Dream » Dattoking » Headless knight v2
  • Dream Hero Designer

Health: 511

Mana: 169

Hero Name
Headless knight v2 [v1.012]
Primary Attribute
Strength
Base Attributes
19
18
13
Per Level Gain
2.20
1.90
1.90
Speed/Armor
295
3.8
5.0
Hero Backstory:
As he was a mighty warrior in the battlefield of justice, fighting alongside king Jeraziah and his men, he was infested by the evil Parasite of Hellbourne during battle, and he forced himself to cut his own head off, to prevent anymore suffering. But the danger isn't over yet, thus a far greater evil came across his corpse, reviving him and providing him with an ancient, advanced, and very dangerous weapon. Although he is now in posession of a great power, he is nothing but a mere slave to the evil of Hellbourne.
  • Define Your Heroes Base Attack
Base Attack Type
Melee
Base Attack Notes:
He will, as in the old version, use a Morningstar(google it) and fiercely attack from the left and right. As for the ranged Flail attack, he would slowly swing his weapon on his target with a kind of spinning move, that works if he would have a high attackspeed seafood, since he would swing it rapidly back and forth.
  • Hero Roles
Primary Role
Ganker
Secondary Role
Initiator
Role Notes:
His role in a fight is to continuesly harrass any enemy nearby, getting down their health, until he get th opportunity to charge in, deal a huge amount of damage and then make it out alive with the help of a support, or a good supply of protective items. As he can attack from a distance and then push an enemy into allied defenses, to slow them down while they take a high amount of damage, he can also prevent them from getting away by continuesly firing his skills, pulling them back and trapping them. If played right he makes an excellent ganker.
  • Hero Abilities
Ability 1 Name
Flail extention
Ability 1 Action Type
Toggle
Ability 1 Notes:
By releasing a chain from inside his mighty morningstar, he can loose the top to extend it into a flail with an enhanced fighting-range and a set of advanced techniques.

While active increase Headless Knight's range to 350, reduce attackspeed(35,30,25,20), and increase his attack-damage(15,20,25,30).

While flail:
Ability #2 is Heavy whip.
Ability #3 is Fierce pull.
While Morningstar :
Ability #2 is Heavy smash.
Ability #3 is Fierce charge.
The toggle have a 5 second cooldown.
Note: The skill will be available even without being spent a point on, without enabling Theo effects of the flail, it will just be able to switch between the other abilities.
Ability 2 Name
Hvy smash/Hvy whip
Ability 2 Action Type
Target - Ground
Ability 2 Notes:
Heavy Smash: Headless Knight blindly swing his morningstar at the ground in front of him, causing a destructive attack.
Attack a 150 radius area in front of you, dealing (120, 150, 180, 210)magic damage, creating walls around the area, witch can trap a maximum of 1 hero inside. The walls last for 4 seconds and cannot be destroyed. Touching the walls from the outside will cause " Bad footing " as long as you are in a 300 range area around the walls, lingering for 1 second after you leave the affected area. Note: "Bad footing Will not affect the unit inside the rock prison.

Cooldown: (18,16, 14, 12) seconds.
Manacost: (65, 65, 70, 80).
Type: Magic.
Bad footing: 30% movement slow, -(2,3,4,4) armor.

Heavy Whip: Headless Knight swing his flail in front of him causing a hurtful attack.
Attack in a straight line with 600 range or until it hits an enemy hero, dealing (60, 80, 100, 120%) of your attack damage in physical damage. It reaches its destination in 600ms, and will always reach a range of 600, unless it hits an enemy hero. It deals 50% damage to creeps and will not be interrupted by hitting a creep. If it hits an enemy hero, it will bounce back under 300ms, but if it miss, it will take(4,3,2,1) seconds to be pulled in, disarming the Knight during the time and prevent him from using any skills.
Cooldown: (8, 7, 5, 3) seconds.
Manacost: (45, 40, 35, 30).
Type: Physical.

None of the skills can be used if one of the skills are in cooldown.
Ability 3 Name
Frce Chrg/Frce Pull
Ability 3 Action Type
Target - Enemy Units
Ability 3 Notes:
Fierce charge: Headless Knight rapidly charges past an enemy, attacking it for his strength+ (40,60,80,100%) of his attack-damage in physical damage, pushing the enemy 300 units towards the direction Headless Knight came from.
Range: 550 units.
Cooldown: (20, 18, 16, 14) seconds.
Manacost: (60,80,100,120).
Type: Physical.

Fierce Pull: Headless Knight wrap his flail around an enemy, draining his life, then pulling him towards his grasp. Channel a stun on a target for 2 seconds, dealing (20,30,40,50) damage per second then pulling the unit 300: units towards Headless Knight, dealing (100, 120, 140, 160) damage.
Cooldown: Shared with Fierce Charge.
Manacost: (60, 80, 100, 120)
Type: Physical.
Ability 4 Name
Dark flail Salvo
Ability 4 Action Type
Self Position
Ability 4 Notes:
The Headless Knight can wildly, rapidly attack with his flail around, and in front of him, dealing a great amount of destructive damage. The förce of his quick swings summon a dark aura around the top of his flail. He swing his flail 400 radius around him, and 600 units in front of him, (2,3,4) attacks per second for 3 seconds channeling, dealing (80,80, 85) magic damage per attack. Units hit is affected by "broken bones" for 3 seconds, refreshing after each hit taken.
Cooldown: (140, 120, 100) seconds.
Manacost: (200, 180, 180).
Type: Superior magic.
Broken bones: (20,30,40%) movement slow, (30, 40, 50) attack slow.
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  • Hero Overview
Date Created
02/01/2012
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Posted 104 days ago
The art is just random images, really, so you get the concept. Please critisize and make suggestions on balances and so on.
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