Dream » Milesmiliti » Sisyphus the Cursed
Hero Name
Sisyphus the Cursed [v1.023]
Primary Attribute
Strength
Base Attributes
22
18
15
Per Level Gain
2.70
2.00
1.50
Speed/Armor
350
3.5
5.0
Hero Backstory:
Sisyphus was once a brave Legion warrior, but his capture by Hellborne forces led to his transformation into a cursed demonic abomination. Fearing that Sisyphus might rekindle the flame of his former valor and rejoin the Legion in battle, the Hellborne resolved to saddle Sisyphus with a garment of chains permanently fastened to a massive boulder. Forever bound to this heavy fate, Sisyphus could never hope to defect to the Legion without the Hellborne first noticing and striking him down. Sisyphus is tethered to his boulder in a 500 radius. Within that radius Sisyphus can move freely. However, when moving outside of that radius, Sisyphus suffers a -30% movespeed penalty and drags his boulder behind him. To offset this penalty to his mobility, Sisyphus enjoys a uniquely high base movespeed of 350. The boulder has a 175 collision radius and can therefore be used to block pathing. Enemies can attack the boulder to push it away 40 units.
Image Credits:
http://www.atomicthinktank.com/viewtopic.php?p=499954
http://tfwiki.net/wiki/Image:WaroftheDinos_Meteorite.jpg
http://www.batteredsheep.com/index_files/dc1feef66c50ce3cef483c089cb0f78a-107.html
http://www.roleplaygateway.com/roleplay/bloody-chains-3/
http://www.backyardcity.com/Swing-Set-Accessories/PIP-Swing-Chain-Extensions.htm
Base Attack Type
Melee
Base Attack Notes:
Sisyphus lashes out with the chains that bind him.Base Damage: 55-60
Attack Range: Melee
Attaack point/Back swing: .4/.8
Turn rate: 560
Primary Role
Initiator
Secondary Role
Ganker
Role Notes:
Sisyphus is a powerful initiator once he acquires his portal key. Masochism-boosted Heave has the potential to deliver a 3 second stun in a huge area if the enemy lines up perfectly. At max level, Hurl gives Sisyphus the chasing power to hunt down ganking victims by repeatedly bombarding them with his boulder and tethering them to it.
Ability 1 Name
Hurl
Ability 1 Action Type
Target - Ground
Ability 2 Name
Heave
Ability 2 Action Type
Self Position
Ability 2 Notes:
Type: PhysicalMana cost: 100
Cooldown: 12 seconds
Sisyphus yanks on the boulder to heave it 500 units away from him along the tether's axis. Enemy units struck by the boulder along this path in a 450 radius receive 75/150/225/300 magic damage and are stunned for 1.5 seconds.
Heave and Hurl, but don't throw up!
Ability 3 Name
Sisyphus' Curse
Ability 3 Action Type
Self Position
Ability 3 Notes:
Type: MagicTarget: Boulder
Mana cost: 85
Cooldown: 20/18/16/14
Sisyphus tethers to his boulder all enemy heroes within a 450 radius of it. While tethered, enemies take 20/30/40/50 magic damage when they auto attack, healing Sisyphus for the damage dealt. Sisyphus' Curse lasts for 7 seconds, or until enemies move outside of the boulder's leash radius.
Not to be confused with Syphilis' curse.
Ability 4 Name
Masochism
Ability 4 Action Type
Passive
Ability 4 Notes:
Masochism passively increases the radius of Sisyphus' boulder leash and the range of Hurl and Heave by 200/400/600. Additionally increases the mana cost and stun duration of Heave by 25/50/75 and .5/1/1.5 seconds respectively and reduces the cooldown of Heave by 1/2/3 seconds. The boulder now deals 1/3/9 points of Superior magic damage to Sisyphus for every 10 units he drags it. Enemies under the effects of Sisyphus' Curse take 1/2/3 magic damage for every 10 units they move.
Ouch! ... Do it again.
Here you may view the images uploaded for this hero.
Owner
Date Created
10/23/2011
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It lacks synergy and the penalty to move speed, from the start is not fun concept. What you have right now is a unique mechanic, but that wouldn't translate into being fun for average players. Basically, I see a hero that has one spell, that makes me fearful and other than that is a walking mass of HP. So, I have no reason to attack him, and he really only deals damage with one spell, his 2nd one.
You can try to argue his 3rd spell deals a lot of damage too; but, your 3rd skill is poorly conceived and should not be in the build. It was a good attempt to tie his spells together, in a very Bubbles sort of way, but he really shouldn't even have that spell. He can already slow and stun from a very large distance away, the last thing he needs is another spell to make him the best initiator in the game.
The ultimate, which I am guessing was inspired by Pebbles, is okay, again the boosts it provides are too strong. Superior Magic damage on a hero, which is basically going to be able to ROFL stomp teams in the early game using his first two spells is not a good choice.