FruitNinja Posted November 1, 2013 Report Share Posted November 1, 2013 (edited) Changelog: 11/1/13 - Began creation 11/10/13 - Partial rework of Passive, W, and E Name: Frederick.Gauss Portrait: Warhound Unit Base: Warhound Role: Bruiser Alignment: Chaotic Neutral Script: There was once a scientist on a distant colony who devoted his life to researching cloning and gene repair. His greatest creation, dubbed "Project Gauss" resulted in the birth of the first genetically stable human clone in the entire Koprulu Sector. This clone, named Frederick Gauss by his creator, guarded the laboratory for many years following the scientist's death. However as time went on, Gauss familiarized himself with his master's experiments and failed to see any value in them. His sense of manners and duties was completely missing, having lived in isolation for the entirety of his accelerated childhood. Learning what he could about the various machines around him, he packed whatever he found useful onto an old Dominion walker his master owned and left the lab to explore the world and its mysteries. Starting Stats: Base Health – 275 Movement Speed – 2.75 Attack Range – 4.5 Attack Speed – 1.8 Base Damage – 23 Attack Name | Animation - Gauss Rifle | Fires a bolt from the Warhound's gun Base Armor – 3 Strength – 29 (+5) Agility – 23 (+4) Intelligence – 38 (+6) "One need not know where he is going." Theme: Maximum Power __________________________________________________ Hyper Capacitors "Gauss stores 80% of the energy he spends as bonus spell damage on his next attack. The maximum damage he can store is 40+(20*LVL) and it expires 2.5 seconds after casting an ability." When Playing: Gauss gains a lot of damage from simply casting spells. Consider building less damage and more cooldown reduction on him. When Playing Against: While Gauss's weapon is charged, he will deal a lot of damage on his next attack. Wait it out or keep him CC'ed to migitate a lot of his damage. __________________________________________________ Magnetic Hook [Q] "Launches a magnetic projectile which attaches itself to the first enemy unit it hits. When re-casted, Gauss electrocutes the target, dealing spell damage and repelling it a set distance if it is close, or dragging Gauss to it otherwise." Level 1: 2 second hook duration, 90 (+40% INT) spell damage on second cast. Level 2: 3 second hook duration, 160 (+40% INT) spell damage on second cast. Level 3: 4 second hook duration, 230 (+40% INT) spell damage on second cast. Level 4: 5 second hook duration, 300 (+40% INT) Spell amage on second cast. Energy Cost: 50/70/90/110 Cooldown: 22/18/14/10 Range: 12 In Depth Skill Explanation: After the hook is attached, there is a target splat around Gauss that indicates the range at which he will jump to someone instead of repelling them. It is red for enemies and green for Gauss' allies. Animation: The projectile is fired from the Warhound's gun. Plays the Warhound melee animation while Gauss is in the air. Possible Uses: Gap closer with a single-target nuke. Can also be used to peel an enemy off of a teammate or knock an enemy into your team. Blocked by creeps and can also be used on allies. When Playing: This ability can be used to help protect your teammates just as well as initiate. Use it wisely. When Playing Against: Since it is a skillshot, Magnetic Hook can be dodged. If you get hit, you can turn around and fight him as that would force him to knock you away in order to deal the damage portion of Magnetic Hook. __________________________________________________ Magnetic Field [W] "Gauss charges an ally or himself for 4 seconds, initially drawing in nearby enemies and then releasing sparks every 0.6 seconds, dealing spell damage to a random nearby enemy. If Gauss is charged, he will release sparks up to 100% faster based on his missing health." Level 1: 20 (+15% INT) spell damage per spark. Level 2: 50 (+15% INT) spell damage per spark. Level 3: 80 (+15% INT) spell damage per spark. Level 4: 110 (+15% INT) spell damage per spark. Energy Cost: 100/115/130/145 Cooldown: 30/26/22/18 Range: 9 In Depth Skill Explanation: There is a brief delay before enemies are pulled in. When Playing: Gauss has both strong initiation potential and can follow up on an ally's initiation. This lets him build flexibly as both a caster and a bruiser. When Playing Against: Keep track of Gauss' position in teamfights. This ability can only be casted on allies that are close to him. Isolating yourself will leave you vulnerable to the full damage of this ability. Gauss is a very strong duelist when he is low on health. Don't fall for baits. __________________________________________________ Razordisc [E] "Gauss launches a disc which passes through enemies, dealing spell damage to each one it hits. Gauss holds up to three charges and will regenerate a charge if he catches a disc. When Gauss casts Magnetic Field [W], all Razordiscs in flight start accelerating toward the target, dealing 10% increased damage for every second they spend accelerating." Level 1: 25 (+25% INT) spell damage. Level 2: 70 (+25% INT) spell damage. Level 3: 115 (+25% INT) spell damage. Level 4: 160 (+25% INT) spell damage. Energy Cost: 40 Cooldown: 15/13/11/9 Range: 12 In Depth Skill Explanation: This is a pass-through linear skillshot with a maximum range. The discs normally disappear after hitting the maximum range. Once Magnetic field is cast, the discs start to home in on Gauss again, and will deal spell damage to enemies a second time if it passes through them again. When Playing: Razordiscs have a low mana cost and are spammable. They can be used to farm from a safe distance although they are also a lot of your all-in potential. Razordiscs have a lot of synergy with Gauss' abilities. Try to hit enemies twice with the same razordisc. When Playing Against: After being thrown, Razordiscs will only start moving toward Gauss' or one of his allies. __________________________________________________ Electromagnetic Storm [R] "Creates a violent storm around Gauss for 4 seconds, dealing spell damage every second and stunning enemies if they spend two seconds inside the storm." Level 1: Deals 70 (+20% INT) spell damage per second and stuns heroes for 1 second. Level 2: Deals 120 (+20% INT) spell damage per second and stuns heroes for 1.5 seconds. Level 3: Deals 170 (+20% INT) spell damage per second and stuns heroes for 2 seconds. Energy Cost: 100/150/200 Cooldown: 120/110/100 Range: n/a In Depth Skill Explanation: Only stuns units that spend a total of two seconds inside the storm. This works by adding "stacks" every 0.1 seconds and stunning the unit at 20 stacks, removing all of them and preventing them from being stunned again. Animation: Creates electrical arcs on enemies that have these "stacks" on them. Enemies that are stunned appear EMP'ed (darkened color). When Playing: Try to catch the entire enemy team in your knockup and then casting this, as it will give your enemies 1.4 seconds to leave the AoE Build nitrogen retrofit to help trap enemies Mossberg taser prevents enemies from using mobility spells to escape When Playing Against: Debuff immunity will absorb the stun Gauss cannot close the gap through units, so if you have a longer range than him you can kite him without getting stunned. Edited November 19, 2013 by FruitNinja Quote Link to comment Share on other sites More sharing options...
CoolNoob Posted November 6, 2013 Report Share Posted November 6, 2013 nice Quote Link to comment Share on other sites More sharing options...
Yaldi Posted November 7, 2013 Report Share Posted November 7, 2013 Sounds like clockwerk goblin to me Quote Link to comment Share on other sites More sharing options...
captcpc Posted November 7, 2013 Report Share Posted November 7, 2013 Sounds like clockwerk goblin to me Can you explain? The only similarity I see is that they both have a hook-themed gap closer to set up their close-range abilities. Their long-ranged nukes serve entirely different purposes as well. I always wanted to see a reverse bola in AoS, though I think it has too much utility for a single spell (depending on how difficult it is to land the skillshot). Quote Link to comment Share on other sites More sharing options...
FruitNinja Posted November 10, 2013 Author Report Share Posted November 10, 2013 Now that I think about it, there's a lot of wasted potential with a magnetic hero. Since I really like my other hero suggestion and this one is a little bit hard to balance (what with the % energy regen and costs), I might do a full rework with some new core mechanics I was thinking about a while ago: Q: Fires a razor disk which deals damage to enemies it passes through. Works on a charge system. After reaching its maximum range it stops and starts accelerating itself back toward Gauss at high speed. He will retrieve it if it hits him, regaining a charge. If it misses, it keeps going for a while and deals greatly increased damage due to the acceleration. W: Creates a gate in front of Gauss which charges projectiles from the Q ability, making them go in a straight line in the direction of the gate and causing them to explode on impact, dealing a large amount of damage and slowing enemies in the blast. If the Q projectile was in the second stage of motion it will also do bonus damage to the primary target. E: Probably going to have something to do with magnetic attraction. Casting it will cause Q projectiles to fly toward you again, allowing them to deal damage a third time. They also knock targets back when they hit them (to give Gauss some CC). How are those ideas compared to the current one? Quote Link to comment Share on other sites More sharing options...
Moo Posted November 10, 2013 Report Share Posted November 10, 2013 Now that I think about it, there's a lot of wasted potential with a magnetic hero. Since I really like my other hero suggestion and this one is a little bit hard to balance (what with the % energy regen and costs), I might do a full rework with some new core mechanics I was thinking about a while ago: Q: Fires a razor disk which deals damage to enemies it passes through. Works on a charge system. After reaching its maximum range it stops and starts accelerating itself back toward Gauss at high speed. He will retrieve it if it hits him, regaining a charge. If it misses, it keeps going for a while and deals greatly increased damage due to the acceleration. W: Creates a gate in front of Gauss which charges projectiles from the Q ability, making them go in a straight line in the direction of the gate and causing them to explode on impact, dealing a large amount of damage and slowing enemies in the blast. If the Q projectile was in the second stage of motion it will also do bonus damage to the primary target. E: Probably going to have something to do with magnetic attraction. Casting it will cause Q projectiles to fly toward you again, allowing them to deal damage a third time. They also knock targets back when they hit them (to give Gauss some CC). How are those ideas compared to the current one? Q- if it keeps missing when the disk attempts to go back to the hero will the disk just keep going forever? W- How fast does the Q move? This would require a lot of skill to hit even if the q moved quite fast, so it should be quite rewarding. E- sounds cool. Quote Link to comment Share on other sites More sharing options...
captcpc Posted November 10, 2013 Report Share Posted November 10, 2013 The new one seems to limited in its options with half the abilities having forced synergy with his Q and it really wastes the potential of his R. You could make the Q interactions of the spells just secondary effects of a more solid ability or just rework the current abilities to work off of a traditional energy pool. Quote Link to comment Share on other sites More sharing options...
FruitNinja Posted November 10, 2013 Author Report Share Posted November 10, 2013 Taking all of this into account, I did a partial rework, making him more standard but adding some additional options as to how to play him. Quote Link to comment Share on other sites More sharing options...
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