Jump to content

[HERO] Fredrick.Gauss (Warhound hero?)


FruitNinja

Recommended Posts

Changelog:

9/10/2012

- First post

 

9/11/2012

- Armor lock levels fixed ^^

9/12/2012

- E nerf

 

 

 

Frederick.Gauss

Warhound_SC2-HotS_DevRend2.jpg

Put into cryo-sleep moments before his death, Gauss was rescusitated with modern medical technology. His intellect proved useful as he soon became head of the Dominion's weapons research project.

Portrait: Warhound

Unit Base: Warhound

Type: INT

Alignment: Lawful Neutral

Starting Stats:

Health – 550 (250 base)

Movement Speed – 2.8

Attack Range – 4

Attack – Gauss Rifle

Attack Speed – 1.8

Damage – 51 (32.5 base)

Armor – 0

Energy – 0

Strength 30 (+5)

Agility 20 (+3)

Intelligence 35 (+7)

 

--

 

Electrical Resistance Coils [Heroic Passive]

Every time Gauss casts a spell, he gains a stack of Electrical Resistance Coils.

 

For every stack of Electrical Resistance Coils, Gauss convers 10% of his damage into True damage.

 

Casting a spell at 10 stacks refreshes all stacks at once.

 

 

--

 

Magnetic Harpoon [Q]

Mana Cost: 90/110/130/150

Cooldown: 28/25/22/19

Range: 4/5/6/7

Gauss fires a harpoon in the direction of the target point. As soon as the harpoon collides with a target, the harpoon disables the target and swings it 180 degrees counter-clockwise around Gauss, dealing Spell Damage based on the initial distance to the target.

Level 1: 30 Spell Damage per unit of distance.

Level 2: 45 Spell Damage per unit of distance.

Level 3: 60 Spell Damage per unit of distance.

Level 4: 75 Spell Damage per unit of distance.

 

This is a skillshot that deals damage based on the distance you landed it from, and also pulls the target a large total distance (8-14 units).

 

--

 

Laser-Guided Missiles [W]

Mana Cost: 35

Range: 8

Cooldown: 16/12/8/4

Gauss marks a target for a number of seconds.

 

Every time Gauss attacks a unit, a Haywire missile is launched at all current targets, dealing Physical Damage. This damage applies on-hit effects.

 

The mark is removed and the cooldown of the ability is reduced by 3 seconds if Gauss attacks a marked target.

Level 1: 40 (+30% INT) Physical Damage. 2.75 second duration.

Level 2: 65 (+30% INT) Physical Damage. 3.5 second duration.

Level 3: 90 (+30% INT) Physical Damage. 4.25 second duration.

Level 4: 105 (+30% INT) Physical Damage. 5 second duration.

 

This could open up some possible builds. Going early weapon speed in addition to INT could allow for great harassment. It would also allow AA builds based around on-hit items.

 

--

 

Armor Lock [E]

Cooldown: 8

Passive: Gauss generates shields equal to a percentage of incoming damage. Shields last 8 seconds and are refreshed when increased.

 

Active: Gauss drains his shields to deal Physical Damage to nearby units equal to his current shields, (+80% INT). This damage applies on-hit effects.

Level 1: 7.5% of incoming damage.

Level 2: 12.5% of incoming damage.

Level 3: 17.5% of incoming damage.

Level 4: 22.5% of incoming damage.

 

Makes him tanky because he is a tank.

 

--

 

Quantum Resonance Modulator [ultimate]

Mana Cost: 120/240/360

Range: 14

Cooldown: 120

Gauss launches a sphere at the targeted location, which then grants Cooldown Reduction based on the number of units in an 8 unit radius around the impact point for 10 seconds.

Level 1: 12% Cooldown Reduction per hero, 4% per creep.

Level 1: 17% Cooldown Reduction per hero, 8% per creep.

Level 1: 22% Cooldown Reduction per hero, 12% per creep.

 

Massive CDR so that he can use his [Heroic Passive] to its fullest extent. Might be OP because it turns him into a death machine... might not. He's not that useful outside of teamfights since his Q is an initiator, his E is AoE, and his W doesn't do too much damage on it's own.

Link to comment
Share on other sites

I think it should have a cost or some other limiter.

 

e.g. long cooldown or drains shields to use offense.

 

10/15/20/25%... isn't that a bit much since it's incoming damage?

How to win: Get 75% Damage Resist. Become incapable of taking significant damage.

 

That might make you deal almost no damage but you don't care, you don't flipping die. Ever.

 

Maybe the CD could be 20/18/16/14 to reduce spam or cost maybe 50+15 energy? It just seems broken that you can become a literal tank that doesn't ever die and deals tons of damage if you try.

 

At least I think it's possible to get 75% Physical and Spell Resistance. In theory.

 

That means the entire enemy team has to get what-ma-ja-callits (35% of spell becomes true damage).

Link to comment
Share on other sites

so basically it can be up 100%? 8 second cd with 8 sec duration. Does seem a bit strong especially with the +80% int factored in.

 

It's physical damage, the idea is that any damage you take will be reflectable afterward.

 

@Eliwan: It's implied that it drains all shields, I should probably mention that.

Link to comment
Share on other sites

Archived

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

×
×
  • Create New...