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[HotS]Infested.Stukov


NoWaterJustIce
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Changelog:

03/14/2013

- Hero creation began

 

InfestedAlexeiStukov_SC1_Art1.jpg

 

 

Name: Infested.Stukov

Unit Base: Infested Stukov

Unit Portrait: Infested Stukov

Type: ranged, agi

Script: Stukov

 

Starting Stats:

Base Health [200]

Base Energy [150]

Movement Speed [2.9]

Attack Range [6]

Attack Speed [1.75]

Base Damage [60]

Base Armor [1]

Strength – [22] + [4]

Agility – [38] + [8]

Intelligence – [28] + [6]

 

 

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Abilities:

 

Heroic Passive: Infestation Rounds

Stukov's Rifle fires Infested rounds that infect the target with a viscous Zerg infestation that lasts for 10 seconds. If a targets health goes below 5%(+.3%*level) of their total health, The infestation will kill the target unit. If the Target was Heroic, it will spawn an aberration. Aberration's have 50% of the maximum health of their previous host, deal (135%Agi) weapon dmg, have attack speed of 1, 2.5 unit attack range, have a movement speed of 3.5, have no unit collision, and last for 20 seconds.

 

Note: Aberrations only spawn if Stukov or the infestation kill the target. If a target were to have 25% health and then rancor snipes them dead no spawn for stukov :(

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Ability One: Piercing Infestation

Stukov fires a special piercing round that causes his next auto attack to have additional 2 range and deal dmg to all enemies between him and his target. The Projectile will also shoot out of the target and continue going for 6 units. All Enemies hit by Piercing Infestation are effected by Infestation Rounds

Energy Cost: 70/80/90/100

Cooldown: 18/17/16/15

Range: self

 

Level 1: Round Deals an additional 25(+50%Agi) spell dmg

Level 2: Round Deals an additional 50(+50%Agi) spell dmg

Level 3: Round Deals an additional 75(+50%Agi) spell dmg

Level 4: Round Deals an additional 100(+50%Agi) spell dmg

 

 

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Ability two: Infestation Endurance

As an infested Terran Stukov never gets tired. As others around him get weak and tired Stukov continues on strong.

Energy Cost: Passive

Cooldown: n/a

Range: self

 

Level 1: Permanently grants 15 Agi and +3% bonus moment speed

Level 2: Permanently grants 30 Agi and +6% bonus moment speed.

Level 3: Permanently grants 45 Agi and +9% bonus moment speed.

Level 4: Permanently grants 60 Agi and +12% bonus moment speed.

 

 

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Ability Three: Infested Drop

Stukov orders his Leviathan, that is currently orbiting the Sanctum, to send down a drop pod, that hits the designated target 2 seconds after being cast, Filled with infestation mutagen to strike a 2 unit radius area. Enemies that are hit by the Drop pod take spell dmg and are then effected by Infestation Round.

Energy Cost: 100/115/130/145

Cooldown: 25/23/21/19

Range: 9

 

Level 1: Deals 80(+75%int) spell dmg

Level 2: Deals 160(+75%int) spell dmg

Level 3: Deals 240(+75%int) spell dmg

Level 4: Deals 320(+75%int) spell dmg

 

 

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Ultimate Ability: Burning Infestation

Stukov activates a gene in nearby infestations causing them to weaken and destroy their hosts for 10 seconds. Upon activation any units affected by Infestation Round are reinfected and take dmg per second for the 10 second duration. During the 10 seconds of Burning Infestation the infestation will kill any targets that fall below 10%(+.6%+level) of their maximum health

Energy Cost: 150/250/350

Cooldown: 150/130/110

Range: 20

 

Level 1: Infected units take 20(+10%int) spell dmg per second

Level 2: Infected units take 30(+10%int) spell dmg per second

Level 3: Infected units take 40(+10%int) spell dmg per second

 

 

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Additional Information

- Stukov is an aa agi carry that scales very well with agi. Also because of his high mobility with his passive W and his good int scaling with his E and R, it could be semi viable to build him int(Though paralax would poop on him)

 

 

--

 

Closing statement

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

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Besides the fact that large aberrations moving quickly and having no collision is weird, the heroic passive is quite ok. Heroic portion may be quite tricky to balance given that certain summons are considered heroic.

 

Q is pretty UP. It's not particularly useful for farming or hero killing as it has both low damage and medium cooldown/energy cost. I suggest changing the base damage to something like 25/50/75/100 and a lower energy cost of 60/75/90/105 for better early game harassment. 15 second cooldown for all levels is fine. You might also want to tack on a range bonus while the skill is active.

 

W seems ok.

 

Even with a 1.5 second cast time, E is slightly too powerful due to it's low energy cost and high range. I suggest nerfing the range to just 9 and the energy cost to 100/115/130/145.

 

This is could be such a scumbag ability, making it extremely easy to ks allies. It's not really a disadvantage though. Other than that it's pretty well balanced.

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Besides the fact that large aberrations moving quickly and having no collision is weird, the heroic passive is quite ok. Heroic portion may be quite tricky to balance given that certain summons are considered heroic.

 

Q is pretty UP. It's not particularly useful for farming or hero killing as it has both low damage and medium cooldown/energy cost. I suggest changing the base damage to something like 25/50/75/100 and a lower energy cost of 60/75/90/105 for better early game harassment. 15 second cooldown for all levels is fine. You might also want to tack on a range bonus while the skill is active.

 

W seems ok.

 

Even with a 1.5 second cast time, E is slightly too powerful due to it's low energy cost and high range. I suggest nerfing the range to just 9 and the energy cost to 100/115/130/145.

 

This is could be such a scumbag ability, making it extremely easy to ks allies. It's not really a disadvantage though. Other than that it's pretty well balanced.

 

They have no unit collision because during the HotS campaign they are able to walk over other units. Also because they are basically melee they needed a semifast movement speed or else they wound never hit anyone.

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