Inconmon
06-26-2009, 04:10 PM
I'd call this hero Crystal Maiden, but the name is already kinda taken~~
Primary attribute: Intelligence
Attack type: Ranged
Attack range: 600
The stats go along with other casters such as Glacius, Torturer and Nymphora.
Abilities:
The goal was to create an "int nuker" with abilities that are less straight forward and would let it take a more supportive role. Less straight forward as in making the abilities stronger under certain conditions and weaker if the enemies watch their positioning. More supportive by making the abilities more useful with allies around.
1) Shard Burst
All enemies around target friend or foe take 100/180/260/340 magic damage, but not the target itself. Cannot be cast on self.
Cooldown: 5
Manacost: 95/130/165/200
AoE: 275/300/325/350
Range: 850
The core spell of this hero is tricky: It deals no damage to the target and you cannot cast it on yourself. So it forces you to cast it on allied heroes, enemy heroes that ball up and creeps; which means your opponents can avoid damage / harass by good positioning.
As tradeoff the damage is good and the cooldown rather short.
2) Crystalline Sanctuary
Target friend or foe is encased by a crystal for 2/3/4/5 seconds. In this state the target is immune to any form of damage and to any debuffs, but cannot move, attack or use abilities.
Cooldown: 60/50/40/30
Manacost: 110/135/160/185
Range: 700
Sanctuary has two uses, it can either disable foes so you can get away or they cannot get away -- or you can use it to save allies who are about to die. Its good for ganks obviously, as you can open up with it and everybody can go into position before killing the target, but not as good as a stun or powerful slow. The disadvantage when using it on allies is that the enemies just need to wait for some seconds if you cannot gain control of the area to finish the job.
3) Crystalize (Passive)
Targets killed by this hero turn to crystal for 2 seconds instead of dying. After this time they explode dealing 75/100/125/150 damage to enemies within 275 range. Crystalized heroes deal triple damage. Crystalized units have 50/100/175/250 hitpoints and 0 armor; they can be destroyed before exploding.
Any unit (creep, hero, summon) killed by this hero in any way (spell, ultimate, autoattack, item effects) is turned into crystal, which could be completely white texture and 50% transparency. In this state the unit counts already as killed and exp/gold is rewarded. After 2 seconds it will explode and deal area damage, which can be avoided by attacking the crystalized unit and killing it.
4) Hurl Shards
Throws 3/5/7 crystal shards towards target location, each one dealing 75 true damage to any unit it passes through. Units hit by this spell is slowed down by 15/20/25% for 3/3/4 seconds.
Cooldown: 60/45/30
Manacost: 200/250/300
Range: 800
Works like a mix of PotM's arrow and Soulstealer/Shadowfiends Ultimate. One shard flies towards your target, the next is send into the same direction +/- 12°, at level 2 two more fly out at +/- 24° and at level 3 another two fly out at +/- 36°.
This way it deals heavy damage at close range, okay damage at medium range and hardly any damage at long range.
True damage means that it ignores magic armor.
Synergies:
Shard Burst + Crystalline Sanctuary:
Using the combination of Crystalline Sanctuary and Shard Burst is a powerful combination to save allied heroes in trouble. You turn your ally into crystal and deal heavy area damage around him the next moment. The duration of Sanctuary is long enough that you can fire a second Burst shortly after Sanctuary runs out, scaring any melee heroes away.
Works especially well with Legionnaire or Torturer -- and/or in combination with Jereziah's heal.
Shard Burst + Crystalize:
Kill a creep so it is crystalized and cast Shard Burst on it before it explodes. This way you can stack area damage and burst an impressive 490 damage!
Shard Burst + Hurl Shards:
Hurl Shards will slow down the movement speed of a group of enemies making it far easier to land a good Shard Burst that hits multiple foes.
It is also great to kill a creepwave for a quick gold boost.
Hurl Shards + Crystalline Sanctuary:
Disable the target with Sanctuary to get into point blank range for Hurl Shards!
Shard Burst + Crystalize + Hurl Shards:
Standing in a creep wave against Serestia means being a masochist. The combination of Hurl Shards and Shard Burst will crystalize all creeps, deal heavy damage and slow the target down -- before the crystalized creeps explode and finish the target off.
Works great in combination with any stunner.
Kinda the opposite of Swiftblade/Moonqueen which punish being without creeps.
Shard Burst + Crystalline Sanctuary + Crystalize + Hurl Shards:
The ultimate combo to bomb a player and a creepwave. Hit the creepwave with a Shard Burst and put the target into Sanctuary so you can get your timing right and draw all creeps close. When Sanctuary ends hit the target with Hurl Shards point blank, which also crystalizes the creep wave. Another Shard Burst before the creeps explode to get the job done against tough heroes.
Geometer's Bane (Manta Style) / Puzzle Box / Whispering Helmet + Shard Burst:
Use Shard Burst on the Illusion/Minions/Creep to damage enemies who thought you are an easy kill without any creeps or allies nearby!
Using Whispering Helmet to get a Minotaur with AE stun works especially well!
Stormspirit/Totem of Kuldra + Crystalline Sanctuary:
Disable an overfed hero long enough so you can finish his team and then take care of him.
Codex + Crystalize + Shard Burst:
Use Codex to get last hits on heroes and cast Shard Burst on the crystalized victim to deal impressive 790 damage to anyone stupid enough to stay close.
Extremely powerful in combination with Tempest's Ultimate as nobody can get away.
Strengths and Weaknesses
Obviously the hero can be very situational. If you control the field, pick your fights well and work as team, Seretia becomes extremely powerful. On the other hand if you watch your positioning against Seretia and play smart, you can avoid her most powerful abilities.
She is a good laner early on as Shard Burst is great to harass heroes which try to last hit while getting last hits yourself by the spell. As with most nukers her strength late into the game depends alot on the success early on, but her supportive power still give her uses once its a fight between the carries.
Hm?
Primary attribute: Intelligence
Attack type: Ranged
Attack range: 600
The stats go along with other casters such as Glacius, Torturer and Nymphora.
Abilities:
The goal was to create an "int nuker" with abilities that are less straight forward and would let it take a more supportive role. Less straight forward as in making the abilities stronger under certain conditions and weaker if the enemies watch their positioning. More supportive by making the abilities more useful with allies around.
1) Shard Burst
All enemies around target friend or foe take 100/180/260/340 magic damage, but not the target itself. Cannot be cast on self.
Cooldown: 5
Manacost: 95/130/165/200
AoE: 275/300/325/350
Range: 850
The core spell of this hero is tricky: It deals no damage to the target and you cannot cast it on yourself. So it forces you to cast it on allied heroes, enemy heroes that ball up and creeps; which means your opponents can avoid damage / harass by good positioning.
As tradeoff the damage is good and the cooldown rather short.
2) Crystalline Sanctuary
Target friend or foe is encased by a crystal for 2/3/4/5 seconds. In this state the target is immune to any form of damage and to any debuffs, but cannot move, attack or use abilities.
Cooldown: 60/50/40/30
Manacost: 110/135/160/185
Range: 700
Sanctuary has two uses, it can either disable foes so you can get away or they cannot get away -- or you can use it to save allies who are about to die. Its good for ganks obviously, as you can open up with it and everybody can go into position before killing the target, but not as good as a stun or powerful slow. The disadvantage when using it on allies is that the enemies just need to wait for some seconds if you cannot gain control of the area to finish the job.
3) Crystalize (Passive)
Targets killed by this hero turn to crystal for 2 seconds instead of dying. After this time they explode dealing 75/100/125/150 damage to enemies within 275 range. Crystalized heroes deal triple damage. Crystalized units have 50/100/175/250 hitpoints and 0 armor; they can be destroyed before exploding.
Any unit (creep, hero, summon) killed by this hero in any way (spell, ultimate, autoattack, item effects) is turned into crystal, which could be completely white texture and 50% transparency. In this state the unit counts already as killed and exp/gold is rewarded. After 2 seconds it will explode and deal area damage, which can be avoided by attacking the crystalized unit and killing it.
4) Hurl Shards
Throws 3/5/7 crystal shards towards target location, each one dealing 75 true damage to any unit it passes through. Units hit by this spell is slowed down by 15/20/25% for 3/3/4 seconds.
Cooldown: 60/45/30
Manacost: 200/250/300
Range: 800
Works like a mix of PotM's arrow and Soulstealer/Shadowfiends Ultimate. One shard flies towards your target, the next is send into the same direction +/- 12°, at level 2 two more fly out at +/- 24° and at level 3 another two fly out at +/- 36°.
This way it deals heavy damage at close range, okay damage at medium range and hardly any damage at long range.
True damage means that it ignores magic armor.
Synergies:
Shard Burst + Crystalline Sanctuary:
Using the combination of Crystalline Sanctuary and Shard Burst is a powerful combination to save allied heroes in trouble. You turn your ally into crystal and deal heavy area damage around him the next moment. The duration of Sanctuary is long enough that you can fire a second Burst shortly after Sanctuary runs out, scaring any melee heroes away.
Works especially well with Legionnaire or Torturer -- and/or in combination with Jereziah's heal.
Shard Burst + Crystalize:
Kill a creep so it is crystalized and cast Shard Burst on it before it explodes. This way you can stack area damage and burst an impressive 490 damage!
Shard Burst + Hurl Shards:
Hurl Shards will slow down the movement speed of a group of enemies making it far easier to land a good Shard Burst that hits multiple foes.
It is also great to kill a creepwave for a quick gold boost.
Hurl Shards + Crystalline Sanctuary:
Disable the target with Sanctuary to get into point blank range for Hurl Shards!
Shard Burst + Crystalize + Hurl Shards:
Standing in a creep wave against Serestia means being a masochist. The combination of Hurl Shards and Shard Burst will crystalize all creeps, deal heavy damage and slow the target down -- before the crystalized creeps explode and finish the target off.
Works great in combination with any stunner.
Kinda the opposite of Swiftblade/Moonqueen which punish being without creeps.
Shard Burst + Crystalline Sanctuary + Crystalize + Hurl Shards:
The ultimate combo to bomb a player and a creepwave. Hit the creepwave with a Shard Burst and put the target into Sanctuary so you can get your timing right and draw all creeps close. When Sanctuary ends hit the target with Hurl Shards point blank, which also crystalizes the creep wave. Another Shard Burst before the creeps explode to get the job done against tough heroes.
Geometer's Bane (Manta Style) / Puzzle Box / Whispering Helmet + Shard Burst:
Use Shard Burst on the Illusion/Minions/Creep to damage enemies who thought you are an easy kill without any creeps or allies nearby!
Using Whispering Helmet to get a Minotaur with AE stun works especially well!
Stormspirit/Totem of Kuldra + Crystalline Sanctuary:
Disable an overfed hero long enough so you can finish his team and then take care of him.
Codex + Crystalize + Shard Burst:
Use Codex to get last hits on heroes and cast Shard Burst on the crystalized victim to deal impressive 790 damage to anyone stupid enough to stay close.
Extremely powerful in combination with Tempest's Ultimate as nobody can get away.
Strengths and Weaknesses
Obviously the hero can be very situational. If you control the field, pick your fights well and work as team, Seretia becomes extremely powerful. On the other hand if you watch your positioning against Seretia and play smart, you can avoid her most powerful abilities.
She is a good laner early on as Shard Burst is great to harass heroes which try to last hit while getting last hits yourself by the spell. As with most nukers her strength late into the game depends alot on the success early on, but her supportive power still give her uses once its a fight between the carries.
Hm?