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[Hero] Dark.Shune


Itsthatguy
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Changelog:[/size]

Date

- Began creation ^-^

 

Name: Dark.Shune

Portrait: Dark Archon

Unit Base: Dark Archon

Type: Close Range Caster ---> INT

Script: A dark archon who mastered the dark arts. I don't like writing stories as I am not good at making them.

 

Starting Stats:

Base Health 300

Movement Speed 2.8

Attack Range – 3.25

Attack Speed – 1.9

Base Damage – 47

Attack Name | Animation - Darkness Blast

Base Armor 4

Strength – 22 + [5]

Agility – 18 + [4]

Intelligence – 28 + [7]

 

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Heroic Passive: Dark Burn

"Dark shune's basic attacks and his abilities [not items] apply Dark Burn which causes enemies to take [30%INT] True damage over 8 seconds."

 

Effect:

 

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Ability One: Spreading Darkness

"Shune shoots a dark blast onto a targeted unit dealing Spell Damage and applying a Spread Debuff 1 on target. Spread Debuff 1 lasts 6 seconds and slows movement speed by 20%. Shune can reactivate the ability which causes the target with Spread Debuff 1 to send out a dark eletrical shock to each enemy in a 5-unit Radius from him, dealing spell damage to them and himself. This removes the Spread Debuff 1 and applies Spread Debuff 2 on enemies which lasts 6 seconds and slows movement speed by 15%. Shune can reactivate this ability once more, which will cause the targets with Spread Debuff 2 to send out a dark electrical shock to each enemy in a 5-unit Radius, dealing Damage to them and theirselves and applying Spread Debuff 3 [but removed Spread Debuff 2]. Spread Debuff 3 lasts 6 seconds and lowers movement speed by 10%. While reactivating this ability damages the primary target, it can not be reactivated if there isn't at least 1 enemy near the targets [5-unit Radius] with Spread Debuff 1 or 2."

Energy Cost: 70//90//110//130 [Reactivating doesn't require mana].

Cooldown: 27//24//21//18 [Reactivating CD: 1 sec].

Range: 6

 

Level 1: Primary target takes 40[+35%INT] Spell Damage. Secondary Shock deals 40[+25% INT] Spell Damage. Third Shock deals 25[+20%INT] Spell Damage.

Level 2: Primary target takes 70[+35%INT] Spell Damage. Secondary Shock deals 60[+25% INT] Spell Damage. Third Shock deals 40[+20%INT] Spell Damage.

Level 3: Primary target takes 100[+35%INT] Spell Damage. Secondary Shock deals 80[+25% INT] Spell Damage. Third Shock deals 55[+20%INT] Spell Damage.

Level 4: Primary target takes 130[+35%INT] Spell Damage. Secondary Shock deals 100[+25% INT] Spell Damage. Third Shock deals 70[+20%INT] Spell Damage.

 

Effect: Super effective vs clumpers. Very good if you can hit everyone then use W ability. Very useful versus creep waves as well. Note, that the primary target takes the most damage, and as you continue to activate it, it deals less as you continue to activate it. But as there is no penalty to doing that, you might as well as often as you can to deal maximum damage, unless the slow is more important [to make the slow longer in duration].

 

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Ability Two: Dark Explosion

"Dark Shune concentrates his magic can causes all enemies with Dark Burn to explode [regardless of range], dealing True Damage based on a % of Maximum Health and INT and stuns them for 1.5 seconds. This removes the Dark Burn debuff on all units. This has a 0.6 second Channel Time. This ability deals 50% more True damage to Non-Heroics."

Energy Cost: 50//60//70//80

Cooldown: 24//20//16//12

Range: Self.

 

Level 1: Deals 2% Maximum Health + [20%INT] True Damage.

Level 2: Deals 3% Maximum Health + [30%INT] True Damage.

Level 3: Deals 4% Maximum Health + [40%INT] True Damage.

Level 4: Deals 5% Maximum Health + [50%INT] True Damage.

 

Effect: This ability is very very good. It deals very low damage early game but the stun is very useful early game, and it is still very useful late game for its stun. Late game, the ability makes up by dealing more damage and becoming very spammable. This is primarily good to use after you got a Q or E down. More enemies you hit the better. This can be useful in clearing creep waves too if you use your Q.

 

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Ability Three: Blending Darkness

"Dark Shune becomes cloaked for up to 5 seconds. During this, Shune loses 70% Weapon damage and his basic attacks no longer proc Items. When he reactivates this ability, Shune releases the dark energy that was keeping his cloaked causing enemies in a 5-unit Radius to take spell damage, lose 35% Movement Speed for 2 seconds, and deactivating Shune's Cloak. If Shune doesn't reactivate this ability by the time 5 seconds are up, he gains movement speed for 3 seconds. Shune also gains +200% Movement Speed for 1 second when he uses Blending Darkness. "

Energy Cost: 70//80//90//100

Cooldown: 20//18//16//14 [Reactivation CD: 0]

Range: Self

 

Level 1: Deals 60[+60%INT] Spell Damage. Timeout gives +20% Movement Speed.

Level 2: Deals 110[+60%INT] Spell Damage. Timeout gives +30% Movement Speed.

Level 3: Deals 160[+60%INT] Spell Damage. Timeout gives +40% Movement Speed.

Level 4: Deals 210[+60%INT] Spell Damage. Timeout gives +50% Movement Speed.

 

Effect: Very useful escape, chase, and initiation. Use this ability, then use W then use Q.

 

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Ultimate Ability: Dark Attraction

"Shune shoots a specialized Dark Matter blast at a targeted unit apply a Dark Attraction Stack. Shune can shoot two of these at a time. If two different units have a Dark Attraction stack on themselves, at anytime they come within 8-Units away from each other, it will pull both into each other [both meeting half way]. At the end of the pull, both are stunned for 0.25 seconds and if they are enemies, will take Spell Damage, and both consuming the Dark Attraction Stacks. If a target has 2 Dark Attraction stacks on himself, he will lose 50% Movement Speed for 5 seconds if he is an enemy and will gain 50% Movement Speed if it is an ally, and will also consume the Dark Attraction stacks. Apply Dark Attraction on an enemy will deal Spell Damage while applying one on an Ally will heal him health. Dark Attraction stacks last 8 seconds."

Energy Cost: 100//150//200

Cooldown: 25//20//15 [2 Charges. 2 Second CD Intervals].

Range: 6

 

Level 1: Deals 100[+50%INT] Spell Damage. If the enemy is pulled, they take an additional 50[+30%INT] Spell Damage. Heals allies for 100[+50%INT].

Level 2: Deals 150[+50%INT] Spell Damage. If the enemy is pulled, they take an additional 75[+30%INT] Spell Damage. Heals allies for 150[+50%INT].

Level 3: Deals 200[+50%INT] Spell Damage. If the enemy is pulled, they take an additional 100[+30%INT] Spell Damage. Heals allies for 200[+50%INT].

 

Effect: Can be used for many things. Can be used to just heal the team up and give speed to an ally who needs it. It can be used to pull. If you used you Q, W, and E, and they are now escaping. Be use to have a Dark Attraction stack on them when you first engaged them. This way, when they try to run to escape, you can apply a stack on yourself to pull you and them to each other, or apply one on the enemy, to slow them and deal slightly more damage than you would of if you pulled.

 

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Additional Information

How to play:

Your abilities are close range. Be prepared to spam your abilities. Your hero excells in dealing AoE damage and taking out enemies that are to close together.

 

Suggestions to game play:

1) If you use Dark Attraction to pull to enemies together. It is suggestion if you had your Q on one of them, to reactivate to deal damage to both of them and also increasing the spread for the second Reactivate.

 

2) Use your cloaking ability to get close to them. When activating, you gain massive movement speed for a second which can really help you in chasing. Enemies may not see you coming either. It is also a useful escape.

 

3) Your ulti has a low Cooldown. It can be used for many uses other than just damage.

 

4) Your W can be a devestating stun that can literally hit everyone as long as they all have Dark Burn debuff. You can stun enemies with your abilities or your Auto-Attack as long as you use your W after you hit them once. You can even stun them if you haven't done spell damgae in the past 6 seconds since the Heroic Passive lasts 8 seconds. This allows you to control when you want to stun them at almost any time during your abilities which can allow you to get other abilities to hit and work.

 

5) Beware when playing this hero. He is close ranged and is NOT a tank. Because of that, you may take heavy heavy damage. It is suggestion you get a couple tanky items early game like Ihan Crystal and Nitrogen so you can stay in the battle. You won't be useful if you die within a couple of seconds as some AA heroes outrange your casting range. Blending Darkness should help getting close to enemies before you have your Tankier items.

 

Suggest going: QWQEQRQEEERWWWTRTT

 

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Closing statement

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

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4 base armor? O.o

Hp: I suggest lowering scaling to about 22%.

Q: Seems fine.

W: Ultimate chase ability

E; I like it, every good hero needs an escape.

R; Another good ganking ability causing havoc in teamfights.

 

Overall, this hero is awesome and has neat ideas. :D

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