Jump to content

[HERO] Atomic.Disruptor (Updated for 1.45)


Adamantium

Recommended Posts

Name: Atomic.Disruptor

Portrait: Zergling

Unit Base: Zergling (silver skin)

Type: DPS [Medium]

Main Stat: Intelligence

 

 

 

 

Zergling_SC2_Head1.jpg

 

In a secret lab, a scientist captured a zergling to conduct some tests. He originally planned to use what he knew

to get the upper hand against the zerg; however, those he was working for found him guilty of illegal acts and

sought his death. Consumed by rage, he decided to engage in an act of desperation, and attempted a fusion

with the zergling he had caged. Things did not go as planned. His brain synced with the zergling's, but the process

occurred in the wrong direction, crippling him and empowering the zergling. Atomic.Disruptor was formed from the zergling

that he once had control of. Disruptor continued to grow in knowledge and power using the lab, then made his

way back to his tribe where he became the leader due to his new strength.

Now Disruptor is one of the most powerful zerg commanders to ever tread this universe.

Starting Stats:

 

Strength: 15+5

Agility: 27+6

Intelligence 28+7

 

Health – 295

Movement Speed – 3

Attack Range – Melee

Attack Speed – 1.6

Damage – 50(Including the recent +15 damage introduced for all heroes)

Armor – 0

Energy – 0

 

 

--

Skills

 

--

 

Heroic Passive: Viscious Strike

th_btn-custom-zerg-acidsaliva.jpg

Piercing units through to their core, Disruptor produces a mini-stun on his target with his strikes; every 5 attacks Disruptor stuns for .25 seconds. Upon landing this stun, Disruptor gains +15% spell resist for 4 seconds, stacking up to 3 times.

 

This short stun will stop channels and anything that your target has cued up, so a high attack speed will be incredibly annoying. The added spell resist will help you stay in the battle longer.

 

Disruption

th_btn-ability-protoss-arguslink-color.jpg

Cost: 80/100/120/140

Cooldown: 14

Range: Self

 

Disruptor shakes violently, increasing his weapon speed by 25% for 4 seconds but losing 15% movement speed for 3 seconds if not latched to someone. He aims his next 5 attacks where it hurts which causes his targets bleed internally, but the damage taken is delayed . Every attack with this buff will apply a stack of damage, and the damage will be applied if no other stack has been applied for 2 seconds. Damage is applied over 3 seconds. Passively, landing a Viscious Strike gives Disruptor increased Time for 5 seconds, stacking up to 3 times

 

Level 1: Attacks deal 12(15%INT) damage per second per stack, +4% Time

Level 2: Attacks deal 16(15%INT) damage per second per stack, +6% Time

Level 3: Attacks deal 20(15%INT) damage per second per stack, +8% Time

Level 4: Attacks deal 24(15%INT) damage per second per stack, +10% Time

 

This skill gives you the ability to produce solid damage against one target. However, since the damage isn't applied immediately, it can make your target think they have much more hp than they actually do. If you use this while you aren't latched on to someone, remember that you will lose useful movement speed. Landing your passive stun, will allow you gain time, which is the strongest attribute in the game. Among other things, this will increase your movement speed, attack speed, and cooldown reduction.

 

Beneath the Surface

th_btn-upgrade-zerg-adrenalglands-lowest.jpg

Cost: 10/14/17/20

Cooldown: Toggle On/Off

Range: Self

 

Disruptor’s claws release unstable charges that harm surrounding enemies with each strike. The damage is applied in an AoE of 3 around the target unit and damaged units take more damage for 6 seconds, stacking up to 5 times. Because of the instability generated, when activated Disruptor loses 35% weapon damage for 5 seconds.

 

Level 1: 25 (+30%INT), Enemies take +2% more spell damage per stack

Level 2: 40 (+30%INT), Enemies take +3% more spell damage per stack

Level 3: 55 (+30%INT), Enemies lose +4% more spell damage per stack

Level 4: 70 (+30%INT), Enemies lose +5% more spell damage per stack

 

This provides a small buff to your auto attacks for an area of effect. This can be useful for farming/pushing waves, and the spell damage amp is great when you can unleash successive attacks on a target. Beneath the Surface can be toggled on or off and drains energy per strike.

--

 

Fusion Frenzy

th_btn-ability-zerg-disguise-red-color.jpg

Cost: 80/100/120/140

Cooldown: 20/18/16/14

Range: 10/15/20/25

 

Disruptor rushes at an enemy at increased movement speed. If, the target is a hero, he fuses his body to the enemy. Upon impact, Disruptor stuns the target. Disruptor must be attached for a certain amount of time, or he will suffer a drop in his move and attack speed, but the fusion with automatically be broken after a period of time. To break the link, activate the skill again. Minimum duration: 3 at all levels. Movement and attack speed penalty -35% at all levels for 5 seconds. While latched, movement speed is 0 (immobile).

 

Level 1: + 50% movement speed during charge, Stun Duration .8 seconds, Maximum duration 3 seconds

Level 2: + 75% movement speed during charge, Stun Duration 1.2 seconds, Maximum duration 4 seconds

Level 3: +100% movement speed during charge, Stun Duration 1.6 seconds, Maximum duration 5 seconds

Level 4: +125% movement speed during charge, Stun Duration 2.0 seconds, Maximum duration 6 seconds

 

This is a great chasing ability that allows you to charge at your opponent from a distance. Charge will stop if you move anywhere after activating the charge, or if you are stunned. Once you are attached to the target, you go everywhere with it for the duration. Breaking the duration too early will cause you to suffer decreased movement speed, so try not to release too early. Be careful when using it or you may latch yourself to a target and get your butt handed to you. Items, Disruption, and Beneath the Surface can be activated during the charge, Atomic Strike will cancel it.

--

 

Atomic Strike

th_btn-ability-terran-ultrasonicpulse-color.jpg

Cost: 200/350/500

Cooldown: 2:00/1:45/1:30

Range: Global

 

Disruptor summons a nydus worm that swallows him after 3 seconds. He tunnels underground to the target location, and after 1 second the nydus worm swallows the enemy closest to the center of the target AoE for .8 seconds, and spits out Disruptor. Once Disruptor begins to summon the Nydus worm, the target AoE gradually becomes redder until impact. Upon impact, Disruptor creates a large cloud that buffs his spells: increases the stun duration on his Viscious Strikes, the spell resist gained from proccing this stun, causes Beneath the Surface to amplify damage twice per attack and allows for additional stacks, and makes Fusion Frenzy stun in an AoE of 3.5 around the target for 75% of the normal duration. Enemies lose movement speed.

 

Level 1: Stuns last .8 seconds, +2 stacks, +20% Spell Resist; -30% Movement Speed, AoE of 6, Duration of 4 seconds.

Level 2: Stuns last 1.0 seconds, +4 stacks, +25% Spell Resist; -35% Movement Speed, AoE of 7, Duration of 6 seconds.

Level 3: Stuns last 1.2 seconds, +6 stacks, +30% Spell Resist; -40% Movement Speed, AoE of 8, Duration of 8 seconds.

 

Atomic Strike is a very useful global blink, that provides great team utility for engagements. Try to anticipate your enemies movements, because a lot can change in 4 seconds. They may move, and make you miss entirely. Additionally, your burrow can be canceled if you are stunned/silenced during the cast time, but the cooldown doesn't begin until you are swallowed. The swallow works like a lockbox with a much shorter duration. If there is no enemy hero within the target AoE, the nydus worm pops up at the center of the target AoE. During the duration, the nydus worm remains above the ground, invulnerable. Then it reburrows.

--

How to play Disruptor

 

Early game:

  • Play cautiously, as you have relatively low health at this point and you are melee.
  • You are rather starved for mana at this time.
  • If you can get last hits, go for it, but don't fret if you are behind. Still, you are more level depenent than item dependent so try to stay in the lane.
  • When given the opportunity, use your Beneath the Surface (w) to clear creep waves quickly.
  • You can use your Fusion Frenzy (e) to run away if needs be. You can do this by clicking an enemy creep away from the place of danger.
  • Since Disruptor is a decent ganker, jungling with him (killing neutrals instead of sitting in the lane) is also viable. If you go for this option, be sure to gank the lanes that your teammates are in.

Mid game:

  • Communicate with your team for ganks. Your Fusion Frenzy (e) is an excellent initiation tool. Still be cautious with it, so you don't faceplant into a team of five with no support.
  • If you have a harder carry on your team (like Nova or Shadow) allow them to farm. (Remember you are less item dependent)
  • Actively participate in team engagements. While you are still strong later in the game, you really shine at this time, so make use of it.
  • You can use Atomic Strike ( r ) to initiate, run, or catch those who are trying to escape. Make use of its global range.
  • You should be able to 1v1 most heroes at this point, unless they are drastically ahead of you.
  • Keep an eye on your energy. Keeping your Beneath the Surface (w) toggled on, may deplete your pool.

Late game:

  • Like early game, you should play cautiously, team fights are harder and there are harder carries that can beat you in a 1v1 (depending on how the early and mid game went).
  • Use your Fusion Frenzy (e) mostly for chasing, since using this as initiating in team fights will likely get you killed.
  • Like mid game, you can use Atomic Strike ® to initiate, run, or catch those who are trying to escape. Keep making use of its global range.
  • As you get more INT, you will benefit even more from being able to land successive attacks on a single target. But in general, the longer you can unleash successive attacks on a target, the more damage you will do.

Team Fights/Ganking:

  • You are superb ganker. To gank simply find a target and begin charging at them with Fusion Frenzy(e). During the charge, toggle on your Beneath the Surface(w) and activate Disruption (q).
  • In mid game fights, you may be able to initiate successfully with Fusion Frenzy(e) but shy away from that later in the game. You can use Atomic Strike ( r ) to engage, but it may be a good idea for your team to initiate first, and then you can follow up and likely catch many enemies in the cloud.
  • Remember that you can catch heroes easily because of the long range on your Fusion Frenzy (e).
  • One thing you may want to try is activating your Disruption (q) before charging into battle, and waiting for it to get off of cooldown (14s). This way you can get 10 consecutive charged attacks.
  • Try to stay on the outskirts of the fight when you are not within the cloud of Atomic Strike ( r ).
  • Make use of your mobility; it is arguably the best in the game.

Skill Build

 

I would recommend starting off with Beneath the Surface (w), as this is your main farming skill, and maxing it first. At level 3 it deals about the same damage as Voltron's Level 1 Ultimate. You may use this to aid with your ganks, or just save it to farm/ clear creep waves with. While this is useful during the entire game, it is your most powerful skill earlier in the game.

 

The next skill you should get is Fusion Frenzy (e), since this allows you to gank and run away effectively. I would max this second. Upgrading it definitely increases its effectiveness and utility but it does no damage.Thus, you don't want to max it first unless your main job is to stun and your team can contribute the necessary damage.

 

Lastly max your Disruption (q). You get one point in at level 3, but upgrading it doesn't add that much damage early game. Additionally, you won't be getting that many attacks off in a row, and thus won't benefit as much from the Time bonus. This skill really shines when you have high INT/attack speed later in the game.

 

Of course, you should get Atomic Strike ( r ) when possible because of the great added mobility and team fight contribution.

 

Generally you would upgrade like so:

 

Level 1: W Beneath the Surface

Level 2: E Fusion Frenzy

Level 3: Q Disruption

Level 4: W Beneath the Surface

Level 5: W Beneath the Surface

Level 6: R Atomic Strike

Level 7: W Beneath the Surface

Level 8: E Fusion Frenzy

Level 9: E Fusion Frenzy

Level 10: E Fusion Frenzy

Level 11: R Atomic Strike

Level 12: Q Disruption

Level 13: Q Disruption

Level 14: Q Disruption

Level 15: S Stats

Level 16: R Atomic Strike

Level 17: S Stats

Level 18: S Stats

 

Friends & Foes

 

As a melee Agi/INT character, you have a low HP pool, and are thus susceptible to burst damage; this is especially true when you cannot attack fast enough to gain the spell resist from your passive. Look out for enemies like Cyprus, Cain, and Virgil. They can burst you down quite easily. Characters that have High HP pools will generally be hard to kill, especially if they have high spell resist items. These include heroes like Micro, Drake, and Balrog. Also watch out for heroes with heavy CC like Jackson, Tosh or Sentry. On the other hand, you are effective against non burst INT and AGI heroes. Heroes like Rancor, Raynor, and Jakk will get creamed by you, while hard carries like Nova, and Shadow are fair game. You work well with anyone who has CC, or anyone who can separate the enemy team. Essentially, many of your worst foes are your greatest friends if they are on your team.

 

 

 

 

Item Build

 

Starting Items

 

Whether you are jungling or laning, try starting with a leeching saber 1qEm0.png for the extra cash and lifesteal. You can also start with the traditional

pendant or macheteTfksP.pngHOrzi.png, and use left over money for health and mana potions NHYIb.png3ERHe.png. Another option is to

start with an INT potion ERSN5.png to give your mana pool that extra oomph, and help your ganking ability. If you go with the INT potion, you

can also buy a ward or two to support your team even more. uAita.png

 

Core Items

 

 

7vRsu.png

Argus Crystal gives you the most INT in the game while also amplifying your spell damage. It gives you +20% damage, your Beneath the Surface (w) and Atomic Strike ( r ) used in conjunction can give up to +55% spell damage. Thats +75% spell damage which significantly increases the damage on both your Disruption (q) and Beneath the Surface (w).

 

ksG7H.png

Yamato reactor gives you cooldown reduction, good stats and a great active. The active increases both your Time and Spell damage by 25% which is huge. Time stacks very well and can be used in conjuction with the Time gained from your Disruption. Additionally, it gives +25% damage, so if you have all your the max stacks on your Beneath the Surface (w) while using your Atomic Strike ( r ) and an argus crystal, you can get to 100% spell damage increase!

 

EjHxt.png

Isomorphic Pyre gives you good weapon speed as well as a large amount of spell damage, which is again amped by your spells and the argus crystal - if you pick that up. Remember, it does 5% of your targets maximum HP, so when they have 2000 HP (common for squishy characters) you do an extra 100 damage on each attack. With your spell damage amp from only your spells this goes up to almost 150.

 

 

Other Options

 

USrhn.png

 

Force of Entropy gives you an extra 1000 health and allows your attacks to slow the target. This can help you stick to your target when Fusion Frenzy (e) is on cooldown, or while you are latched, it can help prevent your enemy from bringing you to a dangerours area.

 

sNodv.png

Stars fury gives you a host of helpful stats like weapon speed, cooldown reduction, and INT. However, the sweetest part is the unique that allows you to do extra damage after using a skill every three seconds. This damage is equal to 100% of your INT and is also affected by damage amp.

 

zcdZ4.png

Sunflare gun gives you solid INT and good weapon damage. It also gives you decent lifesteal to help you stay in the battle longer if you are being targeted. A really nice benefit is its active which does massive burst damage. Its base is 400 and it does additional damage based on 25% of the targets current HP. So if your target has 2000 HP (like a squishy) this does 900 burst damage, which can be amplified by your spells for up to an extra 55% to total over 1300 damage.

 

SlvGL.png

Coat Of Arms gives you some health via STR and some armor to help with your inherent squishiness. It also gives you and all of your alies around you useful weapon speed and cooldown reduction. Usually, however, there are more viable support heroes on your team that will pick this up instead of you.

 

hiEOy.png

Stun Baton gives you another stun, to make your job as a "disruptor" even more efficient. It stuns every 4 attacks while adding +100 damage to when it procs, while your passive stuns every 5 attacks. Combining this with your passive with rain hell on anyone who is trying to channel spells. Additionally, this gives you more weapon speed.

 

CqTL9.png

Gravity Edge gives you great INT and makes 35% of your spell damage be dealt as true damage. This will help cut through spell resist if the enemy is stacking it. However, because you already have massive damage amp, it is usually not necessary for you to pick up this item. Still, it is a decent choice.

 

DucwM.png

Nitrogen Retrofit gives you over 500 health, good INT and makes all of your spell damage slow the target by 25%. Since you are a spell damage carry, you will be slowing the enemy 99% of the time with this item.

 

hrB7c.png

Cerebro is a very powerful item that reduces all of your cooldowns by 4 seconds every time you land a critical strike. It also gives you great INT. The only downfall is that to make this really effective, you have to grab 1 or 2 other crit items like Khali Blade or Lethal Barbed.

 

9FA53.png

Ihan Crystal gives you good INT and health after holding it for 10 minutes. After you have full stacks, you can sell the item to buy something else and you will still retain the stacks. I would recommend picking it up early.

 

hEU6l.png

Blue Gene is good if you can avoid dying. It gives you up to 100 INT after being involved in the death of 5 enemy heroes.

 

Comments and suggestions?

--

Link to comment
Share on other sites

This hero doesn't seem to have a very solid role. Although his W and E indicate that he should be an AA carry, his Heroic Passive, Q and R seem to point more towards a caster or support.

 

That's what I was getting at. Like Toxi or Vorpal, they can fill more than one role effectively. Or they can be built as hybrid. And His ulti, is very effective for an AA carry, it just happens to have good team utility as well - kind of like shadow's ulti.

 

His R seems good for a AA carry that farms then teleports into team battles.

 

He is also a good ganker, due to his Q, and his e is a good finisher.

 

 

 

I am having trouble posting pictures in this hero suggestion. I press edit, add a picture, and it says that the content is too long. Any help?

Link to comment
Share on other sites

I am having trouble posting pictures in this hero suggestion. I press edit, add a picture, and it says that the content is too long. Any help?

There is a max IMG size, so if you are on windows just go to paint and reduce the img size. If its on your computer at least,

Link to comment
Share on other sites

I like the idea, its promising, and makes for a somewhat assassin like hero. But thinking about it, massing weapon damage and the latching onto a target is practically an insta-kill.

 

Is he vulnerable when channeling ultimate? if not he could go in, kill someone, then shoot himself at someone else and kill them. Also, is there a warning of where he is going to land?

Link to comment
Share on other sites

There is a max IMG size, so if you are on windows just go to paint and reduce the img size. If its on your computer at least,

 

I tried that, and now when I press past, nothing shows up. I also tried pasting a smaller image from the web, and I was greeted with "You are not allowed to use that file extension in this community..."

 

Also, if you check out this post, you can see multiple large pictures from another user: http://www.aeonofstorms.com/index.php?/topic/90-13hydrogeminireuploaded/

 

I like the idea, its promising, and makes for a somewhat assassin like hero. But thinking about it, massing weapon damage and the latching onto a target is practically an insta-kill.

 

Is he vulnerable when channeling ultimate? if not he could go in, kill someone, then shoot himself at someone else and kill them. Also, is there a warning of where he is going to land?

 

I edited it. There is a channel for the ultimate, and he is vulnerable during the cast time. There is also an indicator of his ulti's AoE once he is burrowed.

 

Well if you think about it, Shadow's stepping strikes is like a latch, as he can stay on any target with enough attack speed. However, this makes you more vulnerable. Once you hop on, you can't get off until you release your attacks. With this skill, Disruptor is good at 1v1 and finishing. But if you jump in, and there happens to be a team nearby or you get shrapnel cloaked, good luck.

Link to comment
Share on other sites

Only thing is, the evasion would help a bit, if you get a time splitter and have defensive that is over 50% right there. But, define maximum speed. If it is literally 0.0, it will attack almost instantly.

 

But, i just thought of something: if you latch onto someone, after coming from behind, and drop a Force of entropy or pulse hammer and you have a time splitter: it makes for very slow move speed and it becomes impossible to bring to allies.

 

Another thing, if you use the ultimate at a tower to gank someone, you gain lots of evasion, if you latch onto them you gain more, if you have a time splitter, you gain even more and add defensive talents (which i usually do), you will become untouchable.

Link to comment
Share on other sites

Only thing is, the evasion would help a bit, if you get a time splitter and have defensive that is over 50% right there. But, define maximum speed. If it is literally 0.0, it will attack almost instantly.

 

But, i just thought of something: if you latch onto someone, after coming from behind, and drop a Force of entropy or pulse hammer and you have a time splitter: it makes for very slow move speed and it becomes impossible to bring to allies.

 

Another thing, if you use the ultimate at a tower to gank someone, you gain lots of evasion, if you latch onto them you gain more, if you have a time splitter, you gain even more and add defensive talents (which i usually do), you will become untouchable.

 

Okay, I see where you are going with it - his evasion could be pretty darn good. However, I would like to get a few more opinions on this aspect before toning it down. One thing I know, is that evasion doesn't stack linearly. I believe it works as follows. Lets say you charge on someone at level four of fusion frenzy, and have a time splitter. You have 25% chance to evade the first attack, so you have a 75% chance to take damage. Then the second buff applies 25% evasion to the 75% for ~56% total. Basically this is diminishing returns. This is just in case you didn't take that into account when considering the power of evasion.

 

As far as maximum attack speed goes, its like cain's e. You reach your attack speed cap. I am honestly not exactly sure how fast that is, but it is equal to when you get fully equipped with weapon speed items. Hopefully someone can give some insight into this.

 

Using the slow from force of entropy, would work equally well with anyone else. Items and spells that provide slows like this are intended to allow the attacker to stay close enough to their target, to continue getting off damage.

Link to comment
Share on other sites

Attack speed cap is I think around 1.8-1.23... or was it 1.9-1.23? Either way it's around 0.7-0.8.

 

Of course if you have timescale it's even faster.

 

I think the purpose of a "barrage" type ability is to encourage more timescale builds and fewer weapon speed builds, since most heroes benefit from weapon speed already.

Link to comment
Share on other sites

Attack speed cap is I think around 1.8-1.23... or was it 1.9-1.23? Either way it's around 0.7-0.8.

 

Of course if you have timescale it's even faster.

 

I think the purpose of a "barrage" type ability is to encourage more timescale builds and fewer weapon speed builds, since most heroes benefit from weapon speed already.

 

Okay, thanks man. Yeah, timescale increases that cap from what I understand. However, I didn't consider that purpose for this ability before. I was thinking that it would simply reduce the need for attack speed items.

Link to comment
Share on other sites

This is possibly the most "overpowered" hero I've ever seen. At max weapon speed with all your abilities, you're stunning an enemy for almost a quarter of the time you're attacking them via the heroic passive. The Q can also stun an entire team for 2.25 of 6 seconds. The W is far too strong, reducing enemy armor by 80% after 5 attacks (Around 2 seconds at max items, not counting the E or R ability). The E gives too much evasion, too many full-speed autoattacks, and the movespeed is crazy. The ult's time is too high, probably shouldn't slow, and doesn't specify how far one can teleport.

 

Suggestions

- Change the heroic passive or (at least, likely more than) double the attacks required to proc the passive. Realize that this will interrupt spellcasting...and he has insane evasion to there's only so many ways to kil him.

-Q: Should have a max of 3 targets or something, deal less base damage, have less scaling(150% INT scaling at max level, on a non-skillshot ability, that can hit an entire team and has a stun is ridiculous). And probably have only one stun once all the damage has been dealt. This also just seems like a super-buffed AOE version of Tosh's old Q.

-W: Make the armor debuff at maximum at most 30% (though that's probably also too high - remember, armor has diminishing returns, and a lot of AA damage is spell via a pyre.)

-E: Needs a nerf on each aspect. Remember, even though evasion has diminishing returns, it has exponentially increasing utility. If you get 25% evasion from this, 40% fromt he ult, 15% from void steppers, 15% from void steppers active, and 20% from a time splitter, your chance of being hit is 1*.75*.6*.85*.85*.80. That translates to 74% (appx) evasion. You are taking 26% of auto-attack damage, and probably lifestealing from your target.

-R: Time buff is too high. If you use the E and R, you're attacking 3 times per second...Can it teleport anywhere on the map? It probably needs significantly more cast-time if so.

 

Summary: He needs a nerf in every single regard, or else he can 1v5 entire teams with ease.

Link to comment
Share on other sites

This is possibly the most "overpowered" hero I've ever seen. At max weapon speed with all your abilities, you're stunning an enemy for almost a quarter of the time you're attacking them via the heroic passive. The Q can also stun an entire team for 2.25 of 6 seconds. The W is far too strong, reducing enemy armor by 80% after 5 attacks (Around 2 seconds at max items, not counting the E or R ability). The E gives too much evasion, too many full-speed autoattacks, and the movespeed is crazy. The ult's time is too high, probably shouldn't slow, and doesn't specify how far one can teleport.

 

Suggestions

- Change the heroic passive or (at least, likely more than) double the attacks required to proc the passive. Realize that this will interrupt spellcasting...and he has insane evasion to there's only so many ways to kil him.

-Q: Should have a max of 3 targets or something, deal less base damage, have less scaling(150% INT scaling at max level, on a non-skillshot ability, that can hit an entire team and has a stun is ridiculous). And probably have only one stun once all the damage has been dealt. This also just seems like a super-buffed AOE version of Tosh's old Q.

-W: Make the armor debuff at maximum at most 30% (though that's probably also too high - remember, armor has diminishing returns, and a lot of AA damage is spell via a pyre.)

-E: Needs a nerf on each aspect. Remember, even though evasion has diminishing returns, it has exponentially increasing utility. If you get 25% evasion from this, 40% fromt he ult, 15% from void steppers, 15% from void steppers active, and 20% from a time splitter, your chance of being hit is 1*.75*.6*.85*.85*.80. That translates to 74% (appx) evasion. You are taking 26% of auto-attack damage, and probably lifestealing from your target.

-R: Time buff is too high. If you use the E and R, you're attacking 3 times per second...Can it teleport anywhere on the map? It probably needs significantly more cast-time if so.

 

Summary: He needs a nerf in every single regard, or else he can 1v5 entire teams with ease.

 

Thank you! Finally, someone tells me he is way too strong. Thanks for the good constructive criticism.

 

Like you did, I will address everything point by point.

 

Heroic Passive: What do you think about giving him a percent chance to stun instead. Keeping the same duration, I was thinking about like 15% chance to stun.

 

Q: I think it would be good if i I significantly reduce the damage on it, so that it really only serves the purpose of stunning - perhaps reducing the stun duration as well. With a cast time of 1.5 seconds (up from the current 1), it is still possible to avoid. Also I will reduce the AoE to 2.5 or 3.

 

W: Well, this is why I am confused. As far as the numbers go, here is what I was thinking: If he reduced 40% armor when someone had 30 armor - with which they would take 40% damage - they would be reduced to 18 armor which would make them take 57% of the damage. This means that they are taking 17% more physical damage after 5 attacks. If this is true, the armor reduction of 40% would seem fine. What do you think?

 

E: I think I will just remove the added evasion. The move speed buff is suppose to serve as an alternative for blink. Instead of instantly appearing next to his target he rushes at them. This charge can be interrupted. I don't know if you played Dota 2, but this charge aspect is similar to Spirit Breaker's Q, without the global range. Perhaps the move speed can be toned down a bit though. And the attacks at maximum speed equals the same as Cain's e.

 

R: What 10/20/30% time buff? It just seemed like shadow's ulti which I believe provides 20% time at lvl 3, was a bit underwhelming. Also, virgil's passive gives him 30% time buff, so something comparable would be nice. AoE will last 5/6/7 seconds. Cast time upped to 3.

 

 

After all of that, I think I will remove q, and merge the effects of e, into two spells. Modifying it now.

Link to comment
Share on other sites

There is a max IMG size, so if you are on windows just go to paint and reduce the img size. If its on your computer at least,

 

I actually tried what you said and had no luck. Trying to post the picture from paint resulted in a blank space.

Link to comment
Share on other sites

Basic Image Implementation:

  1. Go to Google images and search up the key words.
  2. Open the link in a new tab by right clicking or simply clicking it if you aren't searching for more.
  3. On the image, right click and select "Copy Image Location".
  4. Paste it on the thread of your choice wrapped in:

[img][/img]

You probably already know this, though. Anyway, these might help:

 

Parameters:

  • I believe the image can only be as large as the width the margins span. Therefore you can't post a full screenshot at your exact screen size.
  • If the problem is with an uploaded picture, try using photobucket if you're not already.
  • I believe it does not span all the file extensions, so you might have to use an image converter. JPEG works fine.
  • Maybe Paint didn't work because the of the file extension, so it is always good to check.

If this doesn't help you, PM Banzaiguy for more information. I definitely don't know how imaging works, I just copy from Banzaiguy. If you could lend us more information on what the picture is like (file extension, size, uploaded/copied) that would help a lot.

 

Edit: Your heroic passive in the abilities info shows Viscous Strike, when it is actually Vicious Strike.

Link to comment
Share on other sites

Looks great! Only question i have is that with his latch (e), can you click off whenever/wherever and that delatches?

 

Oh... I have one more question :P, with the ultimate, does it swallow just one (i think it says it, but I just want to clarify)?

 

Otherwise it seems perfectly balanced to me, but the only true test to balance is actually making it and then playing with other heroes, honestly, it might become a bit underpowered, or show that it can completely dominate team fights with that ultimate.

Link to comment
Share on other sites

  • 1 month later...
  • 4 weeks later...

The hero is indeed interesting but i fear there might be one problem. -Max Attack Speed, Get Stunbaton, Get Bandits Artifact (passive and item passive works on it) you got yourself a nasty AA stunner. Although Tassadar also faces that problem. Stun after4th attack, 5th attack, 8th attack, 10 attack, 12 attack, 15attack,16 attack, so many stun after stun xD. and thats not even including the clone XD. I know that Mandrake's final and channel ability units will be screwed. (although they kinda already are vs stun baton).

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...