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Hero Suggestion: Slayer.Dregenard


CounterOlive

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Changelog:

11/07/2012

Hero Suggested

 

 

 

 

Lurker_SC2_Head1.jpg

lurker.jpg

 

 

 

Name: Slayer.Dregenard

Portrait: Lurker

Unit Base: Lurker

Type: Tank

Difficulty: Medium

Main Stat: Strength

Script: As the guard of Daggoth, Dregenard was a heavily mutated and strengthened Zerg, based off the lurker creation which first reared it's ugly head in the Brood War, four years ago. Unsatisfied with the lurker's weakness in only being able to attack when burrowed, Daggoth gave Dregenard an arsenal of weapons it could deploy at any time, in any situation, as to better defend it's charge. With Kerrigan's total take-over of the swarm, then subsequent loss, Dregenard has found itself with a portion of Daggoth's sentience and free will. With news of Kerrigan's return in the Imperial Sanctum, this monstrosity has followed for it's chance at revenge.

 

Starting Stats:

 

Strength: 22+8 Primary

Agility: 15+5 Secondary

Intellect: 12+3 Tertiary

 

 

Health – 300 High

Movement Speed – 2.8 Average

Attack Range – Melee/5.5 Average/Medium-high

Attack Speed – 1.75 Average

Damage – 20 Low

Armor – 0 Low

Energy – 0 Average

 

 

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Skills

 

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Heroic Passive: Spined Carapace

10% of damage Dregenard takes from auto-attacks is reflected as true damage to attackers if within a range of 2.

Dregenard does not use energy, instead, weapon damage is reduced by 15%, capping at 75% reduction, whenever an ability is used. Lasts 10 seconds.

 

The purpose of this is to add a new "energy" mechanic, while also preventing this hero from being OP with large amounts of burst damage then hard-hitting auto-attacks.

 

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Spine Explosion/Eruption

Cost: n/a

Cooldown:12

Range: 5

 

AoE ability. (+100% int) damage to all levels.

Spine Explosion: Deals damage based on proximity to Dregenard. (Fires 12-24, whatever works, hydralisk spines in a circle around Dregenard.)

Eruption: Deals a set amount of damage and slows enemies hit. (Spires erupt from the ground, in the manner of Drake's old magnitude, in the radius.)

Level 1: Explosion: Deals 125 damage, lowered by 10% per 1 unit distance from Dregenard. 1.2x damage to targets with Undermine debuff.

Eruption: Deals 100 damage, slows movement speed by 25% for 1.5 seconds.

Level 2: Explosion: Deals 175 damage, lowered by 10% per 1 unit distance from Dregenard. 1.3x damage to targets with Undermine debuff.

Eruption: Deals 125 damage, slows movement speed by 25% for 2 seconds.

Level 3: Explosion: Deals 225 damage, lowered by 10% per 1 unit distance from Dregenard. 1.4x damage to targets with Undermine debuff.

Eruption: Deals 150 damage, slows movement speed by 25% for 2.5 seconds.

Level 4: Explosion: Deals 275 damage, lowered by 10% per 1 unit distance from Dregenard. 1.5x damage to targets with Undermine debuff.

Eruption: Deals 175 damage, slows movement speed by 25% for 3 seconds.

 

 

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Taunting Roar

Cost: n/a

Cooldown: 30

Range: 3

 

Dregenard lets out a bellowing roar, distracting nearby enemies, causing them to focus their attacks on him. Enemy heroes that are affected are uncontrollable for a few seconds. When underground, he instead stuns enemies affected, for an additional 2 seconds.

Level 1: Taunt lasts 0.5 seconds

Level 2: Taunt lasts 1 second

Level 3: Taunt lasts 1.5 seconds

Level 4: Taunt lasts 2 seconds

 

 

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Blade Charge/Undermine

Cost: n/a

Cooldown: 15

Range: Undermine: 6

 

Blade Charge: Dregenard charges through creeps and heroes to the target location, dealing damage to enemies he touches(+200% move speed, no collision radius, +75% weapon damage).

Undermine: Dregenard briefly roots units in a line, slowing them afterward. Breaks the ground in the line.

Level 1: Blade Charge: Radius of 4, deals 60 damage divided among affected units.

Undermine: Roots for 1 second, slows by 30% for 6 seconds.

Level 2: Blade Charge: Radius of 5, deals 110 damage divided among affected units.

Undermine: Roots for 1 second, slows by 35% for 6 seconds.

Level 3: Blade Charge: Radius of 6, deals 170 damage divided among affected units.

Undermine: Roots for 1 second, slows by 40% for 6 seconds.

Level 4: Blade Charge: Radius of 7, deals 260 damage divided among affected units.

Undermine: Roots for 1 second, slows by 45% for 6 seconds.

 

 

 

Note! Dregenard must charge over a walkable path.

 

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Tunneling Claws/Mighty Emergence

Cost: n/a

Cooldown: Claws: 2 min. Emerge: 0

Range: Self

 

Tunneling Claws: Dregenard burrows, healing a static amount of HP (+50% int.) and gaining a ranged attack (revealed when attacking, "cloaks" after 2 seconds of not attacking).

Mighty Emergence: Dregenard bursts to the surface, dealing damage to targets in a radius of 2.

Level 1: Tunneling Claws: Heals for 200.

Mighty Emergence: Deals 10% of opponent's current health as damage.

Level 2: Tunneling Claws: Heals for 300.

Mighty Emergence: Deals 15% of opponent's current health as damage.

Level 3: Tunneling Claws: Heals for 400.

Mighty Emergence: Deals 20% of opponent's current health as damage.

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Additional Information

 

Ability chains to master: Taunting Roar>Blade Charge>Spine Explosion>Autoattack

Taunting Roar>Undermine>Mighty Emergence>Spine Explosion>Autoattack

 

Suggested Items: Duran's Buckler, Void Steppers, Guardian Steel, Khala Stone, Organic Carapace, Sunflare Gun

 

Dregenard has MULTIPLE forms of initiation, with Taunting Roar, Blade Charge and Mighty Emergence in his arsenal.

 

Blade Charge can be good to initiate an attack, or to escape, with it being a set location.

 

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Thoughts/comments/suggestions are greatly appreciated.

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