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Dream » Milesmiliti » Sisyphus the Cursed
  • Dream Hero Designer

Health: 568

Mana: 195

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
  • Define Your Heroes Base Attack
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
  • Hero Roles
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.
  • Hero Abilities
Ability 1 Name
Hurl
Ability 1 Action Type
Target - Ground
Ability 1 Notes:
Type: Physical
Range: 500
Mana cost: 35
Cooldown: 10/8/6/4 seconds

Sisyphus gathers the strength to hurl his boulder up to 500 units away. Enemies impacted by the boulder in a 450 radius are slowed by 20/25/30/35% for 1.75 seconds. Deals attack damage to creeps.

DISAPPOINTED!
Ability 2 Name
Heave
Ability 2 Action Type
Self Position
Ability 2 Notes:
Type: Physical
Mana 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: Magic
Target: 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.
  • Image Viewer
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Popularity
64%
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  • Hero Overview
Date Created
10/23/2011
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  • Hero Comments (1 - 7 of 7 Comments)
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0     
Posted 908 days ago
Holy OP numbers, now that, that, is out of the way we can focus on the concept.

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.
2     
Posted 909 days ago
I really enjoy the boulder concept, if you could re work the third skill into having the tethered enemies get dragged around with the boulder when it moves that would be awesome but would be interesting to balance haha
thumbs up
1     
Posted 909 days ago
I had a hard time settling down on hiis third skill. My first impulse was for his third skill to tether enemies to the boulder so when Sisyphus used his first two skills tethered enemies would come along for the ride. Essentially, I first imagined him as a kind of AOE version of Devourer or Gauntlet. Of course, the range/radius/manacost/cooldown of his other skills would need to be rebalanced.

I gave him a passive ult because I thought his first two skills were cognitively demanding enough and I didn't want to overdo it. I also wanted the player to have some control over how the hero develops in terms of mobility as the game progresses so that the transition from moving primarily by dragging the boulder to moving by throwing the boulder ahead was intuitive and meaningful. Based on the feedback I've received, I think it would be a good idea to make his ultimate reduce the mana cost of Hurl by 5-10 per level.
1     
Posted 909 days ago
Really like the first two skills, but really hate the curse and the ulti. The third ability should be something to discourage casters from jumping on you since you will be confined to your boulder and where it's at now just doesn't seem to fit the hero at all as any carries going to autoattack him will have shrunken or geos to dispel it no problem, or be stunned and unable to autoattack anyways.

For the ultimate I feel like he should have a castable spell, like maybe swinging his boulder around in a channel and anyone who gets hit takes a stun and massive damage (maybe pushes them from the center as well to avoid being OP). Where it's at now just kills him if he doesn't go tanky and makes him even more mana hungry. I do like the range increase though on Heave/Hurl.

Maybe take out his third spell altogether, make it a passive like pebbles has and throw a nerfed ulti in there instead. I really like the idea of positioning with the boulder, throwing it to block juke spots, and the reduced movespeed when pulling it along, but I can't imagine the third or fourth skill making it into the game. Still thumbs up on the concept and I hope you get some attention :D
1     
Posted 909 days ago
Thanks for the feedback guys! I deliberately avoid tweaking the numbers for balance and design primarily on concept, so I would be surprised if you didn't find something overpowered or underpowered number-wise. And you make good points, but it's hard for me to be sure about things without active play testing. Do you feel there's anything conceptually broken about him that couldn't be fixed by tweaking the numbers on his abilities?

I can say for certain that I wanted his level 3 ultimate to exact a hefty toll because between staple mana regen items (chalice) and the 1100 range on his abilities he should at that point be able to move around the map without ever having to drag the boulder. But maybe mana drain would be too effective on him! I dunno! I'd defer to the professionals for working out the kinks. :D
1     
Posted 909 days ago
Im not sure how I feel about this hero, I like the leash thing just because its interesting but at the same time it leaves him very vulnerable to AoE heroes like pyromancer, additionally the fact that heroes can push it back is kind of lame and at the same time it doesnt really matter because of the small number of units per attack. This is a very neat out side of the box character but I see a hard time with him actaully being implmented into HoN
ive left your hero voteless pureley because IDK whether I like it or not
check out my hero if you would like:
http://dream.heroesofnewerth.com/hero/LOLLERDACTYL/Khorne
1     
Posted 909 days ago
Ultimate is a little too imbalanced. It doubles the duration of his stun at max rank. The gimmick will stop him from being played competitively because he will be an extremely unsafe pick. 9 true damage every 10 units is way too much. Moving it 1,000 units (about vision radius) will toll him 900 health. Mana drain will kill him. Ranged heroes will juke him. Melee carries will pound him. Support heroes will null him out.

If I were you, I would redesign his ultimate, and make his gimmick a little more forgiving.