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DeDe.Hanson


NoWaterJustIce

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Changelog:

09/22/2012

- Hero creation began

 

 

ScienceVessel_SC2_Rend1.JPG

Name: Hanson.DeDe

Unit Base: Sceince Vessel

Unit Portrait: Sceince Vessel

Type: ranged support

Script: DeDe, Ariel hanson's older sister, was a Medic back in brood war. During one of the final battles DeDe was mortally injured. Bearly alive, other medics mended her the best they could but it wasnt enough. She was damaged beyond repair, being unable to walk or move much of anything at all she was unable to go back to the field as a medic but still wanted to help the fight in any way she could. The Dominion's best scientists went to work and devised a way to link her to the main computer of a science vessel, giving her complete control. With her new body that she has modified herself DeDe is back and ready to aid her team in anyway she can.

 

Starting Stats:Base

Health [225]

Movement Speed [2.75]

Attack Range [5](missile animation)

Attack Speed [1.95]

Base Damage [35(+15 from last patch)]

Base Armor [1.5]

Strength – [30] + [5]

Agility – [24] + [4]

Intelligence – [34] + [7]

 

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Abilities:

 

Heroic Active: Power Node

DeDe places a power node on the feild that regenerates 2%int(+1%int/level) health and energy to nearby allied units in a 2 unit radius around the node (The Node's aura's dont stack with eachother). Nodes are invulnerable, have no sight radius, and DeDe can have a maximum of 5 nodes on the field at a time.

Energy Cost: 50(+10/level)

Cooldown: 3 seconds

Range: 8

 

 

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Ability One: Irradiate

DeDe fires a focused cloud of radiation at a target point that damages and slows(stackable) enemies it passes through. If it touches an Node, it will be redirected to the nearest Node, that it has not already passed through, within 6 Units range. If there are no other nodes in an 6 unit range, it flies back towards the original targeted location. The cloud moves at a speed of 2(+5/2 units traveled) maxing at 30(every time the cloud reaches a node the speed is set back to 2).

Energy Cost: 90/110/130/150

Cooldown: 15 seconds

Range: 10

Level 1: deals 50(+40%int) dmg and slows for 10%.

Level 2: deals 65(+40%int) dmg and slows for 14%.

Level 3: deals 80(+40%int) dmg and slows for 18%.

Level 4: deals 95(+40%int) dmg and slows for 22%.

 

 

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Ability two: Supercharged

DeDe supercharges one of her placed nodes, that node creates invisible energy links with all other nodes in a radius for 4 seconds. Any ally that steps onto one of these nodes that is connected with the charged node are immediately shot towards the charged node at a speed of 10, during wich time they are not blocked by terrain.

Energy Cost: 150/180/210/240

Cooldown: 45/41/37/33 seconds

Range: 10

Level 1: links nodes within a 12 unit range from charged node

Level 2: links nodes within a 18 unit range from charged node

Level 3: links nodes within a 24 unit range from charged node

Level 4: links nodes within a 30 unit range from charged node

 

 

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Ability Three: Defense Matrix

DeDe activate the Defense Matrix in all of her nodes causing them to link to all other nodes, that are within a 8 unit range, creating an energy beam between them. Allies that walk through the beam receive movement speed and resist bonuses for 3 seconds while enemies that walk through the beam receive movement speed and resist debuffs for 3 seconds. The beam buffs and debuffs dont stack but are refreshed upon walking through a beam again.

Energy Cost: 60/80/100/120

Cooldown: 12

Range: n/a

Level 1: +/- 6% movement speed, +/- 4% dmg resist, Defense Matrix reamains active for 5 seconds.

Level 2: +/- 12% movement speed, +/- 8% dmg resist, Defense Matrix reamains active for 6 seconds.

Level 3: +/- 18% movement speed, +/- 12% dmg resist, Defense Matrix reamains active for 7 seconds.

Level 4: +/- 24% movement speed, +/- 16% dmg resist, Defense Matrix reamains active for 8 seconds.

 

 

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Ultimate Ability: Master Node

DeDe activates her Master Node(Master Node does not count towards her 5 node maximum) targeting a location or unit on the map that she has vision of. The Master Node will fly out from her at a speed of 7. When the node reaches its its destination it will remain still or attach itself to the target unit(if the unit dies the master node will fall the the ground imobile). (If the Master Node is targeted at a player, it will be attached to that player, move with them and they will constantly receive all buffs/debuffs from defense matrix. When Irradiate passes over the Master Node if it is an enemy it is attached to they will take dmg and be slowed.)

Irradiate- While master node is out on the field the cloud of radiation can be redirected at the master node like a normal node however if the master node is outside of the 6 unit search radius the cloud will always travel to the master node(regardless of distance) before traveling to the target destination.

Supercharged- When another Node is Supercharged the master node will always shoot anybody who walks over it back to the charged node regardless of distance and if the master node is supercharged all other nodes will shoot any allies who walk over them to the master node regardless of distance.

Defense Matrix- While the Master Node is out on the field all other nodes will link to the master node when defense matrix is activated regarless of distance.

Energy Cost: 200/350/500

Cooldown: 90/75/60 seconds

Range: Global

Level 1: Master Node lasts for 7 seconds

Level 2: Master Node lasts for 11 seconds

Level 3: Master Node lasts for 15 seconds

 

 

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First off i would like to thank Banzaiguy as this is his hero suggestion but he didnt have the time to make it so i did it for him. the above mechanics are his ideas and not mine, i just made them look pretty ^_^

 

 

Additional Information

 

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Closing statement

Thanks for reading, and please make a constructive comment \ suggestion!

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Super Charge + Bola = Win

 

Nodes will help allies so much early game (place one at each Teir1 tower before game starts ^^)

I don't get it. How will it help them? You have to be within range of a node to cast Supercharge on it. It'd only help the ally in your lane.

 

Edit: Ah I see. You mean the regen. That's detract from your Q though, since you can't create a web of orbs in your own lane to decimate creep waves.

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I don't get it. How will it help them? You have to be within range of a node to cast Supercharge on it. It'd only help the ally in your lane.

 

Edit: Ah I see. You mean the regen. That's detract from your Q though, since you can't create a web of orbs in your own lane to decimate creep waves.

 

true, Although i haz no idea how the Q works. Although it looks like this hero wouldn't be good in a improvised situation (i guess final would help thought)

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