Zethos
10-30-2009, 12:29 AM
The Combo Fencer
http://cdn.myanimelist.net/images/characters/12/61505.jpg
Story
Fencing is a sport in Newerth. No soldier uses such a strategy to win battles, instead they watch it at their leisure. Likewise fencer's usually don't participate in combat, being sons or daughters of the Legion's wealthy they prefer the less lethal forms of fighting. There have been a few however, who've combined their fencing skills with magic resulting in a devastating combo, thus leading to their names as Magic Fencers. The most well known of the Combo Fencers is Tae the creator of this new magic, which brings a new way to deal with the Hellbourne threat.
Stats:
Legion Intelligence Hero
STR: 18 (1.8)
INT: 20 (2.2)
AGI: 18 (1.8)
Attack/Seconds: .72
Starting HP: 442
Starting Mana: 384
Starting Armor: 3.5
Range: 125
Damage: 48-52
______________________________
Skills
http://www.dotastrategy.com/images/skill/fierysoul-34mc.gif
Skill 1: Fleche
(actual fencing term for a lunge)
Mana Cost: 80/90/100/110
CD: 8 seconds
Surrounding herself with a fire Tae lunges forward burning those who are in her way and pushing them aside. Tae deals 50/100/150/200 magic damage to units in a 50 AoE when this is casted and to any enemy unit she hits within a 50 AoE as she moves 75 units to the side. If this hits any units in the air, they are "relaunched" for an additional 1 second and take 50/75/100/125 magic damage in addition to the original amount.
When Relaunched: The unit ricochets off of the barrier, so they're sent the opposite direction for 100 units. The unit remains at the height where they can be ULTed or Charged Striked.
Note: Will work like Tablet of Command except only short distance and only works on you. Also, combined with Charged Strike, this becomes an effective farming tool since both will do AoE damage. Important to note is that it won't matter where you hit the unit when they're in the air, this will make it easier as I doubt there is a Z axis for this kind of thing. _______________________________
http://www.dotastrategy.com/images/skill/criticalstrike.gif
Skill 2: Charged Strike
Mana Cost: 100/120/140/160
CD: 12 seconds
Cast Time: .5 seconds
Focusing the magical power in her, Tae releases a mighty attack of strength and wind. Units take 100/150/200/250 magic damage. The first 1/2/3/4 units hit will be flung in the air for 1/1.3/1.6/2 seconds. If this hits a unit already in the air, they are "slapped" to the ground and take an additional 80/120/160/200 physical damage.
While Airborne: The unit is sent flying in the direction Tae is facing for 125 units. For the first .5/.6/.7/.8 seconds the unit is to high to hit, with a Fleche or with the ULT.
Note: Obviously the numbers are to high at the moment. Lowering of the bonus damage is most likely going to occur for both Lunge and Charged Strike as it does 800+ damage at level 4 of both. Works like Behemoth's fissure both in targeting and AoE. Targeting is needed as a result of the probability that you'll be facing away from the target, since this will be used when the target is already in the air.
________________________________
http://www.dotastrategy.com/images/skill/backstab.gif
Skill 3: Parry
Passive
Tae is an exceptional fencer, with or without her magical powers helping her. Every 7th attack against Tae is blocked. When an attack is blocked Tae performs an explosive riposte where the unit takes damage equal to Tae's INT and the attacker is forced in the air for .5/.75/1/1.25 seconds from the explosion.
While Airborn: The unit is sent straight up in the air but still at Fleche, Charged Strike or ULT height.
Note: 7 attacks should be good. Will require some testing as it might be to long. Obviously a survival move, but False Attack might be a better fit. The affect works well to synergize with the rest though it's hard to predict therefore it's not as reliable. Also, this stacks with other blocking, so if you block via Iron Shield then you still perform the damage and the unit still goes in the air.
________________________________
http://web.dota-allstars.com/static/images/dota/BTN_LightStrikeArray.gif
Skill 4: Fire Dragon Kick
Mana Cost: 150/250/350
CD: 80/70/60 seconds
Casting Animation: .5 second
Single Target Spell
Tae focuses her energy into one fiery kick upwards. Units in a 100 AoE around and including the target take magic damage equal to the Tae's INT times .5/1/1.5. The targeted unit take 200/275/350 magic damage. The targeted unit is launched or relaunched into the air for 1/1.25/1.5 seconds.
While Airborne: Unit is kicked upwards but still at a height where she can combo.
The main focus of this attack is to use it as a starter. There is no bonus for hitting a unit in the air, thus it'll be important to start with this attack, proceed to Fleche and end it with a Charged Strike.
________________________________
Alt Skill: False Attack
Would replace Parry
Self Buff
Mana Cost: 80
CD: 8
Tae's next attack is blocked. Her next attack after that causes the unit to jump in the air for .5/.75/1/25 seconds but also does damage equal to her INT.
Alt Skill2: Second Intention
Would replace Parry
Passive
CD: 10/9/8/7 seconds
Tae purposely hits the unit for 25%50%/75%/100% damage, but in doing so causes the unit to have to jump. The unit is in the air for .5/.75/1/1.25 seconds.
________________________________
Role:
The main focus for Tae is a nuker and possible initiator. When comboing isn't available such as in team fights, it'll be important to use her first two skills as often as possible to provide nuking damage. Comboing should be available most of the time, for when a push is coming, you can start out with a Charged Strike and then perform a Fleche.
_________________________
Balancing Point of View
The biggest part of this hero is her reliance on a hero being in the air. This is a big factor as getting this down will lead to easier kills. In the worst case scenario she is a decent nuker and can hit up close to cause enough damage to be a pain. The main counters will be Vindicator for his harassing will drain her mana fast, any sort of unit that will keep her at a distance, and of course any tank. Her nukes are strong but anyone with over 1200 HP will most likely not die from the whole combo (r, q, w) so being able to back that up with a little melee strength or something else to make sure the target dies will be useful.
__________________________________
General Play Guide
Early Game
The goal for early game will be simple. Get a bottle and steam boots. Early game killing shouldn't be really effective since you can only do your combo once, so unless you have a good lane mate it will be difficult to get a kill. Obviously you can lane in either of the side lanes, preferably the short lane if your carry is ranged.
Steam boots add INT which is an important damage element later in the game. The bottle will help you with mana regen to increase the amount of combos you can do. Obviously get any stat items you want, a HP and an INT are recommended. If you grab Parry early, then a shield would be applicable to improve your chance to proc a riposte.
http://www.heroesofnewerth.com/images/items/Item_Steamboots.jpghttp://www.heroesofnewerth.com/images/items/Item_Bottle.jpg
Mid Game
Mid game is combo time. You'll be doing your best to help in team fights and even ganks if you can. Now your overall goal for this stage will be one or two things. Either you can try your best to get a Sheep Stick and Nome's Wisdom. Nome provides solid support but the recent change puts it into some doubt. Get it if you have teammates that can use it, as it will provide sufficient damage and mana regen to keep you up and running. Harkon's Blade is also an interesting choice, reduction of mana armor means the combo will do more damage. Sadly, the mana degen is to much that it will not be worth getting until later on. For this reason, Frostwolf Skull is also a solid pick that can provide some good ganking potential and solid stats boost (as well as survivability). Bloodstone is a solid choice as it will provide some survivability and mana regen, if you skip the bottle early game then this is a solid choice.
http://www.heroesofnewerth.com/images/items/Item_Morph.jpghttp://www.heroesofnewerth.com/images/items/Item_Freeze.jpgorhttp://www.heroesofnewerth.com/images/items/Item_NomesWisdom.jpgorhttp://www.heroesofnewerth.com/images/items/Item_HarkonsBlade.jpgorhttp://www.heroesofnewerth.com/images/items/Item_HealthMana3.jpg
Late Game
Team fights should be in your favor if you can get everything going on your combo. But to make sure it's not screwed up grab a shrunken head. Overall your goal here is to just win, preferably this stage shouldn't occur.
http://www.heroesofnewerth.com/images/items/Item_Immunity.jpg
__________________________
Changes:
Changed the story and added a few details to make the character a little more unique (in my opinion). Also changed the ULTI a little as well as the other moves.
http://cdn.myanimelist.net/images/characters/12/61505.jpg
Story
Fencing is a sport in Newerth. No soldier uses such a strategy to win battles, instead they watch it at their leisure. Likewise fencer's usually don't participate in combat, being sons or daughters of the Legion's wealthy they prefer the less lethal forms of fighting. There have been a few however, who've combined their fencing skills with magic resulting in a devastating combo, thus leading to their names as Magic Fencers. The most well known of the Combo Fencers is Tae the creator of this new magic, which brings a new way to deal with the Hellbourne threat.
Stats:
Legion Intelligence Hero
STR: 18 (1.8)
INT: 20 (2.2)
AGI: 18 (1.8)
Attack/Seconds: .72
Starting HP: 442
Starting Mana: 384
Starting Armor: 3.5
Range: 125
Damage: 48-52
______________________________
Skills
http://www.dotastrategy.com/images/skill/fierysoul-34mc.gif
Skill 1: Fleche
(actual fencing term for a lunge)
Mana Cost: 80/90/100/110
CD: 8 seconds
Surrounding herself with a fire Tae lunges forward burning those who are in her way and pushing them aside. Tae deals 50/100/150/200 magic damage to units in a 50 AoE when this is casted and to any enemy unit she hits within a 50 AoE as she moves 75 units to the side. If this hits any units in the air, they are "relaunched" for an additional 1 second and take 50/75/100/125 magic damage in addition to the original amount.
When Relaunched: The unit ricochets off of the barrier, so they're sent the opposite direction for 100 units. The unit remains at the height where they can be ULTed or Charged Striked.
Note: Will work like Tablet of Command except only short distance and only works on you. Also, combined with Charged Strike, this becomes an effective farming tool since both will do AoE damage. Important to note is that it won't matter where you hit the unit when they're in the air, this will make it easier as I doubt there is a Z axis for this kind of thing. _______________________________
http://www.dotastrategy.com/images/skill/criticalstrike.gif
Skill 2: Charged Strike
Mana Cost: 100/120/140/160
CD: 12 seconds
Cast Time: .5 seconds
Focusing the magical power in her, Tae releases a mighty attack of strength and wind. Units take 100/150/200/250 magic damage. The first 1/2/3/4 units hit will be flung in the air for 1/1.3/1.6/2 seconds. If this hits a unit already in the air, they are "slapped" to the ground and take an additional 80/120/160/200 physical damage.
While Airborne: The unit is sent flying in the direction Tae is facing for 125 units. For the first .5/.6/.7/.8 seconds the unit is to high to hit, with a Fleche or with the ULT.
Note: Obviously the numbers are to high at the moment. Lowering of the bonus damage is most likely going to occur for both Lunge and Charged Strike as it does 800+ damage at level 4 of both. Works like Behemoth's fissure both in targeting and AoE. Targeting is needed as a result of the probability that you'll be facing away from the target, since this will be used when the target is already in the air.
________________________________
http://www.dotastrategy.com/images/skill/backstab.gif
Skill 3: Parry
Passive
Tae is an exceptional fencer, with or without her magical powers helping her. Every 7th attack against Tae is blocked. When an attack is blocked Tae performs an explosive riposte where the unit takes damage equal to Tae's INT and the attacker is forced in the air for .5/.75/1/1.25 seconds from the explosion.
While Airborn: The unit is sent straight up in the air but still at Fleche, Charged Strike or ULT height.
Note: 7 attacks should be good. Will require some testing as it might be to long. Obviously a survival move, but False Attack might be a better fit. The affect works well to synergize with the rest though it's hard to predict therefore it's not as reliable. Also, this stacks with other blocking, so if you block via Iron Shield then you still perform the damage and the unit still goes in the air.
________________________________
http://web.dota-allstars.com/static/images/dota/BTN_LightStrikeArray.gif
Skill 4: Fire Dragon Kick
Mana Cost: 150/250/350
CD: 80/70/60 seconds
Casting Animation: .5 second
Single Target Spell
Tae focuses her energy into one fiery kick upwards. Units in a 100 AoE around and including the target take magic damage equal to the Tae's INT times .5/1/1.5. The targeted unit take 200/275/350 magic damage. The targeted unit is launched or relaunched into the air for 1/1.25/1.5 seconds.
While Airborne: Unit is kicked upwards but still at a height where she can combo.
The main focus of this attack is to use it as a starter. There is no bonus for hitting a unit in the air, thus it'll be important to start with this attack, proceed to Fleche and end it with a Charged Strike.
________________________________
Alt Skill: False Attack
Would replace Parry
Self Buff
Mana Cost: 80
CD: 8
Tae's next attack is blocked. Her next attack after that causes the unit to jump in the air for .5/.75/1/25 seconds but also does damage equal to her INT.
Alt Skill2: Second Intention
Would replace Parry
Passive
CD: 10/9/8/7 seconds
Tae purposely hits the unit for 25%50%/75%/100% damage, but in doing so causes the unit to have to jump. The unit is in the air for .5/.75/1/1.25 seconds.
________________________________
Role:
The main focus for Tae is a nuker and possible initiator. When comboing isn't available such as in team fights, it'll be important to use her first two skills as often as possible to provide nuking damage. Comboing should be available most of the time, for when a push is coming, you can start out with a Charged Strike and then perform a Fleche.
_________________________
Balancing Point of View
The biggest part of this hero is her reliance on a hero being in the air. This is a big factor as getting this down will lead to easier kills. In the worst case scenario she is a decent nuker and can hit up close to cause enough damage to be a pain. The main counters will be Vindicator for his harassing will drain her mana fast, any sort of unit that will keep her at a distance, and of course any tank. Her nukes are strong but anyone with over 1200 HP will most likely not die from the whole combo (r, q, w) so being able to back that up with a little melee strength or something else to make sure the target dies will be useful.
__________________________________
General Play Guide
Early Game
The goal for early game will be simple. Get a bottle and steam boots. Early game killing shouldn't be really effective since you can only do your combo once, so unless you have a good lane mate it will be difficult to get a kill. Obviously you can lane in either of the side lanes, preferably the short lane if your carry is ranged.
Steam boots add INT which is an important damage element later in the game. The bottle will help you with mana regen to increase the amount of combos you can do. Obviously get any stat items you want, a HP and an INT are recommended. If you grab Parry early, then a shield would be applicable to improve your chance to proc a riposte.
http://www.heroesofnewerth.com/images/items/Item_Steamboots.jpghttp://www.heroesofnewerth.com/images/items/Item_Bottle.jpg
Mid Game
Mid game is combo time. You'll be doing your best to help in team fights and even ganks if you can. Now your overall goal for this stage will be one or two things. Either you can try your best to get a Sheep Stick and Nome's Wisdom. Nome provides solid support but the recent change puts it into some doubt. Get it if you have teammates that can use it, as it will provide sufficient damage and mana regen to keep you up and running. Harkon's Blade is also an interesting choice, reduction of mana armor means the combo will do more damage. Sadly, the mana degen is to much that it will not be worth getting until later on. For this reason, Frostwolf Skull is also a solid pick that can provide some good ganking potential and solid stats boost (as well as survivability). Bloodstone is a solid choice as it will provide some survivability and mana regen, if you skip the bottle early game then this is a solid choice.
http://www.heroesofnewerth.com/images/items/Item_Morph.jpghttp://www.heroesofnewerth.com/images/items/Item_Freeze.jpgorhttp://www.heroesofnewerth.com/images/items/Item_NomesWisdom.jpgorhttp://www.heroesofnewerth.com/images/items/Item_HarkonsBlade.jpgorhttp://www.heroesofnewerth.com/images/items/Item_HealthMana3.jpg
Late Game
Team fights should be in your favor if you can get everything going on your combo. But to make sure it's not screwed up grab a shrunken head. Overall your goal here is to just win, preferably this stage shouldn't occur.
http://www.heroesofnewerth.com/images/items/Item_Immunity.jpg
__________________________
Changes:
Changed the story and added a few details to make the character a little more unique (in my opinion). Also changed the ULTI a little as well as the other moves.