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[Hero] Telsadus.Essent


Itsthatguy
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Changelog:[/size]

10/21/2012

- Hero Created

- Added little extra detail on what type of Damage out put on certain abilities that don't clarify if its Physical//Spell//or True damage.

11/9/2012

-Edited some Grammer Errors

WARNING:

Warning to Viewers: There is a lot of abilities, and this hero works similar to maar (Many abilities)

 

Name: Telsadus.Essent

Portrait: High Templar

Unit Base: High Templar

Type: Int (Caster//[spammer]) AoE type caster and Multi Spell Caster

Script: Mercenary High Templar that was exiled from his homeworld Aiur, who was gifted in many forbidden and Arcane magics. He met the Terran mercenaries and teamed up with Artondria (diff hero) to work for those who would hire them. He works now for his own gain and to make a profit. (Other part of the story with the group of others I made, but to lazy to retype all of it)

 

Starting Stats:

Base Health [200]

Movement Speed [2.7]

Attack Range [4.5] (energy blast)

Attack Speed [1.9]

Base Damage [41]

Base Armor [1]

Strength – [19] + [4]

Agility – [15] + [3]

Intelligence – [29] + [6]

 

 

--

 

Abilities:

 

Heroic Passive: Elemental Power

"Telsadus has the power to control and mix elements to preform abilities. He can make abilities based on the current element on his 2nd and 3rd ability order and depending on the order, changes the ability used based on his main (Q) ability. 2nd and 3nd ability start on Air. Upon switching abilities elemental switch goes as Air ---> Fire ---> Water ---> Earth ---> Air. [Can be toggled backwards from switching towards Air ---> Earth ---> Water ---> Fire]. The Cooldown of these abilities are linked between the main Elements. (Meaning that Air based abilities share a CD) [Air (Main) - Fire (Secondary)]"

 

Note: The switching of abilities refers towards Abilities 2 and 3 which directly effect which ability you can use for Ability 1. If you have not Unlocked Ability 2 or 3, the abilities are auto-maticly set towards Air and can not be switched until the ability is unlocked.

Effect:

 

--

 

Ability One [1A]: [Air (Primary) - Air (Secondary)] Thunder Storm [Q]

"In an AoE of 2.5 Unit Radius for 5 seconds, Enemies take True Damage per second and units in this radius lose movement speed for 1 seconds. Before the duration starts, the Storm takes 1 second to form upon casting."

Energy Cost: 65//80//95//110

Cooldown: 20//18//16//14 (The CD is lowered based on the level of Ability 2)

Range: 8

 

Level 1: Deals 30 [+25% Int] true damage per second Slow 6%

Level 2: Deals 45 [+25% int] true damage per second Slow 9%

Level 3: Deals 60 [+25% int] true damage per second Slow 12%

Level 4: Deals 75 [+25% int] true damage per second Slow 15%

 

 

Ability One [2A]: [Air (Primary) - Fire (Secondary)] Hell Storm [Q]

"In an Aoe 1.5 unit Radius, a rush of extremely hot air moves towards an area at a speed of 4, dealing Spell Damage per second. The heat lasts 2.5 seconds"

Energy Cost: 70//80//90//100

Cooldown: 20//18//16//14 (The CD is lowered based on the level of Ability 2)

Range: 10 (0 - 10)

 

Level 1: Deals 40 [+50% int] Spell Damage per sec

Level 2: Deals 60 [+50% int] Spell Damage per sec

Level 3: Deals 80 [+50% int] Spell Damage per sec

Level 4: Deals 100 [+50% int] Spell Damage per sec

 

 

Ability One [3A]: [Air (Primary) - Water (Secondary)] Mysterious Mist [Q]

"Create mist in an AoE 4 Radius that lasts 6 seconds. Enemies in the mist lose Sight, and Allies in it recover Hp per second. Mist takes 0.5 seconds to appear upon cast."

Energy Cost: 65//80//95//110

Cooldown: 20//18//16//14 (The CD is lowered based on the level of Ability 2)

Range: 6

 

Level 1: Enemies lose 2 Sight. Heal 10 [+7% int] per second

Level 2: Enemies lose 3 Sight. Heal 15 [+7% int] per second

Level 3: Enemies lose 4 Sight. Heal 20 [+7% int] per second

Level 4: Enemies lose 5 Sight. Heal 25 [+7% int] per second

 

 

Ability One [4A]: [Air (Primary) - Earth (Secondary)] Shatter Bolt [Q]

"Target a ground shattering bolt on an enemy dealing Physical damage, and stunning him for 1.25 seconds. Channel for 1 seconds. Enemy must be in range at all time during the channel."

Energy Cost: 60//80//100//120

Cooldown: 20//18//16//14 (The CD is lowered based on the level of Ability 2)

Range: 10

 

Level 1: Deals 90 [+60% Weap] Physical Damage

Level 2: Deals 160 [+60% Weap] Physical Damage

Level 3: Deals 230 [+60% Weap] Physical Damage

Level 4: Deals 300 [+60% Weap] Physical Damage

 

 

Ability One [1B]: [Fire (Primary) - Fire (Secondary)] Burning Flame [Q]

"Shoot a fireball in a direction. When the fireball hits a target, the unit catches on fire, causing him to take damage per second and recieve a minor debuff which lasts 8 seconds. Enemies that are in a Radius of 2 of the unit hit by the fireball will suffer a burn debuff for 5 seconds. Does not stack, and units can not suffer from Both Debuffs at the same time. Fireball hits the first enemy unit in it's path."

Energy Cost: 70//90//110//130

Cooldown: 28//25//22//19 (The CD is lowered based on the level of Ability 2)

Range: 10

 

Level 1: Primary target takes 11[+8% int] spell damage per sec. -4% Spell Resist, ---> Targets burned take 8 [+5% int] damage per second -2% Spell Resist

Level 2: Primary target takes 19 [+8% int] spell damge per sec. -6% Spell Resist, ---> Targets burned take 12 [+5% int] damage per second -3% Spell Resist

Level 3: Primary target takes 27 [+8% int] spell damge per sec. -8% Spell Resist, ---> Targets burned take 16 [+5% int] damage per second -4% Spell Resist

Level 4: Primary target takes 35 [+8% int] spell damge per sec. -10% Spell Resist, ---> Targets burned take 20 [+5% int] damage per second -5% Spell Resist

 

 

Ability One [2B]: [Fire (Primary) - Water (Secondary)] Burning Mist [Q]

"A Burning cloud of water surrounds an AoE of 1.5 Radius. Enemies in it suffer burns causing them to take damage every time the attack, and take additional damage per second. Takes 1.5 seconds to form. The Cloud then lasts 3 seconds"

Energy Cost: 70//100//130//160

Cooldown: 28//25//22//19 (The CD is lowered based on the level of Ability 2)

Range: 8

 

Level 1: Deal 40 [+30% int] Spell Damage per second. Enemies that Attack take 10% their weapon damage (before mitigation) as Spell damage

Level 2: Deal 60 [+30% int] Spell Damage per second. Enemies that Attack take 15% their weapon damage (before mitigation) as Spell damage

Level 3: Deal 80 [+30% int] Spell Damage per second. Enemies that Attack take 20% their weapon damage (before mitigation) as Spell damage

Level 4: Deal 100 [+30% int] Spell Damage per second. Enemies that Attack take 25% their weapon damage (before mitigation) as Spell Damage

(If Nova attacks in mist with 400 weapon damage at lv 4, she takes 100 spell damage.)

 

 

Ability One [3B]: [Fire (Primary) - Earth (Secondary)] Erupting Magma [Q]

"In an Aoe of Unit Radius 2.5, After 1 second, Magma erupts from the ground in an explosive type manor every 2 seconds. During each eruption, enemies that are hit, are deflected 3 units away from the center (takes 0.25 seconds), and then stunned for 0.25 seconds. Each Eruption deals 100 [+35% int] Spell Damage"

Energy Cost: 80//100//120//140

Cooldown: 28//25//22//19 (The CD is lowered based on the level of Ability 2)

Range: 5

 

Level 1: Lasts 2 seconds (2 bursts) [Remember it occures at the 0 second mark)

Level 2: Lasts 4 seconds (3 bursts)

Level 3: Lasts 6 seconds (4 bursts)

Level 4: Lasts 8 seconds (5 bursts)

 

 

Ability One [4B]: [Fire (Primary) - Air (Secondary)] Raging Tornado [Q]

"Channel a flaming tornado which deals spell damage per second in an AoE of 1.5 unit radius. Enemies will be sucked in at a Speed of 2 units per second, as far from 3 unit radius away from the tornado. Lasts 4 seconds. (Units that are currently immobile or stunned, will not be pulled until they can move again). (This ability must be channeled throughout the ability) "

Energy Cost: 70//100//130//160

Cooldown: 28//25//22//19 (The CD is lowered based on the level of Ability 2)

Range: 4

 

Level 1: Deal 30 [+25% int] Spell Damage per second

Level 2: Deal 45 [+25% int] Spell Damage per second

Level 3: Deal 60 [+25% int] Spell Damage per second

Level 4: Deal 75 [+25% int] Spell Damage per second

 

 

Ability One [1C]: [Water (Primary) - Water (Secondary)] Aqua Cure [Q]

"Heal a targeted ally for a certain amount of HP instantly and grant him temporary debuff immunity. Channel 0.5 seconds"

Energy Cost: 40//60//80//100

Cooldown: 23//21//19//17 (The CD is lowered based on the level of Ability 2)

Range: 5

 

Level 1: Heal 60 (+60% int) Debuff immunity lasts 1 second.

Level 2: Heal 100 (+60% int) Debuff immunity lasts 1.5 seconds.

Level 3: Heal 140 (+60% int) Debuff immunity lasts 2 seconds.

Level 4: Heal 180 (+60% int) Debuff immunity lasts 2.5 seconds.

 

 

Ability One [2C]: [Water (Primary) - Earth (Secondary)] Quick Sand [Q]

"Channel for 1 second, unleashing Quicksand in an area, disabling movement speed of all enemies that are in it for a duration. The Quicksand is in an Aoe Unit Radius 1.75."

Energy Cost: 70//80//90//100

Cooldown: 23//21//19//17 (The CD is lowered based on the level of Ability 2)

Range: 10

 

Level 1: Lasts 1.4 seconds

Level 2: Lasts 2.1 seconds

Level 3: Lasts 2.8 seconds

Level 4: Lasts 3.5 seconds

(Similar to unix fungal, except that it immoblizes all enemies in the area, instead of immobolize the enemy regardless of where he is once hit. This means that if you are in the quicksand, you can teleport out of it, but if you aren't hit by it, you can accidently walk into it causing you to stop.

 

 

Ability One [3C]: [Water (Primary) - Air (Secondary)] Drenching Shock [Q]

"(Channel Ability.) Channel a Rain cloud, causing rain and lightning to come out of it. The rain causes a large puddle, starting at an Aoe of 1 unit radius, but expands 0.75 unit Radius per second up to a Unit Radius of 5. The Lightning shocks the puddle, causing a eletrical jolt, damaging and slowing movement speed of enemies in the puddle per second. Can channel for 4 seconds. (Edit: Deals True Damage. It never actually said True Damage. While this may seem OP; remember that Spell Resist has no effect on it, but buffs like Argus Crystal and Yamato don't make it deal more damage either.)"

Energy Cost: 80//100//120//140

Cooldown: 23//21//19//17 (The CD is lowered based on the level of Ability 2)

Range: 8

 

Level 1: Deal 40 (+30% int) True Damage per sec. Slow 15%

Level 2: Deal 70 (+30% int) True Damage per sec. Slow 20%

Level 3: Deal 100 (+30% int) True Damage per sec. Slow 25%

Level 4: Deal 130 (+30% int) True Damage per sec. Slow 30%

 

 

Ability One [4C]: [Water (Primary) - Fire (Secondary)] Boiling Shower [Q]

"Splash boiling water in a targeted direction (similar to toxi's [Q] effect) up to 6 units in front of Telsadus. Units hit lose Physical and Spell resistance for 6 seconds, and take Spell Damage"

Energy Cost: 60//80//100//120

Cooldown: 23//21//19//17 (The CD is lowered based on the level of Ability 2)

Range: 6

 

Level 1: Deal 50 (+50% int) Spell Damage -6% Spell//Physical Resist

Level 2: Deal 90 (+50% int) Spell Damage -9% Spell//Physical Resist

Level 3: Deal 130 (+50% int) Spell Damage -12% Spell//Physical Resist

Level 4: Deal 170 (+50% int) Spell Damage -15% Spell//Physical Resist

 

 

Ability One [1D]: [Earth (Primary) - Earth (Secondary)] Stone Smash [Q]

"Create a stone in the Air, which takes 1 second to smash into the ground, causing all units in a AoE 1.5 unit Radius of the stone to be deflected 4 units from the stone, and then being stunned for 0.5 seconds. Channel duration varies depending on level."

Energy Cost: 75//90//105//120

Cooldown: 16//15//14//13 (The CD is lowered based on the level of Ability 2)

Range: 10

 

Level 1: Deals 60 (+60% int) Spell Damage. Channel : 1.25 seconds

Level 2: Deals 110 (+60% int) Spell Damage. Channel : 1 seconds

Level 3: Deals 160 (+60% int) Spell Damage. Channel : 0.75 seconds

Level 4: Deals 210 (+60% int) Spell Damage. Channel : 0.5 seconds

 

 

Ability One [2D]: [Earth (Primary) - Air (Secondary)] Gravity Tremor [Q]

"Use pressure to smash the enemy towards the ground. Enemies take spell damage in an AoE Unit radius of 2 every second. In addition, every second the unit is stunned for 0.1 second. Tremor Lasts 8 seconds."

Energy Cost: 85//110//135//160

Cooldown: 16//15//14//13 (The CD is lowered based on the level of Ability 2)

Range: 6

 

Level 1: Deals 16 (+10% int) Spell Damage per sec

Level 2: Deals 24 (+10% int) Spell Damage per sec

Level 3: Deals 32 (+10% int) Spell Damage per sec

Level 4: Deals 40 (+10% int) Spell Damage per sec

 

 

Ability One [3D]: [Earth (Primary) - Fire (Secondary)] Meteor Strike[Q]

"Chuck a large piece of Earth on fire towards an area. The Meteor spawns on Telsadus. The Meteor takes a minimum of 1 second (can increase depending on range) to hit the ground up to a maximum of 2.5 seconds to hit the ground, but can move only at a speed of 8 per second. Upon hitting the ground, it deals damage in an AoE 3 unit Radius and bonus damage in an AoE 1 unit Radius. (Require sight to throw it towards the area, but you do not need sight if you lose sight of the area once the ability is already used.)"

Energy Cost: 80//110//140//170

Cooldown: 16//15//14//13 (The CD is lowered based on the level of Ability 2)

Range: 20

 

Level 1: Deal 50 (+50% int) Spell Damage ---> Bonus Spell Damage: +40 (+30% int)

Level 2: Deal 90 (+50% int) Spell Damage ---> Bonus Spell Damage: +70 (+30% int)

Level 3: Deal 130 (+50% int) Spell Damage ---> Bonus Spell Damage: +100 (+30% int)

Level 4: Deal 170 (+50% int) Spell Damage ---> Bonus Spell Damage: +130 (+30% int)

This means that the meteor will hit the ground depending on how far it has to travel. ( 0 - 8 unit radius means it takes at least 1 second. 8+ to 20 unit radius, it takes more than 1 second since it travels only 8 units. At the maximum radius of 20, it will take 2.5 seconds to reach its destination. A True Skill Shot

 

 

Ability One [4D]: [Earth (Primary) - Water (Secondary)] Frosted Stone Armor [Q]

"Apply an Armor on an ally, giving him Shields (Ice) and Physical Resistance (Stone) for 5 seconds. This ability can not stack, but is refreshed upon use."

Energy Cost: 50//60//70//80

Cooldown: 16//15//14//13 (The CD is lowered based on the level of Ability 2)

Range: 12

 

Level 1: +70 Shields (+60% int) ; +8% Physical Resistance

Level 2: +120 Shields (+60% int) ; +12% Physical Resistance

Level 3: +170 Shields (+60% int) ; +16% Physical Resistance

Level 4: +220 Shields (+60% int) ; +20% Physical Resistance

--

 

 

Ability Two: Elemental Power (Primary Element)

"Telsadus has the ability to change which Primary element he can use for his abilities. Grants the ability to change his main (Primary) Element from Air --> Fire --> Water --> Earth or vice versa. This ability also lowers the Cooldown of his main abilities [Q]."

Energy Cost: 30//25//20//15

Cooldown: 8//7//6//5

Range: Self

 

Cooldown goes Lv1/2/3/4 of following

Air: CD: 20//18//16//14 ; Fire: CD: 28//25//22//19 ; CD: Water: 23//21//19//17 ; CD: Earth: 16//15//14//13

Effect: Leveling up Elemental Power grants lower CD for his [Q] abilities since they do not get lowered as you level [Q] abilities up.

Note: There is a CD on the ability, making it so he can not use all 4 main elements at the exact same time, or free to combo every single possible ability. While he has many many abilities, he can not combo certain abilities, or it takes longer to do so. Also cost energy to change your ability. This ability will not proc Starfury // Ocelot // Blackhole magnum // talents that require spell casting for an effect or other items that proc spell casting

 

--

 

Ability Three: Mixed Power (Secondary Element)

"Telsadus has the ability to change which secondary element he can add to his abilities. Grants the ability to change his Secondary Element from Air --> Fire --> Water --> Earth or vice versa. This ability also has a passive, upon depending which secondary element he is using, he gains a passive buff."

Energy Cost: 30//25//20//15

Cooldown: Value or Description

Range: Self

 

Level 1: Air = +4% Movement Speed ; Fire = +4% Atk (Weapon damage) ; Water = +6% Spell Resistance ; Earth = +6% Physical Resistance

Level 2: Air = +6% Movement Speed ; Fire = +6% Atk (Weapon damage) ; Water = +9% Spell Resistance ; Earth = +9% Physical Resistance

Level 3: Air = +8% Movement Speed ; Fire = +8% Atk (Weapon damage) ; Water = +12% Spell Resistance ; Earth = +12% Physical Resistance

Level 4: Air = +10% Movement Speed ; Fire = +10% Atk (Weapon damage) ; Water = +15% Spell Resistance ; Earth = +15% Physical Resistance

 

Effect: Changes passive as you change secondary element

Note: There is a CD on the ability, making it so he can not use all 4 main elements at the exact same time, or free to combo every single possible ability. While he has many many abilities, he can not combo certain abilities, or it takes longer to do so. Also cost energy to change your ability. This ability will not proc Starfury // Ocelot // Blackhole magnum // talents that require spell casting for an effect or other items that proc spell casting

 

 

--

 

Ultimate Ability: Enhanced Cast

"Telsadus uses his elemental powers to buff an ally (can be used on himself) temporarily granting him extra spell damage and cooldown reduction for a duration."

Energy Cost: 175//275//375

Cooldown: 120//110//100

Range: 5

 

Level 1: Lasts 8 seconds. Gain +15% Spell Damage and +30% Cooldown Reduction.

Level 2: Lasts 10 seconds. Gain +20% Spell Damage and +40% Cooldown Reduction.

Level 3: Lasts 12 seconds. Gain +25% Spell Damage and +50% Cooldown Reduction.

 

Effect: Similar to using a Yamato Reactor, except using it on an ally and lasting slightly longer. This majorly boosts a spell caster, altho it is suggest to use on Telsadus, since the Cooldown Reduction will allow him to change his Primary and Secondary Elements much faster, thus using more abilities of different types at the same time. I will probably change this Ultimate ability if I can think of a better one.

 

--

 

Additional Information

Suggested to go with (An Ihan Crystal along the way for the passive then sell it once its not useful and passive is done). Gravity ; Argus ; Yamato ; Nitrogen ; StarFury ; Hp Item

Abilities 1A - 4A share a CD ; Abilities 1B - 4B share a CD ; Abilities 1C - 4C share a CD ; Abilities 1D - 4D share a CD.

--

 

Closing statement

Thanks for reading (Assuming you read all of it XD)

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Yea i was typing an opinion on changing the final to a more suitable final // passive but my brother accidently deleted it. So i'll type a quick version based on my memory

 

Upond casting an ability Telsadus gains a buff which lasts 6 seconds (unless stated other wise) depending on the Primary element of the ability casted. Telsadus also gains a buff of the Secondary element at half the effectiveness and lasting only 4 seconds. Abilities do not stack altho Primary and Secondary Buff will stack.

Air: AtkSped +20//30//40% ; +100% Evasion lasts 2 seconds (1 second on secondary), Fire: +14//22//30% Life Steal and Crit Chance ; Water: +8//12//16% CDR and Spell Damage ; Earth : Restore 6//8//10% Max hp over 6 seconds and Reflect 8//12//16 % of Spell Damage taken from an enemy as Physical Damage.

 

Something along those lines. Ex: Use [Fire (Primary) - Water (Secondary)] Burning Mist, Upon using this ability with final at Lv3, Tesadus gains 16% CDR and Spell damage for 6 seconds and gains 15% Life Steal and Crit Chance (which is half the effectiveness) for 4 seconds.

 

Primarily I wanted to make the Hero have many abilities, but i lowered all the damage output by about 1 Lv from a standard hero by the fact he has so many options, AoE and different debuff effects. (Damage it around base damage is mostly about 150 - 240 and 60% int instead of a normal hero with 200 - 300 +80% int for an ability. Especially since Telsadus can spam abilities to a degree.

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