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[Hero] Ratchet.Clank


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Ratchet.Clank

Hellbat_SC2-HotS_Art2.jpg427275_612796168736379_533515052_n.jpg

 

 

[table]

STR 30 + 4

AGI 30 + 4 (Primary)

INT 30 + 4

[/table]

 

Ratchet (Hellbat)

[table]

[td]Base Health: 200[/td]

[td]Base Damage: 30[/td]

[td]Base Armor: None[/td]

[td]Movement Speed: 3[/td]

[td]Base Weapon Speed: 1.75[/td]

[td]Attack Range: 2.5[/td]

[td]Sight Range: 12[/td]

[/table]

 

Clank (Warhound)

[table]

[td]Base Health: 300[/td]

[td]Base Damage: 20[/td]

[td]Base Armor: 5[/td]

[td]Movement Speed: 2.75[/td]

[td]Base Weapon Speed: 2.5[/td]

[td]Attack Range: 6[/td]

[td]Sight Range: 12[/td]

[/table]

 

 

Introduction

Primary Role: Ganker

Secondary Role: Initiator

 

Model: Hellbat.Warhound

Affilation: Chaotic, Raynor's Raiders

 

Lore:

Two mercenaries feared even by the finest of armies, Ratchet and Clank have earned their surnames through perfect coordination and unwavering trust in the other's abilities. Though they have been officially hired to fight for Raynor's Raiders, the reckless duo often test their mettle and settle wagers by looking for the biggest, bloodiest battle they can fight in. Next stop: the Imperial Sanctum

 

 

Skills

[table]

Two Man Army

[td]Ability Type: Heroic Passive[/td]

[td]Damage Type: N/A[/td]

[td]Hotkey: N/A[/td][/table]

Ratchet and Clank share certain item effects. They share 100% of stats and health. For weapon damage and speed, Ratchet gets 100% while Clank gets 50%. For Spell Resistance and raw Armor, Ratchet gets 50% while Clank gets 100%. For item actives, Ratchet uses item actives and item procs (criticals included) while Clank carries auras. If either of the two die, full bounty will be given and the survivor will return to base invulnerable. Clank will recieve experience from creep kills, while Ratchet recieves experience from Hero kills.

 

-Ratchet is set to the 1 hotkey, Clank is set to the 2 hotkey, they are both Heroic, however.

-When killed, the survivor returns to base at speed of 10 and gains unitwalking.

-If both are somehow killed, no additional bounty is given.

 

Intended to keep item scaling balanced.

 

[table]

Dragon's Breath/Richter Shock

[td]Ability Type: Target Point/Instant[/td]

[td]Damage Type: Spell/N/A[/td]

[td]Hotkey: Q[/td][/table]

Ratchet fires a cone of volatile flames at a range of 7 to the enemy, dealing Spell Damage and disarming and silencing them for 1 second/ After a 0.5 second cast time, Clank creates a shockwave that stuns enemies in a 3 unit radius

 

 

Level 1: 55 Energy Deals 75 (+10% INT) Spell Damage 7.5 second cooldown / 120 Energy 1.2 second stun 21 second cooldown

Level 2: 65 Energy Deals 95 (+10% INT) Spell Damage 7 second cooldown / 120 Energy 1.4 second stun 20 second cooldown

Level 3: 75 Energy Deals 115 (+10% INT) Spell Damage 6.5 second cooldown / 120 Energy 1.6 second stun 19 second cooldown

Level 4: 85 Energy Deals 135 (+10% INT) Spell Damage 6 second cooldown / 120 Energy 1.8 second stun 18 second cooldown

 

-Dragon's Breath has an angle of 70 degrees.

 

A generic nuke and soft disable, doesn't deal a lot of burst damage, but it's great for early harass when combined with Afterburn/ A powerful initiation tool for ganks and a solid disable for teamfights.

 

 

[table]

Flaming Jaunt/Hookshot

[td]Ability Type: Instant/Single Target[/td]

[td]Damage Type: Spell/Truel[/td]

[td]Hotkey: W[/td][/table]

Ratchet propels himself forward, dealing Spell Damage along his path/ Clank fires a grappling hook at the target allied Hero, dragging himself to the location and dealing True Damage along his path.

 

Level 1: 95 Energy Deals 45 (+10% INT) Spell Damage, range of 6.25 24 second cooldown / 100 Energy Deals 125 (+25% INT) True Damage, range of 8 16 second cooldown

Level 2: 95 Energy Deals 45 (+10% INT) Spell Damage, range of 6.5 18 second cooldown / 110 Energy Deals 150 (+35% INT) True Damage, range of 10 12 second cooldown

Level 3: 95 Energy Deals 45 (+10% INT) Spell Damage, range of 6.75 12 second cooldown / 120 Energy Deals 175 (+45% INT) True Damage, range of 12 8 second cooldown

Level 4: 95 Energy Deals 45 (+10% INT) Spell Damage, range of 7 6 second cooldown / 130 Energy Deals 200 (+55% INT) True Damage, range of 14 4 second cooldown

 

-Both move at a speed of 20

 

Serves as a high-mobility ability for chasing and escaping/ Can get Ratchet out of tight stituations with a follow up Richter Shock, or just deal extra damage while chasing.

 

 

[table]

Afterburn/Reactive Armor

[td]Ability Type: Passive/Passive[/td]

[td]Damage Type: Physical/N/A[/td]

[td]Hotkey: E[/td]

[/table]

Each of Ratchet's normal attacks and abilities apply stacking Afterburn, dealing PhysicalDamage over time and reducing stats by 1 per second for 4 seconds. Stat loss lasts for 8 seconds/ Clank gains damage resistance and health regen for each Heroic instance of damage he recieves for 8 seconds, stacking up to 8 times

 

Level 1: Deals (4% INT) Physical Damage per second/ Gain 2% damage resistance and 1 health regen per stack

Level 2: Deals (6% INT) Physical Damage per second/ Gain 3% damage resistance and 2 health regen per stack

Level 3: Deals (8% INT) Physical Damage per second/ Gain 4% damage resistance and 3 health regen per stack

Level 4: Deals (10% INT) Physical Damage per second/ Gain 5% damage resistance and 4 health regen per stack

 

-Afterburn procs on Spell Damage and physical attacks (except for Afterburn itself and Scorched Earth)

-Afterburn stacks refresh their duration with each application

-Stacks will stop being drained after 4 seconds, but will not come back until 8 seconds have passed; any Afterburn ticks reset the duration.

-Reactive Armor stacks have seperate durations

 

Reduces the INT and STR of heroes early game, crippling their laning ability and making them prone to additional harass and ganks. Mid to late game, the lost STR whittles tanks away and the DoT is great combined with Nitrogen Retrofit/ Makes Clank more durable in precarious situations, though not against burst damage (ei Chuck.TBone).

 

[table]

Scorched Earth/Rapture Missiles

[td]Ability Type: Instant/Instant[/td]

[td]Damage Type: Spell/Physical[/td]

[td]Hotkey: R[/td][/table]

After a 1.5 second cast time, Ratchet transforms into a Hellion for 10 seconds and gains a flat movement speed as well as unitwalking, leaving behind a trail of fire that deals Spell Damage per second/ After a 1.5 second cast time, Clank channels to fire several rockets at Heroes in a 12 unit cone in front of him that deal 15 (+5% INT) Physical Damage and lowers armor by 1 for 12 seconds.

 

Level 1: 150 Energy Deals 65 (+10% INT) Spell Damage per second, flat Movement Speed of 5 100 second cooldown / 75 Energy Fires a rocket at each Hero every 0.45 seconds for up to 4 seconds 50 second cooldown

Level 2: 250 Energy Deals 85 (+10% INT) Spell Damage per second, flat Movement Speed of 7 80 second cooldown / 125 Energy Fires a rocket at each Hero every 0.35 seconds for up to 4 seconds 40 second cooldown

Level 3: 350 Energy Deals 105 (+10% INT) Spell Damage per second, flat Movement Speed of 9 60 second cooldown / 175 Energy Fires a rocket at each Hero every 0.25 seconds for up to 4 seconds 30 second cooldown

 

Ratchet can cast spells during Scorched Earth, but cannot attack.

-Armor reduction duration refreshes with each hit.

-Rapture Missiles fire at an angle of 70 degrees

 

Scorched Earth helps Ratchet ward off enemies from Clank and chase targets/ Rapture Missiles gives a massive reduction to armor at a range, softening up the enemy team against physical damage. Helps Ratchet somewhat by leveraging the physical damage from Afterburn.

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