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[HERO] Actinide.Calysto


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A recursive strain of baneling, Calysto can reconstruct his form immediately after combusting, giving him immense combat potential and regenerative capabilities. The overmind banished him after he gained independence and sent a false version of himself to substitute for a mission, resulting in his exile to Tarsonis where he spend the rest of his life melting Terran troops for enjoyment, wishing to go back to his previous state of ignorance.

Portrait: Baneling

Unit Base: Baneling

Type: INT

Alignment: Chaotic Evil


Starting Stats:

Health – 550 (250 base)

Movement Speed – 2.85

Attack Range – 4

Attack – Acid Spew

Attack Speed – 1.75

Damage – 50 (32.5 base)

Armor – 0

Energy – 0

Strength – 30 (+5)

Agility – 12 (+3)

Intelligence – 35 (+7)




Wasted Opportunity [Passive]

Calysto gains additional maximum life equal to 0.05*(5+5*LVL)*(265-INT). He cannot lose maximum life from this passive.




  • Building Tank or AA (his Q is good for shrugging off crowd control, E good for initiating)
  • Early-game survivability to help him survive with his Q
  • Forcing player to decide between sustainable caster and glass cannon
  • Encouraging spell damage boosting items such as Yamato and Moth potion



Rupture [Q]

Mana Cost: 30% of maximum life

Cooldown: 20


Calysto sacrifices 30% of his maximum life to explode violently and deal spell damage in a radius of 3, healing back 35% of his maximum life over 5 seconds. This automatically casts when stunned (must be cooled down), without any mana cost, but only regenerating 30% life over 2 seconds and setting the cooldown to 30 seconds.

Level 1: 80 (+100% INT) spell damage.

Level 2: 160 (+100% INT) spell damage.

Level 3: 240 (+100% INT) spell damage.

Level 4: 320 (+100% INT) spell damage.



  • Being a caster-carry
  • Countering crowd control
  • DPS

Chain Reaction [W]

Mana Cost: 70/90/110/130

Cooldown: 10/9/8/7

PASSIVE: Calysto gains weapon speed and damage.

ACTIVE: For 5 seconds, Calysto gains +2 weapon range and deals additional spell damage in a radius of 1 with each hit. Each time he attacks, his cooldown for his [Q] is increased by 1.2 seconds.

Level 1: 15% weapon speed, 10 weapon damage. 20 (+30% INT) spell damage per hit.

Level 2: 25% weapon speed, 20 weapon damage. 40 (+30% INT) spell damage per hit.

Level 3: 35% weapon speed, 30 weapon damage. 60 (+30% INT) spell damage per hit.

Level 4: 45% weapon speed, 40 weapon damage. 80 (+30% INT) spell damage per hit.




  • Generic AA steroid
  • Chasing (with retrofit)
  • Weak crowd control

Rollout [E]

Mana Cost: 100/110/120/130

Cast Range: 5

Cooldown: 20/18/16/14

Calysto rolls to the target location at 200% normal movespeed, immune to debuffs, leaving a sticky trail that slows enemies for 2 seconds on contact and amplifies damage on targets standing inside the slime. Trail lasts 4 seconds.

Level 1: 20% slow, 10% amplification.

Level 2: 25% slow, 15% amplification.

Level 3: 30% slow, 20% amplification.

Level 4: 35% slow, 25% amplification.




  • Crowd Control
  • Initiation
  • Team support
  • Caching then stunning a person to finish them off (need a teammate)
  • Escape

Squishy Surprise [R]

PASSIVE: Gives Calysto armor

ACTIVE PASSIVE: If Calysto is hit by an attack that takes more than 10% oh his maximum life, he fires a 3 unit cone of slime in the direction of the target, dealing spell damage and

Level 1: 5 (+4% INT) armor, 40 (+30% INT) spell damage.

Level 2: 8 (+4% INT) armor, 70 (+30% INT) spell damage.

Level 3: 11 (+4% INT) armor, 100 (+30% INT) spell damage.




I know this looks very familiar (to LoL players) but how is it?

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The stun condition for Q can easily backfire. Against hero's with short stuns like Tosh, Rory or Jakk, they could easily disable your main nuke skill by simply stunning you and wasting it.


45% bonus weapon speed for his passive is really powerful. It lets him max his attack speed with a minimal amount of attack speed items. Add that to the weapon damage bonus and spell damage active and you've got one OP skill.


E has reaaallly short range. There's not much point in the skill being an initiation ability with such pathetic range.


R's damage is really weak. It almost has the same damage as Matyr even at max

Level, except that you have to receive heavy damage for it to activate while matyr is constant.

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