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Fathom In development

Fathom

Moderate

Fathom’s disabled prototype is unusually explicit about ambush position: walls and ceilings support a harpoon perch, while concealed stillness changes the defensive state. Those details make the concept distinct, even though they do not establish a released hero or a final balance state.

Abilities4
Ability 1
Scalding Spray
40s
Instant cast

Spray scalding water in a cone ahead of you. You build up bonus weapon damage as the spray damages an enemy hero.

40↑0.37
DPS
5
Weapon Damage Gain Per Sec
12s
Bonus Duration
1
Charges
Game data
Cooldown
40s
Charges
1
Charge Delay
8s
Duration
3s
Radius
12m
DPS
40 ↑0.37
Weapon Damage Gain Per Sec
5
Bonus Duration
12s
1AP
Cooldown
-15s
2AP
Duration
+2s
5AP
DPS
+55
Ability 2
Breach
22s
Instant cast

Launch forward, damaging all enemies near where you land and knocking them into the air.

80↑0.65
Damage
20m
Cast Range
1AP
Explosion Radius
+3m
2AP
Cooldown
-8s
5AP
Damage
+120
Ability 3
Reefdweller Harpoon
30s
Instant cast

Throw a harpoon that latches to a wall or ceiling, and pulls you in. Activates Lurker's Ambush's invisibility while being pulled in. Once hanging attached to the harpoon surface, gain additional charges. Casting Reefdweller Harpoon does not break invisibility.

2
Charges
2s
Charge Delay
30m
Cast Range
1AP
Cooldown
-5s
2AP
Cast Range
+5m
5AP

After detaching, gain 30% Fire Rate for 7s or until you reload

Exact changes
Detach Buff Duration
+7s
Fire Rate
+30%
Ability 4
Lurker's Ambush
50s
Instant cast

Passive: While out of combat and not seen by enemies, heal a portion of your max health every second. If you stand still, you also become invisible, so long as you stay still or crouched and don't perform any actions. While completely invisible, you are invulnerable.

3%
Max Health Regen
1.5s
Fade Time
60↑0.65
DPS
40%
Enemy Move Speed
Game data
Cooldown
50s
Channel Duration
9999s
Cast Range
30m
Max Health Regen
3%
Fade Time
1.5s
DPS
60 ↑0.65
Enemy Move Speed
40%
Max Slow Duration
3.5s
1AP
Cooldown
-15s
2AP
Max Slow Duration
+1s
5AP
Max Health Regen
+2%
OverviewHow to play

What the prototype shows

The spray builds weapon damage through contact with heroes, and the leap offers a separate landing attack. The harpoon connects that close-range pressure to a wall or ceiling route. Its interaction with invisibility suggests an ambush sequence, but the conditions for staying concealed must be read carefully rather than assumed to work during every action.

What remains unconfirmed

The charged spit also behaves differently when the hero is not attached to a wall. A future guide would need to verify the transition from perch to attack and back to safety. Until then, the page documents a positional prototype rather than promising a tested assassination combo.

Stat comparisonHero comparison
Health 57 Move speed 74 DPS 58 Sustained DPS 97 Range 24 Ammo 33
Health 780
Health regen 2/s
Move speed 7.2 m/s
Stamina 3
DPS 55.9
Sustained DPS 53.2
Range 46 m
Ammo 13
Primary weapon
Riptide
55.9
DPS
3.6×7
Bullet damage
2.2rps
Fire rate
13
Ammo
0.3s
Reload
53.2
Sustained DPS
31
Shots to defeat target
14.11s
Time to defeat target
328
Magazine damage
Against 780 health: body hits, no resistance or damage falloff.
Damage falloff distance
0m16m45.7m177.8m
Melee 50Light melee 116Heavy melee
Lore

A notorious monster of The Deep, Fathom enjoyed cultivating an aura of mystery and fear around him. He was content feasting on wayward sailors and demanding tithes from selkies, but then The Adversary came and ruined everything. After all, when it came to sowing terror, how could he compete with a genocidal force of nature? It wasn't fair. Something had to be done to save himself from fading into obscurity...and so he seeks to summon the Patrons to ensure that he will always be the apex predator of The Deep.

Data and APIAPI
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