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NEGATIVE.BOROS [FIXED]


CoolNoob
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Changelog:[/size]

Date 10/16/13

- Began creation ^-^ 10/15/13

 

Name: NEGATIVE.BOROS

Portrait: Dark Templar

Unit Base: Dark Templar

Type: AGI Caster , Support, dps , carry, VARIES.

Script:

 

Starting Stats:

Base Health 240

Movement Speed 3.0

Attack Range 1.2

Attack Speed –1.7

Base Damage 50

Attack Name | Animation - Curling Strike

Base Armor 3

Strength – 23 + [5]

Agility – 32 + [8]

Intelligence – 19 + [7]

 

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Heroic Passive: Negative Spell

''For every enemy hero that is in a 12 unit radius, Negative gains 10% spell damage scaling up to 50%''.

 

 

Effect:

 

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Ability One:[Q] Negative.SS

"Grants itself physical immunity for 5(max) seconds and heals(30,75,145,200)+(30% int) them over the period."

Energy Cost: 65/95/105/125

Cooldown: 30/25/20/15

Range: none

 

Level 1: physical immunity for 2 seconds (+20 damage) ( heals 30)+(30% int) 5 secs

Level 2: physical immunity for 3 seconds (+35 damage) ( heals 75)+(40% int) 5 secs

Level 3: physical immunity for 4 seconds (+50 damage) ( heals 145)+(50% int) 5 secs

Level 4: physical immunity for 5 seconds (+75 damage) ( heals 200)+(60% int) for 5 seconds

 

Effect: This ability will help allies to survive better while team fights.

 

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Ability Two:[W] Universal Push

"Pushes target unit Away from Negative.boros dealing damage when enemy is pushed, when the enemy is pushed they get stun for 1.3 seconds ."

Energy Cost: 70/95/110/140

Cooldown: 30/25/20/13

Range: 6

 

Level 1: Pushes target enemy 6 units away from Negative and deals 50 spell Damage (30 physical damage) + (35% int)+(2% dealt as True Damage)

Level 2: Pushes target enemy 7 units away from Negative and deals 90 spell Damage (40 physical damage) + (45% int)+(3% dealt as True Damage)

Level 3: Pushes target enemy 8 units away from Negative and deals 120 spell Damage (60 physical damage) + (55% int)+(4% dealt as True Damage)

Level 4: Pushes target enemy 9 units away from Negative and deals 150 spell Damage (100 physical damage) + (75% int)+(5% dealt as true Damage)

 

Effect: really good to get away or to help allies take down the enemy.

 

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Ability Three:[E] Evasion Master

"Grants Negative Evasion."

Energy Cost: No cost

Cooldown: NONE

Range: NONE

 

Level 1: Grant Negative Boros 5% evasion.

Level 2: Grant Negative Boros 10% evasion.

Level 3: Grant Negative Botos 15% evasion.

Level 4: Grant Negative Boros 20% evasion.

 

Effect: This gives evasion for boros making him stronger and able to survive better. im not trying to make him OP so balance if needed.

 

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Ultimate Ability:[R] OMMISPLASH!!

"A 6 unit sphere is drawn around Negative, Heroes in the area are immobilized while he channels for 2.3 seconds and the area inside explodes and deals spell damage, dealing massive damage. "

Energy Cost: 200/250/350

Cooldown: 120/90/60

Range: 8

 

Level 1: 200 + (150% Int) spell Damage explodes 1 time.

Level 2: 200 + (150% Int) spell Damage explodes 2 times.

Level 3: 200+ (150% int ) Spell Damage explodes 3 times.

 

Effect: Huge amount of spell damage, .

 

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Additional Information

 

Recommended Item Build: I would go for INT items with AGI , speed items.

 

Starting Items: duran's machette , or some INT depends on what you want to play

 

Mid-Game Items:

 

Late-Game Items: Gravity, Nitro, pyre, khali blade , i dont like lethal barb , but u decide if use it or not , arc bound , explosion round or time splittler.

 

Core Items:

 

Optional Items:

 

--

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Hm.

 

I'd think the ulti would be:

Ultimate Ability: OMNIMEND

"Negative causes the targeted enemy to teleport to his allies within a 6-unit radius of itself. It will teleport an X number of times (to random ally) healing them per teleport equal to 100+[50%INT] Health. This teleport can hit an ally more than once."

Energy Cost: 200/250/300

Cooldown: 120/100/80

Range: 6

 

Level 1: 4 Slashes

Level 2: 6 Slashes

Level 3: 8 Slashes

 

Effect: Huge amount of healing. Imagine forcing an enemy to omnislash, except that he heals per slash instead (and will end with himself teleporting ontop of a random ally :P)

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Hm.

 

I'd think the ulti would be:

Ultimate Ability: OMNIMEND

"Negative causes the targeted enemy to teleport to his allies within a 6-unit radius of itself. It will teleport an X number of times (to random ally) healing them per teleport equal to 100+[50%INT] Health. This teleport can hit an ally more than once."

Energy Cost: 200/250/300

Cooldown: 120/100/80

Range: 6

 

Level 1: 4 Slashes

Level 2: 6 Slashes

Level 3: 8 Slashes

 

Effect: Huge amount of healing. Imagine forcing an enemy to omnislash, except that he heals per slash instead (and will end with himself teleporting ontop of a random ally :P)

uhmmmm... so will be doing the same thing that boros ult does , intead its used on an enemy and that enemy slashes heals ally units and when slashs are over the enemy is going to be close to negative boros allys but i think that would be OP
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uhmmmm... so will be doing the same thing that boros ult does , intead its used on an enemy and that enemy slashes heals ally units and when slashs are over the enemy is going to be close to negative boros allys but i think that would be OP

You think that would be OP? Look at your broken as flobing firetrucking q. That skill is so damn broken, dear lord, make it only give you the immunity pls. A hero giving his whole team complete physical immunity for 5 seconds? What the flob?
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Q has an effect that lasts 5 seconds but a cool down of 9 seconds. Throw in some cool down reduction items and you're looking at being physically immune ~70% of the time. That's a tad over powered.

 

Ultimate: Are they immobilized or stunned or what during this time? Stunned would be extremely OP, granted a team mate can grab or impact them in some way, but if he gets the whole team then they are screwed. If it is just immobilized then that is a bit more fair, being as they can still blink, lockbox, impact, etc in some way. However, the damage is still very high.

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Q has an effect that lasts 5 seconds but a cool down of 9 seconds. Throw in some cool down reduction items and you're looking at being physically immune ~70% of the time. That's a tad over powered.

 

Ultimate: Are they immobilized or stunned or what during this time? Stunned would be extremely OP, granted a team mate can grab or impact them in some way, but if he gets the whole team then they are screwed. If it is just immobilized then that is a bit more fair, being as they can still blink, lockbox, impact, etc in some way. However, the damage is still very high.

ULT damaged Fixed - reduced all to 200 + (100% int ) spell damage (ult nees a lot of mana to use so the hero will need to be thinking about the amount of mana he has left to leave some for the ULT).

 

Q fixed , only grants NEGATIVE BOROS physical IMMUNITY for max of 5 secs , COOLdown changed to 30/25/20/15

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The ulti is still OP IMO, but I think it should be ok considering the rest of his skills aren't really strong. I would rather have a more well rounded hero that doesn't rely on his ulti to deal damage, as this hero has no gap closer, no way to stick to targets, and is melee, so aa is almost out of the question. With an int build all you have besides ulti is a knockback that only has a 35% int ratio. So you absolutely need ulti to do just about anything.

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