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Mandrake.Eternal


jmanSixFifty

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Changelog:

10/16/12

- HOOB DOOB

 

Name: Mandrake.Eternal

Portrait: Static, or a very bright light

Unit Base: Hydralisk, very spiky, very shiny and bright white, with little white flames and lots of tendrils.

Script: Within a black hole, time and space are both relative and strangely twisted. One such creature already known to the battlefield as Mandrake had, at some point in the future or even in another universe, been swallowed up into a black hole. With nothing but time it grew intelligence, and evolved a newborn sapience as the gravitic pull of the black hole compressed it into several superdense molecules, and then, finally, extruded the new being, known as Eternal, to terrorize a younger galaxy with a few eternities of thought and rage behind it.

 

Starting Stats:

Base Health 235

Movement Speed 2.75

Attack Range Melee

Attack Speed 2

Base Damage 31

Base Armor 3

Strength – 28 + 4 (Main Stat)

Agility – 17+ 4

Intelligence – 24 + 7

 

 

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Abilities:

 

Heroic Passive: Accretion Disk

Eternal constantly absorbs energy around him, creating an accretion disk that absorbs damage and increases his movement speed. Every time a spell is cast near him, Eternal gains 100% of the spell's Energy cost as Shields for 3 seconds, and a 30/45/60% movement speed increase that decays over the duration of the accretion disk effect. Shields stack, but the movement speed boost only refreshes. Movement speed percentage increases at levels 7 and 13.

 

 

Effect: too lazy to think about it right now.

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Ability One: Neutron Pulse

Eternal creates a miniature neutron star that pulses with incredible force and then detonates, creating two explosions in an area, first instantly, and the second after a 0.75 second delay. Units hit by the first explosion take 25% additional damage from the second explosion.

Energy Cost: 70/80/90/100

Cooldown: 12

Range: 6 unit cast range, 3 unit AoE.

 

Level 1: Each explosion deals 40 + 40% INT spell damage.

Level 2: Each explosion deals 65 + 40% INT spell damage.

Level 3: Each explosion deals 100 + 40% INT spell damage.

Level 4: Each explosion deals 125 + 40% INT spell damage.

 

Effect: too tired

 

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Ability Two: Heat Leech

Eternal, having become almost a living black hole, can use his powers to sap the thermal energy straight from the molecular structure of his enemies. Passively causes Eternal's attacks and spells to apply a stacking slow on the target, upon reaching 10 stacks, all stacks are removed and the target is stunned for 1.25 seconds and silenced for an additional 2 seconds after the stun ends. Stacks last for 3 seconds and are refreshed with additional applications. Event Horizon only applies Heat Leech to each enemy once per cast

Energy Cost: N/A

Cooldown: N/A

Range: N/A

 

Level 1: Attacks apply 1 stack, spells apply 1 stack. Each stack slows movement speed by 3%.

Level 2: Attacks apply 1 stack, spells apply 1 stack. Each stack slows movement speed by 4.5%.

Level 3: Attacks apply 1 stack, spells apply 2 stacks. Each stack slows movement speed by 6%.

Level 4: Attacks apply 1 stack, spells apply 2 stacks. Each stack slows movement speed by 7.5%.

 

Effect: nya

 

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Ability Three: Wormhole

Eternal blinks to the target area, creating a wave that deals damage in an AoE around him when he teleports and when he arrives. Units hit by both waves are silenced for 3 seconds.

Energy Cost: 80/95/110/125

Cooldown: 16

Range: 3/4/5/6 unit blink, 2.25/2.5/2.75/3 unit damage AoE.

 

Level 1: Deals 40 + 40% INT spell damage.

Level 2: Deals 60 + 40% INT spell damage.

Level 3: Deals 80 + 40% INT spell damage.

Level 4: Deals 100 + 40% INT spell damage.

 

Effect: fgsfds

 

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Ultimate Ability: Event Horizon

Eternal releases the full extent of his mighty gravitational powers, turning into a black hole for a long duration. The black hole draws enemies in, slows them, and deals damage. Enemies that cross a certain threshold of distance take additional damage per second, are pulled in faster, and are slowed more. Enemies that reach within 1.75 units of Eternal are stunned for the remaining duration of the black hole. Channelled

Energy Cost: 150/200/250

Cooldown: 180

Range: 6/7/8 unit AoE

 

Level 1: Deals 60 +40% STR mixed (reduced by Physical and Spell Resist) damage per second, slows by 20%, and pulls enemies 1 unit per second. Enemies that are closer than 3 units from the center take an additional 40 +20% STR mixed damage per second, are slowed by an additional 15%, are are pulled in an additional 0.5 units per second faster. 3 second duration.

Level 2: Deals 90 +40% STR mixed (reduced by Physical and Spell Resist) damage per second, slows by 25%, and pulls enemies 1.5 units per second. Enemies that are closer than 3.5 units from the center take an additional 60 +20% STR mixed damage per second, are slowed by an additional 25%, are are pulled in an additional 0.75 units per second faster. 4 second duration.

Level 3: Deals 120 +40% STR mixed (reduced by Physical and Spell Resist) damage per second, slows by 30%, and pulls enemies 2 units per second. Enemies that are closer than 4 units from the center take an additional 80 +20% STR mixed damage per second, are slowed by an additional 35%, are are pulled in an additional 1 unit per second faster. 5 second duration.

 

Effect: harblgarbl ulti thingy. Mixed damage would probably just be dealt as half physical half spell.

 

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Additional Information

 

Caster whos job is to jump into the middle of a fight and catch people with his ulti, then pick up stragglers with Heat Leech.

 

--

 

Closing statement

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

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It seems like his cc potential could almost rival that of a Tosh with full spectres.

 

Off Topic: Is there some un official competition between you and Eliwan to post the most hero suggestion?

"No"?

 

I dunno. P=

 

Besides, even if there was one, he has a lot of catchup to do.

i'm not sure myself.

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Sweet. Enigma's ulti! Anyway, when enemies are getting pulled they cannot contorl movement so I don't see the purpose of slowing them. 5 second AoE stun will probably always get this guy banned. Can you imagine Mandrake (Your hero) and Mandrake(The current one) with a side of Rory, Jackson, and/or Vorpal? This massive AoE of death should have a smaller radius. Its way too easy to land it for its benefits. I would say 4/5/6 units instead of 6/7/8 which would also require an adjustment to the thresholds. I also hope Eternal cannot cast spells during his ulti (it should be channeled).

 

For his passive, does it also proc when he casts a spell?

 

Also, Neutron Pulse and Wormhole can deal damage twice. Each time they damage does it apply 2 stacks (Heat Leech maxed)?

 

Most of this looks good, the ulti just concerns me. I'm slightly confused as to why you use a Hydralisk Base Model for this.

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Sweet. Enigma's ulti! Anyway, when enemies are getting pulled they cannot contorl movement so I don't see the purpose of slowing them. 5 second AoE stun will probably always get this guy banned. Can you imagine Mandrake (Your hero) and Mandrake(The current one) with a side of Rory, Jackson, and/or Vorpal? This massive AoE of death should have a smaller radius. Its way too easy to land it for its benefits. I would say 4/5/6 units instead of 6/7/8 which would also require an adjustment to the thresholds. I also hope Eternal cannot cast spells during his ulti (it should be channeled).

 

For his passive, does it also proc when he casts a spell?

 

Also, Neutron Pulse and Wormhole can deal damage twice. Each time they damage does it apply 2 stacks (Heat Leech maxed)?

 

Most of this looks good, the ulti just concerns me. I'm slightly confused as to why you use a Hydralisk Base Model for this.

really? when pulled its the same thing as a stun? strange

 

yes neutron pulse and wormhole can deal damage twice. That's why they have such shapty damage :P

 

i don't know about his passive, whatever you think would be better.

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Pull is not the same thing as a stun. But when a unit is being pushed or pulled I'm pretty sure they can't control movement. They can however use spells to get out of the pull. If I am wrong here, then keep the slow. When I said 5 second stun I was exaggerating, though if synced well with Jackson it really can be. His passive is fine.

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