Dream » Spomo » Cancer
  • Dream Hero Designer

Health: 511

Mana: 286

Hero Name
Cancer [v1.013]
Primary Attribute
Base Attributes
Per Level Gain
Hero Backstory:
Born of a giant crab species on the shores of Newerth, he spent most of his life hunting in the ocean. His family was killed by the Kraken, and after hearing of his alliance with the Hellbourne, Cancer has decided to join the legion in this battle, in hopes of revenge.
  • Define Your Heroes Base Attack
Base Attack Type
Base Attack Notes:
attack range range is 128 and speed is .7
  • Hero Roles
Primary Role
Secondary Role
Role Notes:
He will need to go heavy support items to be able to chain cast spells in the ocean/river. I see him as being solo mid hero and ganking a lot, with his increased move speed while in the river he will quickly be able to move to other lanes.
  • Hero Abilities
Ability 1 Name
Ability 1 Action Type
Target - Ground
Ability 1 Notes:
Target a location to scuttle across the ground to that location. While scuttling Cancer will pinch the legs of any enemy hero he runs by, inflicting one attack and a tapering movement slow that starts at 40% and tapers over 2/3/4/5 seconds.
Cooldown: 14.0 / 13.0 / 12.0 / 11.0 Seconds
Range: 600 / 700 / 800 / 900
Mana cost: 75
Required Level: 1 / 3 / 5 / 7

Passive: Ocean Mastery: The cool down is lowered to 7 / 6.5 / 6 / 5.5 seconds while in water(including the river). Being in water, his natural element, Cancer is able to move at +15% move speed.
Ability 2 Name
Ability 2 Action Type
Self Position
Ability 2 Notes:
Using his claws, Cancer burrows into the ground at his feet starting a channel similar to amgus' steam bath. After 10 seconds or upon second activation Cancer resurfaces dealing 70 / 140 / 210 / 280 Magic Damage and 1.5 seconds stun to enemies in 250 radius. While burrowed, Cancer is considered invisible(like steambath) and cannot move unless under the effects of Ocean Mastery. Being stunned/perplexed/silenced will end the channel and cause him to resurface.
Cool down: 11 seconds
Radius: 250
Mana Cost: 120
Required Level: 1 / 3 / 5 / 7

Passive: Ocean Mastery: Cancer is able to move while burrowed and the cool down is lowered to 5.5 seconds while in water(including the river). Being in water, his natural element, Cancer is able to move at +15% move speed. Items can be used while burrowed
Ability 3 Name
Ability 3 Action Type
Target - Self
Ability 3 Notes:
Using his species innate ability to regrow limbs, Cancer pulls off one of his arm in order to deflect an incoming direct auto attack/spell as well as granting him +10% move speed for 3 seconds. It takes time to regrow his arm and during this cool down period he attacks with 50% attack speed reduction. This ability requires user activation similar to nomads Ultimate.
Cool down: 40 / 35 / 30 / 20
Required Level: 1 / 3 / 5 / 7
Mana cost: 50

Passive: Ocean Mastery Effects: The cool down is lowered to 20 / 17.5 / 15 / 10 seconds while in water(including the river). Being in water, his natural element, Cancer is able to move at +15% move speed.
Ability 4 Name
Call of the Ocean
Ability 4 Action Type
Vector Target
Ability 4 Notes:
Calling upon the power of his ancestors, Cancer is able to call forth a section of the ocean temporarily. Using vector targeting he is able to call forth an 800 meter wide by 1000 meter section of ocean. This causes enemies within the water to receive Ocean's Grasp which causes 10 / 25 / 35 superior magic damage per second that affects heroes only and 20% movement speed slow which persists for 3 seconds after exiting the water. The slow affects all unites that enter his waters. The water also grants Ocean Mastery.
The Ocean lasts for 20 / 30 / 40 Seconds
Cool down: Cooldown: 200.0 / 110.0 / 100.0 Seconds
Mana Cost: 200 / 250 / 300

This ability can be boosted by Staff of the Master.
Staff Effect: Increases damage per second to 25 / 37.5 / 50 and increases the slow to 30%
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  • Hero Comments (1 - 5 of 5 Comments)
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Posted 730 days ago
In Reply to BlakDrag0n I will change it to units. And no I am not sure if that is an op amount of damage. Ocean's mastery is basically just a subskill of his abilities that grants him bonuses while in water(including the water in his ult). I mean, basically I want his ultimate to last long enough for him to get off a few rounds, I suppose I could lower the time it is up, but I really want him to control an area. How long does it take to get a tablet of command if you can get a sotm in 13 minutes? Do you think lowering the damage would work? I can also remove the sotm effect on it, that wouldn't bother me. I thought the dmg would be minor enough that you would be ok as long as you did not try to fight on it for extended periods. I could have the movespeed slow apply to all teammates which may help it. You are saying heroes liek tempest and zehpyr, they only matter if your team has terrible positioning and you bunch up IN his ult, which would have a a time showing you when it was being casted and it would take time for the wave to fill up that portion of the lane. You are going to die if you all bunch up in one spot for a tempest or zeyphr ult anyways.
Posted 731 days ago
I see nothing wrong with him... except that ult.
That's a lot of damage based on your heavy slow ability and that area? do you now how big that is in units? try 800 units x1000 units metres :)

um... not many ult's go up in mana... cool down yes but not mana. This ult is too strong due to several reasons:
1. rushing a SotM takes me 13 minutes if it's the only thing i'm going for... and that don't require lots of skill.
2. Ever heard of zephyr? tempest? maybe even chronos? they would make this ult beyond op.

out of all this where's this 'ocean mastery'? all skills say that they're boosted by it and yet your ult states it enables? Does that mean it lasts that long because you want it to be a passive as well as a vector target?

well that's my belief.
Posted 731 days ago
I think that the dmg isn't so high as too be over powered for the length of it as much as a nuisance to help prevent people form dancing in team fights too long. if anything maybe the range could be decreased some but I really like the extended time frame.
Posted 731 days ago
I think the duration is ok, that is why the dmg is as low as it is as well as the slow. It is supposed to be similar to broodmother's webs, only he is only invis while burrowed and this works really well with his other abilities that rely on water.
Posted 732 days ago
I love everything except the ult. I think the ocean duration lasts way too long. If you upped the dps and shortened the duration I think it would be more balanced.