Author Name: Koiuy Primary Attribute: Any Attack Type: Any
Primary Role: Any Secondary Role: Any
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Last Post: 04-26-2012 12:36am
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The Weaver is calm when near no one, or lest he reveal himself. With no footsteps, he can seem like the air itself. Skill Mechanics: The Weaver is kept unseen from enemy heroes that are beyond a certain radius around him for a duration. Though, if enemy heroes are to be within the radius, the Weaver will appear transparent to them. The Weaver also has a fair chance to dodge attacks whilst the effect is present. Also, if stationary for more than 2.5 seconds, the Weaver will become invisible, though will break if any action is executed. Notes: Dodging refers to enemy attacks missing. (1) 700 radius which veils the Weaver. 50% transparency if within radius. 10% to dodge physical attacks with 7% to dodge spells. Lasts 5 seconds. (2) 600 radius which veils the Weaver. 65% transparency if within radius. 15% to dodge physical attacks with 8% to dodge spells. Lasts 6 seconds. (3) 500 radius which veils the Weaver. 80% transparency if within radius. 20% to dodge physical attacks with 9% to dodge spells. Lasts 7 seconds. (4) 400 radius which veils the Weaver. 95% transparency if within radius. 25% to dodge physical attacks with 10% to dodge spells. Lasts 8 seconds. Manacost: 60/70/80/90 Cooldown: 18 Cast time: Instant I am the 'demon' in paranormal activity.
The Weaver uses surprise as a lethal weapon, causing his attacks into those unaware of his presence as well as his techniques, to do multiple damage and leave an infectious wound. Skill Mechanics: The Weaver will do constant multiple damage to any target, until he is attacked back by any unit. After being retaliated, the Weaver will no longer do multiple damage until an amount of seconds has passed without him being attacked. Also, the first physical attack applied upon a target ( that is 'Advantaged', not in general) will be terminated in 0.20 seconds and the target will have its movement speed reduced as well as attack speed ('Gutted'). Notes: This will override all critical strikes from other items or spells. (1) Damage is multiplied by 1.2. 'Gutted' Effects: Movement speed and attack speed are reduced by 20. Takes 6 seconds to recover when retaliated. (1) Damage is multiplied by 1.3. 'Gutted' Effects: Movement speed and attack speed are reduced by 30. Takes 6 seconds to recover when retaliated. (1) Damage is multiplied by 1.4. 'Gutted' Effects: Movement speed and attack speed are reduced by 40. Takes 5 seconds to recover when retaliated. (1) Damage is multiplied by 1.5. 'Gutted' Effects: Movement speed and attack speed are reduced by 50. Takes 5 seconds to recover when retaliated. Manacost: N/A Cooldown: N/A Cast Time: N/A Very slowly...
In times where the Weaver must make fast decisions and help his allies, he will release his very own life energy which he then manipulates to curse enemies he deems that need to be. [color=yellowSkill Mechanics:[/color] The Weaver will lose a certain percentage of his maximum life per second, but will create a temporary aura that should any enemies be within the radius, they will be silenced in intervals as well as damage them. Up to an amount of time if a particular hero has remained within radius of the aura, he will suffer greatly instantly, but is immune to the silence effect for a time. Notes: The instance of afflicting magic damage per second and silencing at each interval are independent of each other. [Therefore, we can say the silencing effect may finish, but the damage done in a radius will still continue till the (aura) duration has ended]. (1) Inflicts 1.25% of the Weaver's maximum health per second to himself though, deals 10 damage to enemies around him. Silence lasts 0.5 at each interval, up to 5 intervals. An enemy hero that remains in radius with the aura for 4.5 seconds will suffer 150 true damage. Aura lasts 10 seconds. (1) Inflicts 1.25% of the Weaver's maximum health per second to himself though, deals 20 damage to enemies around him. Silence lasts 0.8 at each interval, up to 6 intervals. An enemy hero that remains in radius with the aura for 4 seconds will suffer 200 true damage. Aura lasts 12 seconds. (1) Inflicts 1.5% of the Weaver's maximum health per second to himself though, deals 30 damage to enemies around him. Silence lasts 1.1 at each interval, up to 7 intervals. An enemy hero that remains in radius with the aura for 3.5 seconds will suffer 250 true damage. Aura lasts 14 seconds. (1) Inflicts 1.5% of the Weaver's maximum health per second. Silence lasts 1.4 at each interval, up to 8 intervals. An enemy hero that remains in radius with the aura for 3 seconds will suffer 300 damage. Aura lasts 16 seconds. Manacost: 120/130/140/150 Cooldown: 30 Cast Time: 0.5 seconds I have plenty to spare...
Being able to maneuver and manipulate through fog, the Weaver will create essences of himself that look identical through the use of fog. Attack upon one of these clones, will absorb the attack and transfer to the Weaver, increasing his life force. Skill Mechanics: Upon activation, the Weaver will obtain a certain amount of instances which protect him from external harm. When an instance is discharged, the Weaver will gain a temporary buff which will heal him for a flat amount. Instance charges will last for 10 seconds if not discharged. Notes: Direct HP removal from Essence Release (3rd ability) will not count as an instance. (1) The Weaver will gain 3 instances/charges. Each instance discharged will heal him for 80 HP. (1) The Weaver will gain 4 instances/charges. Each instance discharged will heal him for 90 HP. (1) The Weaver will gain 5 instances/charges. Each instance discharged will heal him for 100 HP. Manacost: 150 Cooldown: 28 Cast time: Instant [/spoiler] [COLOR="DarkSlateGray"]Tickles.[/COLOR] [COLOR="Yellow"]__________________________________________________[/COLOR]
The Beauty Assassin stares into ones eyes, making the target put all its focus on her. Skill Mechanics: Single-target spell, the target is disconnected from his allies for a short duration, then all vision is removed off him/her including the Beauty Assassin except a 180 degree line with a radius of 200 between the Beauty Assassin and the target - the target is also slowed for the duration ("Lascivious"). Though damage done to the Beauty Assassin is doubled when she is hit by a unit under "Lascivious". Also, if the Beauty Assassin or another hero physically attacks a target under "Lascivious", damage done is doubled, though the target is removed off the effect "Lascivious" - but is applied "Blinded Fool". Notes: Critical strikes will NOT stack, the one with the highest multiple will override others ("Advantage" will add 0.5 of a multiple - referring to the third ability). (1) Duration of being disconnected lasts 0.50 seconds. Slows by 3% for 3 seconds. (2) Duration of being disconnected lasts 0.80 seconds. Slows by 6% for 3.5 seconds. (3) Duration of being disconnected lasts 1.10 seconds. Slows by 9% for 4 seconds. (4) Duration of being disconnected lasts 1.40 seconds. Slows by 12% for 4.5 seconds. Range: 600 Cast time: 0.50 Manacost: 85/100/115/130 Cooldown: 15/13/11/9 You like attention? [Basics] A support skill as well as a nice slow for yourself - mind you though, you take double the done done to you when you are hit by your target < so chasing purposes/ganks. In this ability, you basically remove a target from his/her allies, and the only vision the target can see, is a STRAIGHT line between the Beauty Assassin and the target. The target is also slowed for the duration or until hit, in which the unit will be removed of "Lascivious", replacing it with"Blinded Fool". [How this is balanced?] Damage done to you by the unit is doubled - Scaling with the target being disconnected. Vision is removed of the target - Affects you too, but you apply a slow to them + the effects of blinded fool when he is hit. < So the skill benefits still, but not too much.
The Beauty Assassin puts an excessive amount of perfume on herself, luring those stupid enough to hope they will ever be with her as well as making her "captives" lose their guard upon the sight of her. Skill Mechanics: When toggled, an initial scent is released covering a small area around her, then a pink/scent trail will be left behind where ever the Beauty Assassin travels. Anyone on this trail is applied "Clouded by Scent", lasts 3 seconds if off trail or until hit thrice. The effect "Clouded by Scent", reduces armor whenever those under this effect are in vision within the Beauty Assassin. On a third physical attack done to a target under "Clouded by Scent", will double the damage done, though removing the effect "Clouded by Scent", but replacing it with "Blinded Fool". Drains mana according to the level and how long the spell is toggled on. Scent is only revealed to allies. Notes: Critical strikes will NOT stack, the one with the highest multiple will override others ("Advantage" will add 0.5 of a multiple - referring to the third ability). (1) The trail disappears after 7 seconds. Armor is reduced by 1.0. Mana diminished by 10 per second. (2) The trail disappears after 9 seconds. Armor is reduced by 2.0. Mana diminished by 18 per second. (3) The trail disappears after 11 seconds. Armor is reduced by 3.0. Mana diminished by 26 per second. (4) The trail disappears after 13 seconds. Armor is reduced by 4.0. Mana diminished by 34 per second. Cast time: 0.22 Manacost: 70/80/90/100 Cooldown: 6/5/4/3 Gosh, that smells beautiful... [Basics] In this ability, imagine a trail being left behind the Beauty Assassin where she goes. Anyone that comes in contact with the scent, their armor is reduced IF they are within vision with the Beauty Assassin, and once attacked thirce, they will be removed off the effect "Clouded by Scent", but replaced with "Blinded Fool". [How this is balanced?] A 'full benefiting' skill that is scaled only by the use of mana - initial cost+toggled on.
The Beauty Assassin uses surprise as a lethal weapon, causing her attacks into those unaware of her presence as well as her techniques, to do multiple damage and leave an infectious wound. Skill Mechanics: The Beauty Assassin will do constant multiple damage to any target, until she is attacked back by any unit. After being retaliated, she will no longer do multiple damage until 10 seconds has passed without her being attacked. Also, the first physical attack applied upon a target (that is "Advantaged", not in general) will be terminated in 0.20 seconds and the target will have its movement speed reduced as well as attack speed ("Gutted"). Notes: Critical strikes will NOT stack, the one with the highest multiple will override others ("Advantage" will add 0.5 of a multiple when combining other Critical Strikes). (1) Damage is multiplied by 1.4. "Gutted" Effects: Movement speed and attack speed are reduced by 10. (2) Damage is multiplied by 1.6. "Gutted" Effects: Movement speed and attack speed are reduced by 20. (3) Damage is multiplied by 1.8. "Gutted" Effects: Movement speed and attack speed are reduced by 30. (4) Damage is multiplied by 2. "Gutted" Effects: Movement speed and attack speed are reduced by 40. Manacost: N/A Cooldown: N/A You like to play dirty? [Basics] So basically.... You will do 100% critical strikes as long as you are not attacked. After that, the skill becomes useless - balances the skill. Must wait 10 seconds without the Beauty Assassin being attacked. So Assassin's Shroud would go really well to get a nice burst of damage to one target. On the first "Advantage" attack applied to a target, that attack will be terminated in 0.20 seconds and applies "Gutted". [How this is balanced?] A 'full benefiting' skill yet again, scaled by becoming useless once hit by ANY unit.
Icon is part of a picture made by sancient - deviantart - found here > [url]http://browse.deviantart.com/?qh=§ion=&q=acolyte#/d2j2hri[/url] The Beauty Assassin takes an innocent gorgeous form, leading the gullible towards her. Until surprising them later on that they wished they never followed. Skill Mechanics: Upon activation, anyone near her will follow to where she goes for an amount of time ("Captivated"). Also, if the Beauty Assassin or another hero physically attacks a unit under " Captivated", damage done is doubled, though everyone under " Captivated" are no longer - but then all units are applied "Blinded Fool". If the Beauty Assassin herself some how gets attacked in any way, effects made from this spell are removed instantly ("Captivated"). Notes: If targets under " Captivated" are in a radius of 1000 within a building, units will automatically be removed off the effect. (1) The Beauty Assassin will uphold "Captivated", for 2.0 seconds. (2) The Beauty Assassin will uphold "Captivated", for 3.0 seconds. (3) The Beauty Assassin will uphold "Captivated", for 4.0 seconds. Manacost: 190/210/240 Cooldown: 130 Irresistible... [Basics] They are to simply F-o-l-l-o-w the Beauty Assassin where ever she goes. Any attacks applied to one of them, will remove the effect - "Captivated" specifically only the unit that has been hit, but gaining the debuff "Blinded Fool". So they are all separate from the effects. [How this is balanced?] Indeed, they will follow the Beauty Assassin for quite some time - but they must not be hit by ANY unit, which is fairly not too hard < and therefore benefits greatly like an ultimate should.
The Stone Guardian lets out a big roar, so strong that it is capable of destroying anything in it's path. Skill Mechanics: Upon activation, anyone directly front of him will be pushed back for a certain distance. Trees will be destroyed if the AoE hits any, as well as removing any impassable 'objects' (refers to part of the ultimate's effects and Behemoth's first skill etc). Must be channelling to cast. Channels up to 2 seconds. Also, after finishing its the cast (even if it wasn't channelled to maximum), the Stone Guardian will gain a minor movement speed buff as well as increased attack speed for a 4 seconds. Notes: ▪ Cast time of 0.20 seconds. ▪ AoE reaches of up to a range of 700 ▪ The 'bellow' is a straight line of a radius by 220. ▪ When being pushed - it contains the same effects like Rampage's bash. ▪ Clarifying, this spell does no damage, it's just a simple 'stun'-like since when being pushed, your practically disabled. Black is you, blue is the AoE+range of the 'bellow'. (1) Pushes units in contact by 200 per second. Movement speed by 12 and attack speed by 20. (2) Pushes units in contact by 250 per second. Movement speed by 18 and attack speed by 30. (3) Pushes units in contact by 350 per second. Movement speed by 24 and attack speed by 40. (4) Pushes units in contact by 400 per second. Movement speed by 30 and attack speed by 50. Manacost: 100 / 120 / 140 / 160 Cooldown: 16
A 1-1 port Refraction from Lanaya - due to being an awesome spell. The Stone Guardian unearths his powers he is still unknown of how he possesses, and unleashes it upon him, making the Guardian resilient as well as strong. Skill Mechanics: When activated, a buff is placed upon the hero that protects him from harm and giving him bonus damage for a limited number of instances. Also, each instance contains a 2% bonus movement increase, and will change accordingly whenever an instance is used. Lasts for 15 seconds. Notes: ▪ Cast time is instant. ▪ Negates spells and auto-attacks. ▪ A single spell counts as a single instance, as well as a single regular hit. ▪ The instance blocking and damage bonus are independent of each other. ▪ Only instances of more than 5 damage (after all reductions) will remove a charge. ▪ Cannot use Essence Coverage after just being dis-spelled 6 seconds ago. (1) 30 bonus damage, 2 Instances. (2) 40 bonus damage, 3 Instances. (3) 50 bonus damage, 4 Instances. (4) 60 bonus damage, 5 Instances. Manacost: 120 / 140 / 160 / 180 Cooldown: 18
The Stone Guardian shifts his body (stones), placing them all over his arms, making attacks much faster. Skill Mechanics: After a brief amount of time, a buff is placed called "Shifted", giving the Stone Guardian increased attack speed for a certain amount of attacks, but at the cost of health and reduced armor. Notes: ▪ Cast time of 0.50 seconds. ▪ The hp removal does not count as an instance (referring to ability 2). (1) 250% increased attack speed for 4 attacks. Removes 10% of maximum health and reduces armor by 2. (2) 300% increased attack speed for 4 attacks. Removes 9% of maximum health and reduces armor by 3.5. (3) 350% increased attack speed for 5 attacks. Removes 8% of maximum health and reduces armor by 5. (4) 400% increased attack speed for 5 attacks. Removes 7% of maximum health and reduces armor by 6.5 Manacost: 130 Cooldown: 15
Need New Name for spell ASAP please! The Stone Guardian surges great unknown mystical energy within and around him, to then unleash a power strike upon the ground, causing small peaks to rise up abnormally high everywhere! But leaves a bright light on seeable by his allies as well as himself... Skill Mechanics: Creates small mountains after cast randomly, that covers a large radius. The mountains created are like trees except you cannot destroy them (except "Bellow"). Your allies aren't affected by this terrain as well as yourself, and everyone is able to see EVERYTHING, in the given area (allies and yourself only), but you still must follow the same terrain pattern like everyone else (walking around the pillars). Also, stuns all units within the area by 1 whole second as well as dal moderate damage. Notes: ▪ Cast time of 0.85 seconds. ▪ A single mountain covers a diameter of 180. ▪ If a mountain rises near a unit's collision size, that unit will be pushed back to the nearest proper ground. < And then is applied by the stun. Green represents the mountains/pillars. Blue is the You. Red are Enemies. (Kind of (or rather completely) exaggerated of how many pillars there will be, but please forget about numbers, focus on the concept of what I'm aiming for please!) (1) Covers a radius of 350 around the Stone Guardian with pillars. Damages by 150. (1) Covers a radius of 500 around the Stone Guardian with pillars. Damages by 200. (1) Covers a radius of 650 around the Stone Guardian with pillars. Damages by 250. Manacost: 180 / 220 / 260 Cooldown: 110 Is this concept's ability too strong? I mean, you can still see your allies and all, but every one of you we'll be split (< you should be, unless you all literally were touching each other like a big clump - even then though, you should be slightly split).
Varen tears himself apart, creating an identical image of himself and them does it again! Skill Mechanics: Creates an image that can deal damage though only a percentage of the hero's base damage and takes extra damage as well. Also! After 3 seconds, the Maker will rip himself apart yet again as well as his image(s) in which also duplicate - A max of 8 images. Varen and his images will gain 2.5% increase in movement speed and attack speed per image on play (including Varen himself). This process will continue for a certain amount of time. Notes: ▪ Images also have a percentage of spell reduction. ▪ When image(s) replicate, they will restore health and mana according to the 'Real' Varen. ▪ Any images that are destroyed will re-appear by replicating off an image or Varen - after the next tick. ▪ When activating skill, Varen and images will become invulnerable till spell finishes, therefore, usable to dodge certain projectiles. ▪ Also, upon activating and every 'tick' in this spell, there will be a 15% chance towards the images created by "Le'tha Evasion" to duplicate. This is an exception towards the "Max images". (1) Images deal 25% damage and take 375% damage. The process of imaging ends after 11 seconds. Images have 20% spell reduction. (2) Images deal 25% damage and take 350% damage. The process of imaging ends after 15 seconds. Images have 30% spell reduction. (3) Images deal 30% damage and take 325% damage. The process of imaging ends after 19 seconds. Images have 40% spell reduction. (4) Images deal 30% damage and take 300% damage. The process of imaging ends after 19 seconds, with 5 more seconds till images duration ends. Images have 50% spell reduction. Mana Cost: 90 / 110 / 130 / 150 Cooldown: 25 / 30 / 35 / 40 Required Level: 1 / 3 / 5 / 7
Varen always wondered how he duplicated himself at the encounter of the creature he met, but then he figured out how the mechanism worked, it was so simple to him! Skill Mechanics: When Varen is about to be hit by a regular hit or spell, there is a percentage of a chance to avoid that attack by replicating himself. Notes: ▪ Clarification point - evades an attack by becoming invulnerable/duplicating ▪ During duplication, 'they' (the illusion about to be split into two) will be invulnerable till they do. ▪ Damage dealt by images as well as the extra damage taken is depended on the level of "Mag'regon Replication". ▪ This spell is an exception towards 'max images'. (1) Varen has 9% to duplicate with replicating himself by 1. (2) Varen has 10% to duplicate with replicating himself by 1. (3) Varen has 11% to duplicate with replicating himself by 2. (4) Varen has 12% to duplicate. Cast Time: 0.08 (or the invulnerability time) Mana Cost: N/A Cooldown: 5.5 / 5 / 4.5 / 4 Required Level: 1 / 3 / 5 / 7
Varen uses his might of energy to absorb all replications created by him, giving him a burst of energy allowing him to do attacks too quick for the naked eye to see. Skill Mechanics: When activated, all images will 'disappear' into Varen, allowing him to do a number of fast attacks relating to how many images were absorbed, though only dealing a percentage of Varen's based damage during these 'fast attacks' ("Over Energised"). Also, if Varen successfully places a number of attacks while under the effect 'Over Energised', a replication of Varen will appear that can deal damage equal to the 'Real' Varen's base damage, though takes a percentage amount of extra damage. Notes: ▪ A buff called 'Over Energised' is applied during these fast attacks. ▪ Over Energised will be removed off Varen, if all attacks relating the the number of replications have been terminated or 10 seconds have past. ▪ Every image absorbed also increases Varen's movement speed by 2.5%. Even if there are no images > Varen himself will count as one. (1) 6 attacks must be terminated for an image to appear. Deals 50% damage when under 'Over Energised'. Image takes 350% extra damage. (1) 5 attacks must be terminated for an image to appear. Deals 50% damage when under 'Over Energised'. Image takes 325% extra damage. (1) 5 attacks must be terminated for an image to appear. Deals 55% damage when under 'Over Energised'. Image takes 325% extra damage. (1) 4 attacks must be terminated for an image to appear. Deals 60% damage when under 'Over Energised'. Image takes 300% extra damage. Cast Time: 0.30 Mana Cost: 90 / 110 / 130 / 150 Cooldown: 35.0 Seconds Required Level: 6 / 11 / 16
Releases a magic essence whenever Varen himself or his images dies or disperses. Skill Mechanics: Whenever Varen himself or his images die or disperse, they will damage those nearby in a certain radius as well as causing them to be slowed by a percentage. Though when the 'real' Varen dies, he will release an instant 30% slow and damage by 300 in a radius of 500. Notes: ▪ All Damage is magical. ▪ Slow is stackable. ▪ This includes images being absorbed into Varen (Re'an Absorption), so where ever these images were before being absorbed into Varen, will release this spell. (1) Damages by 130 in a radius of 250 and slowing for 5%. (2) Damages by 190 in a radius of 300 and slowing for 8%. (3) Damages by 250 in a radius of 350 and slowing for 11%. With Staff of the Master, when an image is created, it will cause this spell to be terminated around the image(s).
Type: Magic Range: 120 Cast Time: 0.10 Mana Cost: 50 / 80 / 110 / 140 Cooldown: 15 Required Level: 1 / 3 / 5 / 7 Skill Mechanics: Removes a unit off the battlefield for a duration. Also uses a small amount of health. -Description- Being able to control rifts in space and time, the Rift Fiend captures an enemy or ally within a pocket dimension, trapping them in some blank space for a duration where nobody can touch him/her, as well as the target being completely disabled from the world, though using his energy of 'essence'. -Levels- Level 1: Holds in a target for 2.25 seconds. Loses 50 health points. Level 2: Holds in a target for 2.50 seconds. Loses 100 health points. Level 3: Holds in a target for 2.75 seconds. Loses 150 health points. Level 4: Holds in a target for 3.00 seconds. Loses 200 health points.
Type: Physical, Target Enemy Range: 250 / 300 / 350 Cast Time: 0.10 Mana Cost: 70 / 100 / 130 / 160 Cooldown: 15 Required Level: 1 / 3 / 5 / 7 Skill Mechanics: The Rift Fiend will leap and stay attached to a target stealing hp and reducing movement speed depending how long the Rift Fiend stays on -(No ending duration - to leave the target: must either be issue another order, the target dies, the Rift Fiend is stunned or itself dies)- -Description- The Rift Fiend will leap and latch on a target, causing damage towards the target over time as well as healing itself. The target will also lose movement speed according to how long the Rift Fiend stays latched on per second. The Rift Fiend will remain to be attached to a target as long till; the target dies, RF is issued another order, RF is stunned or the Rift Fiend itself dies. (The Rift Fiend can still be attacked normally) -Levels- Level 1: Steals 30 health points, and the target loses 10 movement speed per second. Level 2: Steals 35 health points, and the target loses 15 movement speed per second. Level 3: Steals 40 health points, and the target loses 20 movement speed per second. Level 4: Steals 45 health points and the target loses 25 movement speed per second.
Type: True Range: N/A Cast Time: 1.0 Mana Cost: 50 / 110 / 140 / 175 Cooldown: 20 / 18 / 17 / 15 Required Level: 1 / 3 / 5 / 7 Skill Mechanics: Those infront of the Rift Fiend of an angle of 45 degrees will be dealt damage overtime, slowed and be blinded (miss on attacks) for a duration, though sacrificing his life is needed in this process as well. -Description- The Rift Fiend gathers up its energy of 'essence', the very things that make up beings, rushing it up towards his mouth, then spurting it everywhere in front of him, causing those in contact with the essence to be infected with a virus which causes extreme pain as well blinding them. The Rift Fiend spurts an a blast of essence everywhere in front of him, at an angle of 45 degrees - dealing damage overtime, slowing and making those in contact miss upon attacks by a percentage lasting for a duration. Upon activation, the Rift Fiend will lose a fair amount health. -Levels- Level 1: Deals a total of 150 damage over time. 25% chance to miss on attacks. 5% Slow. Lasts 6 seconds. Loses 100 health points. Level 2: Deals a total of 200 damage over time. 30% chance to miss on attacks, lasting for 4 seconds. 6% Slow, for a duration of 7 seconds. Loses 180 health points. Level 3: Deals a total of 200 damage over time. 35% chance to miss on attacks, lasting for 4 seconds. 7% Slow, for a duration of 7 seconds. Loses 260 health points. Level 4: Deals a total of 250 damage over time. 40% chance to miss on attacks, lasting for 5 seconds. 8% Slow, for a duration of 8 seconds. Loses 340 health points.
Type: Self Range: N/A Cast Time: 0.20 Mana Cost: 50 / 100 / 150 Cooldown: 60 Required Level: 6 / 11 / 16 Skill Mechanics: Immunity is placed on the Rift Fiend for a few seconds with also increased attacked speed based on how much the percentage of health the Rift Fiend currently has, as well as increased movement speed. Spells requiring the use of essence/health is ignored for the duration of this buff. -Description The Rift Fiend controls its body to instantly rush blood throughout all his veins, giving the Rift Fiend a boost of adrenaline, hardening him from vital attacks and causing him to attack with great speed. The Rift Fiend's movement speed is increased with also becoming immune to spells for 3 seconds and will have increased attack speed - depending on how much health he currently has. Also, any spells requiring blood will currently be ignored for this spells duration (10 seconds) as well as his hunger count decreasing. -Levels- Level 1: 30 increased movement speed. 80% of the Rift Fiend's current percentage of health points becomes x% amount of attack speed. Level 2: 40 increased movement speed. 100% of the Rift Fiend's current percentage of health points becomes x% amount of attack speed. Level 3: 50 increased movement speed. 120% of the Rift Fiend's current percentage of health points becomes x% amount of attack speed. EXAMPLE: RF has 1000/2000hp, that's 50%, if Essence Circulation is level 3 - 50 x 1.20 = 60 Therefore, the RF will have 60% increased attack speed for 10 seconds.
Type: Magic Range: 650 Cast Time: 1.5 Mana Cost: 50 / 110 / 140 / 175 (+10 from level 12 onwards) Cooldown: 9 / 7 / 5 / 3 Required Level: 1 / 2 / 4 / 6 Skill Mechanics: Deals minor damage, adds a slow and has a chance to stun the target for 1 second - 1.5 seconds if target is currently affected by 'Burned'. -Description- The mage infuses himself with frost inside, then bring this power right through his arms - out of the hands! The mage will shoot a freezing bolt out of his hands, causing damage as well as slowing the target. There is also a chance where the target will suffer a severe frostbite, where the target will be chilled to the core causing him/her to be frozen in place for 1 whole second as well as adding another 5% slow for 1.5 seconds after the stun's duration. Also, if target is currently suffering "Burned", damage done by frostbolt is increased by 10 and is instantly frozen for 1.5 seconds, though it will remove the "Burned" effect. -Levels- Level 1: 50 magic damage, slows by 5% lasting 1.5 seconds. Chance of 7% causing "Frostbite". Level 2: 175 magic damage, slows by 10% lasting 2.0 seconds. Chance of 8% causing "Frostbite". Level 3: 200 magic damage, slows by 11% lasting 2.5 seconds.. Chance of 9% causing "Frostbite". Level 4: 225 magic damage, slows by 12% lasting 3.0 seconds. Chance of 10% causing "Frostbite". (+ 10 damage from level 12 onwards) "It's a bit chilly"
Type: Magic Range: 650 Cast Time: 2.5 Mana Cost: 75 / 150 / 190 / 225 (+20 from level 12 onwards) Cooldown: 14 / 11 / 8 / 5 Required Level: 1 / 3 / 5 / 7 Skill Mechanics: Deals decent-high damage, chance to 'burn' the target which deals damage overtime. If target is affected by 'Frostbite', more damage is applied, and will automatically apply 'Burned' (which deals damage overtime). -Description- The mage infuses himself with fire, then bringing this heat of power right through his arms - out of the hands! The mage will shoot a blazing bolt out of his hands, causing severe damage. There is also a chance where the target will suffer an intense burn, causing the target to endure a mass of heat which deals damage overtime. Also, if the target is currently suffering "Frostbite", damage done by firebolt is increased by 20 and will automatically suffer "Burned", though it will instantly remove Frostbite including any present effects from it. -Levels- Level 1: 100 magic damage. Chance of 7% applying "Burned". Burned deals 10 damage per second, lasting for 5 seconds. Level 2: 225 magic damage. Chance of 8% applying "Burned". Burned deals 25 damage per second, lasting for 6 seconds. Level 3: 275 magic damage. Chance of 9% applying "Burned". Burned deals 30 damage per second, lasting for 7 seconds. Level 4: 325 magic damage. Chance of 10% applying "Burned". Burned deals 3% of the target's max health, lasting for 7 seconds. "Burn baby burn.."
Type: Target Ground Cast Time: 0.3 Mana Cost: 50 / 80 / 100 / 120 (+5 from level 12 onwards) Cooldown: 12 / 10 / 8 / 6 Required Level: 2 / 3 / 5 / 7 Skill Mechanics: Allows to teleport/blink at a distance, though an amount of movement speed is removed off the hero for a duration and damage done by bolts is reduced. -Description- The mage sacrifices his own energy source to instantly teleport to places at short distances. A quick gesture made from his staff will teleport him to a seeable distance, though draining his power and energy in the process. The mage will lose 25 - [+5 from level 16 onwards] - movement speed every time Energy Shift is casted, as well as damage from Firebolt+Frostbolt also being decreased by 30 - [+5 from level 14 onwards] - The mage will recover these lost attributes if Energy Shift isn't casted for 25 seconds. If some how the mage's movement speed reaches 0, the mage will die from the loss of energy. Slows that reduce movement speed by a percentage of current movement speed - will be changed to "Slows the target's movement speed by a percentage of 522ms" towards Nine only. Experience will be given to all heroes if the mage dies this way. -Levels- Level 1: Can shift to a distance of up to 700. Level 2: Can shift to a distance of up to 800. Level 3: Can shift to a distance of up to 900. Level 4: Can shift to a distance of up to 1000. "Wherethehelldidyougo?"
Type: Passive / Magic Range: 999999 Cast Time: 1.0 Mana Cost: 250 / 300 / 350 (+20 from level 17 onwards) Cooldown: 0 Required Level: 6 / 11 / 16 (Can be boosted by Staff of the Master - shown in the parenthesis '()' -PASSIVE- Skill Mechanics: Passively increases damage done by all bolts. Adds a charge of "Essence" which is used to deal damage as well as increasing damage done by bolts of a sequence of x / x+2 / x+4 / x+8 / x+16 / x+32 / x+32 etc [Must use 6 bolts towards a target to reach x+32] where x is equal to the permanent increase of damage (10 / 20 / 30), though charges apply buffs towards the target, granting bonus mana regeneration and attack speed. ----------------------------------------------------------------------------------------------------------------------------------------- Increases damage done by all bolts according to the level. Each charge will give an increased attack speed of 2%, as well as an increase towards their mana regeneration of up to 20% of their max mana pool, 2% per charge - towards the targets. Charges will reset on a target if not bolts have been applied to the target for more than 6 seconds. -ACTIVE- Skill Mechanics: Deals damage according to how many stacks/charges are upon the target(s) and also gives vision of the target(s) who have been damaged by "Essence Rip" for a certain time. Charges are applied when the mage hits an enemy with a bolt, with each bolt equaling 1 charge. ----------------------------------------------------------------------------------------------------------------------------------------- When activated, those with essence charges on them will be dealt damage as well as removing all the effects of the essence of magic and all allies will be given sight to those who are affected by this for a duration. Attack speed and movement speed are both reduced by 3% per charge lasting for 2.0(2.5) seconds with the duration of this being refreshed when another charge is applied. Nine will lose 80 movement speed upon activation. -[Nine will recover this movement if he refrains from casting any spells for 60(25) seconds]- -Levels- Level 1: Each charge will deal 30(True) magic damage. Damage done by all bolts - 10. 200 radius of sight lasting for 3 seconds. Level 2: Each charge will deal 40(True) magic damage. Damage done by all bolts - 20. 250 radius of sight lasting for 4 seconds. Level 3: Each charge will deal 50(True) magic damage. Damage done by all bolts - 30. 300 radius of sight lasting for 5 seconds. Any killing blows made from this spell permanently increases Nine's base damage by 25 and increases the damage done by all bolts for 25. "You just got ripped!"
Varen tears himself apart, creating an identical image of himself and them does it again! Skill Mechanics: Creates an image that can deal damage though only a percentage of the hero's base damage and takes extra damage as well. Also! After 3 seconds, the Maker will rip himself apart yet again as well as his image(s) in which also duplicate - A max of 8 images. Varen and his images will gain 2.5% increase in movement speed and attack speed per image on play (including Varen himself). This process will continue for a certain amount of time. Notes: ▪ Images also have a percentage of spell reduction. ▪ When image(s) replicate, they will restore health and mana according to the 'Real' Varen. ▪ Any images that are destroyed will re-appear by replicating off an image or Varen - after the next tick. ▪ When activating skill, Varen and images will become invulnerable till spell finishes, therefore, usable to dodge certain projectiles. ▪ Also, upon activating and every 'tick' in this spell, there will be a 15% chance towards the images created by "Le'tha Evasion" to duplicate. This is an exception towards the "Max images". (1) Images deal 25% damage and take 375% damage. The process of imaging ends after 11 seconds. Images have 20% spell reduction. (2) Images deal 25% damage and take 350% damage. The process of imaging ends after 15 seconds. Images have 30% spell reduction. (3) Images deal 30% damage and take 325% damage. The process of imaging ends after 19 seconds. Images have 40% spell reduction. (4) Images deal 30% damage and take 300% damage. The process of imaging ends after 19 seconds, with 5 more seconds till images duration ends. Images have 50% spell reduction. Mana Cost: 90 / 110 / 130 / 150 Cooldown: 25 / 30 / 35 / 40 Required Level: 1 / 3 / 5 / 7
Varen always wondered how he duplicated himself at the encounter of the creature he met, but then he figured out how the mechanism worked, it was so simple to him! Skill Mechanics: When Varen is about to be hit by a regular hit or spell, there is a percentage of a chance to avoid that attack by replicating himself. Notes: ▪ Clarification point - evades an attack by becoming invulnerable/duplicating ▪ During duplication, 'they' (the illusion about to be split into two) will be invulnerable till they do. ▪ Damage dealt by images as well as the extra damage taken is depended on the level of "Mag'regon Replication". ▪ This spell is an exception towards 'max images'. (1) Varen has 9% to duplicate with replicating himself by 1. (2) Varen has 10% to duplicate with replicating himself by 1. (3) Varen has 11% to duplicate with replicating himself by 2. (4) Varen has 12% to duplicate. Cast Time: 0.08 (or the invulnerability time) Mana Cost: N/A Cooldown: 5.5 / 5 / 4.5 / 4 Required Level: 1 / 3 / 5 / 7
Varen uses his might of energy to absorb all replications created by him, giving him a burst of energy allowing him to do attacks too quick for the naked eye to see. Skill Mechanics: When activated, all images will 'disappear' into Varen, allowing him to do a number of fast attacks relating to how many images were absorbed, though only dealing a percentage of Varen's based damage during these 'fast attacks' ("Over Energised"). Also, if Varen successfully places a number of attacks while under the effect 'Over Energised', a replication of Varen will appear that can deal damage equal to the 'Real' Varen's base damage, though takes a percentage amount of extra damage. Notes: ▪ A buff called 'Over Energised' is applied during these fast attacks. ▪ Over Energised will be removed off Varen, if all attacks relating the the number of replications have been terminated or 10 seconds have past. ▪ Every image absorbed also increases Varen's movement speed by 2.5%. Even if there are no images > Varen himself will count as one. (1) 6 attacks must be terminated for an image to appear. Deals 50% damage when under 'Over Energised'. Image takes 350% extra damage. (1) 5 attacks must be terminated for an image to appear. Deals 50% damage when under 'Over Energised'. Image takes 325% extra damage. (1) 5 attacks must be terminated for an image to appear. Deals 55% damage when under 'Over Energised'. Image takes 325% extra damage. (1) 4 attacks must be terminated for an image to appear. Deals 60% damage when under 'Over Energised'. Image takes 300% extra damage. Cast Time: 0.30 Mana Cost: 90 / 110 / 130 / 150 Cooldown: 35.0 Seconds Required Level: 6 / 11 / 16
Releases a magic essence whenever Varen himself or his images dies or disperses. Skill Mechanics: Whenever Varen himself or his images die or disperse, they will damage those nearby in a certain radius as well as causing them to be slowed by a percentage. Though when the 'real' Varen dies, he will release an instant 30% slow and damage by 300 in a radius of 500. Notes: ▪ All Damage is magical. ▪ Slow is stackable. ▪ This includes images being absorbed into Varen (Re'an Absorption), so where ever these images were before being absorbed into Varen, will release this spell. (1) Damages by 130 in a radius of 250 and slowing for 5%. (2) Damages by 190 in a radius of 300 and slowing for 8%. (3) Damages by 250 in a radius of 350 and slowing for 11%. With Staff of the Master, when an image is created, it will cause this spell to be terminated around the image(s).
Type: Magic Range: 650 Cast Time: 1.5 Mana Cost: 50 / 110 / 140 / 175 (+10 from level 12 onwards) Cooldown: 9 / 7 / 5 / 3 Required Level: 1 / 2 / 4 / 6 Skill Mechanics: Deals minor damage, adds a slow and has a chance to stun the target for 0.50 seconds - 1.0 seconds if target is currently affected by 'Burned'. -Description- The mage infuses himself with frost inside, then bring this power right through his arms - out of the hands! The mage will shoot a freezing bolt out of his hands, causing damage as well as slowing the target. There is also a chance where the target will suffer a severe frostbite, where the target will be chilled to the core causing him/her to be frozen in place for 0.50 seconds as well as adding another 5% slow for 1.5 seconds after the stun's duration. Also, if target is currently suffering "Burned", damage done by frostbolt is increased by 10 and is instantly frozen for 1.5 seconds, though it will remove the "Burned" effect. -Levels- Level 1: 50 magic damage, slows by 5% lasting 1.5 seconds. Chance of 7% causing "Frostbite". Level 2: 175 magic damage, slows by 10% lasting 2.0 seconds. Chance of 8% causing "Frostbite". Level 3: 200 magic damage, slows by 11% lasting 2.5 seconds.. Chance of 9% causing "Frostbite". Level 4: 225 magic damage, slows by 12% lasting 3.0 seconds. Chance of 10% causing "Frostbite". (+ 10 damage from level 12 onwards) "It's a bit chilly"
Type: Magic Range: 650 Cast Time: 2.5 Mana Cost: 75 / 150 / 190 / 225 (+20 from level 12 onwards) Cooldown: 14 / 11 / 8 / 5 Required Level: 1 / 3 / 5 / 7 Skill Mechanics: Deals decent-high damage, chance to 'burn' the target which deals damage overtime. If target is affected by 'Frostbite', more damage is applied, and will automatically apply 'Burned' (which deals damage overtime). -Description- The mage infuses himself with fire, then bringing this heat of power right through his arms - out of the hands! The mage will shoot a blazing bolt out of his hands, causing severe damage. There is also a chance where the target will suffer an intense burn, causing the target to endure a mass of heat which deals damage overtime. Also, if the target is currently suffering "Frostbite", damage done by firebolt is increased by 20 and will automatically suffer "Burned", though it will instantly remove Frostbite including any present effects from it. -Levels- Level 1: 100 magic damage. Chance of 7% applying "Burned". Burned deals 10 damage per second, lasting for 5 seconds. Level 2: 225 magic damage. Chance of 8% applying "Burned". Burned deals 25 damage per second, lasting for 6 seconds. Level 3: 275 magic damage. Chance of 9% applying "Burned". Burned deals 30 damage per second, lasting for 7 seconds. Level 4: 325 magic damage. Chance of 10% applying "Burned". Burned deals 3% of the target's max health, lasting for 7 seconds. "Burn baby burn.."
Type: Target Ground Cast Time: 0.20 Mana Cost: 50 / 80 / 100 / 120 (+5 from level 12 onwards) Cooldown: 12 / 10 / 8 / 6 Required Level: 2 / 3 / 5 / 7 Skill Mechanics: Allows to teleport/blink at a distance, though an amount of movement speed is removed off the hero for a duration and damage done by bolts is reduced. -Description- The mage sacrifices his own energy source to instantly teleport to places at short distances. A quick gesture made from his staff will teleport him to a seeable distance, though draining his power and energy in the process. The mage will lose 25 - [+5 from level 16 onwards] - movement speed every time Energy Shift is casted, as well as damage from Firebolt+Frostbolt also being decreased by 30 - [+5 from level 14 onwards] - The mage will recover these lost attributes if Energy Shift isn't casted for 25 seconds. If some how the mage's movement speed reaches 0, the mage will die from the loss of energy. Slows that reduce movement speed by a percentage of current movement speed - will be changed to "Slows the target's movement speed by a percentage of 522ms" towards Nine only. Experience will be given to all heroes if the mage dies this way. -Levels- Level 1: Can shift to a distance of up to 700. Level 2: Can shift to a distance of up to 800. Level 3: Can shift to a distance of up to 900. Level 4: Can shift to a distance of up to 1000. "Wherethehelldidyougo?"
Type: Passive / Magic Range: 999999 Cast Time: 1.0 Mana Cost: 250 / 300 / 350 (+20 from level 17 onwards) Cooldown: 0 Required Level: 6 / 11 / 16 (Can be boosted by Staff of the Master - shown in the parenthesis '()' -PASSIVE- Skill Mechanics: Passively increases damage done by all bolts. Adds a charge of "Essence" which is used to deal damage as well as increasing damage done by bolts of a sequence of x / x+2 / x+4 / x+8 / x+16 / x+32 / x+32 etc [Must use 6 bolts towards a target to reach x+32] where x is equal to the permanent increase of damage [10 / 20 / 30], though charges apply buffs towards the target, granting bonus mana regeneration and attack speed. ----------------------------------------------------------------------------------------------------------------------------------------- Increases damage done by all bolts according to the level. Charges are applied to a target when he/she has been hit by a bolt - e.g Target gets hit by a frostbolt = 1 charge is applied TO THE TARGET. Charge effects: Each charge will give an increased attack speed of 2%, as well as an increase towards their mana regeneration of up to 20% of their max mana pool, 2% per charge - towards the target/s. Charges will reset on a target if not bolts have been applied to the target for more than 6 seconds. -ACTIVE- Skill Mechanics: Deals damage according to how many stacks/charges are upon the target/s and also gives vision of the target/s who have been damaged by "Essence Rip" for a certain time. Charges are applied when the mage hits an enemy with a bolt, with each bolt equaling 1 charge. ----------------------------------------------------------------------------------------------------------------------------------------- When activated, those with essence charges on them will be dealt damage as well as removing all the effects of the essence of magic and all allies will be given sight to those who are affected by this for a duration. Attack speed and movement speed are both reduced by 3% per charge lasting for 2.0(2.5) seconds with the duration of this being refreshed when another charge is applied. Nine will lose 80 movement speed upon activation. -[Nine will recover this movement if he refrains from casting any spells for 60(25) seconds]- -Levels- Level 1: Each charge will deal 30(True) magic damage. Damage done by all bolts - 10. 150(200) radius of sight lasting for 3 seconds. Level 2: Each charge will deal 40(True) magic damage. Damage done by all bolts - 20. 200(250) radius of sight lasting for 4 seconds. Level 3: Each charge will deal 50(True) magic damage. Damage done by all bolts - 30. 250(300) radius of sight lasting for 5 seconds. Any killing blows made from this spell permanently increases Nine's base damage by 25 and increases the damage done by all bolts for 25. "You just got ripped!"
