Dream » gvmnthooker » Worldbreaker
Hero Name
Worldbreaker [v1.003]
Primary Attribute
Strength
Base Attributes
25
9
21
Per Level Gain
2.40
1.00
2.40
Speed/Armor
295
3.1
5.0
Hero Backstory:
A once powerful Earthseer, Agarka used his powers to mend the lands of Newerth bringing growth to parts that had never seen growth before. Delving deeper and deeper into the powers of the land, demonic forces began to twist Agarka's mind. Eventually succumbing to his insanity and taking his life, Agarka's body and soul was taken by the Hellbourne. Torturing his soul endless they eventually returned his body, however his body was not the same as it was before twisted by demonic magic and skittered with dark symbols of the Hellbourne. Now twisted Agarka and engulfed with hatred and darkness, Agarka wishes to now unleash his power in the form of the Worldbreaker. Base Attack Type
Melee
Base Attack Notes:
34-44 damage2.4 base attack speed.
Melee 128 range.
Primary Role
Initiator
Secondary Role
Pusher
Role Notes:
Inspiration: I just wanted to say I love to think of new heroes. I have noticed a little thing about all S2's latest heroes and that is that they are extremely mobile while sporting a few slows/snares/stuns. I wanted to design a hero that plays in a somewhat similar way to Magmus/Behemoth. My intention for this hero was to make a hero that has no reliable stun but with a some what unique disable (the only stun this hero has is in the form of a ministun) That has to farm up to become mobile, but once he becomes mobile his presence in a team fight makes the other team shudder at the thought of him. I hope you enjoy reading that as much as I enjoyed making him. A powerful initiator that has a wide range of tools that can serve to push lanes, or deal severe amounts of damage while boasting a somewhat decent sustainability in team fights. However long cooldowns in fights mean that he cannot spam his skills and that once he has initiated the fight his use in the fight is generally over for him aside from auto attacking. Another unique trait that he can boast is that all his skills are Physical meaning that Magic Immune units will still be affected by his abilities.
Please T-up if you like the concept (numbers CAN be changed), and make sure to leave comments below on any improvements/suggestions
I suggest reading through his skills before reading this section
Skill Overview
His Q skill - Earthbreaking is his easiest to target AoE nuke. Can be used to take out creep waves or disrupt the enemy team making them rethink their positioning, if you're lucky you may force them out of position enough to gain a genocide.
His Passive "Obsidian Empowerment" grants minor damage over time whilst augmenting his survivability in fights. However not an overpowered ability as it all comes down to skill/ luck. An example would be say the WS uses a Silver Bullet to finish you off, You will be left with 1 HP. Now you heal for 30% of the damage that Silver Bullet would have done. In this case lets say it was 850 > now you are healed for 255 HP. Either you can run or you may get unlucky and take a fair bit of damage from Auto-attacks. Now say Flint hits you with a Auto-attack that would kill you say for 100 damage. You drop down to 1 HP but are only healed for 30 meaning his next auto attack will kill you. It may seem OP at first but it does have some factors to in there to balance it out.
His E Skill- Sink Earth is a more difficult to land skill due to it's channelling time however the rewards can be great. Giving allies a controlled area in which to fight enemies. However this can also have dire consequences if it misses possibly disabling 1 to all of your team mates, forcing you to Raise the Sink hole and wait the cooldown.
His Ult (R) - Is a basic skill which can be improved with SotM. It proves a bread and butter initiation tool.
A possible strategy would be to PK in Ult, Channel the Sink Earth, Trap the enemies in with your team and use Earthbreaking. Then again I am sure people would have better ways to do this.
In all although the Worldbreaker has strong team fight potential with all of his skills dealing minor to great AoE damage he lacks mobility and has one large drawback in the fact that his shortest cooldown is 20 seconds. The Worldbreaker would have to augment his surivability as a large mana pool would not be as useful due to the fact that he doesn't spam spells (His main combo costs something like 545 mana at level 16). With a large intellect and strength growth the Worldbreaker can focus on improving his already stalwart defense and improving his Mobility through a Portal Key and Phaseboots . He provides support by setting up the field for his allies to clean up.
Ability 1 Name
Earthbreaking
Ability 1 Action Type
Passive
Ability 1 Notes:
Mana Cost: 120Cooldown: 35/30/25/20
Cast Range: 550/600/650/700
The Worldbreaker targets an area dealing 130/180/230/280 superior damage to targets in a 400 Radius. Additionally the ground where this was cast will tremble for 3/3.5/4/4.5 seconds dealing 50 physical damage every second and mini-stunning the damaged units. This ability can damage buildings.
Ability 2 Name
Obsidian Empowerment
Ability 2 Action Type
Passive
Ability 2 Notes:
The Worldbreaker passively draws life from enemies around him. This passively deals 5/10/15/25 damage per second. After this ability causes 200/180/160/140 damage the Worldbreaker gains a charge of Harmward Shield with a maximum of 2/3/4/5 charges. The Worldbreaker cannot gain more than 1 charge every 5 seconds. Harmward Shield
Reduces the damage taken by the Worldbreaker by 70%. Additionally healing him for 30% of the damage taken. Additionally if an attack would kill Worldbreaker he is brought to 1HP then healed for the 30%. The death prevention aspect of this ability has a 45 second cooldown. The healing from this ability can only occur every 6 seconds.
Ability 3 Name
Sink Earth
Ability 3 Action Type
Target - Ground
Ability 3 Notes:
Mana Cost: 50/75/100/125Cooldown: 60/55/50/45
Cast Range: 650/700/750/800
After channeling for 3/2.5/2/1.5 seconds the Worldbreaker sinks the ground 1 level in a 500/600/700/800 AoE trapping all caught inside for 5/6.5/9/11.5 seconds. Units inside the Sinkhole cannot target out of the Sinkhole and units inside cannot target out. Units outside the Sinkhole cannot target inside the Sinkhole with AoE Spells. Enemy units trapped in the sinkhole take 50 superior damage from seismic disruptions every 4 seconds.
Blinks and teleports may still be used in the Sinkhole and may be used to target into the Sinkhole.
After casting this the Worldbreaker gains a skill for the duration of the Sinkhole called Raise Earth.
Raise Earth
Mana Cost: 50/60/70/80
Raises a recent sunken area of land. Dealing 140 physical damage to enemy units.
Ability 4 Name
Worldbreaking Finale
Ability 4 Action Type
Self Position
Ability 4 Notes:
Mana Cost: 180/240/300Cooldown: 180/140/100
Deals 225275/300350/425475 physical damage to enemy units in a 750/900/1150 AoE around the Worldbreaker. Units damaged by this are slowed by 65%80% for 3/4/5 seconds.
This ability can be improved by Staff of the Master.
Green values show improves values.
Here you may view the images uploaded for this hero.
Owner
Date Created
01/25/2012
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