Netukka
07-03-2009, 08:14 AM
Time for me to make a half hero port and suggestion to one of my favourite from DotA, Meepo the Geomancer! I won't be bothering with the lore/background because well, its just a bunch of...squirrels...But anyways, its base idea is Meepo slightly tweaked.
Pinchy, the Chiprel Ringleader and his Chiprel Trio (Aka Chiprel Quartet)
Stats
Primary stat: Agility
Strength: 23 + 1,5 (up +0.2)
Agility: 23 + 1,8 (down -0.1)
Intelligence 20 + 1.6
Attack Range: 100 (melee)
Movement Speed: 300
Lvl 1 starting stats:
Health: 587
Mana: 260
Armor: 5
Damage: 37-43 (up +3)
Skills
Rain of Spikes
Shoots forth a shower of spikes forward, pinning down the enemy in an area and interrupting channeling spells for all enemies in the area.
Mana cost: 100 mana
AoE: 200 radius (down -25, things look like they have a much bigger area of effect in HoN)
Duration: 2 seconds.
Stun: 0.1 seconds at all levels
Rank 1: 500 cast range, 20 sec cooldown
Rank 2: 750 cast range, 16 sec cooldown
Rank 3: 1000 cast range, 12 sec cooldown
Rank 4: 1250 cast range, 8 sec cooldown
(Earthbind from Meepo, slightly changed radius and added a ministun instead of simply an interrupt. Goes through magic immunity and reveals invi as long as the target is debuffed.)
Burrowing
The chiprel dives face first in to the ground, only to instantly appear beside the closest targeted other chiprel, causing the ground to shake in both departure and arrival locations, dealing AoE damage to both.
Channeling time: 1.5 seconds (Time from jump until the chiprel hits the ground)
Damage AoE radius: 400
Level 1: 50 damage, 140 mana cost, 16 sec cooldown
Level 2: 80 damage, 120 mana cost, 14 sec cooldown
Level 3: 115 damage, 100 mana cost, 12 sec cooldown
Level 4: 150 damage, 80 mana cost, 10 sec cooldown
(Poof from Meepo, but with an animation that absolutely can not be nothing but adored. If you target the area around yourself, you will teleport to yourself and deal both arrival/departure damage in the same position. If you target a chiprel on the other side of the map, you will teleport there. And oh yeah, damage went slightly up for ranks 3/4, should allow him to farm a bit better again.)
Sharpened Teeth
Years of eating nothing but nuts have hardened the chiprels teeth to armor tearing levels! Each attack reduces the targets armor and slightly slows movement speed, stacks with other Chiprels.
Level 1: 0.20 -armor per attack, 2% slow
Level 2: 0.40 -armor per attack, 4% slow
Level 3: 0.60 -armor per attack, 6% slow
Level 4: 0.80 -armor per attack, 8% slow
(First real change from Meepo, removing Geostrike and adding in armor removing attacks. I never thought that the massive slow from Geostrike was needed if you microed well enough with Earthbind but a slight slow is needed for lower level ganking when you cant have endless net yet. I am REALLY worried about the numbers here, because the -armor can stack very, VERY fast if you are freely allowed to hit your target but on the flipside, if you run out of mana or stop microing, your enemy can actually run away from you, which wasnt possible with Geostrike.)
Strength in Numbers (<- Needs a better name)
The magnificenfy of Pinchy has been acknowledged by his tribe! A fully controllable chiprel is given to your control, which shares your experience, gold and abilities and can also earn them by themselves. The chiprel can only wear the boots Pinchy wears and can not carry items, but gain 25% of extra stats Pinchy has. If one chiprel dies, Pinchy loses 75% of his max health/mana (can be fatal). If a chiprel has been killed, Pinchy can activate the ability, resummoning all dead chiprels back.
Cost of activation: 75% of max health and mana (Can not be used to kill self)
Cooldown on activation: 60 seconds
Rank 1: One chiprel
Rank 2: Two Chiprels
Rank 3: Three Chiprels
(Divided we stand, but slightly more forgiving. If one copy get absolutely steamrolled, you just MIGHT have a chance of surviving to the fountain and recover instead of dying but really its still the same, if you get focused on, you are going to get killed very, VERY fast.)
Additional gibberish
Role in the game: Pinchy is a hardcore ganker. He is extremely weak and vulnerable (even with his high base stats) in early game with no chiprels to help him, but his power goes through the roof once he reaches level 6 and 11. At 11, he should be doing nothing else but gank, gank and gank some more. Burrowing is a great nuke if you can properly keep your enemy in place and catching your enemies shouldnt be a problem. In the end game, Pinchy loses power due to his copies being very vulnerable to being instagibbed and falls down to hardcore support with Rain of Spikes and the occasional damage when the situation allows it. He just cant get in the melee or he dies in about 2 seconds.
Items: Anything with auras in it. Abyssal skull, astrolabe are both essential for survivability, daemonic breastplate can be seen as luxury. Steamboots provide all chiprels with greatly increased survivability, but Post Haste allows for even more presence over the map (Tele to a creep, Burrow all chiprels to Pinchy). Shieldbreaker can increase the damage dealt by all chiprels, while Codex/Assassin's Shroud can set up for some nasty ganks. Totem of Kuldra can also be one of the late game bombs for added support factor.
Questions about mechanics? Probably a ton of them if you haven't played DotA before, but do ask and you shall be explained to.
Pinchy, the Chiprel Ringleader and his Chiprel Trio (Aka Chiprel Quartet)
Stats
Primary stat: Agility
Strength: 23 + 1,5 (up +0.2)
Agility: 23 + 1,8 (down -0.1)
Intelligence 20 + 1.6
Attack Range: 100 (melee)
Movement Speed: 300
Lvl 1 starting stats:
Health: 587
Mana: 260
Armor: 5
Damage: 37-43 (up +3)
Skills
Rain of Spikes
Shoots forth a shower of spikes forward, pinning down the enemy in an area and interrupting channeling spells for all enemies in the area.
Mana cost: 100 mana
AoE: 200 radius (down -25, things look like they have a much bigger area of effect in HoN)
Duration: 2 seconds.
Stun: 0.1 seconds at all levels
Rank 1: 500 cast range, 20 sec cooldown
Rank 2: 750 cast range, 16 sec cooldown
Rank 3: 1000 cast range, 12 sec cooldown
Rank 4: 1250 cast range, 8 sec cooldown
(Earthbind from Meepo, slightly changed radius and added a ministun instead of simply an interrupt. Goes through magic immunity and reveals invi as long as the target is debuffed.)
Burrowing
The chiprel dives face first in to the ground, only to instantly appear beside the closest targeted other chiprel, causing the ground to shake in both departure and arrival locations, dealing AoE damage to both.
Channeling time: 1.5 seconds (Time from jump until the chiprel hits the ground)
Damage AoE radius: 400
Level 1: 50 damage, 140 mana cost, 16 sec cooldown
Level 2: 80 damage, 120 mana cost, 14 sec cooldown
Level 3: 115 damage, 100 mana cost, 12 sec cooldown
Level 4: 150 damage, 80 mana cost, 10 sec cooldown
(Poof from Meepo, but with an animation that absolutely can not be nothing but adored. If you target the area around yourself, you will teleport to yourself and deal both arrival/departure damage in the same position. If you target a chiprel on the other side of the map, you will teleport there. And oh yeah, damage went slightly up for ranks 3/4, should allow him to farm a bit better again.)
Sharpened Teeth
Years of eating nothing but nuts have hardened the chiprels teeth to armor tearing levels! Each attack reduces the targets armor and slightly slows movement speed, stacks with other Chiprels.
Level 1: 0.20 -armor per attack, 2% slow
Level 2: 0.40 -armor per attack, 4% slow
Level 3: 0.60 -armor per attack, 6% slow
Level 4: 0.80 -armor per attack, 8% slow
(First real change from Meepo, removing Geostrike and adding in armor removing attacks. I never thought that the massive slow from Geostrike was needed if you microed well enough with Earthbind but a slight slow is needed for lower level ganking when you cant have endless net yet. I am REALLY worried about the numbers here, because the -armor can stack very, VERY fast if you are freely allowed to hit your target but on the flipside, if you run out of mana or stop microing, your enemy can actually run away from you, which wasnt possible with Geostrike.)
Strength in Numbers (<- Needs a better name)
The magnificenfy of Pinchy has been acknowledged by his tribe! A fully controllable chiprel is given to your control, which shares your experience, gold and abilities and can also earn them by themselves. The chiprel can only wear the boots Pinchy wears and can not carry items, but gain 25% of extra stats Pinchy has. If one chiprel dies, Pinchy loses 75% of his max health/mana (can be fatal). If a chiprel has been killed, Pinchy can activate the ability, resummoning all dead chiprels back.
Cost of activation: 75% of max health and mana (Can not be used to kill self)
Cooldown on activation: 60 seconds
Rank 1: One chiprel
Rank 2: Two Chiprels
Rank 3: Three Chiprels
(Divided we stand, but slightly more forgiving. If one copy get absolutely steamrolled, you just MIGHT have a chance of surviving to the fountain and recover instead of dying but really its still the same, if you get focused on, you are going to get killed very, VERY fast.)
Additional gibberish
Role in the game: Pinchy is a hardcore ganker. He is extremely weak and vulnerable (even with his high base stats) in early game with no chiprels to help him, but his power goes through the roof once he reaches level 6 and 11. At 11, he should be doing nothing else but gank, gank and gank some more. Burrowing is a great nuke if you can properly keep your enemy in place and catching your enemies shouldnt be a problem. In the end game, Pinchy loses power due to his copies being very vulnerable to being instagibbed and falls down to hardcore support with Rain of Spikes and the occasional damage when the situation allows it. He just cant get in the melee or he dies in about 2 seconds.
Items: Anything with auras in it. Abyssal skull, astrolabe are both essential for survivability, daemonic breastplate can be seen as luxury. Steamboots provide all chiprels with greatly increased survivability, but Post Haste allows for even more presence over the map (Tele to a creep, Burrow all chiprels to Pinchy). Shieldbreaker can increase the damage dealt by all chiprels, while Codex/Assassin's Shroud can set up for some nasty ganks. Totem of Kuldra can also be one of the late game bombs for added support factor.
Questions about mechanics? Probably a ton of them if you haven't played DotA before, but do ask and you shall be explained to.