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Webspinner.Galthra-Mox


NoWaterJustIce
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Changelog:

09/25/2012

- Hero creation began

 

Lurker_SC1_Art1.jpg

 

Name: Webspinner.Galthra-Mox

Unit Base: Lurker

Unit Portrait: Lurker

Type: ranged support

Script: Galthramox was a cute little larva in a hatchery just waiting to be mutated into something exciting. It was his dream to be more than a slug, would he be a mighty ultralisk, a pesky muta, or maybe even a terrifying broodlord? Only time would tell. But when the time came it all went wrong. A brand new queen messed up the mutation assignments and Mox recieved conflicting information... turn into a lurker... turn into an infestor... confused he tried to do both at the same time and what came out wasnt quite either. An abomination even to the zerg, Mox was ostracized and told he could never return. He left and soon found the sanctum where he hopes that he can fit in, where he can finally be loved for who he is.

 

Starting Stats:Base

Health [300]

Movement Speed [2.8]

Attack Range [melee]

Attack Speed [2]

Base Damage [40]

Base Armor [2]

Strength – [37] + [8]

Agility – [24] + [4]

Intelligence – [26] + [4]

 

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Abilities:

 

Heroic Active: Webspinner

Mox can leave a trail of webbing(creep or some web like substance that exists in the sc2 editor) on the ground that is 1 unit wide and will last for 5 minutes before disappearing. Enemy units that walk on the webbing are slowed by 10%. The web cannot be destroyed and has no sight radius.

Energy Cost: 20(+1*Level) per 1 unit moved

Cooldown: toggle on and off

Range: self

 

 

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Ability One: Feast

Mox targets an enemy unit, grabbing a hold of it stunning it for the duration, and feasting upon his opponents flesh dealing dmg over the duration. after feasting Mox's regains health equal to twice the amount of dmg dealt to the unit.

Energy Cost: 80/95/110/125

Cooldown: 25/22/19/16

Range: 2

Level 1: deals 50(+50%int) spell dmg over the stun duration and stuns for 1.5 seconds.

Level 2: deals 110(+50%int) spell dmg over the stun duration and stuns for 2 seconds.

Level 3: deals 170(+50%int) spell dmg over the stun duration and stuns for 2.5 seconds.

Level 4: deals 230(+50%int) spell dmg over the stun duration and stuns for 3 seconds.

 

 

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Ability two: Sensitivity

Whenever Mox is standing on his web, all enemies that are also standing upon the same section of web will apear as a little red dot through the fog of war and cloaked units that are on the same web are detected. For each enemy hero on the same web as Mox he gains passive movement speed.

Energy Cost: Passive

Cooldown: n/a

Range: n/a

Level 1: gains 5% movement speed

Level 2: gains 6% movement speed

Level 3: gains 7% movement speed

Level 4: gains 8% movement speed

 

 

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Ability Three: Weblings

Mox's own creation, the first zerg to use the internet... or... i mean... Mox's own creation, Mox will throw an egg at a target location and after 1 second the egg will hatch and a Webling will pop out and head towards the closest enemy hero within 8 units. If there is no hero it will remain stationary unless it is microed by The player or an enemy hero comes within 8 units of it. If the Webling gets to an enemy champion it will attach itself and cause that hero to leave behind a web trail for the rest of the weblings life duration and deal dmg equal to 2% of the heros maximum health each second in spell dmg. Webiings have a broodling unit base, a movement speed of 4, 100% magic resist, 100(+50 health*level), and live for 5 seconds at all levels.

Note: a hero can only have 1 webling on them at a time and a hero can direct the webiling toward a specific hero but if they are not being controlled the will just pick the closest hero.

Energy Cost: 50/70/90/110

Cooldown: 6

Range: 8

Level 1: Mox can hold 1 charge of Webling egg(s) and webilings last for 5 seconds

Level 2: Mox can hold 2 charge of Webling egg(s) and webilings last for 7 seconds

Level 3: Mox can hold 3 charge of Webling egg(s) and webilings last for 9 seconds

Level 4: Mox can hold 4 charge of Webling egg(s) and webilings last for 11 seconds

 

Note: hero's that have a Webling attached to them are not effected by the slow, as the web appears behind them, unless they were to double back.

 

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Ultimate Ability: Ambush

Passive: If mox has not moverd in the last 3 seconds and is standing on web mox will immediately burrow, cloaking himself. Moving, attacking, or casing any spell will unburrow and uncloak mox and cause him to gain spell resist for 3 seconds.

Active: Mox channels for 2 seconds(remaining cloaked if it applies until the actual spell effect occurs) then Sprays webbing everywhere covering all the units and ground in a 5 unit radius around himself snaring all enemies for a duration. After the snare effect is over enemies receive a webbing debuff, that lasts for 3 seconds, that causes them to be slowed by 40% when walking over Mox's web. (The web that is created by this ability on the ground only lasts for 10 seconds while his passive web and webling web lasts for 5 minutes.)

Energy Cost: 150/225/300

Cooldown: 120/100/80 seconds

Range: self

Level 1: gains 50% magic resist, snare lasts for 3 seconds

Level 2: gains 60% magic resist, snare lasts for 3.5 seconds

Level 3: gains 70% magic resist, snare lasts for 4 seconds

 

 

Additional Information

-mox is some sort of tank/initiator/ganker. though i could possibly see him as an agi hero but the most important part of the suggestion is that he makes webs ^_^ web web web

 

--

 

Closing statement

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

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  • 3 months later...

AFAIK, the system doesn't segregate creep; creep rules are universal. So this hero would gain his Sensitivity benefit from Queen's tumors. Either some new system would need to be devised or balance it with that aspect in mind. I do suggest that instead of providing "vision" which I don't think is particular thematic for "webbing", it should act like radar so you sense "something" moving on your webs. Still keep the detection on webbing, but not actual granting of vision. Also, other than his ult, he doesn't seem to take very much from the Lurker. Not particularly a balance issue, more of a thematic one.

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AFAIK, the system doesn't segregate creep; creep rules are universal. So this hero would gain his Sensitivity benefit from Queen's tumors. Either some new system would need to be devised or balance it with that aspect in mind. I do suggest that instead of providing "vision" which I don't think is particular thematic for "webbing", it should act like radar so you sense "something" moving on your webs. Still keep the detection on webbing, but not actual granting of vision. Also, other than his ult, he doesn't seem to take very much from the Lurker. Not particularly a balance issue, more of a thematic one.

 

1) Luker looks like a spider

2) In his lore he is a infester-lurker hybrid so that helps (infestors leave behind that trail of icky goop)

3) thank you for your input, made sensitivity more like sensing than *I SEE YOU :D*

4) i might just decide to call the web he leaves behind web as i only used creep because i couldnt think of something else that would work with the sc2 editor.

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Another note on Sensitivity. +11% move speed per enemy hero being sensed? Given the manner in which move speeds stack, this can potentially add up to +68% move speed if all 5 opponents are on your web. Even if move speeds are made additive, it's still +55%. That's better than permanent Haste in both cases. Combine it with Haste, and it goes to +152% multiplicative or +105% additive. I'd say reduce it from 5/7/9/11 to 4/5/6/7.

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Am i the only one with an issue with is stun? His stun is longer than any other in the game, aside from a grunty rocket from pool to pool. Theres a reason original bio was OP and it was a stun just like that one.

 

 

Its basically unixes ulti and gruntys rocket all in one.

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Am i the only one with an issue with is stun? His stun is longer than any other in the game, aside from a grunty rocket from pool to pool. Theres a reason original bio was OP and it was a stun just like that one.

 

its not a stun its a snare. meaning you can still attack and use abilites during those seconds, you just cant move without jump/teleporting. it similar to amumu's ulti in lol

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Then you need to change the description where it says stun :P

 

sorry i thought you were talking about the ult. While the Q stun is long he has to be right next to the enemy to use it, (Grunty rocket has a global range). also during this time Mox is unable to do anything so it basically takes him and his opponent out of the game for a bit.

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.... Its retardedly OP its stronger than the original retarded BIO ulti. You have unix's ulti, and the longest stun in the game as a basic ability not even an ulti

 

Gruntis rocket is a a skill shot, and requires you to be 20+ units away to achieve the same length of stun youve got

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.... Its retardedly OP its stronger than the original retarded BIO ulti. You have unix's ulti, and the longest stun in the game as a basic ability not even an ulti

 

Gruntis rocket is a a skill shot, and requires you to be 20+ units away to achieve the same length of stun youve got

 

It does less dmg and stuns for a shorter duration than bios ulti did. Unix ulti does way more dmg(on top of that unix is built int and mox wont be) and heals for more.

 

-At level 18 mox will have 98int + (60 for ihan)(65 for nitrogen) = 223 int max on a tank mox. that means that it deals 330ish dmg max. it will heal for double that so 660. unix will heal for that amount in 1 second late game, and tychus has an aoe heal that is stronger that that.

 

 

Gruntys rocket can be shot from far away where grunty is in no danger. Mox must be right next to someone, putting himself into grave danger mox has no initation/escape and without a warpshard (which your opponent can get too) has no reliable way to close the gap or get away.

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None of these arguments change the fact that the stun is incredibly OP

 

its 3 seconds at level 4... he has to be right next to you to use it. just walk away. What about it is so strong. When you are giving effects to a skill you have to consider many things. since it has such a short range it should be a longer stun than a grunty rocket or a rancor snipe to justify you having to get in that close. Compair it to rammus taunt in lol (where in my experience sotis heros are stronger that lol heros in general). Rammus taunt lasts for 3 seconds and has 1-2 range. while the taunt deals dmg it doesnt heal him, though his w passive makes people who attack him take extra dmg. for a caster 3 second taunt might as well be a 3 second stun and he has naturally some of the highest armor in lol and is a tank so aa heros dont do hardly anything to him either. Rammus also has a skill that makes him go faster so he can get to someone whereas mox does not.

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Mox has aoe disables and speed boosts. He has a passive invisibility allowing him to come out of nowhere. Your combining a slightly toned down version of two separate aos ultimates, as a basic skill. Unlike LOL CC in aos is much stronger due to the relative scarcity of it. Their are also gap closure items such as warpshard that allow instant gap closure.

 

Doesnt really matter though as it wont get implemented anyway so I'm done arguing the point

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The dmg it does is negligeble, the healing is less than a tychus w and it only effects him and not your whole team. as the shortest range stun in aos it would make since for it stun longer than an ability that was cast from 10+ units away, otherwise what is the point of the skill. its not for the crappy dmg and half decent heal, its not for its spammablility.

 

Lets compare to drakes ult to mox's ult,both have a cast time, but drakes, stuns (which is better than snaring), deals dmg and heals drake. Drake also has movement speed that isnt situational and has a pluck that takes a hero out of the game for about 2 seconds but is ranged.

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