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Paladins "Fan" Champion - Character Design Spec
(January 2018)

Disclaimer: I do not work for Hi-Rez Studios, nor do I claim their IP to be mine. I am using their established character line-up to demonstrate integrating a new champion design

When designing a new character to be integrated into an existing game, it's important to draw comparisons to already established champions.
I compiled all available stat information for Flanks within Paladins to craft a new champion to fill a Flank position.

Balance is a top priority in a good competitive game. When diverse character selection is involved, players want a fair match. Characters need to avoid being overpowered or underpowered so that players experience equal opportunity within the game. With any type of monetization involved, avoiding definitive items that create a pay-to-win scenario is a must to maintain that equality amongst players.

Balancing functional mechanics and usability are vital in making any game a good one. The balance found between story and interactivity creates a captivating and engaging game. Within competitive play, there must be that balance when designing character usability, so fairness is maintained in any possible scenario.

Sherah "The Seafarer"

5000 Gold or 200 Crystals

Sherah is a seafaring captain of her own ship, docked to assist in the war against the Magistrates. She believes the Resistance will help her keep her freedoms. Her loyalties cannot be bought, however, she can’t promise she won’t pilfer any unattended treasure.

Primary Weapon:   Sawed off Double Barrel Shotgun (short range)

Damage:   200 per shot
Attack Rate:   0.5 seconds (s) between shots
Max Ammo:   4
Reload Time:   1.2s

Ability 1 (RMB)
Yank - uses grappling hook to grab a target and pull them close

Damage:   50
Cooldown:   8s
Lifetime:   2s
Range:   150 units
Radius:   N/A
Effects:   Cripples target during pull
Affected Targets:   Enemy champions

Ability 2 (Q)

Grapple - uses grappling hook to latch on to nearby places, pulling Sherah up and away from her location. Mobility tactic for escape or fast travel


Damage:   N/A
Cooldown:   7s (upon landing)
Lifetime:   4s
Range:   300 units
Radius:   N/A
Effects:   Evade/travel 
Affected Targets:   N/A

Ability 3 (F)

Trapper - a hand held sea mine detonates .3s upon deployment, slows down all targets in range


Damage:   N/A
Cooldown:   12s
Lifetime:   4s
Range:   175 units
Radius:   25 units
Effects:   Slows target by 50%
Affected Targets:   Enemy champions

Ultimate Ability (E)

Hook Whip - whips grappling hook 360 around self, twice, hitting targets and taking out shields


Damage:   1000 per hit (potential of 2 hits)
Cooldown:   N/A
Lifetime:   4s
Range:   150 units 
Radius:   50 units
Effects:   Causes damage on target, weakens shields, Sherah loses 25% speed 
Affected Targets:   Enemy champions

For a Flank, Sherah’s shotgun is helpful in close range combat, firing off a fair amount of damage before needing to reload. Her grappling hook can pull enemies towards her to force close range combat and increase accuracy. As a Flank, her need for mobility is important which is why her grappling hook offers the opportunity for a quick escape. TheTrapper, a hand-held sea mine, causes enemies to slow down upon detonation allowing for more calculated action. And her Hook Whip is a great tactic if she finds herself in the middle of a warzone.

What makes Sherah unique is her character profile and skillset. Her grappling hook makes for an interesting and diverse tool in both offense and defense. Her stats make her neither overpowering or underpowering, therefore fit for competitive battle. As a flank, she requires strategy and skill to play, most likely relying on hit & run tactics.

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