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[Hero] Temple.Assassin


Itsthatguy
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Changelog:[/size]

11/19/2012

- Hero Made

 

 

 

 

Name: Temple.Assassin

Portrait: Dark Templar

Unit Base: Dark Templar

Type: AA, Glass Cannon, Ambusher

Script: A hard core assassin that succeeded in his task to assassin his enemies in the great battle of temple siege. Now he comes to the Aeon of Storms, fighting for the side that pays him the most.

 

Starting Stats:

Base Health [230]

Movement Speed [2.7]

Attack Range [1.25]

Attack Speed [2]

Base Damage [50]

Base Armor [3]

Strength – [17] + [3]

Agility – [36] + [9]

Intelligence – [19] + [4]

 

 

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Abilities:

 

Heroic Passive: Assassin's Disguise

"Temple Assassin is in a disguise, causing the enemy Computer to not priortize Assassin if he attacks enemy heroes, regardless of any situation unless he is the ONLY target available."

 

 

Effect: This means that Temple Assassin will not Aggro enemy towers//Creeps. If he is the only enemy left, creeps//towers will then target him.

 

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Ability One: Escape

"Temple Assassin escapes to the safety of his temple. Upon cast, Assassin will auto-maticly teleport back at base (like return) after a short duration, regardless if he is taking damage or is stunned. (Doesn't channel)"

Energy Cost: 120//130//140//150

Cooldown: 50//35//20//5

Range: Self

 

Level 1: Teleport back to base 6 seconds after use

Level 2: Teleport back to base 5 seconds after use

Level 3: Teleport back to base 4 seconds after use

Level 4: Teleport back to base 3 seconds after use

 

Effect: A very useful skill. Altho it may seem overpowered, getting stunned, can prevent the enemy from casting it in time. Of course casting it at the wrong time may actually hurt if he could of helped an ally, but it is a useful tool in escaping in tight situations fast.Animations will come in effect if he uses this ability. (He can still move even if he casts this ability)

 

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Ability Two: Crippling Strike

"Slash enemies in an AoE of 1 unit Radius dealing Spell damage and slowing their movement speed by 80% for a given amount of time. Deals double spell damage towards non-heroics."

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

Cooldown: 17//15//13//11

Range: 3

 

Level 1: Deals 40[+30%int] Spell Damage. Slows for 1 second.

Level 2: Deals 70[+30%int] Spell Damage. Slows for 1.5 second.

Level 3: Deals 100[+30%int] Spell Damage. Slows for 2 second.

Level 4: Deals 130[+30%int] Spell Damage. Slows for 2.5 second.

 

Effect: A Fairly spamable slow ability. It really slows an enemy down for a short duration giving allies or self time to get a few successful hits down.

 

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Ability Three: Assassin's Stealth [Passive]

"If assassin isn't in a certain radius from the enemy, he gains cloaking and detection immunity (can't be detected by detectors) [Reveals still work]. If ANY enemy (including structures) comes near assassin in the given radius, he will lose his cloaking and detection immunity"

Energy Cost: None

Cooldown: None

Range: 8//7//6//5

 

Level 1: Cloak if no enemies are in a 8 unit radius of Assassin

Level 2: Cloak if no enemies are in a 7 unit radius of Assassin

Level 3: Cloak if no enemies are in a 6 unit radius of Assassin

Level 4: Cloak if no enemies are in a 5 unit radius of Assassin

 

Effect: This includes structures. This ability gives assassin the ability to get close to his enemies. Of course AoE still is effective vs him since it is only cloak. While he can be cloaked still if enemies are close to him (phase cloak[items]), he won't have detection immunity then. (Similar to the reverse of zeratul's heroic passive.)

 

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Ultimate Ability: Decapitation

"Assassin slashes at his enemy dealing Massive True damage to the enemy and silences them for 2 seconds. Takes 2 second channel time."

Energy Cost: 275//375//475

Cooldown: 150//125//100

Range: 2

 

Level 1: Deals 400[+100%weap] True Damage

Level 2: Deals 650[+100%weap] True Damage

Level 3: Deals 900[+100%weap] True Damage

 

Effect: Once channel starts, to break the channel, enemy must be in at least a range of 3 away from Assassin. This ability is extremely high damage, but takes a long duration to cast, extremely low range, and high cooldown.

Note: It may seem like a huge amount of damage, but with Cyprus's final with all pillars can deal 1400[+100%int] Spell damage, not to mention with Argus, Yamato, and Gravity, you can massively increase the damage out put, while this ability, you can't besides just getting pure weapon damage. This hero also lacks Casting combo damage, thus decapitation isn't as strong, since it is the only burst ability (altho very massive)

 

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Additional Information

Suggested Build: Blackhole Magnum, Pyre, Force of Entropy, Hand of Mengsk, Mossberg Taser, Time Splitter.

(This hero is based on a hero from Temple Siege)

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Closing statement

Thanks for reading

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I would replace H.P. and Q.

 

H.A.: Teleport back to base (not channeled) after 6 seconds.

Q: Does something, and while that thing is active creeps do not prioritize Temple.Assassin.

 

Looks nice otherwise though, and the ulti is a bit OP (just a little bit, mind you), but I'm not sure how it could be fixed.

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I would replace H.P. and Q.

 

H.A.: Teleport back to base (not channeled) after 6 seconds.

Q: Does something, and while that thing is active creeps do not prioritize Temple.Assassin.

 

Looks nice otherwise though, and the ulti is a bit OP (just a little bit, mind you), but I'm not sure how it could be fixed.

The hero in temple siege, his final was like super omega damage. Max hp in the game was around 5000 (No CDs)

His final made him invulnerable for 2 seconds (channel 1 sec) but his final did 1850+500%weap damage. It was insane, it was funny when he did (you don't expect him to have final so early some times) and you get one shot xD. [There were lives too]

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so... is it just chance that this hero shares the same name as Templar Assassin? o.o

In temple siege, 95% the heroes just have 1 word (standard)

i.e. Assassin, Mutant, Volt. So i improvise by just stating Temple (resembling it came from Temple Siege)

(Someone made a hero called Templar.Assasin?)

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