
Bloom | 6 second cooldown
Jump into the air and float, then hop in any direction by pressing a directional key. Pressing nothing for 2 seconds will drop you back down. You cannot use primary fire during Bloom.
Roots of Despair | Ultimate ability
("Fall into despair!")
17.5s active time
Raise a large, dark flower that sprouts a large field of roots that seek out enemies, applying one stack of Rooted for every second they are in AOE. When in line of sight of the flower, it shoots slow Spores at enemies. Roots actively seek out enemies and increase root range (16m initial to 24 over 6 seconds) for the duration. Heal all teammates at a ratio of 1:2 (1 HP per 2 damage) while Roots of Despair is active. Heal all teammates in a pulse with all health dealt total in the time between spores being shot
(e.g. Imagine: Roots of Despair deal a total of 300 damage after a spore was shot. When the next spore shoots, heal the amount of damage done [1:2] to all teammates in AOE range. 300 damage will heal 150 to each teammate.)
Rooted status effect
Gain up to 5 stacks of Rooted for every second inside of Roots of Despair AOE (these do not deteriorate until you leave AOE). When someone is Rooted by Roots of Despair, they are slowed by 15%, receive 15% less healing from all sources, and bleed for 10/s. Upon leaving AOE, all Rooted stacks begin to deplete, and have lesser effect. In this state, each Rooted stack lasts 2.2 seconds.
Spores
All spores deal bleeding damage (8/s) and slow players (4%) for 3 seconds (stacks up to 3 times. buffs stack here too, so no "deplete one stack then restart countdown"..)
* yoinked from the wiki
again im not good at this so spare me if its genuinely not good
(Yes the picture is made by AI I’m bad at drawing, ok? 😭😭)
Hero Concept: Feng Lainhua
Role: Damage
Name: Feng Lainhua Codename: Blaze Nationality: Chinese
Background: Feng Lianhua grew up in the picturesque city of Chengdu, where the aroma of sizzling Sichuan dishes filled the air. She was raised in a family of renowned chefs, where her grandmother imparted not only culinary skills but also tales of fire’s dual nature—its ability to create and destroy. Drawn to the mystical elements of her culture, Lianhua practiced ancient martial arts, learning to harness her inner strength and the elemental force of fire. The Catalyst: During the Omnic Crisis, Lianhua witnessed the destruction of her beloved city, feeling the pain and despair of her community. In a moment of desperation, she connected with the spirit of the Phoenix, a symbol of rebirth and resilience in Chinese mythology. This connection awakened her latent powers, granting her the ability to control fire. Fueled by her desire to protect her city, she transformed into Blaze, vowing to fight for those who could not.
Abilities:
Scorch (Primary Fire):
Fire a projectile every 0.15 seconds dealing 18 damage. Dealing damage has a 60% chance to apply a Flame Stack on that specific enemy. Firing this weapon consumes a resource bar. After not firing this weapon the resource bar instantly starts recharging. While resource bar is below 50% decrease weapon damage dealt by 25% (can be counteracted by stacks).
Explosive Flame (Secondary Fire):
Shoot out a burst of 5 flaming projectiles in 0.2 seconds dealing 1 damage per projectile. Each projectile adds one flame stack to whoever it hits. Cooldown is 8 seconds.
Hot Feet (Ability 1):
Increase your movement speed by 75% for 5 seconds but if you take 100 damage while this ability is active the ability cancels. Cannot manually cancel. Cooldown is 12 seconds.
Crippling Heat (Ability 2):
Throw a burning projectile that explodes when landing. All enemies it hits gain a 25 dot burn, slowed by 20% and cannot use abilities for 0.75 seconds. Cooldown is 15 seconds.
Tornado of flames (Ultimate):
Create a flaming tornado where you are, dealing 175 dot for 1 second in a 3 meter radius. Then send out a pulse every 1 second in a 10 meter radius, dealing 25 damage and applying 5 Flame Stacks to each enemy hit for 5 seconds. Ultimate cost is 2450.
Flame Stacks (Passive):
Has a maximum of 5 stacks. Each stack adds a 5 damage per second burn and a 5% weapon damage increase to that specific target. Removes one Flame Stack per second while not taking damage from any ability that can give Flame Stacks from Blaze. (Maximum of 25 damage per second burn and a maximum of an extra 25% weapon damage increase for that target)
D.va (while in mech)
Passive: While holding jump and above 2 meters off the ground you enter a flying state (like normal boosters but slower)
Primary fire: Decreased fire rate but increased damage
Defense matrix: Can be used for an infinite amount of time and while it is on a teammate they deal 25% more damage and receive a 25 hps. If an enemy shoots the very end of the defense matrix it can eventually die after taking 200 damage. When you stop using this ability, or it breaks, it goes on a 20 second cooldown.
Ability 1 (Boosters): Boost forward in the direction you’re moving, if you’re not moving you instead boost upwards. This has 3 charges with a 1 second delay between boosts. The cooldown of each charge is 6 seconds.
Ability 2 (Rockets): Launch homing projectiles that lock onto enemies even when not in line of sight (The lock on will be like kiriko’s papers). The damage is slightly reduced. This has a 10 second cooldown.
Ultimate (mech): Leave your mech, gaining new supportive abilities. Ultimate cost is only 1000.
D.va (out of mech)
Health/hit-box: 175-225 And larger hit box.
Primary fire: Increased projectile speed.
Secondary fire: A beam that can heal allies for 75 hps. (Kinda like a worse version of Illari’s secondary fire) Has a resource meter. Maximum time is 5 seconds.
Ability 1 (buffing zone): Throw a projectile that when landing on the floor turns into a ring that increases damage dealt by allies, the damage boost is 15%. This also heals allies inside for 25 hps. The radius is 10 meters. The cooldown is 15 seconds.
Ability 2 (deteriorating beam): Lock a beam onto an enemy, losing the ability to shoot or use any abilities. The beam is a hard lock on and when locked onto an enemy, they deal 25% less damage and they can’t use any movement abilities (hinder). They also receive a 200 damage over 5 seconds (40 damage per second), and they’re slowed for 25%. Lasts for 5 seconds. Cooldown is 15 seconds.
Ultimate (mech): send down your mech in front of you, squishing enemies in the radius it lands dealing 300 damage. Enter your mech. Ultimate cost is 1000.
Passive: When taking a burst of 150 damage or over, set player health to 150 no matter what.
(The leave mech after dying passive is removed)
(This is just for fun so pls no hate)
TOXICATOR ROLE - TANK
Character info:
Full Name: Darren “Stinker” Callahan Call Sign/Alias: Toxicator Age: 43 Gender: Male Sex: Male Role: Tank Difficulty: ☆ Affiliated With: Junkers and secretly with Talon
Advantages: Area denial and “stealth”for allies (Brawl comp) Disadvantages: Mobility, speed, high ground.
PHYSICAL DESCRIPTION:
Brief Description: Large, yellow, grey/ green, purple hazmat suit with a gas mask and oxygen/ gas tubes all around him, with a gas tank on his back, which connects to his weapon Height: 6’3” Weight: 523 lbs Health: 400 Armor: 150 Injuries/Ailments: Mustard gas burns on entire body
HEALTH: 550 (400 normal, 150 armour)
WEAPONS & ABILITIES!
WEAPON: Stinker Ammo: 250 Ammo used per second: 25 Stink bomb usage: 50
PRIMARY FIRE: Intoxicating Fragrance
STINKER produces a toxic green gas that lingers for 1 second wherever it is fired (like Moira’s healing mist). Deals 14 damage per 0.25 seconds.
Spreads in an arc from TOXICATOR’s position up to 10 meters.
Gas reduces visibility for players.
SECONDARY FIRE: Stink Bomb
STINKER launches a long-range exploding projectile that leaves unleashes a gas cloud on impact Lingers for 3 seconds
PASSIVE: Choking siphon
Every tick of damage dealt to enemies grants 1 ammo to himself
ABILITY 1: Gas Leak
TOXICATOR yanks at a tube on his neck, which leaks a slow spreading gas cloud around him wherever he travels. This blocks enemy sights and silences his and his allies footsteps. Lasts for 5 seconds. 15 meter radius.
ABILITY 2: Gas-lighter
STINKER transforms into a flamethrower and shoots fire for 5 seconds. This doubles the damage of primary fire and secondary fire Also being ignites any gas clouds.
ULTIMATE: Nuclear Fallout
STINKER calls for a nuclear warhead to land at his position, this has a 4.5 second delay before the ultimate is actually activated: nuclear sirens sound as it is activated.
The warhead lands on the map, creating a massive mushroom cloud and a radius of fire for 3 seconds and extinguishes.
Gas is also unleashed in a 50 meter radius, reducing visibility for enemies. Gas lingers for 7 seconds, its damage ramping down the longer it lingers.
If a player looks at the explosion head-on, they are blinded for 1.5 seconds
INITIAL EXPLOSION DAMAGE: 350 (LoS only); ramps down due to distance from explosion site
EXPLOSION DURATION: 3 seconds
EXPLOSION RADIUS: 50 meters (subject to change)
ULTIMATE DURATION: 13 seconds (+ 4.5 second delay)
ALL NUMBERS ARE SUBJECT TO CHANGE (if needed)
Any feedback is greatly appreciated!! Thanks :D
BACKSTORY:
Sorcha O’Deorain had a bright future, with lots of opportunities when she was once a teenager, but ever since her only living relative fell sick with a terminal disease, she began her descent into darkness.. As her mother slowly rotted in the hospital bed, so did her life: friends became distant and cold; her grades fell from high A’s to F’s. Sorcha began experimenting with the occult and demonology: she joined Ord na nDorchadas- a demon worshipping cult. She quickly became obsessed with the idea of witchcraft, especially the idea of mind control and telekinesis, and even tried to recruit her own sister, Moira, but she immediately rejected Sorcha.
On the unfortunate night, Sorcha, through all of her depression, anguish and desperation, agreed to be the host for the devil in the cult’s annual ritual- in hopes of channeling the devil’s power to save her mother from her inevitable death. The ritual failed right when Sorcha was at her most vulnerable: her own soul left her body and was returned to her, fractured. This gave her the powers that she once desired, but left her corrupted with the curse of the occult, never to ever find a cure.
Sorcha’s personality was changed forever: she became distant, cold and began having impure and evil thoughts. At first, she tried fighting them, but it was no use. She let the evil into her body, and now this is the pain she must endure for eternity for her crime against morality.
Her mother eventually died, and immediately, something in her snaps. She begins plotting revenge on her sister, believing this was Moira’s fault for letting her do this to herself. She began controlling her, like a puppet, brainwashing her own sister to do her bidding: eventually publishing that controversial research paper on genetic engineering; experimenting on Gabriel Reyes. Now, all of Moira’s actions were Sorcha’s fault. Moira is forever in a state of conflict in her mind as well: always under her sister’s control, but sometimes tries to free herself from the shackles of her sister’s corruption, but it’s a losing battle. She always fails. She always will. Moira will never be free from Sorcha’s power. They will always be telepathically connected.
Sorcha uses this curse to her advantage, by physically taking control of the very thing that shackled her down to the mortal realm, and transforming it into an unstoppable weapon. She is also known as and referred to as “the Witch” or “the Ghost”.
ACTUAL CONCEPT:
PRIMARY FIRE: Epitome of Sorcha
DMG per hit: 65 + DOT DOT: 10 (over 0.25 seconds) CRIT. hit multiplier: x1 TIME BETWEEN PROJECTILES: 0.666 SECONDS MAGAZINE SIZE: 666 PROJECTILE AMMO USAGE: 111 DMG FALLOFF RANGE: NONE PROJECTILE SPEED: 66.6m/s CAST TIME: 0.01 SECONDS RELOAD TIME: 1.666 SECONDS
Sorcha unleashes corrupted soul fragments (projectiles) from her hands that leave a smoky/ mystical trail behind them. They have a swift DOT effect. When reloading, SORCHA’s soul is released from her body via her mouth. It then rebinds itself to her arms.
PASSIVE ABILITY: Curse of the Occult
Every elimination instantly reloads Epitome of Sorcha.
ABILITY 1: Soul Bomb
COOL-DOWN: 5 SECONDS DMG TYPE: DOT & AOE explosive projectile RADIUS OF PROJECTILE: 3m DOT DMG: 66.6 AOE DMG: 150 AOE EXPLOSION RADIUS (collision): 6m CAST TIME: 1 SECONDS DURATION: 1 - 5 SECONDS
SORCHA charges a mystical circular orb (bomb) in her arms and then proceeds to launch it at an enemy, which explodes when it collided with the world terrain. If SORCHA does not launch the SOUL BOMB within the timeframe, then the orb will collapse in on itself and leave a glowing dust trail behind. Enemies that get caught in this trail take the DOT SOUL BOMB travels through enemies, which deals DOT
ABILITY 2: Hallucination
COOL-DOWN: 20 SECONDS DMG TYPE: TARGETED DMG: 15 over 0.666 SECONDS CAST TIME: 0.666 SECONDS + travel distance DURATION: 12 SECONDS
Sorcha casts a rune on her palm that produces a hallucinatory spell, which targets an enemy. Once it reaches its target, their vision will begin to distort, and they will see things that aren’t really there (like a player misplaces and shooting at them), visions of random events and their overall HUD and UI will be illegible to the player. If the player hallucinated a player shooting at them, no damage is actually taken, although to the hallucinating player it looks like they’re taking damage due to the red effect around their screen.
ABILITY 3: POSSESSION
Targets players and player-made objects:
COOL-DOWN: 12 SECONDS CAST TIME: 1.5/ 0.15 SECONDS PLAYER TRAVEL TIME: 10m/s OBJECT TRAVEL TIME: 20m/s DURATION: Depending on distance between SORCHA and player/object PLAYER DMG (when PRIMARY FIRE IS PRESSED): 666 after 5s (only if targeted player does not free themself)
Sorcha targets a player or player-made object (that’s being casted). If a player is targeted, SORCHA points at them and the targeted enemy floats over to SORCHA. She can then put them in a trance that gives her the ability to collapse their psyche, which kills them by pressing primary fire. She does this by placing her hands around their head and pushing. There are three stages to this: the first acts as a warning (the enemy and her are forced still); then the second stage makes her hands jolt closer to the enemy’s head; finally the last stage deals 666 damage to the player, and SORCHA’s hands jolt infront of each other and the enemy collapses to the floor.
If a player-made object is targeted , then it is stolen from the player who primarily owned the object. It then travels through the air and goes into SORCHA’s hand. A short delay and then she throws it where her reticle is pointing.
ULTIMATE: VEIL OF DARKNESS
DMG TYPE: DOT & AOE DOT: IN BEAM: 150/s AOE: 75/s CAST TIME: 1.15 SECONDS DURATION: Until energy orb depletes: TOTAL ENERGY= 666 ENERGY USAGE: 111/s MAX DURATION= 12s AOE: 6.66m BEAM RADIUS: 0.666m
Sorcha releases an orb of dark energy from within her. She then blasts it as a beam wherever her reticle is pointing. If the beam collides with terrain, it leaves an area of dark energy that reduces visibility, damages and reduces healing to enemies in the AOE. If players physically collide with the beam of dark energy, these effects are more intense. and have a longer duration on the victim. After the orb of dark energy depletes of its power, it evaporates and SORCHA returns back to her normal gameplay. Sorcha also syphons 15% of all of the damage taken by enemies from the ULTIMATE into over health.
Thank you for reading this concept (it is very lengthy) and I think it fits the time of year (halloween).
Please leave any feedback/ questions in the comments, ty!!
A Strong woman who is destined to help and protect the innocent with the help of the t of determination, behind all that strength and power lies one fear Not saving the world. Kidtor wants to save but she has to realize all can’t be saved and protected. One day in a battle with sigma she had suffered too much damage and the tailsman too too much stress and broke unleashing a shockwave of a roar from her body, sigma attacked with his ultimate but Kidtor walked out the smoke with no damage and her armor looked different and more menacing with a red and black look, she became the Crucible.
Melee primary: Sword of Determination
Ability 1: That Tickles: Once activated damage will be decreased by 60% for 6 seconds (cooldown 8 seconds)
Voice line: Hahaha thanks for my massage
Ability 2: Shockwave: Let’s put a powerful roar that stuns enemies for 2 seconds (cooldown 6 seconds)
Voice line: Hahahaha not even sigma can stop this body
Ability 3: Crucibles determination: Raises armor health by 20% but lowers speed by 15% (cooldown 10 seconds)
Might’ve made this too OP
Back in the medieval times The blood Scythe, The Grim, Crimson was named Jay Art, he was a blacksmith making weapons as usual and one day looking for a rare ore he fell and a Dark red light flowed from the cracks of a rock, he touched and BAM, rubble, dust, Blood. The scythe stuck in stone, Jay knew he shouldn’t touch but curiosity got to him first he touched them voices and screeching grew loud and loud, flashes and screams, too overwhelming for the man, against his will, he turned into Crimson, The embodiment of death itself.
With this new power Crimson lay waste upon his land and many others to achieve more power for The Grim.
Projectile: Sickles Ability 1: Parasite: Take opponents health for owns health (lasts 5 seconds) (Cooldown 7 seconds)
Voice line: Thanks for the help
Ability 2: Grim: grants extra 150 shield and a 15% speed boost (lasts 8 seconds) (cooldown lasts for 10 seconds)
Voice line: Hahaha try and stop me now
Finally ability: wave of sorrow (slams scythe in ground to make a wave that deters enemies health for 4 seconds)
Voice line: Haha enjoy rotting you filthy mortals
Ultimate: Crimsons edge: Pulls out the Scythe and a bar appears on screen, Each hit you deal fills up the bar and once the bar is full it will automatically go to you and teammates (lasts for 8 seconds) (bar goes up to 50%)
Voice line: Nothing is sharper than CRIMSONS EDGE!!!
Sooo, i’m new to this community and i’ve literally made this rework like 30 mins ago.
Here it goes..
UPDATE LOG:
VIRUS can now be held by SOMBRA when the button input is held, to let SOMBRA decide when and where to throw it (like LW healing blossom but without the auto-lock).
SOMBRA’s new passive connects hacked enemies to her in NETWORK in the form of purple glowing tendrils, that grow from her gauntlet that she uses to HACK enemies (like the ones in the image above!!) These tendrils are more visible to SOMBRA in STEALTH form- because she is in the “hacked world”.
HOWEVER, this also reveals the location of SOMBRA as the tendril travels back to her and they begin to wrap around her- like a tangle- which slightly cover the player’s screen, so it acts as a punishment for SOMBRA if she is in stealth for too long (tendrils wrap around walls and objects to identify the player).
When the tendril attaches itself to the victim, 15% of the player’s total health is taken and cannot be healed (reduces the player’s total max health). The health regenerates due to passives after the player is disconnected from the network.
When enemies get hacked by SOMBRA, they get added to the network.
The more players attached to NETWORK, the more visible SOMBRA’s abilities become, which makes SOMBRA more visible to the enemy: HACK makes more noise and creates electric sparks from SOMBRA; TRANSLOCATOR creates a purple glitched trail behind it; STEALTH make SOMBRA glitch occasionally, making her slightly visible, and the VIRUS cube shape glitches when held and thrown.
EMP (ult), only affects players that are in the network and now deals DOT (like virus) to those affected. When using the ult, SOMBRA unleashes a pulse from herself that travels through the network and upon reaching its target, it will deal the original percentage-based burst of initial damage, then a slow DOT, whilst also hacking them.
The only way to break the bond between SOMBRA and the enemy is if either one of the players walk out of range (50m), die or the connected player gets cleansed.
The aim of this concept is to make SOMBRA more findable when in STEALTH, whilst also preserving her identity as a hacker- knowing more information than the enemy. With this rework, I plan to make her create a hive mind/ network that forces her to play more tactically and coordinated with her team by making the enemy more vulnerable to SOMBRA’s team.
Thoughts, feedback, and any criticism would be greatly appreciated!! :)
Thank you!!
I'm considering workshopping some heroes into different roles but wanted to see what ideas other people in this subreddit have. Some of the top roleswaps I had in mind are Tank Mei, Support Sym, Support Torb but I also have ideas for Tank Genji and Support Hanzo.
If anyone has any role rework ideas they'd like to share I'd love to hear them.
Had a hyperfocus and completed this character today!Here is my little boy Prism!
Prism Real: François Lambert Pronouns: He/Him Sexuality: Gay Nationality: French. Hometown: Vézelay, France Age: 432 Voice claim: Shō from Arrietty with a French accent.
Personality: Prisim is a very pensive and kind person. He talks little, but says meaningful things when he does like he is full of wisdom considering his age. He tries to be kind to everyone, even rude people and renown evil people like Talon.
Primary Fire: Prism Harness A lantern that harnesses a beam in front of it that damages enemies for 30dps
Secondary Fire: Heal Project Switch outputs on your Prism Harness to output healing to your teammates for 90 HPS.
"You're suffering. Let me help." "Please be careful" "I can't loose you too"
Ability One: Sharp Snare Set out a line of glass shards which float in the air near the ground. If an enemy crosses this line, they get damaged by 5HP and are stunned for 0.5 seconds. The allies of Prism and Prism himself also get a notification when it is triggered.
"Sorry, did I leave that there?"
Ability Two: Heal Surge Send a heal orb from your lantern to a nearby ally once locked on. When the orb connects, it does 35hp of healing to the target.
"I hope you appreciate this."
Ultimate Ability: Remembrance. Hold your lantern out and select an area of your choice. A large circle will open above and rain, healing allies and damaging enemies. It lasts for 10 seconds
Friendly: "Follow my light!"
Enemy: "Ta vie va voler en éclats!" ("Your life will shatter!)
Lore:
François Lambert was born into a relatively calm family in the small town of Vèzelay, France on December 10th, 1661. He grew up with his 2 older brothers Louis and Charles, and his parents. He loved running through the streets with his brothers and getting into places he shouldn't have been in, such as the museum after hours. However, François seemed to have a gift. Whenever him and his brothers got scratched or scraped, he could heal it in the blink of an eye. He couldn't understand why, no one could, but it was perfect for his small town.
As François grew older, he quickly cemented himself as a miracle healer, healing any physical wound brought forth to him, just how he did to his brothers. Though, as he neared his late teens, his power started to slip out of control. It seemed to manifest itself inside him as pain. The pain would get worse for periods, and lay back for others, but it soon became unbearable.
One night, François returned home from an outing to the library. He retreated to his room, but was stopped by the sudden throbbing pain in his chest. His eyes glew yellow as he let out a scream. He floated off the ground, wind starting to pick up and whisk things around the hallway. His family attempted to help, but with no success due to the gusting wind. Eventually, the wind died down enough for people to get a rope around François and take him to a sorcerer. François was placed on a platform and the sorcerer performed a cleanse ritual. The wind died down, hope was found for a brief moment. The wind suddenly gusted back, the "gift" prevails. François' screams filled the air. As a last resort, the sorcerer performed a ritual to seal François in a painted glass window. The mural present on the window was erased and morphed into a fractal image of François channeling light.
His story soon became a legend, passed down from generation to generation and it eventually caught wind of Venture. They wanted to see for themselves, and with their recent join of Overwatch, they hopped on a mission to Paris to help the team. Once the mission was done however, Venture BEGGED Winston, and Winston, with the same amount of curiosity, decided to say yes. Venture, Winston, and a few other agents including Mei and Lifeweaver, flew out to Vèzelay to visit the closeby chapel where the stained glass window was located.
Unknown to their knowledge, Vèzelay had been recently attacked by the Omnics, leaving half of the city destroyed and the other half in dismay. This brought Venture to a worrisome mood as they landed nearby. They approached, and to their surprise, the chapel was in tact, but very disheveled. They entered and immediately saw the painting in all of its glory. Venture was very excited and went up to the painting. They brought a lantern up to shine light on the painting. Suddenly, the lines on the panes started to glow. Brighter and brighter they did, Venture fell back to their team. The whole window glew a yellow light as François floated out of it. The team stared in awe. As the window stopped glowing, it shattered and François fell to the ground. Seeing this, Mei rushed forward in her empath manner. François looked up weakly at her. Mei comforted him as he found out what happened. He had been in that painting for over 400 years. He glanced at the lantern left untouched for that time. It was his lantern, ordered sacred by all. He picked it up, wiped it off and left with Overwatch. He joined their ranks and earned the code name Prisim for his healing and light capability.
Hero Name: Scrappersnake
Origin name: Mark Kano
Age: 28
Race: Australian
Height: 6'1
Physical: fit
Role: DPS
Movement speed: 6mps
Hp: 300
Origin: Junkertown
Backstory: when he was younger, Mark Kano went into a ring match in junkertown against 2 other fighters with only his fists and the scrapper brass knuckles he made for himself, he showed excellent speed and strength as he fought his way through, he figured out he could use the scrap on the ground as a sheild for his body whenever he needs a little extra boost. Due to the way he fought he earned himself the name "Scrappersnake" after being approached by the junker queen herself. Since then, Mark has fought in numerous battles, even going against the champ wrecking ball himself, in which Mark had nearly won, Mark still does these fights on a regular, even scraps with the junker queen in the ring in some battles, all in all, Scrappersnake is who he is, and he would never let anyone tell him otherwise.
Hero Description:
Scrappersnake is a street-brawler from Junkertown who thrives on chaos. Fueled by adrenaline and scrap-tech enhancements, he’s a melee fighter who specializes in close-range combat, using his powerful fists to crush enemies and disrupt the battlefield.
Abilities:
Passive - Adrenaline: whenever Scrappersnake gets a killing blow, his movement speed is increased by 15% for 3 seconds
Primary Fire – Scrap Gauntlets:
Scappersnake throws a rapid series of punches with his reinforced fists. Each punch deals heavy damage at close range.
Damage: 60 per punch
Range: 5 meters
Rate of Fire: 2 punches per second
Secondary Fire – lunge punch (boop):
Scrappersnake uses both of his fists to strike forward knocking enemies back, has a 1 second charge up
Damage: 75
Knockback: 10 meters
Recovery Time: 1.5 seconds
Ability 1 – Scrap sheild:
Scrappersnake activates a scrap sheild, gaining temporary damage resistance for a short duration.
Damage resistance: 15%
Duration: 3.5 seconds
Cooldown: 10 seconds
Ability 2 – Scrapper charge:
Scrappersnake preforms a shoulder bash forwards, if an enemy is hit they are launched up and away. (Knockback is weaker the farther the charge until finished).
Damage: 70
Range: 12 meters
Knockback: 10 meters (strong hit), 5 meters (weak hit)
Cooldown: 8 seconds
Ultimate – Wasteland Fury:
Scrappersnake goes into a berserk mode, increasing his attack speed and movement speed. Every successful punch heals him for a portion of the damage dealt.
Attack Speed Bonus: 50%
Movement Speed Bonus: 30%
Healing: 30% of damage dealt
Duration: 8 seconds
Playstyle:
Scrappersnake thrives in close quarters, weaving between enemies with his Grapple Slam and tearing them apart with his fists. His Scrap Shield helps him survive skirmishes, while Wasteland Fury makes him a dangerous brawler capable of turning the tide in tight spaces.
Smedja
575 HP
450 Armor
125 Health
Headshot point: Eyes
Primary Fire: Forge Bellow
Shoots a cone of fire that ignites enemies and deals continous damage at close range. Has an ammo bar that regenerates or can be manually reloaded.
Secondary Fire: Shield Frill
Hunker low to the ground and remove your critical hit point. Deploys a shield around your head that reaches out to the sides and above you. Reduces movement speed drastically. You take less damage from the front.
Ability 1: Overheat
Fires a ball of superheated metal that deals bonus damage to shields and armor. If this ball impacts a teammate their attacks will ignite enemies.
Ability 2: Blazing Rushdown
Gain a minor movement speed buff and ignites enemies you run into. Deals knockback and damage to enemies including unstoppable enemies. Hitting an unstoppable enemy or charging enemies deals the damage and knockback but stuns yourself and them.
Passive: Steadfast
Your main body acts as a solid obstacle. allowing teammates to place objects on your chasis or stand on it.
Ultimate: Extinction Event
Creates a volcano by spewing fire into the ground. When the volcano appears it stuns enemies nearby the initial explosion. It then randomly shoots molten slag puddles at enemies within the radius.
This is an insane idea for a hero but in my head it seems really fun.
The omnic in question would move slightly slower than every other champion in the game to contrast ball as they would be similar in stature with this omnic riding a bouncy version of balls ball.
You would however get 3 bounces if times right gaining height and speed on each successfully timed jump, you could also bounce off walls and redirect momentum.
Weapons: Ejectable Dual Sword Arms
Primary fire: would extend the arms like helicopter blades and spin in place doing large amounts of aoe damage
Secondary fire: Hold down the secondary to temporarily hover in place, maintaining momentum on release in the direction you are pointing.
Ability one: Launch blades at a high speed doing large amounts of damage but you only have 2 spots and you must collect the blades to be able to go beyblade mode again.
If blades are missing they would switch weapon to a slow orb gun, low fire rate, low projectile speed medium damage.
Ability 2 can call back blades from long distance cutting anyone in the way on the way back. Blades will travel through walls with this ability.
Ultimate: Death wheel. Automatically calls back blades gains a shield then Turns on the side and uses the swords as a second wheel moving very fast and doing massive damage to anyone you run over for a short period of time: Would control similar to junkrat tire.
Let me know what you think or if this seems too weak/too strong.
I wonder how interesting it would be to have a Sniper Spotter working as a tank. Snipers work as teams of 2, one to point out targets and one to take the actual shot. I have never seen video games give this role to anyone. Aside from that people dislike one shots, especially snipers, so let's introduce a one shot immunity where any damage that would instantly kill a character from full health brings them down to 1hp instead. The only time that rule doesn't apply anymore would be if they are Marked by this new tank, or a Zen Orb. Originally I also thought Mercy blue beam to give her some newish utility but then it would just be more camping with widow.
This person would point out targets giving the rest of the team a damage boost against that target. It could give walls also, but only while the target stays in line of sight from the spotter. They could set up a chest height physical barrier so that shots have to go over it both directions, but is stronger than a shield. It would protect characters crouching behind it, but once you stand up they can be head shot. This wall would also break line of sight.
Their Ult could be to call in Air Support. Thinking kinda like in the Rein Cinematic where the jets come in. If we aren't a fan of big damage, it could be an air drop. Usually this would be healing but I'm thinking the old Orisa Bongo, Damage boost everyone in an AOE.
Recap:
Main Weapon: Semi Auto Assault Rifle, or Machine Gun
E: Spot - Damage boost against single target
Shift: 1/2 Wall - Physical Barrier that protects chest down (more or less)
Q: Air Support / Air Drop
Will flesh out more if people don't hate the concept. Big feelings around snipers.
(Sorry art is not professional)
575 HP
450 Armor
125 Health
Fires a stream of glowing smoke that ignites enemies at close range. Has an ammo bar that regenerates or can be manually reloaded. Can be blocked by shields and players.
Fires a ball of glowing metal that will deal more damage to burning players.
Drop low to the ground and gain majorly reduced movement speed. Take massively reduced damage from the front. Allows teammates to place objects on your back and stand on it. Create a small shield around your head.
Gain increased movement speed and ignite enemies you run over. Deals knockback and damage to unstoppable and charging enemies.
Creates a volcano that stuns enemies nearby the initial explosion. It then randomly shoots molten slag puddles in an area around it.