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[Hero] Prixin.Paine


Itsthatguy
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Changelog:[/size]

11/29/2012

-Hero Created

Name: Prixin.Paine

Portrait: Scourge

Unit Base: Large Scourge

Type: STR. Anti-Tank//Caster//Support

Script: A specialized scourge hero who destroyed his varies foes. He has been evolved from his previous kamakazie state, and has a specialized attack in which he can damage his foes. The rarely unseen evolved form also has enhanced abilities with magic, which has excellent uses to take down various large enemies and heavily armored units. He uses special magic that penatrates the hardest armor, and causes the armor to be warped in his favor.

 

Starting Stats:

Base Health [250]

Movement Speed [2.8]

Attack Range [4]

Attack Speed [1.9]

Base Damage [42]

Base Armor [1]

Strength – [29] + [7] Primary

Agility – [17] + [4]

Intelligence – [28] + [7] Secondary

 

Note: This is a caster to deal with tanks. This hero isn't very strong vs heroes with Low hp and armor (Counter: Primarily enemy casters.)

--

 

Abilities:

 

Heroic Passive: Piercing Magic

"Every standard attack deals an additional 2 True Damage for every FULL point of armor the enemy has."

 

 

Effect: Enemy has 6 armor, you deal a bonus 12 true damage. Enemy has 50 armor, a bonus 100 true damage. If enemy has 42.98 Armor, you deal 84 bonus True damage. This ability is about the amount of armor you have, not Physical Resistance.

 

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Ability One: Acidic Bomb

"Paine lays 3 invulnerable (air unit) eggs above him. In addition, the area he targeted is shot with a stenched acid in an AoE 2 unit-radius which slows movement speed for 3.5 seconds and deals spell damage to enemies. After 3 seconds, the eggs Paine lays are hatched into small scourge (invulnerable) and charge towards the area (At speed of 6) that got drenched in Acid. Each scourge then explodes once reaching the targeted spot dealing True damage and stunning the enemy for 1 second in a 2 unit-radius."

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

Cooldown: 21//20//19//18

Range: 12

 

Level 1: Stenched Acid deals 50[+35%int] Spell Damage and slows 35%. Each Scourge deals an additional 25[+20%int] True Damage.

Level 2: Stenched Acid deals 90[+35%int] Spell Damage and slows 40%. Each Scourge deals an additional 40[+20%int] True Damage.

Level 3: Stenched Acid deals 130[+35%int] Spell Damage and slows 45%. Each Scourge deals an additional 55[+20%int] True Damage.

Level 4: Stenched Acid deals 170[+35%int] Spell Damage and slows 50%. Each Scourge deals an additional 70[+20%int] True Damage.

 

Effect: Stench acid reaches targeted spot within 0.5 seconds of being shot. Note: The farther you shoot it, the longer it takes for the scourge to rreach the area and deal damage. At the longest distance, it will take about 5 seconds for the scourge to damage the targeted area. Each scourge will blow up in about 0.1 seconds between each other.

 

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Ability Two: Corrosive Armor [Passive]

"Enemies that take Spell or Physical damage from Paine will lose Physical and Spell Resistance equal to the amount of Resistance they currently have [before mitigation] [before all debuffs] for 2 seconds. This is caused from the acid Paine uses in his attacks and abilities to weaken enemy armor."

Energy Cost: None

Cooldown: None

Range: None

 

Level 1: Enemies lose 1% Spell Resistance for every 6% Physical Resistance said enemy has. Enemies also lose 1% Physical resistance for every 6% Spell Resistance said target has.

Level 2: Enemies lose 1% Spell Resistance for every 5% Physical Resistance said enemy has. Enemies also lose 1% Physical resistance for every 5% Spell Resistance said target has.

Level 3: Enemies lose 1% Spell Resistance for every 4% Physical Resistance said enemy has. Enemies also lose 1% Physical resistance for every 4% Spell Resistance said target has.

Level 4: Enemies lose 1% Spell Resistance for every 3% Physical Resistance said enemy has. Enemies also lose 1% Physical resistance for every 3% Spell Resistance said target has.

 

Note: This ability basicly works like this: If enemy has a total of 60% Spell Resistance, he will then lose 1% Physical Resistance (20 times stacking [which means: your physical damage deals 1.01^20 more. Then you will have to remove for amount of armor they have. Note: This isn't linear, this is after all stacks. Maximum you could stack this is up to 33 times (100% spell resist). 50 Armor armor grants 78.19% Physical Resistance (3 goes in 26 times). That would cause them to lose 1.01^26 = -29.52% Spell Resist. (Note, it may seem strong, but if enemy also has 70% Spell resistance, the amplify damage won't do much as the -30% will make them down to 49%. This is very good ability for enemies that have high resistances.

 

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Ability Three: Burned Armor

"Spew a ball of acid at the targeted area. It will hit the first enemy unit is comes in contact with, dealing True damage equal to the amount of Spell Resistance on the enemy and slowing Movement Speed by 25% for 2 seconds. Enemies in an AoE 1.5 unit-radius from the main target will take less True Damage. Takes 0.6 second to channel."

Energy Cost: 70//95//120//145

Cooldown: 25//22//19//16

Range: 10

 

Level 1: Acid Ball deals 55[+35% int] + [+0.4% int per 1% Spell Resist]. Enemies around Primary target take 50[+30%int] True Damage.

Level 2: Acid Ball deals 100[+35% int] + [+0.6% int per 1% Spell Resist]. Enemies around Primary target take 90[+30%int] True Damage.

Level 3: Acid Ball deals 145[+35% int] + [+0.8% int per 1% Spell Resist]. Enemies around Primary target take 130[+30%int] True Damage.

Level 4: Acid Ball deals 190[+35% int] + [+1% int per 1% Spell Resist]. Enemies around Primary target take 170[+30%int] True Damage.

 

Note: All heroes have 20% Natural Spell Resist. Note that stacking spell resist won't mean you have that exact amount spell resist. The ability counts the amount of spell resist the enemy has before debuffs, and after the spell resist has been stacked ontop of each other (meaning it is not linear). An enemy with 50% Spell Resistance will cause enemy to take 190[+35%int] + [+50%int] True Damage.

 

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Ultimate Ability: Vampiric Acid

"Shoot acid on a targeted unit. The target takes Physical, Spell, and True Damage. Paine and allies in a 8 unit-radius of Paine gain Physical and Spell resistance for 8 seconds equal to a % of the targeted enemy. Takes 1 second channel."

Energy Cost: 150//225//300

Cooldown: 110//90//70

Range: 5

 

Level 1: Target takes 50[+20%int] Spell Damage + 50[+20%int] Physical Damage + 50[+20%int] True Damage.

Gain +1% Spell Resistance (Stacks on top of each other) for every 5% Physical Resistance. You and allies gain +1% Physical Resistance (Stacks on top of each other) for every 5% Spell Resistance.

Level 2: Target takes 75[+20%int] Spell Damage + 75[+20%int] Physical Damage + 75[+20%int] True Damage.

Gain +1% Spell Resistance (Stacks on top of each other) for every 4% Physical Resistance. You and allies gain +1% Physical Resistance (Stacks on top of each other) for every 4% Spell Resistance.

Level 3: Target takes 100[+20%int] Spell Damage + 100[+20%int] Physical Damage + 100[+20%int] True Damage.

Gain +1% Spell Resistance (Stacks on top of each other) for every 3% Physical Resistance. You and allies gain +1% Physical Resistance (Stacks on top of each other) for every 3% Spell Resistance.

 

Effect: Basicly a reverse of the Passive (corrosive armor). Instead of amplifing spell//physical damage on enemy based on their spell//physical resistance, it actually gives your team Spell//Physical resistance based on the enemy's Spell//Physical Resistance.

 

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Note: Majority of the damage from this hero is True Damage. You can take the abilities tho by getting either, More hp, and getting less Spell resistance.

This hero is good vs enemies with high armor (HP and Ability passive) and also vs Spell resist enemies.

Additional Information

Suggested Build: Yamato Reactor, Argus, Starfury, Sunflare Gun, Pyre, Nitrogen.

Support Build: Shrapnel Cloak, Spell Buffer, Korhal Vanguard, Eternal Drive, Organic Carapace, Lockbox.

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Closing statement

Thanks for reading :D

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