PDA

View Full Version : The Marauder - YARRRRRR!



Nytemair
03-09-2010, 02:43 AM
The Marauder

Story: Drowning in torrential rain during a voyage on the high seas, this skeletal pirate was forcibly raised from his watery grave by the Hellbourne, and now brings the rage and fury of the seas to the battlefield.

Model: A pirate with cold, blue skin and tattered garments. He carries a cutlass in one hand, and a pistol in the other. Melee attack with around 20-24 damage (excluding attributes)

Attributes:

Strength: 22 + 2.4 A rather average strength base and gain, making him a well rounded hero.

Intelligence: 18 + 1.9 Mediocre intelligence gain, but enough to support his mana mid to late game.

Agility: 19 + 1.9 Fairly average agility, granting him nice base armour and attack speed, but nothing too intense.

Hero Role:

The Marauder is a farming ganker, with many AoE effects to support this role. He can manoeuvre the battlefield with ease, and debuff his enemies while supporting his allies. Lategame he is a disable and semi carry.

Hero Concept:

With a constantly rising hero count, I've decided to make a cool, fun and unique hero for Heroes of Newerth. Unlike my other suggestions, this guy will take a lot more time and balancing, and may not include a poll until I have been granted proper feedback.

Hero Abilities:

Set Sail - [Q]

The Marauder surges forward, riding on a ghost ship. Enemy units he crashes into are knocked backwards and drenched in alcohol, while friendly units passed through gain the positive effects of the ships rum.

Action: Target Point
Mana Cost: 120
Cooldown: 22/21/20/19
Cast Range: 800/900/1000/1100
Area of Effect: 200
Applies Hangover to enemy units and Dead Drink to allies for 5 seconds.

Hangover Effects:
-Movement Speed Reduced by 5/10/15/20%

Dead Drink Effects:
-Movement Speed Increased by 5/10/15/20%
-Damage Taken reduced by 10/20/30/40%

Level 1: Deals 60 Magic Damage to enemies passed through.
Level 2: Deals 120 Magic Damage to enemies passed through.
Level 3: Deals 180 Magic Damage to enemies passed through.
Level 4: Deals 240 Magic Damage to enemies passed through.

Mechanics: Creates a ship that sails at about 800-900 movement speed towards the target point (similar to Kraken's Tsunami Charge ability) if the target point is within the maximum range of the effect, the Marauder jumps out when the ship reaches its target, however the boat continues to sail in a straight line to crush enemies. The ship can traverse up and down cliffs.
--------------------------------------------------------------------------
Ability Concept: The 'bread and butter' of the Marauder. This spell is what he uses for initiation in large fights, it works like Morphling's Wave Form, so it's very fast and can be used up cliffs and over trees. The AoE damage and debuff stops opponents from destroying him too quickly, and the bonus effect for team-mates helps them escape or chase down enemies.
--------------------------------------------------------------------------

Satchel Charge - [W]

The Marauder's pistol is loaded with a highly explosive round, every so often this bullet is unleashed, replacing his default attack with a long range splash attack. For each melee strike the Marauder makes while the effect is on cooldown will reduce the remaining cooldown time by 1 second.

Action: Target Self
Cooldown: 18/17/16/15

Applies Loaded to the Marauder when cast, if cast again without attacking, the effect is removed and the cooldown is unaffected.

Level 1: 15 bonus damage, 20% splash and +300 range
Level 2: 30 bonus damage, 40% splash and +400 range
Level 3: 45 bonus damage, 60% splash and +500 range
Level 4: 60 bonus damage, 80% splash and +600 range

Mechanics: Cast the spell, the cooldown is unaffected but the Marauder's pistol glows white, his next attack is ranged and deals bonus damage in an AoE. If cast again before the attack is released, the buff is removed and the cooldown unaffected. Being a ranged attack, this shot has a reduced stun chance with a Brutalizer and does not gain benefits from Abyssal Skull or Runed Axe.
--------------------------------------------------------------------------
Ability Concept: The Marauder's main skill for farming, he can use this bullet to harass enemies and rack up creep waves. Works a wonder in conjunction to Treasure Trove, as it lets him farm massive amounts of gold and keep his team supported all game.
--------------------------------------------------------------------------

Treasure Trove - [E]

The Marauder calls upon a magically sealed treasure chest to build up his glorious bounty, when active, all enemy units within 1000 range grant more gold when killed. Applies Bounty to all enemies and neutral units within 1000 range of the chest.
The chest is invisible but will be revealed if a target comes within 175 range of it, it has 1 health.

Action: Target Self
Mana Cost: 100
Cooldown: 60/50/40/30
Area of Effect: 1000

Level 1: Grants 2+ gold from enemy creeps, 4+ from neutral creeps and +20 from enemy heroes for the duration.
Level 2: Grants 4+ gold from enemy creeps, 8+ from neutral creeps and +40 from enemy heroes for the duration.
Level 3: Grants 6+ gold from enemy creeps, 12+ from neutral creeps and +60 from enemy heroes for the duration.
Level 4:Grants 8+ gold from enemy creeps, 16+ from neutral creeps and +80 from enemy heroes for the duration.

This gold is temporary, and cannot be spent during the effect. If the chest is killed, then half the accumulated gold is lost and the effect ends.
Lasts 10 seconds.

--------------------------------------------------------------------------
Ability Concept: An additional farming utensil, this ability can help the Marauder increase his gold by a massive amount. If used before clearing creep waves or neutral camps, or before a large team fight, his gold will increase significantly.
--------------------------------------------------------------------------

Ultimate: Torrential Uprising - [R]

Using his innate mastery of the waves, the Marauder invokes a powerful torrent at the target location, after a 1.5 second delay, a vast column of water erupts, pushing enemies and allies into the air and drenching them with icy water.

Action: Target Area, Enemy Units
Mana Cost: 200/250/300
Cooldown: 90/75/60
Cast Range: 700

Level 1: Deals 200 Magic Damage to enemy units caught in the area. Allied units hit by the burst gain Chilling Defence and enemies gain the Wretched Grasp effect, disables enemy units for 1 second while the wave erupts.
Level 2: Deals 300 Magic Damage to enemy units caught in the area. Allied units hit by the burst gain Chilling Defence and enemies gain the Wretched Grasp effect, disables enemy units for 1 second while the wave erupts.
Level 3: Deals 400 Magic Damage to enemy units caught in the area. Allied units hit by the burst gain Chilling Defence and enemies gain the Wretched Grasp effect, disables enemy units for 1 second while the wave erupts.

Chilling Defence Effects:
-Armour increased by 3/6/9
-Magic Armour increased by 2/3/4
-Lasts 5 seconds

Wretched Grasp Effects:
-Armour reduced by 2/4/6
-Magic Armour reduced by 1/2/3
-Lasts 5 seconds


--------------------------------------------------------------------------
Ability Concept: A powerful debuff and buff effect for team-mates, the added damage and 1 second disable can turn the tide of battle for you and your team.
--------------------------------------------------------------------------

Changelog -
-Sandbox Released.
-Satchel Charge now has an added effect: The current remaining cooldown of the ability is reduced by 1 second for each successful melee attack the Marauder makes.
-Revised the ultimate, now releases multiple torrents, similar to Glacius' Glacial Downpour ability. Each torrent deals 125 Magic Damage to enemies caught in it over 1 second and disables them for the duration of it. 4/6/8 torrents are spawned. Balancing amounts to: 500/750/1000 total damage.
-Reduced the cast range of Torrential Uprising to 600, down from 1000
-Removed the increased damage effect from Set Sail's debuff
-Reduced the damage dealt by Set Sail to 60/120/180/240, down from 75/150/225/300
-Increased the cooldown of Satchel Charge to 18/17/16/15, down from 15/14/13/12 seconds.
-Released to the Strength Hero Port section of the forums.
-Redesigned Torrential Uprising, made into a more supportive ability.
-Cleaned up the insane wall of text i had, thanks to the commenters for reminding me!

NinjaPants
04-03-2010, 06:32 PM
:eek: