Alchemos
03-10-2010, 04:45 PM
Theek
http://img696.imageshack.us/img696/9398/theek.jpg
In life Theek was a vicious bandit, he lived off the land and brutalized and stole from all he met. He was a loathsome individual. Eventually he tried stealing from the Hellbourne and was caught and burned alive by the demons of the Hellbourne The townspeople he terrorized rejoiced. Soon after Theek was raised from the dead by necromancers to be used in the Hellbourne army, Theek had other plans. He fled the Hellbourne and offered his aid to the legion as atonement for his crimes he had committed in life, while secretly doing it only for revenge on the Hellbourne. They after all had killed him, a favor he would gladly return.
I love playing heroes that require aim. Even if I miss it encourages me to try them again and again until I get better at it. These heroes are also some of the most fun to watch in competitive play. I also like positioning mechanics because they grow in power as the players skill goes up.
Theeks concept is a ganker and a separator. He can use Vicious tackle to seperate one or two enemy heroes from their team by a considerable distance then use Vengeful shackles to prevent the one of the heroes from making it back to their team while simultiniously attacking with necrotic consumption and timing yanks so they cannot deal the 6 hits to kill him. He can use Vicious tackle to escape but a stun interrupts its 1 second cast time and it has a 32 second recast making it not as useful as blink when combined with its inability to traverse ledges. Vengeful bonds may be used to drag enemies back to your team or interrupt channeling spells if the positioning is right. Necrotic consumtion on its own may be used defensively or offensively. It puts Theek in a lot of danger if used in team fights but also forces the other team to waste hits on him when he may make It out or survive.
The concept behind the actual description of Theek was almost a play on a clich?. It is a villain being returned to life by evil and deciding to help the good. I also thought it would be cool to have an evil looking hero fighting for the Legion. But in the end this part has little to do with the hero its just for flavor. Obviously the hero has the be str and undead for the skills to work. He could easily be made for Legion or Hellbourne.
Str Agi Int
20+2.4 16+2.5 16+1.2
Movement Speed: 320
Attack Range: 100
Damage: 58-62
Armor: 3.9
Attack Animation: 0.3/0.3
Cast Animation: 0.45/0.45
Base Attack Time: 1.7
Missile Speed: instant
Skills
Vicious Tackle
http://img15.imageshack.us/img15/35/veratasgaze.jpg
Theek launches himself at an incredible speed forward. Grappling any foe in his way and dragging them a great distance.
Skill Mechanics: This spell has a 1 second channel time before it goes off. In this time any stun or ministun stops it. Theek launches in a straight line moving 300/500/700/1000 yards forward. If he hits nothing the spell stops here and acts as a leap type skill. If he hits an enemy, both he and the enemy slide 600/900/1100/1400 yards from the impact location or until they hit a cliff wall or map border. Any enemy hit by the slide is thrown 500 yards to the side and slowed by 30% for 1/2/3/4 seconds. Neither the leap or slide may go up cliffs only down cliffs, but may go through trees breaking them on the way through.
[1] Leaps 300 yards grappling and sliding with first impacted unit for 600 yards from impact location. Pushes any other units caught in the slide 200 yards away and slows for 1 second. Deals 75 damage
[2] Leaps 500 yards grappling and sliding with first impacted unit for 900 yards from impact location. Pushes any other units caught in the slide 300 yards away and slows for 2 seconds. Deals 125 damage
[3] Leaps 700 yards grappling and sliding with first impacted unit for 1100 yards from impact location. Pushes any other units caught in the slide 400 yards away and slows for 3 seconds. Deals 175 damage
[4] Leaps 1000 yards grappling and sliding with first impacted unit for 1400 yards from impact location. Pushes any other units caught in the slide 500 yards away and slows for 4 seconds. Deals 225 damage
Cooldown of 32 seconds at all levels and mana cost of 160. The actual area of effect on this should be the same as valkyries arrow or devourers hook. This should be a hard skill to use correctly. The graphic for the unit being tackled i imagine to be like a faster version of the animation done when units are hit by rampages passive. Theeks animation would be like a linear leap.
Vengeful Shackles
http://img710.imageshack.us/img710/3097/icons5688btnh.jpg
Theek uses the same chains that bound him while he burned to shackle his enemy to him.
Skill Mechanics: The cast range of this is 300 yards so theek must already be close for it to work. This works in a very unique way. The target is chained to theek for 2/4/6/8 seconds. If the target moves more than 800 yards away the spell breaks. Pressing E will yank the enemy depending on which way theek is facing relative to his target. Yank has a 2 second cooldown.
If Theek and his target are facing in opposite directions:Yank will knockdown the target for 1 second and slide Theek back to the target.
If both Theek and the target are facing the same way:Yank will cause Theek to jump forward 400 taking the enemy with him.
Any other direction combination yank slows by 50% for 1 second.
If theek tackles while in this it drags the shackled enemy along for the initial jump but the spell cancels after 1000 yards.
[1] Theek shackles an enemy for 2 seconds.
[2] Theek shackles an enemy for 4 seconds.
[3] Theek shackles an enemy for 6 seconds.
[4] Theek shackles an enemy for 8 seconds.
Mana cost of 60 and cooldown of 21 seconds at all levels.
While active gives Theek the Yank ability. This ability is activated by E its effect depends on the direction being faced by Theek and his victim.
Yank has a 2 second cooldown
Crumble
http://img710.imageshack.us/img710/1069/toxicchill.jpg
When hit by a spell that would stun for more than 1 second theek crumbles for 1 second making it impossible for his foes to target him.
Skill Mechanics: The spell would actually hit Theek doing its damage but it would not stun, instead Theek will crumble causing him to become a pile of bones for 1 second. Theek would still take damage from Area of Effect spells and damage over time effects on him. This only removes him from being the target of spells and attacks for 1 second. After 1 second the bones re assemble and he is back on his way. Theek crumbles exactly the second the stun takes place.
In the situation of a grip type spell the spell will go off only dealing the damage of 1 second to theek then he will crumble, effectively removing himself from combat for 1 second then he will return. At level 4 in this skill it negates all stuns more than 1 second with no cooldown. This means Pyro could use his aoe stun on Theek he would crumble for 1 second instead of being stunned for 1.7 seconds. Theek may be hit with Hellbringers ultimate when he gets back up, since this is a 1 second stun he will crumble for this also. Theek takes all the damage here but the advantage is he cannot be attacked by single target abilities while he is stunned for these 2 seconds.
When Theek is crumbled his venegful shackles still remain up but cancel if the unit gets more than 800 yards away. Necrotic consumption/rejuvenation still continue through crumble.
[1] Theek crumbles when he would be stunned for 1 second or more instead of the duration of stun. Internal cooldown of 12 seconds.
[2] Theek crumbles when he would be stunned for 1 second or more of the duration of stun. Internal cooldown of 8 seconds.
[3] Theek crumbles when he would be stunned for 1 second or more instead of the duration of stun. Internal cooldown of 4 seconds.
[4] Theek crumbles when he would be stunned for 1 second or more instead of the duration of stun.
Area of Effect stuns taken while in crumble will only damage Theek but not re apply crumble.
Necrotic Consumption
http://img15.imageshack.us/img15/6416/veratassacrifice.jpg
Theek releases his energy from his bones at an alarming rate. This hurts theek severely but gives him supernatural strength and the ability to shrug off hits and shield himself from spells. After the consumption ends he regenerates at an unholy rate.
Skill Mechanics: Theek will gain 100/200/300 True damage on each of his attacks for the duration of this spell. As a tradeoff he will take 100/200/300 True damage himself. During the consumption Theek may not be killed by consumption damage it only reduces his HP to 1. This spell works like insanitarius. After the consumption ends Theek will regenerate hp equal to 50/125/200 hp a second for the duration of 5/7/9 seconds. This is meant to allow Theek to recuperate after using this. This spell is very dangerous to use in team fights but extremely powerful. While the Necrotic shield is up Theek will take no damage from spells or hits until he has been hit 5/7/9 times by normal attacks. The only damage he will be taking is life drain from items or Consumption. Obviously if used in team fights this will make Theek a very appealing target as he starts taking damage after only 5/7/9 normal attacks. In a team fight these attacks could be executed in well under the duration of consumption meaning Theek will be taking consumption damage and enemy fire at the same time resulting in a quick death.
This spell is meant to be used after a Vicious Tackle, so Theek may beat on an enemy hero while only risking the attacks from only one source. Unless the hero has fast attack rate or an ally arrives in time consumption should finish before the shield wears off allowing Theek to regenerate some hp while he finishes off his victim. His passive for this spell is very useful as any stun that lands would ruin the skill, instead it only buy the enemy 1 second.
The effect for this spell is very important. It needs to be flashy enough that everyone knows hes using it. I wanted him to be immolated in a green fire around his bones but it does not matter as long as everyone will know he is using it. Both the Necrotic consumption and the Necrotic Rejuvenation may be removed with purge or nullfire charges. However removing consumption will trigger Necrotic Rejuvenation. Tower and creep attacks do count against the attack limit for the shield mechanic of the spell so this spell is not good for tower diving.
[1] Drains 100 hp a second off Theek. Theeks attacks do a bonus of 100 True damage for the duration of the spell. Theek must be hit with 5 attacks before he takes damage from enemies. Lasts 5 seconds. Necrotic rejuvenation gained after consumption heals 50 hp a second for 5 seconds. Mana cost 120
[2]Drains 200 hp a second off Theek. Theeks attacks do a bonus of 200 True damage for the duration of the spell. Theek must be hit with 7 attacks before he takes damage from enemies. Lasts 7 seconds. Necrotic rejuvenation gained after consumption heals 125 hp a second for 7 seconds. Mana cost 160
[3] Drains 300 hp a second off Theek. Theeks attacks do a bonus of 300 True damage for the duration of the spell. Theek must be hit with 9 attacks before he takes damage from enemies. Lasts 9 seconds. Necrotic rejuvenation gained after consumption heals 200 hp a second for 9 seconds. Mana cost 200
Cooldown of 45 seconds at all levels.
This is my first hero. I did this in kind of a hurry but i had been thinking of a hero like this for quite some time. If any of the abilities do not make sense or seem bad tell me i would like the criticism. I feel this hero would be a pretty fun and unique addition to HoN. This hero is not meant to be a carry so his skills do not scale well with gear but some items will be very helpful. Assassins shroud and Portal Key are both the obvious items. Insanitarius will help since his ultimate is already so much health drain the extra hp buffer will be useful. Life items will always help along with Shrunken Head to become magic immune after Necrotic Rejuvenation comes into effect.
Anyway tell me what you think.
http://img696.imageshack.us/img696/9398/theek.jpg
In life Theek was a vicious bandit, he lived off the land and brutalized and stole from all he met. He was a loathsome individual. Eventually he tried stealing from the Hellbourne and was caught and burned alive by the demons of the Hellbourne The townspeople he terrorized rejoiced. Soon after Theek was raised from the dead by necromancers to be used in the Hellbourne army, Theek had other plans. He fled the Hellbourne and offered his aid to the legion as atonement for his crimes he had committed in life, while secretly doing it only for revenge on the Hellbourne. They after all had killed him, a favor he would gladly return.
I love playing heroes that require aim. Even if I miss it encourages me to try them again and again until I get better at it. These heroes are also some of the most fun to watch in competitive play. I also like positioning mechanics because they grow in power as the players skill goes up.
Theeks concept is a ganker and a separator. He can use Vicious tackle to seperate one or two enemy heroes from their team by a considerable distance then use Vengeful shackles to prevent the one of the heroes from making it back to their team while simultiniously attacking with necrotic consumption and timing yanks so they cannot deal the 6 hits to kill him. He can use Vicious tackle to escape but a stun interrupts its 1 second cast time and it has a 32 second recast making it not as useful as blink when combined with its inability to traverse ledges. Vengeful bonds may be used to drag enemies back to your team or interrupt channeling spells if the positioning is right. Necrotic consumtion on its own may be used defensively or offensively. It puts Theek in a lot of danger if used in team fights but also forces the other team to waste hits on him when he may make It out or survive.
The concept behind the actual description of Theek was almost a play on a clich?. It is a villain being returned to life by evil and deciding to help the good. I also thought it would be cool to have an evil looking hero fighting for the Legion. But in the end this part has little to do with the hero its just for flavor. Obviously the hero has the be str and undead for the skills to work. He could easily be made for Legion or Hellbourne.
Str Agi Int
20+2.4 16+2.5 16+1.2
Movement Speed: 320
Attack Range: 100
Damage: 58-62
Armor: 3.9
Attack Animation: 0.3/0.3
Cast Animation: 0.45/0.45
Base Attack Time: 1.7
Missile Speed: instant
Skills
Vicious Tackle
http://img15.imageshack.us/img15/35/veratasgaze.jpg
Theek launches himself at an incredible speed forward. Grappling any foe in his way and dragging them a great distance.
Skill Mechanics: This spell has a 1 second channel time before it goes off. In this time any stun or ministun stops it. Theek launches in a straight line moving 300/500/700/1000 yards forward. If he hits nothing the spell stops here and acts as a leap type skill. If he hits an enemy, both he and the enemy slide 600/900/1100/1400 yards from the impact location or until they hit a cliff wall or map border. Any enemy hit by the slide is thrown 500 yards to the side and slowed by 30% for 1/2/3/4 seconds. Neither the leap or slide may go up cliffs only down cliffs, but may go through trees breaking them on the way through.
[1] Leaps 300 yards grappling and sliding with first impacted unit for 600 yards from impact location. Pushes any other units caught in the slide 200 yards away and slows for 1 second. Deals 75 damage
[2] Leaps 500 yards grappling and sliding with first impacted unit for 900 yards from impact location. Pushes any other units caught in the slide 300 yards away and slows for 2 seconds. Deals 125 damage
[3] Leaps 700 yards grappling and sliding with first impacted unit for 1100 yards from impact location. Pushes any other units caught in the slide 400 yards away and slows for 3 seconds. Deals 175 damage
[4] Leaps 1000 yards grappling and sliding with first impacted unit for 1400 yards from impact location. Pushes any other units caught in the slide 500 yards away and slows for 4 seconds. Deals 225 damage
Cooldown of 32 seconds at all levels and mana cost of 160. The actual area of effect on this should be the same as valkyries arrow or devourers hook. This should be a hard skill to use correctly. The graphic for the unit being tackled i imagine to be like a faster version of the animation done when units are hit by rampages passive. Theeks animation would be like a linear leap.
Vengeful Shackles
http://img710.imageshack.us/img710/3097/icons5688btnh.jpg
Theek uses the same chains that bound him while he burned to shackle his enemy to him.
Skill Mechanics: The cast range of this is 300 yards so theek must already be close for it to work. This works in a very unique way. The target is chained to theek for 2/4/6/8 seconds. If the target moves more than 800 yards away the spell breaks. Pressing E will yank the enemy depending on which way theek is facing relative to his target. Yank has a 2 second cooldown.
If Theek and his target are facing in opposite directions:Yank will knockdown the target for 1 second and slide Theek back to the target.
If both Theek and the target are facing the same way:Yank will cause Theek to jump forward 400 taking the enemy with him.
Any other direction combination yank slows by 50% for 1 second.
If theek tackles while in this it drags the shackled enemy along for the initial jump but the spell cancels after 1000 yards.
[1] Theek shackles an enemy for 2 seconds.
[2] Theek shackles an enemy for 4 seconds.
[3] Theek shackles an enemy for 6 seconds.
[4] Theek shackles an enemy for 8 seconds.
Mana cost of 60 and cooldown of 21 seconds at all levels.
While active gives Theek the Yank ability. This ability is activated by E its effect depends on the direction being faced by Theek and his victim.
Yank has a 2 second cooldown
Crumble
http://img710.imageshack.us/img710/1069/toxicchill.jpg
When hit by a spell that would stun for more than 1 second theek crumbles for 1 second making it impossible for his foes to target him.
Skill Mechanics: The spell would actually hit Theek doing its damage but it would not stun, instead Theek will crumble causing him to become a pile of bones for 1 second. Theek would still take damage from Area of Effect spells and damage over time effects on him. This only removes him from being the target of spells and attacks for 1 second. After 1 second the bones re assemble and he is back on his way. Theek crumbles exactly the second the stun takes place.
In the situation of a grip type spell the spell will go off only dealing the damage of 1 second to theek then he will crumble, effectively removing himself from combat for 1 second then he will return. At level 4 in this skill it negates all stuns more than 1 second with no cooldown. This means Pyro could use his aoe stun on Theek he would crumble for 1 second instead of being stunned for 1.7 seconds. Theek may be hit with Hellbringers ultimate when he gets back up, since this is a 1 second stun he will crumble for this also. Theek takes all the damage here but the advantage is he cannot be attacked by single target abilities while he is stunned for these 2 seconds.
When Theek is crumbled his venegful shackles still remain up but cancel if the unit gets more than 800 yards away. Necrotic consumption/rejuvenation still continue through crumble.
[1] Theek crumbles when he would be stunned for 1 second or more instead of the duration of stun. Internal cooldown of 12 seconds.
[2] Theek crumbles when he would be stunned for 1 second or more of the duration of stun. Internal cooldown of 8 seconds.
[3] Theek crumbles when he would be stunned for 1 second or more instead of the duration of stun. Internal cooldown of 4 seconds.
[4] Theek crumbles when he would be stunned for 1 second or more instead of the duration of stun.
Area of Effect stuns taken while in crumble will only damage Theek but not re apply crumble.
Necrotic Consumption
http://img15.imageshack.us/img15/6416/veratassacrifice.jpg
Theek releases his energy from his bones at an alarming rate. This hurts theek severely but gives him supernatural strength and the ability to shrug off hits and shield himself from spells. After the consumption ends he regenerates at an unholy rate.
Skill Mechanics: Theek will gain 100/200/300 True damage on each of his attacks for the duration of this spell. As a tradeoff he will take 100/200/300 True damage himself. During the consumption Theek may not be killed by consumption damage it only reduces his HP to 1. This spell works like insanitarius. After the consumption ends Theek will regenerate hp equal to 50/125/200 hp a second for the duration of 5/7/9 seconds. This is meant to allow Theek to recuperate after using this. This spell is very dangerous to use in team fights but extremely powerful. While the Necrotic shield is up Theek will take no damage from spells or hits until he has been hit 5/7/9 times by normal attacks. The only damage he will be taking is life drain from items or Consumption. Obviously if used in team fights this will make Theek a very appealing target as he starts taking damage after only 5/7/9 normal attacks. In a team fight these attacks could be executed in well under the duration of consumption meaning Theek will be taking consumption damage and enemy fire at the same time resulting in a quick death.
This spell is meant to be used after a Vicious Tackle, so Theek may beat on an enemy hero while only risking the attacks from only one source. Unless the hero has fast attack rate or an ally arrives in time consumption should finish before the shield wears off allowing Theek to regenerate some hp while he finishes off his victim. His passive for this spell is very useful as any stun that lands would ruin the skill, instead it only buy the enemy 1 second.
The effect for this spell is very important. It needs to be flashy enough that everyone knows hes using it. I wanted him to be immolated in a green fire around his bones but it does not matter as long as everyone will know he is using it. Both the Necrotic consumption and the Necrotic Rejuvenation may be removed with purge or nullfire charges. However removing consumption will trigger Necrotic Rejuvenation. Tower and creep attacks do count against the attack limit for the shield mechanic of the spell so this spell is not good for tower diving.
[1] Drains 100 hp a second off Theek. Theeks attacks do a bonus of 100 True damage for the duration of the spell. Theek must be hit with 5 attacks before he takes damage from enemies. Lasts 5 seconds. Necrotic rejuvenation gained after consumption heals 50 hp a second for 5 seconds. Mana cost 120
[2]Drains 200 hp a second off Theek. Theeks attacks do a bonus of 200 True damage for the duration of the spell. Theek must be hit with 7 attacks before he takes damage from enemies. Lasts 7 seconds. Necrotic rejuvenation gained after consumption heals 125 hp a second for 7 seconds. Mana cost 160
[3] Drains 300 hp a second off Theek. Theeks attacks do a bonus of 300 True damage for the duration of the spell. Theek must be hit with 9 attacks before he takes damage from enemies. Lasts 9 seconds. Necrotic rejuvenation gained after consumption heals 200 hp a second for 9 seconds. Mana cost 200
Cooldown of 45 seconds at all levels.
This is my first hero. I did this in kind of a hurry but i had been thinking of a hero like this for quite some time. If any of the abilities do not make sense or seem bad tell me i would like the criticism. I feel this hero would be a pretty fun and unique addition to HoN. This hero is not meant to be a carry so his skills do not scale well with gear but some items will be very helpful. Assassins shroud and Portal Key are both the obvious items. Insanitarius will help since his ultimate is already so much health drain the extra hp buffer will be useful. Life items will always help along with Shrunken Head to become magic immune after Necrotic Rejuvenation comes into effect.
Anyway tell me what you think.