Tossing
02-11-2010, 12:01 PM
Fugitive
http://www.esquire.com/cm/esquire/images/8b/prisoner-ball-and-chain-072809-lg.jpg
BASIC INFORMATION
I don't know what kind of stats he should get so maybe someone can help me out with that.
Primary Attribute: Strength
Attack Type: Melee
Movement Speed : 290
Affiliation: Hellbourne
Visual
Evil looking guy that is kind of slouched over (or mabye leaning way back w/e) because he is carrying a huge iron ball that is really heavy.
Quotes
Crookish accent (whatever that is)
On Move:
"You're never gonna catch me coppas!"
On Attack:
"I aint never goin back"
ABILITIES
Ball and Chain
Spell: Toggle
Mana Cost: 0
When activated Fugitive drops his ball and chain at his feet.
Fugitive's attack speed and movement speed are increased by 10%/13%/16%/20% but he is still attached to his chain that has a range of 500 When Fugitive tries to move outside the range of his Ball and Chain his movement speed is decreased by 50% dragging the ball along with him.
To pick up his ball he simply needs to stand next to it and toggle off the ability.
Mechanics: Kind of like puppet masters Puppeteer's Hold but doesn't pull Fugitive back when he tries to run out of range it just slows him down. When Fugitive drags the ball hes moving the whole area hes able to move around in.
Visual: When Fugitive drops his ball and chain he won't be slouched over any more so its obvious hes not carrying it. A chain attaches him to his ball that is on the ground. Maybe when hes dragging the ball some smoke comes up from the ball.
Shot Put
MC: 100/110/120/140
Cast time: instant
Damage: 110/140/170/200
Stun 1/1.3/1.6/2 sec
Cool Down: 21/18/15/12 seconds
(If Fugitive is carrying the Ball and Chain)
Fugitive throws his Ball and Chain at target position Knocking Down anyone in its path. If ball and chain are thrown further then the Chain Length he is dragged along with it.
Range: 700
(If Fugitive is not carrying the Ball and Chain)
Fugitive pulls the chain with all his strength to send it flying. The Ball flys to the opposite side of the fugitive knocking down and dazing all enemies in its path. If ball and chain are thrown further then the Chain Length he is dragged along with it.
Range: 150% of the length between Fugitive and his ball (So if Fugitive is 500 units from his ball he will send the ball flying 750 units to the other side of him.
Mechanics: If Fugitive is carrying the Ball and Chain this ability toggles on Ball and chain (wow confusing?) because hes not carrying it any more. also the ability is targetable so he can throw it where ever. When the ball is already on the ground he pulls it to the opposite side of him in a direct line so the ability isn't targetable. The Ball stays where it lands so the radius hes able to run around end freely is moved there. The Chain Length comes from the ability ball and chain. I have no idea what happens if you haven't gotten the ball and chain ability yet. Maybe when he uses the ability the ball just appears back in his hands.
Shank
Over the years of being in prison Fugitive has faught in many fights and has learned to always have a trick up his sleeve.
(If Fugitive is carrying the Ball and Chain)
Whenever Fugitive has a successful attack he has a chance to interrupt his opponent
Spell: Passive
chance: 10%/15%/20%/25%
Stun: Ministun
(If Fugitive is not carrying the Ball and Chain)
Whenever Fugitive has a successful attack he has a chance to shank his opponent making them bleed out.
Spell: Passive
chance 15%/20%/25%/30%
Puts Shank charge on target
Shank Charge:
Duration: 3 sec
Slow: 10%
Damage 10/15/20/25 per second
Cooldown: 1 sec
Visual: the enemy hero starts to bleed
ULTIMATE
So I've been torn between 2 different abilities here 1 just reminds me too much of magmus... it would be like this... Fugitive spins with his ball and chain with a radius of his chain length damaging and either slowing down or knocking down(don't know which) people... the other ability is this...
The Magic Ball
Fugitive magically appears in is hands (if its on the ground)... removes his ball and chain and throws it at a targeted hero. When the Ball and Chain collides with the hero it magically attaches to the hero and falls to the ground.
Spell: Single Target
Manacost: 100/150/200
Cooldown: 130/110/90
Stun: Ministun
damage: 300/400/500
Duration: 5/8/11
When a hero is bound to the ball and chain he is able to move freely until he tries to get out of the radius of the Chain Length and will have to drag the ball along with them slowing them by 50%
Fugitive gets the bonuses from the Ball and Chain ability because he isn't carrying it any more.
After the duration the ball and chain magically appear back into Fugitive's hands attached to him.
Visual/Sound. Puff of smoke around Fugitive yelling "I'm FREE I'm FREE" as the ball flies to the targeted hero. When the ball and chain return he says "awwww shucks... The old ball and chain again"
Ulti Option 3
The Great Escape
Spell: Self
Manacost: 100
Cooldown: 90/60/30
Duration: 5 secs
Dispells and Removes any effect on Fugitive and makes him magic immune for 5 secs. Can cast while silenced and stunned.
EDIT #1: Added the third Ult Option
http://www.esquire.com/cm/esquire/images/8b/prisoner-ball-and-chain-072809-lg.jpg
BASIC INFORMATION
I don't know what kind of stats he should get so maybe someone can help me out with that.
Primary Attribute: Strength
Attack Type: Melee
Movement Speed : 290
Affiliation: Hellbourne
Visual
Evil looking guy that is kind of slouched over (or mabye leaning way back w/e) because he is carrying a huge iron ball that is really heavy.
Quotes
Crookish accent (whatever that is)
On Move:
"You're never gonna catch me coppas!"
On Attack:
"I aint never goin back"
ABILITIES
Ball and Chain
Spell: Toggle
Mana Cost: 0
When activated Fugitive drops his ball and chain at his feet.
Fugitive's attack speed and movement speed are increased by 10%/13%/16%/20% but he is still attached to his chain that has a range of 500 When Fugitive tries to move outside the range of his Ball and Chain his movement speed is decreased by 50% dragging the ball along with him.
To pick up his ball he simply needs to stand next to it and toggle off the ability.
Mechanics: Kind of like puppet masters Puppeteer's Hold but doesn't pull Fugitive back when he tries to run out of range it just slows him down. When Fugitive drags the ball hes moving the whole area hes able to move around in.
Visual: When Fugitive drops his ball and chain he won't be slouched over any more so its obvious hes not carrying it. A chain attaches him to his ball that is on the ground. Maybe when hes dragging the ball some smoke comes up from the ball.
Shot Put
MC: 100/110/120/140
Cast time: instant
Damage: 110/140/170/200
Stun 1/1.3/1.6/2 sec
Cool Down: 21/18/15/12 seconds
(If Fugitive is carrying the Ball and Chain)
Fugitive throws his Ball and Chain at target position Knocking Down anyone in its path. If ball and chain are thrown further then the Chain Length he is dragged along with it.
Range: 700
(If Fugitive is not carrying the Ball and Chain)
Fugitive pulls the chain with all his strength to send it flying. The Ball flys to the opposite side of the fugitive knocking down and dazing all enemies in its path. If ball and chain are thrown further then the Chain Length he is dragged along with it.
Range: 150% of the length between Fugitive and his ball (So if Fugitive is 500 units from his ball he will send the ball flying 750 units to the other side of him.
Mechanics: If Fugitive is carrying the Ball and Chain this ability toggles on Ball and chain (wow confusing?) because hes not carrying it any more. also the ability is targetable so he can throw it where ever. When the ball is already on the ground he pulls it to the opposite side of him in a direct line so the ability isn't targetable. The Ball stays where it lands so the radius hes able to run around end freely is moved there. The Chain Length comes from the ability ball and chain. I have no idea what happens if you haven't gotten the ball and chain ability yet. Maybe when he uses the ability the ball just appears back in his hands.
Shank
Over the years of being in prison Fugitive has faught in many fights and has learned to always have a trick up his sleeve.
(If Fugitive is carrying the Ball and Chain)
Whenever Fugitive has a successful attack he has a chance to interrupt his opponent
Spell: Passive
chance: 10%/15%/20%/25%
Stun: Ministun
(If Fugitive is not carrying the Ball and Chain)
Whenever Fugitive has a successful attack he has a chance to shank his opponent making them bleed out.
Spell: Passive
chance 15%/20%/25%/30%
Puts Shank charge on target
Shank Charge:
Duration: 3 sec
Slow: 10%
Damage 10/15/20/25 per second
Cooldown: 1 sec
Visual: the enemy hero starts to bleed
ULTIMATE
So I've been torn between 2 different abilities here 1 just reminds me too much of magmus... it would be like this... Fugitive spins with his ball and chain with a radius of his chain length damaging and either slowing down or knocking down(don't know which) people... the other ability is this...
The Magic Ball
Fugitive magically appears in is hands (if its on the ground)... removes his ball and chain and throws it at a targeted hero. When the Ball and Chain collides with the hero it magically attaches to the hero and falls to the ground.
Spell: Single Target
Manacost: 100/150/200
Cooldown: 130/110/90
Stun: Ministun
damage: 300/400/500
Duration: 5/8/11
When a hero is bound to the ball and chain he is able to move freely until he tries to get out of the radius of the Chain Length and will have to drag the ball along with them slowing them by 50%
Fugitive gets the bonuses from the Ball and Chain ability because he isn't carrying it any more.
After the duration the ball and chain magically appear back into Fugitive's hands attached to him.
Visual/Sound. Puff of smoke around Fugitive yelling "I'm FREE I'm FREE" as the ball flies to the targeted hero. When the ball and chain return he says "awwww shucks... The old ball and chain again"
Ulti Option 3
The Great Escape
Spell: Self
Manacost: 100
Cooldown: 90/60/30
Duration: 5 secs
Dispells and Removes any effect on Fugitive and makes him magic immune for 5 secs. Can cast while silenced and stunned.
EDIT #1: Added the third Ult Option