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Royal.Knight


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Agi Uber Tank anywhere? I dont think we have one.

 

Changelog:

Date 2/12/2013

- Created Hero.

 

Name: Queens.Knight

Portrait: Carrier

Unit Base: Carrier(grey/white tint)

Type: Tank/Carry?[Medium]

Script: Knight had always his entire life been training or defending his monarchy, of the protoss empire. After the infestation of Aiur, Knight had nobody left to defend, as his queen was slain. So he decided to head to the Aeon of Storms to train, so he can avenge his queen, slaying everybody who sides with the zerg.

 

Starting Stats:

Base Health 290

Movement Speed 2.75

Attack Range 1.50

Attack Speed – 1.9

Base Damage 45

Attack Name | Animation - Psi-Slash (looks like a purple cut)

Base Armor 3

Strength – 30+(5)

Agility – 20+(8)

Intelligence – 12+(3)

 

--

 

Heroic Passive: My Life for My Queen

Knight keeps training to gain enough hp to defend any future queens or kings he finds or any allies, so as everytime he levels up, he can defend anyone more.

 

Effect: Each time he levels up he gains 50 maximum hp.

 

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Ability One: Reflective Shield

Knight uses his trusty knights shield to reflect attacks such as arrows or blades back at thier opponent.

Energy Cost: Passive

Cooldown: Passive

Range: Passive

 

Level 1: Deals 1%(maximumhealth) spell damage at opponent every basic attack, then Knight gains 1.5%(maximumhealth).

Level 2: Deals 1.5%(maximumhealth) spell damage at opponent every basic attack, then Knight gains 2.%(maximumhealth).

Level 3: Deals 2%(maximumhealth) spell damage at opponent every basic attack, then Knight gains 2.5%(maximumhealth).

Level 4: Deals 2.5%(maximumhealth) spell damage at opponent every basic attack, then Knight gains 3%(maximumhealth).

 

Effect: Is like barbed plating, except using maximum hp.

Great for survivability versus creepwaves, even thought the hp isnt much.

The effect has an inner cooldown, and can be clicked to activate.

Poor enemy hero given friendly Molotov

 

--

 

Ability Two: Vengance.

Knight gains bonus hp based on the amount of hp all enemy units around him have for 10 seconds. Refreshes every 10 seconds.

Energy Cost: Passive

Cooldown: Passive

Range: Passive

 

Level 1: 10% of all nearby enemy units in a 4 unit radius's maximum hp is added on.

Level 2: 10% of all nearby enemy units in a 4.5 unit radius's maximum hp is added on.

Level 3: 10% of all nearby enemy units in a 5 unit radius's maximum hp is added on.

Level 4: 10% of all nearby enemy units in a 5.5 unit radius's maximum hp is added on.

 

Effect: Gains hp based on the hp of nearby units.

Makes him even more tanky.

A full hp tank joining the fight on the enemy's side could save him, temporarily.

 

 

--

 

Ability Three: Dismember

Knight dismembers his target, slowing them down and dealing damage based on his hp.

Energy Cost: 5/7/10/13% maximum hp.

Cooldown: 20,16,12,8.

Range: 2 unit cast range.

 

Level 1: Deals 130+(5%maximumhealth) spell damage and slows for 30% for 2 seconds.

Level 2: Deals 170+(7%maximumhealth) spell damage and slows for 30% for 4 seconds.

Level 3: Deals 200+(10%maximumhealth) spell damage and slows for 30% for 6 seconds.

Level 4: Deals 230+(13%maximumhealth) spell damage and slows for 30% for 8 seconds.

 

Effect: Hurts Knight for a decent bit.

Makes him not being able to tank damage forever, but still hurts.

Can be spammed, but if you do your going to lose a load of hp.

 

 

--

 

Ultimate Ability: Maximum Training

Each time Knight kills a unit, he gains a small amount of maximum hp, to increase his training power. Bonus hp is awarded for heroes, but is halved for assists. Loses half of his stacks whenever he dies.

Energy Cost: Passive

Cooldown: Passive

Range: Passive

 

Level 1: 10 per creep, 50 per heroes. 25 for assists. Gains 1 stack of training per creep/hero/assist.

Level 2: 13 per creep, 100 per heroes. 50 for assists. Gains 1 stack of training per creep/hero/assist.

Level 3: 16 per creep, 150 per heroes. 75 for assists. Gains 1 stack of training per creep/hero/assist.

 

Effect: Not retroactive.

Leveling up skill does not increase all before kills but only future ones.

The tank that when he dies is screwed way more then balrog is he dies.

 

 

--

 

Additional Information

 

Recommended Item Build:

 

Starting Items:

 

Mid-Game Items:

 

Late-Game Items:

 

Core Items:

 

Optional Items:

 

--

 

Closing statement

Thanks for reading, and please make a constructive comment \ suggestion!

Idk for an ulti is probably op, and will have to half the effects.

Hmmm, 9k hp sound fun? Sure :D.

Meant to be a distraction in team fights.

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Um, the way you phrase his heroic passive makes it sound like:

 

Lvl 1: Gain 100 hp

Lvl 2: Gain EXTRA 200 hp

Lvl 3: Gain EXTRA 300 hp

 

And so on. After 18 levels this gives him 17100 hp from the skill alone :).

 

Anyway, his hp is going to be so high that all his hp scaling skills would easily deal ridiculous damage. Also, couldn't you just walk into a Rory Molotov, stand in front of Stevie for a couple of seconds and transfer Molo to another enemy?

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