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[Database] Rory.Swann [1.92]


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Rory Swann

Rory.swann.png

 

 

[table]

[td]STR 32 + 5[/td]

[td]AGI 26 + 4[/td]

INT 32 + 6

[/table]

[table]

[td]Base Health: 250[/td]

[td]Movement Speed: 2.8[/td]

[td]Base Weapon Speed: 1.9[/td]

[td]Attack Range: 6[/td]

[td]Sight Range: 12[/td]

[/table]

 

 

Introduction

Primary Role: Teamfight Support

Secondary Roles: Ganker, Lane Support, Carry

 

Lore:

Coming from a family of renowned miners and engineers, Rory Swann is a master engineer in his own right. Having been notified of Garamond's potential presence at the Imperial Sanctum, Rory enters the battlefield in search of his long lost brother in arms.

Rory is equipped with an arsenal of small, deployable weapons of his own design. However, this usually racks up an unreasonably large bill, which stands to reason why he typically doesn't participate on the battlefront.

 

Summary:

Rory is a supportive caster who can easily turn the tide of team fights. His signature skill is Molotov, a spell that can amplify damage to ludicrous amounts and devastates enemy heroes in combination with his Ultimate Flaming Stevie. His Rebounder is also a superb crowd control skill if landed at the correct moment. Rory is versatile in the fact that he can play the pure support/main warder, babysitter, and semi-carry.

 

Though his skillset has obvious synergy and usage, Rory is a hero that is dependent on positioning, timing, and target priority. The fact that he is a high priority target in team fights just makes the player’s job more difficult. He is recommended for Intermediate players.

 

Skills

[table]

Dutch_whiskey.png Dutch Whiskey

[td]Ability Type: Heroic Passive[/td]

[td]Damage Type: True[/td]

[td]Hotkey: N/A[/td][/table]

 

The powerful whiff of Dutch Whiskey weakens enemies in a 10 unit radius, amplifying Spell Damage by 10%.

 

 

[table]

Concussive_rebounder.png Concussive Rebounder

[td]Ability Type: Target Unit[/td]

[td]Damage Type: Spell[/td]

[td]Hotkey: Q[/td]

[td]Cooldown: 20/18/16/14[/td][/table]

 

Rory launches a concussive rebounder that hits the target then bounces off between several enemy units. Each bounce deals Spell Damage and stuns each enemy for 1 second. The first target is stunned for 1.5 seconds. Enemy heroes damaged by this effect take 40 (+30% INT) damage instead.

 

Level 1: 110 Energy Deals 60 (+50% INT) damage to non-heroes, 2 bounces.

Level 2: 120 Energy Deals 90 (+50% INT) damage to non-heroes, 4 bounces.

Level 3: 130 Energy Deals 110 (+50% INT) damage to non-heroes, 6 bounces.

Level 4: 140 Energy Deals 150 (+50% INT) damage to non-heroes, 8 bounces.

 

 

[table]

Chronorift_fortification.png Chronorift Fortification

[td]Ability Type: Target Area[/td]

[td]Damage Type: N/A[/td]

[td]Hotkey: W[/td]

[td]Cooldown: 35/35/35/35[/td]

[/table]

Rory creates a field that lasts 10 seconds, grants Health Regen and Damage Resistance to allied units.

 

Level 1: 120 Energy +10 Health Regen, +10% Spell and Physical Damage Resistance.

Level 2: 150 Energy +15 Health Regen, +15% Spell and Physical Damage Resistance.

Level 3: 180 Energy +20 Health Regen, +20% Spell and Physical Damage Resistance.

Level 4: 210 Energy +25 Health Regen, +25% Spell and Physical Damage Resistance.

 

 

[table]

Molotov.png Molotov

[td]Ability Type: Target Area[/td]

[td]Damage Type: Spell[/td]

[td]Hotkey: E[/td]

[td]Cooldown: 35/35/35/35[/td][/table]

 

Rory Molotovs all enemies in an area for 12 seconds. Every 4 seconds, Molotoved enemies take Spell Damage equal to the damage dealt since application.

 

Level 1: 120 Energy Deals 20 (+20% INT) (+25% Damage Taken) Spell Damage per tick.

Level 2: 135 Energy Deals 40 (+20% INT) (+30% Damage Taken) Spell Damage per tick.

Level 3: 150 Energy Deals 60 (+20% INT) (+35% Damage Taken) Spell Damage per tick.

Level 4: 165 Energy Deals 80 (+20% INT) (+40% Damage Taken) Spell Damage per tick.

 

 

[table]

Flaming_stevie.png Flaming Stevie

[td]Ability Type: Target Point[/td]

[td]Damage Type: True[/td]

[td]Hotkey: R[/td]

[td]Cooldown: 100/90/80[/td]

[/table]

 

Rory deploys a Flaming Stevie that is designed only to attack Heroic units. Flaming Stevie is invulnerable, lasts 8 seconds, and deals True Damage per second.

 

Level 1: 150 Energy Deals 150 (+60% INT) True Damage per second.

Level 2: 250 Energy Deals 225 (+60% INT) True Damage per second.

Level 3: 350 Energy Deals 300 (+60% INT)True Damage per second.

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I suggest you change the the color of the ability description and levels, and make everything a darker shade. Light colors just don't go well with the white background. You'd also want to italicise your skill descriptions, bold your labels(primary role/summary/hotkey/ability type/etc).

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Question? Why don't you guys simply create a Wiki with the Mediawiki script for your heroes? The forums are alright but you should basically have the main page as a developers blog, then link to the forums, then a link to a wiki with hero profiles, game info, and core concepts that can be used as tools for serious players.

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Because that shafts work onto HeavenRain, the website manager; and Ekcolnovkol / RNG who has to design the game. And probably Brax, too, if he's still working on it. e_e

 

Also because this way there will be more website traffic => more people who give suggestions / criticisms of recently done changes.

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Because that shafts work onto HeavenRain, the website manager; and Ekcolnovkol / RNG who has to design the game. And probably Brax, too, if he's still working on it. e_e

 

Also because this way there will be more website traffic => more people who give suggestions / criticisms of recently done changes.

Didn't brax quit after he got a job?

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  • 1 month later...

Ok, let's say you're hit by E from an enemy Rory. Then, another enemy hero hits you with a 500 damage spell and nothing else happens after that. After 4 seconds, you are damaged by E for 40% of the damage you've received since getting hit by E, which in this case, would be 40% of 500, 200 damage. The red numbers show how much damage E deals to you.

 

Now, after 4 more seconds, E damages you again for 40% of the damage you've received. This time, the total damage you've received is 500 at the start and 200 from the first tick, so 700 damage. The 2nd tick will deal 40% of 700, so 280 damage.

 

And finally, after another 4 seconds, you are damage once again for 40% of all the damage you've taken so far, which would be 500 initially, 200 from the first tick and 280 from the second tick, for a total of 980 damage. Now, you receive 40% of that as damage, so 392 damage. In total, you would have received 1372 damage, 500 from the other enemy's spell and the remaining 872 from Molotov.

 

This is essentially how it works, but in this example I didn't factor in the base damage from Molotov and you receiving damage after the first tick.

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Ok, let's say you're hit by E from an enemy Rory. Then, another enemy hero hits you with a 500 damage spell and nothing else happens after that. After 4 seconds, you are damaged by E for 40% of the damage you've received since getting hit by E, which in this case, would be 40% of 500, 200 damage. The red numbers show how much damage E deals to you.

 

Now, after 4 more seconds, E damages you again for 40% of the damage you've received. This time, the total damage you've received is 500 at the start and 200 from the first tick, so 700 damage. The 2nd tick will deal 40% of 700, so 280 damage.

 

And finally, after another 4 seconds, you are damage once again for 40% of all the damage you've taken so far, which would be 500 initially, 200 from the first tick and 280 from the second tick, for a total of 980 damage. Now, you receive 40% of that as damage, so 392 damage. In total, you would have received 1372 damage, 500 from the other enemy's spell and the remaining 872 from Molotov.

 

This is essentially how it works, but in this example I didn't factor in the base damage from Molotov and you receiving damage after the first tick.

 

Molo sounds OP when you say it like that. But too bad if you're playing with people who know you're playing Rory, They'll get Protect/Last Stand or even Parallax for Debuff.

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