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[Hero] Judge.Yama


Itsthatguy
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Changelog:[/size]

1/21/2013

-Changed [Q] Refresh radius from infinate to 50 - unit radius. Change CD from 20//16//12//8 to 20//17//14//11. Increased energy cost of all abilities. [Toggleable Ability requires energy now].

 

Name: Judge.Yama

Portrait: High Templar

Unit Base: High Templar

Type: INT Support//Caster

Script: A Yama who judges the souls of others. This specialized Templar has been able to use her judgements to judge enemies and sentencing them to death, or pleasurement. Helping those who are rightfully good, and punishing those who are evil. Note that I thought of this will thinking of [shikieki Yamaxanadu] I also saw a hero suggestion with the name of Law, so then i was like, gasp, i need to make a hero that judges others.

 

Starting Stats:

Base Health 250

Movement Speed – 2.7

Attack Range – 5

Attack Speed – 2

Base Damage 61

Attack Name | Animation - Judgemental Staff

Base Armor 2

Strength – 22 + [5]

Agility – 19 + [4]

Intelligence – 26 + [6]

 

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Heroic Passive: Sentence

"Yama is able to judge others. Because of this, if Yama gains the kill or an assist on the enemy hero, their revival time will take 1+0.5*Lv seconds longer. In addition, if Yama gets the kill or assist on the target, all his allies that either got the kill or assist will have their Respawn reduced by 2 seconds."

 

Effect: A very powerful ability which can cause enemies to get behind if they die continously. This doesn't seem like much as at full level it is 10 seconds. But if you get a team wipe while your one your allies died. You have an addition 10 seconds to push, and your ally also respawns 10 seconds faster than normal (assume he was first to die).

 

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Ability One: Eternal Judgement

"Yama judges the target, and setences for a long duration them depending if it is an ally, buffing the ally or debuffing the enemy for 20 seconds. Does not stack. Refresh upon reapplied. The effects are also refreshed on all enemies 50-unit radius from his target with this debuff if Yama applies it to any enemy Hero. The effects are also refresh on all allies with this buff in a 50-unit radius if Yama applies it to any ally hero, including himself."

Energy Cost: 80//105//130//155

Cooldown: 20//17//14//11

Range: 8

 

Level 1: Deals 6[+3%int] True damage per second. Lower Weapon damage and Spell damage by 6%. Heals ally 6[+3%int] per second. Increase Timescale by 4%.

Level 2: Deals 9[+3%int] True damage per second. Lower Weapon damage and Spell damage by 9%. Heals ally 9[+3%int] per second. Increase Timescale by 6%.

Level 3: Deals 12[+3%int] True damage per second. Lower Weapon damage and Spell damage by 12%. Heals ally 12[+3%int] per second. Increase Timescale by 8%.

Level 4: Deals 15[+3%int] True damage per second. Lower Weapon damage and Spell damage by 15%. Heals ally 15[+3%int] per second. Increase Timescale by 10%.

 

Effect: An ability the is good to use on various targets before a team fight, or to just harass them. Parallax is decent at countering this. Although applying it to mutiple different enemies is good since applying it to on enemy hero will cause it to be refreshed to all other enemies with the stack on. Same with allies. If you level up this ability, you must reput all the stacks on all allies.

 

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Ability Two: Punishment [Toggleable On//Off]

"Yama has the choice to punish his enemies. When he wants to, he can disable to luxuries that the enemy has, disabling their MiniMap if Yama is within a certain radius of the enemy. In addition, it will stop their Health and Energy Regen."

Energy Cost: 0.5% Max Energy per second.

Cooldown: 2

Range: 10//15//20//25

 

Level 1: Effects enemies within a 10-unit radius from Yama.

Level 2: Effects enemies within a 15-unit radius from Yama.

Level 3: Effects enemies within a 20-unit radius from Yama.

Level 4: Effects enemies within a 25-unit radius from Yama.

 

Effect: You may ask, WHY IS THIS TOGGLEABLE, you will always have this on. False. There are a couple of times this ability will harm you, since enemies will know you are near by because of this ability, you can turn it off if you want to gank. Then turn it back on when the chase starts or if they see you. Also costs slight bit of energy.

 

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Ability Three: Torturing Judgement

"Yama applies an ability in an AoE-1 unit Radius effective all allies and enemies. Enemies hit by it will recieve a debuff which will causes them to take damage equal to a % of all damage they took during the debuff before mitigation at the end of the debuff [similar to rory's molotov]. Allies hit by it will recieve a buff which will cause them to heal equal to a % of all damage they took during the buff before mitgation at the end of the buff and remove debuffs. Both the debuff and buff lasts 3 seconds at all levels. Takes 1.5 second channel time."

Energy Cost: 95//125//155//185

Cooldown: 22//20//18//16

Range: 7//8//9//10

 

Level 1: At end of debuff, deals 50[+50%int][50% damage taken] Spell damage. At end of buff, heals 30[+30%int][25%damage taken] and remove debuffs.

Level 2: At end of debuff, deals 75[+50%int][60% damage taken] Spell damage. At end of buff, heals 45[+30%int][30%damage taken] and remove debuffs.

Level 3: At end of debuff, deals 100[+50%int][70% damage taken] Spell damage. At end of buff, heals 60[+30%int][35%damage taken] and remove debuffs.

Level 4: At end of debuff, deals 125[+50%int][80% damage taken] Spell damage. At end of buff, heals 75[+30%int][40%damage taken] and remove debuffs.

 

Effect: Similar to rory's molotov, except it works on allies, low cd, low duration, making it more effective if enemies get parallax. Yama really lacks any immediate damage abilities, causing him to rely on allies to deal the damage. It is primarily useful on helping an ally who is taking heavy damage, or on an enemy who is currently taking heavy damage. Goes well with sunflare gun. This also removes debuffs from allies to help them. Altho it isn't fully effective since it only removes debuffs so it doesn't last a duration, and in addition, there is a delay to when it removes the debuff and there is a decent CD you have to wait (and aim).

 

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Ultimate Ability: Judgement Day

"Yama judges the souls of all those around her. Upon using, Yama causes all enemies in a 5-unit Radius to be stunned for 1 second and applying a special debuff on them. Yama also removes all debuffs on allies in a 5-unit Radius and applying a special buff on them. The debuff the, enemies recieved causes them to take true damage per second, lasting 5 seconds, deal massive spell damage and lowering Movement Speed//Attack Speed for 2 seconds whenever the debuff is removed [Regardless if it is naturally removed or by debuff immunity]. Allies will recieve a buff causing them to gain Physical//Spell Resistance//Healing for 5 seconds. When the buff on the allies is removed, they will heal a certain amount of Hp. Takes 1 second to channel."

Energy Cost: 300//375//450

Cooldown: 150//130//110

Range: 5

 

Level 1: Deals 20[+10%int] True damage per second. Removal of causes enemy to take 100[+50%int] Spell Damage and lose 30% Movement Speed//Attack Speed for 2 seconds. Buff gives allies 15% Spell and Physical Resistance. When the Buff ends, heals 150[+100%INT] health.

 

Level 2: Deals 35[+10%int] True damage per second. Removal of causes enemy to take 150[+50%int] Spell Damage and lose 45% Movement Speed//Attack Speed for 2 seconds. Buff gives allies 20% Spell and Physical Resistance. When the Buff ends, heals 225[+100%INT] health.

 

Level 3: Deals 50[+10%int] True damage per second. Removal of causes enemy to take 200[+50%int] Spell Damage and lose 60% Movement Speed//Attack Speed for 2 seconds. Buff gives allies 25% Spell and Physical Resistance. When the Buff ends, heals 300[+100%INT] health.

 

Effect: A Super initiator that helps all allies and hurts all enemies. While it doesn't fully set up, it does a little bit of everything, giving resistances to allies and then healing them during battle, and causing enemies to be stunned a short duration and take True Damage then spell damage and lose movement//attack speed.

 

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Additional Information

I'd suggest going a hybrid of Support and Caster.

Primarily ----> Sunflare Gun, Argus, Nitrogen, Shrapnel, Spell Buffer, Small Halldron Collider.

This hero is fairly countered by Parallax

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Closing statement

Thanks for reading

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Other than W, this hero is amazing.

 

The reason I don't like the W is because... disabling UI is no fun. =[

 

I really like the abilities and idea; it's just that the W doesn't feel fun to play against at all.

It probably wouldn't be too bad in in houses due to communication, but I'd imagine it'd be a nightmare in pubs when you're laning against this hero and you can't trust your teammates to warn you about incoming ganks.

 

Other than that, I don't have much of an issue with the other abilities' concepts. It's a good hero idea.

 

 

 

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It probably wouldn't be too bad in in houses due to communication, but I'd imagine it'd be a nightmare in pubs when you're laning against this hero and you can't trust your teammates to warn you about incoming ganks.

 

Other than that, I don't have much of an issue with the other abilities' concepts. It's a good hero idea.

 

"Yo, Raynor, what do you see on the minimap?"

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Other than W, this hero is amazing.

 

The reason I don't like the W is because... disabling UI is no fun. =[

 

I really like the abilities and idea; it's just that the W doesn't feel fun to play against at all.

At least owl won't rage about the mini map location if he ever played vs this hero :P

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So technically, you could buff all of your allies while your in the pool at the beginning of the game, and then buff yourself every 19 secs, and keep it stacked on everyone? Needs a range for how far away you can be. I may just be reading wrong though.

Others explained it fairly well. But Note: It costs 130 Energy. Works well, but if the energy supply to maintain this can be difficult, especially early game, making it non-spamable early game. But yea. As long as the ally has a the buff, it will be refreshed if Yama uses it on herself or any other ally regardless the range. This becomes useful late game [Especially on AA heroes]. It is more of a convience ability than a real helper ability, just helping you to restore hp as you try to gank or when your laning or when your exchanging minor harassment blows before team fights. Ect. Ect.

 

Altho the cooldown on the ability, you would need at least level 2 to sustain it. Since the CD is same length as the duration unless you have CDR.

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Actually if you cast it on yourself first, no cd reduction is needed as it provides timescale for you. In addition most casters get the cdr talent, with 70 mana cost cast at start, the regen talent, and a couple of mana pots at start, you could easily keep it up on all your allies throughout early and into mid game quite easily providing a significant boost. Assuming all you ever buy for int on the hero is an ihan, your entire team has just over 21 hp regen a second from it, In addition to a time scale buff operating at 70% of a fully stacked masamune all game long.

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Actually if you cast it on yourself first, no cd reduction is needed as it provides timescale for you. In addition most casters get the cdr talent, with 70 mana cost cast at start, the regen talent, and a couple of mana pots at start, you could easily keep it up on all your allies throughout early and into mid game quite easily providing a significant boost. Assuming all you ever buy for int on the hero is an ihan, your entire team has just over 21 hp regen a second from it, In addition to a time scale buff operating at 70% of a fully stacked masamune all game long.

 

Issue is that you have the choice to do this

 

Once you have LEvel 4, you have to gather all allies for it to be effect, and at any time you run out of mana, well say goodbye to global stacks. Not to mention that you would have to wait about 30 seconds to put stacks on every, worth it, but makes you kinda behind.

 

The [Q] wouldn't be as over powered as you would think. Altho it would be very useful in many situations that take a duration.

 

Honestly, 21 HP regen [Thats 200 INT there] is actually very low, and it costs one full ability and 130 energy per 20 seconds.

 

If you continue doing it on yourself, your out of one ability to harass the enemy with. In addition, using this ability will basicly stop your energy regen, making it so you can't use other abilities as often. If you die, most likely all the stacks end too. Silences also come into this too. Also in team fights, this ability won't come in to much use as its ment to sustain your team before and after team fights. This hero honestly uses almost as much Energy as Rory early game. He has nearly the same energy demands as an early game rory.

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Chuck.Norris

 

He has only an ult. At first rank, it makes you win the game instantly. At second rank, all future games played by your opponent result in a loss. At third rank, for making the game go on that long, Chuck Norris busts into your house and slams your face into your keykfjdkaljffjkdls

Why did you post this here?

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The q gives 2x the regen and time to the entire team than every sinlge person buying the best starting regen item. With this guy as a lane partner, you simply either buy a space battery (usually a horrible choice) or some mana pots for him to help sustain the ability. And once he farms up a kaydarin absorber (first or second item) his mana issues are gone all game long. Hes not going to be using this ability to harass then enemy anyway, you gave him molotov and a passive that takes 0 mana, while giving opponents 0 nonleach sustain.

 

Your entire team is pretty well unharassable all of early game, late game the regen is nice, but hardly the point, the rather large timescale buff is, who doesn't love permanently having haste cast afterall? As for losing stacks on death yeah you would, and it would take less time than getting balrogs stacks back and be more useful. ^_^

 

 

 

One reason ecko so rarely takes ideas from the forums so few people realistically consider how x y and z will interact with already existing content in the meta game.

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The q gives 2x the regen and time to the entire team than every sinlge person buying the best starting regen item. With this guy as a lane partner, you simply either buy a space battery (usually a horrible choice) or some mana pots for him to help sustain the ability. And once he farms up a kaydarin absorber (first or second item) his mana issues are gone all game long. Hes not going to be using this ability to harass then enemy anyway, you gave him molotov and a passive that takes 0 mana, while giving opponents 0 nonleach sustain.

 

Your entire team is pretty well unharassable all of early game, late game the regen is nice, but hardly the point, the rather large timescale buff is, who doesn't love permanently having haste cast afterall? As for losing stacks on death yeah you would, and it would take less time than getting balrogs stacks back and be more useful. ^_^

 

 

One reason ecko so rarely takes ideas from the forums so few people realistically consider how x y and z will interact with already existing content in the meta game.

 

It heals the same amount if deals damage. It isn't worth the damage? but it is worth the healing? What? Late game you got 50 Hp per second. That is very useful, and is nearly like a Levi buff, but if you take damage, it ain't going to be to useful. It makes enemies just have to kill you or not. This ability is fantastic at healing over time, but it isn't going to save you the way egon's heal does when your taking some heavy damage.

 

I don't see the ability as being particularly useful except in early game and pre//after team battles. When team battles last 6 seconds and you take 1000 damage per second, a 40 Hp regen per second isn't going to help, except help heal you over time after.

 

You can get absorbers and your mana supply will be much more avaliable, but the issue with that is, a Caster hero was forced to get a Absorber. Congrats, you have one less item space, and an ability that isn't really useful during team fights. 15% timescale is fairly helpful, but it isn't all that much. Enough to be fairly useful late game at least. You have many items that can mimic this ability too, You have Eternal Drive, CoA, and other things too.

 

Eitherway tho, the ability was nerfed slightly in the changelog to the point where you can easily get it on your entire team, but not across the entire map anymore.

 

Yes he has a rory's like molotov ability. Issue is it lasts 3 seconds. Maybe higher damage, but on rory's molotov, it deals MUCH MUCH more damage. You got 40% damage taken X3. its even more than 120% if you take damage first 4 seconds.

 

I have to question this: "You gave him a Passive that costs no energy". Wtf, since when do passives cost energy?!

 

I changed a few of the things tho. He requires much more energy. And he requires more energy than rory [Lower CD higher energy costs than rory too]. But honestly, if rory has energy problems, I don't buy a Absorber. I'm not sure why you would buy an absorber on this hero. Primarily the heal wouldn't be so useful. In addition, many other heroes heal more than his ability.

 

Most heroes early game can't even spam an ability every 20 seconds. Regardless. Leveling up ability causes you to have to reapply it on everyone. Have fun wasting your time going to each lane if it is really that important.

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Starting at the end, you were complaining about his mana useage, hence my reference to his passive which takes no mana and is a rather dumb ability like midnight pointed out.

 

You actually gave him a significantly stronger version of rorys molotov Its pretty much immune to paralax, and deals damage much more quickly, which is typically how rorys molotov is used anyway, molotov, high dmg burst such as rancors snipe, or shadows shade and back off allowing the molotov to finish the job.

 

Hadnt looked at the changes, yes you have subsequently reduced its opness in the areas I was pointing out, although you've still given it range greater than rancors nukes, but the timescale buff is much more reasonable.

 

Theres 0 point in building him int he has crappy scaling on his skills so you'd build him as a tank or potentially as an AA depending on his attack animation and attack speed your not forcing him to get an absorber, hes getting it as one of the optimum builds with his design. Especially now that you've change his original passive to consume a % of mana per second that its active, he'll ideally want good regen and a low max mana, enough ax to throw out his molotov, ulti and q and thats about it coupled with high regen to let him do it alot. The absorber does that for him and provides life regen, its not the only possible item choice to achieve the desired result, but it is a good one.

 

The healing was never the point late game, it was the timescale, faster everything theres a reason time scale is the rarest attribute in the game, its incredibly strong 15% timescale is a huge buff. Early game the healing was important.

 

And no its not worth the damage as opposed to using it to maintain your timescale and hp regen, when you have molotov for damage instead. late/mid game its dmg reduction would be quite useful vs enemy heros and its cd will be low enough to be used on enemies while still maintaining the buff, but using it as a damaging ability not really ever gunna happen.

 

As for other heros healing more, yes they do but they dont do it on a more or less global aoe range all game long.

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