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Mutalisk Hero Concept [Ranged AGI Hard Carry]


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Passive - Acidic Blood

 

Mutalisk's corrosive blood melts through the armor of its enemies. Whenever Mutalisk takes damage, any enemy unit caught in a 2-unit radius around Mutalisk will have their physical resistance reduced by 4% for 3 seconds. If and when Mutalisk is killed, it explodes violently damaging (True) all enemies caught in a 2-unit radius for 100 + (100% INT). Stacks up to 3 times.

 

Q - Glaive Wurmlings

 

Mutalisk's reproductive system, its ovipositor, has evolved a new way of reproducing more glaive wurms albeit less developed ones at an accelerated rate. Mutalisk can spawn 4 weaker 'glaive wurmlings' instead of one glaive wurm at a time each dealing 40/50/60/70% of its normal damage. Only the primary target procs item effects. Toggle ability, no CD. Energy Cost = 0.

 

W - Mantis Scream (or Shriek or Screech)

 

Mutalisk's bone chilling scream is a harbinger of death. When Mutalisk shrieks, a sonic wave emanates that slows enemies by 25/30/35/40% and reduces their physical resistance by 10/15/20/25% for 3 seconds in a 4-unit radius around Mutalisk. CD = 18 Energy Cost = 100/125/150/175.

 

E - Accelerated Biogenesis (or Rapid Biogenesis or Growth Spurt)

 

Mutalisk accelerates its reproductive capabilities, producing glaive wurms/wurmlings faster. Mutalisk gains +20/25/30/35% attack speed for 10 seconds. CD = 30. Energy Cost = 100/125/150/175.

 

R - Fly (or Flight or Death from Above or Angel of Death)

 

Mutalisk takes to the skies to unleash its nightmare from above. During flight, Mutalisk gains +15/25/35% movement speed, and +3 attack range. Lasts 12 seconds. Mutalisk retains all its abilities during flight while also moving unhindered by terrain. CD = 100/80/60. Energy Cost = 275.

 

Explanation

 

Mutalisk is designed to be an AGI carry that blossoms into a killing machine much later in the game. Mutalisk would be also one of the few ranged (attack range = 3, 6 during ultimate) carry heroes in AoS. Mutalisk's arsenal of skills make it specialized at weakening and damaging multiple targets at the same time; its ultimate skill allows it to be ubiquitius and stalk its prey with unprecedented mobility. Mutalisk's primary weakness is its very low health. However once Mutalisk stacks enough damage and attack speed, it will churn through waves of enemies unhindered thanks to its glaive wurms/wurmlings.

 

Notes:

 

I designed this hero with the Primal Mutalisk model from HotS in mind but the the Viper Morph Mutalisk model is just as unique. Having said that, I'm not very picky and the regular Mutalisk model works just fine.

 

 

PrimalMutalisk_SC2-HotS_Rend1.jpg

 

Edited by Jessika
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I love the idea, but kerrigan already has bouncing blades, which is extremely similar to glaive worm, I think that changing it around a bit so that it still includes bounces, but is unique would be good. I cannot think of any ideas like this currently, so I'll let you try that :). The ulti is retardedly overpowered. Plain and simple that is just stupidly OP. You combined ling ult, ss flight mode, vayne ulti damage, timesplitter evasion (and they would stack), and kog maws increase range from w. At level 16 it lasts 30 seconds with an 80 second cooldown, with timescale and cooldown reduction this would essentially have the cooldown of cain's ulti. I think that changing your e would be good, as agi carries and mutas are not tanks, and that is a tank ability that doesn't even fit the rest of his kit. I think that you could make the e into a passive movespeed buff with an atk speed passive, or make it so that it causes each target hit by your aa or bounce loses some armor and make the e's name something like acidic glaives.

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Your suggestions were really helpful. I've switched some things around, the acidic blood is now the heroic passive and functions slightly differently, the armor debuff stacks with W. I also nerfed the ultimate which you are right was OP. I also took your suggestion by changing E into an attack speed buff that will synergize with Q and R very nicely.

 

I also am aware of the similarity between bouncing blades and Glaive Wurms, but I was too stubborn to let Kerrigan keep Mutalisk's signature skill for her self. I removed it anyway, now Mutalisk only has 'glaive wurmlings' which is functionally similar but different to glaive wurms. Thanks for the input.

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That is much better. Passive is good, but i would change it so that it lowered the armor of just the person atking you, so that you dont have to get close for the armor shred. I am not quite sure what you mean with your q, could you explain it? The e is good, but adding another effect like the faster hp regen of the mutas in the game could be good, but it is not needed, just an idea. I think the w could be much more interesting, and you already have some armor shred from your passive, you could make it so that muta gain movespeed for each target hit (with a cap of like 3 or something so that you can't run into the middle a creep wave, use it and become grunty in the river * over 9000) and then take off the movespeed from ulti and give ulti another effect. Ulti lasts too long to give it that large of a speed increase, so i think making the speed come from w would be better. Maybe ult could give you the increased hp regen I mentioned, or whatever cool effect you can think up. Your hero is looking much better, thanks for listening to input :)

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The bonus regeneration does spice up E and I nerfed R again, but added a nice AGI bonus that will synergize with Q.

 

Q was inspired by Medusa from DotA's spell "Split Arrow". The idea is simple, let's say Mutalisk's damage is 100, at level 4, Mutalisk can toggle on his Q, allowing him to attack 4 different targets (the main one and 3 nearest) at the same time for 70 damage each. If Q is off, Mutalisk's AA hits one target only and deals the full 100 damage. Q has excellent farming potential and with enough damage, Mutalisk will be able to tackle multiple targets effectively.

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Indeed the combos would be very similar. R into W and E and Yamato - toggle Q if you're facing several opponents and the heroic passive incase you die. Hehe, I hope it's balanced though, my intention was to make Mutalisk a really hard carry for the late game that requires lots of farm to reach his full potential. He would have to be even squishier than Cat I believe. I don't normally design AGI carry heroes so whatever input I get is welcome.

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  • 3 weeks later...

I already kind of understand why there may not be any air units is AoS, which is imagine is due to the nature of them not being hindered by terrain. The free reign access is a serious advantage and keeping it limited flight makes sense. However I feel AoS permant air units would add a new element to AoS imo. Also I'm not sure how you all come up with the abilities on these units if they are created, or a list of abilities in the editor available to use. With that said, I know this is sort of not what your unit is intended but I've always considered the Muta the ultimate harass unit. Especially in my days of brood war. I guess the idea of the mutalisk being a sheer harass unit would be fun. I guess keeping it an agi but with perma flight would be op since you can hit and run like no other. The idea of air units excites me and the mutalisk would be, imo the ultimate air unit in AoS. I mean think of what the corsair did for brood war. It's air unit harass in PvZ matches made it the ultimate harass unit that rarely racked up kills, but those 5 or so ovie kills early hurt the zerg enough to get ahead and dominate. So for me introducing this concept of more harass units would be fun. I feel there aren't many. There are of course support units, but they don't have the mobility imo or the means to do some damage and get out quick causing confusion.

 

I guess my idea to introduce air units would be more support/harass units to keep the balance of AoS. Just the possibilities in my head are ginormous. Just some random thoughts when stumbling on this hero. I was just bummed to see it only had air for it's ulti temporarily. I think theres a few potential air units to do this sort of harass with. Muta and viper are 2 that come to mind. Just had to say this when I saw the Muta, and this Muta unit I hope makes it to AoS

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Q is Medusa's first skill in Dota 2 lol(didnt realise you mentioned above)

E looks like Feral's decaying timescale with added attack speed but lesser timescale

The 2nd part of his passive looks like Bombinocon(I forgot how to spell) from Team Fortress 2.

I like dis hero:)

Sounds like the brother of Toxi lol

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Q it is actually.

 

Every skill will inevitably remind you of another.

I agree, there is such a low amount of balanced and engaging abilities that are not used, that you will inevitably have an ability that is similar or the same as another hero.
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You do realize that the suggested Mutalisk hero would be a ground unit right? With the exception of the duration of his ultimate, Mutalisk would be a ground unit using the melee SC2 Mutalisk model. Similarly, Vespus uses an air unit's model but is a ground unit in AoS.

 

Of course I did, I thought I made that clear in my paragraphs, my apologies if I didn't. But I was sugguesting I wish there were pure air units in AoS. But I realize if there were pure air units the game wouldn't be balanced because of the fact of the sheer mobility they would have. Evading over walls, water, and the likes creating most likely a pure map dominating presence.

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q needs nerf- would essentially be a build in explosive that you can just push/farm from start to finish with 160% extra dmg to units around it at lvl 1

w needs nerf- i dont think you realize how much armor that really is, im not sure raynor mark even weakens that much

e synergizes WAY too well with r and q, either take away the timescale, or the attack speed

r- 35% evasion... really? cut the movespeed in half, completely remove evasion and make it 10 seconds then maybe it will be balanced if you figure out what to do with q and w

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q needs nerf- would essentially be a build in explosive that you can just push/farm from start to finish with 160% extra dmg to units around it at lvl 1

w needs nerf- i dont think you realize how much armor that really is, im not sure raynor mark even weakens that much

e synergizes WAY too well with r and q, either take away the timescale, or the attack speed

r- 35% evasion... really? cut the movespeed in half, completely remove evasion and make it 10 seconds then maybe it will be balanced if you figure out what to do with q and w

Q- item effects only proc on the primary target. W- the radius is short so it needs high reward for high risk. E- probably does need a numbers nerf. R- take off the evasion and lower weapon damage and I think it is enough.
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i know q only procs on primary target but the ability to hit all 5 team members at once in a 3-4 unit unit radius is a little bit strong considering youre only taking 30% less dmg

high risk? i dont think so with all that armor from passive+w reduced it should take 2 hits to kill anyone who got hit by it, besides if you know what ur doing ur not building glass cannon...

r is currently more movementspeed than ling in testmap, plus other insane buffs

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i know q only procs on primary target but the ability to hit all 5 team members at once in a 3-4 unit unit radius is a little bit strong considering youre only taking 30% less dmg

high risk? i dont think so with all that armor from passive+w reduced it should take 2 hits to kill anyone who got hit by it, besides if you know what ur doing ur not building glass cannon...

r is currently more movementspeed than ling in testmap, plus other insane buffs

Q- only shoots 4 glaives, so cannot hit whole team, and muta's attack range is low so he needs higher dps. W- forgot that the passive reduced armor, this should just deal some damage and slow IMO, I did not say to build him glass cannon btw, so I don't know why you brought that up. R- ling has more movespeed than this, I'm pretty sure it is 90% at lvl 3, soon to be 60% if people like it that way in beta. However, the terrain ignoring makes up for this, so just having the movespeed and the flying part is probably plenty for the ulti.
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q needs nerf- would essentially be a build in explosive that you can just push/farm from start to finish with 160% extra dmg to units around it at lvl 1

w needs nerf- i dont think you realize how much armor that really is, im not sure raynor mark even weakens that much

e synergizes WAY too well with r and q, either take away the timescale, or the attack speed

r- 35% evasion... really? cut the movespeed in half, completely remove evasion and make it 10 seconds then maybe it will be balanced if you figure out what to do with q and w

 

 

Q - I think you misunderstood this skill. Instead of shooting one glaive, mutalisk would fire 4, each doing 70% of his total damage. All targets besides the primary are randomly hit and only the primary procs effects. Late game, this skill is intended to be powerful but it requires tremendous farming. But if your concern is balance, the numbers are easily adjusted to fit the meta of the game better for now I'm keeping them the same.

 

W - Indeed

 

E - You're right.

 

R - Hmmm

 

EDIT - Changes made, I think these are more appropriate.

 

Eternity, unless you intend on enlightening us with your definition of a Hard Carry, what's the point of your post?

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I felt like the word Hard Carry is overused and its definition is being Stretched so much that not many people understand what "Hard Carry" means anymore.

A hard carry is a hero that requires a lot of items to begin to ramp up, but once they get those items they can deal more damage than other types of heroes with the same items, correct?
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