Brawler combines both Punch and Kick styles into a devastating blow, toppling even the strongest enemies. Having mastered both styles, Brawler can also focus on each one to maximize it's potential.
Passive:
If the first 3 spells are all toggled on Punch style spells, after 9/7/5 seconds, base damage is increased by 20/30/50 + Total Strength.
If the first 3 spells are all toggled on Kick style spells, after 9/7/5 seconds, attack animation is turned to kicks. Also, move speed is increased by 10. Attack Range is increased by 10. Attack Speed is increased by 50.
Dual Force
Activation: [G]
Type: Physical
Action: Target Unit
Target: Enemy Units
Manacost: 100/150/250 Mana
Cooldown: 120/100/80 seconds
Brawler can counter an oncoming melee OR ranged attack. This skill may only be activated AFTER any unit initiates an attack on Brawler, but BEFORE the hit lands. When successful, the enemy unit's attack animation will become ridiculously slow to Brawler, and right before the attack lands Brawler will quickly teleport in front of the unit, block with his left hand and deliver a kick that breaks the ground and sends the unit flying upwards, dealing 100% of the enemy unit's attack damage in Physical Damage and canceling the target's attack. When the unit reaches the top, Brawler will quickly teleport next to him and then punch himwith all his might, dealing 500/750/1000% Base Damage and sending him to the ground. If the enemy unit has more than 1500 HP remaining, the momentum of their weight deals an extra 10/25/45% of their remaining Health in Physical Damage when it lands on the ground (makes crater as well!). When the enemy unit lands, Brawler teleports back to his original position.
An incorrect timing on activation will automatically place this skill on cooldown.
***Stunning, Or otherwise disabling Brawler during the animation works! If you do it RIGHT after the kick, the enemy gets the kick damage and just rises up and down without the 2 extra hits.
Visual: While the enemy is in the air and when it lands, it is in the "knocked back" position that all heroes have (Zephyr's gust). The enemy follows the path of Pebble's toss. For the blink, think of Dragon Ball Z; they dont flash, they just sort of disaappear and leave some black lines and quick afterimage for a split second. Same for the counters.
Note: Here it is! A counter ultimate!! It's the same as the counters though, you need to be dumb enough to attack him in the first place. Scales on both end, for heavy HP heroes, and for youself.
Trolls: To use Pandemonium's ult as an example, maxed out he deals 1 attack +120% Base Damage, meaning its a 220% Damage per hit, totaling to 880%, which if he was at around 100 atk damage, he deals around 900 Physical Damage, a fair estimate. My ult at max level deals 100% of enemy's damage + 1000% Brawler's Base Damage. Assuming Brawler's attack is at 100 and so is the target enemy's attack, then damage is 1100 at level 4. The extra damage only hits units that are OVER 1500, so it's not a one hit ko or OP at all, its only there to be able to fight fat heroes late game. And it being a counter technique, all you have to do is NOT ATTACK HIM derp. Overall, the numbers might look scary at first glance, but I believe the numbers are perfectly balanced.
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NEW CONCEPTS ENTERED FOR THIS HERO: New skill shot spell requiring precise timing late game, a counter technique, and ultimate requiring an enemy to attack. A rolling dodge technique giving 100 % physical evasion. A melee hero slightly raising his range. 2 passives on a hero. A hero that can change his attack animation. A toggle hero...
"Brawler Lotus"
PLEASE SIR OR MADAM VOTE ON CONCEP(S), NOT NUMBERS!!!!!!!!!!!!!!!!!