Hitechgunner Posted March 17, 2013 Report Share Posted March 17, 2013 (edited) UNDER CONSTRUCTION Changelog: 17/03/2013 - Hero under construction. Hellion abilities finished. 18/03/2013 - Did a few Hellbat bits and bobs. Updated title. 19/03/2013 - More small bits 01/11/2013 -Started preparing for contest. Hellion Form mainly done now. 03/11/2013 - Lowered scaling on Q. It was too powerful in any situation. It's meant to be a teamfight steroid, not single-target. Also, Inferno is now being used over Zeran in the competition. - Slightly upped percentage of weapon damage he has from 70% to 75%. - Greatly increased E damage in Hellion form. - Lowered ult damage for Hellion. Still might be a bit high. - Nearly finished Hellion form ult redoing. 08/11/2013 - Lowered ult cooldown - Lowered E scaling, added weak slow Name: Inferno.Hellion Portrait: Hellion / Hellbat Unit Base: Hellion / Hellbat Role: Hellion / Hellbat Alignment: Neutral-Good Script: Hellion / Hellbat Starting Stats: Base Health – 220 Movement Speed – 2.75 Attack Range – 5 Attack Speed – 1.9 Base Damage – 45 Attack Name | Animation - M1 Hellfire / Normal Hellion animations Base Armor – 1 Strength – 25 + 5 Agility – 27 + 6 Intelligence – 25 + 5 "Burn Rubber!" Theme: Inferno controls a large group of Terran forces. He himself drives alongside his men into battle, fighting in his trusty and customized Hellion. Using several powerful weapons he has bought and found under the command of his former buyer, Jim Raynor, he now comes to the Sanctum to help his bidder once again. Inferno is designed for tanky AoE DPS in one form, and a pesky DoT AoE caster and AA in the other. __________________________________________________ (Should be obvious which icons here, but Blizzard or any other site for that matter doesn't let me copy the icon properly. If anyone could get one for me, I'd be thankful.) Transform! [W] "Inferno transforms from one form to the other - Hellion to Hellbat and vice versa, taking three seconds to transform. In his Hellion form, he gains 30% movement speed and deals damage in a line. In his Hellbat form, he gains 30% health and 10% damage resist, and deals damage in a cone, but loses 2 weapon range. All his attacks only deal 75% weapon damage, but deal an additional 10%[INT] damage every second over 3 seconds. CANNOT be canceled." Cooldown: None, once duration has ended. Range: N/a In Depth Skill Explanation: Basically, this allows Inferno a lot of flexibility. The damage over time in an area can definetly stack up over time, and the bonuses he gets from both mean he can be a powerful tank or an agile carry. Animation: Normal Battle/Hellion mode transformation. Possible Uses: It's his core ability. It allows him to do his role more effectively, area damage over time, while keeping him alive so he can do it. Scoot away from the enemy as a Hellion or tank their damage and return fire in his Hellbat form. When Playing: Using this ability, you'll be able to deal high area of effect damage in either form. Not to say damage over time too! Use this to your advantage, and use the right form for each situation Getting CC too much? Swap to Hellbat and just run into them to tank the damage whilst burning away at their health. Too much AA or skillshots? Dodge them with Hellion form and deal damage to the creepwaves in a line while not taking any damage! Hellion is better early game, so you don't take damage as much and can pressure the enemy a lot more. Hellbat is better mid game, as you can take damage from ganks and turn it around to leave them with a nasty burn to their pride and K/D ratio. Late game, a combination of both is best. When Playing Against: He has a casting duration. TAKE ADVANTAGE. He cannot cancel the ability! Hellion mode may be agile, but AoE can tear away at its health. Again - take advantage! Hellbat means there's little chance he can escape you. A low base movement speed means he won't be running away any time soon. If he tries to transform to get out of there if he takes too much damage... strike. __________________________Hellion Form________________________ Circle o' Fire [Q] "Inferno overdrives his flamethrower, spinning it round madly. It deals damage, proccing as fast as his weapon speed in an area over a time period in a five unit radius." Level 1: Activates for two seconds. Deals [45% Weapon Damage] Level 2: Activates for two and a halfseconds. Deals [55% Weapon Damage] Level 3: Activates for three seconds. Deals [65% Weapon Damage] Level 4: Activates for three and a half seconds. Deals [75% Weapon Damage] Energy Cost: 50/75/100/125 Cooldown: 20/17/15/13 Range: Weapon range. In Depth Skill Explanation: Animation: Flamethrower spins around, using the normal flame effect. Possible Uses: This still procs his HP, so it simply allows for a DPS steroid in an area. While it is mainly only useful for a small bit of pressure early game, it becomes one of his main damaging abilities lategame, dealing massive damage in a teamfight. When Playing: Use "Burn Rubber!" to get into a teamfight, then activate this to set all your enemies alight. It's also a great way to prepare for his ultimate - get all the enemies alight and start making them all split up, then drag them all back together for more damage and longer burns! When Playing Against: If he charges into you with this, taser him. It'll stop him continuing with his ult. When in a teamfight, stay split up. If you bunch up before, you're doomed if he gets in the middle of you with this. Lockbox is your friend. __________________________________________________ Infernal Pre-Igniter [Passive] "Inferno heats up his flamethrower, increasing the length of the damage over time." Level 1: Red flame turns to orange. DoT lasts an extra half second. Level 2: Orange flame turns to yellow. DoT lasts an extra one and a half seconds. Level 3: Yellow flame turns to blue. DoT lasts an extra two and a half seconds. Level 4: Blue flame turns to white. DoT lasts an extra three and a half seconds. Energy Cost: None Cooldown: None Range: None In Depth Skill Explanation: It's what it says. Deals extra damage over time to boost your DoT. At max, in means you'll be doing 55% [int] over time. Animation: Simply change the color of the flame. Possible Uses: It's a DPS steroid. That's about it. Works well with your Q. When Playing: Allows you to start getting your flamethrower to higher levels of damage. It works well with your Q, dealing extra damage. R also means you'll be doing even longer DoT. When Playing Against: Try not to get hit, simply put. Shrapnel Cloak will be very helpful here. Nothing else much to say, apart from taser too to stop the Q. Parallax Generator solves this problem quite nicely, as does large amounts of spell resist. __________________________________________________ Burn Rubber! [E] "Inferno re-directs his flamethrower to his engines, dashing to a location and leaving a trail of fire behind, damaging and slowing enemies. Procs heroic passive." Level 1: Trail deals 30 + 25%[int] damage per second. Lasts three seconds. Slows by 5%. Level 2: Trail deals 50 + 25%[int] damage per second. Lasts three and three and a half seconds. Slows by 15%. Level 3: Trail deals 70 + 25%[int] damage per second. Lasts four seconds. Slows by 25%. Level 4: Trail deals 90 + 25%[int] damage per second. Lasts four and a half seconds. Slows by 35%. Energy Cost: 75/100/125/150 Cooldown: 20/17/14/10 Range: 5/6.5/8/9.5 In Depth Skill Explanation: A powerful chasing ability, and also a great way to initiate. The damage is decent, but again - it's main use is speed. Animation: Current color of flamethrower out the back of the Hellion. Possible Uses: Very simple. Chase enemies down, charge into a teamfight... It's all about speed in Hellion form. When Playing: Use this to chase down runners after a teamfight. Charge into your enemies then fire off Q and R to devestate the enemy. The trail procs your passive - and therefore your W. This will help you even more for widespread DoT! When Playing Against: Simply dodge out of the way! It's not instant! If he is charging, he can still be hit - shoot him! __________________________________________________ Highway to Hell [R] "Inferno releases all of the flames inside his vehicle, bellowing them out and burning everything around him for 5 seconds, then cools off for a further 5. During the first 5 seconds, his movement speed and attack speed are increases, while he is silenced and his attack speed and movement speed are decreased for the other 5 - but he slows enemies around him while he releases the coolant." Level 1: Deals 100+ 20%[int] damage and increase movement speed and weapons speed by 50% for the first 5 seconds, decreasing by 10% every second, then drops to -100% for the next 5, increasing by 20% per second until it goes back to normal, slowing nearby enemies by the same amount. Level 2: Deals 150+ 25%[int] damage and increase movement speed and weapons speed by 70% for the first 5 seconds, decreasing by 14% every second, then drops to -75% for the next 5, increasing by 15% per second until it goes back to normal, slowing nearby enemies by 1.5 times the amount. Level 3: Deals 200+ 30%[int] damage and increase movement speed and weapons speed by 70% for the first 5 seconds, decreasing by 14% every second, then drops to -50% for the next 5, increasing by 10% per second until it goes back to normal, slowing nearby enemies by 2 times the amount. Energy Cost: 200/300/400 Cooldown: 80/70/60 Range: 5 In Depth Skill Explanation: For the first 5 seconds, Inferno deals large amounts of damage in a 5-unit radius around him. During this time, he gets a large buff to his attack and movement speed, decreasing over time. However, for the next 5 seconds, there is a dramatic decrease in these two things, increasing over time, but instead he gives this slow (or more of it) toe enemies around him. However, he does not give them the silence he gets in the last 5 seconds. Animation: Launches fire from Supernova around him in the color of his heroic passive. Possible Uses: This is a perfect followup to a big AoE ult. Drake, Jackson and a Nitrogen Toxi ult are probably the best for this, especially Jackson's, to get all the enemies close together. By the time the CC from that wears off, they will get slowed by Inferno instead. When Playing: Use to kill enemies from long range when they are trying to run. A perfect way to combine your abilities - close the gap with your E, Q to burn all the enemies, W increases the damage of the burn, and finally R to burn off the weakest enemies, leaving only enemies to one side of you left so you can bring your team around them to finish it. When Playing Against: Spell resist is your best friend. If he can't get close, he won't be doing any serious DoT, only instant damage and a small amount over time. If you're on low health, don't engage. Just don't. You can dodge this - wait till you see him charging, then move out the way. It's not that big, and easy to get out of the wave. (Unfinished from this point) __________________________Hellbat Form________________________ [icon not working : Vehicle Weapons level 3] Firebomb [Q] "Inferno launches out concentrated fire within a projectile. When it hits the ground, it explodes in flame, dealing instant damage, damage over time to those in it and lasting damage - it procs his passive." Level 1: Deals 50 + 30%[int] damage, then applies a debuff deals 10 + 10%[int] damage over 5 seconds, resetting the timer if they go in the bomb again (lasts for 5 seconds on the ground) Level 2: Deals 70 + 30%[int] damage, then applies a debuff deals 20 + 10%[int] damage over 5 seconds, resetting the timer if they go in the bomb again (lasts for 5 seconds on the ground) Level 3: Deals 90 + 30%[int] damage, then applies a debuff deals 30 + 10%[int] damage over 5 seconds, resetting the timer if they go in the bomb again (lasts for 5 seconds on the ground) Level 4: Deals 110 + 30%[int] damage, then applies a debuff deals 40 + 10%[int] damage over 5 seconds, resetting the timer if they go in the bomb again (lasts for 5 seconds on the ground) Energy Cost: 50/75/100/125 Cooldown: 25/22/19/16 Range: 8, delay of 2 seconds before hitting. In Depth Skill Explanation: Animation: Possible Uses: How ability can be useful When Playing: How it benefits When Playing Against: How to counter __________________________________________________ Reinforced Plating [Passive] "Inferno adds on extra armor to his plating, increasing armor and spell resist." Level 1: Level 2: Level 3: Level 4: Energy Cost: Cooldown: Range: In Depth Skill Explanation: Animation: Possible Uses: How ability can be useful When Playing: How it benefits When Playing Against: How to counter __________________________________________________ Flaming Bunker [E] "Inferno reinforces his plating, rooting himself into the ground, and ejects fire into it. You gain bonus damage resist and deal damage to all enemies close to you, with it being amplified if you are attacked." Level 1: Level 2: Level 3: Level 4: Energy Cost: Cooldown: Range: In Depth Skill Explanation: Animation: Possible Uses: How ability can be useful When Playing: How it benefits When Playing Against: How to counter __________________________________________________ Fortress of Hell [R] "Inferno ups all of his defenses to keep him in place, charges up, then launches a tsunami of fire at the enemy." Level 1: Level 2: Level 3: Energy Cost: Cooldown: Range: In Depth Skill Explanation: Animation: Possible Uses: How ability can be useful When Playing: How it benefits When Playing Against: How to counter __________________________________________________ Item Recommendations [table] Starting Items [td=1] [item Image] Item Name [item Cost]: How will it help you[/td] [/table] [table] Core Items [td=1] [item Image] Item Name [item Cost]: How will it help you[/td] [/table] [table] Luxury Items [td=1] [item Image] Item Name [item Cost]: How will it help you[/td] [/table] Cronos' Layout. Edited December 2, 2013 by Hitechgunner Quote Link to comment Share on other sites More sharing options...
residente Posted March 17, 2013 Report Share Posted March 17, 2013 Damn I was working on the same hero :P Quote Link to comment Share on other sites More sharing options...
Hitechgunner Posted March 17, 2013 Author Report Share Posted March 17, 2013 Damn I was working on the same hero :P ^_^ Gonna do Hellbat tomorrow or some other time. Quote Link to comment Share on other sites More sharing options...
Hitechgunner Posted November 1, 2013 Author Report Share Posted November 1, 2013 Started updating for contest. This is the last one I'm going to be doing for the contest. Quote Link to comment Share on other sites More sharing options...
CoolNoob Posted November 7, 2013 Report Share Posted November 7, 2013 The cooldown of his r is too long , his first E is nice but I think it should be better if the trace of fire left behind would slow the enemies that passes through it 35% slow and while the enemy is inside the fire it will deal 70 + 30% int per second and the wall for 2/2.5/3/3.5 seconds Hitechgunner 1 Quote Link to comment Share on other sites More sharing options...
Hitechgunner Posted November 9, 2013 Author Report Share Posted November 9, 2013 The cooldown of his r is too long , his first E is nice but I think it should be better if the trace of fire left behind would slow the enemies that passes through it 35% slow and while the enemy is inside the fire it will deal 70 + 30% int per second and the wall for 2/2.5/3/3.5 seconds Added your changes. Changed the wall slightly from your suggestion, but the rest was changed. Quote Link to comment Share on other sites More sharing options...
CoolNoob Posted November 10, 2013 Report Share Posted November 10, 2013 Btw his E the scaling should be higher , 65/95/110/150 + 40% Int Quote Link to comment Share on other sites More sharing options...
ginosaji Posted December 25, 2013 Report Share Posted December 25, 2013 I like the concept, but how would the hero fulfill a new role or introduce new mechanics? It seems as though he would fulfill a similar role to Starscream. 2 modes, one mobile with less damage, the other, closer range+more damage. Quote Link to comment Share on other sites More sharing options...
Moo Posted December 25, 2013 Report Share Posted December 25, 2013 I like the concept, but how would the hero fulfill a new role or introduce new mechanics? It seems as though he would fulfill a similar role to Starscream. 2 modes, one mobile with less damage, the other, closer range+more damage. I partially agree, but this hero feels more like a splitpushing hero and has great counter-pushing ability along with good pushing once he has some aa items. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.