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[Hero] Sentinel.Fraus


captcpc

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Sentinel.Fraus

Probe_SC2_Head1.jpg

 

 

[table]

STR 27 + 3

AGI 25 + 2

INT 35 + 9

[/table]

[table]

[td]Base Health: 250[/td]

[td]Movement Speed: 2.75[/td]

[td]Base Weapon Speed: 1.7[/td]

[td]Attack Range: 6[/td]

[td]Sight Range: 12[/td]

[/table]

 

 

Introduction

Primary Role: Lane Support

Secondary Roles: Ganker, Pusher

 

Model: Probe [Archon lines]

Affilation: Chaotic Neutral

 

Lore:

Once a powerful Archon, Fraus was a protector of an insignificant tribe and had the ability to wipe out any invaders that bothered to attack in order to keep the peace for his people. Despite boasting the highest rank as Sentinel, he grew bored of his title as time passed and, though roasting and toying with foolish attackers was fun, he seeked for more challenge to fit his competitive nature. Upon hearing about his intents, his tribe decided to end his life as Archon, locking whatever was left of his power into a Probe model. However, Fraus still held onto his mischievious and selfish personality and the land he once protected was promptly burnt, frozen, and imploded for his entertainment. After centuries of wandering , Fraus hears of the storming of the Imperial Sanctum and joins the fight in order to regain his former glory from scratch.

 

Summary:

Fraus is a supportive caster whose skillset makes him feared by Carries and Pushers.

 

 

Skills

[table]

Glare

[td]Ability Type: Heroic Passive[/td]

[td]Damage Type: N/A[/td]

[td]Hotkey: N/A[/td][/table]

Enemies that face Fraus have their Weapon Speed slowed by 25%. He can teleport to the location of his copy using the E hotkey.

 

Any of those that dare to look at Fraus are overwhelmed by the intense energy locked within.

 

-Range of 12.

 

 

[table]

Vacuum

[td]Ability Type: Single Target[/td]

[td]Damage Type: Spell[/td]

[td]Hotkey: Q[/td][/table]

Creates a forcefield that lasts 1 second that damages and traps enemies that come in contact for the duration of the forcefield. They also have their Weapon and Movement Speed slowed by 35% for a duration afterwards.

 

Fraus's favorite method of toying with his attackers, he bends the battlefield to his will and suffocates whoever stands in his wake.

 

Level 1: 100 Energy Deals 160 (+50% INT) Spell Damage. Slows for 1.5 seconds. 16 second cooldown

Level 2: 120 Energy Deals 200 (+50% INT) Spell Damage. Slows for 2 seconds. 14 second cooldown

Level 3: 140 Energy Deals 240 (+50% INT) Spell Damage. Slows for 2.5 seconds. 12 second cooldown

Level 4: 160 Energy Deals 280 (+50% INT) Spell Damage. Slows for 3 seconds. 10 second cooldown

 

-Has the same radius as the forcefield in the actual game.

-Range of 8.

 

 

[table]

Banish

[td]Ability Type: Target Unit[/td]

[td]Damage Type: N/A[/td]

[td]Hotkey: W[/td][/table]

Locks the target Hero away for a short duration. On return they deal 40% less Weapon and Spell Damage.

 

The few who are strong enough to be a pest to Fraus are banished to an alternate dimension to reflect on their insignficance.

 

Level 1: 140 Energy Lockbox lasts 1 second. Damage Reduction lasts 1 second. 26 second cooldown

Level 2: 140 Energy Lockbox lasts 1.5 seconds. Damage Reduction lasts 2 seconds. 22 second cooldown

Level 3: 140 Energy Lockbox lasts 2 seconds. Damage reduction lasts 3 seconds. 18 second cooldown

Level 4: 140 Energy Lockbox lasts 2.5 seconds. Damage reduction lasts 4 seconds. 14 second cooldown

 

-Reduction duration takes place after Banish.

-Same effect as Lockbox.

-Cannot be cast on allies, but can be cast on copy and self, without the damage reduction.

-Range of 6.

 

 

[table]

Distortion

[td]Ability Type: Aura[/td]

[td]Damage Type: N/A[/td]

[td]Hotkey: E[/td]

[/table]

Nearby allied Creeps and Heroes gain bonus Damage Resistance and Weapon Damage from base damage and primary stats.

 

Fraus's mere presence twists reality to the advantage of his allies.

 

Level 1: +12% Base Weapon Damage and +8% Damage Resistance.

Level 2: +16% Base Weapon Damage and +10% Damage Resistance.

Level 3: +20% Base Weapon Damage and +12% Damage Resistance.

Level 4: +24% Base Weapon Damage and +14% Damage Resistance.

 

 

[table]

Replicate

[td]Ability Type: Target Unit[/td]

[td]Damage Type: Mixed[/td]

[td]Hotkey: R[/td][/table]

Produces a copy of the target Hero that lasts 60 seconds. Copies do not provide bounty nor can they be found through detection. Fraus can teleport to the location of the copy with the E hotkey.

 

A trick similar to the Hallucinations of actual Sentries, though the replicas Fraus produces aren't just mere illusions.

 

Level 1: 200 Energy Takes 300% damage, deals 40% of damage. 80 second cooldown

Level 2: 300 Energy Takes 225% damage, deals 60% of damage. 80 second cooldown

Level 3: 400 Energy Takes 150% damage, deals 80% of damage. 80 second cooldown

 

-Certain item passives are procced.

-Cannot use skills of course.

-Can be cast on self, but not allies.

-Range of 10.

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Good idea, but wouldn't a crazy combo that he could use would be banish them, then right before they re appear drop a force field on top of them? If this would be done, would it push them away like in melee, or would they be stuck inside it for the duration, which would deal lots of damage if they struggle around and try to move. Creating the illusion would be scary if you chose your carry (or tank), but i think that if you changed the ultimate when he targets himself the illusion can cast spells would make it much better and more worthwile to cast on yourself (2 ffs and lockboxs).

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Good idea, but wouldn't a crazy combo that he could use would be banish them, then right before they re appear drop a force field on top of them? If this would be done, would it push them away like in melee, or would they be stuck inside it for the duration, which would deal lots of damage if they struggle around and try to move. Creating the illusion would be scary if you chose your carry (or tank), but i think that if you changed the ultimate when he targets himself the illusion can cast spells would make it much better and more worthwile to cast on yourself (2 ffs and lockboxs).

Made the effect of his forcefield unclear, it traps units inside, not act like an actual forcefield. The ultimate is supposed to be a psuedo-escape mechanism and anti-carry spell, so it would make sense to not let it cast on allies so that's a good point.

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