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[Hero] Striker.Mach


Nuparu
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Changelog:[/size]

3/1

- Began creation

3/2

- Fixed some things

3/6

- Scanned, did some rebalancing... again. Changed his ulti.

 

Striker.Mach:

Portrait: Terran Viking (Air Mode)

Unit Base: Terran Ghost (Fires Marauder rounds, very dark tinted)

Type: ...

Script:

As "Striker" Mach was traversing the galaxy, in the hunt for new targets to attack, he encountered the Imperial Sanctum. He figured he needed a challenge to his ability, so he landed and proceeded to arm himself to fight.

 

 

Starting Stats:

Base Health – 220

Movement Speed – 3

Attack Range – 5.5

Attack Speed – 1.75

Base Damage – 50

Attack Name | Animation - Amplified Punisher Grenade | Marauder

Base Armor – 3

Strength – 21 (+6)

Agility – 23 (+7) !Primary

Intelligence – 21 (+4)

 

--

 

Heroic Passive: Amplified Grenades

"Striker loads additional ammunition into his grenade launcher, making sure to leave the area decimated."

 

Effect: Attacks deal (8% AGI)+(8% STR)+(8% INT) damage in a 2-unit area.

 

Basically, he gets a bonus from everything.But, he can't stack one and get super wtf awesome benefits. This makes him a great solo laner as well, due to having a passive AoE attack, not to mention his ulti makes this ability turn pretty seriously deadly.

--

 

Ability One: Shattering Rounds

"Striker tends to cause trauma to people he fires at. Very deadly trauma, even in armor."

Energy Cost: 110/130/150/170

Cooldown: 14/13/12/11

Range: Weapon Range

 

Level 1: Deals 120 (+25% INT) Damage. Silences the target for 1 second.

Level 2: Deals 150 (+25% INT) Damage. Silences the target for 1.5 seconds.

Level 3: Deals 180 (+25% INT) Damage. Silences the target for 2 seconds.

Level 4: Deals 210 (+25% INT) Damage. Silences the target for 2.5 seconds.

 

Effect: Basically makes him able to blast someone down, very quickly. He's a hero to not 1v1. In the meantime, he's off murdering people. This ability does not have AoE; so he can only attack one person. But the ability is somewhat spammable, so it's quite deadly.

 

--

 

Ability Two: Rollin' Shots

"Striker has the ability to temporarily increase his attack range. But, he loses the ability to pierce very heavy armored structures (towers)."

Energy Cost: 50/70/90/110

Cooldown: 20/18/16/14

Range: N/A

 

Level 1: +1 Weapon Range for 3 seconds.

Level 2: +2 Weapon Range for 3 seconds.

Level 3: +3 Weapon Range for 3 seconds.

Level 4: +4 Weapon Range for 3 seconds

 

Effect: He has the ability to pretty much insure no one can escape. He can't AA towers like this, though, for balance reasons.

 

--

 

Ability Three: Get Rich or Die Hard

"A Pirate at heart, Striker has this tendency to attempt to get rich. If he dies, he's gonna die hard. (This ability has a toggle)"

Energy Cost: N/A

Cooldown: N/A

Range: (3 radius from his death point)

 

Level 1: Gains +15 minerals on a hero kill. Deals 120 damage on death, in a 3 unit radius.

Level 2: Gains +30 minerals on a hero kill. Deals 150 damage on death, in a 3 unit radius.

Level 3: Gains +45 minerals on a hero kill. Deals 180 damage on death, in a 3 unit radius.

Level 4: Gains +60 minerals on a hero kill. Deals 240 damage on death, in a 3 unit radius.

 

Toggle: Does not grant additional minerals. Deals additional damage equal to the additional bounty, but at the expense of the same amount in minerals.

Effect: Grants him the ability to farm off ganks, incredibly fast. But, the tides can turn when he gets rich, and then he can use his minerals to deal damage.

 

--

 

Ultimate Ability: Tiresome

"Striker doesn't like to lose. Ever. To him, it gets real tiresome if he happens to do so. So he's not going to. While this is up, his Heroic Passive increases to 20%, and this spell lasts for 8 seconds."

Energy Cost: 200/300/400

Cooldown: 160/140/120

Range: 6

 

Level 1: Deals additional damage equal to 6% Missing HP (+50% INT) damage in a 3 unit area on attack.

Level 2: Deals additional damage equal to 9% Missing HP (+50% INT) damage in a 3 unit area on attack.

Level 3: Deals additional damage equal to 12% Missing HP (+50% INT) damage in a 3 unit area on attack.

 

Effect: Did I mention... that he does lots of painful damage as he begins to lose a fight? And the damage is not applied like Grunty- everyone takes all of, and the same heat from the damage.

 

--

 

This hero is a ganker/assassin at heart. He's also a decent AA carry. But he gains more from stats then he does weapon damage. He can be built AGI, or INT.

 

Recommended Item Build:

 

Starting Items:

 

(Duran's Item)

 

:IhanCrystal: Ihan Crystal

 

Mid-Game Items:

 

:NitrogenRetrofit: Nitrogen Retrofit

 

:LightningRod: Lightning Rod

 

Late-Game Items:

 

:TimeSplitter: Time Splitter

 

:ForceofEntropy: Force of Entropy

 

:DarwinsMight: Darwin's Might

 

:ArgusCrystal: Argus Crystal

 

Core Items:

 

Nitrogen Retrofit, Time Splitter

 

Optional Items:

 

:OrganicCarapace: Organic Carapace

 

(n/a) Sliptide Scythe...

 

--

 

And that's that. A spell-nuker. Probably OP, don't know yet. He's a ganker by heart, but an INT hybrid as well.

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

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HP: Seems perfectly fine, wouldnt do too much damage unless you spammed bandit's artifice.

a1: Its a taser!

a2 Would provide great farming assist

a3: Great if you love ksing people

a4: This would provide massive damage boost, i suggest increasing scaling by about 10%

other things: Since its an air viking, would it be just floating above the ground, or in the air?

Conclusion: I would play him, and seems like somebody that could be played well in IH, but also quite alot in Pubs.

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It's not an air viking, it's a ghost with the air viking portrait.

 

So you can think of a fencing helmet, plus a vaccum-hardened glass facemask and a large rifle.

 

And a1 is a inherent taser at level 4, but it's a single target and costs a lot of mana early game.

 

But yeah... a3... feeding became a thousand times worse!

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Heroic Passive: Amplified Grenades

"Striker loads additional ammunition into his grenade launcher, making sure to leave the area decimated."

 

Effect: Attacks deal (8% AGI)+(8% STR)+(8% INT) damage in a 2-unit area.

 

Basically, he gets a bonus from everything.But, he can't stack one and get super wtf awesome benefits. This makes him a great solo laner as well, due to having a passive AoE attack, not to mention his ulti makes this ability turn pretty seriously deadly.

From the way you have defined the heroic passive, it is irrelevant whether you focus on one attribute or increase them all equally.

 

(8% AGI)+(8% STR)+(8% INT) = 8%(AGI+STR+INT)

 

Hence the only ​thing that matters is the sum of his attribute stats. You can build pure AGI if you wanted to and get the same benefits as building all three attributes equally.

 

And with ulti active, his passive scales as 24% rather than 8%. This would be very over powered.

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From the way you have defined the heroic passive, it is irrelevant whether you focus on one attribute or increase them all equally.

 

(8% AGI)+(8% STR)+(8% INT) = 8%(AGI+STR+INT)

 

Hence the only ​thing that matters is the sum of his attribute stats. You can build pure AGI if you wanted to and get the same benefits as building all three attributes equally.

 

And with ulti active, his passive scales as 24% rather than 8%. This would be very over powered.

For eight seconds...

 

...with a 114 second period at 18 without it.

 

He's not going to have enough stats early (before 16) to make it count, and even then, it has a long cooldown.

 

And also, if he stacks agility, he could get, if he stacked six timesplitters for the pure agility, 390. That'd be about less then 100 extra damage, for eight seconds on his ulti. Cain can do more then that late game >.>

Plus, spell resist cracks it down really quickly.

 

I'll reduce the ulti effect, just for you guys, though. I refuse to nerf his passive to the point of oblivion.

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