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Wrath.


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Changelog:[/size]

Date 3/22/2013

- Began creation ^-^

 

Name: Wrath.

Portrait: Colossus

Unit Base: Colossus

Type: Carry

Script: -insert something cool here-

 

Starting Stats:

Base Health 220

Movement Speed 3.1

Attack Range 7

Attack Speed – 1.8

Base Damage 45

Attack Name | Animation - Thermal Lance

Base Armor 1

Strength – 12+(4)

Agility – 12+(2)

Intelligence – 43+(9)

 

--

 

Heroic Passive: Eye in the Sky

Wrath, being a tall colossus, gains the ability to have vision, that is not affected by cliffs.

 

Effect: Gains flying unit vision.

 

 

--

 

Ability One: Upgraded Lazers

Wrath increases the power of his basic attack with each time he levels up.

Energy Cost: Passive

Cooldown: Passive

Range: On Hit/

 

Level 1: Each attack deals (15%INT) physical damage additionally. Each attack deals cleave in a line 1.5 units in an angle that Wrath is facing

Level 2: Each attack deals (20%INT) physical damage additionally. Each attack deals cleave in a line 2 units in an angle that Wrath is facing

Level 3: Each attack deals (25%INT) physical damage additionally. Each attack deals cleave in a line 2.5 units in an angle that Wrath is facing

Level 4: Each attack deals (30%INT) physical damage additionally. Each attack deals cleave in a line 3 units in an angle that Wrath is facing.

 

Effect: Deals additional physical damage.

Deals a damage in a line. See colossi vs marines for details.

 

--

 

Ability Two: Explosive Lights

Wrath throws a bomb carrying blinding lights in it, pushing targets near it away, because of how powerful the light is.

Energy Cost: 120,130,140,150

Cooldown: 20,15,10,5

Range: 8

 

Level 1: Pushes units in a 3 unit radius 3 units forward, then stunning for .5 seconds.

Level 2: Pushes units in a 3.5 unit radius 3.2 units forward, then stunning for .75 seconds.

Level 3: Pushes units in a 4 unit radius 3.4 units forward, then stunning for 1 second.

Level 4: Pushes units in a 4.5 unit radius 3.6 units forward, then stunning for 1.25 seconds.

 

Effect: Skillshot.

Pushes target forward.

Stuns.

8 cast range.

See Dota 2's Batrider's Flamebreak.

knocks unit from middle of skill shot.

 

--

 

Ability Three: Role Reverse

Wrath gains Hp for every point of INT he has, and gains INT for every few points of Hp he has. Additional hp does not stack, because permanent loops are not fun.

Energy Cost: Passive

Cooldown: Passive

Range: Passive

 

Level 1: Gains 5 hp per point of INT, and gains 1 INT for every 50 points of hp.

Level 2: Gains 6 hp per point of INT, and gains 1 INT for every 40 points of hp.

Level 3: Gains 7 hp per point of INT, and gains 1 INT for every 30 points of hp.

Level 4: Gains 8 hp per point of INT, and gains 1 INT for every 20 points of hp.

 

Effect: Gains HP per point of Int.

Gains INT for max hp.

Does not count int or hp gained by this spell.

Permanent loops are not fun.

 

--

 

Ultimate Ability: Superheated Lazers.

Wrath's Lasers are so crazily heated up that they deal damage to the opponents armor, reducing it for a short time, which refreshes every attack. Each attack gives a stack of Melted, which the next attack will reduce armor even more. Max of 5 stacks.

Energy Cost: Passive

Cooldown: Passive

Range: Passive

 

Level 1: Removes .75 armor per attack, each stack of Melted removes an additional .75 armor per stack. Stacks last 6 seconds.

Level 2: Removes 1.25 armor per attack, each stack of Melted removes an additional 1 armor per stack. Stacks last 6 seconds.

Level 3: Removes 2 armor per attack, each stack of Melted removes an additional 1.25 armor per stack. Stacks last 6 seconds.

 

Effect: Removes armor on hit.

On hit passive.

Each attack adds a Stack of Melted.

Timer on stack refreshes with each attack.

Armor will be reduced even with 5 melted stacks.

 

 

--

 

Additional Information

 

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!

Wrath said an INT carry, so this is what i came up of :D.

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Nice, haha. Crazy base INT you got there. I'd definitely start off with a rank of the E (which might be a little overpowered) XD.

 

Colossus definitely makes sense with the heroic passive I asked for. I see you chose not to do the reloading, kind of surprised, and I was actually looking forward to seeing how you worked that out. :P

 

In case the description on the Explosive Lights wasn't clear, the impact knocks units away from the epicenter - as in, if you fire it behind them it knocks them towards you - and if you fire it between you, it knocks them away. You should add that to the description. ^_^

 

Thanks for the hero, man. :)

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One thing that is extremely unlikely to be introduced is armor reduction. The ability with armor reduction would more likely be introduced as damage amplification (like contamination shard).

Is that a limitation with the mechanics or simply something that shouldnt be done for balance's sake?

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Is that a limitation with the mechanics or simply something that shouldnt be done for balance's sake?

 

Armor being a behavior, the only way to remove it would be with a "remove behavior" effect. There's no duration for the removal of a behavior, so there would need to be some complicated system for adding it back again.

 

I suppose it could be done by applying a behavior that initially removes stacks of armor and adds them back when the behavior finishes.

 

Edit: But then if they removed the item that was giving them armor while they still had the armor debuff on, it would add back on armor that they weren't supposed to have anymore... And there's no way to validate whether or not the source of the armor is still there. ... Unless you had everything that gave armor give an additional armor indicating behavior that could be used to validate how much armor they were supposed to have... And the armor would have to be added back on using a persistent that added it one stack at a time validating for each stack.

 

Let's just say that it would be very complicated.

 

Edit: Oh, and you'd have to add a stacking behavior indicating how many armor stacks were removed... Because if you attempted to remove 6 stacks and they only had 3 left, then when it added it back it would add 6 back.

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