Hazard fighter idea!


  • I feel like a toxic person would be cool so here is my idea.
    Name: hazard
    Health: 1000
    Dashes: 1 (but recharges quicker in acid)
    Basic attack: hit the enemy with a toxic club and has a 15% chance of poisening them
    Role: tank or dps (prolly tank)
    Passive: for every 3 damage you do to the enemy with acid or poisen gives you 1 health back and for every 5 damage you give your whole team 1 health.
    Special 1: poisen blowdart: hit an enemy with a poisen blow dart it tags them for you team and poisens them, does 50 damage on hit and gives 50% anti-heal on the target goes away in till healed to full or collecting a health pack.
    Special 2: toxic concoction: chuck a acid flask at the ground covering it in acid. enemy's inside take 50 damage per sec and are poisened. the area is the same as the Gizmo sucker redical
    Special 3: acid rain: spawn a raincloud that progresses forward (about the distance of 2 dashes) that weakens enemy's defence for 10 secs by 25%
    Super 1 ( the only one I could think of)
    Annialate: drink a potion that turns you into a monster you can slash with your claws laced with poisen and you leave puddles of poisen behind you dealing 50 damage if a enemy walked into it. If you press rb you blow out gas that slows enemy's in it. a bit longer to charge than a mech.
    Thanks for reading! I'm open for criticism! 👍😁


  • Kulev is kind of a toxic character in concept, but doesn't quite fit the bill as this guy is obviously more into the idea of poisoning and such, which I like. So could definitely be an interesting character

    The dash thing is interesting, but probably unnecessary? If they're a tank, they either won't have an Evade at all, or they need some easy way to shield themselves to compensate. Rather than go the shield route, I think it would be better to just give him some kind of speed boost, perhaps whenever he poisons someone. Then rather then go for shields, a damage debuff you could apply to enemies alongside the anti-heal would be awesome, like a debuff styled tank. He should have some kind of CC though, or at least a slow. If he had those elements he'd be a great tank. So of the 3 specials, I'd suggest the second one have a damage debuff and the third one to slow. Then balance the damage accordingly.

    Rather than heal based on the damage you deal like a lifesteal, a flat effect would probably be better so that it's not all about maxing out damage. You could just saying that allies who touch your poisonous aoes instead obtain a minor heal over time as the opposite of the poison. Shouldn't be too high though just because he is a tank not a support

    I like the idea of anti-heal on an ability rather than a mode, maybe not 50% though depending on how long poison lasts as that's a little high. Since it sounds like you're saying it lasts until they heal to full or touch a health orb that sounds super broken. Health Orbs removing a debuff is a very cool idea though, just not sure if it balances out well.

    Annihilate which leaves behind a trail of poison sounds fun. It should definitely give a high speed boost as well like +25%.

    Here's to hoping they eventually open up some kind of character design contest or event where they may make one of our ideas a reality!


  • @CodenameIota110

    1000 health would be a tank

    only 1 dash is horrible. especially if he has no evasive abilities. 3 dashes without your recharge in acid idea. or 2 dashes with the recharge in acid idea. sounds better

    "Passive: for every 3 damage you do to the enemy with acid or poisen gives you 1 health back and for every 5 damage you give your whole team 1 health."

    sounds insanely OP

    "Special 1: poisen blowdart: hit an enemy with a poisen blow dart it tags them for you team and poisens them, does 50 damage on hit and gives 50% anti-heal on the target goes away in till healed to full or collecting a health pack."

    sounds abit weak

    "Special 3: acid rain: spawn a raincloud that progresses forward (about the distance of 2 dashes) that weakens enemy's defence for 10 secs by 25%"

    sounds silly. how about he hoses it onto people. his hole kit could be a toxic pressure hose.

    also not sure i understand. you mean the attack lasts 10 seconds but only does 25% of their health in damage? 10 seconds is way too long, maybe 3 seconds for 25% a default attack while he does this will cancel it.

    another super could be a gas bomb or some shit.

    honestly overall your character sounds all over the place. the mele club. then a dart gun, then he summons a toxic cloud (so hes a magician?) then he also can transform into a claw monstor.

    if he is some sort of chemical specialist i think it would be cool if he was using some sort of toxic pressure hose as his weapon, and maybe one of his specials is one heavy mele attack that pushes them to the ground. basic attack would be hosing people down 1 at a time. then the acid rain ability that does an aoe on a few people where ever you are aiming, however it can be hit off. then a acid floor ability that would sort of work as a buttercup like slow ability, that deals slight damage maybe daemons bleed on shuriken amount damage. this acid floor would work like a line that you can use to try cut people off from entries and exits. or block a path to you. unless they decide to traverse through it. the way i see it is like a zero cool wall x buttercup oil slick (only it doesnt make a physical wall).

    @Evade-This5965
    @CodenameIota110

    also i dont think tanks should be able to heal other teamates. sure heal yourself. but not other teamates. because then that would make them much more powerfull. and the meta would lean to going for all 4 characters with some sort of heal. healing is already very powerfull. and makutu is already a very strong healer. if we had more tanks with heals we would see more tank heavy comps. where dps wouldnt be necessary or viable. you would have to match that comp.

    even if you are to heal yourself it should be super slow. or only heal a small amount. there are only 4 players on each team. if the healer only has to heal 2 teamates, its pretty op. then imagine they are running a 2 healers and one healing tank. thats a pretty self sufficient comp. people already complain that 2 healer comp is OP.

    although if multiple characters had anti heal abilities that would work to counter this. and i think anti heal is super cool.