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Itsthatguy

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About Itsthatguy

  • Birthday 09/03/1995

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    Western United States
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  1. Itsthatguy

    [!NEW HotS HERO!] Khyrak.Avenger - Primal Ultralisk!

    I like the hero a lot, but the only two problems I have with it are the Heroic Passive [Just in general it does to much damage, the rupture pretty much deals 30% your Missing Health. And while that is magic damage, it is very comparable to an Ulti. I'd suggest lowering the damage. If you want it to be an excellent executing ability, you can also make it deal like 15 + 3% Missing Health per second. This damage is increased by 1% per 1% missing health on the target. I believe that makes the missing health damage spike more when lower health [because even at moderate health, 6% Missing health is alot, at 50% Health, you'd be taking 90+18%your Maximum Health as damage. That is really strong. Second is the [E] Passive. Primarily only the vision reduction. Most heroes only have 10 - 9 vision, so you'd kinda be reducing their vision to 1 or 2 [basically they are blind and can only see melee range]. Other than that, the hero looks pretty solid. [i didn't full look at the damaging to much], but the skill kit is fine, and if testing for the hero came, i'm sure he can have his stats balanced.
  2. Itsthatguy

    Need item vs Pushers like gara, unix, MK...

    Isn't there an item called Chilling artifact that reduces all Attack speed of enemies? (By alot might i add), or did they remove that passive. I never see that item anymore xD (Since the turrets changed from physical to True Damage). Because that item significantly reduces attack speed (they had to buff the amount if lowered so much because Attack speed is to easily gained), and as a result, since Minions don't really have much Attack speed gain, Chilling artifact is rather useful on them, while still pretty crappy on heroes. :)
  3. Itsthatguy

    NEGATIVE.BOROS [FIXED]

    Hm. I'd think the ulti would be: Ultimate Ability: OMNIMEND "Negative causes the targeted enemy to teleport to his allies within a 6-unit radius of itself. It will teleport an X number of times (to random ally) healing them per teleport equal to 100+[50%INT] Health. This teleport can hit an ally more than once." Energy Cost: 200/250/300 Cooldown: 120/100/80 Range: 6 Level 1: 4 Slashes Level 2: 6 Slashes Level 3: 8 Slashes Effect: Huge amount of healing. Imagine forcing an enemy to omnislash, except that he heals per slash instead (and will end with himself teleporting ontop of a random ally :P)
  4. Itsthatguy

    Sukuna.Kobito

    :D
  5. Itsthatguy

    Sukuna.Kobito

    True. I just had this concept that the fact that if you have some type of combo, you really only get 1 effect off (Say if you AA before casting the ability, then fail, If you do cyprus Q W combo, the Ability amplified is the Q so the W gets nothing. Anyways, don't you think Rory's ult need buff. Need to make Molotov deal 50% True Damage or the Turret to deal 50% MORE True damage. hehe Well played sir I wanted the ability itself to be good but it only effects ONE ability. So comboing won't work. And altho it still amplifys damage, it is an ability, and actually deals less than a normal ability. I wanted to keep the radius on the target. If shadow ultis, well the ulti radius is increased, but it only increases by 25% (which actually isn't that big). The bonus only extends slightly to hit enemies that your normally would barely miss. (Mostly increases most abilities by 0.5 - 1 unit radius.)
  6. Itsthatguy

    Sukuna.Kobito

    Hm... Your suppose to be a support. Most of her abilities aren't even very strong for damage wise and more for the utilities. After playing League of Legends for so long, i forgot that Aeon of Storms, don't even no what the function of the support is (And please do not say, Heal team). The Role of a support is to: Spend your money on Consumables for the Team to gain Vision control and to allow your Carry (Or whoever your laning with) take every single kill. Your role after that is then to Crowd Control a priorty target, the enemy team, or Peel for your Carry. Of course, i'll say you do have a valid point. I don't think going INT caster would be the best role for her, but is DEFINATELY viable, and i don't want that. The [Q] is not ment to be used on yourself. Because of this, you can have 0 INT items, and be equally as useful as if you had 1000 INT (Because it gains no benefit bonus benefit on ally from your INT. It only would increase your self-damage which wouldn't only be good in 1v1 situations). It has a decent CD early game, and is nearly useless late game except as poke. (and easier poke to land). The [W] is to CC your enemy target. Enemies with blinks or escape abilities can escape, since the stun isn't immediate (Use debuff immunity ability as well) so it isn't that strong. It is strong because of the slow + Stun but easily countered (Nice for gap close tho, helps for other abilities) The [E] just does flat damage. Most heroes have some ability like this. Nothing really more needs to be said about that The [R] has a very low range, and low starting radius. Its primary used for teamfights (Altho it is quite strong since the radius can be so big after a couple of seconds, and usually CC is expended early and not later in a fight). I will make change to make it more of a support instead of ppl just making it a caster like they do with egon. (Lolz Egon is not a support, he is a Support Caster who excells at healing a lot, yet dealing a ton of damage at the same time). To MAKE it a support. This way, the bonus gold WON'T matter except to buy support items. (And you shouldn't be giving him all the money since he has money making passive.). Nerfed: [W] First Proc scales with from 100% Weapon to 80% Weapon Damage. Second Proc lowered Scaling from 50% to 30% INT and now deals Physical damage instead of Spell Damage (This means Gravity edge no increase damage) [i also forgot INT gives +0.5 weap on this hero lolz]. [E] Decreased Damage from 80/140/200/260[+80%INT] to 70/120/170/220[+60%INT] [R] Circle now Slows by 25% instead of 35% and reduced burst scaling from 80% to 60%INT. (Note: Most of the abilities have fairly large CDs early game and require lots of leveling. Early game, this hero has very little threat (especially being melee). Note: I didn't nerf the Heroic Passive. Because this passive is ment to allow you to get GP10s earlier (and stack money more) to buy support items like Silver Soul//Spell Buffer (or watever its called now), and Eternal Drive without having to steal Creep money from her ally
  7. Itsthatguy

    Sukuna.Kobito

    Changelog:[/size] Date - Began creation ^-^ Changelog: 10/5/2013 [W] First Proc scales with from 100% Weapon to 80% Weapon Damage. Second Proc lowered Scaling from 50% to 30% INT and now deals Physical damage instead of Spell Damage (This means Gravity edge no increase damage) [i also forgot INT gives +0.5 weap on this hero lolz]. [E] Decreased Damage from 80/140/200/260[+80%INT] to 70/120/170/220[+60%INT] [R] Circle now Slows by 25% instead of 35% and reduced burst scaling from 80% to 60%INT. 10/6/2013 [Q] Decreased Damage Scaling. It can now only deal a maximum amount of True Damage to each target (Cyprus ulti deals 3000 Spell Damage, it will only deal 350 bonus True Damage max). Why These Changes? Well Moo pointed out that the Heroic passive could make her go caster (And while i doubt it would be super effective) it makes it a definate POSSIBILITY. I don't want that. I want it as a flat out support hero, who focuses on SUPPORT items instead of being a support by just massing INT so they deal a ton of damage and still heal a ton (or in this case, just deal tons of damage). This hero isn't made to deal a ton of damage. It is ment to grant ally buffs and CC the enemy (in unique ways). Name: Sukuna.Kobito Portrait: Unit Base: Type: INT Support Script: Starting Stats: Base Health – 275 Movement Speed – 2.9 Attack Range – 1.25 Attack Speed – 2 Base Damage – 47 Attack Name | Animation - Lucky Mallet Bash Base Armor – 2 Strength – 20 + [4] Agility – 18 + [3] Intelligence – 28 + [6] -- Heroic Passive: Lucky Mallet "Sukuna has the lucky mallet which can change the sizes of objects and skills. Sukuna also gains +8 Gold per 10 seconds passively. This passive GP10 does not work for the first 2 minutes of the game. In addition, Sukuna gains +2 Gold for every enemy creep that dies in a 15-unit radius from her." Effect: Explains her skills and basically is a GP10. She also gains +2 gold per creep dead near her (whether she gets it or not). -- Ability One: Grow Even Bigger! "Sukuna super sizes the next basic attack or ability of her ally. This causes the next basic attack or ability to deal more damage as True Damage. In addition, is the ability is a Skillshot or AoE Effect, the radius of said effect will be increased by 25%. (Skillshot = Range // Width of ability increased). If it is a basic attack, the ally will have +2 Increased Attack Range for the attack if the target is not a Structure. The additional damage done (to each single target) can not exceed over a total of 300 True Damage." Energy Cost: 50//60//70//80 Cooldown: 20//16//12//8 Range: 15 Level 1: Next ability deals 10% more damage as True Damage or next basic attack deals 20% more True Damage. Level 2: Next ability deals 15% more damage as True Damage or next basic attack deals 30% more True Damage. Level 3: Next ability deals 20% more damage as True Damage or next basic attack deals 40% more True Damage. Level 4: Next ability deals 25% more damage as True Damage or next basic attack deals 50% more True Damage. Effect: This effect can be fairly strong. It only amplifys one ability (next casted) on ally or self. This can be weak or strong. This ability doesnt effect towers, so no bonus damage or outranging it. This also means that a mandrake dealing Damage in a 4-unit radius, will deal damage in a 5-unit radius instead (as well as CC increasing the radius of the ulti :P). This ability goes extremely well with mages or burst AD heroes. Note: That if you have a on-hit ability, that which ever was expended first, the ability or AA, will be effected by this. (Tychus Q, he activates before hitting, the Q gains bonus damage but the AA doesnt). -- Ability Two: Shining Needle Sword "Sukuna dashes to an enemy striking it and slowing it by 20% for 2 seconds while dealing Physical Damage. If the target stays within a 4-unit radius of Sukuna 2 seconds after the dash, they will be stunned for 1 second and take more Physical damage." Energy Cost: 60//80//100//120 Cooldown: 18//16//14//12 Range: 6 Level 1: Deals 40[+80%Weapon] Physical Damage. Second Proc deals 60[+30%INT] Physical Damage. Level 2: Deals 60[+80%Weapon] Physical Damage. Second Proc deals 100[+30%INT] Physical Damage. Level 3: Deals 80[+80%Weapon] Physical Damage. Second Proc deals 140[+30%INT] Physical Damage. Level 4: Deals 100[+80%Weapon] Physical Damage. Second Proc deals 180[+30%INT] Physical Damage. Effect: -- Ability Three: You Grow Bigger! "Sukuna causes the targeted enemy to grow causing them to become 50% bigger including their hit radius (Decreasing the required attack range) making it easier to hit the target with skillshots. This deals Spell Damage upon application. The target is enlarged for 8 seconds and loses 10% Movement Speed during the duration." Energy Cost: 45//50//55//60 Cooldown: 30//25//20//15 Range: 7 Level 1: Deals 70[+60%INT] Spell Damage. Level 2: Deals 120[+60%INT] Spell Damage. Level 3: Deals 170[+60%INT] Spell Damage. Level 4: Deals 220[+60%INT] Spell Damage. Effect: Your hit radius for getting nailed by a Raynor's Silence may be 2-units meaning that you have to be within 2-units of the center. This increases your size by 50% and hit radius = 3-unit radius of the center then. It makes it fairly easier to hit the target and the combo with the [Q] so that your teammates will almost always land skill shots (or be a nub). -- Ultimate Ability: Crushing Wish "Sukuna creates a circle at a targeted spot 2-units large. The circle grows increasing in radius size by 1.5 - unit per second. All enemies inside this circle will lose 25% Movement Speed and take minor spell Damage. After 4 seconds or until Sukuna reactivates this ability, the circle burst and all enemy units in the circle will recieve Spell Damage and be stunned for 1.25 seconds and the circle will be removed. (Max size of circle = 8-unit radius)" Energy Cost: 100//125//150 Cooldown: 130//110//90 Range: 4 Level 1: Circle deals 20[+10%INT] Spell Damage per second. Circle Burst deals 150[+60%INT] Spell Damage. Level 2: Circle deals 35[+10%INT] Spell Damage per second. Circle Burst deals 250[+60%INT] Spell Damage. Level 3: Circle deals 50[+10%INT] Spell Damage per second. Circle Burst deals 350[+60%INT] Spell Damage. Effect: You can either get a small radius stun for burst and ensured stun on a priority target, or let it run in a teamfight, covering a massive area (and dealing slightly more damage) to stun a large group after a short duration. -- Additional Information Recommended Item Build: Starting Items: Mid-Game Items: Late-Game Items: Core Items: Optional Items: -- Closing statement Thanks for reading, and please make a constructive comment \ suggestion!
  8. Itsthatguy

    pull and Silence/stuns heros

    All heroes have a silence Mossberg Taser :D (Right?) And Eletrical Mantle
  9. Itsthatguy

    [Hero] Seija.Amanojaku

    I would of added more unique CC but atm the hero design doesn't work with it (and neither does the character). The other unique CC//Buff would be a support one which involves increasing the size of the enemy, making it increasingly easy to use projectiles on the target (It increases your hit radius by 1 or 2 making is so that skillshot abilities are easier to hit the target since the target itself is bigger thus easier to hit.) the other would be to increase AoE sizes of Skillshots (Width//length or both depending on the ability by 25%). I always imagined that this hero would easily screw you over especially if she came out and was new, but that high tier players would eventually (after a long time facing her alot) would adapted to the point where they know how to deal with it fairly effectively to the point where the moment it reverses and (reverse debuff ends) will be the issue for high tier players. Imagine if this hero was just released in pubs, and no one knew what she did. Oh man that would cause so much rage and ppl would be screaming Hax all day long
  10. Itsthatguy

    I get abused...

    Y not tell the ppl of the clan (other ppl). If they are the in charge of the clan. Then maybe that clan aint for you. I don't see whats the big problem. It is your choice :P
  11. Itsthatguy

    [Hero] Seija.Amanojaku

    Touhou Seija = Name of a Touhou Character (New one might i add) Amanojaku = The Name of her species ---> Japanese mythology. Amanojakus have the power of flip things. Where that is flipping a table, flipping out, or flipping your perception of things. Idk
  12. Itsthatguy

    Deleted topic, don't read it pls!

    I personally dislike heroes with minions (That don't have a special thing besides basic attacks). My main reason to dislike minions? Minion damage is to unreliable. If my experiance, you can have minion damage at beginning damage easily deal 200 Damage per second, while late game the damage output actually goes down instead of increasing (dealing about 30 Damage per second late game?). I.E. Marine King: You have a hero, who can basically own anyone early game, but when he hits mid-late game, he is only viable for split pushing, his minions do 0 damage themselves. What is more annoying is that while the minions deal about 20 - 30 damage to heroes (all of them together), they can easily deal 400 damage per second to towers or so. Finally, they don't even need to be close to the tower. If you think about the [Q] copies, it is just easy to just split push. The Damage on Minions are to inconsistant to really balance effectively (unless they have some fix thing like Garamond and his ulti). I.E. Biotron. Everyone knew that biotron early game his minions total damage were around 1000 damage if you were just standing still or so. But late game, his minions can easily deal 12000 Damage, why so high, but then if the minions die (which is easy to do), the ability can easily range from 500 damage to 12000 damage. Imo, the hero would be nearly useless except for split pushing. You got [Q] for damaging towers (I highly doubt they would be useful in a fight except early game. Early damage they would be way to OP, if you think about it 100 damage at beginning x2 you got an easy 300 damage and leveling it is absolutely useless since it increases by 5% only. (If it actually procs item and the hero is ranged, it may be broken as hell, because you can instantly spawn 2 additional ADCs on your team if you do ADC). W Heals for way to much (In fact, you can heal almost as fast as tower deals damage, making it even easier to backdoor with a high heal E Burrow time takes to long, many heroes have a ranged teleport yet have 0 channel time (Biotron has a short delay, Cyprus is instant). Does the burrow deal damage? (be to much like bio then.) R I don't even understand the concept behind it. To me it seems like you gain a really crappy summon that doesn't do anything. In fact, the R is probably the weakest ability out of all the heroes. The Minion is about as strong as 1 Biotron Minion. Meh Imo, if there are minions, there needs to be more consistancy. (I would assume this is the reason League of Legends avoids Spawning Minions in their game if they can help it).
  13. Itsthatguy

    [Hero] Seija.Amanojaku

    Changelog:[/size] Date - Began creation ^-^ 9/22/13 - Fixed typo. Second set of abilities are ment to be Toggle On (Not off). Name: Seija.Amanojaku Portrait: Unit Base: Type: STR - Primary Role: Caster Secondary Role: Support Script: A Hero that would probably piss people off more than Viron, especially if they don't know what this hero did. LOL Starting Stats: Base Health – 275 Movement Speed – 2.9 Attack Range – Varies Attack Speed – 1.9 Base Damage – 51 Attack Name | Animation - Reversed Strike Base Armor – 2 Strength – 29 + [8] Agility – 19 + [4] Intelligence – 23 + [4] -- Heroic Passive: Flipped Status "Every 1 STR gives Seija +7 Energy and 0.023 Energy Regeneration instead of the standard stats. Every 1 INT gives Seija +10 Health and +0.04 Health Regeneration instead of the standard stats. AGI is not changed. In addition, Seija's abilities scale with STR." Effect: -- Ultimate Ability: Turning Ability [Toggle] [R] "Seija can switch this ability on and off. If the ability is Off, she uses Form A Abilities. If the ability is on, she uses Form B Abilities. Seija also gains bonuses depending if this is on or off. This ability is defaulted on Off. In addition, this ability has a Level 0, which is usable at level 1 (without a skillpoint in it). Level 1, 2 and 3 still require levels 6/11/16." Energy Cost: None Cooldown: 5 Range: None Level 0: Toggle Off: Seija's Attack Range is set to 4 and gains +7% Physical Resist. Toggle On: Seija's Attack Range is set to 1.25 and gains +7% Spell Resistance +5% Attack Damage. Level 1: Toggle Off: Seija's Attack Range is set to 5 and gains +13% Physical Resist. Toggle On: Seija's Attack Range is set to 1.25 and gains +13% Spell Resistance +10% Attack Damage. Level 2:Toggle Off: Seija's Attack Range is set to 6 and gains +19% Physical Resist. Toggle On: Seija's Attack Range is set to 1.25 and gains +19% Spell Resistance +15% Attack Damage. Level 3: Toggle Off: Seija's Attack Range is set to 7 and gains +25% Physical Resist. Toggle On: Seija's Attack Range is set to 1.25 and gains +25% Spell Resistance +20% Attack Damage. Effect: This is the ulti. It is a transformating and is usable (without putting a skillpoint in) at level 1. These transformation abilities do not share cooldowns meaning you can use your Q twice (One from Toggle on and one from Toggle Off). You can only switch once every 5 seconds as well so it isn't like insta spammable. Note: Her ability is to Turn things over (Or flip them or Reverse them) Toggle Off [A Abilities] (These abilities is when Seija isn't using her main ability). [Toggle Off] Ability One: Needle Attack "Seija throws a needle in a line after a 0.5 second delay hitting all enemies in a line. Enemies hit will be pushed 3-units away during a 0.5 second period and dealing spell damage, and then will be slowed by 30% for 1 second after the push." Energy Cost: 70//80//90//100 Cooldown: 17//15//13//11 Range: 10 Level 1: Deals 60[+90%STR] Spell Damage. Level 2: Deals 100[+90%STR] Spell Damage. Level 3: Deals 140[+90%STR] Spell Damage. Level 4: Deals 180[+90%STR] Spell Damage. Effect: Pretty straight forward spell. -- [Toggle Off] Ability Two: Under Heaven's View "Seija applies a curse at a targeted spot that deals spell damage after 1 second in a 3-unit radius and applies a Heaven's View debuff for 4 seconds. Heaven's View debuff forces the target's Screen to lock where your hero was hit. (This means your Screen is centered for 4 seconds where you were hit, so you can scroll to see. You can still order your hero through your map though)." Energy Cost: 45//55/65//75 Cooldown: 21//20//19//18 Range: 8 Level 1: Deals 45[+75%STR] Spell Damage. Level 2: Deals 90[+75%STR] Spell Damage. Level 3: Deals 135[+75%STR] Spell Damage. Level 4: Deals 180[+75%STR] Spell Damage. Effect: -- [Toggle Off] Ability Three: Straight Evil "Seija targets an enemy applying the Straight Evil debuff on them for 4 seconds. This debuff causes the target to lose movement speed if they are looking away from Seija, and to lose Attack Speed if they are facing Seija. This deals Spell Damage over the 4 seconds. This debuff will remove Evil in the Mirror Debuff (Ability 3 Toggle On)" Energy Cost: 50//60//70//80 Cooldown: 18//17//16//15 Range: 6 Level 1: Deals 60[+100%STR] Spell Damage over 4 seconds. Slow Movement//Attack Speed by 25%. Level 2: Deals 110[+100%STR] Spell Damage over 4 seconds. Slow Movement//Attack Speed by 30%. Level 3: Deals 160[+100%STR] Spell Damage over 4 seconds. Slow Movement//Attack Speed by 35%. Level 4: Deals 210[+100%STR] Spell Damage over 4 seconds. Slow Movement//Attack Speed by 40%. Effect: Facing to attack Seija = lower attack speed. Running away = Low movement speed. Oh well :P Note: It cannot stack with the Other Ability 3. Toggle On: This is when Seija uses her ability of reversal and whatnot on enemies. (Warning: This makes ppl RQ) [Toggle On] Ability One: Reversed Needle Attack "Seija throws a needle in a line (This needle will come from the range indicater and travel toward Seija) after a 0.5 second delay hitting all enemies in a line. Enemies hit will be pulled 3-units toward Seija during a 0.5 second period and dealing spell damage, and then will be slowed by 30% for 1 second after the pull." Energy Cost: 80//90//100//110 Cooldown: 20//18//16//14 Range: 10 Level 1: Deals 60[+90%STR] Spell Damage. Level 2: Deals 100[+90%STR] Spell Damage. Level 3: Deals 140[+90%INT] Spell Damage. Level 4: Deals 180[+90%INT] Spell Damage. Effect: This is the exact opposite of the Toggle Off ability. The needle even appears where the Toggle off one ends and this needle appears -- [Toggle On] Ability Two: Overturning all Under Heaven "Seija applies a curse at a targeted spot that deals spell damage after 1 second in a 3-unit radius and applies a Overturned View debuff for 4 seconds. Heaven's View debuff flips the Camera angle 180 Degrees. (This means that The Zerg side will be at bottom left and Protoss on top right. This means if an enemy was originally above you, they will now appear below you because of the new camera angle." Energy Cost: 60//70/80//90 Cooldown: 30//27//24//21 Range: 8 Level 1: Deals 45[+75%STR] Spell Damage. Level 2: Deals 90[+75%STR] Spell Damage. Level 3: Deals 135[+75%STR] Spell Damage. Level 4: Deals 180[+75%STR] Spell Damage. Effect: The WTF where am I ability. This can throw you off so easily. -- [Toggle On] Ability Three: Evil in the Mirror "Seija targets an enemy applying the Mirror Evil debuff on them for 4 seconds and deals Spell Damage over 4 seconds. Enemies with a Mirror Evil debuff will have their controls reverse. (This means if you order your Hero to move to the left 6 units, they will move to the right 6 units. Same with teleporting above you = teleporting below you instead. So if you want to move toward your Tower, you have to order your hero to run toward opposite direction until this debuff is removed). This debuff removes Straight Evil debuff. (Ability 3 Toggle Off)" Energy Cost: 50//60//70//80 Cooldown: 18//17//16//15 Range: 6 Level 1: Deals 60[+100%STR] Spell Damage over 4 seconds. Level 2: Deals 110[+100%STR] Spell Damage over 4 seconds. Level 3: Deals 160[+100%STR] Spell Damage over 4 seconds. Level 4: Deals 210[+100%STR] Spell Damage over 4 seconds. Effect: The F U ability that i would assume everyone would hate. It would suck so much to be cyprus about to teleport over a wall, get hit with this ability causing you to teleport ONTOP of the enemy LOL. -- Additional Information This hero has 6 Offensive abilities and no actual Ulti. Her abilities are ment to confuse the heroes while dealing moderate damage. She contributes new CC (And very annoying as well). At the right uses, she can make enemies easily miss abilities. (She can actually reverse someone's abilities to the point where a Mandrake Grab might target the opposite direction pulling allies toward them.) -- Closing statement Thanks for reading, and please make a constructive comment \ suggestion!
  14. Itsthatguy

    Ancient Rune UP?

    Issue with Ancient Rune is that the item is ment for Poke and DoT. Aeon of Storm concept kinda relys on either, insta-bursting an enemy down through abilities or just basic attacks. While it does have the before teamfight thing where you look at each other trying to engage, This is not really poking, since most of these types of abilities are Grab abilities (Mandrake, micro, boros). So what lacks is effective poke for this item :P
  15. Itsthatguy

    [Hero] Wolf.Kagerou

    It isn't Holo The nme is Kagerou... Lolz Most of the heroes suggestions I make have some a part of the name included (I.E. Mokou // Kokoro // Guy // Kagerou ) Altho Kagerou is a Stage 3 Boss from Touhou (Known for being pretty insane Stage 3 Boss and seems like she is on Crack, and also howling a crap ton during the fight). I said residente might know, because he knew who Kokoro was. :P I know Bluebird doesn't know any of the newest Touhou Characters (His knowledge of the characters is from about Touhou 6 to Touhou 11).
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