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[HERO]Zeatthos.Rasorix


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Changelog:

24/04/2013: hero made

25/04/2013: buffed heroic passive

 

Hybrid_Zealot3_zps0d459f2b.jpg

 

Basics

Name: Zeatthos.Rasorix

Portrait: Maar

Unit Base: hybrid zealot

Type: Tank

Script: Zeatthos was made to be the last plan in case anything went wrong made by the xel'naga themselfs. It was designed too kill off all of the xel'naga, to free everyone from them. When it had done what it was desgined for it would turn on its self. Zeatthos has not yet kill them all off he still has the dark voice left.

 

Starting Stats

Base Health 330

Movement Speed 2.85

Attack Range 1.25

Attack Speed 1.9

Base Damage 51

Base Armor 2

Strength 40 (primary)

Agility 27 (secondary)

Intelligence 18 (tertiary)

 

Growth Numbers

Strength – 8

Agility – 5

Intelligence – 3

 

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Abilities:

 

 

Heroic Passive:

Zeatthos's DNA structure is so powerful that when he dies he explodes.

Effect: When Zeatthos dies he runs to his killer and explodes dealing 5% of the enemies max hp as true damage in an area of 4 units

 

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[Q] Ability One:

Zeatthos dashes to the targeted enemy hero scaring it and dealing damage to the hero and stunning it and knocking every enemy in the area it charged into knocking them 1 unit aside and dealing damage.

Energy Cost: 90

Cooldown: 17/16/15/14

Range: 8

 

Level 1: Zeatthos deals 70(+70% weapon damage) to the targeted hero and stuns it for 2 seconds. It also deals 50(+55%INT) to enemies it charged into and knocking them 1 unit away.

Level 2: Zeatthos deals 130(+70% weapon damage) to the targeted hero and stuns it for 2 seconds. It also deals 100(+55%INT) to enemies it charged into and knocking them 1 unit away.

Level 3: Zeatthos deals 190(+70% weapon damage) to the targeted hero and stuns it for 2 seconds. It also deals 150(+55%INT) to enemies it charged into and knocking them 1 unit away.

Level 4: Zeatthos deals 270(+70% weapon damage) to the targeted hero and stuns it for 2 seconds. It also deals 200(+55%INT) to enemies it charged into and knocking them 1 unit away.

 

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[W] Ability Two:

Zeatthos deals damage to enemies and shields allies that are in a range of 7 around him. He also makes everyone, enemy or ally deal more damage in a range of 6 around him.

Energy Cost: 120

Cooldown: 20

Range: 7 and 6

 

Level 1: Zeatthos deals 60(+70%INT) spell damage to enemies and shields allies and you for 60(+45%STR) shield lasts until it is killed. Zeatthos also makes everyone deal 5% more physical damage and spell damage lasts for 8 seconds.

Level 2: Zeatthos deals 120(+70%INT) spell damage to enemies and shields allies and you for 120(+45%STR) shield lasts until it is killed. Zeatthos also makes everyone deal 10% more physical damage and spell damage lasts for 8 seconds.

Level 3: Zeatthos deals 170(+70%INT) spell damage to enemies and shields allies and you for 170(+45%STR) shield lasts until it is killed. Zeatthos also makes everyone deal 15% more physical damage and spell damage lasts for 8 seconds.

Level 4: Zeatthos deals 220(+70%INT) spell damage to enemies and shields allies and you for 220(+45%STR) shield lasts until it is killed. Zeatthos also makes everyone deal 20% more physical damage and spell damage lasts for 8 seconds.

 

 

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[E] Ability Three:

Zeatthos's DNA lets him feed from other's power and hurt everyone that attacks him.

Energy Cost: N/A

Cooldown: N/A

Range: N/A

 

Level 1: Every hit Zeatthos makes on an enemy hero steals 2 STR from it, lasts for 30 seconds. When an enemy attacks Zeatthos they take 10(+22%STR) spell damage.

Level 2: Every hit Zeatthos makes on an enemy hero steals 2 STR from it, lasts for 30 seconds. When an enemy attacks Zeatthos they take 20(+22%STR) spell damage.

Level 3: Every hit Zeatthos makes on an enemy hero steals 3 STR from it, lasts for 30 seconds. When an enemy attacks Zeatthos they take 25(+22%STR) spell damage.

Level 4: Every hit Zeatthos makes on an enemy hero steals 3 STR from it, lasts for 30 seconds. When an enemy attacks Zeatthos they take 30(+22%STR) spell damage.

 

 

 

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[R] Ultimate Ability:

Zeatthos makes all enemies around him in an area of 6 to attack him, when the time is up he deals damage around him for a percentage of the damage he has taken.

Energy Cost: 200

Cooldown: 100

Range: AOE of 6 when dealing damage.

 

Level 1: Zeatthos channels for 3.5 seconds making every enemy in an area of 6 to attack him. Zeatthos can't be stunned when channeling and deals 45% of the damage he had taken in 3.5 seconds to enemies around him in an area of 6.

Level 2: Zeatthos channels for 3.5 seconds making every enemy in an area of 6 to attack him. Zeatthos can't be stunned when channeling and deals 55% of the damage he had taken in 3.5 seconds to enemies around him in an area of 6.

Level 3: Zeatthos channels for 3.5 seconds making every enemy in an area of 6 to attack him. Zeatthos can't be stunned when channeling and deals 65% of the damage he had taken in 3.5 seconds to enemies around him in an area of 6.

 

 

 

 

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Closing statement.

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

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I like the make up of how it works. you have to remember the only hero who actually gets an ability based of their main stat is zera. other then that its weapon damage or intel pretty much.

 

heroic passive seems to low of damage unless im doing the math wrong 30+10% weapon damge+5% intel, +5*lvl. with 300 weapon damage and 200 intel its only 160 damage.

 

ability 3 steals as in they he gets +X and they get -X if so what happens when they have no str as in a creep. 40 seconds seems to long u can almost keep that up 100% of the time in laning phase. I'd say keep it at 30 seconds as well as it needs a cap. with movement talents, masamune and arcbound you could push a lane killing all the neutals along the way and then head to gank killing neutals inbetween and by the time u get to the enemy ur ganking u could be at +2k hp and +95 weapon damage. as an ultimate it wouldn't be bad. it would be like micro/balrog.

 

for his ulti. now what happens if he dies does it still do its damage. and lets say ally boros pulls him as he has all 5 enemy attacking him do they follow kinda like justicar taunts then walks to tower.

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I like the make up of how it works. you have to remember the only hero who actually gets an ability based of their main stat is zera. other then that its weapon damage or intel pretty much. I LOVE U JAMES!!

 

heroic passive seems to low of damage unless im doing the math wrong 30+10% weapon damge+5% intel, +5*lvl. with 300 weapon damage and 200 intel its only 160 damage. But u have to remember that it is a instant kill if the hero is below 4%

 

ability 3 steals as in they he gets +X and they get -X if so what happens when they have no str as in a creep. 40 seconds seems to long u can almost keep that up 100% of the time in laning phase. I'd say keep it at 30 seconds as well as it needs a cap. with movement talents, masamune and arcbound you could push a lane killing all the neutals along the way and then head to gank killing neutals inbetween and by the time u get to the enemy ur ganking u could be at +2k hp and +95 weapon damage. as an ultimate it wouldn't be bad. it would be like micro/balrog. Ability 3 ONLY steals from heroes.

 

for his ulti. now what happens if he dies does it still do its damage. and lets say ally boros pulls him as he has all 5 enemy attacking him do they follow kinda like justicar taunts then walks to tower. Yea if he dies he will still do the damage and yes it works just like justicar's taunt.

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The HP is not the best for stat wise, and doesnt really fit with the char :/

4% in early game can be destroyed by a few creeps, and they can probably regen it back.

In mid game, if they at 4% it would be semi good.

In late game, if they at 4% they would be dead.

You could make it if they are under 4% and you aa them, they will die, and/or increase the scaling to ~9%.

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4% of a hero with 4k hp is 160. so on a non tank hero its already going to kill them with 4% hp. on a tanky hero with 4k hp they will have enough resist so yea instant kill makes sence but a non tank. but yea.

 

since its just stealing for heroes its not bad then with out a cap. and it last 40 seconds. just means u wont have it up unless ur in a fight. so it works almost like that STR/energy regen item in game. that gives u STR per second when near enemy hero.

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4% of a hero with 4k hp is 160. so on a non tank hero its already going to kill them with 4% hp. on a tanky hero with 4k hp they will have enough resist so yea instant kill makes sence but a non tank. but yea.

 

since its just stealing for heroes its not bad then with out a cap. and it last 40 seconds. just means u wont have it up unless ur in a fight. so it works almost like that STR/energy regen item in game. that gives u STR per second when near enemy hero.

Ok i buffed his heroic passive

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a better Idea I would say because it still not much damage speicaly if its physical. I would say make it deal 5% of the targets health as true damage in a 4 unit radius. still running to that target first. this means basically if its a hero with 4k hp it will do 200 true damage to every enemy unit close to that target. that still instantly kills a target at 5% hp but it will acutally be worth an heroic passive. and cant be avoided.

 

1k hp which is about max starting hp on a hero is only 50 damage but its aoe so if lets say 4 creep are by them then its 200 damage total. not much but more worth it.

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