Author Name: UnumSceleris Primary Attribute: Any Attack Type: Any
Primary Role: Any Secondary Role: Any
Average Hero Rating: 60.87%
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Last Post: 04-06-2012 5:52pm
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Night Hunter charges toward an enemy, damaging everything is his path. When his power grows, he will dash so quickly it appears to be a blink. Activation: [Q] Target: Ground Type: Magic Manacost: 80/90/100/110 Cooldown: 8 seconds Range: 700/850/1000/1150 -During the day, Night hunter dashes to the targeted ground. Deals a 1.9x/2.0x/2.1x/2.2x crit, a 25%/30%/35%/40% slow, and a 0.01 second ministun in a 200 unit radius. All enemies in between his starting position and his target ground within 150 units on both sides take a 1.5x/1.6x/1.7x/1.8x crit and a 10%/15%/20%/25% slow. The slow lasts for 2 seconds. You cannot dash over cliffs, if you select ground on the other side of a cliff, you will dash around. -During the night, Night hunter blinks to the targeted ground. Deals a 2.2x/2.2x/2.4x/2.5x crit, a 40%/45%/50%/55% slow,and a 0.01 second ministun in a 250 unit radius. All enemies in between his starting position and his target enemy within 200 units on both sides take a 1.8x/1.9x/2.0x/2.1x crit and a 25%/30%/35%/40% slow. The slow lasts for 4 seconds. -- Notes: This is a dash during the day and a blink by night. Obviously the blink is better. Though the targeting is basically the same (target ground takes max damage, all enemies between his starting spot and the target ground take smaller damage). The damage output is slightly increased and the slow is greatly increased at night. The role of this skill is to either... a)get in attacking range b)get in range to use your second skill c)initiate... He could do well at all 3 and he'd do even better at night. Though it is advised that you have him as the second person in on an initiation (or have him promptly followed up by someone like krakken, magmus, or tempest; Night Hunter's slow will make them an easier target for their ults).
Night Hunter's enchanted sword causes terror in the hearts of his foes when he slashes them, making him an even more deadly threat. Activation: [W] Target: Self Type: Magic Manacost: 75 Cooldown: 12 Seconds Cast Time: Instant Applies Hunter's Blade buff to self for 5/6/7/8 seconds. While Hunter's Blade buff is on Night Hunter, when he attacks an enemy, Crippling Fear Debuff is applied to the enemy. Crippling Fear Effects: Enemy afflicted has a 10%/20%/30%/40% chance to miss their auto attacks, is slowed by 4%/8%/12%/16% and silenced for 4 seconds. This effect does not stack on itself, hitting the target again will only refresh the debuff. -During the day, Hunter's Blade buff only lasts for 3 seconds. Crippling Fear applies a 10% miss chance and silence for 4 seconds. -- Notes: Hunter's Blade is a very deadly 1v1 skill. It silences to take out the casters, gives the target a miss debuff to mess with people who rely on auto attacks for damage, and slows to prevent escape. The miss debuff stacks with evasion making wingbow an excellent item on Night Hunter. Though carries may buy savage mace to counter the effects of the evasion/miss chance, it is not a viable option on many casters or tanks. Also the effect is greater and the duration is longer at night, making this another scary night time move.
Night Hunter's full powers appear at night. He uses his true form to tear through enemies. Passive 10%/15%/20%/25% movement speed boost, 10%/20%/30%/40% attack speed, 10%/12%/14%/16% lifesteal, and 100%/75%/50%/25% opacity at night. Opacity means he's harder to see to the human eye. He can still be targeted and attacked. At night, he is the lowest priority to attack in the AI autoattacking scripts. At night, his shadow is at 25% opacity and his health/mana bar and the effects of allied skills are invisible if he hasn't taken damage in the last 3 seconds. Lifesteal gained through this skill is not an orb effect. -During the day, he gains 5% lifesteal at all levels. Lifesteal gained through this skill is not an orb effect. No other effects from the skill are active during the day. -- Notes: This gives him 10% less move speed than Night Stalker (from DotA) and 30% less attack speed. In exchange I gave him lifesteal and opacity. To clarify, 50% opacity is 1/2 invisible, 25% opacity is 3/4ths invisible. So he gets harder and harder to see at night. Also if he has his ultimate, he gains additional opacity reduction at night. Once he is at 0% opacity (totally "clear"; clear as in see through), he will essentially be invisible (except for his shadow). However, he will not be revealed with a bound eye or if he attacks and he can be attacked while "clear". The health/mana bar will show if he takes damage, letting people track him down a bit better if he's fleeing. Also the effects of allied skills will be invisible if he hasn't been attacked recently making him a tad harder to spot. So if his health bar is showing, allied cast effects are shown as well. Watch out when it's night!
Night Hunter calls upon the powers of darkness causing the day to turn to night for a time. Passive Grants Night Hunter an additional 15%/20%/25% opacity during the night. Active Activation: [R] Target: Self Position Type: Magic Mana Cost: N/A Cooldown: 180/150/120 seconds Cast Time: Instant Level 1 - Turns day into night for 20 seconds. Level 2 - Turns day into night for 40 seconds. Level 3 - Turns day into night for 60 seconds. This skill pauses the current time, so if it's cast at night it prolongs it. Staff of the Master: Night Hunter will get unobstructed vision at night, meaning that trees and terrain will not block his vision. It extends the length of his ultimate by 10 seconds on all levels. In contrast to how Staff of the Master usually works with other heroes, this improvement has another effect than enhancing his ultimate (Midnight), and is active all the time as well during the night. -- Notes: I nerfed the ult time. It used to go 25/50/80 seconds, so I clipped 20 seconds off the last bit in exchange for additional opacity boost. I put 10 seconds back on SotM. The mana cost and cooldown stayed the same as Night Stalker (from DotA). Though the SotM effect was buffed from that of Night Stalker's. Night Stalker had more incentive to buy SotM because he was a STR hero and SotM gave good str which gave hp, regen and also damage to Night Stalker. Because SotM doesn't give damage to Night Hunter, the extra boost makes it more worth it. So this skill has glaringly obvious synergy with all his other skills as it makes him an instant bad @$$ and can change almost any situation. Vote on concepts, not numbers please!!! If you like this hero, please check out some of my other heroes as well!
Shadow Knight multiplies one of his knives and transforms it into a blast of spectral blades. After the flurry of blades Shadow Knight can dash to the true dagger and rip the dagger out, crippling his foe. Activation: [Q] Target: Self Position Type: Magic Manacost: 70/90/110/130 Cooldown: 18/16/14/12 seconds Shadow Knight throws Spectral knives in a 200/300/400/500 unit radius around himself. This skill will not hit invisible enemies. All enemies hit take 50/100/150/200 magic damage, 5/10/15/20 magic damage per second, and are revealed for 5 seconds. During those 5 seconds, this ability becomes Shadow Dash. Shadow Dash Shadow Knight may choose any target hit by Spectral Daggers and blink to him instantly and violently yank the dagger out of his foe. This applies an 80% slow that decreases to 0 over 1.5/2/2.5/3 seconds. The DoT/Reveal for the target and all other units hit by Spectral Daggers will stop immediately after the casting of this skill. Your max blink range with this skill is 1900 units. -- Notes: This is your blinker hunter move and your initiation move. This allows you to hunt people down to the ends of the earth as well as move around to your desired target both quickly and efficiently. It can also be used as a support move by keeping stealth heroes revealed for an extra time, removing their ability to run of at the last second. A combination between this and your third skill allow you to blink to and subsequently ministun opponents that may be channeling. This is also good in those cases where people are trying to juke you, mainly because you can fire this guy off the proceed to either catch up to them -or- blink onto their face and kill them.
Shadow Knight veils himself in darkness becoming intangible. He chooses what he wants to materialize and when allowing him to strike his foes from the shadows. Activation: [W] Target: Self Type: Magic Manacost: 30 Cooldown: 16/14/12/10 seconds Cast Time: Instant Shadow Knight gains physical immunity, +5%/10%/15%/20% movespeed, and unitwalking, but lowers his magic armor by 5/4.5/4/3.5 for 1.5/2/2.5/3 seconds. -- Notes: This skill is his anti carry/hunt skill that allows him to really mess up carries or other people who rely on their physical attack. It does have potent drawbacks and makes him significantly weaker to magic when he is physically invulnerable. This makes buying either a shrunken head or shamans headdress a must. It combines nicely with his ultimate's movespeed boost to allow max movespeed for up to 3 seconds. If you get enough regen you can use this as a movespeed amplifier. The cooldown is pretty low and if you can manage to get upwards of 3 mana per second, you're set. This skill is based on the Fayde's old 3rd skill. I just reworked it to make it work. It didn't work before because it was evasion thus could be countered by savage mace (a fairly common and good item on carries) and the entire skill was rendered useless. So I went with physical immunity, though I could just go +9999999 armor instead...
Shadow Knight temporarily enhances his blade with shadow magic making it extremely fine. His blades have a high chance to disrupt enemy movements and slowly cut away at enemy armor. The dark aura left after his strikes slow enemies temporarily. Activation: [E] Target: Self Type: Magic Manacost: 40/60/80/100 Cooldown: 23/20/17/15 seconds Cast Time: Instant During the duration of this effect, every attack the Shadow Knight hits his foe with will reduce their armor by 1 and their magic armor by 0.5, have a 40/45%/50%/55% chance to ministun the opponent for 0.01 seconds, and slow the target by 10%. The armor reduction lasts 10 seconds and is refreshed if another charge is added. Magic Armor may not be reduced by more than 5 through this skill. The slow will last for 3 seconds unless reapplied (slow does not stack on itself). Shadow Blades lasts 2/4/6/8 seconds. -- Notes: This is a very potent move that is both an attack disruptor, a slower, and an armor reduction technique. It is largely useless in the early game due to a lack of attack speed, but once the game gets late, you can really get the armor debuff quite high if both you and your target are both stationary. Art:
Shadow Knight Enhances his body with nether energies making him incredibly powerful. His durability, damage, and movements are all boosted considerably. Activation: [R] Target: Self (Any allied unit if Staff of the Master is purchased) Type: Magic Manacost: 50/75/100 Cooldown: 50/40/30 seconds Cast Time: Instant Black Enhancement Effects: 40%/50%/60% of Shadow Knight's AGI is added as bonus magic damage, Shadow Knight gains 5%/10%/15% splash in a 100 unit (width) by 320/360/380 unit (length) area behind the target, 20% of Shadow Knight's AGI is added as armor, and he gains a 20% movespeed bonus for the duration of the effect. Effect lasts 5/7/10 seconds. Splash stacks with runed axe. Staff of the Master Effect: Increases movespeed to 30%, Increases armor addition to 30% of Shadow Knight's AGI, Give +5% splash, and +10% of Shadow Knight's AGI added in bonus damage. Increases duration to 7/10/13. Staff of the master allows you to cast this skill on yourself or any other allied unit. Double tap R to autocast on yourself. -- Notes: This is his all around skill that lets him live. It's needed due to his horrific str gain and gives him some team presence briefly. This skill gives him some team presence and allow him to fill the role of carry if there isn't a hard carry on the team. The splash is good and eventually becomes better than runed axe. The armor will give him about a 68% damage block in the late game, which is good, but he'll have something like 1.5K hp pool total (it's badly needed). The movespeed boost is nice and it lets him hunt even better and maneuver around the battlefield faster. The duration is really short compared to most "carry" ultimates which last about 30 seconds or so and then have a 60 or 50 second cooldown. This one is a little less costly, in exchange it only goes for about 10 seconds (1/3rd of the normal duration) but has about 1/2 the cooldown allowing for more frequent uses. Although it will most likely only be able to be used once per fight (barring instant respawn fights outside a team's pool). Because you can use it on allied creep, it would be funny to use this skill on one of them to help push a lane. Vote on concepts, not numbers please!!! If you like this hero, please check out some of my other heroes as well!
The Arcane Warrior sends forth one thousand lightning bolts that damage and stun all enemies in their path. Activation: Q Target: Ground Type : Magic Mana Cost : 100/125/150/175 Cooldown : 10 seconds On activate, the Arcane warrior sends forth a cone of lightning that is 150 units wide at the origin, 500 units wide at the end, and is 300/350/400/500 units long. The lightning does 150/200/250/300 magic damage and stuns for 0.5/1/1.5/2 seconds. -- Note: This is a cone nuke/stun as you probably noted from the skill description. This has a higher cost and a lower range than pollywog's cone nuke, but in exchange it stuns for a decent duration. It is great for team fights and lets the Arcane Warrior do some major with his auto attacks.
The Arcane Warrior focuses his mystical power through his blades, lacing them with psionic energy and making them lighter. Activation: W Target: Toggle Type : Magic Mana Cost : 55/45/35/25 mana per attack Cooldown : 3/2/1/0 seconds On Toggle, the Arcane Warrior's auto attack changes from physical damage to magic damage and he gains 0.1/0.3/0.5/0.7 attack speed per int while the ability is toggled on. This ability costs mana per attack and applies the cooldown directly after every auto attack. -- Note: This is an ability that allows him to cut down enemy heroes in the late game. Because of this skill, those high armored people will have lowered defenses and fall much quicker than if you were attacking with physical damage. On a side note, this skill makes harkon's blade largely inefficient because you would be paying 5K just to get the -5 magic armor and stats instead of all of the above plus converting your attack into magic damage. It is strong with a few drawbacks. The other large drawback is the fact that you can shred your mana pool by autoattacking too much. You need hefty mana regen to allow perma psi blades. On a graphics note, this should make your blades glow when activated.
The Arcane Warrior fortifies his own body with his magical power allowing improved physical skills. Passive: The Arcane Warrior gains +0.25/0.5/0.75/1 damage per int and +2/4/6/8 hp per int. -- Note: This skill makes the Arcane warrior a deadly damage dealer and significantly tougher to take down. A note is that strength will give you 19 hp per point, so getting 8 hp per int is only 42% of the hp you would get if you got str instead of int. When fully leveled this skill would give the Arcane Warrior 2 damage per int instead of 1 and an additional 8 hp per int. This encourages the stacking of int and strength for the maximum combo of damage and hp. This skill was inspired by [PiS]docterj208.
The Arcane Warrior performs the mystic dance of the blade granting his allies and himself tremendous might for a time. Activation: R Target: Self Position Type : Aura Mana Cost : 100/150/200 mana Cooldown : 65 seconds On activation there is a 1 second channeling time after which the Swords Dance Aura is activated on the self position with a range of 400/600/800 units and is on for 10/12/15 seconds. Swords Dance Aura Effects: For allied heroes they gain +10%/20%/30% base damage, +5%/10%/15% attack speed and +5 armor while inside the aura. Enemy heroes have - 5 armor and -5 magic armor while inside the radius. Buffs and debuffs immediately cease once the ally/enemy has left the aura. -- Note: This skill is a support ult that is reminiscent of daemonic breastplate on steroids. It buffs damage and attack speed in % form so it will scale nicely, and adds an armor buff. This also has a magic armor/armor debuff to enemies in the aura. In short this allows all the auto attackers on your team to deal enormous damage and helps your team in survivability. It is an active skill that spawns an aura that originates from the Arcane Warrior. It has 1 second channeling to give enemies an opportunity to disrupt you and to make it a bit of a gamble to use in the middle of a team fight. I was thinking for the graphics of this skill, he would stand and do some ritualistic motions for the one second channeling then he would have a small layer of white steam that is generated from him and the allies in the aura, where enemies in the aura have a sword icon over their heads (much like pred's ult).
Using his mastery over illusions, the Mirage Master disguises himself as the target unit. Activation: Q Target: Unit Type : Magic Mana Cost : 100/90/80/70 Cooldown : 55/45/35/25 seconds Cast Range: 999,999 units (infinite selection range as long as the target is within your team's sight range) On activation, Mirage Master gains the outward appearance and attack animation of his target. Mirage Master's icon on the minimap changes to that of either his target creep or hero. A false health bar is formed and responds to damage as the target would. Mirage is broken when the false health bar reaches zero, if the Mirage Master uses his ultimate, or if 10/13/17/20 seconds have passed since the disguise was formed. If you are disguised as an enemy you will still be target-able, however the cursor will not change if you are moused over and you will not aggro enemy heroes. If an enemy hero attack moves to your location, they will not attack you unless you start attacking them first. If you are attacking and they are auto attacking, you will be the lowest priority to the AI. -- Note: For the explanation now. When you use this skill, you appear to be the target unit. You do not gain any sort of bonuses in anything when you disguise yourself. The false health bar is to make the disguise a bit trickier to figure out. The fake health bar just simulates the target taking the hit and what it would do to their hp. You still take damage as normal. When disguised it would be optimal if the animation had the target as a solid image on top of your now translucent hero (if you are the Mirage Master or on his team). This is kinda like invisibility, but much trickier. You need to act like the targeted unit in order to maintain a low profile. The main use of this skill is for mind games. Perhaps you want to simulate an ally gaining an illusion rune in your lane, disguise yourself as your partner and pretend you both are mindless (and fully dispensable) illusions. Yet another interesting use would be for evasion. If you are at low health and tower hugging, you can cause confusion for the would be tower divers to see two of the high health heroes (or two low health heroes if you want to take a hit for your teammate). Basically this would be a fun but tricky skill to use.
The Mirage Master's wraps himself in an illusionary aura that causes delusions to the enemy and grants him and his allies the ability to choose the best of both realities. Passive/Toggle (W) Aura Radius: 350/500/650/800 units Effect: Enemy Heroes Active Mana Cost: 45/35/25/15 mana per second Cooldown n/a Aura causes a randomized and moving terrain and unit generation within the aura. An enemy hero must be within range of the aura to spawn units. The chance of a random illusionary creep being formed is 14/26/38/50 in 100 every second. The chance of a random illusionary neutral creep is 6/9/12/15 in 100 every second. The chance of a random illusionary hero is 2/4/6/8 in 100 every second. Illusions are uncontrollable and last for 2/4/6/8 seconds. Random hero spawns are created at your current level and can only autoattack. Illusionary creep gain 5%/10%/15%/20% additional base damage and +1/2/3/4 additional armor. All Illusionary Heroes do 65%/70%/75%/80% of their normal damage and take 275%/225%/175%/150% damage. On illusion spawn the aura stuns all enemy heroes within the aura for 0.2/0.3/0.4/0.5 seconds. Trees and terrain are randomly spawned and changing. Terrain and trees shift at 50/100/150/200 unit movespeed. The phantasm field is true to the enemies caught in it causing them to work with changing terrain. The Mirage Master, allies, and illusions within the aura are given 0 collision where the phantasm field has changed the ground to passable terrain for enemies. Illusions may not leave the aura. -- Note: This is a skill that creates a bit of chaos around the Mirage Master. To his enemies, the terrain literally moves and mirages come to attack them. This is used mainly for disruption, but would be a great initiation technique. It also makes running from this hero a bit hard. When people run, they usually know where they want to go in advance. This messes that up significantly because the map is actually moving around them. The 0 collision is there to make sure you don't create an escape route for them that you can't chase from. In short this aura would generate random enemies and shifting terrain for enemies, and you would see a faded image of what your aura is projecting. The main benefit of this skill is that you can walk where the map says you can and where your illusionary space says you can. The main downside to this is that it's random and moving, so it can be a bit of a problem too.
The Mirage Master uses his experience with illusions to intensify the experience for those who would oppose him. Activation: E Target: Variable Type : Variable Mana Cost : Original Manacost + 35%/30%/25%/20% of mana Cooldown : Original Cooldown + 35%/30%/25%/20% of time On activation of illusionary guise, the first skill from the target is used as the third skill of the Mirage Master with an additional cost and additional cooldown. This gives you the skill at level 1/2/3/4. -- Note: This skill makes his mimic seem more real and adds some extra trickery. It can also double as his escape technique when in the early levels. In short it gives him yet another mind trick move and a bit of flexibility. The biggest downside is the manacost is 120% and the cooldown is 120%. This is a bit of a desperation move in the early game, but a utility move in the late game.
The Mirage Master forms a doppelganger of a targeted enemy hero to fight his other half. Activation: R Target: Enemy Hero Type : Superior Magic Mana Cost : 200/300/400 Cooldown : 120 seconds On activation forms a controllable illusion of the target enemy hero which has 5%/10%/20% of their total health. The illusion does 100% damage but takes 125%/150%/200% damage. All damage done to the doppelganger is done in true damage to the original. All effects on the doppelganger is replicated on the original. The enemy team cannot see a difference between the original and the doppelganger. The doppelganger is target-able by all heroes. The doppelganger will appear to have a black hue to the Mirage Master's team. The doppelganger lasts for 3/5/7 seconds or until the target dies before it disappears. The doppelganger does not aggro any heroes or and will only be attacked by creep and towers allied to the caster, nor will it change your mouse icon when you mouse over it. -- Note:This ult is an odd but powerful one. In short anything you do to one happens to the other. The big reason this is weird is because you essentially get to control a copy of an enemy illusion. This means you can really cause some mayhem to one person or disrupt teams by creating an easy target. The biggest drawback is that it only can do 20% of your target's health before it goes away. Although a valid strategy is to create a doppelganger, have someone stun it, own the now stunned original, then finish the doppelganger if the original gets away. Or use the doppelganger to attack the original. If the original attacks back, he takes his own damage on top of his doppelganger's. Given it ends the doppelganger's rampage faster, it none the less is a dire predicament for the target. Also the original post is here (http://forums.heroesofnewerth.com/showthread.php?p=1748671) but no one responded to my cry for help :'( ... Anyways, go there if you want more info!
Using the ancient ninja art of escape and evasion, Sarutobi throws a smoke bomb at his feet which allows him to slip away from his foes while their sight is hindered. Activation: Q Target: Self Type : Magic Mana Cost : 30 Cooldown : 30/22/14/5 seconds Applies Vanish to self and haze to enemies in a 600 unit AOE, lasting for 6 seconds. Costs 2/3/4/5 mana per second to maintain invisibility. Cooldown of this ability is applied once stealth is broken. Haze effects: Decrease line of sight by 1000 units during the day and 200 units at night, de-links line of sight from towers and allied creep. (reduces your vision range to 800 units during the day and 600 at night, the debuff does not stack) Vanish effects: +25% movement speed stealthed, with 0.5 second fade time unit walking, On attack apply one 1.75/2/2.25/2.5x critical hit. -- Note: This move is your standard invisibility skill that all ninjas should have. Sarutobi has no slows so the movespeed boost is critical. Also as ninjas should, when he breaks stealth, he crits. The other use of this skill is to help initiate ganks in your lane. The line of sight decrease would emulate night conditions during the day and when done at night severely hampers visiblity. The de-linked vision from creeps make it so the creep don't null the reduced visibility. A great skill for both escape and initiation.
All ninjas are masters of multiple styles and weapons, Sarutobi is no exception. He has mastered the open fist, katana, and shuriken. Sarutobi can attack with different styles interchangeably. Cooldown : 1.5 seconds Disarmed and silenced for 1.5 second while switching weapons. You may move while swapping weapons, you may swap weapons while invisible without revealing yourself. You are not disarmed/silenced if you unequip a weapon. Open Fist: +20/25/30/35 attack speed when using open fist style (normal attack) Default Katana Style: +10%/15%/20%/25% base damage, gain an attack range of 200 units when wielding katana. Activation: W Shuriken Style: -50/-40/-30/-20% base damage, gain a 5%/10%/15%/20% chance for a 1.5/1.75/2.0/2.5 x Critical Hit and a ranged attack of 600 units. -- Note: The button interface for this is like maliken's sword of the damned (2nd skill) the effects are much different. This is the skill that makes Sarutobi a very unique character. He can actually swap auto attack styles between different melee ranges and a ranged attack. The effects given to the attacking styles allow for either differentiation in item builds, skill builds, or specialty in a certain style of fighting. For example, a person who wants to go dps would want to take the sword style and ramp up the attack speed, break armor, etc... a person who wants to go for bash and random effects will take the melee style that gives a nice attack speed boost to help those 20% chance of effects. The shuriken style is for chasing or if your team needs a ranged hero. The player would need to either choose a style and specialize in an area, or have a flexible build that can utilize all forms. Open fist would have glowing fists when in that form (just cause it's cool), a katana would be wielded in katana form, and he would be holding/spinning a shuriken while using them.
Sarutobi is a master of the ninja way, he learns from every battle using it to quicken himself and sharpen his reflexes. Passive On Kill +0.8/1/1.25/1.5 Agility for Hero kill, +0.03/0.06/0.09/0.12 Agility for creep kill +3/6/9/12% move speed. On assist, when not killed by Sarutobi, Sarutobi gains +0.5/0.8/1/1.25 Agility Aura Radius: 400 units Effect: Enemy Heroes On death, when not killed by Sarutobi, Sarutobi gains +0.5/0.8/1/1.25 Agility Mana cost n/a Cooldown n/a When in Shuriken Mode, on attack target is marked by Ninpo effect. Ninpo effect gives Sarutobi +0.5/0.8/1/1.25 Agility on death while within a 900 unit range. Lasts for 4 seconds after target is hit. -- Note: This skill is what makes Sarutobi a dangerous ganker (and possibly a carry). It promotes ganking with the extra incentive of gaining agility if you succeed with the gank which can boost his attack rate and armor (much needed because of his crumby health pool, 1680 hp at level 25, and the recent change of lifesteal into an orb effect). Another thing to notice is that this agility gain is less than the strength gain of devourers' ability. To clarify the aura, if an enemy hero dies within 400 units of Sarutobi, Sarutobi's agility goes up. The aura does not give allies increased agility, it is just there so that if he was doing the killing and didn't hit the final blow, he still gets his bonus (but the bonus is smaller than if he actually finished the kill on his own). Also because I couldn't find a way to program the extended range of the aura when in shuriken mode, I added the aura benefit on assists. This makes the shuriken form a viable ganking form.
-Neck Snap(open fist), Dark Strike (Katana form), or Shuriken Storm (Shuriken style) *This ultimate changes depending on the form you are currently in.* Neck Snap Target: Enemy Hero Type : Physical Cast Range : 1500, 2000, 2500 Mana Cost : 150/225/300 Channeling: 3 seconds Cooldown : 200/150/120 seconds (cool down not effected by changing forms) Activation After 3 seconds channel time,teleports Sarutobi behind targeted enemy and deals 450/550/800 physical damage, it then stuns them for 1/1.5/2 seconds. Channeling is canceled if sight is lost. Channeling does not reveal if you were invisible on the start. A mark is placed over your targets head letting them know you are ulting them. -- Dark Strike Target: Vector Type : Physical Range : 1000 Mana Cost : 150/225/300 Cooldown : 200/150/120 seconds (cool down not effected by changing forms) Activation Sarutobi teleports to vector starting point and moves at 7000 units per second 1000 units in the direction of the vector. Targets in a 400 unit radius from Sarutobi take one 2.5x critical attack. Crippled is applied to targets hit for 5 seconds. Crippled effects: 20 magic damage per second 40% move speed slow 10% attack speed slow -- Shuriken Storm Target: Enemy Hero or point of ground Type : Magic Range : 800 Mana Cost : 150/225/300 Channeling: 2 seconds Cooldown : 200/150/120 seconds (cool down not effected by changing forms) Sarutobi turns to face that point of ground and throws a flechette storm of shuriken. A 800 unit long by a 500 unit wide area in the direction Sarutobi is facing is covered by loads of shuriken. Enemies in the path of the shuriken take 350/400/500 magic damage, are pushed back to the end of the storm, and stunned for 2/3/4 seconds. Trees are destroyed in the path of the storm. -- Note: This is the only part I'm hesitating on. 3 different types of ultimates may be over powered, I am content taking just the Dark Strike ultimate if this is deemed to be true. If there is only one ultimate, the cool down and/or mana cost should be reduced (the cooldown, manacost was increased in an attempt to balance having 3 forms). Now to explain the ultimates. The first is kinda like scout's channeling with the difference that you teleport behind them and nuke then stun them. This is good for finishing off a straggler that's running from a gank/team fight, but not very good for too many other purposes. Much like scout's channeling, you are not revealed if you were invis when starting the channel, however you are revealed on the teleport, your next attack does not crit, and the ult does not do any extra damage. A mark of some sort should be applied to the target letting them know they have 3 seconds to run into fog. The second is the more useful one. You drag a vector like you would for zephyr's gust. You then blink to the beginning and dash in a distance along the vector doing one critical auto-attack/cripple to everyone slashed and you finish in your new position at the end of the vector. This is great for ganks/team fights/ or catching up to a number of people who are running as well as allowing your team to catch them too. In this ultimate you are invincible and untargetable for the duration of the slash (which isn't long at all). This is his only ability that slows. The last is like forsaken archer's in the sense that you choose a point and do an attack in a long but relatively thin area. The storm however does a very fast rate of attack (all of which adds up to the 350/400/500 magic damage), pushes, then stuns. The main downside for this is that it will always push away from you, this forces players to use it to flank or get behind enemies and push a few into the rest of your team. This is great in team fights or to initiate ganks. Channeling reveals you from invisibility. This skill also kills trees as to avoid pushing your enemies into the forest where they get trapped and remove any possiblity that you can kill them. It also removes the abuse of people pinning them to trees to make use of the good stun duration. A viable, but more difficult tactic, is pinning your targets to a cliff side with the storm to allow your allies to wail on them while pinned and make use of the stun afterward. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I hope I've described my idea thoroughly enough for you all. I don't claim ownership of the picture at the front or the ultimate pictures (they were open source though). I do hope however that the ninja motif is kept and think this hero would provide many interesting facets to the battlefield. Please comment (and vote yes if you like him), but also give feedback on abilities and tweaking thoughts so we can make him plausible and not ridiculously over powered. Feedback at the original thread is welcome as well. -UnumSceleris
The Obsidian Angel's touch can turn objects to stone, slowing their move speed, attack speed, and damaging them as they try to break free. Passive On attack apply Stone Touch to enemy. This skill stacks up to 5 times. This is an orb effect. Stone Touch Effects: -2%/-3%/-4%/-5% movespeed, -0.5%/1%/1.5%/2% turnspeed slow, -1%/-2%/-3%/-4% attack speed, and 1/2/3/4 damage per charge. -- Note: This skill is a passive orb effect that slows and damages them more the more they get hit. It's kind of like a frostburn effect, but a bit more severe in lvl 3 and 4, and doesn't give you the agility, strength, or movespeed like frostburn does. The graphic effect of this is that your enemy turns more grey and has more stone texture per hit, but it never quite envelops them totally. "Freeze..."
Staring into the Obsidian Angel's eyes drives the onlooker insane. It creates the image of the angel in his mind which destroys him from the inside out. Passive Creates a field of vision on all enemy heroes, enemy creep, neutral creep, and self. The field is created within enemy's sight range that is 35/40/45/50 degrees in both directions from straight forward on the hero/creep. When the Obsidian Angel's vision field and an enemy hero's field overlap (at least share a side or more), Lunatic Eyes is applied to the enemy hero/creep. The effect is immediately removed once the vision fields stop overlapping. This skill still functions even when Quantum Lock is activated. Lunatic Eyes Effect: Does 0.5%/1%/1.5%/2% of your max health per second and 0.5%/1%/1.5%/2% of your max mana per second. -- Note: In case it wasn't described well enough earlier, I'll try to re-describe how the field works. Imagine your hero (any hero will do), now imagine a straight line extending in the direction they are looking that goes all the way up to the end of their sight range. The degrees applied are applied both to the right and to the left of this imaginary line. So 50 degrees would mean 50 degrees to the right and 50 degrees to the left, essentially making a 100 degree wedge that goes out to the end of your sight range. So now imagine this cone on both the Obsidian angel, all creep, and if you can draw a single straight line between the the Angel and the target so that it doesn't leave either "vision cone", this aura is applied to you/the creep/etc. This is like soulreaper aura, but buffed because of its limitations. See the handy diagram in the concept art on how it would work if you still don't get it. "The image of the angel is an angel"
When outside of a hero's vision, the Obsidian Angel's quantum lock is released allowing it to move at incredible speed. Passive Creates a field of vision on all enemy heroes, enemy creep, and neutral creep. The field is created within enemy's sight range that is 50/45/40/35 degrees in both directions from straight forward on the hero. Every 3 seconds, the cone is reduced to 0 degrees for 0.5 seconds, then restored. The range of this area for creep is 250 units. When the Obsidian Angel is outside this sight range it gains 10%/20%/30%/40% movespeed, invisibility, unitwalking, and a 5%/8%/13%/15% attack speed boost. Invisibility has a 0.25 second fade time, and is not revealed on attack. The Obsidian Angel is revealed immediately and all boosts stop if it is sighted within the aforementioned vision cone. If outside of vision cone, but revealed from invis, the attack speed, unitwalking, and movespeed still apply. -- Note: This skill is a chase skill that creates another vision cone much like the second skill, however when you are outside this vision cone on enemies, you are incredibly fast both with movespeed and attackspeed. You also gain invisibility and unitwalking. This is the easiest invis to reveal because all you need to do is look at them and all the effects shut off. Although you are not revealed if you attack out of this invis, your stone touch will still effect them (making their hero start turning to stone) and has a visible attack animation. It should be extremely obvious you are being attacked. The other part of this skill is that if the enemy has bound eye or you have been dusted, the invis part will not apply while in the bound eye radius, but the rest of the effects will. Also because the vision cones are trying to mimic vision and peripheral vision, the hero will blink his eyes thereby shutting down the vision arc for a very short time every few seconds. "Don't Blink"
The Obsidian Angel has the ability to become Quantum Locked while in an enemies gaze. While he is quantum locked he literally turns to stone and becomes invulnerable but immobile while seen. Activation: R Target: Self Type : Passive Mana Cost : 45/35/25 mana per second Cooldown:0 seconds Passive Creates a field of vision on all enemy heroes. The field is created within enemy's sight range that is 45/40/35 degrees in both directions from straight forward on the hero. Every 3 seconds, the cone is reduced to 0 degrees for 0.5 seconds, then restored. The temporary cancel of the quantum lock is synchronized with the temporary cancel of the quantum release (they both occur at the same time). While the Obsidian Angel is inside this cone he freezes to stone is completely invulnerable but is immobilized, silenced, perplexed, disarmed, frozen, and has the mana cost applied while he is stone. Lunatic Eyes are still active while he is in stone. -- Note: This skill uses the cone in the 3rd skill and inverses it. It makes him invulnerable and immobile while he is in the cone if the skill is toggled. I also allowed for small bits where the heroes would blink their eyes. This coincides with the blinking that would happen with the Quantum Release allowing them a very short time that quantum release effects are applied. The other function of this ability is that it gives attackers a window to do an aoe stun/silence/nuke to do some burst damage in between the ult. So in this time you may hit him and he may move for 0.5 seconds (to get a feel for the time say "go stop" with a bit of rush and you'll have the time frame). This skill is balanced because of the fact he can't do anything, but also that it has a high manacost and he has the lowest int gain in the game as well as crummy starting int. Given his entire manapool is for this skill, he still can't be invincible forever. This is a toggle skill in the sense that when toggled, you automatically freeze when sighted and the manacost is only applied while you are stone. You cannot become stone at will. "You can't kill a stone, well a stone can't kill you either...then you turn your head...then you blink...and oh yes it can."
The Huntress uses her training as a night elf to the fullest, bestowing her great powers...especially at night. Passive: Level 1: The Night Elf Huntress gains passive invisibility at night with a 5 second fade time when it is night time. Her Night vision radius is increased by 500 units from her starting night vision. Her attack range increases by 50 units from her starting attack range. Level 2: The Night Elf Huntress gains passive invisibility at night with a 4 second fade time when it is night time. Her Night vision radius improves by 1000 units from her starting night vision. Her attack range increases by 100 units from her starting attack range. The Night Elf Huntress gains unitwalking at night. Level 3: The Night Elf Huntress gains passive invisibility at night with a 3 second fade time when it is night time. Her Night vision radius improves by 1400 units from her starting night vision. Her daytime vision improves by 300 from her starting vision Her attack range increases by 150 units from her starting attack range. The Night Elf Huntress gains unitwalking at night. Level 4: The Night Elf Huntress gains passive invisibility at night with a 2 second fade time when it is night time. Her Night vision radius improves by 1800 units from her starting night vision. Her daytime vision improves by 600 from her starting vision Her attack range increases by 200 units from her starting attack range. The Night Elf Huntress gains permanent unitwalking. -- Note: This skill allows greater sight and range on her auto attacks. The reason why the first two night vision gains are 500 is to offset the 1000 unit difference between day and night. Level 3 to 4 increase day vision as well as night vision and end up allowing a 200 greater night vision than day vision. This also increases her range on her auto attacks allowing for a bit of harassment and adds to the bow sniper theme. Her attack range increases by 50 each level allowing for an 800 unit range when fully leveled (longer than the longest range in the game, though this is offset by only gaining that range in the late game). Her invisibility is only at night and is a longer fadetime than nh's ult. She gains unitwalking at night after level 2 and at level 4 gains permanent unit walking. Her sight range boost allows for some nice gank setups, make her 2nd skill easier to land, and helps her team out significantly. When it's night, she gains the invisibility and a larger sight range, which allows her to see things much faster in the night than enemies making the difference even more distinct. She also gains invisibility at night which allows her to scout regularly and might make your enemies think about what time it is before they do something risky.
The Night Elf Huntress uses her skill with her longbow to land an a hit on an enemy over an extraordinary distance. Activation: W Target: Enemy units Type : Magic Mana Cost : 95/110/125/140 Cooldown : 11/10/9/8 seconds Channel Time: 2.25/1.75/1.25/1 second Range: 1000/1500/2000/2500 After channel time, fires a projectile at the target that deals 150/200/250/300 magic damage + 5/7/9/10% of the target's maximum health and applies a 0.5/1/1.5/2 second stun. Vision must be maintained on the target during channel time, or the cast is canceled. You may channel while invisible, you are revealed after the shot is fired. If the target moves outside the maximum range, the channel is canceled. -- Note: This skill is a semi-scaling nuke, the channel time and channel cancel on sight loss is what compensates for the range and the scaling. This is a good gank starter (especially at night) because you can sneak up on them and hit them with a nuke/stun while your team mates ready their skills. Unless used at close range, you can't follow this up with auto attacks.
The Night Elf Huntress summons a spirit of the forest to scout for her. Activation: E Target: Self Position Type : Magic Mana Cost : 30/40/50/60 Cooldown : 10 seconds per charge On learn you gain the ability to store charges, which you may activate to release a wisp. You store 1/2/2/3 wisp charges. Wisps have 0 collision Wisps move at 375/400/425/450ms Wisps are undetectable Wisp's sight range is 800/850/900/950 at day & 650/700/750/800 at night Wisp's sight reveals through trees range of spirit's sacrifice ability is 200 from it's own location Wisps detect invisible heroes within a 50/150/250/350 radius of themselves You can cast an enemy or a location to command the Wisp to do that action automatically Gains a charge every 10 seconds, regardless of level (1) Last 11 seconds. 75 magic damage to enemy if sacrificed. 1 charge max storage. (2) Last 14 seconds. 90 magic damage to enemy if sacrificed. 2 charges max storage. (3) Last 17 seconds. 105 magic damage to enemy if sacrificed. 2 charges max storage. (4) Last 20 seconds. 120 magic damage to enemy if sacrificed. 3 charges max storage. -- Note: This skill was heavily influenced by the Necromancer's skill from the Int Ganker contest that was open a while back. I really liked the ability and it fit within the Night Elf theme so it worked. This furthers her scouting abilities and can give her a bit of nuking power. This skill has the day vision bigger than the night which makes it better in the day and her standard vision better at night giving them a sort of inverse synergy. This also gives the Huntress to scout the enemy jungle and disrupt farmers. This also gives her a much better chance of landing her 2nd skill when this is leveled high enough.
The Night Elf Huntress gains a chance to slot multiple arrows into her bow at once, firing a deadly attack at foes. Passive The Night Elf Huntress gains a 5%/10%/17% chance to attack with 3/4/5 arrows at once. Each arrow does 66%/63%/60% damage and applies a 15%/20%/25% movespeed slow to the enemy which lasts 4 seconds. The Night Elf Huntress also gains 5%/10%/15% attack speed. -- Note: This skill is similar to a crit but applies it in a different way. It has a chance to do multiple attacks simultaneously but at a lowered damage. If you add them up it equates to a 2.0x/2.5x/3.0x crit. The best part of this skill is that if you have a proc (% chance for a random effect) it is almost guaranteed to go off within this volley. Also because it's doing your auto damage it scales quite nicely. The biggest downside is that if you get underfarmed, your ult won't do squat other than being a fancy slow.
Seraphim uses his wings to speed up his movement and hinder his enemy's. Passive +4%/6%/8%/10% movespeed to self. 300/400/500/600 aura of -10% movespeed for enemies. Once this skill reaches level 4, Seraphim gets permanent unit walking. --------------------------------------------------------------- On Activation Activation: [Q] Target: Self Manacost: 50 Cooldown: 26/24/22/20 seconds Grants self an additional 2%/4%/6%/8% movespeed, unit walking, tree walking, and cliff walking for 2/3/4/5 seconds --------------------------------------------------------------- -- Notes: This is a part active part passive skill. He gains a movespeed boost and a small movespeed slow aura. Once this is max level he can unit walk at all times. This is explained by him being able to fly over/past the units. The cooldown on the dash is pretty long and the effect doesn't last too long (and isn't too big). This allows 0 collision for a short time. It can help him chase or run from fights. Though in early levels, you'd need to be right next to the obstacle you're going through so you don't get stuck. This skill has synergy with all his auras, allows him to get in range so he can get his stun off, and makes him hard to catch.
Seraphim's presence is so holy that if physically damages enemies that are near him. Seraphim may choose to temporarily make his light so blinding that enemies are unable to move for a short time. Passive Toggle Toggle: [E] Seraphim gains a 200/300/400/500 unit aura that deals (Seraphim's strength divided by 10/8/6/4 + 4/6/8/10) per second in magic damage. --------------------------------------------------------------- On Activation Activation: [W] Target: Self Manacost: 70 Cooldown: 25/20/15/10 seconds On activation, Enemies within a 200/250/300/350 radius are stunned for 1/1.5/2/2.5 seconds. --------------------------------------------------------------- -- Notes: This is his pseudo built in mock of brilliance. Right now the damage algorithm makes it so that if you're at level 25 with no items, it'll do a tad more than a mock. But that late in a game, that amount of damage isn't too significant as you're trying to get that about 30 minutes in (not 60 minutes in). It scales rather nicely though. It does stack with mock which makes it a dangerous skill. It also stacks with his ultimate, which makes him a very dangerous aura character. He can activate the skill to make an area take a stun, though no damage or other effects are applied. This stun makes him a very good initiator/chaser. If he gets port key, he can port in and stun a large radius and let his allies get in safely while dealing mass AoE with his auras. I made it that you could toggle this skill off with the E key in the event you're trying to avoid aggroing some neutrals when you're about to die, you don't want to push, or if you're trying to sneak up on someone without them noticing. This skill synergizes well with itself (active and passive parts), the first skill, and his high str gain per level allowing him to do damage and have large hp reservoirs as well.
Seraphim uses his immense strength to parry enemy attacks his light magic to reflect the damage absorbed by his armor. Passive All Damage taken is reduced by Seraphim's strength divided by 6/5/4/3. Damage reduced is done after armor/magic armor. The total damage blocked by armor/magic armor and this skill's damage block is returned to the inflicting unit in magic damage. -- Note: This skill is balanced by making the damage blocked by armor/magic armor and the fraction of his base damage reflect and it only reflects at the unit that inflicted the damage. The other reason this skill is balanced is because of his pitiful agility gain (1 agility = 0.14 armor). When he is at level 25, he will have 7.82 armor total (assuming no items) which is a low damage block and reflect. If someone has an armor reducing item or skill, this ability's armor reflection becomes hindered significantly. Soul Stealer alone has a -6 armor aura which reduces Seraphim's armor to 2 which is really low. Because the block damage is his base damage (str) divided by 6/5/4/3 it's not a ridiculous block and it scales nicely as well as synergizing with his ult/str gain/aura. At level 25, it's less than a 20% damage block. The block and reflect work both on magic damage and physical damage.
Seraphim's divinity radiates outward. It crushes his foes while uplifting his allies. Passive Seraphim and units around him in a 500/600/700 unit radius gain 1%/1.5%/2% of their max hp per second in regen if they are an ally or take 1%/1.5%/2% of their max hp per second in magic damage if they are an Enemy. The heal stack with behe heart. 500/600/700 radius units either gain/lose 1%/1.5%/2% of their max hp per second. --------------------------------------------------------------- Activation Toggle Overdrive Toggle: [R] Target: Self Position Manacost: 15 mana per second Cooldown: N/A +1% to the effect of this skill and increases radius by 300 units. --------------------------------------------------------------- Staff of the Master Effect: +1% on all levels to both active and passive parts of this ability. Enemies lose the % of Seraphim's max hp (if Seraphim's max hp is greater than the foe) per second and allies gain hp based on % of Seraphim's max hp if Seraphim's max hp is greater than the ally's. Extends the range by 200 units at each level. -- Notes: This is probably the craziest aura in the game. It both heals allies and hurts enemies in a radius around Seraphim based on a % of their max hp. While this seems ridiculous, it isn't that bad. You'd need to stand next to him for 50 seconds to heal completely or 60 seconds to die (the damage is dealt in magic damage and the time factors in base magic armor). This skill can be kicked into overdrive to deal an extra % and boost range but at the cost of mana per second. Because this hero's int is so low, the cost is huge. The Staff of the Master effect increases the range and increases both the active and passive parts by 1% so it can get up to 5% damage with both SotM and overdrive on. This skill is quite useful in team fights as you can sustain your team while hurting your enemies. And once SotM is obtained, the higher value between Seraphim or the ally/opponent the aura is on is done. Because Seraphim's hp will almost always be higher, it can do a ton of damage in an AoE. It's even more deadly with his second skill and a mock of brilliance. This skill has a ton of synergy with everything else this hero has. The first skill allows you to keep it on longer than you would otherwise. The second skill gives another aura for added damage and a stun to keep them within aura range longer. Parry reduces the damage you'll take to make the heal do more for you and allow you to reflect more. And Seraphim's str gain per level makes this do more by giving him a much larger health pool. Vote on concepts, not numbers please!!! If you like this hero, please check out some of my other heroes as well!
Two Part Skill (split like Maliken's Sword of the Damned): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Raging Flames: Blaze uses his magic to fuel his fire causing an area around him to be covered by hellfire. Enemies are scorched by the hellfire, but demons are at home in the hellfire and gain strength from it's presence. Activation: [Q] Target: Ground Cast Range: 700 Manacost: 130 mana Cooldown: 16/14/12/10 seconds Required Level: 1 / 3 / 5 / 7 In a 150/200/250/300 AoE, enemy heroes are afflicted by Boiling Blood for 3/4/5/6 seconds. Boiling Blood Effects: 80% of Health Regen and Mana Regen of the person with the highest hp regen are halted and their health regen is given as a bonus hp regen to Blaze. Mana regen is not stolen, only a % is stopped. The % is determined by 100% divided by the number of targets with an 80% max reduction. All enemy units in the area are immobilized for 1.5/2/2.5/3 seconds. -- Notes: Raging Flames is almost like a half mock that heals and hurts and costs to maintain. It deals damage based on regen which makes it weak early, but allows it to scale and be effected by other things (like mana pots etc). Boiling Lifeblood effect is steals hp from the one who's regening the most in your cast area. The spell stops 80% of their hp regen and gives it to Blaze. The mana regen is stopped at a rate that is split depending on how many heroes are in the cast zone. For example if there's one hero the stoppage is 80%, if there are two heroes...the stoppage is 50%, if there are three...the stoppage is 33.3%, if there are five...the stoppage is 20%, etc, etc... The spell can also be used as an immobilize in a pinch that will halt all non-ally units (neutrals included). This move can help set up ganks magnificently and will be a rather large obstruction in teamfights. Through these two spells, you gain a large chunk of durability and can stay alive providing you have mana to maintain it. Raging flames is also a great pushing move as you can keep your creep alive while hurting enemy creep. Boiling Lifeblood is a great move for team fights as you can nullify their biggest regenerator and mess up the entire team's mana regen. Synergy is between itself (you stop their regen and gain life while damaging them and healing more), with the second skill (gives regen to make the first part do more and a larger mana pool to let you use it more often), with the third skill's regen, and with the ult (making Blaze a walking team fight deterrent in the late game). Visuals: Raging flames should show a seal below Blaze and fire radiating out from where he's standing, all units within the radius get a heatwave distortion around their core. Boiling Lifeblood will show red lines (much like the vein/artery path) on the enemy heroes afflicted and there will be glowing fire-lines on Blaze as well. The Math: (assuming no items, after lvl 10 I will assume capped skill 2...up to 10 I will assume 0 points toward skill 2) Raging Flames at lvl 5/10/16/20/25 - 0.756/1.512/2.268 dmg/heal per second (37.8 INT gives 1.512 mana regen) - 1.076/2.152/3.228/4.304 dmg/heal per second (53.8 INT gives 2.152 mana regen) - 3/6/9/12 dmg/heal per second (75 INT & 100% regen gives 6 mana regen) - 3.832/7.664/11.496/15.328 dmg/heal per second (95.8 INT & 100% regen gives 7.664 mana regen) - 19.488 dmg/heal per second (121.8 INT & 100% regen gives 9.744 mana regen; this skill must be lvl 4 at lvl 25) THE NUMBER GIVEN IN THE PARENTHESES INCLUDES THE 100% BONUS FROM THE SECOND SKILL!!!
Blaze uses the healing properties of heat to amplify his composition. Passive Required Level: 1 / 3 / 5 / 7 For every point of INT Blaze has he gains 0.12/0.13/0.14/0.15 points of armor, 0.01/0.02/0.03/0.04 magic armor, 0.02/0.04/0.06/0.08 health regen, and a bonus 3/4/5/6 mana. Also this gives a 25%/50%/75%/100% mana regen boost. -- Notes: Basically INT gives Blaze armor equal to agi (+0.01) and a tad of magic armor. When he's at lvl 25 with no items, the magic armor will be 4.872 making it like having mystic vestments (500 gold). The biggest reason for the magic armor is to reduce this guy's biggest weakness...nukes. Before the changes, he could be 1-shot at lvl 25 with pyro's ult...and that's not good at all... Also INT gives HP regen to make him the regenerative tank and now the INT gives mana at the same rate STR gives hp. The mana regen boost is like giving him a manatube (800 gold) for free. Not the biggest deal, but it is needed for this guy to go... This skill has synergy with all of his regen skills by giving him blocks so his regen isn't being used up as fast. It also gives him mana stores to allow him to regen longer as well as giving his INT a passive regen much like STR. There is also synergy between this and the ult as the ult has a scaling % of your max mana as a cost and a scaling benefit with it's cost. So increasing your mana gain per INT makes your ult do more. The % mana regen boost also increases the power of the first skill. The Math: (assuming no items or other skills activated and max possible lvl on this skill) Regenerative Heat at lvl 5/10/16/20/25 - + 5.292 armor, + 1.134 magic armor, + 2.268 health regen, 680.4 mana total (37.8 INT) - + 8.07 armor, + 2.152 magic armor, + 4.304 health regen, 1022 mana total (53.8 INT) - + 11.25 armor, + 3 magic armor, + 6 health regen, 1425 mana total (75 INT) - + 14.37 armor, + 3.832 magic armor, + 7.664 health regen, 1820.2 mana total (95.8 INT) - + 18.27 armor, + 4.872 magic armor, + 9.744 health regen, 2314.2 mana total (121.8 INT) Now I know that the armor boost seems ridiculous, but this guy is supposed to tank through damage reduction and regen. Also DL has the same armor gain as this hero passively and she's not OP. But looking at the mana to hp ratio would make magebane the counter to this tank. He could so easily 1shot this hero with his ult if Blaze had no mana... 2314.2 * 1.1 = 2545.62 magic damage!!! and Blaze's hp is 1155.2!!! The solutions: have more mana regen than magebane can manaburn, kill magebane before you run out of mana, use your ult to mess him up, or buy lots of magic armor...
As a demon of fire, Blaze may use his mana to fuel his flames or use his flames' energy to sustain his mana. Activation: [E] Cooldown: 0 Seconds Required Level: 1 / 3 / 5 / 7 Toggle: You may toggle between three states: Mana --► Health, Health --► Mana, and Off. You may deny yourself through this skill. When leveled this skill starts in the Off position. Mana --► Health -Transfers the number that equals 2% of your max mana to health per second. There is a 40%/60%/80%/100% yield. Health --► Mana -Transfers the number that equals 2% of your max mana as health to mana per second. There is a 40%/60%/80%/100% yield. Off -No change in health or mana. -- Notes: This skill cycles like steamboots. Example for the wording. You have 1000 mana. 1% of 1000 is 20, so the transfer rate is 20 mana --► health or health --► mana per second (assuming 100% yield). If you had an 80% yield under the same circumstances, you'd only gain 16 health per second but you'd lose 20 mana per second. This is a very powerful move to be able to freely swap mana and health at will and it will allow you to fluctuate your mana and health as you wish. Using this skill well will be one of the defining traits of a good Blaze. This skill actually has incredible synergy with his other skills. This regen stacks with the regen gained through the first and second skills allowing for huge stacked regen. Also an interesting note is that once your mana regen gets over half of the cost for Raging Flames you can convert health to mana through this skill then use your mana to health through the first skill. In this scenario you can actually generate resources (albeit slowly). This is possible without items at lvl 16 though probably could be rushed if you got items and/or some mana regenerators on the team. Another added note is that this skill will drain your health bar rather rapidly to give you mana. You may use this to deny yourself if you are in dire straights. Though you don't want to be in that situation, it is a useful thing you can do. Almost like Devourer, but with a tad more gusto (Dev can lower his damage taken by getting magic armor, Blaze can't lower the damage through anything). Visuals: When off there is no change in appearance. When on health to mana, Blaze will glow with a some blue flames around him. When on mana to health, Blaze will glow brightly with more orange, yellow, and red hues. The Math: (assuming no items and max possible lvl on this skill after lvl 10 I will assume capped skill 2...up to 10 I will assume 0 points toward skill 2) Essence Shift at lvl 5/10/16/20/25 - Burns 9.828 mana and grants 7.8624 health per second and vice versa - Burns 13.988 mana and grants 13.988 health per second and vice versa - Burns 28.5 mana and grants 28.5 health per second and vice versa - Burns 36.404 mana and grants 36.404 health per second and vice versa - Burns 46.284 mana and grants 46.284 health per second and vice versa For those of you not familiar with vice versa...it means "both ways" so for the first example burns 9.828 mana and grants 7.8624 health per second if on mana to health or 9.828 health and grants 7.8624 mana per second if on health to mana...
Blaze super heats the area around him damaging enemies that move too quickly. Activation: [R] Manacost: 5%/7%/10% Blaze's max mana -or- the remainder of your mana Cooldown: 80/60/40 Seconds Required Level: 6 / 11 / 16 Any enemy that attacks or casts within a 400/600/800 radius of Blaze takes damage equal to 40%/50%/60% of the mana cost as magic damage. Effect lasts 10/12/14 seconds -- Notes: This skill is an anti carry and anti spammer move. It heavily punishes people who attack quickly or spam their spells. The damage is in magic damage and the duration will go through most teamfights. Because of this skill, many enemies will want to pick Blaze off before the fight or silence him to prevent him from using his skills. This skill is incredibly powerful in the late game but is kinda wimpy in the early game. This skill is synergizes with his other skills by making others reluctant to attack or cast near or around him making him more likely to be left alone (allowing him time to regen). Also if someone is in this area and the first skill's aura it will hurt a ton just being near him...enemy melee carries beware!!! Visuals: This skill tints the AoE around him with an orange hue that grows fainter and fades at the edge of the AoE. Every time an enemy attacks or casts in the area he briefly flashes orange. The Math: (assuming no items and max possible lvl on this skill after lvl 11 I will assume capped skill 2...up to 11 I will assume 0 points toward skill 2) Superheated Presence at lvl 6/11/16/20/25 - 10.66 dmg ever time they attack/cast - 25.935 dmg ever time they attack/cast - 85.5 dmg ever time they attack/cast - 109.212 dmg ever time they attack/cast - 138.852 dmg ever time they attack/cast --------------------------------------------------------------- The first thing that goes well as a pair is their above standard movespeed. Because their movespeed is so similar they will be able to roam together without either one falling away. A good thing to note is that they get the same boots as recommended allowing for standard moving. There can be a movespeed difference if Blaze gets Stormspirit (as he already has a small ms advantage) but Inferno has a blink to compensate. Statwise, they are both rather durable and together can help each other stay alive longer. Onto skills. Inferno's first skill is the nuke/stun that is spammable. This helps Blaze orbwalk with his range as well as allowing the enemy to stay within Blaze's First skill longer. Blaze's first skill gives Inferno a nice hp regen boost on top of his already high STR to make him live even longer. And due to the ease at which Blaze can increase this skill's output, he can end up healing Inferno by massive amounts near perpetually. Blaze's other part of the first skill, Boiling Blood, allows Inferno's nukes to do better burst damage by nullifying their regenerative capabilities while giving their regen to Blaze. Boiling Lifeblood also immobilizes allowing for free nukes on Inferno's part and time for him to get extra hits in. Inferno's blink/slow also helps reduce the enemy's ability to escape while yet further increasing Blaze's ability to orbwalk and the duration enemies are staying inside Blaze's Raging Flames. Inferno's blazing spirits are another great boon to Blaze. Blaze tanks through regen, so if he has a large damage reduction, he will become extremely difficult to kill. This skill also makes Blaze's first, first part two, and third skill immensely more effective by reducing the amount of heal that would be lost to incoming damage. This benefit also propagates to Inferno who is also being healed. Inferno's ult is an excellent way to block of escapes or nail enemy heroes. Once this skill is activated, both heroes become range and are able to blast the enemy away with dangerously powerful ranged attacks. This DoT/slow (if the enemy is inside) will stack with Blaze's Raging Flames DoT making them melt even faster. To make things worse, if Blaze ults and uses Boiling Lifeblood after Inferno ults, the enemy is now unable to run due to heavy slows, stuns, and an immobilize, highly discouraged from attacking or casting due to Blaze's ult, discouraged from blinking (due to Inferno's blink), while being pummeled by two heavy hitting and fast ranged heroes. In short the skills all work together for even greater effects allowing this duo to deal immense damage to any lone or pair of heroes they encounter. These two heroes are best combined in the early game and team fight phases where they keep each other alive and deal massive AoE while shutting down most plausible escape scenarios. --------------------------------------------------------------- FAQ Q: This hero is OP! A: For the 1,000,000th time, judge a hero by its concept, not the freakin' numbers, they're just there as guidelines. And besides, Headshotina and I didn't get that much feedback on our heroes (except a few noteworthy exceptions), so we couldn't balance everything to the letter though we tried. Q: Why even propose a dual-hero design? A: Well, I noticed it hadn't been done and we had a very similar theme, so we decided to give it a try. I cannot predict the general response from the community, though there isn't a reason to vote it down simply because they're a pair. Q: I still don't understand some of the mechanics! A: Well, what are comments for anyway? If you have any additional questions, feel free to ask, we will always respond to constructive criticism (well most of the time anyways)... --------------------------------------------------------------- Credits: Ok, this hero was a rather intensive project as you can see from the wall of text above, so let's start with giving credit to the people who really deserve it. First of all, I would like to thank whomever made this art... I wish I did... and it got us rolling on our hero creation. Next, I would like to thank Headshotina for helping out with the balancing and being willing to go through with the dual hero project. Good work! I also cannot forget the people who greatly helped with the balancing of this hero, and they are: DrPeckers and dandylion for reviews, Gizzleby and junkiejones for help with the overall support, and balancing ideas, YuumeiRei who helped immensely with the overall skillset. He is unfortunately currently inactive and I would really like him to check out the finished project which he supported from the beginning. I must also give credit to Scud who came in with some nice last minute suggestions and proposed adding a disable on Blaze and his help with Inferno as well. And last but not least, xCroutons, 14mwh014m, Dark_Ghost, and iPro for looking him over irl! Thank you all guys, your help was much appreciated. Also props to all those in the Dream Developers Group! Vote on concepts, not numbers please!!! If you like this hero, please check out some of my other heroes as well!
Raven transforms herself into a bird form of pure black magic and dashes, crippling all opponents in her path. Activation: [W] Target: Ground Type : Magic Mana Cost: 120 Cooldown: 20/17/15/13 seconds Dash Range: 500/700/900/1100 units You are invulnerable during the dash. You complete the dash in 0.5 seconds at all levels. Damage is dealt in a 200 unit radius on both sides of Raven. You have 0 collision while dashing. ----------------------------------------------------------------- Level 1: Dashes dealing 75 damage and applying a 10% moveslow for 4 seconds to all enemies hit. Level 2: Dashes dealing 125 damage and applying a 15% moveslow for 5 seconds to all enemies hit. Level 3: Dashes dealing 175 damage and applying a 20% moveslow for 6 seconds to all enemies hit. Level 4: Dashes dealing 250 damage and applying a 25% moveslow for 7 seconds to all enemies hit. ----------------------------------------------------------------- -- Notes: This is a classic escape move. It works as a great chase move as well. It slows and makes the target ready for other slows applied and really shuts people down. It works much like Zephyr's leap did before they reworked it. It gives 0 collision during the dash making it great for surprise and almost work as a blink/transportation move. The effects of this should be that you turn into a black raven bird (almost like a black version of pyro's phoenix wave) but you dash in a line instead of wave in a cone and show up at the end.
Raven amplifies her speed and power with her black magic, lacing her attacks with deadly might. Passive ----------------------------------------------------------------- Level 1: 4% movespeed boost; amplifies agility by 10% Level 2: 7% movespeed boost; amplifies agility by 15% Level 3: 11% movespeed boost; amplifies agility by 20% Level 4: 15% movespeed boost; amplifies agility by 25% ----------------------------------------------------------------- -- Notes: This is a great gank passive. It makes up for her below average movespeed and allows for an extra bonus. This ability gives her the ability to carry well if built correctly and allows for a little higher str gain than is typical for agi heroes and allows for really nice chasing.
Raven's touch penetrates the enemy's mind, crippling their offensive power. Passive ----------------------------------------------------------------- Level : on attack 5% chance to silence, disarm, and apply a 10% slow; Silence/Disarm/Slow lasts for 1 second. Cooldown of 6 seconds. Level 2: on attack 10% chance to silence, disarm, and apply a 15% slow; Silence/Disarm/Slow lasts for 2 seconds. Cooldown of 6 seconds. Level 3: on attack 15% chance to silence, disarm, and apply a 20% slow; Silence/Disarm/Slow lasts for 3 seconds. Cooldown of 6 seconds. Level 4: on attack 20% chance to silence, disarm, and apply a 25% slow; Silence/Disarm/Slow lasts for 4 seconds. Cooldown of 6 seconds. ----------------------------------------------------------------- -- Notes: This skill is a proc for temporary disable. This can really mess up a single target, especially if combined with something like brutalizer and riftshards. It has a cooldown to prevent perma-silence/disable. It does no extra damage and doesn't stun, hence the duration is pretty long (though for a silence it's pretty short, most are 6 to 8 seconds, even up to 15 seconds for BH). This really adds on to ganking ability and prevents escape.
Raven sees from every shadow, revealing the location of her enemies. She may then choose to materialize from the shadows and smite her foe. Activation: [R] Target: Self Position/Ground Type : Magic Mana Cost : 150/200/250 Cooldown : 70/60/50 seconds She may choose to re-activate the skill and select any ground. She will be teleported next to the nearest enemy hero and gain the Shadow Stalk effect. ----------------------------------------------------------------- Level 1: Reveals all enemy heroes for 6 seconds. Shadow Stalk is applied to self for 5 seconds. Level 2: Reveals all enemy heroes for 7 seconds. Shadow Stalk is applied to self for 10 seconds. Level 3: Reveals all enemy heroes for 8 seconds. Shadow Stalk is applied to self for 15 seconds. ----------------------------------------------------------------- Shadow Stalk Effect: After teleportation, she is invisible and has a 10%/20%/30% movespeed boost. The first target she attacks is stunned for 2/2.5/3 seconds. Staff of the Master Effects: Cooldown is decreased to 60/45/30 (decreased from 70/60/50), reveal duration is increased to 7/8/9 (increased from 6/7/8), and Shadow Stalk's duration is increased to 10/15/20 seconds (increased from 5/10/15). -- Notes: This ability is a great hunting ability. It works almost like Sand Wraith's ultimate, except it doesn't spawn illusions (it just reveals). Then you may teleport to any of the enemy heroes within the revealed time. She is invisible right after the teleport to allow for some bonus stalking and movespeed to keep up. When she comes out she stuns the target to make fighting back more difficult. This can be doubled as an escape technique in dire straights by teleporting to an enemy and running away instead of engaging. Or for more mindtricks, you could be running from an enemy gank (which contains a bound eye to prevent you from teleporting next to them and running away invisibly) and you immediately counter by ganking some lone hero on the other side of the map. This ability could be a major pain for opponents. Also the reveal would also make this hero another effective invisibility counter. Because invis heroes are so fragile when detected, it's likely that you could kill them in the 10 second timeframe you were given. Staff of the Master makes this an even more alarming skill, allowing her to show up at enemy heroes every 30 seconds and gives her a whopping 20 second invis. Staff of the master almost makes her an invis class hero. But SotM is restrictive in price and doesn't give agility to be amplified. Vote on concept, not on numbers please!!!
