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Dream » TheUnsungWar » Monk
  • Dream Hero Designer

Health: 473

Mana: 247

Hero Name
Monk [v1.005]
Primary Attribute
Agility
Base Attributes
17
21
19
Per Level Gain
1.60
2.40
2.10
Speed/Armor
300
2.9
5.0
Hero Backstory:
Upon hearing of the Hellbourne rebellion, the monk knew he had to join the fight in protecting the world against evil, yet he had to wait. To be of any help, he would have to perfect his current abilities and master an art that has not been learn in centuries. Now in full control of his body and abilities, the monk is ready to join the fight and sacrifice his life if needed.
  • Define Your Heroes Base Attack
Base Attack Type
Melee
Base Attack Notes:
Uses fists. Instead of the arcing effects that most melee heroes employ, Monk's is a jab similar to Sand Wraith.
  • Hero Roles
Primary Role
Initiator
Secondary Role
Semi-carry
Role Notes:
Versatile. Maybe with the right item build, Monk could become a hard carry.
  • Hero Abilities
Ability 1 Name
Power Up
Ability 1 Action Type
Self Position
Ability 1 Notes:
Mana Cost: 100/115/130/145
Action: Self Position
Cool Down: 40/35/30/25 seconds
Radius: 300

(1) Push back enemies 200 units, inflict fear for .25 seconds, increase all stats by 1.25x, and change attack style to range for the next 1 attack dealing normal attack damage plus 30 as magic damage.

(2) Push back enemies 200 units, inflict fear for .50 seconds, increase all stats by 1.5x, and change attack style to range for the next 1 attack dealing normal attack damage plus 50 as magic damage.

(3) Push back enemies 200 units, inflict fear for .75 seconds, increase all stats by 1.75x, and change attack style to range for the next 2 attacks dealing normal attack damage plus 70 as magic damage.

(4) Push back enemies 200 units, inflict fear for 1 seconds, increase all stats by 2x, and change attack style to range for the next 3 attacks dealing normal attack damage plus 90 as magic damage.


Discussion: As noted this is Monk's initiation skill. Balance is an issue I would think would be the first point from everyone, but hear me out. The radius is comparable to Legionnaires' taunt, one would have to be pretty close to another for it to take effect. The 200 units push all enemies away, giving the enemy team a slight advantage of no being bunched up, yet a disadvantage in being uncontrollable for a short amount of time. Damage is kept to a minimal until mid to late game.
Ability 2 Name
Instant Transmission
Ability 2 Action Type
Target - Ground
Ability 2 Notes:
Mana Cost: Variable
Range: 99999
Cool Down: 13/11/9/7 seconds


(1) Teleport to desired position at the cost of 1 mana per 4 units in desired direction. If mana is depleted, health will be taken instead at a 4:1 ratio and health regeneration will be impaired by 100% for 5 seconds.

(2) Teleport to desired position at the cost of 1 mana per 8 units in desired direction. If mana is depleted, health will be taken instead at a 3:1 ratio and health regeneration will be impaired by 75% for 5 seconds.

(3) Teleport to desired position at the cost of 1 mana per 12 units in desired direction. If mana is depleted, health will be taken instead at a 2:1 ratio and health regeneration will be impaired by 50% for 5 seconds.

(4) Teleport to desired position at the cost of 1 mana per 16 units in desired direction. If mana is depleted, health will be taken instead at a 1:1 ratio and health regeneration will be impaired by 25% for 5 seconds.


[that's (0.25/0.125/0.0833/0.0625) mana per unit]


Discussion: This has been worked out so that when fully upgraded, it's a free port key. Magebane's and Wretched Hag's port are more efficient than this port. Each has a unit/mana of 19.17 where Monk's is 16 fully leveled. Now giving a hero a free port key, especially an agility hero, is a little over powered. I noted this and to counter act such over powered thoughts, I gave the ability its second limit. YES you can DENY/KILL yourself with this skill. You can either use that to your advantage or try and port from the pool to tier 1 tower on bot lane and kill yourself. The math has been worked out and fully leveled, Monk can port from Legion's pool to Hellbourne's pool at the cost of 1200 mana. I can see this happening around level 20. Understand that the distance between tier Hellbourne 1 top tower and Legion tier 1 bot tower is a farther distance than between the pools, so a Homecoming stone will still be the absolute viable way to get around. This skill is for positioning and initiating.
Ability 3 Name
Dynamic Fists
Ability 3 Action Type
Target - Enemy Units
Ability 3 Notes:
Mana Cost: 90
Range: 800
Cool Down: 15 seconds
Type: Physical
Target: Enemy Unit
Cast Time: 0.5 seconds

(1) Leap towards selected target to deal 60 damage and push the target back 100 units. If enemy hero was damaged, ability refreshes for 1 second and can select another target at the expense of 20 mana for a max of 2 refreshes.

(2) Leap towards selected target to deal 70 damage and push the target back 150 units. If enemy hero was damaged, ability refreshes for 1 second and can select another target at the expense of 20 mana for a max of 3 refreshes.

(3) Leap towards selected target to deal 80 damage and push the target back 200 units. If enemy hero was damaged, ability refreshes for 1 second and can select another target at the expense of 20 mana for a max of 4 refreshes.

(4) Leap towards selected target to deal 90 damage and push the target back 250 units. If enemy hero was damaged, ability refreshes for 1 second and can select another target at the expense of 20 mana for a max of 5 refreshes.


Discussion: This skill allows control and damage. Now I have been thinking on tweeking it in the form that either:
1) if the ability is triggered on the same hero, Monk attacks from the opposite initial direction (or from another direction randomly chosen).
2) once used, Instant Transmission refreshes allowing Monk to port wherever he desires to follow up with the subsequent attacks. (For this one to work though I might have to increase the "1 second" refresh to a higher number)

Monk is not magic immune during this so he can be stopped by an outside force or between pauses/set ups for the next combo. If #2 is selected as the better choice, one could strategically travel 500 units away and then follow up ASSUMING the targeted player is "stunning" on top of their self. If its a toggle stun, like hammer's then I guess you are screwed.
Ability 4 Name
Desperation
Ability 4 Action Type
Self Position
Ability 4 Notes:
Mana Cost: Entire Pool
Radius: 100 (min) - 400 (max)
Action: Target Position
Cool Down: 600 seconds or upon death with a 40 second refresh
Type: Superior Magic
Cast Time: 1.4 seconds
Range: 99999

(1) Release a wave of energy 1200 units in 0.4 seconds, with a radius equal to the nearest hundred rounded down amount of consumed mana, dealing 150 + 5 Magic Damage per Agility Attribute and a Superior Magic Push to enemy units to the end of the 1200 units. Activate again to expend health at a 2:1 ratio to charge wave completely.

(2) Release a wave of energy 1200 units in 0.4 seconds, with a radius equal to the nearest hundred rounded down amount of consumed mana, dealing 200 + 10 Magic Damage per Agility Attribute and a Superior Magic Push to enemy units to the end of the 1200 units. Activate again to expend health at a 2:1 ratio to charge wave completely.

(3) Release a wave of energy 1200 units in 0.4 seconds, with a radius equal to the nearest hundred rounded down amount of consumed mana, dealing 250 + 15 Magic Damage per Agility Attribute and a Superior Magic Push to enemy units to the end of the 1200 units. Activate again to expend health at a 2:1 ratio to charge wave completely.


Discussion: A 4 box meter above the hero would help to indicate the charge level of the radius from either 1,2,3, or 4. Each charge would indicate a radius increase. The level of charge from mana does not round up, meaning if only 270 mana was spent for the ult the radius will be 200 not 300. I am tempted to allow expended health to allow a round up but that is a balance I need help on. I made this ult to be, what I call, a real ult, devastating and something feared. To balance it:
1) The normal damage is magic so it can be nullified with SHRUNKEN HEAD, but the push will still go through.
2) The cool down is very long. 6 minutes. That way is someone is going on a killing streak, they will have to wait a long time to be able to use it again. Or they can die and sacrifice the money for a 40 second cool down.
3) You can DENY/KILL yourself with this move.

A balance question comes into mind - should the cool down:
1) have a 40 second refresh after every death? Meaning that if you died with 2 seconds left on the main cool down, you will spawn back with a 40 second refresh.
2) reach 40 seconds, the main cool down and the death cool down become a shared cool down.

You guys should help me on that.
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  • Hero Overview
Date Created
10/25/2012
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