CyrusReij
04-26-2010, 11:07 PM
Here is the hero I submitted back when the int ganker submissions were open. Numbers are open to change.
Terramancer
http://i811.photobucket.com/albums/zz39/mheyman/multani.jpg
Ranged Intelligence Ganker
(Art by Daren Bader)
Strength: 15 (+1.70/Level)
Agility: 18 (+1.80/Level)
Intelligence: 25 (+3.00/Level)
Stats at Level 1:Health: 435
Health Regeneration: 0.70
Mana: 325
Mana Regeneration: 1.02
Base Damage: 23-30
Damage: 48-55
Attack Range: 500
Base Attack Speed: 118
Movement Speed: 290
Turn Rate: 600
Armor: 0.99 (3.03% Damage Reduction)
Magic Armor: 5.50
Stats at Level 25 (without Attritbute Bonuses)
Health: 1210
Health Regeneration: 1.92
Mana: 1261
Mana Regeneration: 3.95
Base Damage: 23-30
Damage: 120-127
Attack Range: 500
Base Attack Speed: 161
Movement Speed: 300
Turn Rate: 600
__________________________________________________ _____________________
Nature Walk (Q)
Mechanics: Teleports the hero in the direction of the vector and deals AOE damage
Target: Vector
Type: Magic
Range: 500
Mana Cost: 100 / 110 / 125 / 140
Cooldown: 11/10/9/7
[1] Teleports user 500 units and deals 150 damage to units in a 200 radius.
[2] Teleports user 500 units and deals 225 damage to units in a 200 radius.
[3] Teleports user 500 units and deals 300 damage to units in a 200 radius.
[4] Teleports user 500 units and deals 375 damage to units in a 200 radius.
Example Image: http://i811.photobucket.com/albums/zz39/mheyman/natureWalk.jpg
__________________________________________________ _____________________
Boulder Roll (W)
Mechanics: Hurls a boulder that deals more damage for every enemy unit it hits.
Target: Position Enemy Units
Type: Magic
Range: 650
Radius: 200
Mana Cost: 90 / 100 / 110 / 120
Cooldown: 15/14/13/12
[1] Hurls a bolder that deals 50 and an extra 25 damage for each unit already hit. Maximum of 3 units can be hit.
[2] Hurls a bolder that deals 100 and an extra 25 damage for each unit already hit. Maximum of 4 units can be hit.
[3] Hurls a bolder that deals 150 and an extra 25 damage for each unit already hit. Maximum of 5 units can be hit.
[4] Hurls a bolder that deals 200 and an extra 25 damage for each unit already hit. Maximum of 6 units can be hit.
Example Image: http://i811.photobucket.com/albums/zz39/mheyman/boulderRoll.jpg]
__________________________________________________ _____________________
Thicket Vision
Mechanics: Allows the Terramancer to ignore elevation / tree penalties (Clearvision?) when it comes to sight radius, increases sight radius and attack range.
Target: Passive
[1] Grants Clearvision. Increases sight range 100 and increases attack range by 50.
[2] Grants Clearvision. Increases sight range 150 and increases attack range by 100.
[3] Grants Clearvision. Increases sight range by 200 and increases attack range by 150.
[4] Grants Clearvision. Increases sight range and increases attack range by 200.
__________________________________________________ _____________________
Call of the Wild (R)
Mechanics: Target is knocked back based in the direction the Terramancer is facing. Deals damage to the target and extra damage if the target hits any trees. Any enemy units hit by the knocked back target are stunned. (knocks down trees)
Target: Single Unit
Type: Magic
Range: 300
Mana Cost: 250/325/400
Cooldown: 120/110/90
[1] Knocks back targeted unit a range of 500 over 1.2 seconds and deals 250 damage. Deals an extra 200 damage if the target hits any trees. Enemy units hit by the target are stunned for .5 seconds.
[2] Knocks back targeted unit a range of 500 over 1.2 seconds and deals 300 damage. Deals an extra 225 damage if the target hits any trees. Enemy units hit by the target are stunned for 1 second.
[3] Knocks back targeted unit a range of 500 over 1.2 seconds and deals 350 damage. Deals an extra 250 damage if the target hits any trees. Enemy units hit by the target are stunned for 2 seconds.
Example Image: http://i811.photobucket.com/albums/zz39/mheyman/cotw.jpg
Some additional Notes:
While some of his spell damage may seem high they do require some skill to pull off. His blink is short ranged and requires experience in vector targeting and puts him in close range to be attacked. To balance this it does some substantial damage along with a short cooldown. The boulder is another skill that requires good timing to achieve its maximum benefit. His passive is there to balance his lack of attack range (starts at 500) as well as helping the fact that his ulti puts enemy heroes into the woods, which may give them an easier escape. The ulti is another skill that requires good timing and positioning. Its a strong way to isolate an enemy hero as well as a short disable on an enemy team. It yields high damage but puts the Terramancer in a dangerous position with its short cast range.
Terramancer
http://i811.photobucket.com/albums/zz39/mheyman/multani.jpg
Ranged Intelligence Ganker
(Art by Daren Bader)
Strength: 15 (+1.70/Level)
Agility: 18 (+1.80/Level)
Intelligence: 25 (+3.00/Level)
Stats at Level 1:Health: 435
Health Regeneration: 0.70
Mana: 325
Mana Regeneration: 1.02
Base Damage: 23-30
Damage: 48-55
Attack Range: 500
Base Attack Speed: 118
Movement Speed: 290
Turn Rate: 600
Armor: 0.99 (3.03% Damage Reduction)
Magic Armor: 5.50
Stats at Level 25 (without Attritbute Bonuses)
Health: 1210
Health Regeneration: 1.92
Mana: 1261
Mana Regeneration: 3.95
Base Damage: 23-30
Damage: 120-127
Attack Range: 500
Base Attack Speed: 161
Movement Speed: 300
Turn Rate: 600
__________________________________________________ _____________________
Nature Walk (Q)
Mechanics: Teleports the hero in the direction of the vector and deals AOE damage
Target: Vector
Type: Magic
Range: 500
Mana Cost: 100 / 110 / 125 / 140
Cooldown: 11/10/9/7
[1] Teleports user 500 units and deals 150 damage to units in a 200 radius.
[2] Teleports user 500 units and deals 225 damage to units in a 200 radius.
[3] Teleports user 500 units and deals 300 damage to units in a 200 radius.
[4] Teleports user 500 units and deals 375 damage to units in a 200 radius.
Example Image: http://i811.photobucket.com/albums/zz39/mheyman/natureWalk.jpg
__________________________________________________ _____________________
Boulder Roll (W)
Mechanics: Hurls a boulder that deals more damage for every enemy unit it hits.
Target: Position Enemy Units
Type: Magic
Range: 650
Radius: 200
Mana Cost: 90 / 100 / 110 / 120
Cooldown: 15/14/13/12
[1] Hurls a bolder that deals 50 and an extra 25 damage for each unit already hit. Maximum of 3 units can be hit.
[2] Hurls a bolder that deals 100 and an extra 25 damage for each unit already hit. Maximum of 4 units can be hit.
[3] Hurls a bolder that deals 150 and an extra 25 damage for each unit already hit. Maximum of 5 units can be hit.
[4] Hurls a bolder that deals 200 and an extra 25 damage for each unit already hit. Maximum of 6 units can be hit.
Example Image: http://i811.photobucket.com/albums/zz39/mheyman/boulderRoll.jpg]
__________________________________________________ _____________________
Thicket Vision
Mechanics: Allows the Terramancer to ignore elevation / tree penalties (Clearvision?) when it comes to sight radius, increases sight radius and attack range.
Target: Passive
[1] Grants Clearvision. Increases sight range 100 and increases attack range by 50.
[2] Grants Clearvision. Increases sight range 150 and increases attack range by 100.
[3] Grants Clearvision. Increases sight range by 200 and increases attack range by 150.
[4] Grants Clearvision. Increases sight range and increases attack range by 200.
__________________________________________________ _____________________
Call of the Wild (R)
Mechanics: Target is knocked back based in the direction the Terramancer is facing. Deals damage to the target and extra damage if the target hits any trees. Any enemy units hit by the knocked back target are stunned. (knocks down trees)
Target: Single Unit
Type: Magic
Range: 300
Mana Cost: 250/325/400
Cooldown: 120/110/90
[1] Knocks back targeted unit a range of 500 over 1.2 seconds and deals 250 damage. Deals an extra 200 damage if the target hits any trees. Enemy units hit by the target are stunned for .5 seconds.
[2] Knocks back targeted unit a range of 500 over 1.2 seconds and deals 300 damage. Deals an extra 225 damage if the target hits any trees. Enemy units hit by the target are stunned for 1 second.
[3] Knocks back targeted unit a range of 500 over 1.2 seconds and deals 350 damage. Deals an extra 250 damage if the target hits any trees. Enemy units hit by the target are stunned for 2 seconds.
Example Image: http://i811.photobucket.com/albums/zz39/mheyman/cotw.jpg
Some additional Notes:
While some of his spell damage may seem high they do require some skill to pull off. His blink is short ranged and requires experience in vector targeting and puts him in close range to be attacked. To balance this it does some substantial damage along with a short cooldown. The boulder is another skill that requires good timing to achieve its maximum benefit. His passive is there to balance his lack of attack range (starts at 500) as well as helping the fact that his ulti puts enemy heroes into the woods, which may give them an easier escape. The ulti is another skill that requires good timing and positioning. Its a strong way to isolate an enemy hero as well as a short disable on an enemy team. It yields high damage but puts the Terramancer in a dangerous position with its short cast range.