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Rojack the Witch Hunter


Loveofwar
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Name:Rojack the Witchhunter

Portrait: Archon

Unit Base: Archon

Type:Int

 

Starting Stats:

Base Health:275

Movement Speed: 2.8

Attack Range: 6

Attack Speed: 1.9

Base Damage: 30

Base Armor:1

Strength: 15 (6)

Agility: 26 (6)

Intelligence: 26 (6) Main Attribute

 

Heroic Passive: Magic Converter

Turns 30% of Rojack's weapon damage into spell damage.

(What would be nice if it could be 100% weapon damage to 100% spell damage so that it would go better with Ult but in order for that to work they would need a barbed plating for spell damage and some more useful spell resist items.)

 

Ability Q:Leech

 

Rojack shoots out a beam that latches onto the first target it hits. When it latches on a target, Rojack will instantly be pulled to the target and will be pulled by the target for 6 second or when Rojack disconnects it. While latched to a target, that target takes spell damage per second. When the spell ends or when Rojack disconnects it, Rojack gets 15% damage he did back as health.

P.s During being latched they can hit you and cast spells on you and you can't do anything while latched but before and after you can.

 

Energy Cost:70/85/100/115

Cooldown:20

Range:7

 

Level 1:(20% int) spell damage per second

Level 2:(25% int) spell damage per second

Level 3:(30% int) spell damage per second

Level 4:(35% int) spell damage per second

 

Ability Passive W: Magic Leech

 

Damage with spell damage gives back health to Rojack

 

Level 1:10% Spell Leech

Level 2:15% Spell Leech

Level 3:20% Spell Leech

Level 4:25% Spell Leech

 

Ability E:Aura of Disruption

 

When activated it makes enemies in a range of 3 around Rojack are silenced and take 15% of Rojack's intelligence per second.

P.s They are only silenced when they are in range and when they move out of range they are no more silenced until they go back into it.

Energy Cost:65/70/75/80

Cooldown:23

 

Level 1:Ability lasts for 4 seconds

Level 2:Ability lasts for 5 seconds

Level 3:Ability lasts for 6 seconds

Level 4:Ability lasts for 7 seconds

 

Ultimate Ability R: Brain Leech

 

Spell damage Rojack does to enemy hero's takes the hero's Intelligence and gives to Rojack. When the enemy hero has 0 intelligence left, it wont take anymore intelligence. The intelligence will be given back to heros at the end of the Brain Leech.

 

Energy Cost:150/175/200

Cooldown:85/80/75

 

Level 1:Ability lasts 11 seconds 10% spell damage is equal to how much intelligence Rojack takes from hero

Level 2:Ability lasts 13 seconds 12% spell damage is equal to how much intelligence Rojack takes from hero

Level 3:Ability lasts 15 seconds 15% spell damage is equal to how much intelligence Rojack takes from hero

 

p.s I made this guy to kill annoying blinkers like Cyperus and Micro. :)

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Heroic passive alone could easily make him the most powerful carry in the game. Besides the fact that he'll probably be dealing nearly double the damage due to spell damage bypassing physical resist, you can tack on Argus Crystal for a 20% AA damage boost, Yamato for a 56% dps increase(25% damage and 25% faster attacks) and Gravity edge which lets you plough through spell resist.

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Heroic passive alone could easily make him the most powerful carry in the game. Besides the fact that he'll probably be dealing nearly double the damage due to spell damage bypassing physical resist, you can tack on Argus Crystal for a 20% AA damage boost, Yamato for a 56% dps increase(25% damage and 25% faster attacks) and Gravity edge which lets you plough through spell resist.

So do you suggest that 50% weapon damage would be turned into spell damage or something like that?

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You need to get Spell Resistance items to counter Spell Damage. Issue is, that there are a limited amount of Spell Resistant items while Armor is a lot more accessable [Any AGI and many items give Armor too]. In addition, this will void Barb armor useless, and Spell Damage can be pretty abuseable. If you hero has 500 Damage. He deals 500 Spell Damage 0.4 seconds??? Casters usually can only deal 700 Spell Damage like every 12 - 18 seconds and usually involve skill shots. That spell damage doesn't even include Pyre too or really the +20% Argus//Yamato Buff. Gravity edge bypass too. You got passive Spell Leech [Which with AoE abilities can be really op].

 

P.s. Hi Eliwan get on mumble gogogogo

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First:

 

Passive way OP. Spell damage means he'll do so much more damage.

 

Q: CRAZY INT scaling. 35%x6? That's 210%INT. And you get to follow them around.

W: Seems... alright. Not sure. Feel a bit strange about this one. Means he'll have a lot more sustain than most heroes...

E: So if he's faster than them it's a 7 second silence anyways.

R: The damage is fair, but taking INT away means it's a bit strong. Well, I think. Meh. Dunno. Might be O.K.

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Passive way OP. Spell damage means he'll do so much more damage.

After looking at it again I thought that as well so I'm changing it to 30%

 

Q: CRAZY INT scaling. 35%x6? That's 210%INT. And you get to follow them around.

Here is my reasoning of damage is first you have to aim like a boros to latch on the target. Second they could drag you anywhere like into a gank or into the tower forcing you to disconnect or getting you killed. For all you know they might have teleported you into their tower as you latched onto them. Also I might have forgotten to add this while latched he can be attacked by anyone and cant cast spells or attack.

 

E: So if he's faster than them it's a 7 second silence anyways.

If they go all out on movement speed then they wont be strong in other things. The more I think about it the more I see that it should be 6 seconds than 7 seconds, so that it would only be 1 second longer than mosberg taser.

 

 

R: The damage is fair, but taking INT away means it's a bit strong. Well, I think. Meh. Dunno. Might be O.K.

What are you talking about the ult doesn't do damage, it only takes int during the length of the duration which is 11 to 15 seconds then int is back and the a small percentage it takes is only 10% or 12% or 15%.

 

But here is a question should the ult have a long cooldown or is this alright?

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Well, the Q DOES sound more balanced when you put it that way, but I'd suggest a decrease to 30x6, and a slow on the enemy.

 

Good choice with the passive.

 

I'd go with that. Just remember, it does damage that casters can't stop, and most are slow enough to be beaten by a little bit of movement speed. However, I'd simply suggest making the silence length scale, making it balanced:

1: Lasts 4 seconds

2: Lasts 5 seconds

3: Lasts 6 seconds

4: Lasts 7 seconds

 

Which would make it less powerful earlygame and about the same as Raynor late.

 

Uh. Wait. So, if you took, say, 25 INT, then 15% of that would be spell damage? Or am I just getting confused? >.<

 

R: I think it's alright, as long as the length you keep the INT for isn't too long. Right now it seems alright. Maybe a bit longer cooldown - 120/90/60. Longer early game, faster late.

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Well, the Q DOES sound more balanced when you put it that way, but I'd suggest a decrease to 30x6, and a slow on the enemy.

The reason I didn't do that was because he already had a silence so I thought it would make the character to annoying to fight against If he had a slow. If you want a slow you can always get the item that slows enemies when they take spell damage.

I'd go with that. Just remember, it does damage that casters can't stop, and most are slow enough to be beaten by a little bit of movement speed. However, I'd simply suggest making the silence length scale, making it balanced:

1: Lasts 4 seconds

2: Lasts 5 seconds

3: Lasts 6 seconds

4: Lasts 7 seconds

 

Which would make it less powerful earlygame and about the same as Raynor late.

I liked the idea with the seconds, I'm going to add that, thanks

 

Uh. Wait. So, if you took, say, 25 INT, then 15% of that would be spell damage? Or am I just getting confused? >.<

 

R: I think it's alright, as long as the length you keep the INT for isn't too long. Right now it seems alright. Maybe a bit longer cooldown - 120/90/60. Longer early game, faster late.

So what the ult does is when you do spell damage to an enemy hero 10 to 15% of that spell damage depending on level is how much intelligence you take from the enemy hero and remember that once that hero has 0 int you cant take anymore. That is what happens when the Ult is active. Thanks for giving ideas.

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