CplBanana
03-11-2010, 07:27 AM
http://www.brianpulido.com/News/Images/LD_RockGiant.jpg
Theme: A rock based hero interacting with the very Earth itself to channel his power and spells.
Story: The Core Protector has lived amongst the Earth's core for thousands of years and has sensed a disturbance in the forests of newerth, forced by the rock itself to take action and give salvation to the tortured earth surrounding the forests themselves.
Hellbourne - Strength- Melee
Attributes:
Strength - 25 (+2.6)
Agility - 12 (+1.3)
Intelligence - 18 (+1.9)
Attack Statistics:
Range - 150
Damage - 62-68
Attack Speed - 0.59 (Default)
Animation - Right and Left handed slaps and occasionally picks a rock up overhead and smashes it upon the victims head.
Other Stats
Movement Speed: 300
Spells
1. Entrapping Boulder
http://www.hokiangatourism.org.nz/images/KoutuBoulders1.JPG
The Core protector calls upon the powers of the first layer of the Earth - The crust, pulling up 2 massive boulders, 2 halves of a perfect sphere. He causes the two halves to smash the target together causing 10/20/30/50 physical damage and applying trapped to the target for 6/7/8/9 seconds.
Action: Target - Allies and Enemies
Range 450/500/550/600
Mana Cost: 40/60/80/110
Cooldown: 24/23/22/21 seconds
Damage: 10/20/30/50 physical damage taken by the target as the boulder halves smash together trapping them in there
Trapped affects: Impervious to all incoming effects including damage. Unable to move or act in any way.
Concept: Allows for a great cc to set up a gank and the ability to turn the tides of battle by taking one person out of the equation when being ganked. In addition can be used on allies or yourself to save you from a gank situation while help arrives.
Balancing: While this disable could be regarded as OP for the long duration, it is balanced by the fact that absolutely nothing can happen to them during this period of time and it simply eliminates them from the battle (similar to Succubus with her sleep).
2. Magma Wave
http://photography.nationalgeographic.com/staticfiles/NGS/Shared/StaticFiles/Photography/Images/POD/k/kilauea-lava-214635-sw.jpg
The Core Protector hits the ground with his mighty pickaxe, causing magma from the Earth's second layer, the Mantle, to flow up through the cracks, flooding the cracks and incinerating opponents being trapped by entrapping boulder. Deals 50 magic damage and applys "scorched" to the ground for 4 seconds, slows all enemies by 5/15/20/30% and reduces their armor and magic armor by 1/2/3/4 for 1/2/3/4 seconds. In addition, has critical impact on enemy units affected by "trapped" (boulder hold) causing 100/180/240/350 magic damage to them and causing the boulder to shatter, sending rocks flying to random spots in a 750 aoe each dealing 20/40/60/80 magic damage in a 50 aoe where they land.
Cooldown: 32 seconds
Mana Cost: 60/120/180/240
Radius: 250
Range: 600
Scorched effects: Slows an addition 10% (all levels) and reduces an additional 1 armor (all levels), in addition, dealing 25 magic damage per second.
Concepts: Grants Avalanche a more offensive feel and allowing him to synergize much better (particularly between 1st and 2nd spell) and allowing him to deal some significant damage as well as be more useful in team fights.
Balancing: Although this is an extremely powerful spell it is balanced by the long cooldown and high mana cost. In addition damage on the first spell once again reduced to 50 (level 4) to balance this change.
3. Core Shield
http://www.openfx.org/gallery/gallery/gallery-fireball.png
The Core Protector calls upon the 3rd layer of the Earth, the outer core to create a powerful barrier around him, containing a mixture of magma and rock making him nearly impervious to damage and at the same time hurting the attacker, lasts 5/6/7/8 seconds.
Effects:
1. 10/20/30/40% chance for a circling rock to deflect the attack or spell
2. 10/20/30/40% chance to burn the attacker on impact causing 60/80/100/120 magic damage and slowing them by 10% for 5 seconds.
Active: Self
Mana Cost: 150/120/90/75
Cooldown: 25 seconds
4. Ultimate - Core Shell
http://static.desktopnexus.com/wallpapers/39317-bigthumbnail.jpg <Visual of ultimate just before explosionThe Core Protector uses the Earth's most powerful weapon - the core to place a bubble around the target for 12 seconds. He is so attuned to the magma around the target that it will leach 4/6/8 strength per second from the target until the effect is over. For ever 8 strength missing the target will take 3% more damage until the effect is over. After 12 seconds of exposure to the open Earth, the magma hardens into rock and explodes, dealing 100/300/500 magic damage to the target and 100/200/250 magic damage to enemies within a 250 radius of the target (this damage will not be effected by the bonus damage from the Core Shield and missing strength). This spell can effect targets affected by "trapped" (boulder hold) allowing the Core Protector to leech strength from the target at no risk of the Core Shield being dispelled due to the effects of "trapped".
Effects:
1. Leeches 4/6/8 strength from the target to the Core Protector each second
2. For each 8 strength missing the target will take 3% more damage (this % damage increase has no effect on final damage)
3. Deals 100/300/500 magic damage to the target after 12 seconds have passed and 100/200/250 magic damage in a 250 radius around the target. (this damage will not go off if the target has been killed during the effects of Core Shield).
4. This is the only ability that can have an effect through "trapped" allowing the Core protector to leech strength regardless however if the final damage goes off while the target it "trapped' it will have no effect on them.
Synergy: Synergizes very well with both the 1st and 2nd spell as the Core shield can be placed on the target and after 2 seconds an entrapping boulder is placed on, by the 9 second mark the unit will be taking 27% more damage and The Core protector can use "Magma Wave" on the boulder dealing massive damage due to the effects of Core Shield followed by a final 500 damage from the hardening of core shield, creating a very effective nuke chain with significant damage.
Action: Target
Range: 600
Mana Cost: 200/300/450
Cooldown: 160/155/150 seconds
Concepts: The concept of this spell is to allow the Core protector to gain more damage during a fight as well as create a solid target, it synergizes very well with his 1st and 2nd ability due to its ability to be used on the Entrapping boulder effect, making it an effective spell in ganks especially due to the final aoe damage.
Balancing: The balancing of this spell comes from the fact that it is easily counterable, simply by dispel or running away (unless of course the target is effected by entrapping boulder, in which case it is not dispellable), however if not countered it is an extremely useful spell in clashes.
Role:
The core protector's Role can be that of initiation or even aoe nuker. His 1st ability allows for a powerful cc and at the same time a powerful nuke if used in synergy with the 2nd spell and the ultimate. The 2nd spell allows for powerful aoe when used correctly and the 3rd spell allows the Core Protector to take some damage for the duration. Finally the ultimate allows him to become extremely powerful in a clash as well as create a prime target (preferbally the carry of the enemy team) taking extra damage they can be removed from combat very quickly. Finishing with a powerful aoe to finish running opponents or as a powerful aoe mid clash.
Visuals: I have tried to make the pictures as close to the visuals I would like rather than the picture of the spell in the box.
Theme: A rock based hero interacting with the very Earth itself to channel his power and spells.
Story: The Core Protector has lived amongst the Earth's core for thousands of years and has sensed a disturbance in the forests of newerth, forced by the rock itself to take action and give salvation to the tortured earth surrounding the forests themselves.
Hellbourne - Strength- Melee
Attributes:
Strength - 25 (+2.6)
Agility - 12 (+1.3)
Intelligence - 18 (+1.9)
Attack Statistics:
Range - 150
Damage - 62-68
Attack Speed - 0.59 (Default)
Animation - Right and Left handed slaps and occasionally picks a rock up overhead and smashes it upon the victims head.
Other Stats
Movement Speed: 300
Spells
1. Entrapping Boulder
http://www.hokiangatourism.org.nz/images/KoutuBoulders1.JPG
The Core protector calls upon the powers of the first layer of the Earth - The crust, pulling up 2 massive boulders, 2 halves of a perfect sphere. He causes the two halves to smash the target together causing 10/20/30/50 physical damage and applying trapped to the target for 6/7/8/9 seconds.
Action: Target - Allies and Enemies
Range 450/500/550/600
Mana Cost: 40/60/80/110
Cooldown: 24/23/22/21 seconds
Damage: 10/20/30/50 physical damage taken by the target as the boulder halves smash together trapping them in there
Trapped affects: Impervious to all incoming effects including damage. Unable to move or act in any way.
Concept: Allows for a great cc to set up a gank and the ability to turn the tides of battle by taking one person out of the equation when being ganked. In addition can be used on allies or yourself to save you from a gank situation while help arrives.
Balancing: While this disable could be regarded as OP for the long duration, it is balanced by the fact that absolutely nothing can happen to them during this period of time and it simply eliminates them from the battle (similar to Succubus with her sleep).
2. Magma Wave
http://photography.nationalgeographic.com/staticfiles/NGS/Shared/StaticFiles/Photography/Images/POD/k/kilauea-lava-214635-sw.jpg
The Core Protector hits the ground with his mighty pickaxe, causing magma from the Earth's second layer, the Mantle, to flow up through the cracks, flooding the cracks and incinerating opponents being trapped by entrapping boulder. Deals 50 magic damage and applys "scorched" to the ground for 4 seconds, slows all enemies by 5/15/20/30% and reduces their armor and magic armor by 1/2/3/4 for 1/2/3/4 seconds. In addition, has critical impact on enemy units affected by "trapped" (boulder hold) causing 100/180/240/350 magic damage to them and causing the boulder to shatter, sending rocks flying to random spots in a 750 aoe each dealing 20/40/60/80 magic damage in a 50 aoe where they land.
Cooldown: 32 seconds
Mana Cost: 60/120/180/240
Radius: 250
Range: 600
Scorched effects: Slows an addition 10% (all levels) and reduces an additional 1 armor (all levels), in addition, dealing 25 magic damage per second.
Concepts: Grants Avalanche a more offensive feel and allowing him to synergize much better (particularly between 1st and 2nd spell) and allowing him to deal some significant damage as well as be more useful in team fights.
Balancing: Although this is an extremely powerful spell it is balanced by the long cooldown and high mana cost. In addition damage on the first spell once again reduced to 50 (level 4) to balance this change.
3. Core Shield
http://www.openfx.org/gallery/gallery/gallery-fireball.png
The Core Protector calls upon the 3rd layer of the Earth, the outer core to create a powerful barrier around him, containing a mixture of magma and rock making him nearly impervious to damage and at the same time hurting the attacker, lasts 5/6/7/8 seconds.
Effects:
1. 10/20/30/40% chance for a circling rock to deflect the attack or spell
2. 10/20/30/40% chance to burn the attacker on impact causing 60/80/100/120 magic damage and slowing them by 10% for 5 seconds.
Active: Self
Mana Cost: 150/120/90/75
Cooldown: 25 seconds
4. Ultimate - Core Shell
http://static.desktopnexus.com/wallpapers/39317-bigthumbnail.jpg <Visual of ultimate just before explosionThe Core Protector uses the Earth's most powerful weapon - the core to place a bubble around the target for 12 seconds. He is so attuned to the magma around the target that it will leach 4/6/8 strength per second from the target until the effect is over. For ever 8 strength missing the target will take 3% more damage until the effect is over. After 12 seconds of exposure to the open Earth, the magma hardens into rock and explodes, dealing 100/300/500 magic damage to the target and 100/200/250 magic damage to enemies within a 250 radius of the target (this damage will not be effected by the bonus damage from the Core Shield and missing strength). This spell can effect targets affected by "trapped" (boulder hold) allowing the Core Protector to leech strength from the target at no risk of the Core Shield being dispelled due to the effects of "trapped".
Effects:
1. Leeches 4/6/8 strength from the target to the Core Protector each second
2. For each 8 strength missing the target will take 3% more damage (this % damage increase has no effect on final damage)
3. Deals 100/300/500 magic damage to the target after 12 seconds have passed and 100/200/250 magic damage in a 250 radius around the target. (this damage will not go off if the target has been killed during the effects of Core Shield).
4. This is the only ability that can have an effect through "trapped" allowing the Core protector to leech strength regardless however if the final damage goes off while the target it "trapped' it will have no effect on them.
Synergy: Synergizes very well with both the 1st and 2nd spell as the Core shield can be placed on the target and after 2 seconds an entrapping boulder is placed on, by the 9 second mark the unit will be taking 27% more damage and The Core protector can use "Magma Wave" on the boulder dealing massive damage due to the effects of Core Shield followed by a final 500 damage from the hardening of core shield, creating a very effective nuke chain with significant damage.
Action: Target
Range: 600
Mana Cost: 200/300/450
Cooldown: 160/155/150 seconds
Concepts: The concept of this spell is to allow the Core protector to gain more damage during a fight as well as create a solid target, it synergizes very well with his 1st and 2nd ability due to its ability to be used on the Entrapping boulder effect, making it an effective spell in ganks especially due to the final aoe damage.
Balancing: The balancing of this spell comes from the fact that it is easily counterable, simply by dispel or running away (unless of course the target is effected by entrapping boulder, in which case it is not dispellable), however if not countered it is an extremely useful spell in clashes.
Role:
The core protector's Role can be that of initiation or even aoe nuker. His 1st ability allows for a powerful cc and at the same time a powerful nuke if used in synergy with the 2nd spell and the ultimate. The 2nd spell allows for powerful aoe when used correctly and the 3rd spell allows the Core Protector to take some damage for the duration. Finally the ultimate allows him to become extremely powerful in a clash as well as create a prime target (preferbally the carry of the enemy team) taking extra damage they can be removed from combat very quickly. Finishing with a powerful aoe to finish running opponents or as a powerful aoe mid clash.
Visuals: I have tried to make the pictures as close to the visuals I would like rather than the picture of the spell in the box.