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Mid.Knight


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So i made a moustache based hero as banzai said. From what i percieved of what Eliwan said, i think he wanted me to make it really hard to code, but also be strong, and be semi difficult to play?

Needs more moustache based abilities.

 

 

Changelog:[/size]

Date 3/3/2013

- Began creation ^-^

 

Name: Mid.Knight

Portrait: Midknight

Unit Base: Whatever he wants.

Type: Carry/Ganker/Tank

Script: Insert Biography of Midknight here.

 

Starting Stats:

Base Health 240

Movement Speed 2.9

Attack Range 1.5

Attack Speed – 1.8

Base Damage 50

Attack Name | Animation - Moustache Slap

Base Armor 2

Strength – 23+5

Agility – 26+6

Intelligence – 29+7

 

--

 

Heroic Passive: Black Moustache

Midknight's moustache is so bright that it blocks some of the sun's light, reducing vision of enemies on the map.

 

Effect: All units on the map lose 3 vision.

 

--

 

Ability One: Moustache Whip

Midknight whips his moustache at target unit dealing moderate spell damage to them.

Energy Cost: 30,40,50,60

Cooldown: 10,8,6,4

Range: 6

 

Level 1: Deals 70+(30%INT) spell damage.

Level 2: Deals 100+(30%INT) spell damage.

Level 3: Deals 130+(30%INT) spell damage.

Level 4: Deals 160+(30%INT) spell damage.

 

Effect: Great Early Game.

Good Farming early.

Makes him dominate early game.

Not so good late game, except for proccing stars fury.

Single Target.

 

--

 

Ability Two: Grapplestache

Midknight uses his moustache to grapple to target point, dealing damage to all units he passes through.

Energy Cost: 80,90,100,110

Cooldown: 15,14,13,12

Range: 8 unit cast range.

 

Level 1: Deals 40+(60%INT) spell damage.

Level 2: Deals 60+(60%INT) spell damage.

Level 3: Deals 80+(60%INT) spell damage.

Level 4: Deals 100+(60%INT) spell damage.

 

Effect: Good escape.

Skill shot.

Travels at 6 units a second.

 

--

 

Ability Three: Cactistache

Midknight's moustache is barbed, like a cactus, poking all foes around him whenever he takes damage above an amount in a 3 unit AoE.

Energy Cost: Passive

Cooldown: Passive

Range: Passive

 

Level 1: Deals 30+(30%INT) spell damage whenever he takes over 175 damage from one spell or one basic attack.

Level 2: Deals 30+(35%INT) spell damage whenever he takes over 200 damage from one spell or one basic attack.

Level 3: Deals 30+(40%INT) spell damage whenever he takes over 225 damage from one spell or one basic attack.

Level 4: Deals 30+(45%INT) spell damage whenever he takes over 250 damage from one spell or one basic attack.

 

Effect: Passive.

Good for late game tanking, if you have the hp.

Can Shoo off carries pretty fast.

 

 

--

 

Ultimate Ability: Gladiator Arena

Midknight summons a circle with his moustache, that appears 2.5 seconds after casted, any units except Midknight left inside the circle are silenced until the circle has dissapeared. Only Midknight can enter and leave the circle freely. Deals minor spell damage per second to units trapped inside the circle.

Energy Cost: 150,300,450

Cooldown: 100,80,60

Range: 7 unit cast range

 

Level 1: Circle lasts 6 seconds. Deals (20%INT) spell damage a second.

Level 2: Circle lasts 7 seconds. Deals (20%INT) spell damage a second.

Level 3: Circle lasts 8 seconds. Deals (20%INT) spell damage a second.

 

Effect: Imagine Zeratul and Lz's ulti combined and silence you.

It is as wide as Zeratul's ulti.

Minor spell damage.

Aoe Skill shot.

 

 

--

 

Additional Information

 

The items are for Midknight to decide :P

 

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!

 

Also midknight, message me the things u want to fill in such as items, bio and unit base.

 

Hey, i will get to the others right away, now its time for some civ 5!

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I suggest you chage his ultimate to:

 

Ultimate Ability Ban Hammer!

Midknight summons His Mighty Ban Hammer and smashes the ground removing all enemy players, in a 4 unit aoe, from the game for a short durration so that they can ponder the error of their ways. Upon coming back into the game enemy players are subdued causing their weapon and spell dmg to be reduced.

Energy Cost: 150,300,450

Cooldown: 120

Range: 5 units

 

Level 1: Enemy heros removed for 3 seconds, -5% spell/weapon dmg

Level 2: Enemy heros removed for 4 seconds, -10% spell/weapon dmg

Level 3: Enemy heros removed for 5 seconds, -15% spell/weapon dmg

 

Note: Duration of ban is shortened for balance purposes and does not reflect The Mighty Ban Hammers actual strength.

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@Jaysi. At level 10, even 200 damage isnt much from a basic attack, at lvl 6, most spells deal more then 200 damage. So even if you maxed it first, they will still be able to proc it. Its like this so that it doesnt push creeps making it uber op.

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