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Infested.Ronald


jmanSixFifty
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Changelog:

10/11/2012

- Remade for like the fifteenth time now

 

Name: Infested.Ronald

Portrait: Infested Marine

Unit Base: Infested Marine

Script: working on it

 

Starting Stats:

Base Health 240

Movement Speed 2.75

Attack Range 3.5

Attack Speed 1.9

Base Damage 34

Base Armor 1.5

Strength – 22 + 5

Agility – 25 + 6 (Main Stat)

Intelligence – 18 + 4

 

 

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Abilities:

 

Heroic Passive: Infected Round

Every 8/6/4 (decreases at levels 7 and 15) seconds (decreased by CDR), Ronald loads an Infected Round (max 6). Infected Rounds cause Ronald's next autoattack to deal damage in a line and deal (10+HeroLevel*5) spell damage.

 

 

Effect: A bum standard autoattack modifier for the carry and gives him some good lane harass and farm ability.

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Ability One: Spore Grenade

Ronald lobs a spore grenade that deals initial damage, then creates an area of smog for 4 seconds that slows enemies. When an Infected Round hits a unit inside Spore Grenade's smog, it deals 35% additional damage and the cooldown before Ronald creates another Infected Round is reduced by 1 second.

Energy Cost: 80

Cooldown: 12

Range: 4 unit cast range, 3 unit AoE.

 

Level 1: Deals 70 + 60% AGI physical damage. Slows by 10%

Level 2: Deals 130 + 60% AGI physical damage. Slows by 17%

Level 3: Deals 190 + 60% AGI physical damage. Slows by 24%

Level 4: Deals 250 + 60% AGI physical damage. Slows by 31%

 

Effect: Ronald's main source of damage and farm, not from the actual ability's damage itself but the additional damage it provides for Infected Round.

 

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Ability Two: Chrysalis

Ronald encases himself in a protective chrysalis, restoring health and granting him large amounts of damage resist for 4 seconds. Channeled.

Energy Cost: 70/105/140/175

Cooldown: 30/27/24/21

Range: N/A

 

Level 1: Restores 70 health plus 5% of Ronald's maximum health over the duration. Grants 35% damage resist.

Level 2: Restores 180 health plus 5% of Ronald's maximum health over the duration. Grants 50% damage resist.

Level 3: Restores 290 health plus 5% of Ronald's maximum health over the duration. Grants 65% damage resist.

Level 4: Restores 400 health plus 5% of Ronald's maximum health over the duration. Grants 80% damage resist.

 

Effect: For when you get caught unawares by a gank or surprise team fight. Also provides some okay sustain in lane, only one rank would be recommended early.

 

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Ability Three: Degenerative Infection

Ronald passively applies a stacking damage over time effect to all enemies hit by an Infected Round. When activated, the damage over time effect is refreshed, another stack is added to it, and applies it to all enemies in an AoE of a unit afflicted by the DoT. Applying new stacks refreshes the duration of the old stacks.

Energy Cost: 50

Cooldown: 25/22/19/16

Range: 7 unit AoE around afflicted enemies

 

Level 1: Deals 4 physical damage per stack per second. Lasts for 3 seconds.

Level 2: Deals 6 physical damage per stack per second. Lasts for 4 seconds.

Level 3: Deals 8 physical damage per stack per second. Lasts for 5 seconds.

Level 4: Deals 10 physical damage per stack per second. Lasts for 6 seconds.

 

Effect: Gives Ronald some absolutely sick team fight damage that scales into the midgame.

 

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Ultimate Ability: Genetic Spawn

Ronald creates 3 genetic masses out of his own viral pets that chase down and hunt his targets. Grants two stacks of Infected Rounds on use. Genetic masses are melee ranged and have 20% damage resistance. Genetic Masses will automatically target Ronald's current autoattack target.

Energy Cost: 100/125/150

Cooldown: 90

Range: N/A

 

Level 1: Genetic Masses have 300 + 10% Ronald's Maximum Health health and deal 5%+ 1%/100 AGI of their Maximum Health as physical damage each attack. Genetic Masses have a movement speed of 3, an attack speed of 2.5, and apply a stacking 7% slow to their targets (stacks up to 4 times).

Level 2: Genetic Masses have 500 + 10% Ronald's Maximum Health health and deal 6.5%+ 1%/100 AGI of their Maximum Health as physical damage each attack. Genetic Masses have a movement speed of 3, an attack speed of 2.5, and apply a stacking 7% slow to their targets (stacks up to 6 times).

Level 3: Genetic Masses have 700 + 10% Ronald's Maximum Health health and deal 8%+ 1%/75 AGI of their Maximum Health as physical damage each attack. Genetic Masses have a movement speed of 3, an attack speed of 2.5, and apply a stacking 7% slow to their targets (stacks up to 8 times).

 

Effect: Ronald's ulti which provides several hefty meat shields that scale off of both health and AGI, making full-on tank at least not a really really dumb build on him, just kinda dumb. Provides chasing and additional damage.

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Additional Information

 

An auto-attack based carry that absolutely wrecks team fights with incredibly powerful area of effect damage.

 

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Closing statement

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

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You shouldn't scale abilities with anything other than INT really. The genetic masses hp scaling with max hp is fine, but I think the smog grenade and genetic masses damage would be more balanced if scaled with INT. I mean with AGI you can easily get up around 300-400 AGI and thats 9% of your targets HP each genetic mass attack and there are 2 of them! 18% each hit is ridiculous.

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You shouldn't scale abilities with anything other than INT really. The genetic masses hp scaling with max hp is fine, but I think the smog grenade and genetic masses damage would be more balanced if scaled with INT. I mean with AGI you can easily get up around 300-400 AGI and thats 9% of your targets HP each genetic mass attack and there are 2 of them! 18% each hit is ridiculous.

The genetic masses deal damage based off of their own max hp, not their targets. That would be pretty retarded.

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