Dream » Blaky039 » Evomere
  • Dream Hero Designer

Health: 530

Mana: 273

Hero Name
Evomere [v1.013]
Primary Attribute
Intelligence
Base Attributes
20
14
21
Per Level Gain
2.30
1.40
2.50
Speed/Armor
300
1.5
5.0
Hero Backstory:
Evomere is a fabled creature said to be master of time and space, after The Hellbourne gave life to the machine warrior called Chronos Evomere seemed to have his control over time weakened. Having only power over space and the void, Evomere seeks to put an end to Chronos mastery over time. Seeing as Chronos is a key piece in The Hellbourne's army Evomere had an obvious choice, he would join The Legion in order to achieve his goal and be called again: Evomere Master of Time & Space.

Concept Art:
I do not want people to think he is some sort of mech, he has an insect like carapace. It's not made of metal!



Please vote on concept not numbers, even though I tried to adjust the numbers as best as I could ;)
  • Define Your Heroes Base Attack
Base Attack Type
Ranged
Base Attack Notes:
Evomere uses his Void Spear to attack his enemies; he holds the spear horizontally while small black holes come out from the spear's gem. Attack Range is 500.
  • Hero Roles
Primary Role
Ganker
Secondary Role
Semi-carry
Role Notes:
Evomeres skills allow him to be an effective ganker, he can also semi carry or anti carry.
His first ability Spacial Rift allows him to move around the map pretty easily as well as inflict damage on unsuspecting enemies.
His second ability Space Contraction lets him disable his enemy carries while disrupting their movement.
His third ability Void Zone confuses his enemy while at the same time puts Evomere in a safe spot and he can chase enemies down with ease.
He also can enter and exit battles with the right use of his ultimate Sunk Dimensions, it can be used to confuse the enemy creating illusions of himself and to chase down enemies.
  • Hero Abilities
Ability 1 Name
Spacial Rift
Ability 1 Action Type
Target - Ground
Ability 1 Notes:
The Evomere uses his knowledge over space to create a rift that can take him to another rift in seconds. Evomere can also consume these rifts to cause damage around them.

Type: Magic
Range: 150
Radius: 150
Channeling Time: 3 / 2.5 / 2 / 1.5 Seconds
Cooldown: 45 / 40 / 35 / 30 Seconds.
Mana Cost: 100
Required Level: 1 / 3 / 5 / 7

Activation:
After channeling time a gadget is spawned at the target location, invisible, doesn't give vision around it, 3 hp, each attack takes out 1 hp, up to 2 gadgets can be up at any given time, spawning a new gadget (when there are 2 rifts up) consumes the oldest one. A gadget can be consumed manually. Evomere can consume nearest gadget (just as scout detonates his electric eyes). Consumed gadgets deal 100 / 150 / 200 / 250 damage in a 300 radius and stuns for 1.8/2/2.2/2.5 seconds.
After a 2.5 second channel Evomere can enter a rift and spawn at another rift. If a rift gets destroyed or consumed the channel is canceled. Successfully traveling through Rifts cost 50 Mana. Evomere can't enter a rift is there is only one active.
Ability 2 Name
Space Contraction
Ability 2 Action Type
Passive
Ability 2 Notes:
The Evomere can contract the space between him and the enemies he attacks, pulling their particles in order to grow strong, units being contracted can collide against other units.

Required Level: 1 / 3 / 5 / 7

On Attack:
Applies Contracted to enemy hero unit for 1.2 / 1.3 / 1.4 / 1.5 Seconds. Evomere drains attack damage from the Contracted unit equal to the range between him and the enemy divided by 15 / 14 / 13 / 12.

Contracted Effects:
Pulls the enemy towards Evomere with a force of 100 / 125 / 150 / 175. If the Contracted unit collides against another unit the contracted units takes 100 / 125 / 150 / 170 physical damage and it is ministunned.

*Note: Range on his attack is inverted for example if his range is 0 - 500 it is inverted to 500 - 0, why is this? this is so the closer the enemy is to Evomere the more damage is drained, if the enemy is 400 Units away from Evomere that number is inverted to 100 (in the 0 - 500 scale) so that it can by divided by the appropriate number. That would result in 100/15 = 7 at level one (result is round up).*
Ability 3 Name
Void Zone
Ability 3 Action Type
Target - Friendly Units
Ability 3 Notes:
The Evomere turns space around him into a Void Zone, hiding terrain elevation and trees to his enemies while gaining vision over the void.

Target: Ally Units and Terrain.
Radius: 650
Cast Time: 0.0 Seconds
Mana Cost: 75
Cooldown: 15 Seconds
Required Level: 1 / 3 / 5 / 7

Activation:
Evomere gain vision over the radius. Higher ground benefits are granted to Evomere, Applies Void to terrain, and Void Walk to Ally Units.

Void Effects:
Terrain is hidden from view, hides all terrain: elevation, trees, cliffs, except units.

Void Walk Effects:
Units can see through Void Terrain.

*Note: higher ground benefits are the normal benefits you get from being in an elevated spot, enemies can't see you and they can miss their attacks.*
Ability 4 Name
Sunk Dimensions
Ability 4 Action Type
Target - Units
Ability 4 Notes:
Evomere can fly through Dimensions leaving a part of himself at his original location while damaging and canfusing the units he flies to.

Type: Magic
Range: 500
Cast Time: 1.0 Seconds
Mana Cost: 90
Cooldown: 3 Seconds
Required Level: 6 / 11 / 16

Activation
Evomere blinks to target unit in range, spawns an illusion of self at the original location, The illusions take 3.5 times normal damage, deal 33% of your attack damage, and inherit Evomere's properties. Targeted unit takes 200 Magic damage and it is ministunned and applies Sunk to target unit if it is an enemy Hero for 1.5 Seconds.

*Note: Illusion inherit Evomere's properties such as Void Zone (duration is not refreshed on illusions, which means that if there is only 2 secons left of Void Zone the illusion will as well only have 2 seconds left of Void Zone around it) and Space Contraction (Illusions can pull the enemy as well as drain attack damage from the enemy units aside from Evomere, this means that Evomere and a Illusion hitting the same enemy will drain attack depending on their range). *

Sunk Effects:
Terrain under the unit is sunk dynamically wherever he goes to. Terrain is Sunk ONLY in the location of the unit during the effect. This causes fog of war around him (given there are no allies or wards nearby).
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Concept Art
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Popularity
66%
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  • Hero Overview
Date Created
12/09/2010
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  • Hero Comments (1 - 10 of 47 Comments)
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1     
Posted 312 days ago
So, if he gets on for say Magebane and when his attack is in air MB teleports away Magebane gets damage from the hero?
1     
Posted 418 days ago
I don't see anything complicated. I perfectly understood the effects of each skill.
However, it would seem he isn't exactly the best ganker. BEFORE he gets his ulti anyway.
Anyway, you forgot to adjust skill differences of Sunk Dimensions between levels. Same to Void Zone.
The concept however is awesome-ish, granted a T-UP.
If ya will, please check my Acrobat V2 and give some nice critic ;)

http://dream.heroesofnewerth.com/hero/Ouker/Acrobat+V2
2     
Posted 463 days ago
unnecessarily complicated for the sake of being complicated.

complicated hero =/= good hero. sucks.
1     
Posted 463 days ago
This hero sounds cool but is blatantly overpowered.
Allwalk + pseudoslow/steroid passive + 3 second blink and illusion spawn + spammable global teleport = gamebreaking.

Don't get me wrong, each ability has interesting, fun mechanics. But to offer a hero this amount of mobility is beyond overpowered. If you want to make a viable hero, I strongly recommend that you replace some of his skills. Even a single one of these skills would be enough to make a hero powerful.
1     
Posted 481 days ago
yo, the concept is cool and all, but those skills would need pretty serious tweaking. I aint just talking bout numbers here, I'm talking about the mechanics of the skills.

Like, the first skill, you could potentially put a portal in your pool, and then a second when you reach the lane? You'd be harass proof, and you'd be pretty hard to gank because of the passive. If there is a cooldown on the teleport then that would help, but there is nothing stopping you from buying homecoming stones for one way and using the portal for the return trip. That kind of mobility at lvl1 is pretty gamebreaking imo. Maybe I've read it wrong.
Suggestion: The Portal thing is cool, but perhaps if its function somewhat like Keeper's Eyes in that they have a long cooldown but you gradually accumulate spots you can teleport to over the course of a long game. Limit the range you can teleport, and give the teleport a shortish cd so you can sort of leapfrog from portal to portal.

I won't go into the other skills, except to say that there are probably enough ideas here for 2 or 3 more heroes. Innovation is nice, but really these skills are overly complex and simply too situational. You need a bread and butter skill basically. Doesn't have to be boring, it just has to be fairly reliable damage/disable (especially important for a ganker).
1     
Posted 482 days ago
hey, thanks for the feedback. question: did you already try to code your hero? cause a push force of 175 is a whole f*cking lot ^^. otherwise very original concept, +1 from me

For advertisment purposes : (The hero is already coded, youtube video included)
http://dream.heroesofnewerth.com/hero/_Gjallar/Ruler+Of+Nature
1     
Posted 482 days ago
dff t-up from me! :D
1     
Posted 485 days ago
nice ideas you have man !
you got a thumbs up !
go on with this !

maybe you want to have a look at my new and very unique hero
http://dream.heroesofnewerth.com/hero/Squeye/The+Squeye
1     
Posted 486 days ago
The passive seems to do too much and might be imballanced. Maybe make it an active abillity, like dark lady's baldes.
1     
Posted 497 days ago
I loved that hero. Another insect in game Pesti you got a friend dude :D
btw check mine if you like to please..
http://dream.heroesofnewerth.com/hero/Ashkael/Infected+Knight
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