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[Hero] Mechanical.Menace


Itsthatguy
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Changelog:[/size]

Date

- Began creation ^-^

- Forgot a tooltip description on [E]

 

Name: Mechanical.Menace

Portrait: Goliath

Unit Base: Goliath

Type: STR

Script: A specialized goliath with specalized metals that allows it to sort and then discharge energy. This metal is also rather strong, making him able to withstand abuse during battles itself.

 

Starting Stats:

Base Health 300

Movement Speed 2.8

Attack Range 3

Attack Speed – 1.9

Base Damage 51

Attack Name | Animation - Eletrical Gun (A close ranged gun that zaps an enemy, similar to a taser, [not mossberg])

Base Armor 2

Strength – 29 + [6]

Agility – 26 + [5]

Intelligence – 27 + [5]

 

--

 

Heroic Passive: Energy Buildup [E]

"Mechanical doesn't gain Energy//Energy Regen from INT or Items. Instead, he has a fixed energy base which is 100. He gains energy by using abilities which charges him for increased effects. Attacking units will also give him +5 Energy. Activating this ability causes him to gain an Energy buildup buff will cause the next ability to consume the buff, all his energy and do an additional effect based on the % of energy within 6 seconds of activating Energy Buildup. If Mechanical activates Energy Buildup but doesn't use an ability within 6 seconds or reactives Energy Buildup, he restores 0.2% his Maximum Health per Energy and consumes the Energy buildup buff. If mechanical doesn't gain any energy within 10 seconds, the energy will drain by 5 per second. This ability can not be activated at 0 Energy."

 

Active: 100% Current Mana

Cooldown: 1

Effect: Hero gains bonuses for having energy. Doesn't require energy to use in abilities but can consume energy for abilities to apply bonus effects. If he reactivates [E], this will restore health to himself instantly. So he can choose to, Amp, [Q]//[W]//[R] or heal himself with [E] based on a % of his energy.

 

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Ability One: Static Absorbtion

"Mechanical fires twin lasers in a straight line, which slow enemies by 60% for 2 seconds on impact. Enemies that are still inside the line after 2 second will take Spell Damage. Each Enemy hit by the second effect will give 5 Energy and 10 Energy for heroes."

Energy Cost: None

Cooldown: 18//16//14//12

Range:10

 

[Energy Buildup]: Grants a bonus: (1%Weapon Damage) Spell Damage per 1 Energy on second effect which also stuns enemy equal to 0.5 seconds plus an addition (0.01 seconds) per energy.

 

Level 1: Deals 60[+35%INT] Spell Damage.

Level 2: Deals 100[+35%INT] Spell Damage.

Level 3: Deals 140[+35%INT] Spell Damage.

Level 4: Deals 180[+35%INT] Spell Damage.

 

Effect: Decent harassment, the straight line ability cast is instant and no channel. This makes it good for slowing enemies and forcing them to run to the sides or avoid it which can be used to an advantage. The slow is also good for chasing and attacking them while they are slowed, which is useful if [Q] is fully charged Energy for the stun after the slow. Max Energy it will deal 100% Weap + 1.5 second stun time if you activate heroic passive.

 

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Ability Two: Static Charge

"Mechanical gains a static buff which absorbs eletrical energy from the ground, gaining energy per second. Mechanical can reactivate the ability which will cause him to be struck by a lightning bolt causing all nearby enemies to be stunned for 1 second and take spell damage in a 5-unit Radius. For every unit away the enemy is from Mechanical, the damage is lowered by 10% (minimum 50% damage at range of 5) Reactivating the ability consumes the static buff. Static buff can last up to 10 seconds."

Energy Cost: None

Cooldown: 24//22//20//18

Range: 5

 

 

[Energy Buildup]: Enemies that take damage from this ability will be slowed by 35% for 1 + [0.04 seconds per Energy]

 

Level 1: Deals 100[+60%INT] Spell Damage. Static Buff gives +2 Energy per second.

Level 2: Deals 160[+60%INT] Spell Damage. Static Buff gives +3 Energy per second.

Level 3: Deals 220[+60%INT] Spell Damage. Static Buff gives +4 Energy per second.

Level 4: Deals 280[+60%INT] Spell Damage. Static Buff gives +5 Energy per second.

 

Effect: Close ranged attack spell. Note: It stuns for 1 second, so really the slow after the stun is based on your energy, which is around 0.04 seconds to 4 seconds. I suggest using this ability whenever you can unless you need to save it for something important.

 

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Ability Three: Energized [Passive]

"For every 10 Energy Mechanical has, gives him a buff. This buff stacks linearly with itself, but not linearly with other buffs. This stacks up to 10 times (100 Max Energy)"

Energy Cost: None

Cooldown: None

Range: None

 

Level 1: Gain +0.8% Movement Speed//Attack Speed//Physical Resistance//Spell Resistance//Cooldown Reduction per 10 Energy.

Level 2: Gain +1.2% Movement Speed//Attack Speed//Physical Resistance//Spell Resistance//Cooldown Reduction per 10 Energy.

Level 3: Gain +1.6% Movement Speed//Attack Speed//Physical Resistance//Spell Resistance//Cooldown Reduction per 10 Energy.

Level 4: Gain +2.0% Movement Speed//Attack Speed//Physical Resistance//Spell Resistance//Cooldown Reduction per 10 Energy.

 

Effect: At maxed Energy, it give 20% Movement Speed Attack Speed, P/S resistance and cooldown reduction. That is alot!, but you have to max out your energy which can be a problem, and you may have to use it. Having 9 Energy will give you +0%, while 10 Energy will give you +2%. 20 Energy 4%, while at 100 energy for 20%.

 

--

 

Ultimate Ability: Eletrical Discharge

"Mechanical gains an Eletrical Buff which causes him to shoot out 1 bolt of lightning (coming from himself) onto the closest enemy in a 4-unit Radius every second applying an Eletrical debuff and dealing Spell Damage. This bolt of lightning can not attack an enemy who already has an eletrical debuff or Discharge debuff. The Eletrical debuff lasts 3 seconds, slowing enemies movement speed by 50%. Once the Eletrical debuff ends, a discharge debuff is applied for 2 seconds. If Mechanical is within a 4-unit Radius of enemies that have a Discharge debuff, he deals bonus Spell damage, and stuns them for 1 second also restoring a large amount of Energy to himself (Regardless if Eletrical buff is on). Eletrical Buff on mechanical lasts 5 seconds."

Energy Cost: None

Cooldown: 150//130//110

Range: 4

 

[Energy Buildup]: Mechanical gains debuff immunity on cast equal to 1 + (0.04 seconds per 1 Energy) seconds.

 

Level 1: Both ticks deal 150[+50%INT] Spell Damage. Second tick restores 25 Energy

Level 2: Both ticks deal 200[+50%INT] Spell Damage. Second tick restores 35 Energy

Level 3: Both ticks deal 250[+50%INT] Spell Damage. Second tick restores 45 Energy

 

Effect: Muti-stage ability that punishes enemies for staying close to Mechanical, while rewarding Mechanical for being close to enemies. This is strong if you chase a person, but if you use for mutiple people, it becomes hard to chase every single one being hit, as they are probably being hit one by one, and running in different directions (for other heroes) one by one in a lot of cases in team fights.

 

--

 

Additional Information

This hero deals a lot of base spell damage and stun abilities. I suggest if you play him, to store your energy for the bonus buffs, and only use it when your going for the perfect engage, as the resistances, speed, and cooldown reduction is good for pre-team fights and laning phases when poking is very useful.

Combo: Use your Q to hit an enemy, then use your W, then R. If you have Energy, it would be best to use it on your [W] ability versus one or two people. If your against an enemy team, your [R] is better to use it on, as it will prevent you from being disabled during the fight. Don't be hesitant to use your [E] for [R], as if you can land the second tick, you restore massive amount of energy which will almost restore your Passive again.

 

Recommended Item Build:

Small Hadron Collider [Health and a stun. Timescale also useful to use abilities slightly more often and to move faster]

Eletrical Mantle [spell Resistance, health, and a stun, and cooldown reduction.]

Super Heated Mantle [More damage health and armor]

Yamato Reactor//Nitrogen [Enables you to effectively chase down the enemy, provides moderate health. Can also slightly increase the damage on abilities. Yamato probably better with the CDR, more spammability.]

Spell Buffer [Enables you to move faster and provides spell resistances.]

Gravity Edge [Provides movement speed and True Damage on abilities so you will actually deal damage mid-late game. The INT is also decent with scaling].

(Ihan crystal somewhere in there and sold)

 

Suggested Build: Q, W, Q, E, Q, R, Q, W, W, W, R, E, E, E, T, R, T, T.

 

These items are ment to grant you with decently high health and resistances so you can survive in the enemy lines. If you really want to initiate, you can try, [E+Q], Small Hadron onto enemy, [R], then [W]. This way it will stun the enemy you target for a long duration you got your Q off, they are slowed then hadron stuns them, then Q stuns (and bonus damage), then R activates for a slow, which W uses to stun again, and R will once again stun after W. If they attack you, they are stunned again. This hero is pretty good with stuns, but has limits as most of them are close ranged, or skillshot like, or delayed. Gravity edge, makes it so you will do decent damage when they have spell resistance, as INT scaling isn't all that great [200% INT if you land EVERYTHING perfectly] and it doesn't provide energy//energy regen. it can become an issue if your base damage starts doing utter crap damage as your only contribution would then be stunning 1 enemy. Nitrogen is also good if you want to increase your slows, altho, a lot of the abilities tend to stun while the slow happens (not always), the health will still be useful, and the slow still useful if you didn't want to stun.

 

Talents:

+180 Health

+6 Armor

+7% Spell Resistance

+11% Movement Speed above 70% Maximum Health

Active: Fortify +50% P/S Resistance for 5 seconds.

+12% Cooldown Reduction

 

[Cooldown reduction is very good on this hero as it allows you to restore energy effectively fast].

 

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Closing statement

Thanks for reading

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Ability Three: Energized [Passive]

"For every 10 Energy Mechanical has, gives him a buff. This buff stacks linearly with itself, but not linearly with other buffs."

Energy Cost: None

Cooldown: None

Range: None

 

Level 1: Gain +0.8% Movement Speed//Attack Speed//Physical Resistance//Spell Resistance//Cooldown Reduction per 10 Energy.

Level 2: Gain +1.2% Movement Speed//Attack Speed//Physical Resistance//Spell Resistance//Cooldown Reduction per 10 Energy.

Level 3: Gain +1.6% Movement Speed//Attack Speed//Physical Resistance//Spell Resistance//Cooldown Reduction per 10 Energy.

Level 4: Gain +2.0% Movement Speed//Attack Speed//Physical Resistance//Spell Resistance//Cooldown Reduction per 10 Energy.

 

Effect: At maxed Energy, it give 20% Movement Speed Attack Speed, P/S resistance and cooldown reduction. That is alot!, but you have to max out your energy which can be a problem, and you may have to use it. Having 9 Energy will give you +0%, while 10 Energy will give you +2%.

 

Can you explain me that? for every 10 Energy you gain 1 stack, but at maxed Energy you only have 10 stacks, did you forget to add in the tooltip that it stacks 10 times? or do you mean for ever 10% of the total Energy? because you are also saying that having 9 Energy will give you 0 but 10, 2, so I suppose it's not a percentage.

So, if you have 100 energy you have 10 times 10 energy, you are supposed to have 10 stack, but you dont have max Energy.

I hope you understand me. I guess you just wanted to say this:

 

"For every 10% Energy Mechanical has, gives him a buff. This buff stacks linearly with itself, but not linearly with other buffs."

 

and

 

Effect: At maxed Energy, it give 20% Movement Speed Attack Speed, P/S resistance and cooldown reduction. That is alot!, but you have to max out your energy which can be a problem, and you may have to use it. Having 9% Energy will give you +0%, while 10% Energy will give you +2%.

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Yea it stacks

 

On the Heroic Passive. His Maximum Energy is 100. He Doesn't recieve any Energy or Energy Regen from Passive Stats or Item Stats or items or restorations

 

So technically 1 Energy = 1% Maximum Energy. :P

 

This hero has a different Energy System like Vorpal and Penthos

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