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Anti Mobility Support Hero


Jaysi
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Name: Arya.Sunrider

Unit Base: Oracle

Unit Portrait: Oracle

Type: Support/Anti Mobility

Attack Type: Ranged

Khalai-Oracle.png

Bio:

Arya.Sunrider was the warp space officer on the Gantrithor. Having spent much time with Tassadar, she learned to hone her psionic abilities, especially those having to do with movement, beyond the average Nerazim Oracle pilot. During the destruction of the Overmind, Arya programmed and selected the Gantrithor's final course before Tassadar teleported her and the rest of the crew to the last functioning warp gate on Aiur. Arya looks forward to fighting again with Tassadar in the Imperial Sanctum and fighting off all of those who supported the Overmind.

 

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Overview:

Arya is a support hero that specializes in anti-mobility. She can disable teleports, heal, slow, reduce enemy damage, severely harm fast enemies, and if TIMED right, give her team a large Time advantage for precious seconds.

 

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Abilities:

Heroic Passive: Special Relativity

Arya has power over movement in her vicinity, when foes move too quickly, she disrupts them. Whenever a enemy hero within 12 units of Arya teleports, blinks, leaps, or moves more than 5 units in 1 second, they are stunned for 1 second. This would apply a debuff to enemies that lasts 1.5 seconds and is refreshed constantly until they leave her 12 unit radius, such that you can blink/run in if you're on the edge of the range, but escape is more difficult.

Cooldown: Internal cooldown for each individual hero of 20 seconds

Range: 12 units

 

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Ability One: Kinetic Transfusion

Arya uses enemy's kinetic energy to synthesize ally body tissues. Target allied hero or self and target gains health equal to 4/6/8/10*the number of units all enemy heroes move globally during the duration per second for 6 seconds.

Energy Cost: 90/100/110/120

Cooldown: 21/20/19/18

Cast Range: 8 units

 

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Ability Two: Gravitonic Pressure

Arya increases the pressure and gravity in an area against her foes. Places an aura that has a radius of 5 units and reduces the damage and movement speed of enemies inside the aura by 10/15/20/25%

Energy Cost: 70/80/90/100

Cooldown: 18/17/16/15

Cast Range: 4

 

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Ability Three: Isoresonance

Arya finds the natural frequency of the air, turning it into a solid wall of energy and damaging foes. Arya creates a semi-circle of impassable energy at a target location that is 6 units wide and damages nearby enemies on formation for 100/140/160/180 + 50% Int. Duration of wall is 3.5/4/4.5/5 seconds. The inside of the circle always faces Arya when cast.

Energy Cost: 70/80/90/100

Cooldown: 18/17/16/15

Range: 6 units

 

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Ultimate Ability: Time Niche

Arya steals a large amount of Time from herself and allies quickly, she then gives back the Time over a longer period of time. You and all allied units within 5 units of yourself lose 50% Time for 2 seconds, you then all gain 25% Time for 6 seconds.

Energy Cost: 140/160/180

Cooldown: 150/120/90

Range: 5 units

Edited by Jaysi
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Interesting concept. The main problem is that its really weak if they don't have mobility, but really strong if they do. I see the hero only being viable in inhouses, since you can't counter pick in pubs. I don't really like that in a hero design. I think that having abilities that are useful against even heroes without tons and tons of mobility, but the abilities would still be better against heroes with mobility would be better. An example of what I'm thinking off would be "if the target enemy unit moves 10 units from their current position in the next 5 seconds, they are teleported back to their original position and stunned for 1 second". This is different because it affects heroes without tons of mobility in a significant manner, by rooting them within 10 units for 5 seconds, but it is especially useful against a hero with lots of mobility because it will bring them back, where your team could be waiting to wreck them, since most mobile heroes are decently squishy.

 

TLDR: Make the hero better against heroes without tons of mobility, or the hero feels really weak.

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I do love the concept. some suggestions that might help you on your way.

 

Heroic passive: When an enemy hero comes within 5 units of (name) they are stunned for 1 second. Enemy hero gets a buff for 60 seconds keeping (heroic passive name) from stunning them.

OR

make it stun the first enemy hero that comes within 5 unit range. and the ability has a 30 sec cd. If there are more then one enemy hero within 5 units when the ability comes off cd it effects the closest one.

 

The first one would be more effective over all in team fights. the 2nd one would be better vs initiators.

 

 

Kinetic Transfusion should have about a 12 unit radius when checking for enemy unit movement. 8 really isn't that much over all. The heal numbers look ok. but over all it would need to be tested. might be to weak. and yet maybe to strong if 5 enemy heroes are moving at 3 units running around the person.

 

W: works basically maars aura for reduce damage but with a slow.

 

E: that has the possibility to be super duper strong. example you have TS an nove runs in with her sprint you can one shot her if you hit her. but then vs some heroes it might do 0 damage 100*0=0. I would say maybe change it to an ability from LOL malphite.

*Seismic Shard

Malphite sends a shard of the earth through the ground at his target, dealing 70 / 120 / 170 / 220 / 270 (+60% of ability power) magic damage upon impact and steals 14 / 17 / 20 / 23 / 26 % movement speed for 4 seconds.*

So basically the enemy loses movement speed and you gain movement speed.

 

Time Conversion: change that to enemies instead of allies. no one on your team is going to want 50% reduce every thing for 2 seconds. as well as the enemy losing 50% of everything for 2 seconds is not a big deal. yes it can be a team fight breaker but that is the point.

 

After typing all of this I would say if you take the suggestion with the malphite ability. change your heroic passive to: Ally heroes in 8 unit radius gain 10% of (heroes name) movement speed for 5 seconds 90 sec cd.

 

This would add for a good combo with the heroes maphite move as well as their ultimate. This would let you build this hero with movement speed items which wether you go Tank or support works out. as support you can kit enemies for your allies. help allies escape. and as a dps you could catch anyone. but im thinking more a tanky/support hero like you suggested.

 

 

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@James

Your proposed changes to his heroic might be a tad strong, but I will keep it under consideration.

 

His Q is only target able for 8 units, but it gathers globally from enemy heroes. Can be quite strong if all enemies are moving, but if one or two are waiting in jungle to gank, teleing, or shopping it would reduce it substantially. Would be good for if you're getting chased by whole team, but would have a long cool down to balance it and require good timing/use.

 

Yes W is like Maar, but no one ever uses that aura and it should honestly either be changed or widened.

 

His E I might give more base damage and less scaling on MS, but may also give him a low base MS or he might just become a hero you don't get the MS talent on. May take your consideration, as he has no skill shot atm.

 

Time Conversion would be good for initiating gank or right before a team fight if they are out of position and you are ready to engage, as it slows you to begin with, but once the increase comes into effect it will be quite strong.

 

@Moo

I might add some better base stats to all skills so that if he is chosen in pubs and there are no fast enemies that he will still be viable.

 

 

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  • 2 weeks later...

Updated cooldowns, energy costs, portrait, etc. Changed E slightly, I still want to change it entirely, but I want it to be original. Based on James idea: just lowering enemy MS isn't unusual, but actually stealing it is unique, but I think I want something even more unique than that still.

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impact dial would trigger the stun. also if the players reaction time was good enough they could use it to oneshot

 

Exactly, I want impact to trigger the stun. Yes, E is too punishing if timed right, so either I could cap it, or change it to something different entirely.

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Ahah, I have the perfect idea to replace ability 3/E

 

Arya creates a semi-circle wall of light(like half of an LZ ring, but slightly wider) at target location within 6 units, with the inside of the circle facing her location. The wall damages nearby enemies at initial cast, and lasts 5 seconds. This ability would allow her to damage and trap enemies(essentially Cypress's rock wall but curved to allow less movement of enemies to go around it). It would combo well with her W aura that would slow enemies as they try to make their way around the wall, and if they try to teleport/blink over it, they will be stunned due to her passive. It also fits the theme of anti-mobility and support.

 

Though not extremely unique, I think it just ties in well. Let me know your thoughts.

 

Also, what are your thoughts on making her passive stun before the use of a blink/teleport/impact dial, MS speed boost as opposed to after it is used?

Edited by Jaysi
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Ahah, I have the perfect idea to replace ability 3/E

 

Arya creates a semi-circle wall of light(like half of an LZ ring, but slightly wider) at target location within 6 units, with the inside of the circle facing her location. The wall damages nearby enemies at initial cast, and lasts 5 seconds. This ability would allow her to damage and trap enemies(essentially Cypress's rock wall but curved to allow less movement of enemies to go around it). It would combo well with her W aura that would slow enemies as they try to make their way around the wall, and if they try to teleport/blink over it, they will be stunned due to her passive. It also fits the theme of anti-mobility and support.

 

Though not extremely unique, I think it just ties in well. Let me know your thoughts.

 

Also, what are your thoughts on making her passive stun before the use of a blink/teleport/impact dial, MS speed boost as opposed to after it is used?

I think the wall would be good.

 

As for the stunning before mobility, there are a few problems. Firstly, how to implement that into the game? Secondly, I don't like the idea anyways, it would be too strong IMO. Basically makes the other team unable to use impact dial.

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love the hero design & the concept

not liking alot of the spells though, they seem good in theory but it feels too much like greelus & heroic passive is way too strong, its basically a 100% success anti initiate skill that would almost ensure their initiator or fast moving carry will get insta gibbed & its also a 100% anti gank skill

 

ulti seems weak, its a massive gamble to cut 50% time for 25% with a 90 sec cd...

 

i think a passive ability to replace a spell may be slightly better for him like;

 

(gives semi tanking ability, positioning & team escape if she is focused)

Arya & allies within a 5 unit radius receive +0.25 / 0.5 / 0.75 / 1 movement speed when Arya has not been attacked for 5 seconds;

upon being attacked Arya loses 0.25 / 0.5 / 0.75 / 1 movement speed, but gains 5/10/15/20% Physical & Spell Resistance & attacker loses half that movement speed

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How about this for the passive: Enemy heroes that come within 7 units of Arya continuously have a debuff applied to them for 2 seconds. This debuff will stun an enemy hero for one second if they teleport, blink, or otherwise move more than 5 units in one second. Once they are stunned, they will not be able to be stunned again for 30 seconds. Stun will occur after teleports.

 

This would allow a bit more initiation, but prevent escape. Also, slowing Arya and then getting out of her 7 unit range for 2 seconds will allow you to blink or dial away.

 

I think the ultimate is high risk and high reward. You can easily use it right before going in for a gank with your team. Using it any other way would be very risky.

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