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[New Hero] Executor.Irezath


MuskieSlap

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Change Log: 09/11/12

Reduced +Int from 120% to 70% and damage on Death Ray.

Reduced Unstable Discharge % by 2.

Unstable Discharge range now has a standard 4 units.

Reduced range of warp on Cosmic Dust by 1.

Decreased base health from 500 to 350.

Updated Heroic Passive.

 

Change Log: 09/10/12

Added range to Cosmic Dust

Added reveal to Death Ray

Reduced damage on Death ray but increased +int damage from +100% to +120%

 

 

Mothership_SC2_DevRend1.jpg

 

Name: Executor.Irezath

Unit Base: Mothership

Unit Portrait: Mothership

Type: Ranged, Intellect

Script: Irezath has won several battles over his leadership and has quite a reputation throughout the star systems. Any foe that dares encountering his fleet should cower beneath him or feel the might of his fiery.

 

Starting Stats:Base Health [350]

Movement Speed [2.75]Attack Range [3]

Attack Speed [1.9]

Base Damage [30]

Base Armor [1]

Strength – [25] + [4]

Agility – [22] + [4]

Intelligence – [40] + [7]

 

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Abilities:Heroic Passive: Infused Power

When Irezath Kills a hero he gains 5 intellect. Irezath gains 3 Intellect for assists.

 

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Ability One: Destabilizer

Fires a bolt of energy that disables any mechanical or organic being.

Energy Cost: 70/90/120/150

Cooldown: 40/30/30/20

Range: 3

Level 1: Deals 70(+50%int) and stuns for 0.5 sec. Stuns and damages nearby enemies for 50% of duration and damage.

Level 2: Deals 110(+50%int) and stuns for .75 sec. Stuns and damages nearby enemies for 50% of duration and damage.

Level 3: Deals 170(+50%int) dmg a shot every 1 sec. Stuns and damages nearby enemies for 50% of duration and damage.

Level 4: Deals 225(+50%int) dmg a shot every 1.5 sec. Stuns and damages nearby enemies for 50% of duration and damage.

 

Note: Fires a bolt of energy on a selected target within range and stuns for a short duration. Also damages with the 3 units of the target for 50% of the damage taken. Example if Unit A is targeted then unit A takes 100% of the damage, if unit B is next to A, then unit B takes 50%. If A is stunned for 1.5 seconds then B is stunned for .75 seconds.

 

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Ability two: Unstable Discharge

Think twice before getting too close to Irezath the shields of his mothership give off quite a bit of radiation. Whenever Irezath uses an ability it takes away a percentage of the enemies health within a given range.

Energy Cost: n/a

Cooldown: n/a

Range: Base 3

Level 1: -3% of enemies health within range of 4.

Level 2: -5% of enemies health within range of 4.

Level 3: -8% of enemies health within range of 4.

Level 4: -11% of enemies health within range of 4.

 

Note: Only applies to abilities that use energy. Also scales with current health, so if the hero is at 100% health lets say 1100 hp then level 4 will take 121 damage. If the hero is at 700 hp the hero will take 77 damage. If hero is at 200 hp the hero will take 22 damage.

 

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Ability Three: Cosmic Dust

Irezath uses elements from the cosmos to create a destructive cloud of light to consume his enemies. Enemies within the cloud cannot use abilities and take more spell damage.

Energy Cost: 90/110/130/150

Cooldown: 45/40/35/30

Range: starting range 2

Level 1: Cloud lasts 2.5 seconds and enemies take 20% more spell damage. Warp range 4.

Level 2: Cloud lasts 3 seconds and enemies take 25% more spell damage. Warp range 4.

Level 3: Cloud lasts 3.5 seconds and enemies take 30% more spell damage. Warp range 4.

Level 4: Cloud lasts 4 seconds and enemies take 35% more spell damage. Warp range 4.

 

Note: Warps onto selected area and creates cloud around Irezath.

--

 

Ultimate Ability: Death Ray

Irezath uses ancient technology from the Kopulu Sector to target several beings within the same star system.

Energy Cost: 300/400/500

Cooldown: 200/160/120

Range: n/a

Level 1: Death Ray deals 150(+70%int) spell dmg to all heroes and temporarily reveals all heros for 3 secs.

Level 2: Death Ray deals 225(+70%int) spell dmg to all heroes and temporarily reveals all heros for 3 secs.

Level 3: Death Ray deals 300(+70%int) spell dmg to all heroes and temporarily reveals all heros for 3 secs.

 

 

Scenario

Irezath is level 11 and has 100 INT

 

Opponent with 1600 hp.

 

Irezath warps in on player with Cosmic Dust

Opponent takes 176 damage from Unstable Discharge.

Opponent is vulnerable to spell damage by +25%

Irezath casts level 3 Destabilizer on Opponent

Opponent takes (170+50)+25%= 275 damage

Opponents current health is 1149

Opponent takes 126.39 from Unstable Discharge.

Opponents current health is 1022.61

Irezath casts level 2 Death Ray

Opponent takes (225+70)+25% damage = 369

Opponents current health is 654

Opponent takes 72 damage from Unstable Discharge

 

So after using a 3 spell combo the opponents health is 582.

Total unit damage on target 1018.

Irezath used 730 energy.

 

Total Unstable Discharge percent of damage = 23.4%

 

So opponents that were within the range of 4 are going to take 23.4% damage and thats if they were at 100% health at the time. The next combo will not have Death Ray in it.

 

Please leave feedback on the hero. Also still adjusting abilities and background.

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It makes perfect sense to me, I don't know what planet you're from.

 

It says that it fires a shot that deals AoE damage + stun with the damage and stunned doubled on one unit.

 

[Well actually it says that a unit takes damage and is stunned and an AoE of half the stun and half the damage, but same thing]

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The scaling on his ulti is much too high. 120% INT scaling would allow him to surpass 1000 damage if he uses Yamato or Argus.

 

That would make it one of the most powerful direct damage skills in the game, probably 2nd only Cyprus' ulti. And this ability hits EVERY hero despite having that insanely high damage.

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i would also like to note that while having incredible dmg output his base health is 500 which is quite a bit too high (unless what u really ment is 250(+250 from str))

 

also the range and or dmg on his w is too much. 6 units in every direction from him is a 12 unit circle (bigger than a kerri ulti) at lv 4 every team fight would be like everyone else entering the fight with 26% less health, and thats assuming u dont have ur ulti >.< then its 39% less health minus another 500-800 health off the top of that.

 

one last thing. the heros in other mobas (zeus and karthas) that have that ulti have it but weaker. like karthas has a channel that also makes it visible to all enemy heros that they are about to be raped and zeus if i remember right his ulti does much less dmg(and with no scaling as it is dota2) the way u choose to nerf it a little bit is up to u :)

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Thanks for the input. I decreased the range on several spells and decreased the +int percentage and damage on the ult.

 

also as for Unstable Discharge ability being too strong maybe this will explain it a little better.

 

Note: Only applies to abilities that use energy. Also scales with current health, so if the hero is at 100% health lets say 1100 hp then level 4 will take 121 damage. If the hero is at 700 hp the hero will take 77 damage. If hero is at 200 hp the hero will take 22 damage.

 

Scenario

Irezath is level 11 and has 100 INT

 

Opponent with 1600 hp.

 

Irezath warps in on player with Cosmic Dust

Opponent takes 176 damage from Unstable Discharge.

Opponent is vulnerable to spell damage by +25%

Irezath casts level 3 Destabilizer on Opponent

Opponent takes (170+50)+25%= 275 damage

Opponents current health is 1149

Opponent takes 126.39 from Unstable Discharge.

Opponents current health is 1022.61

Irezath casts level 2 Death Ray

Opponent takes (225+70)+25% damage = 369

Opponents current health is 654

Opponent takes 72 damage from Unstable Discharge

 

So after using a 3 spell combo the opponents health is 582.

Total unit damage on target 1018.

Irezath used 730 energy.

 

Total Unstable Discharge percent of damage = 23.4%

 

So opponents that were within the range of 4 are going to take 23.4% damage and thats if they were at 100% health at the time. The next combo will not have Death Ray in it.

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