Dream » Qwernakus » Chaplain
  • Dream Hero Designer

Health: 511

Mana: 299

Hero Name
Chaplain [v1.000]
Primary Attribute
Intelligence
Base Attributes
19
16
23
Per Level Gain
1.80
1.80
3.00
Speed/Armor
305
2.8
5.0
Hero Backstory:
It is in service to Sol, Father of Light, that Chaplains take up their holy staves and heed the call to battle. From their faith comes the power to heal friend and destroy foe, and the curses called down by Chaplains can make even a Malphas fall before a humble warrior. Even death itself is no barrier to their magic, for Chaplains may raise fallen comrades or cast Hellbourne back from whence they came.
  • Define Your Heroes Base Attack
Base Attack Type
Ranged
Base Attack Notes:
Range: 600
Damage: 50-54
Projectile Speed: Decent (average)
  • Hero Roles
Primary Role
Support
Secondary Role
Ganker
Role Notes:
While the Chaplain shines as support and babysitter, he can also be a good ganker or supportive ganker, as all of his 3 first spells can help kill a target in some way, and one that can push enemies away from their tower. The Chaplain is an adept babysitter hero, as his heal can keep a carry topped throughout the laning phase, and the same heal or sols circle can prevent attacks rather well. Mind you that the drawback of all this is that the Chaplain has very low range skills. This hero will be close to the fray, a wierd place for a squishy support to be, although the armor granted by his high agility gain grants him some leeway. The mana cost of his spells are also huge.
  • Hero Abilities
Ability 1 Name
Quickening Heal
Ability 1 Action Type
Target - Friendly Units
Ability 1 Notes:
Calling Sols power down on an allied hero, the target is healed over a small duration, and moves faster while being so.

Effect: Target is instantly healed for 55/70/85/100 hit points, and is then healed for an additional 100/150/200/250 hit points over the next 3 seconds. Also, while the unit is under effect of the heal, it moves at 20/30/40/50% increased movement speed.

Mana cost: 100/110/120/130
Cooldown: 12/11/10/9 seconds
Range: 600
Ability 2 Name
Sol's Circle
Ability 2 Action Type
Target - Ground
Ability 2 Notes:
The Chaplain conjures an expanding circle of light at target location. Any enemies that come into contact with the circle are seared by it, and dragged with it until it stops expanding.

Effect: Places a circle of light at target of at target location. The circle expands 175/250/325/400 units outwards over 1/1.5/2/2.5 seconds, after which it dissipates. Any enemies that come into contact with the circle are damaged for 70/105/140/175 physical and 75/100/125/150 magical damage, and are dragged with the edge circle until it dissipates, whereafter they will be released at their current location. While being dragged, the enemy is immobilized and disarmed.

Mana cost: 130/140/150/160
Cooldown: 18 seconds
Range: 400
Ability 3 Name
Will of God
Ability 3 Action Type
Target - Enemy Units
Ability 3 Notes:
Always working to fulfill the will of Sol, the Chaplain marks an enemy of the God for destruction, reducing its armor and magic armor, as well as slightly slowing them.

Effect: Applies "Will of God" to target for 8 seconds.
WILL OF GOD: Armor reduced by 15/30/45/60%. Magic armor reduced by 1.5/3.0/4.5/6.0. 10% movement slow.

Mana cost: 135/140/145/150
Cooldown: 20 seconds
Range: 400
Ability 4 Name
Ressurection
Ability 4 Action Type
Target - Friendly Units
Ability 4 Notes:
Wielding Sol's mighty light, the Chaplain is able to keep a dead ally's spirit bound to Newerth for a short time after their death. While they are bound this way, the Chaplain may call upon Sol to ressurect him.

Effect: Passively places a global aura on all allied heroes whenever the Chaplain is alive. If an ally is killed while under the effect of this aura, they still die, but a Spirit of them appear over their body for 6/7/8 seconds or until they respawn. While the spirit persists, the Chaplain may ressurect the hero on the location of his death with 75% health and 50% mana after a 3/2.5/2 seconds channeling time. While the Chaplain is trying to ressurect a spirit, the spirit cannot disappear. Spirits are unable to act, but grants vision in a 600 units area around them. They are invulnerable, does not gain experience and they cannot move. They are visible to both teams (but only gives vision to the Chaplains team).

Range: 250/325/400
Cooldown: 180/155/130
Mana cost: 150/250/350
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Popularity
65%
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  • Hero Overview
Date Created
05/11/2010
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  • Hero Comments (1 - 10 of 20 Comments)
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1     
Posted 72 days ago
Maybe he should loose HP instead of mana when he brings a buddy back to life. let's say like 60% of his current.
1     
Posted 167 days ago
Good hero, but I would, as many people have written below, adjust/nerf the first skill. The ultimate also costs too little mana for having such a great affect, or maybe adjust it to be 50% of less hp when revived. Overall pretty good.

http://dream.heroesofnewerth.com/hero/Turtlelovers/Niale/
1     
Posted 456 days ago
1+ I'm all for savage ports! S2 shouldn't forget it's past.
1     
Posted 499 days ago
I like all of the skills, they just need a bit of number tweaking (1st and 2nd skills are rather OP as they stand). The Resurrection mechanics are perfect imo. Good ideas
1     
Posted 519 days ago
rly good support, love it t-up

plz vote my hero too
http://dream.heroesofnewerth.com/hero/Bill_Noface2/Dark+Avenger
1     
Posted 520 days ago
I really like it, especially the combination of physical and magic damage in his AoE nuke that synergizes so well with his dual armor reduction. Great hero, thumbs up!

http://dream.heroesofnewerth.com/hero/dianthus/The%20Botanist
1     
Posted 523 days ago
very nice support hero

numbers of his 1st skill may be too large

And i have a big question, can you use post haste to port to the spirit?
and i believe it needs a little longer channel time, and restore less hp and mana at lower level of his ult

as a coincident, my hero who also gain power from Sol needs some feedback
please take a look
http://dream.heroesofnewerth.com/hero/Draconid/Knight+Grimm
2     
Posted 525 days ago
I think ressurection should revive a hero relative to how much mana Chaplain has.

So if Chaplain has 400 mana, he will revive the hero 400 HP at level 2 (half the mana at level 1, and twice the mana at level 3). It will also cost Chaplain's entire mana pool (if the HP is less than the mana needed, the leftover mana will be kept)

Range should be static throughout, I'd say about 400 seems good enough.
Cooldown should be slightly longer at levels 2 and 3, it could possible by boosted by SOTM.
1     
Posted 575 days ago
I tuped this hero already...I hate to bother you again like this but can you take a look at me heroes? I'll check out any heroes that you want!

6 champions... the Last of Series 1 Heroes... and they need your help!
http://dream.heroesofnewerth.com/hero/lolyouredead
1     
Posted 602 days ago
Very nice hero. I just think the first skill is too powerfull. Healing too much, increasing too much movement speed for too low mana cost. Also, 9 seconds of cooldown would just blow the opposite team.
The idea is very, very good for this skill, but I think you just have to change the numbers of its effect.
The rest of the hero is cool.
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