FruitNinja Posted January 19, 2013 Report Share Posted January 19, 2013 Changelog: 1/18/2013 - First post Samir.Duran [insert description here] There is more than meets the eye... Portrait: Orlan (Mercenary Guy) Unit Base: Ghost Type: AGI Alignment: Lawful Evil Starting Stats: Health – 495 (225 base) Movement Speed – 2.75 Attack Range – 6 Attack – C10 Canister Rifle Attack Speed – 1.75 Damage – 70 (53 base) Armor – 0 Energy – 0 Strength – 27 (+6) Agility – 34 (+7) Intelligence – 30 (+4) -- Dead Silence [Heroic Passive] After killing a hero, Duran cloaks for 4 seconds. If he attacks during this duration, he cancels the effect and stays cloaked for 1.5 seconds. -- Takedown [Q] Mana Cost: 40/60/80/100 Cooldown: 10/8/6/4 Range: 8 Duran focuses on a target for 0.5 seconds. If the target does not move during the cast time, Duran deals a percentage of its health as Spell Damage, plus (+60% INT). Otherwise, the ability cancels. Level 1: Deals 12% of maximum health. Level 2: Deals 17% of maximum health. Level 3: Deals 22% of maximum health. Level 4: Deals 27% of maximum health. -- Negative Energy [W] Mana Cost: 90 Cooldown: 30/26/22/18 Range: 7 Duran tosses a web to the target location, which explodes after 1.7 seconds and immobilizes anyone near it (radius of 3.5) for 2 seconds if their health is below a certain threshold. Any rooted targets mimick the same effect 0.5 seconds after the root ends, affecting all heroes in a radius of 2 around them. The chain does not continue. Level 1: 30% health threshold. Level 2: 45% health threshold. Level 3: 60% health threshold. Level 4: 75% health threshold. -- Mercy [E-Passive] Duran's attacks deal bonus Spell Damage to targets that are slowed, rooted, or stunned. He gains Weapon Speed until he attacks a target that is not affected by one of these. Level 1: 20 (+35% Weapon Damage) (+30% INT) Spell Damage. 20% Weapon Speed boost. Level 2: 40 (+35% Weapon Damage) (+30% INT) Spell Damage. 20% Weapon Speed boost. Level 3: 60 (+35% Weapon Damage) (+30% INT) Spell Damage. 20% Weapon Speed boost. Level 4: 80 (+35% Weapon Damage) (+30% INT) Spell Damage. 20% Weapon Speed boost. -- True Form [R] Cooldown: 180/135/90 Duran transforms into a gigantic monster (Red Hybrid Reaver) with a new passive and three abilities. He cannot exit the form until he dies in that form, causing him to reappear with a percentage of his health left at the site of his death. Level 1: 180 second cooldown, 10% health revive. Level 2: 135 second cooldown, 30% health revive. Level 3: 90 second cooldown, 50% health revive. ----- Duran.Trueform Portrait: Hybrid Reaver Unit Base: Red Hybrid Reaver Type: AGI Alignment: Chaotic Evil Starting Stats: Health – 1270 (1000 base) Movement Speed – 2.85 Attack Range – 2 Attack – Razor Claws Attack Speed – 2.0 Damage – 137 (120 base) Armor – 0 Energy – 0 Strength – 27 (+6) Agility – 34 (+7) Intelligence – 30 (+4) -- Feel Nothing [villainous Passive] Duran takes 40 less damage from all autoattacks and non-periodic spell damage. -- Crushing Blows [Q-Passive] Duran's attacks deal bonus Physical Damage based on how much health he is missing. Level 1: Deals 8% of missing health. Level 2: Deals 12% of missing health. Level 3: Deals 16% of missing health. -- Eruption [W] Cooldown: 22 Duran slams the ground, knocking up enemies near him and setting them ablaze. The fire deals Physical Damage over time and slows affected units for 3 seconds. Level 1: 0.8 second knockup, 80 (+50% Weapon Damage) (+60% INT) Physical Damage over time, 20% slow (movement speed and weapon speed). Level 2: 1.1 second knockup, 160 (+50% Weapon Damage) (+60% INT) Physical Damage over time, 30% slow (movement speed and weapon speed). Level 3: 1.4 second knockup, 240 (+50% Weapon Damage) (+60% INT) Physical Damage over time, 40% slow (movement speed and weapon speed). -- Thrash [E] Cooldown: 9 Duran sweeps nearby enemies away from himself, dealing Physical Damage. Level 1: 4 unit displacement, 60 (+50% Weapon Damage) (+60% INT) Physical Damage. Level 2: 6 unit displacement, 120 (+50% Weapon Damage) (+60% INT) Physical Damage. Level 3: 8 unit displacement, 180 (+50% Weapon Damage) (+60% INT) Physical Damage. ----- This is a carry with some caster-like elements, as well as the ability to become a tank for an extended period of time. His laning phase is intended to be weak with his only CC being a situational skillshot and his only poke requiring the target to stand still (impossible without a root against competent players). He mainly shines in teamfights where he can get the echo effect on the entire enemy team after he or his teammates weaken one enemy. He is meant to have a strong mid-game where he can fight people who are at low health and where teamfights aren't always necessarily over in seconds. Late-game people probably won't risk going out at low health so getting to use his W can be tricky. His ult, however, lets him stay relevant in teamfights at any stage of the game. His E synergizes with force of entropy and the nitrofit/pyre combo, so you can build tanky/DPS or on-hit and do well. He isn't very good as a glass cannon carry due to his lack of an escape, medium range (for a ranged carry), and situational abilities. Surviving long enough to make good use of his abilities is key. residente, Misantrophy and Chimera 3 Quote Link to comment Share on other sites More sharing options...
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