Author Name: DrPeckers Primary Attribute: Any Attack Type: Any
Primary Role: Any Secondary Role: Any
Average Hero Rating: 59.83%
Total Thumbs: 494
Percent Thumbed Up: 29.15%
Forum Posts: 1140
Last Post: 05-14-2012 9:06am
Forum Friends: 6
Type: Magic Target: Enemy Units Range: 600 units Radius: 180/220/260/300 units Mana Cost: 125 Cooldown: 12.0 seconds Required Levels: 1/3/5/7 _______________________________________________________________________________________ Description: The Moonshiner lobs his own special brew at the target location spilling it everywhere. _______________________________________________________________________________________ Activation {Q}: For 2 seconds, the target area is covered in the Brew dealing 45/75/105/135 magic damage per second to any enemies in it. If an enemy moves, he slides in the direction he is facing until he leaves the Brew's affected area and is then stunned for 1 second.
Type: Magic Mana Cost: 100 Cooldown upon activation: 5.0 seconds Cooldown upon Betsy's death: 20.0 seconds. Required Levels: 1/3/5/7 _______________________________________________________________________________________ Description: The Moonshiner's trusty stead, Betsy, is never far from him. Despite her wisecracking attitude, Betsy helps the Moonshiner out and also hauls the Moonshiner's whiskey, though she often spills it. When needed, the Moonshiner can mount her for a burst of speed and damage mitigation. _______________________________________________________________________________________ Activation {W}: Summons Besty at the Moonshiner's side. -------- Betsy: -Unlimited Lifespan -Has 500/700/900/1100 health points. -Deals 30/40/50/60 damage on attack. -Has an attack time of 1.0 seconds. -Has 300/325/350/375 Movement Speed -Has 3/6/9/12 Physical Armor and 5.5 Magic Armor. -1800 day/800 night vision -Gives 40 exp and 25 gold bounty -Leaves behind a trail of Spilled Whiskey of 100 units across that lasts 2/3/3/4 seconds, slows the movement speed of all enemies standing in it by 10%/15%/20%/25%, slows the turn rate of all enemies standing in it by 100%, and boosts the movement speed of allies by 10%. -When Betsy dies, this skill goes onto cooldown for 20.0 seconds. ----------------- Secondary Activation {W}: If Betsy is a unit, the Moonshiner mounts Betsy and begins to ride her until Betsy takes 250/350/450/550 damage. If the the Moonshiner is riding Betsy, he dismounts from her. While riding Betsy, the Moonshiner gains 10/20/30/40 movement speed, transfers 20%/30%/40%/50% of the damage dealt to the Moonshiner to Betsy's HP Pool, and leaves behind a trail of Spilled Whiskey of 100 units across that lasts 2/3/3/4 seconds. While riding Betsy, the Moonshiner can attack and use spells and items as normal, but Betsy cannot attack and any damage she takes is not reduced by armor. When he dismounts for any reason, this skill goes onto cooldown for 5.0 seconds. _______________________________________________________________________________________ Notes: -When being rode, Betsy is no longer a separate unit from the Moonshiner.
Required Levels: 1/3/5/7 _______________________________________________________________________________________ Description: The Moonshiner has not only experimented with different brews of Whiskey but has also tinkered with different powders for his musket allowing for his musket balls to penetrate with more force. _______________________________________________________________________________________ Passive: 10%/20%/30%/40% of the Moonshiner's base damage is dealt to all enemies within 250 units of his projectile. _______________________________________________________________________________________ Notes: -This means that all enemies between the moonshiner and his attacked target, take some splash damage. -Also, the Moonshiner's attack damage is boosted by the same amount because the bullet will be within 250 units before it hits the target.
Type: Superior Magic Target: Self Mana Cost: 45 Cooldown: 5.0/4.0/3.0 seconds Required Levels: 6/11/16 _______________________________________________________________________________________ Description: The Moonshiner takes a swig of his Genuine Moonshine that increases his Agility at the expense of his Intelligence and accuracy. _______________________________________________________________________________________ Activation {W}: Gives a charge of Inebriated to the Moonshiner that lasts 6.0 seconds. Duration is refreshed on reapplication. Max of 3/4/5 charges. -------------- Inebriated: -Increases Agility by 10 per charge. -Decreases Intelligence by 5 per charge. -Gives a 5% chance for his attacks to miss per charge. _______________________________________________________________________________________ Notes: -Like Night Hound's Smoke Cloud, True Strike negates the chance to miss. -With the Intelligence reduction, the total mana cost is 105.
Type: Magic Affects: Enemy Units Range: 600 units Mana Cost: 120 Cool Down: 13.0/12.0/11.0/10.0 seconds Required Levels: 1/3/5/7 _______________________________________________________________________________________ Activation {Q}: Deals 100/170/240/310 magic damage to the target. If the target has no buffs, he/she is stunned for 1.1/1.4/1.7/2.0 seconds. _______________________________________________________________________________________ Notes: -When selecting a target, the target will be highlighted with green if he/she has no buffs or will be highlighted with red if he/she has a buff.
Type: Magic Affects: Self and Enemy Units Radius: 350 Mana Cost: 90/100/110/120 Cool Down: 12.0 seconds Required Levels: 1/3/5/7 _______________________________________________________________________________________ Activation {W}: Buffs the Ascetic for 3.0 seconds which increases his movement speed by 10%/20%/30%/40% and gives him a 10%/20%/30%/40% chance to evade attacks. When this skill ends, all enemies in a 350 radius take 60/120/180/240 magic damage and have a 10%/20%/30%/40% chance to miss their attacks for 3.0 seconds.
Cool Down: 20.0/16.0/12.0/8.0 seconds Required Levels: 1/3/5/7 _______________________________________________________________________________________ Toggle {E}: Upon attack, it deals an additional 30/60/80/120 physical damage and purges both the target and the Ascetic of all buffs and debuffs. The purge on this skill can be toggled on/off.
Type: Superior Magic Target: Self Cool Down: 20.0 seconds Mana Cost: 150 Required Levels: 6/11/16 _______________________________________________________________________________________ Activation {R}: Gives the Ascetic an undispellable buff that grants Magic Immunity for 4.0/7.0/10.0 seconds and a dispellable debuff that silences the Ascetic for 4.0/7.0/10.0 seconds. _______________________________________________________________________________________ Notes: -So if the Ascetic is purged of all buffs and debuffs (by say Vow of Purity), the silence would be removed but the Magic Immunity would remain.
Type: Magic Target: Enemy Units Range: 700 units Mana Cost: 50/60/70/80 Cooldown: 6.0 seconds Required Levels: 1/3/5/7 _______________________________________________________________________________________ Description: Belial ejects his shield infused with an Iron Elemental at the target. _______________________________________________________________________________________ Activation {Q}: Deals 50/100/150/200 physical damage. Deals an additional 5.0x(times) your armor in true damage. Maximum bonus true damage of 50/100/150/200. This skill reduces the Base Damage of the target by 10%/20%/30%/40% of Belial's Base Damage for 6 seconds. _______________________________________________________________________________________ Notes: Max Damage at any level is 100/200/300/400 damage. In a corner of the skill, there will be a number indicating how much true damage the skill will deal and Base Damage it will reduce (Credit goes to Matzor for this idea). _______________________________________________________________________________________ Balance: This skill follows the same idea of a high damage, spammable nukes as MQ's Moon Beams and Moraxus's Axes. Overall, the initial damage per second is less than Moon Beam's (30dps < 60dps) but it makes up for it in the lower mana costs, higher potential damage scaling, and the Base Damage Reduction. The primary purpose of this skill is to give Belial a massive advantage in last hitting as it allows Belial to either reduce his opponent's base damage or last hit from a very far distance. _______________________________________________________________________________________ Synergy: This skill has direct synergy with Forging Fires. The physical damage benefits from the minus armor of Magnesium Explosion. And, it can add a significant amount of single target damage when you trap a hero inside Shattering Anvil's crater. _______________________________________________________________________________________ Ask the Doctor: Q: Why the mixed damage? A: Mixed damage is already a mechanic present in HoN, just look at Tundra's Nuke or Vindi's or affect. In this case, the mixed damage is used so that as the physical side scales off as the target gains armor, the true damage will increases as Belial gains additional armor. Q: Can't the Base Damage Reduction reduce a hero's damage below 0? Isn't that a tad Op. A: Yes, it can though at that point the hero would only deal 0 damage with his attacks. However, the only time you should be achieve this is late-late game and only on support heroes with low auto-attack damage (If you do this to a carry then they are a fail carry). But, in 90% of the situations, it will be better to cast this on a carry because the carry will attack more often giving you more use out of the Damage reduction, the base damage reduction will not be chopped off at 0 armor, and support heroes who rely more on spells than auto-attacks will be less hindered by it than carries.
Type: Magic Target: Dual Targeting Range: 550 units Starting Area of Effect: 100 Ending Area of Effect: 100-150/200/250/300 Individual Wave's Area of Affect: 100 Mana Cost: 90/110/130/150 Cooldown: 11.0/10.0/9.0/8.0 seconds Required Levels: 1/3/5/7 _______________________________________________________________________________________ Description: Belial floods the targeted area with an Elemental of Magnesium damaging his enemies and lowering their armor. _______________________________________________________________________________________ Activation {W}: Looses 2/3/4/5 waves in front of Belial. Each Wave lowers the physical armor of each affected target by 1 for 4 seconds. Max Minus Armor of 2/3/4/5. Any enemy hit by a wave takes only 75/150/225/300 physical damage. _______________________________________________________________________________________ Targeting: Belial selects either a position on the ground or an enemy target. A visual will appear with all 2/3/4/5 waves overlapping. By dragging a vector either to the right or left, the waves' visual will expand up to their Maximum AoE. Note: It will not matter which way you drag the vector, the waves will still expand in the same way and to the same magnitudes. _______________________________________________________________________________________ Image: _______________________________________________________________________________________ Notes: The physical damage does not stack per each wave the enemies is hit by, so if an enemy gets hit by 5 waves, he will lose 5 armor and then take 300 physical damage. This Skill behaves like a hybrid of Defiler's Wave of Death and Soulstealer's Ult. At the point closest to Belial, any enemies will be hit by the max amount of waves. At its max range, enemies will be hit by only 2 waves near the center and 1 wave on the edges. _______________________________________________________________________________________ Balance: While this skill has comparable damage to Line Nukes such as Pyro's Phoenix Wave or Defiler's Wave of Death, it also has a -armor component that neither has. To balance this, the cooldown of it is 2 seconds greater than either of the two mentioned line nukes and the max range is 150 units less than the other nukes. The Damage is appropriate compared to the only other physical damage nuke in the game, Pestilence's Impale, considering this nuke does not stun and slow. _______________________________________________________________________________________ Synergy: Early game, this skill and Iron Bulwark can both last hit and harass the opponent of his lane or on a gank add a high amount of burst damage. While it does not have any direct synergy with Forging Fires, it increases any damage transferred from armor. Whenever Shattering Anvil is used, a followup Magnesium Expulsion can increase the Anvil's damage per second by 20/25/30 for 5 seconds. _______________________________________________________________________________________ Ask the Doctor: Q: Does the damage stack per wave? A: No, it does not. The max damage at each level is 75/150/225/300 physical damage. Q: Why physical damage instead of magic damage? A: Physical damage is increased by the -armor. So as the enemy gets hit by more waves, they will take a bit more damage due to the enemies loss of armor.
Type: Superior Magic Target: Self Mana Cost: 20 per second Required Levels: 1/3/5/7 _______________________________________________________________________________________ Description: Belial's skill with weapon smithing improves increasing the strength of his armor and weapons. At any time, he can focus more of his power into either his armor or weapons. _______________________________________________________________________________________ Activation (Unstoppable Weapon Forging {E}): When activated turns 1.0/2.0/3.0/4.0 Armor into 7/14/21/28 Base Damage each second. _______________________________________________________________________________________ Activation (Unbreakable Armor Forging {D}): When Activated turns 7/14/21/28 Base Damage into 1.0/2.0/3.0/4.0 Armor each second. _______________________________________________________________________________________ Notes: This skill can never reduce base damage below Belial's starting damage of 45-52 or his armor below his starting armor of 2.1. If the ending or purging of a buff causes Belial to drop below either his base damage or armor, the difference is subtracted from the other stat. Ex: If he is enchanted at lvl 1 by a KOTF's Nature Protection bringing his armor to 5.1 and exchanges that bonus 3.0 armor for 21 damage. When Nature's Protection ends, Belial will lose 21 base damage instead of 3.0 armor since his armor is already at the minimum of 2.1. The previous clause does not apply to debuffs, so the enemy can still debuff him into negative armor. Both Activations can not be on at the same time. _______________________________________________________________________________________ Balance: This skill can switch the hero between being a beefy tank or a glass cannon in addition to scaling nearly infinitely. However, this skill is balanced around the ratio of 7 damage per 1 armor (the same as 7 points of Agility would give). Also, it can not allow both roles at the same time. If you wish to exchange all your armor into damage be prepared to sacrifice all the damage from Iron Bulwark and the ult. If you wish to raise your Armor through the roof, then realize that after you cast all your spells, your auto-attack will be useless. Early Game, it may be best to switch all your gained armor into damage to give Belial a last-hitting advantage. Midgame, you should trade as much of your armor into damage as possible while keeping about 100-150 damage, to allow Belial to initiate and tank huge amount of damages in teamfights and on ganks. However generally (i.e. laning, farming, roaming, etc.), Belial should try and maintain the 7 to 1 damage to armor ratio until he achieves between the 30 and 40 armor necessary for maximum armor reduction and damage from his ult. During late game and only then, should he convert all the excess armor into damage. _______________________________________________________________________________________ Synergy: As mentioned, this skill directly powers the first skill and the ult. It also allows him to hammer any enemies affected by Magnesium expulsion. _______________________________________________________________________________________ Ask the Doctorr: Q: Is this based on Morphling's Morph? A: No, the original concept was not based on Morph, but as the skill was balanced, I used Morph as a guideline. Q: Is their a max armor or base damage the skill can reach? A: Yes, if you no longer have armor to exchange into base damage then you have reached your max base damage or vice versa. Q: Why this mystical 7 base damage to 1 armor ratio? A: It already exists in game as the same amount of base damage and armor gained for each point of Agility on Agility heroes. Since there is a set amount already in the game, I would be foolish to use a different ratio. If S2 wishes to change this ratio for balance reasons, they are free to. Q: Does the spell use Forced Synergy? Or do its affects on Iron Bulwark and Shattering Anvil count as Forced Synergy? A: No to both. Forced Synergy is when one skill directly modifies another skill. The main affect this skill has is on Belial's base damage and armor levels. While the two mentioned skills base their damage levels on Armor, that is neither their only effects or forced synergy with Forged Fires.
Type: Superior Magic Target: Dual Targeting Range: 400 units Radius: 425 units Mana Cost: 100/150/200 Cooldown: 120.0/110.0/100.0 seconds Required Levels: 6/11/16 _______________________________________________________________________________________ Description: Belial summons his Perfect Armor and his Anvil from Hell rupturing the ground trapping all enemies in the radius in a huge crater. The embers from his Forge burn on, damaging all trapped enemies based on the difference between their armor and Belial's perfected form. _______________________________________________________________________________________ Activation {W}: Applies Perfect Armor to Belial for 4/6/8 seconds. A Crater is erected at target position for 4/6/8 seconds that traps all units inside the radius inside the Crater. Enemies inside the Crater take 4.0/5.0/6.0x the difference between Belial's physical armor and their armor in magic damage per second. Max of 30 armor difference. ------------------------------------------------ Perfect Armor: All Damage is converted into Physical Damage. _______________________________________________________________________________________ Notes: Perfect Armor converts Magical and True damage into Physical damage before damage reductions are calculated. Example of Perfect Armor: Belial gets hit by a nuke for 300 magic damage, but he has 15 physical armor so he only takes 150 pure damage instead of the 225 pure damage he would have taken normally from his magic armor. The walls of the crater are considered cliffs and units cannot enter or exit the crater unless they can blink or have cliffwalking. The walls of the crater count as cliffs, so they give a chance for ranged attacks to miss, reduce vision, and impede movement. The cliff walls have a thickness of 25 units. When the cliff walls are erected, any units on them will be pushed inside the walls. _______________________________________________________________________________________ Balance: Compared to every other AoE ult used for Initiation (Tempest, KOTF, Behemoth, TB) this skill lacks both a long term stun or Burst Damage. Furthermore, it entraps Belial in with the enemies he ulted on. Because they are not hampered in any way, they can easily turn on him and rape him. To allow him some survivability, I gave him the buff Perfect Armor, so if Belial has been stacking armor (as he should and not turning it all into Base Damage), he should be able to tank a substantial amount of damage. Because his ult has no hard CC (stuns, Roots, silence, heck even a disarm), the duration needs to be significantly longer than any other similar ult in the game. So, the long duration of 4/6/8 seconds is justified when compared to ults from heroes like Tempest, KOTF, and Chronos. Finally the lack of Burst Damage is made up in the scaling DoT damage. In the best possible situations, his ult can do similar damage to Slither and Balphagore's ults, but in the early game phases and in the worst situations, it deals hardly any damage, so the high DoT damage is balanced. _______________________________________________________________________________________ Synergy: As Belial has no CC besides this ult, it allows him to be able to land max Magnesium Expulsion's and then wail on the enemy with his high auto attacks from Forging Fires. Iron Bulwark adds to the high damage that this hero can output as at lvls 2 and 3 of the ult Belial can get off 2 Bulwarks during the ult. Perfect Armor benefits from Forging Fires as it improves from higher physical armor values. _______________________________________________________________________________________ Ask the Doctor: Q: Why Magic Damage? Shouldn't Physical Damage be more appropriate. A: Physical Damage removes several counters to the ult and creates an uncontrollable Snowball effect. Enemies with low armor values can instead invest in Magic Armor, Magic Immunity, or rely on an ally to pick up Barrier Idol to reduce the damage coming from this ult. If it was physical damage, they would be forced to deviate from their preferred item builds and pick up armor boosting items like Barbed Armor. This restricts item choices, which is never good for the game. Secondly, it becomes impossible to tell how much Actual damage the Ult will do if it dealt physical damage. Consider, the case where Belial has 50 armor and the target has 20 armor and Belial ults with a lvl 3 ult. While the targets take 1440 physical damage from the ult, the target's 20 armor reduces physical damage by 55%, so the target only takes 648 damage. Not bad but not as rewarding as magic damage. With Magic Damage, the ult would do 1080 damage which is more appropriate for the amount of effort put into stacking his armor. Now consider, the second case where Belial has 20 armor and the target has -10 armor and Belial uses his lvl 3 ult. Since the target is in the negatives, all physical damage will be multiplied by 138% meaning the target will take 1987 actual damage. That is rather OP. Seeing as there is no way to effectively balance these runaway Snowball effects except by making the damage have a static reduction like magic damage, Physical Armor is no good.
Type: Magic Radius: 300 Cast Time: 0.5 seconds Mana Cost: 150 Cooldown: 10.0 seconds Required Levels: 1/3/5/7 ================================================================= Activation: Deals 50/125/175/250 magic damage in a 360 degree arc around the Nameless Allomancer's position. Dragging the mouse in the direction the Allomancer is facing will reduce the arc to a minimum of 60 degrees in the direction the Allomancer is facing. For every 6/5/4/3 degrees the arc is reduced, Coin Burst does an additional 1 magic damage up to a maximum of 100 magic damage.
Type: Magic Push Range: 450 Cast Time: 1.0 seconds Mana Cost: 80/90/100/110 Cooldown: 10.0/9.0/8.0/7.0 seconds Required Levels: 1/3/5/7 ================================================================= Activation: Deals 25/50/75/100 Magic Damage to Target, applies Unstable Energies, and either pushes target 350/450/550/650 units directly away from the Nameless Allomancer or pulls target 350/450/550/650 units directly towards the Nameless Allomancer. ================================================================= Unstable Energies: Upon Collision: does 50/100/150/200 magic damage in a 200 unit area. Ends after .5/1/1.5/2 seconds ================================================================= Additional Notes: Split into two activatables (think Maliken's Sword of the Damned) that share a recharge. Also, the push moves the unit at 520 units/sec.
Required Levels: 1/3/5/7 ================================================================= Description: Improves the range of the Nameless Allomancer's auto attack and abilities and applies Aura of Magnetism to all allied Heroes in a 650 unit Radius. ================================================================= Coin Burst: Adds 75/100/125/150 units to the radius. Magnetic Grasp: Adds 50/100/150/200 units to the range. Paramagnetic Flux: Adds 50/100/150/200 units to the radius and 10/20/30/40 units to the cables width. Auto-attack range increased by 25/50/75/100 units. ================================================================= Aura of Magnetism: Radius: 650 units Target: Allied Heroes Grants a 5/7/9/11% Chance to reflect enemy ranged attacks.
Type: Magic Push Radius: 450 Cast Time: 0.4 sec Mana Cost: 200/300/400 Cooldown: 140.0/130.0/120.0 seconds Required Levels: 6/11/16 ================================================================= Activation: Summons 5 Paramagnetic Cables equally spaced in a 360 degree arc around your position that rotate completely around your position over the course of 5 seconds at a maximum of 420 units/sec. Any Enemies that come into contact with a cable are pushed at 500/750/1000 units/sec until they collide with another cable or the Allomancer and applies 1 charge of Flux Capacitance to them(Maximum charges of 2/3/4). An Enemy can not come into contact with any single cable more than once. ================================================================= Flux Capacitance: Unit Walking Immobilized Perplexed Silenced Disarmed 50/75/100 Magic Damage per second Loses 1 charge each second. ================================================================= Notes: Shape: One Cable will always start to extend straight out from the direction the Allomancer is facing. They will have a width of 75 units. The first 330(=5*420/2/Pi) units of cable will remain straight around the Allomancer. After that the movement speed of each cable is maxed out and a gentle curve will form in each cable over the 5 seconds. Since each part of the cable has a different amount of ground to cover, The cables will look like a giant spiral after the 5 seconds will have elapsed. (The worst part about this ult is it requires Calculus to describe correctly) Contact: An enemy can come into contact with all 5 cables but only once with any single cable. Upon Contact, the enemy will be pushed parallel to the direction the cable is pointing. For example, any enemies that are within 330 units will be pushed straight toward the Allomancer. However, if the enemies are along a curve, they will be propelled in the general direction of the next cable. Since the cables are traveling at 420 units/sec there will be a 80/330/580 unit/sec difference between the cables and the Contacted Enemy. This means that only at a lvl 3 ult will the enemy be guaranteed to be caught in more than 1 cable at a distance greater than 330 units. (450units*2*3.14/5=565.2units). If an enemy is in a 75(85/95/105/110 with Aura of Magnetism) radius, he will be hit by all 5 cables). Flux Capacitance: Immoblilized just means the enemy can not move, it can still be pushed by the cables. When Flux Capacitance ends, the enemy is no longer pushed. Final Notes: Ends upon death.
Type: Magic Target: Enemy Units Range: 400 units Mana Cost: 100/110/120/130 Cooldown: 20.0/16.0/14.0/12.0 seconds Required Levels: 1/3/5/7 _______________________________________________________________________________________ Activation: Applies Spirit Plane to the target while leaving an uncontrollable illusion behind for 1.5/2.0/2.5/3.0 seconds. The illusion deals 25% of the target's damage, takes 100% damage, has 8%/12%/16%/20% of the target's Health Points, and all damage the illusion takes is transferred to the target as magic damage. If the illusion is killed, the target is teleported to the illusion's position of death. ---------------- Spirit Plane: Unit Walking +20% Movement Speed Invisibility with a 0 second fade time Disarmed Silenced Takes 100% of all damage dealt to the Illusion in magic damage. _______________________________________________________________________________________ Notes:
Type: Magic Target: Allied Units Range: 500 units Mana Cost: 105/120/135/150 Cooldown: 14.0/12.0/10.0/8.0 seconds Required Levels: 1/3/5/7 _______________________________________________________________________________________ Activation: Grants target an Incorporeal Shroud for 4.0 seconds that heals the hero for 20/40/60/80 health per second and reflects every 6th/5th/4th/3rd attack back to its source. _______________________________________________________________________________________ Notes: -The reflect is not negated by true strike. -The reflect can bounce back melee, ranged, or tower attacks. -The reflect will not stack with other reflects (notably Zephyr's Wind Shield).
Type: Magic Target: Self Required Levels: 1/3/5/7 _______________________________________________________________________________________ Passive: For every 20% of your max hp you currently have, 1 Legion Spirit is spawned. Max 4 Legion Spirits. For every 20% of your max mana you have, 1 Spirit Shaman is spawned. Max 4 Spirit Shamans. ------------------------------ Legion Spirits/Spirit Shamans: Spirits are invulnerable, have max movement speed, are uncontrollable, and will just float around the Spirit Whisperer's attack range's area when not doing anything. ------------------------------ Legion Spirits: Legion Spirits have an attack range of 100, a base attack time of 1.25 seconds, and with each attack, deal 3-4/6-8/9-12/12-16 + 3%/4%/5%/6% of the Spirit Whisperer's Base Damage in physical damage. Legion Spirits will only attack the Spirit Whisperer's target and will chase a target up to a maximum of 1000 units. ----------------------------- Spirit Shamans: Spirit Shamans are disarmed. Each Spirit Shaman has 1 skill called Spirit Barrier. Any time an ally hero is damaged in a 600 radius, Spirit Barrier blocks 10/20/30/40 damage and then heals the ally for 10/20/30/40 health + 50% of the Spirit Whisperer's Intelligence. This skill has a cool down of 4.0 seconds. Notes: -Spirit Barrier has no cast time. -The same source of Damage can not be blocked by multiple Spirits. -Spirit Barrier takes place before armor is calculated on the damage. -The closest Spirit Shaman to the damaged ally with Spirit Barrier off cooldown will be the one who activates it on the damaged ally. -When Spirit Barrier is activated, the Spirit Shaman will float over and hover over the damaged ally's head until Spirit Barrier is off cool down. _______________________________________________________________________________________ Notes: -Whenever the Spirit Whisperer goes above a 20% threshold (i.e. 60% hp), an additional Spirit is spawned. Whenever the Spirit Whisperer falls below a 10% threshold, a spirit is destroyed. Spirits do not leave corpses. -When the Spirit Whisperer respawns in the well after death, he will have the max amount of spirits allowed for his level of Forsaken Legion. If at max health, he stands in Tempest's Meteor for 4 seconds, he will lose 1 Legion Spirit. If he continues to stand in the Meteor for just over 3 seconds, another Legion Spirit will be destroyed. The same rules apply to Spirit Shamans and the Spirit Whisperer's max mana. -A Spirit Shaman will wait for an ally in the radius to take damage, and then activate Spirit Barrier to negate the damage and heal the ally. Afterwards, the spirit will have to wait 4.0 seconds before it can block another source of damage.
Type: Superior Magic Target: Ground Range: 250 units Mana Cost: 100/150/200 Required Levels: 6/11/16 _______________________________________________________________________________________ Activation: Gains 1 charge every 30 (20) seconds. Maximum of 1(2) /2(3) /3(4) charges. Upon Activation, 1 charge is consumed and the player selects either 1 Essence Totem, 1 Guardian Totem, 1 Mana Totem, or 1 Temporal Totem to be summoned. Totems are magic immune, splash immune, and lose 1 Health Point each time they are attacked. Totems last 10 seconds and have an individual cooldown of 10 seconds (Credit: DrakeCid). -------------------- Essence Totem: Has 3(4)/4(5)/5(6) Health Points. The Essence Totem deals 20/30/40 magic damage per second to all enemy units in a 500 radius. For each of the Essence Totem's Health Points, all enemies lose 1 armor. ---------------- Guardian Totem: Has 3(4)/4(5)/5(6) Health Points. Each Second, the Guardian Totem heals the ally with the lowest health in a 500 radius for 150/225/300 health. The same Ally cannot be healed more than 1 time every 5 seconds. For each of the Guardian Totem's Health Points, all allies gain 1 armor and .5 magic armor. Notes: -At most, an ally can be healed twice by the Guardian Totem. -If the ally with the lowest health has already been healed by the Guardian Totem, then it will heal the ally with the next lowest health. ----------------- Mana Totem: Has 2(3)/3(4)/4(5) Health Points. All allies gain +20/+30/+40 cast speed. For each of the Mana Totem's Health Points, all allied heroes mana costs are reduced by 10% per Health Point. Notes: -The Cast Speed bonus will not affect channeled spells like Tempest's ult or Magmus's ult. -Can potentialy reduce the mana costs of allies by 20%/30%/40% or 30%/40%/50% with SotM. ----------------- Temporal Totem: Has 2(3)/3(4)/4(5) Health Points. All enemies in a 500 radius lose 10/20/30 attack speed. Upon the Totem's placement, death, and once every 3 seconds the Totem is alive, all enemies in a 500 unit radius will be stunned for .2 seconds + .1 second per health point of the Temporal Totem. Notes: -The totem will give 5 pulses of stuns at each level of the ult. -Can potentially stun for .4/.5/.6 seconds or .5/.6/.7 seconds with SotM. Staff of the Master Upgradable _______________________________________________________________________________________ Targeting/Selection: The player will click any place in the 250 radius. Then, a selection wheel (similar to the conversation wheel used in the Mass Effect Franchise and several Bioware Games) will appear with all the Totems: 1 on the top, 1 on the bottom, 1 on the left, and 1 on the right. Totems on cool down will appear greyed out. Finally, the player will drag the mouse in the direction of the desired Totem to summon it. _______________________________________________________________________________________ Notes: -You can only have 1 of each type of Totem present at any particular time due to the individual cooldown of each totem. If you reactivate the skill with a Totem already out, that totem will be grayed out in the selection wheel.
Type: Physical Push Target: Enemy Units Range: 1000/1100/1200/1300 Radius (Collision): 75 units Cast Time: 0.4 seconds Mana Cost: 110/120/130/140 Cooldown: 30.0/24.0/18.0/12.0 seconds Required Levels: 1/3/5/7 _______________________________________________________________________________________ Activation: Throws his Spear at Target Location. If it collides with an enemy, the target enemy and Mars are pulled towards each other over the course of 0.75 seconds, and the target takes 75/125/175/225 physical damage. If the target was moving, the targets takes an additional 25/50/75/100 physical damage and has his physical armor reduced by 2/3/4/5 for 4 seconds. _______________________________________________________________________________________ Notes: The target is completely disabled and issued a stop command during the course of the pull. The spear takes 1.00 seconds to reach its maximum range at all levels. The Spear will not collide with allied creeps of heroes. _______________________________________________________________________________________ Balance: To start, the skill required to land a spear is similar to the skill required to a Devourer Hook or Valkyrie Javelin. Additionally, this skill is more of an isolation skill where you and the target are pulled away from each others respective teams. The high physical damage is justified in that this is Mars only real Nuke, and it is physical damage so it scales negatively as the game progresses. _______________________________________________________________________________________ Synergy: As the enemy is pulled towards Mars, Mars can activate Pulverizing Slam to stun the enemy for the maximum amount of time. The Stop command and -armor allow Challenge of Might to both activate and deal the most damage. Since this isolates Mars with 1 enemy, God of War is at its most effectiveness as it allows Mars to constantly root the target and snare the target without hindrance from the enemy team.
Type: Magic Target: Enemy Units Range: 350 Cast Time: 0.4 seconds Mana Cost: 125 Cooldown: 8.0 seconds Required Levels: 1/3/5/7 _______________________________________________________________________________________ Activation: Deals 75/125/175/225 Physical Damage to enemies in the radius and stuns them for 1 second. If any of the enemies were moving, they are stunned for an additional 0.25/0.5/0.75/1.0 seconds. _______________________________________________________________________________________ Notes: Moving counts as either walking normally, being Pushed, or being Pulled. _______________________________________________________________________________________ Balance: High radius, low cooldown, and a decent stun time are offset by the requirement to hit moving enemies for maximum stun time and this skill's high mana cost. To compare, it is a nerfed version of Pestilence's Stun because this hero has 2 other reliable Crowd Controls and a random root instead of just a random-bash. _______________________________________________________________________________________ Synergy: Pulverizing Slam and Challenge of Might will play huge mindgames with targets as they are forced to choose between moving and getting stunned for a significant amount of time or remaining still and getting wailed on by Mars's huge auto-attacks. With God of War, all target within the radius will be slowed for an additional 1/2/3 seconds after the stun making this a very good Initiation tool. Spear of Victory sets this skill up perfectly as it forces your target to move.
Cooldown: 5.0 seconds Required Levels: 1/3/5/7 _______________________________________________________________________________________ Passive: If an attacked target is stationary, Mar's auto attack gains 10/20/30/40 Attack Speed and 15/30/45/60 Base Damage for 3 seconds. If this skill is on cooldown and you hit a stationary foe, the cooldown timer is reduced by 1 second. _______________________________________________________________________________________ Notes: Stationary means the target is either not moving, stunned, or immobilized. _______________________________________________________________________________________ Balance: Useful for an initial burst of DPS at the start of a gank, but is easily countered by being kited by your opponent. _______________________________________________________________________________________ Synergy: Direct synergy with Challenge of Might and the Bash on the ult as each time this skill hits a stun or rooted foe, it will either activate or have its cooldown reduced. The Slow on the ult also allows you to get in 1/2/3 extra attacks in on the enemy as he flees from your wrath. The -armor on Spear of Victory makes your already hefty auto-attacks Hurt.
Type: Superior Magic Target: Self Range (Aura): 400 Cast Time: 0.1 seconds Mana Cost: 150 Cooldown: 50.0 seconds Required Levels: 6/11/16 _______________________________________________________________________________________ Activation: Transforms Mars into his God form for 25 seconds. While in his God Form, he projects an aura that applies Weakened Knees to all enemies in a 400 radius. Also every 5 attacks, he deals 40/50/60 additional physical damage and immobilizes the target for 0.75/1.00/1.25 seconds. ---------------------- Weakened Knees: Enemies take 30/40/50 magic damage a second while moving. Applies a 90% movement speed slow to all stationary enemies in the radius. Once the enemies begin to move, the slow tapers off over the course of 1.00/1.75/2.50 seconds. _______________________________________________________________________________________ Notes: While in his ult, Mars has a passive bash (root) and 1 nasty aura. _______________________________________________________________________________________ Balance: Good Uptime to Downtime ratio and multiple bonuses are offset by how minor the bonuses are (each one individually would be a very UP skill). The Magic Damage aura does minor damage and only works on moving foes. The slow while strong to start tapers off very rapidly because of the short duration. And the bash is pretty much exactly like Chronos's but it only immobilizes the enemy instead of completely stunning the target. _______________________________________________________________________________________ Synergy: The Magic Damage Aura adds an additional element to the mindgames being played on the enemy as he decides whether to move or not move whenever Mars Charges him. The slow activates on both Pulverizing Slam and Spear of Victory increasing their already powerful Crowd Control. Whenever the root activates, Challenge of Might will also be activated allowing for very high damage for a short 2 to 3 second interval.
Type: Magic Target: Enemy Units Radius: 300/350/400/450 Cast Time: 0.5 seconds Max Visual Time: 0.9 seconds (This is the duration of the ability's animation) Mana Cost: 105/115/125/135 Cooldown: 8.0 seconds Required Levels: 1/3/5/7 ================================================================= Description: The Allomancer always keeps a steady supply of worthless coins on hand to shower all her nearby enemies. Constantly aware of her enemies' positions, the Allomancer may tighten the arc of the pelting coins to increase the total damage done. ================================================================= Activation: Deals 40/110/180/250 magic damage in a 360 degree arc around the Nameless Allomancer's position. Dragging the mouse will reduce the arc to a minimum of 60 degrees in the direction the Allomancer faces. For every 3 degrees the arc is reduced, Coin Burst deals an additional 1 magic damage. Maximum bonus damage of 100 magic damage. ================================================================= Notes: Decreasing the arc reduces the Visual time to a minimum of .5 seconds. Double-clicking the skill or Double-tapping Q will cause the skill to go off in a 360 degree arc. Max damage at each level is 140/210/280/350. ================================================================= Image: ================================================================= Visual: Upon activation, the Allomancer places both of her hands straight behind her. As you reduce the arc, her hands move forward. Upon selecting an appropriate arc length, coins fly from her sleeves and she rapidly claps her hands in front of her. ================================================================= Penny for your thoughts?
Type (Iron Mire): Magic Target (Iron Mire): Enemy Units Type (Flared Iron): Magic Push Target (Flared Iron): Visible Enemy Units Range: 800 Radius: 225/250/275/300 Cast Time for Initial Activation: 0.4 seconds Visual Time for Initial Activation: 1.0 seconds Cast Time for Secondary Activation: Instant Visual Time for Secondary Activation: 0.5 seconds Mana Cost: 80/90/100/110 Cooldown: 30.0/25.0/20.0/15.0 seconds Required Levels: 1/3/5/7 ================================================================= Description: The Allomancer burns Iron to pull forth the metals dormant in an area. If any enemies find themselves unfortunate enough to be caught, they will begin to be coated with the metals. At any time, the Allomancer may flare her Iron to pull the coated enemies back towards her. ================================================================= Activation: Enemies in the targeted area have 5/10/15/20 charges of Allomancer's Iron applied to them every second. Maximum of 10/20/30/40 charges. When not gaining charges, Allomancer's Iron lasts 3 seconds. Iron Mire lasts 3 seconds. Using this ability again will pull any enemies with charges of Allomancer's Iron a maximum of 300 units+15 units per charge towards the Allomancer. ================================================================= Allomancer's Iron: Movement Speed Slow: 10%+1% per charge Damage each second: 10 magic damage + 1 magic damage per charge ================================================================= Notes: If the enemies remain in the well after they gain the max amount of charges, Allomancer's Iron will still expire after 3 seconds because technically the enemies are no longer gaining Charges. Max duration of the slow at any level is 5 seconds. Does a total of 95/140/185/230 magic damage at each level. Max pull at each level is 450/600/750/900 units. The enemies can not be pulled past the Allomancer. Multiple enemies may be pulled by this skill. Enemies that go into Fog of War or are invisible can not be pulled by Flared Iron though they still will have the slow and dot placed on them if they are within Iron Mire. Iron Mire is replaced with Flared Iron for 6 seconds or until Flared Iron is activated. Iron Mire goes on recharge from the time of the initial activation. ================================================================= Image: ================================================================= Visual: The Allomancer will drop to a knee placing both hands on the ground and a gray metal mist will appear in the targeted radius. As Allomancer's Iron increases its charges, parts of targeted enemies will become to appear more metallic and blue line will extend from the enemies to the Allomancer. When the Allomancer activates her pull, she will thrust her left hand towards the nearest enemy. Then, she will rapidly pull her hand back to her chest and the blue lines will instantly contract pulling all connected enemies back to her. When Allomancer's Iron reaches the max amount of Charges, A Red "Max!" appears above the enemy's head. ================================================================= Come closer, Dear
Type: Magic Push Target: Self and Allied Heroes Radius: 50 Cast Time: 0.3 seconds Max Visual Time: 0.3 seconds Mana Cost: 50 Cooldown (Gadget's affect only): 2.0 Seconds Required Levels: 1/3/5/7 ================================================================= Description: The Allomancer drops a steel bar at her current location imbued with repulsive Magnetism and burns steel to push against the bar for a mighty jump. The sheer power the Allomancer invested in the bar lingers allowing the bar to push any allies that come into contact with it. ================================================================= Activation: Gains 1 charge every 6 seconds. Maximum of 1/2/2/3 charges. Upon Activation, the Allomancer places a Gadget at her current location that points at the targeted location on the ground. The Gadget has a sight range of 50, a lifespan of 120 seconds, requires 3 hits to destroy, and grants a bounty of 10 xp and 4 gold. If you or an ally comes within the Gadget's radius, the gadget pushes the ally 500 units in the direction it points at 800 units/sec. The gadget expires after 1/2/2/3 uses. ================================================================= Notes: In case it isn't obvious, the Allomancer starts within the Gadget's radius, so she will be pushed forward 500 units and 1 of the Gadget's charges will be used. Each gadget gives a total of 500/1000/1000/1500 units to move. The max burst movement the Allomancer can do is 1500 units in 1.88 seconds. The entire duration of a jump will be 0.625 seconds. The max amount of gadgets you can have out at any one point in time is 19 (=120/6-1). Double-Clicking/Double-tapping this skill will place a gadget at your current location pointing in the direction your are facing. The Allomancer and allies are Silenced, but not Perplexed while being pushed. So they may not use any abilities, but they may queue up skills for when they land. The recharge time applies to each single gadget's push, so there can be no instant, mass team jumps. The best way to describe this skill is it is like the boost pads found in many racing games. ================================================================= Image: ================================================================= Visual: The bar will glow brightly white at first and a faint blue line will extend from the bar to where the Allomancer landed. With each use, both the bar and the blue line will fade. The Allomancer's allies should flail their arms helplessly during their jumps. ================================================================= Its a bird, its a plane, No! Its Allomancer!
Type: Superior Magic Push Target: Enemy Units Radius: 500 Channeling Time: 0.5 sec Mana Cost: 200/300/400 Cooldown: 140.0/120.0//100.0 seconds Required Levels: 6/11/16 ================================================================= Description: The Allomancer burns Duralumin overloading her entire supply of metals for a brief time. During this period, she fashions tiny metals in the area into powerful flux cables that upon contact with any enemy will trap and pull them to the Allomancer. ================================================================= Activation: During the channel, the Allomancer loses all her mana. She then summons 6(8) Paramagnetic Cables equally spaced in a 360 degree arc around her position. After Channeling, the lost mana will return over the course of 3 seconds. If channeling is completed, the cables will rotate clockwise around her position at 400(522) units/sec for 5 seconds. Any enemy that comes into contact with a Cable will be bound to the cable, pulled towards the Allomancer, and have Flux Capacitance applied to them for 3(4)/3.5(4.5)/4(5) seconds. The cables will break if the trapped enemy moves more than 500 units (the cables length) away from the Allomancer. Staff of the Master Upgradeable. ================================================================= Flux Capacitance: Unit Walking Immobilized Perplexed Silenced Disarmed 40(60)/60(80)/80(100) magic damage per second ================================================================= Notes: Mana Loss: The mana lost is the amount left over after the 200/300/400 needed to activate this skill. One-third of the mana will be added to her mana regeneration and this buff will expire after 3 seconds. This mana regen will not be multiplied by manatubes or similar items. The reason for the mana loss is stylistically it matches Sanderson's description of burning Duralumin. Also, it limits the amount of burst she can put out directly after using her ult. Shape: One Cable will always extend straight out from the direction the Allomancer faces. All other Cables will be spaced at 60(45) degree angles around the Allomancer. Each cable will have a width of 25 units and a length of 500 units. At the start of the ult, the cables will be pointing straight out from the Allomancer. While they rotate over the course of the 5 seconds, the cables will form a spiral. Outside of a 100 radius and inside of a 381 radius(400*6/2/Pi), or with sotm greater than 500 radius, the cables will appear to loop multiple times around the Allomancer. The cables will be attached to the Allomancer, so if the Allomancer moves/jumps/blinks the cables will follow the Allomancer accordingly. Also due to the shape of the ult, the enemies will have anywhere between 0.5 to 1.81 seconds (500*2*Pi/6/400) to react to the Allomancer popping her ult. With SotM, the time spread drops to .5 to 1.25 seconds (500*2*Pi/8/522). Contact: An enemy can come into contact with only 1 of any of the 6(8) cables. The Cable will then, attach itself to the enemy, retract towards the Allomancer, and stop rotating. The enemy and the cable will remain attached to the Allomancer as long as the Cable is not stretched beyond its full length of 500 units. If the cable is stretched beyond that it will break freeing the trapped enemy. After the initial retraction, the Cable will respond to any of the Allomancer's movement by retracting at a maximum rate of 800 units/sec towards the Allomancer. This allows the Allomancer to use Steel Tracks without fear of breaking the Cables; however, if you use a portal key, Devourer hooks them f***rs in, or an enemy is affected by tablet of command in the opposite direction you are moving, then the cable should break freeing the trapped enemy. If the cable breaks or the trapped enemy dies, the cable will not re-extend out to catch more enemies. Flux Capacitance: Immoblilized just means the enemy can not move, the enemy can still be moved by the cable binding the enemy to the Allomancer. Unit Walking allows the enemy to not get caught on creeps and overlap with the Allomancer. Flux Capacitance may affect magic immune targets, but as long as the magic immunity persists no damage will be dealt. When Flux Capacitance ends, the enemy is no longer pushed or bound to the Allomancer. Final Notes: Ends upon death. This ult's bindings takes precedence over Iron Mire's push; therefore, if you activate Iron Mire early during the ult, Iron Mire's push will not effect the affected enemies under Flux Capacitance. However, any other pulls like Devourer's Hook or Tablet of Command take precedence over any of Paramagnetic Flux's pulls/bindings and may break the cables. ================================================================= Images: The Final Sec of the ult is in the concept art. ================================================================= Visual: While channeling, the Allomancer places both her palms upon the floor. Then, 6(8) silver cables will extend from the Allomancer. During the duration of the ult, the cables will spin around the Allomancer forming several spirals. If an enemy comes into contact with a cable, the cable will wrap around the hero and retract till it is next to the Allomancer (within 50 units). If the cable is stretched, it will unroll as needed. ================================================================= You spin me, right round, baby, right round...
Type: Magic Target: Enemy Units Radius: 300/350/400/450 Cast Time: 0.5 seconds Max Visual Time: .9 seconds (This is the duration of the ability's animation) Mana Cost: 75/95/115/135 Cooldown: 10.0/9.0/8.0/7.0 seconds Required Levels: 1/3/5/7 ================================================================= Description: The Allomancer always keeps a steady supply of worthless coins on hand to shower all her nearby enemies. Constantly aware of her enemies' positions, the Allomancer may tighten the arc of the pelting coins to increase the total damage done. ================================================================= Activation: Deals 50/120/190/260 magic damage in a 360 degree arc around the Nameless Allomancer's position. Dragging the mouse will reduce the arc to a minimum of 60 degrees in the direction the Allomancer faces. For every 6/5/4/3 degrees the arc is reduced, Coin Burst deals an additional 1 magic damage. Maximum bonus damage of 100 magic damage. ================================================================= Notes: Decreasing the arc reduces the Visual time to a minimum of .5 seconds. Double-clicking the skill or Double-tapping Q will cause the skill to go off in a 360 degree arc. Max damage at each level is 100/180/265/360. The Arc will only be reduced if you drag the mouse in front of the Allomancer, so you will have to drag the mouse away from the Allomancer somewhere in the 180 degree arc she faces. ================================================================= Visual: Upon activation, the Allomancer places both of her hands straight behind her. As you reduce the arc, her hands move forward. Upon selecting an appropriate arc length, coins fly from her sleeves and she rapidly claps her hands in front of her. ================================================================= Penny for your thoughts?
Type (Iron Mire): Magic Target (Iron Mire): Enemy Units Type (Flared Iron): Magic Push Target (Flared Iron): Visible Enemy Units Range: 1000 Radius: 225/250/275/300 Cast Time for Initial Activation: 0.4 seconds Visual Time for Initial Activation: 1.0 seconds Cast Time for Secondary Activation: Instant Visual Time for Secondary Activation: 0.5 seconds Mana Cost: 80/90/100/110 Cooldown: 30.0/25.0/20.0/15.0 seconds Required Levels: 1/3/5/7 ================================================================= Description: The Allomancer burns Iron to pull forth the metals dormant in an area. If any enemies find themselves unfortunate enough to be caught, they will begin to be coated with the metals. At any time, the Allomancer may flare her Iron to pull the coated enemies back towards her. ================================================================= Activation: Enemies in the targeted area have 1 charge of Allomancer's Iron applied to them every 200/150/100/50ms (milliseconds so .001 seconds). Maximum of 10/20/30/40 charges. When not gaining charges, Allomancer's Iron lasts 3 seconds. Iron Mire lasts 3 seconds. Using this ability again will pull any enemies with charges of Allomancer's Iron a maximum of 300 units+20 units per charge towards the Allomancer. ================================================================= Allomancer's Iron: Movement Speed Slow: 10%+1% per charge Damage each second: 10 magic damage + 1 magic damage per charge ================================================================= Notes: If the enemies remain in the well after they gain the max amount of charges, Allomancer's Iron will still expire after 3 seconds because technically the enemies are no longer gaining Charges. Max duration of the slow at any level is 5 seconds. Does a total of 95/140/185/230 magic damage at each level. Max pull at each level is 500/700/900/1100 units. The enemies can not be pulled past the Allomancer. Multiple enemies may be pulled by this skill. Enemies that go into Fog of War or are invisible can not be pulled by Flared Iron though they still will have the slow and dot placed on them if they are within Iron Mire. Iron Mire is replaced with Flared Iron for 6 seconds or until Flared Iron is activated. Iron Mire goes on recharge from the time of the initial activation. ================================================================= Visual: The Allomancer will drop to a knee placing both hands on the ground and a gray metal mist will appear in the targeted radius. As Allomancer's Iron increases its charges, parts of targeted enemies will become to appear more metallic and blue line will extend from the enemies to the Allomancer. When the Allomancer activates her pull, she will thrust her left hand towards the nearest enemy. Then, she will rapidly pull her hand back to her chest and the blue lines will instantly contract pulling all connected enemies back to her. When Allomancer's Iron reaches the max amount of Charges, A Red "Max!" appears above the enemy's head. ================================================================= Come closer, Dear
Type: Magic Push Target: Allied Heroes Radius: 50 Recharge Time: 1.0 Seconds Mana Cost: 40 Required Levels: 1/3/5/7 ================================================================= Description: The Allomancer drops a steel bar at her current location imbued with repulsive Magnetism. Then by burning steel and pushing against the bar, the bar pushes the Allomancer in the location she faces. The sheer power the Allomancer invested in the bar lingers, and the bar will push any allies that come into contact with it in the same direction the Allomancer jumped. ================================================================= Activation: Gains 1 charge every 30 seconds. Maximum of 1/2/3/4. Upon Activation, places a Gadget at your current location and you jump 800/1000/1200/1400 units. The Gadget has a sight range of 50, a lifespan of 450 seconds, requires 5 hits to destroy, and grants a bounty of 20 xp and 10 gold. The Gadget also points in the direction you jumped. If you or an ally comes within the Gadget's radius, the gadget propels you or the ally 800/1000/1200/1400 units in the direction it points. The gadget expires after 0/1/2/3 uses. ================================================================= Notes: Each coin gives a total of 800/2000/3600/5600 possible units to move. The entire duration of a jump should be 1 second. The max amount of gadgets you can have out at any point in time is 14 (=450/30-1). The recharge time prevents placing another gadget while in the middle of a jump. Issuing a stop command will instantly halt the jump. The best way to describe this skill is it is like the boost pads found in many racing games. ================================================================= Visual: The bar will glow brightly white at first and a faint blue line will extend from the bar to where the Allomancer landed. With each use, both the bar and the blue line will fade. The Allomancer's allies should flail their arms helplessly during their jumps. ================================================================= Its a bird, its a chariot, its Blacksmith, No! Its Allomancer!
Type: Superior Magic Push Target: Enemy Units Radius: 500 Channeling Time: 0.5 sec Mana Cost: 200/300/400 Cooldown: 120.0/110.0/100.0 seconds Required Levels: 6/11/16 ================================================================= Description: The Allomancer burns Duralumin overloading her entire supply of metals for a brief time. During this period, she fashions tiny metals in the area into powerful flux cables that upon contact with any enemy will trap and pull them to the Allomancer. ================================================================= Activation: During the channel, the Allomancer loses all her mana. She then summons 6(8) Paramagnetic Cables equally spaced in a 360 degree arc around her position. After Channeling, the lost mana will return over the course of 5 seconds. Also, the cables will rotate clockwise around her position at 400(522) units/sec for 5 seconds. Any enemy that comes into contact with a Cable will be bound to the cable, pulled towards the Allomancer, and have Flux Capacitance applied to them for 3(4)/3.5(4.5)/4(5) seconds. The cables will break if the trapped enemy moves more than 500 units (the cables length) away from the Allomancer. Staff of the Master Upgradeable. ================================================================= Flux Capacitance: Unit Walking Immobilized Perplexed Silenced Disarmed 20(30)/40(50)/60(70) Magic Damage per second ================================================================= Notes: Mana Loss: The mana lost is the amount left over after the 200/300/400 needed to activate this skill. One-fifth of the mana will be added to her mana regeneration and this buff will expire after 5 seconds. This mana regen will not be multiplied by manatubes or similar items. The reason for the mana loss is stylistically it matches Sanderson's description of burning Duralumin. Also, it limits the amount of burst she can put out directly after using her ult. Shape: One Cable will always extend straight out from the direction the Allomancer faces. All other Cables will be spaced at 60(45) degree angles around the Allomancer. Each cable will have a width of 25 units and a length of 500 units. At the start of the ult, the cables will be pointing straight out from the Allomancer. While they rotate over the course of the 5 seconds, the cables will form a spiral. Outside of a 100 radius and inside of a 381 radius(400*6/2/Pi), or with sotm greater than 500 radius, the cables will appear to loop multiple times around the Allomancer. The cables will be attached to the Allomancer, so if the Allomancer moves/jumps/blinks the cables will follow the Allomancer accordingly. Also due to the shape of the ult, the enemies will have anywhere between 0.5 to 1.81 seconds (500*2*Pi/6/400) to react to the Allomancer popping her ult. With SotM, the time spread drops to .5 to 1.25 seconds (500*2*Pi/8/522)However, the maximum amount of disable time is 3(4)/3.5(4.5)/4(5) seconds. Contact: An enemy can come into contact with only 1 of any of the 6(8) cables. The Cable will then, attach itself to the enemy, retract towards the Allomancer, and stop rotating. The enemy and the cable will remain attached to the Allomancer though the Cable may be stretched to its full length of 500 units. If the cable is stretched beyond that it will break freeing the trapped enemy. After the initial retraction, the Cable will respond to movement by retracting at a maximum rate of 28 units per 20 milliseconds towards the Allomancer. This allows the Allomancer to use Steel Tracks without fear of breaking the Cables; however, if you use a portal key, Devourer hooks them f***rs in, or an enemy is affected by tablet of command in the opposite direction you are moving, then the cable should break freeing the trapped enemy. If the cable breaks or the trapped enemy dies, the cable will not re-extend out to catch more enemies. Flux Capacitance: Immoblilized just means the enemy can not move, the enemy can still be moved by the cable binding the enemy to the Allomancer. Unit Walking allows the enemy to not get caught on creeps and overlap with the Allomancer. Flux Capacitance may affect magic immune targets, but as long as the magic immunity persists no damage will be dealt. When Flux Capacitance ends, the enemy is no longer pushed or bound to the Allomancer. Final Notes: Ends upon death. This ult's bindings takes precedence over Iron Mire's push; therefore, if you activate Iron Mire early during the ult, Iron Mire's push will not effect the affected enemies under Flux Capacitance. However, any other pulls like Devourer's Hook or Tablet of Command take precedence over any of Paramagnetic Flux's pulls/bindings and may break the cables. ================================================================= Visual: While channeling, the Allomancer places both her palms upon the floor. Then, 6(8) silver cables will extend from the Allomancer. During the duration of the ult, the cables will spin around the Allomancer forming several spirals. If an enemy comes into contact with a cable, the cable will wrap around the hero and retract till it is next to the Allomancer (within 50 units). If the cable is stretched, it will unroll as needed. ================================================================= You spin me, right round, baby, right round...
Type: Magic Target: Enemy Heroes Range: 600/750/900/1050 Cast Time: 0.8 seconds Mana Cost: 110 Cooldown: 13.0/12.0/11.0/10.0 seconds Required Levels: 1/3/5/7 _______________________________________________________________________________________ Description: A master of high speed movement and numerous killing techniques, Thaneskse can disappear and reappear in a different place almost instantaneously. Also, his mastery of death allows him to increase the effectiveness of any deadly poisons, techniques, or destructive magic in a short area. _______________________________________________________________________________________ Activation: Blinks to target location, all enemies in a 250 radius have Shadow Shroud applied to them for 2/3/4/5 seconds. Shroud: Increases the remaining duration of all non-channeled debuffs on the target by 30%/40%/50%/60%. When Shroud ends, all non-channeled stuns are removed from the target. _______________________________________________________________________________________ Notes: This increases the remaining durations of any debuffs like Slows, Stuns, Dots, -Armor, etc. etc. on the target by the stated multiple. If any new debuffs are applied to the target, their durations are also increased. The second part, only affects stuns, immobilizations, silences, perplexes, and disarms. Slows, DoTs, -Armor etc. are unaffected. The the duration bonus and removal of stuns will not affect any channeled debuffs like Succubus's hold, Electrician's grip, or Tempest's Ult. If any debuffs grow more powerful over time (Hellbringer's DoT or Dshams ult), once they reach their normal maximum damage or effect, they will behave as if they were cast again on the target. I.e their effects will start counting over again at 1. _______________________________________________________________________________________ Comment: I believe I covered most possiblities for exploits of this skill, but I doubt I covered them all, so if you can think of any, Please, Speak up.
Required levels: 1/3/5/7 _______________________________________________________________________________________ Description: Thaneskse's twin blades, Life and Death, are renowned throughout the underworld as the fastest blades in existence. At times, the blades appear to move so fast that the human eye can not track them. _______________________________________________________________________________________ Passive: Gains 1/1/2/2 chi charges per attack on a target. Maximum of 5/10/15/20 charges. Upon attack, Thaneske has a chance of 5%/10%/15%/20% + amount of charges to attack with +200 Attack Speed. _______________________________________________________________________________________ Notes: Chi charges are shared with Zen Mastery, so upon loss of all charges by a substantial nuke, Thaneskse's damage output is severely reduced. The primary purpose of this skill is to significantly decrease the amount of time the ult takes to complete.
Required levels: 1/3/5/7 _______________________________________________________________________________________ Description: After escaping being nearly killed hundreds of time, Thaneskse has gained a sixth sense for death. Or maybe a partial immunity to death's grasp. It is for the scholar's to decide which. Either way, he has developed the fortitude to shrug off blows that would severely injure if not kill a normal man. _______________________________________________________________________________________ Passive: Gains 1/1/2/2 chi charges per attack. Maximum of 5/10/15/20. Whenever Thaneskse takes more than 40%/30%/20%/10% of his max life in damage in a single instant (20 milliseconds), all charges are lost, the damage is reduced by 10*the number of charges, and Thaneskse will regenerate any remaining damage over the 40%/30%/20%/10% limit. Maximum of 20% of his max hp per second. _______________________________________________________________________________________ Notes: The damage reduction occurs before armor reduction is calculated. The direct bonus this skill gives is increase the minimum amount of damage sources Thaneske can take before dieing to 3/4/5/10. The formula for calculating the regained damage would be (assumed lvl 4 Zen Prowess): ((I-10*C)*A-.1Hp) = R I: Amount of Incoming damage C:Number of Charges A:Damage resistance due to armor Hp: Thaneskse's maximum Health Points R: Amount of Damage to be regened To get the regen time: R/(.2Hp) = T Think a non-random version of Chronos's rewind. To compare with Chronos's Rewind: Every time a damage source hits Chronos there is a 25% chance for the damage to be "rewound" and negated. This means that only 75% or 3/4ths of all damage sources will actually damage Chronos, so by taking the inverse of 3/4, you get 4/3 this means that Chronos can take damage from 33% more damage sources than he otherwise would have if he hadn't leveled rewind. When Chronos can only take damage from 1-7 sources before dying, Thaneskse's Zen Prowess outperforms rewind. However the second Chronos can survive 8 or more damage sources, Rewind outperforms Zen Prowess as it should because it is a hard carry skill, and Zen Prowess is a ganking skill. _______________________________________________________________________________________ Example: So this means if Thaneskse has 1000hp with 10 chi charges, and he gets hit by a lvl 9 Pyromancer combo for 1010 magic damage over 3.8 seconds, he will take 910 magic damage. After magic armor reduction,Thaneskse will take 683 true damage. Phoenix wave would deal 135 true damage and Thaneskse would regenerate 35 hp. Dragon Fire would deal 210 true damage, Thaneske would regenerate 110 hp. Blazing Strike would deal 338 damage, and Thaneskse would regenerate 238 hp over 1.19 seconds. (Or as Sku1l pointed out 200 hp for 1 second and 38 hp for the next second). In total, Thaneske would have only take 300 true damage.
Type: Revolving Physical Attack Target: Enemy units Cooldown: 45.0/30.0/15.0 seconds Mana Cost: 50/75/100 per attack Required Levels: 6/11/16 _______________________________________________________________________________________ Description: Mastery of the killing arts has taught Thaneskse the perfect combo for the slaughter of humans. His attacks flow so effortlessly from one to the next that many can not resolve each combination of moves into its seperate techniques. _______________________________________________________________________________________ Activation: Uses Main Thrust upon Thaneskse's next attack. --------------- Main Thrust: Thaneskse use Main Thrust on attack which deals 5/25/45 bonus physical Damage and applies Snare to Target for 1/2/3 seconds. Uses Offhand Twist upon Thaneskse's next attack. Snare: Movement Speed Slow: 40% -------------------------------- Offhand Twist Description: Thaneskse attacks Target once with 100 bonus attack speed, deals 10/30/50 bonus Physical Damage, and removes buffs from the target upon hitting the target. Uses Double Lotus Strike upon Thaneskse's next attack. ---------------------------------------- Double Lotus Strike Description: GenericAssassin attacks twice upon attack each dealing 10/40/70 bonus physical damage with each attack and stunning the target for 1.25 seconds. Uses Poisoned Spider Strike upon Thaneskse's next attack. ---------------------------- Poisoned Spider Strike: Thaneskse attacks Target once and applies Spider's Venom for 1/2/3 seconds. Uses Mobius Strike upon Thaneskse's next attack. Spider's Venom: Reduces Max HP by 5%/10%/15%. Reduces Health Regeneration Rate by 30%/65%/100%. ------------------ Mobius Strike: Thaneskse attacks Target twice dealing a 2.0x/2.5x/3.0x critical with each attack. If Thaneske kills a target with Mobius Strike, Combo Breaker is recharged. _______________________________________________________________________________________ Notes: Each revolving attack skill costs 50/75/100 mana, so to do a full combo it will cost 250/375/500 mana. Bonuses on 1 revolving attack do not carry over to the next attack. For example: If Thaneskse hits with an Offhand Twist, Double Lotus Strike does not get the 100 attack speed bonus or purge the target. The mechanics of a double attack are 1 strike goes at Thaneskse's normal attack speed, while the second attack occurs at maximum attack speed. _______________________________________________________________________________________ This is a revolving attack ability, if you hit a target, the skill becomes the next ability in the sequence. This is a revolving attack ability, if you miss the target, switch targets, wait 4 seconds without attacking, or complete the attack chain, the ability becomes the first ability in the chain and the skill goes on cooldown. This is an attack ability. Right click to enable auto-casting of this skill. This is a revolving attack ability, auto-casting of this skill causes Thaneske to automatically switch to the next attack ability upon hitting a target. This is an orb-effect. Orb-effects do not stack. This is a buff-placer. Buff-placers do not stack.
Type: Magic Target: Enemy Units Range: 700 units Cast Time: 0.2 seconds Mana Cost: 90/110/130/150 Cooldown: 12.0 seconds Required Levels: 1/3/5/7 _______________________________________________________________________________________ Description: Allalone curses the target disabling spellcasting if the target attacks, or disabling attacking if the target casts a spell. _______________________________________________________________________________________ Activation {Q}: Afflicts target with Lethargy for 2/3/4/5 seconds. -------- Lethargy: 50 magic damage per second. If target attacks, the target is silenced for the remainder of the duration. If target casts a spell, the target is disarmed for the remainder of the duration.
Type: Magic Target: Enemy Units Range: 900/1000/1100/1200 units Radius (collision): 50 units Radius (expansion): 250 units Cast Time: 1.0 second Mana Cost: 130 Cooldown: 18.0 seconds Required Levels: 1/3/5/7 _______________________________________________________________________________________ Description: Allalone fires a projectile that greatly damages and stuns a single enemy. At any time, he can cause the projectile to explode, though for a reduced amount of damage and stun time. _______________________________________________________________________________________ Activation {W}: Fires a projectile at the target location that deals 90/180/270/360 magic damage to anyone hit and stuns them for 1.5/2.0/2.5/3.0 seconds. Allalone can activate this skill a second time to expand the projectile, though the magic damage will be reduced to 50/100/150/200 magic damage and the stun duration decreased to 0.75/1.0/1.25/1.5 seconds. _______________________________________________________________________________________ Notes: -The projectile takes 1 second to reach it's max range and has a collision radius of 50 units. -The projectile has clearvision in a 250 radius that lingers for 2 seconds. -When the projectile explodes, the projectile immediately halts in place and then expands instantaneously to a 250 radius. -Only 1 hero can be hit by the projectile, but multiple heroes may be hit by the explosion. -If an enemy is hit within 250 units of Allalone, the projectile automatically explodes.
Type: Magic Target: All Units Radius: 200/300/400/500 units Cast Time: 0.4 seconds Mana Cost: 50 Cooldown: 26.0/20.0/14.0/8.0 seconds Required Levels: 1/3/5/7 _______________________________________________________________________________________ Description: Allalone laughs manically intimidating all his enemies and encouraging his allies. _______________________________________________________________________________________ Activation: All enemies in the radius have their spells increased by 2.0 seconds. All allies in the radius have their spells decreased by 2.0 seconds. If Allalone casts a spell, the cool down on this skill is reduced by 1.0 seconds. _______________________________________________________________________________________ Notes: -When activated, it decreases the cool down of every other spell Allalone has but for itself. -This is better than a silence in that is equally effective against enemies who have activated all of their spells and those who have activated none yet. -When used for or against heroes with charge based skills, the amount of time it takes to gain a charge will be increased/decreased with this spell.
Type: Superior Magic Target: Enemy Heroes Range: 1500 units Radius: 600 units Mana Cost: 200/300/400 mana Cooldown: 120.0 seconds Required Levels: 6/11/16 _______________________________________________________________________________________ Description: Allalone sends his enemies into a Panic causing them to deal damage to their allies if they have damaged one of Allalone's allies or lose a large chunk of mana if they have not damaged one of Allalone's allies. _______________________________________________________________________________________ Activation {R}: Inflicts Panic on all enemy heroes inside the radius for 5.0 seconds. --------- Panic: -Each second, the target and all of the target's allies in a 250 radius take 40/60/80 magic damage if the target has damaged an enemy hero in the last second. -Each second, the target burns 40/60/80 mana if the target has not damaged an enemy hero in the last second. _______________________________________________________________________________________ Notes: -The mana burn deals 100% of the mana lost in magical damage. -To be clear, only one of the two affects will happen each second. -The mechanics of how this skill will work are so: =Enemy becomes affected by Panic. =During the first second, if the enemy damages one of Alllone's allied heroes, a bit becomes true. If the enemy does not damages one of Alllone's allied heroes, the bit becomes false. =At the end of the first second, if the bit is true, the enemies and all his allies in a 250 radius take 40/60/80 magic damage. If the bit is false, Panic burns 40/60/80 magic damage. =This damage detection repeats for the next 4 seconds.
