Nigma
11-24-2009, 12:48 PM
Skills have changed since Thaddius!
http://www.nigmanoname.com/newthad.jpg
Want to look at ripped concept art? Too bad, it's me, Gralimm.
http://www.playdota.com/img/site/hs.gif
http://www.playdota.com/img/site/strength.jpg http://www.playdota.com/img/site/agility.jpg http://www.playdota.com/img/site/intelligence-c.jpg
22 + 2.3 a 12 + 1.2 a 16 + 1.2
Affiliation: Hellbourne
Damage: 60 - 66
Movespeed: 305
Attack Range: 125 (melee)
(Same as DOTA's Dark Seer)
http://www.nigmanoname.com/spell1.jpghttp://www.nigmanoname.com/spell2.jpghttp://www.nigmanoname.com/spell3.jpghttp://www.nigmanoname.com/spell4.jpg
http://www.playdota.com/img/site/skills.jpg
http://www.nigmanoname.com/spell1.jpg
Positive Charge
Skill Type: Active
Mana cost : 60
Cooldown: 16/14/12/10 Seconds
Damage Type: Magical
Range: 500
Targets: Self, Allied Heroes
Duration: 4/5/5/6 Seconds
Description
Gralimm charges the target with positive energy, granting the target maximum movespeed (522) for 4/5/5/6 seconds.
Should the charged unit come into contact with an enemy hero (Radius of 100), the energy will instantly be discharged,
shocking all enemy units within 400 Radius for 50/75/100/125 Magic Damage.
Usage
Basically like Dark Seer's Surge, but with a twist. You use it on yourself or allied heroes, gain 522, initiate by moving into Melee range of an enemy hero. Bam, you deal 125 Magic Damage to everyone near you. The spell can be used to chase, but also to initiate with a bang. Note that when you come into contact with an enemy hero, you lose the movespeed buff.
Balance
Since it deals damage, it's duration is less than Dark Seer's Surge, and as a result slightly less spammable, too. It's also a little less usable to get away from Melee Enemies, as if you cast it on anyone being closely followed by a unit, it will go off instantly, removing the buff.
Visual
Target hero is empowered by blue static electricity. On contact, Static shocks to everyone.
http://www.nigmanoname.com/barrier.jpg
http://www.nigmanoname.com/spell2.jpg
Polarity Shift
Skill Type: Active
Mana cost : 100/120/140/160
Cooldown: 30 Seconds
Damage Type: Magic
Range: 150
Targets: Enemy units
Radius: 350
Description
Gralimm strikes the target enemy, changing their polarity.
Shocks the target for 40/60/80/100 Damage for every enemy hero near them and immobilizes them for 1.5/2.0/2.0/2.5 seconds.
Enemy heroes near the primary target (350) are also shocked for 40/60/80/100 Magic damage each and are instantly pushed away 200 units from the primary target .
Usage
This spell basically punishes enemy heroes for standing too close to one another. The primary target takes up to 400 bonus Magic damage (although this would be hard to pull off) and each enemy hero would take 100 Magic damage each. The pushback of 200 units would occur almost instantly, and would not disable the enemy heroes, or interrupt channeling spells of any sort. Check the Synergy section for how this works with his ult. Since this spell would otherwise have no 1v1 potential, it also immobilizes the target for 2 seconds (they aren't disarmed or silenced).
Balance
This spell can either do a ridiculous amount of damage, or not really do that much. In the extremely unlikely scenario that you get this off on a hero standing right next to his 4 allies, this spell can do 400 Damage to the primary target + Hero damage.
Visual
Static electricity explodes outwards of the primary target, knocking his allied heroes back with a jolt of static electricity and applies a debuff to the enemy, immobilizing them to the ground.
http://www.nigmanoname.com/barrier.jpg
http://www.nigmanoname.com/spell3.jpg
Cathode
Skill Type: Passive
Damage Type: Magical
Radius: 350
Damage: 1-80 DPS
Damage type: Magic
Description
Lone enemy Heroes near (350) Gralimm are subject to a constant electrical current. Unless they either get further away from Gralimm or another organic allied unit moves near Gralimm, they will continue to become charged, taking increased damage over time. Damage starts at 1 DPS and caps at 80 DPS, while every second spend near Gralimm increases the DPS taken by 4/6/8/10 per second.
Usage
Basically, you don't want to every be the only thing near Gralimm. At rank 4, being the only thing next to Gralimm for 8 seconds or longer means you are taking 80 Damage a Second indefinitely until you manage to shake him off or if another allied unit enters the radius around Gralimm. This skill encourages Gralimm to isolate and hunt down lone enemies that are far away from allies.
Balance
Honestly, if you can't either get to an allied organic unit or get out of a 300 radius within 8 seconds, you deserve what's coming to you. 80 DPS sounds like a lot, and it is, but remember that it takes 8 seconds of standing next to Gralimm to reach that point... at rank 4.
Visual
When near Gralimm, you can see a constant electric bolt connecting both heroes. Maybe increase the transparency of it over the course of it's "channel" time, giving it 100% transparency at 80 DPS.
http://www.nigmanoname.com/barrier.jpg
http://www.nigmanoname.com/spell4.jpg
Negative Zone
(Ultimate)
Skill Type: Active
Mana cost : 200/250/300
Cooldown: 110/100/90 Seconds
Spell type: Superior Magic
Damage Type: Magical
Casting Range: 200
Duration: 4/5/6 Seconds
Targets: Targeted AoE, affects enemy units
Radius: 400
Description
Gralimm charges a target area near him with extremely high levels of negative energy. Enemies who enter the field while the spell is active receive the Negative charge debuff. Any enemy foolish enough to leave the active field while they are still Negatively charged will take 100/200/300 Magic damage and receive the Grounded Debuff (3/4/5 seconds) when leaving.
Debuff: Negatively Charged
http://www.nigmanoname.com/spell4.jpg
Negatively Charged Effects:
-5/10/15% Attack speed
Notes: This debuff is removed when enemies either leave the Negative Zone and become grounded, or when Negative Zone's duration ends.
Debuff: Grounded
http://www.nigmanoname.com/grounded.jpg
Grounded Effects:
Immobilized
Disarmed
-40 Cast speed
Usage
This is Gralimm' main trick. Think Puck's ultimate from DOTA, only that it also affects units who walk into the radius while the spell is active. In teamfights, can be used to either prevent enemies from running way, prevent enemies from chasing you, or to just cause confusion. When combined with Polarity shift, makes for a great way to isolate one target enemy.
Balance
Basically, the spell does almost nothing assuming you don't leave the radius. If you leave it for any reason, you will be punished. Unlike Puck's ult, the cast range on this spell is very short, so you can't just cast it from a distance, you have to move near the enemy team. I think a 5 second Immobilize/Disarm/Cast time reduction is fair considering you have to get your enemies to leave the circle, and also considering that it does not do a lot of damage.
Visual
Red energy radiates from the ground, marked as a clear circle so that enemies are aware of where the edges of the radius are. Grounded enemies are shocked with red energy.
http://www.nigmanoname.com/barrier.jpg
Synergy
http://www.nigmanoname.com/spell4.jpg+http://www.nigmanoname.com/spell2.jpg Heroes pushed away by Polarity Shift can be forced to leave Negative Zone's radius, ensuring the enemies receive the grounded debuff.
http://www.nigmanoname.com/spell1.jpg+http://www.nigmanoname.com/spell2.jpg Positive Charge lets you get in close to drop Polarity shift with ease.
http://www.nigmanoname.com/spell1.jpg+http://www.nigmanoname.com/spell3.jpg Again, Positive Charge lets you get in close, ensuring that heroes are near you so Cathode rips them to shreds!
http://www.nigmanoname.com/spell2.jpg+http://www.nigmanoname.com/spell3.jpg Pushing enemies away from your primary target ensures that he's the only thing next to you, making him take damage from Cathode. Also the Immobilize ensures that he can't run to allied units to discharge Cathode.
http://www.nigmanoname.com/spell1.jpg+http://www.nigmanoname.com/spell3.jpg+http://www.nigmanoname.com/spell4.jpg+http://www.nigmanoname.com/spell2.jpg Run in with Positive charge, do AoE damage, drop your ult, drop polarity shift to push enemies out of Negative zone. Your primary target takes damage from being stuck next to you through Cathode, can't move to his allies, who in turn can't move to him because you pushed them out of Negative Zone with Polarity shift! The system works!
Hero Role
Gralimm is a chasing hero, but can also change the tide of big battles- he's good at hunting individuals down, but also shines in group fights. He's extremely annoying and a thorn in anybody's side who just wants to stay in the back of the fight. Your speed makes you hard to catch, so you can afford to rambo into teamfights with your ult and cause havoc.
Weaknesses
His weakness is that he is easily roadblocked by disables, stuns, slows or immobilizes. He can be nuked down fairly easily, and besides his high Strength there's really nothing stopping people from ripping you apart. Melee Heroes will instantly cause his Positive charge to discharge, making him vulnerable to Melee heroes unless he's willing to drop his ult.
Item Ideas
http://www.heroesofnewerth.com/images/items/Item_PushStaff.jpg
One of the least used items in the game, this item would rock for Gralimm because you can use it push enemy heroes out of Negative Zone, and also use it to chase people, making Cathode that much more annoying. Also, pushing yourself away from Melee heroes would eliminate the deadzone caused by Positive Charge's discharge.
http://www.heroesofnewerth.com/images/items/Item_Damage10.jpg
More AoE damage, ensuring cluster-based teamfights where everyone is immobilized are that much more painful.
http://www.heroesofnewerth.com/images/items/Item_Freeze.jpg
Increase your chasing capability and offer you all around more survivability
http://www.heroesofnewerth.com/images/items/Item_Astrolabe.jpg
Doesn't really synergize much with anything but helps turn the tide of teamfights.
http://www.heroesofnewerth.com/images/items/Item_FrostfieldPlate.jpg
More AoE Damage, more survivability, a slow for chasing, more mana for spells
http://www.heroesofnewerth.com/images/items/Item_Morph.jpg
A good item for any int hero, this would make chasing enemy heroes even easier.
http://www.heroesofnewerth.com/images/items/Item_LifeSteal5.jpg
Since you're a Melee int hero, this can come in handy. The extra damage makes your auto attacks more painful and the auras help in teamfights.
http://www.heroesofnewerth.com/images/items/Item_MagicArmor2.jpg
Since you're kind of vulnerable to nukes, one of these might help against heavy nukers.
Vote on the Concept, not the numbers!
Leave Feedback! Please!
http://www.nigmanoname.com/newthad.jpg
Want to look at ripped concept art? Too bad, it's me, Gralimm.
http://www.playdota.com/img/site/hs.gif
http://www.playdota.com/img/site/strength.jpg http://www.playdota.com/img/site/agility.jpg http://www.playdota.com/img/site/intelligence-c.jpg
22 + 2.3 a 12 + 1.2 a 16 + 1.2
Affiliation: Hellbourne
Damage: 60 - 66
Movespeed: 305
Attack Range: 125 (melee)
(Same as DOTA's Dark Seer)
http://www.nigmanoname.com/spell1.jpghttp://www.nigmanoname.com/spell2.jpghttp://www.nigmanoname.com/spell3.jpghttp://www.nigmanoname.com/spell4.jpg
http://www.playdota.com/img/site/skills.jpg
http://www.nigmanoname.com/spell1.jpg
Positive Charge
Skill Type: Active
Mana cost : 60
Cooldown: 16/14/12/10 Seconds
Damage Type: Magical
Range: 500
Targets: Self, Allied Heroes
Duration: 4/5/5/6 Seconds
Description
Gralimm charges the target with positive energy, granting the target maximum movespeed (522) for 4/5/5/6 seconds.
Should the charged unit come into contact with an enemy hero (Radius of 100), the energy will instantly be discharged,
shocking all enemy units within 400 Radius for 50/75/100/125 Magic Damage.
Usage
Basically like Dark Seer's Surge, but with a twist. You use it on yourself or allied heroes, gain 522, initiate by moving into Melee range of an enemy hero. Bam, you deal 125 Magic Damage to everyone near you. The spell can be used to chase, but also to initiate with a bang. Note that when you come into contact with an enemy hero, you lose the movespeed buff.
Balance
Since it deals damage, it's duration is less than Dark Seer's Surge, and as a result slightly less spammable, too. It's also a little less usable to get away from Melee Enemies, as if you cast it on anyone being closely followed by a unit, it will go off instantly, removing the buff.
Visual
Target hero is empowered by blue static electricity. On contact, Static shocks to everyone.
http://www.nigmanoname.com/barrier.jpg
http://www.nigmanoname.com/spell2.jpg
Polarity Shift
Skill Type: Active
Mana cost : 100/120/140/160
Cooldown: 30 Seconds
Damage Type: Magic
Range: 150
Targets: Enemy units
Radius: 350
Description
Gralimm strikes the target enemy, changing their polarity.
Shocks the target for 40/60/80/100 Damage for every enemy hero near them and immobilizes them for 1.5/2.0/2.0/2.5 seconds.
Enemy heroes near the primary target (350) are also shocked for 40/60/80/100 Magic damage each and are instantly pushed away 200 units from the primary target .
Usage
This spell basically punishes enemy heroes for standing too close to one another. The primary target takes up to 400 bonus Magic damage (although this would be hard to pull off) and each enemy hero would take 100 Magic damage each. The pushback of 200 units would occur almost instantly, and would not disable the enemy heroes, or interrupt channeling spells of any sort. Check the Synergy section for how this works with his ult. Since this spell would otherwise have no 1v1 potential, it also immobilizes the target for 2 seconds (they aren't disarmed or silenced).
Balance
This spell can either do a ridiculous amount of damage, or not really do that much. In the extremely unlikely scenario that you get this off on a hero standing right next to his 4 allies, this spell can do 400 Damage to the primary target + Hero damage.
Visual
Static electricity explodes outwards of the primary target, knocking his allied heroes back with a jolt of static electricity and applies a debuff to the enemy, immobilizing them to the ground.
http://www.nigmanoname.com/barrier.jpg
http://www.nigmanoname.com/spell3.jpg
Cathode
Skill Type: Passive
Damage Type: Magical
Radius: 350
Damage: 1-80 DPS
Damage type: Magic
Description
Lone enemy Heroes near (350) Gralimm are subject to a constant electrical current. Unless they either get further away from Gralimm or another organic allied unit moves near Gralimm, they will continue to become charged, taking increased damage over time. Damage starts at 1 DPS and caps at 80 DPS, while every second spend near Gralimm increases the DPS taken by 4/6/8/10 per second.
Usage
Basically, you don't want to every be the only thing near Gralimm. At rank 4, being the only thing next to Gralimm for 8 seconds or longer means you are taking 80 Damage a Second indefinitely until you manage to shake him off or if another allied unit enters the radius around Gralimm. This skill encourages Gralimm to isolate and hunt down lone enemies that are far away from allies.
Balance
Honestly, if you can't either get to an allied organic unit or get out of a 300 radius within 8 seconds, you deserve what's coming to you. 80 DPS sounds like a lot, and it is, but remember that it takes 8 seconds of standing next to Gralimm to reach that point... at rank 4.
Visual
When near Gralimm, you can see a constant electric bolt connecting both heroes. Maybe increase the transparency of it over the course of it's "channel" time, giving it 100% transparency at 80 DPS.
http://www.nigmanoname.com/barrier.jpg
http://www.nigmanoname.com/spell4.jpg
Negative Zone
(Ultimate)
Skill Type: Active
Mana cost : 200/250/300
Cooldown: 110/100/90 Seconds
Spell type: Superior Magic
Damage Type: Magical
Casting Range: 200
Duration: 4/5/6 Seconds
Targets: Targeted AoE, affects enemy units
Radius: 400
Description
Gralimm charges a target area near him with extremely high levels of negative energy. Enemies who enter the field while the spell is active receive the Negative charge debuff. Any enemy foolish enough to leave the active field while they are still Negatively charged will take 100/200/300 Magic damage and receive the Grounded Debuff (3/4/5 seconds) when leaving.
Debuff: Negatively Charged
http://www.nigmanoname.com/spell4.jpg
Negatively Charged Effects:
-5/10/15% Attack speed
Notes: This debuff is removed when enemies either leave the Negative Zone and become grounded, or when Negative Zone's duration ends.
Debuff: Grounded
http://www.nigmanoname.com/grounded.jpg
Grounded Effects:
Immobilized
Disarmed
-40 Cast speed
Usage
This is Gralimm' main trick. Think Puck's ultimate from DOTA, only that it also affects units who walk into the radius while the spell is active. In teamfights, can be used to either prevent enemies from running way, prevent enemies from chasing you, or to just cause confusion. When combined with Polarity shift, makes for a great way to isolate one target enemy.
Balance
Basically, the spell does almost nothing assuming you don't leave the radius. If you leave it for any reason, you will be punished. Unlike Puck's ult, the cast range on this spell is very short, so you can't just cast it from a distance, you have to move near the enemy team. I think a 5 second Immobilize/Disarm/Cast time reduction is fair considering you have to get your enemies to leave the circle, and also considering that it does not do a lot of damage.
Visual
Red energy radiates from the ground, marked as a clear circle so that enemies are aware of where the edges of the radius are. Grounded enemies are shocked with red energy.
http://www.nigmanoname.com/barrier.jpg
Synergy
http://www.nigmanoname.com/spell4.jpg+http://www.nigmanoname.com/spell2.jpg Heroes pushed away by Polarity Shift can be forced to leave Negative Zone's radius, ensuring the enemies receive the grounded debuff.
http://www.nigmanoname.com/spell1.jpg+http://www.nigmanoname.com/spell2.jpg Positive Charge lets you get in close to drop Polarity shift with ease.
http://www.nigmanoname.com/spell1.jpg+http://www.nigmanoname.com/spell3.jpg Again, Positive Charge lets you get in close, ensuring that heroes are near you so Cathode rips them to shreds!
http://www.nigmanoname.com/spell2.jpg+http://www.nigmanoname.com/spell3.jpg Pushing enemies away from your primary target ensures that he's the only thing next to you, making him take damage from Cathode. Also the Immobilize ensures that he can't run to allied units to discharge Cathode.
http://www.nigmanoname.com/spell1.jpg+http://www.nigmanoname.com/spell3.jpg+http://www.nigmanoname.com/spell4.jpg+http://www.nigmanoname.com/spell2.jpg Run in with Positive charge, do AoE damage, drop your ult, drop polarity shift to push enemies out of Negative zone. Your primary target takes damage from being stuck next to you through Cathode, can't move to his allies, who in turn can't move to him because you pushed them out of Negative Zone with Polarity shift! The system works!
Hero Role
Gralimm is a chasing hero, but can also change the tide of big battles- he's good at hunting individuals down, but also shines in group fights. He's extremely annoying and a thorn in anybody's side who just wants to stay in the back of the fight. Your speed makes you hard to catch, so you can afford to rambo into teamfights with your ult and cause havoc.
Weaknesses
His weakness is that he is easily roadblocked by disables, stuns, slows or immobilizes. He can be nuked down fairly easily, and besides his high Strength there's really nothing stopping people from ripping you apart. Melee Heroes will instantly cause his Positive charge to discharge, making him vulnerable to Melee heroes unless he's willing to drop his ult.
Item Ideas
http://www.heroesofnewerth.com/images/items/Item_PushStaff.jpg
One of the least used items in the game, this item would rock for Gralimm because you can use it push enemy heroes out of Negative Zone, and also use it to chase people, making Cathode that much more annoying. Also, pushing yourself away from Melee heroes would eliminate the deadzone caused by Positive Charge's discharge.
http://www.heroesofnewerth.com/images/items/Item_Damage10.jpg
More AoE damage, ensuring cluster-based teamfights where everyone is immobilized are that much more painful.
http://www.heroesofnewerth.com/images/items/Item_Freeze.jpg
Increase your chasing capability and offer you all around more survivability
http://www.heroesofnewerth.com/images/items/Item_Astrolabe.jpg
Doesn't really synergize much with anything but helps turn the tide of teamfights.
http://www.heroesofnewerth.com/images/items/Item_FrostfieldPlate.jpg
More AoE Damage, more survivability, a slow for chasing, more mana for spells
http://www.heroesofnewerth.com/images/items/Item_Morph.jpg
A good item for any int hero, this would make chasing enemy heroes even easier.
http://www.heroesofnewerth.com/images/items/Item_LifeSteal5.jpg
Since you're a Melee int hero, this can come in handy. The extra damage makes your auto attacks more painful and the auras help in teamfights.
http://www.heroesofnewerth.com/images/items/Item_MagicArmor2.jpg
Since you're kind of vulnerable to nukes, one of these might help against heavy nukers.
Vote on the Concept, not the numbers!
Leave Feedback! Please!