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[Hero] Masked.Kokoro


Itsthatguy
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Changelog:[/size]

Date

- Began creation ^-^

 

Changelog: 9/13/2013

 

Changed Ulti by:

- Decreased Lifesteal gain from 5/10/15 to 8/10/12%

- Changed Spell Vamp gain from 2/4/6 to 3/4/5%

- Changed Healing per second from 1.5//2//2.5% Missing Health to 1//1.5//2% Missing Health

Why these changes?: Because her Passive give her a lot of buffs, and the ulti becomes incredibly strong with these passives as well as the buffs the ulti gives as well. Since the passives themselves make the Ulti already strong, the self-buffs from the ulti itself was slightly nerfed to help reduce the strength of it since the duration is so long.

 

Name: Masked Kokoro

Portrait: ---

Unit Base: ---

Type: INT [Mult-Role] [Doesn't gain Weap Damage from INT]

Script:

 

Starting Stats:

Base Health – 300

Movement Speed – 2.8

Attack Range – 6

Attack Speed 1.8

Base Damage – 49

Attack Name | Animation - Emotional Strike

Base Armor 2

Strength – 24 + [5]

Agility – 24 + [5]

Intelligence – 24 + [5]

 

--

 

Heroic Passive: Mask of Emotions

"Kokoro puts on a variety of masks to enhance her abilities. When Kokoro puts on a mask (using Q,W,E abilities), she will then have a new set of abilities. Reactivating said ability will remove the mask, giving Kokoro the option (QWE) to put on a new mask. [This means if you cast Q, your W and E abilities change. Upon casting Q again, your W and E abilities will change back to masks that can be put on. None of these abilities share cooldowns. In addition, Kokoro will gain bonus Weapon Damage equal to the current mask she has on instead of the amount of her primary stat she has. The two unique abilities from each mask will have their damage equal to the level of said Mask. Wearing a mask costs energy per second. If kokoro reaches 0 Energy, Kokoro will auto-maticly remove the current mask she has on."

 

Effect: If you have [Q Mask of Rage] on, then your W and E abilities will change. Even if W and E are level 1, if your Q is level 7, your W and E abilities (from the Mask of Rage) act as if they are level 7. You are required to have the at least 1 level in W if you want to cast the Q Masked version of the W. This makes Kokoro fairly weak early game, but causes her to have a spike once she achieves all three Q, W, and E abilities.

 

--

 

[Q] Ability One: Mask of Rage

"Kokoro puts on her mask of Rage, changing her W and E abilities. Kokoro can remove this mask by reactivating this ability, changing her W and E abilities back. When Kokoro has this mask on, she gains bonus Weapon Damage equal to a % of her AGI and also gains Attack Speed and Movement Speed."

Energy Cost: 10//8//6//4 + [0.5%Max Energy per second]

Cooldown: 2 [Toggle]

Range: None

 

Level 1: Gain Weapon Damage equal to [45%AGI]. Gain +10% Attack Speed and +4% Movement Speed.

Level 2: Gain Weapon Damage equal to [50%AGI]. Gain +15% Attack Speed and +6% Movement Speed.

Level 3: Gain Weapon Damage equal to [55%AGI]. Gain +20% Attack Speed and +8% Movement Speed.

Level 4: Gain Weapon Damage equal to [60%AGI]. Gain +25% Attack Speed and +10% Movement Speed.

 

Effect: This doesn't proc item effects. This is mostly for effectively going AA and offensive.

 

--

 

[W] Ability Two: Mask of Courage

"Kokoro puts on her mask of Courage, changing her Q and E abilities. Kokoro can remove this mask by reactivating this ability, changing her Q and E abilities back. When kokoro has this mask on, she gains bonus Weapon Damage equal to a % of her STR and also gains Physical and Spell Resistance. "

Energy Cost: 10//8//6//4 + [0.5%Max Energy per second]

Cooldown: 2 [Toggle]

Range: None

 

Level 1: Gain Weapon Damage equal to [45%STR]. Gain +6% Physical and Spell Resistance.

Level 2: Gain Weapon Damage equal to [50%STR]. Gain +10% Physical and Spell Resistance.

Level 3: Gain Weapon Damage equal to [55%STR]. Gain +14% Physical and Spell Resistance.

Level 4: Gain Weapon Damage equal to [60%STR]. Gain +18% Physical and Spell Resistance.

 

Effect: This doesn't proc item effects. This is mostly for effectively going Tanky//bruiser.

 

--

 

[E] Ability Three: Mask of Calmness

"Kokoro puts on her mask of Calmness, changing her Q and W abilities. Kokooro can remove this mask by reactivating this ability, changing her Q and E abilities back. When kokoro has this mask on, she gains bonus Weapon Damage equal to a % of her INT and also gains passive Energy Regeneration and Cooldown Reduction."

Energy Cost: None

Cooldown: 2 [Toggle]

Range: None

 

Level 1: Gain Weapon Damage equal to [45%INT]. Restore 0.75% Missing Energy per second and gain +8% Cooldown Reduction.

Level 2: Gain Weapon Damage equal to [50%INT]. Restore 1.00% Missing Energy per second and gain +12% Cooldown Reduction.

Level 3: Gain Weapon Damage equal to [55%INT]. Restore 1.25% Missing Energy per second and gain +16% Cooldown Reduction.

Level 4: Gain Weapon Damage equal to [60%INT]. Restore 1.50% Missing Energy per second and gain +20% Cooldown Reduction.

 

Effect: This doesn't proc item effects. This makes for easy Energy Recovery and also is a good idea to get early to have energy sustain. In addition, it is good for casters. It is a good idea to use this mask whenever you aren't use others for purpose, to lower your cooldowns faster, and recover your energy.

 

______________________________________________

 

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Mask of Rage: Abilities

 

[W] Ability Two: Endless Pursuit

"Kokoro gains a Pursuit buff that lasts 6 seconds. This pursuit buff causes Kokoro to gain Movement Speed for 1.5 second when hitting an enemy with a basic attack. The pursuit buff also causes Kokoro's basic attacks to deal bonus Spell Damage per basic attack and slow the target's movement speed for 1.5 second."

Energy Cost: 50//60//70//80

Cooldown: 21//19//17//15

Range: Self

 

Level 1: Gain +8% Movement Speed. Slow Movement Speed by 8%. Basic attacks deal a bonus 20[+25%INT] Spell Damage.

Level 2: Gain +12% Movement Speed. Slow Movement Speed by 12%. Basic attacks deal a bonus 30[+25%INT] Spell Damage.

Level 3: Gain +16% Movement Speed. Slow Movement Speed by 16%. Basic attacks deal a bonus 40[+25%INT] Spell Damage.

Level 4: Gain +20% Movement Speed. Slow Movement Speed by 20%. Basic attacks deal a bonus 50[+25%INT] Spell Damage.

 

Effect: Super Chase ability and increasing damage per basic attack.

 

--

 

[E] Ability Three: Tackle Strike

"Kokoro dashes toward the enemy dealing Physical damage and lowering it's armor by 20% for 3 seconds and stunning it for 0.5 seconds. Kokoro's dash will end 2-units away from the target upon impact. Kokoro will appear on the side inwhich he dashed from. This Physical damage is effected before the armor reduction."

Energy Cost: 80//100//120//140

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

Range: 8

 

Level 1: Deals 80[+80%Weapon Damage]+2% Target's Maximum Health Physical Damage.

Level 2: Deals 140[+80%Weapon Damage]+3% Target's Maximum Health Physical Damage.

Level 3: Deals 200[+80%Weapon Damage]+4% Target's Maximum Health Physical Damage.

Level 4: Deals 260[+80%Weapon Damage]+5% Target's Maximum Health Physical Damage.

 

Effect: Effective in chasing and getting onto an enemy who is escaping. It isn't the brightest idea to do this onto a team though since you will be ontop of them (unless you are tanky).

 

______________________________________________

 

--

Mask of Courage: Abilities

 

[Q] Ability One: Heroic Charge

"Kokoro charges in, dashing to a targeted spot and gaining shields and gaining Movement Speed for 3 seconds at the end of the dash. Allies in a 5-unit radius from Kokoro at the end of his dash will recieve a lesser version of the buffs."

Energy Cost: 70//80//90//100

Cooldown: 15//14//13//12

Range: 5

 

Level 1: Kokoro gains 70[+80%INT] Shields and +15% Movement Speed. Allies gain 60[+50%INT] Shields and +8% Movement Speed.

Level 2: Kokoro gains 130[+80%INT] Shields and +20% Movement Speed. Allies gain 100[+50%INT] Shields and +12% Movement Speed.

Level 3: Kokoro gains 190[+80%INT] Shields and +25% Movement Speed. Allies gain 140[+50%INT] Shields and +16% Movement Speed.

Level 4: Kokoro gains 250[+80%INT] Shields and +30% Movement Speed. Allies gain 180[+50%INT] Shields and +20% Movement Speed.

 

Effect: Super Chase ability and increasing damage per basic attack.

 

--

 

[E] Ability Three: Fearless Strike

"Kokoro's next basic attack applies a Fearless debuff for 6 seconds. This Fearless debuff causes an aura in a 5-unit radius, causing all enemies in a 5-unit radius from the unit with the debuff to take Spell Damage per second (This includes the primary target). Kokoro and his allies will heal health per second if they are within a 5-unit radius of the enemy marked with the Fearless debuff."

Energy Cost: 60//80//100//120

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

Range: 8

 

Level 1: Fearless debuff deals 10[+10%INT] Spell Damage per second, and heals 10[+10%INT] Health per second.

Level 2: Fearless debuff deals 20[+10%INT] Spell Damage per second, and heals 20[+10%INT] Health per second.

Level 3: Fearless debuff deals 30[+10%INT] Spell Damage per second, and heals 30[+10%INT] Health per second.

Level 4: Fearless debuff deals 40[+10%INT] Spell Damage per second, and heals 40[+10%INT] Health per second.

 

Effect: This causes healing when your close to your target, and causes damage to the primary target and the enemies near it. Effective for sustain, and also using for close combat.

 

--

Mask of Calmness: Abilities

 

[Q] Ability One: Calming Blast

"Kokoro fires a beam striking the first enemy it hits. The enemy hit will be stunned for a short duration and take Spell Damage. This has a 0.5 second channel time."

Energy Cost: 70//80//90//100

Cooldown: 21//19//17//15

Range: 10

 

Level 1: Deals 60[+70%INT] Spell Damage. Stuns for 0.75 second.

Level 2: Deals 120[+70%INT] Spell Damage. Stuns for 1.00 second.

Level 3: Deals 180[+70%INT] Spell Damage. Stuns for 1.25 second.

Level 4: Deals 240[+70%INT] Spell Damage. Stuns for 1.50 second.

 

Effect: Basic hit first target ability. Stuns enemy. This is a skillshot.

 

--

 

[W] Ability Two: Blank State

"Kokoro causes the enemy's mind to go so calm that it can't even think, Silencing it for 1.5 seconds. At the end of the silence the target's mind will immediately come back so rapidly, it causing the target brain damage, causing it to be rooted for 1.5 seconds and take Spell Damage. The target will not take damage or be rooted if debuff immunity removed the silence."

Energy Cost: 70//90//110//130

Cooldown: 27//24//21//18

Range: 6

 

Level 1: Deals 90[+80%INT] Spell Damage.

Level 2: Deals 150[+80%INT] Spell Damage.

Level 3: Deals 210[+80%INT] Spell Damage.

Level 4: Deals 270[+80%INT] Spell Damage.

 

Effect: Silences the target briefly, then damages and roots it briefly when the silence ends. This is a onclick ability, not a skillshot, but at short range.

 

_____________________________________________________

 

Ultimate Ability: Mask of Hope

"Kokoro wears her mask of hope increasing his powers for a short duration. This increases Kokoro's STR//AGI//INT and grants her passive healing, lifesteal and spell vamp. In addition, Kokoro will also gain the passive of all 3 of her mask forms regardless if she is wearing it [Excluding the bonus Weapon Damage] or not during the buff depending on the level the masks are at (meaning if she isn't wearing her Q mask at level 3, it will apply the passive as if it is at Level 3. If she isn't wearing her E mask at level 1, it will apply the passive as if it is at level 1. same goes for level 2 and 4 and ect.)."

Energy Cost: 100

Cooldown: 140//130//120

Range: Self

 

Level 1: Buff Grants +20 STR//AGI//INT. Kokoro heals 1.0% Missing Health per second. Gain +8% Lifesteal, and +3% Spell Vamp. Buff lasts 10 seconds.

Level 2: Buff Grants +35 STR//AGI//INT. Kokoro heals 1.5% Missing Health per second. Gain +10% Lifesteal, and +4% Spell Vamp. Buff lasts 14 seconds.

Level 3: Buff Grants +50 STR//AGI//INT. Kokoro heals 2.0% Missing Health per second. Gain +12% Lifesteal, and +5% Spell Vamp. Buff lasts 18 seconds.

 

Effect: This massively buffs Kokoro especially once she hits level 14 [All masks should be full level]. When Mask of hope is on, she can put on other masks to access her abilities as she always does, but she gains the passive of the masks she currently doesn't have on as well at their current Level, making it super strong once all the masks are maxed. Of course the scaling of her weapon damage from stats only apply to the mask she has on regardless if her ulti is on. So she will not gain bonus damage from her all 3 STR//AGI//INT. Only the mask she currently wears.

 

--

 

Additional Information

 

She can be builded as a tank//AA//Caster.

She is also a good hero to get Hybrid stats on that give +Stats to everything. Note: Her primary is INT, so items like parallax that give +20 primary stat will give +20 INT from the heroic passive.

 

If your going tanky: Go pure tank, her varies abilities allow her to deal decent damage regardless the fact if her items give 0 Defensive stats. (Probably get a Nitrogen + Superheated as only offensive defensive items).

If your going caster: I suggest going more supporty, she has a lot of utility for sustain//CC. Scaling is rather good, but there is no Insta-Burst ability so beware of that.

If your going AA: You may need some health and utility. AA exactly the best for his skillset, so you need SOME tankyness. Stack lots of AGI and some Health and Offensive items with a few tanky stats. The lack of defensive abilities makes him vulnerable if some assassin or damagy tank just dives for him. Luckily, she can easily become a more tanky AA, especially if she needs to escape she can always switch masks. If you are going AA, i suggest only putting the AA mask on when it is time to engage (To take minimal damage before the teamfight as well as so you have some way to poke).

 

Note: ALWAYS cast ulti at the beginning of fights. Do not use it until it is to late, it has a very long duration, especially late levels. Using it to early, still gives you a nice opportunity to chase the enemy down, or somehow engage the fight since it can last so long.

 

You should primarily passively have your Mask of Calmness on you all the time, until you need to switch masks when you finally reach any type of combat. [Calmness is best when you are just walking around]. (Since calmness restores energy while other cost energy.).

 

Since she has more abilities than most hero (and they don't share Cooldowns with each other), most of the CDs are naturally high. Note: You can not spam one specific ability very often.

 

--

 

Closing statement

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

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Hata no Kokoro?

Definately not

 

 

I actually don't no anything about the character EXCEPT

That she:

A) Uses masks to express her emotions

B) Can't express her emotions without her masks (although after an incident, she has started to develope them herself without use of the masks)

 

Otherwise, I don't really know anything about her. I just liked her theme song, and thought that her Ability is quite an interesting ability and would be a good Hero Concept. I kinda gave up to naming heroes. I can't name them effectively and (i've made some many, i can't even remember if I will write the same name lolz or somewhat similar).

 

I'm actually suprised you knew who that was (Or did you look it up xD?)

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Nice idea, got more abilities than Maar (didn't count, I might be lying). This is one of the ideas I actually hope will get used (and the immortal was a combo of a couple ideas I've seen before on a tank hero and others), so its always possible.

I never actually seen the immortal hero yet so i have no idea what he does. :P And no one ever talks about him on the forums, he just kinda appeared and ppl seemed to ignore him (aside from 1 glitch or so)

 

 

 

Although, i just noticed that Hata no Kokoro has 66 Masks. That would be OP in Aeon of Storms xD

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