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Hero Suggestion: Predator.Voltaic


CounterOlive

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Changelog:

11/07/2012

Hero Suggested.

 

 

 

 

 

Name: Predator.Voltaic

Portrait: Predator

Unit Base: Predator w/ small electric arcs

Type: DPS [Medium]

Main Stat: Intellect

Script: (To be determined)

 

Starting Stats:

 

Strength: 18+6

Agility: 12+4

Intellect: 20+7

 

 

Health – 250

Movement Speed – 2.9

Attack Range – Melee

Attack Speed – 1.65

Damage – 25

Armor – 0

Energy – 0

 

 

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Skills

 

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Heroic Passive: Electromagnetic Core

When any enemy unit is affected by spell damage from Voltaic, he gains an electric charge. Each electric charge adds 5% attack speed to Voltaic. One stack cap per level of experience, total of 10 stacks maximum. Charges last 10 seconds, and refresh on restack.

 

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Overclock

Cost: 80/100/120/140

Cooldown: 15

Range: 8

 

Voltaic charges at +300% movespeed to target unit, leaving electrical discharges in his wake every 0.25 seconds. A large discharge is dropped when reaching target unit or charge is broken, if broken, the discharge deals 50% additional damage. The charge will break after 4 seconds, distance between Voltaic and the target exceeds 15 units, or sight of the target is lost. Collision radius reduced to 0 for duration of Overclock.

Level 1: Small discharges deal 10(+5% int.) damage per second and last 3 seconds. Large discharge deals 60(+80% weapon damage) instant damage, plus the damage over time of a small discharge.

Level 2: Small discharges deal 20(+5% int.) damage per second and last 3 seconds. Large discharge deals 80(+80% weapon damage) instant damage, plus the damage over time of a small discharge.

Level 3: Small discharges deal 30(+5% int.) damage per second and last 3 seconds. Large discharge deals 100(+80% weapon damage) instant damage, plus the damage over time of a small discharge.

Level 4: Small discharges deal 40(+5% int.) damage per second and last 3 seconds. Large discharge deals 120(+80% weapon damage) instant damage, plus the damage over time of a small discharge.

 

 

This is your main damage ability, and is great to close any distance between you and another hero, or to run out of a fight.

 

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Lightning Nova

Cost: 20

Cooldown: None

Range: Self

 

Voltaic deals bonus AoE damage every few attacks. Deals 50% agility as damage. Toggleable autocast spell.

Level 1: Every 7 attacks.

Level 2: Every 6 attacks.

Level 3: Every 5 attacks.

Level 4: Every 4 attacks.

 

 

Voltaic is an AA hero, as such the extra damage on AAs is very helpful, plus the nova will add electric charges to increase your attack speed.

 

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Static Discharge

Cost: 90/110/130/150

Cooldown: 20

Range: 12

 

Voltaic fires an electrical ball in the target direction(projectile moves a bit slower than a Grunty rocket.) If an enemy hero is struck, the total cooldown is reduced by 75% (15 sec internal CD) and adds a static charge to enemy heroes(no charges on creeps.) If an enemy hero reaches two charges, they drop a large discharge at 75% damage of Overclock and lose any static charges.

Level 1: 5 damage per second over 8 seconds(+5% int)

Level 2: 10 damage per second over 8 seconds(+5% int)

Level 3: 15 damage per second over 8 seconds(+5% int)

Level 4: 20 damage per second over 8 seconds(+5% int)

 

 

This gives Voltaic some damage at range, and gives him even more AoE if used properly.

 

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Chain Lightning

Cost: 200/300/400

Cooldown: 3 mins/2.5 mins/2 mins

Range: 8

 

Consume all electric charges on Voltaic to fire a bolt of lightning that jumps to additional targets in a range of 6 every 0.5 seconds for every two charges consumed. Damage is reduced by 25% each jump, and can hit the same target more than once, but favors targets not yet hit, and heroes over creeps. Damage from Chain Lightning does not add electrical charges to Voltaic.

Level 1: 150(+80% int) initial damage.

Level 2: 200(+80% int) initial damage.

Level 3: 250(+80% int) initial damage.

 

 

This is a double-edged sword, as it allows you to deal a lot of damage to up to six units, but it also removes your increased attack speed and will not add electric charges. This ability is best used on heroes retreating from a team fight.

As an example of how the chain works, say I fire the chain lightning at an enemy hero, when the enemy hero is struck, there is a group of creeps and another enemy hero in range. The lightning will jump to the other hero, and the first hero is still in range, as are the creeps. As the first hero was already struck, the lightning will jump onto a creep, and then to additional creeps, as both heroes have been struck with the lightning already. The lightning will NEVER jump onto a creep before a hero, unless the hero has already been hit.

 

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Additional Information

 

Ability chain to master: Overclock>Static Discharge>Static Discharge>AA

 

(more to come later)

 

 

 

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Thoughts/comments/suggestions are greatly appreciated.

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