Caligula
03-10-2010, 01:06 AM
http://i88.photobucket.com/albums/k177/notin2lose/Anime/Angel_of_Death.jpg%20%20Ganker,%20Anti-Ganker,%20Anti-Carry,%20Support,%20Initiation%20%20Hellbourne%20% 20STR:%2025%20+%202.1%20AGI:%2013%20+%201.6%20INT: %2025%20+%202.5%20%28Total%20Base%20stats:%2058%20 %28average%29%29%20%28Total%20stat%20gain:%206.2%2 0%28average%29%29%20%20Movement%20Speed:%20315%20% 28high%29%20Attack%20Range:%20300%20Damage:%2050-56%20Armor:%204.0Angel of Death
http://i88.photobucket.com/albums/k177/notin2lose/Anime/Angel_of_Death.jpg
Role: Ganker, Anti-Ganker, Anti-Carry, Support, Initiation
Affiliation: Hellbourne
Stats:
STR: 25 + 2.1
AGI: 13 + 1.6
INT: 25 + 2.5
(Total Base stats: 58)
(Total stat gain: 6.2)
Movement Speed: 315 (high)
Attack Range: 300 (he's got a big scythe!)
Damage: 50-56
Armor: 3.1
Twilight Zone
Targets: All Allies
Mana Cost: 100/120/140/160
Cooldown: 120/100/80/60
Cast range: Global
Duration: 10s
Effects: All allied teammates gain 25%/50%/75%/100% increased sight range and Clearvision for the duration.
Comments: Gank/push and anti-gank/anti-push utility. Synergizes with Don't Fear the Reaper as enemies cannot disappear into fog with this ability in effect. Could be taken early for rune ganks or later for mid/late pushes.
Iron Maiden
Targets: Self
Mana Cost: 150
Cooldown: 25s
Cast range: Self
Duration: 8s
Effects: Enemy skills used within 600/700/800/900 range heal Angel of Death for 1%/1.5%/2%/2.5% of max hp while damaging them for 1%/1.5%/2%/2.5% of their max HP.
Comments: Anti-spell spammer skill, synergizes well with Don't Fear the Reaper as he can cast it before channeling so he receives passive heals while healing, or extra heals while damaging. Scales well late game similar to Thunderbringers Lightning Rod ability.
Hellbound
Targets: Allies, Enemies, Self
Mana Cost: 160/170/180/200
Cooldown: 15s
Cast range: 600
Duration: 1/2/3/4s
Effects: Target is moved up to 100/200/300/400 range (with vector targeting) and banished in that spot. Silenced and Disabled for the duration but unable to take any damage. The only spell that can be used on the target during this time is Don't Fear the Reaper.
Comments: Anti-carry spell, synergizes well with Don't Fear the Reaper. Can also be used defensively or as an escape mechanism. Magic effect, can be countered with Shrunken Head.
Don't Fear the Reaper
Targets: Allies, Enemies
Mana Cost: 200/300/400
Cooldown: 90/70/50 (80/65/30 with SOTM)
Cast range: 400 breaks if target moves over 700 (500/800 with SOTM)
Duration: 5s Channeled
Effects: Drains 4%/7%/10% current HP per second from SELF and transfers that total amount to ALLY if targeted on ally. Initial cast range is 400 but if the target moves over 700 it will break the channel. Can also be used offensively draining 4%/7%/10% of targets current HP to self (healing reduced by 50% if used offensively, only 25% with SOTM).
Comments: Similar to Pugna's ultimate from DOTA, with the ability to heal allies. Can be used offensively or defensively.
Recommended Items:
:RunesOfTheBlight: :ManaPotion: :HealthPotion: :FortifiedBracelet:
:TabletOfCommand: :Portalkey: :Steamboots: :ShrunkenHead:
:SymbolOfRage: :BehemothsHeart: :FrostwolfsSkull: :StaffOfTheMaster:
Summary:
Twilight Zone is a good initiating ability similar to Sand Wraith's ultimate Mirage. It allows the team a large amount of map control for a short duration, it also works well for anti-pushing as for the duration the team can see most initiators from a much farther range than normal. This ability can be used in concurrence with Don't Fear the Reaper to counter juking and allow for a full channel of the spell.
Iron Maiden is a situational ability that can be very strong or weak depending on the opposition. It's similar to Pugna's Nether Ward ability but heals the caster rather than reducing mana regeneration for the opposition. The synergy with Don't Fear the Reaper is obvious. Pop both at the same time during a team fight for a large amount of healing or to counter the health loss from funneling life to an ally.
Hellbound is another situational but powerful ability. It can be used as an escape, initiation (in coordination with Tequila Sunrise), as an anti-carry (think Chronos pushed out of his own ult), or a myriad of things I haven't thought of yet. The synergy with Don't Fear the Reaper is also huge as you can effectively save an ally from certain death or take an enemy out of the fight and put them back in with about half health a few seconds later.
Don't Fear the Reaper is the strongest single-target heal in the game. Something I feel that HON is missing. With a Shrunken head or Portal Key initiation it can be used in coordination with Hellbound to quickly bring down a pesky carry or hero with an escape ability, or to save an ally from certain death and send them back in to the fight with high health.
Cons: Somewhat low stat gain and high mana cost spells. High item dependency. Short Range attack.
Pros: Ranged disable. Targeted heal and self heal. Despite low base stats, has decent escape and survivability potential. Counters many heroes.
http://i88.photobucket.com/albums/k177/notin2lose/Anime/Angel_of_Death.jpg
Role: Ganker, Anti-Ganker, Anti-Carry, Support, Initiation
Affiliation: Hellbourne
Stats:
STR: 25 + 2.1
AGI: 13 + 1.6
INT: 25 + 2.5
(Total Base stats: 58)
(Total stat gain: 6.2)
Movement Speed: 315 (high)
Attack Range: 300 (he's got a big scythe!)
Damage: 50-56
Armor: 3.1
Twilight Zone
Targets: All Allies
Mana Cost: 100/120/140/160
Cooldown: 120/100/80/60
Cast range: Global
Duration: 10s
Effects: All allied teammates gain 25%/50%/75%/100% increased sight range and Clearvision for the duration.
Comments: Gank/push and anti-gank/anti-push utility. Synergizes with Don't Fear the Reaper as enemies cannot disappear into fog with this ability in effect. Could be taken early for rune ganks or later for mid/late pushes.
Iron Maiden
Targets: Self
Mana Cost: 150
Cooldown: 25s
Cast range: Self
Duration: 8s
Effects: Enemy skills used within 600/700/800/900 range heal Angel of Death for 1%/1.5%/2%/2.5% of max hp while damaging them for 1%/1.5%/2%/2.5% of their max HP.
Comments: Anti-spell spammer skill, synergizes well with Don't Fear the Reaper as he can cast it before channeling so he receives passive heals while healing, or extra heals while damaging. Scales well late game similar to Thunderbringers Lightning Rod ability.
Hellbound
Targets: Allies, Enemies, Self
Mana Cost: 160/170/180/200
Cooldown: 15s
Cast range: 600
Duration: 1/2/3/4s
Effects: Target is moved up to 100/200/300/400 range (with vector targeting) and banished in that spot. Silenced and Disabled for the duration but unable to take any damage. The only spell that can be used on the target during this time is Don't Fear the Reaper.
Comments: Anti-carry spell, synergizes well with Don't Fear the Reaper. Can also be used defensively or as an escape mechanism. Magic effect, can be countered with Shrunken Head.
Don't Fear the Reaper
Targets: Allies, Enemies
Mana Cost: 200/300/400
Cooldown: 90/70/50 (80/65/30 with SOTM)
Cast range: 400 breaks if target moves over 700 (500/800 with SOTM)
Duration: 5s Channeled
Effects: Drains 4%/7%/10% current HP per second from SELF and transfers that total amount to ALLY if targeted on ally. Initial cast range is 400 but if the target moves over 700 it will break the channel. Can also be used offensively draining 4%/7%/10% of targets current HP to self (healing reduced by 50% if used offensively, only 25% with SOTM).
Comments: Similar to Pugna's ultimate from DOTA, with the ability to heal allies. Can be used offensively or defensively.
Recommended Items:
:RunesOfTheBlight: :ManaPotion: :HealthPotion: :FortifiedBracelet:
:TabletOfCommand: :Portalkey: :Steamboots: :ShrunkenHead:
:SymbolOfRage: :BehemothsHeart: :FrostwolfsSkull: :StaffOfTheMaster:
Summary:
Twilight Zone is a good initiating ability similar to Sand Wraith's ultimate Mirage. It allows the team a large amount of map control for a short duration, it also works well for anti-pushing as for the duration the team can see most initiators from a much farther range than normal. This ability can be used in concurrence with Don't Fear the Reaper to counter juking and allow for a full channel of the spell.
Iron Maiden is a situational ability that can be very strong or weak depending on the opposition. It's similar to Pugna's Nether Ward ability but heals the caster rather than reducing mana regeneration for the opposition. The synergy with Don't Fear the Reaper is obvious. Pop both at the same time during a team fight for a large amount of healing or to counter the health loss from funneling life to an ally.
Hellbound is another situational but powerful ability. It can be used as an escape, initiation (in coordination with Tequila Sunrise), as an anti-carry (think Chronos pushed out of his own ult), or a myriad of things I haven't thought of yet. The synergy with Don't Fear the Reaper is also huge as you can effectively save an ally from certain death or take an enemy out of the fight and put them back in with about half health a few seconds later.
Don't Fear the Reaper is the strongest single-target heal in the game. Something I feel that HON is missing. With a Shrunken head or Portal Key initiation it can be used in coordination with Hellbound to quickly bring down a pesky carry or hero with an escape ability, or to save an ally from certain death and send them back in to the fight with high health.
Cons: Somewhat low stat gain and high mana cost spells. High item dependency. Short Range attack.
Pros: Ranged disable. Targeted heal and self heal. Despite low base stats, has decent escape and survivability potential. Counters many heroes.