Dream » gvmnthooker » Time Lord
Hero Name
Time Lord [v1.000]
Primary Attribute
Intelligence
Base Attributes
15
15
25
Per Level Gain
1.70
1.00
3.10
Speed/Armor
305
0.8
5.0
Hero Backstory:
Born into a family of Rogue Wizards, the Time-Lord spent his life studying the Arcane. One fateful day a band of Warlocks loyal to the Hellbourne slayed the Time-Lord's family, taking him back to their hellish world and twisting his mind to their will. After years of training the Time-Lord felt he was ready to pursue his dream; To become a Master of Time and Space. Setting out on a trek to find the God of Time, the Time-Lord eventually found his target. Upon reaching him the God of Time cleansed the Time-Lords mind, upon doing so the corruption of the Hellbourne left the Time-Lord. Now thirsty for revenge the Time-Lord requested that the God of Time aid him in his fight. Granting him a piece of his very soul, the God of Time gave the Time-Lord a powerful gift. Now enlisting with the many heroes of the Legion the Time-Lord seeks to reverse the dark destruction that is the Hellbourne. Base Attack Type
Ranged
Base Attack Notes:
650 Attack Range45 - 51 base damage at Level 1
0.85 attacks per second.
900 Attack Missile Speed
Attack Projectile Visual - A light blue oblong shaped energy form is shot towards the intended target.
Primary Role
Support
Secondary Role
Support
Role Notes:
A powerful support hero who has a decent suite of disables to provide great support to his team and more-so the carry. However he can also prove to be a powerful enemy with a vast suite of slows. Pros
- Very Item Independant - Can spend more G on Wards and other supporting items.
- High Int Growth = High base damage
- Long range attacks - Allows of some distance in team fights.
- Great battle control
- Decent baby sit capabilities in a passive ability.
-No real reason to sit in the middle of a fight - All your abilities work at a range with no consequences at that range. The lowest range being 500 and the highest being 1250. Sitting the in middle of a fight puts a giant "Kill me on your head" due to the fact that you have such high powered spell damage and immense control.
Cons
-Extremely squishy - even for an intelligence hero. Low starting Str and Armor make for a very hard time being harassed.
-Secondary effects on spells - Several of the Time-Lord's abilities have some sort of negative drawback on them making them need to be used with some forethought. Namely Time Rift, Phase and his Ultimate: Time Rip
-No real escape mechanism ; Time-Rift may help but will you will still die from the damage you take from Time-Rift: Slow. Temporal Displacement can be used somewhat as a stalling tool to either buy yourself time for a cooldown or wait for allies to show up.
-Spells Cost a Chunky amount of mana.
-Lack of a scaling ability ; the only real way to scale into late game is to provide support to your team.
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Story is pretty bad but yea :P Couldn't think very well!And who reads them anyways :P
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Ability 1 Name
Time Rift
Ability 1 Action Type
Toggle
Ability 1 Notes:
Grants Time Rift: Slow and Time Rift: HasteToggling between the abilities costs 50 mana.
Time Rift: Slow - Enemies in a 500 AoE have their HP regeneration reduced by 10/15/20/25%. Attacks speed reduced by 3/6/9/12%. Movement Speed slowed by 1/3/5/7% and cast speed reduced by 10/15/20/25%. Additionally damage they is reduced by 50% however, the remaining 50% is dealt to their target after a 0.9/1.8/2.7/3.6 second delay. Damage cause this way is lethal.
Time Rift: Haste - Allies in a 600 AoE have their HP regeneration increased by 10/15/20/25%. Attack Speed increased by 3/6/9/12%. Movement Speed increased by 1/2/3/4% and cast speed increased by 15/18/21/25%. Additionally their attacks deal a bonus 1/3/4/5 magic damage per hit. If a enemy unit does not receive any damage in a 5/6/7/8 second time frame they restore HP equal to the magic damage they took as a result of this ability.
Ability 2 Name
Temporal Displacement
Ability 2 Action Type
Target - Units
Ability 2 Notes:
Cooldown: 25Mana Cost: 100/105/110/115
Range: 700
Freezes a unit in time for 2/3/4/5 seconds. During this time the unit is invulnerable, cannot attack or be attacked. Upon being freed of Temporal Displacement they gain a certain effect depending on if they are an Ally or Enemy. Allies gain 10/20/30/40 attack speed for 3/4/5 seconds. Enemies lose 10/20/30/40 attack speed for 3/4/5 seconds.
Units that exit Temporal Displacement cannot benefit or be effected by Time Rift: Slow or Time Rift: Haste for 5 seconds.
Ability 3 Name
Phase
Ability 3 Action Type
Target - Ground
Ability 3 Notes:
Cooldown: 80/70/60/50Range: Global
Mana Cost: 100/125/150/175
Teleports the Time-lord to a desired location on the Map after a 4 second channeling time. Upon reaching the targeted location the Time-lord has the following effect depending on if Time Rift: Slow or Time: Rift Haste is active.
Time Rift: Haste - Empowers allies for a 5 second duration causing them to gain 10/15/20/25 HP regeneration per second. During this time they are immune to movement from external sources.
Time Rift: Slow - Deals 100/180/240/320 magic damage in a 500 AoE and locks enemies damaged in time for 0.5/0.75/1.25/1.5 seconds. Enemies locked in time are considered stunned. Enemy heroes are not damaged by this ability and are stunned for only 1 second at all levels.
After Casting Phase the Time-Lord is slowed by 2/3/4% of 5 seconds.
Ability 4 Name
Time Rip
Ability 4 Action Type
Target - Enemy Units
Ability 4 Notes:
Cooldown: 60Mana Cost: 500/600/700
Range: 1250
Channeled
The Time-lord attempts to tear an enemy from this Timeline. While channeling this spell he deals 50/75/100 magic damage every second to a target and slows their movement by 75%. The channel lasts 4/5/6 seconds. If he is successful in completing the channel the target takes an additional 100/200/300 magic damage. However after casting this spell the Time-lord is afflicted with Mental Exhaustion silencing him for 3 seconds and increasing the mana cost of all his abilities by 100/75/50% for 6 seconds.
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Owner
Date Created
02/19/2012
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