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		<title>Heroes of Newerth Forums - Hero Drafts</title>
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		<description>New hero suggestions.</description>
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			<title>Heroes of Newerth Forums - Hero Drafts</title>
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			<title><![CDATA[[STR Melee] [S2E1] Leviathan]]></title>
			<link>http://forums.heroesofnewerth.com/showthread.php?498059-S2E1-Leviathan&amp;goto=newpost</link>
			<pubDate>Fri, 24 May 2013 02:01:34 GMT</pubDate>
			<description>Leviathan 
The Great Sea Serpent 
 
Image: http://fc06.deviantart.net/fs71/f/2011/050/c/0/leviathan_by_beloved_creature-d39y19b.jpg  
 
*_Stats:_*...</description>
			<content:encoded><![CDATA[<div><font size="6">Leviathan</font><br />
<font size="3">The Great Sea Serpent</font><br />
<br />
<img src="http://fc06.deviantart.net/fs71/f/2011/050/c/0/leviathan_by_beloved_creature-d39y19b.jpg" border="0" alt="" /><br />
<br />
<div style="text-align: center;"><b><u><font size="4">Stats:</font></u></b><br />
<img src="http://dream.heroesofnewerth.com/images/icon_STR.gif" border="0" alt="" /> <u><font color="#b22222"><font size="3">25 + 3.0</font></font></u><br />
<img src="http://dream.heroesofnewerth.com/images/icon_AGI.gif" border="0" alt="" /> <font color="#008000"><font size="3">17 + 1.8</font></font><br />
<img src="http://dream.heroesofnewerth.com/images/icon_INT.gif" border="0" alt="" /><font color="#add8e6"><font size="3">13 + 1.4</font></font><br />
<br />
<img src="http://dream.heroesofnewerth.com/images/icon_attack_melee_20.gif" border="0" alt="" /> 55 - 63<br />
 <img src="http://dream.heroesofnewerth.com/images/icon_mvspeed.gif" border="0" alt="" /> 305<br />
<img src="http://dream.heroesofnewerth.com/images/icon_armor.gif" border="0" alt="" /> 3.6<br />
Auto Attack Range: 128 units<br />
<br />
Melee - Strength - Ganker - Hard Carry - DPS - Area Control - Teamfight Disruption</div><br />
<br />
<b><u>Hero Backstory:</u></b><br />
Since ancient times, there have been two terrors of the deep.  One had already awoken.  Though it bound itself to a mortal form to pass over land, it lost none of it's potency.  We speak of no other than the great Krakken.  For long the Leviathan has slept in the depths of the ocean, so long his terror has faded into the myths of men.  They though he was gone, perhaps with the rise of heroes they had hoped him slain.  However now the turmult of the war on the surface has stirred even the depths of the oceans.  The Leviathan will rise again.  Born from the deep, the Leviathan is a force of unparalleled destruction and fury.  Be careful where you tread, for the water is his domain.<br />
<br />
<br />
<u><b>Hero Overview:</b></u><br />
Leviathan is a very unusual hero.  He is a ganker/carry strenght melee hero who is encouraged to go mid.  He gains bonuses when on the water, so he prefers to move about on the low ground of the river (where most people would like to avoid the low ground of the river at all costs).  His other skills spread water all around the map expanding his influence and giving him more map control and vision.  The other part that makes him unique is the chaos his ultimate and second skill provide in pushing.  He gains a passive push/pull aura and a stream that pulls people with it.  In a teamfight with good positioning, this can be used to drag the enemy team around... together, apart, or however you like to set up combinations with your team (or screw up your enemies).  Lategame he becomes an offensive behemoth though his innate tankiness, water bonuses, and ultimate.  Currently in HoN there are no people who interact with parts of the map and use them to their advantage (with the exception of keeper, deadwood, and kinesis), and those exceptions only interact with the map by consuming trees to make skills work.  Nobody utilizes the river in any respect nor is there any heroes that enhance a team's map presence in the same manner.<br />
<br />
<u><b>Skill 1:</b></u><br />
Vicious Bite<br />
<img src="http://dream.heroesofnewerth.com/images/assets/abilities/30167.jpg?1332884528" border="0" alt="" /><br />
Leviathan tears a chunk of flesh from his foes.  The wound pours forth water that the Leviathan can make use of.<br />
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            <br />
Activation: (<font color="#ffff00"><b>Q</b></font>)<br />
Single Target: Enemy Units<br />
Manacost: <font color="#40e0d0">150</font><br />
Cooldown: <font color="#ffa500">19</font>/<font color="#ffa500">17</font>/<font color="#ffa500">15</font>/<font color="#ffa500">13</font> seconds<br />
Cast Range: <font color="#008000">150</font> units<br />
<br />
<br />
On activation deal <font color="#afeeee">125</font>/<font color="#afeeee">250</font>/<font color="#afeeee">325</font>/<font color="#afeeee">400</font> physical damage to the target enemy.  Stun the enemy for <font color="#afeeee">1.75</font> seconds and apply a <font color="#afeeee">11%</font>/<font color="#afeeee">14%</font>/<font color="#afeeee">17%</font>/<font color="#afeeee">20%</font> slow for the next <font color="#afeeee">8</font> seconds.  The enemy drops a path of water while slowed.<br />
<br />
<br />
<u>Passive</u><br />
Leviathan gains <font color="#afeeee">2%</font>/<font color="#afeeee">3%</font>/<font color="#afeeee">4%</font>/<font color="#afeeee">5%</font> attack speed and <font color="#afeeee">3%</font>/<font color="#afeeee">4%</font>/<font color="#afeeee">5%</font>/<font color="#afeeee">6%</font> movespeed while on water.  Stacks with his other passives.<br />
<br />
<br />
<br />
Note: This is a very VERY strong skill.  400 physical damage is equal with devourer's hook damage and the 1.75 second stun is very strong, especially at level one.  The slow isn't to be scoffed at either.  The downsides are dramatic as well though, you must be within melee range of your target to actually use the skill.  The skill is single target.  The cooldown is significant, in most teamfights you won't be able to cast this twice.  The final issue is the staggering 150 manacost.  Not only is the manacost static, but it is actually more mana than hammerstorm's hammer throw and Leviathan has lower INT base and INT growth increasing it's relative cost.  A good comparison is hammer's throw (325 magic vs 400 physical, 2 second static stun vs 1.75 second static stun, AoE stun and damage at a range vs single target melee range with a slow).<br />

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<br />
<u><b>Skill 2:</b></u><br />
Water Pool<br />
<img src="http://dream.heroesofnewerth.com/images/assets/abilities/30166.png?1332884266" border="0" alt="" /><br />
Leviathan strikes the ground, causing an upwelling of natural groundwater.  This water grants Leviathan bonuses as familiar ground and gives him sight.<br />
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            <br />
Activation: (<font color="#ffff00"><b>W</b></font>)<br />
Target: Ground<br />
Mana Cost: <font color="#40e0d0">90</font>/<font color="#40e0d0">60</font>/<font color="#40e0d0">30</font>/<font color="#40e0d0">0</font><br />
Cooldown: <font color="#ffa500">100</font>/<font color="#ffa500">75</font>/<font color="#ffa500">50</font>/<font color="#ffa500">25</font> Seconds<br />
Cast Range: <font color="#008000">600</font> units<br />
<br />
<br />
On activation spawns a gadget that spreads water in a circular radius around itself in a <font color="#afeeee">250</font>/<font color="#afeeee">300</font>/<font color="#afeeee">350</font>/<font color="#afeeee">400</font> AoE.  The gadget is <font color="#afeeee">invisible</font>, has <font color="#afeeee">100</font>/<font color="#afeeee">175</font>/<font color="#afeeee">250</font>/<font color="#afeeee">325</font> hp, <font color="#afeeee">7</font>/<font color="#afeeee">8</font>/<font color="#afeeee">9</font>/<font color="#afeeee">10</font> hp per second regen, an <font color="#afeeee">infinite duration</font>, gives <font color="#afeeee">clearvision of it's own area</font>, and grant <font color="#afeeee">25 gold to the killer</font> upon death.  There is <font color="#afeeee">no limit</font> to the number of pools spawned.  The water does not destroy trees, the sight it gives does not reveal invisibility, the water will travel up and down terrain.  The water spawned by the gadget reduces enemy movespeed by <font color="#afeeee">5%</font>.  The gadget has a skill that allows you to kill it, however this cannot be used if the gadget has taken damage in the last <font color="#afeeee">3</font> seconds.<br />
<u>Passive</u><br />
Leviathan gains <font color="#AFEEEE">2%</font>/<font color="#AFEEEE">3%</font>/<font color="#AFEEEE">4%</font>/<font color="#AFEEEE">5%</font> attack speed and <font color="#AFEEEE">3%</font>/<font color="#AFEEEE">4%</font>/<font color="#AFEEEE">5%</font>/<font color="#AFEEEE">6%</font> movespeed while on water.  Stacks with his other passives.<br />
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<br />
<br />
Note: This skill spreads his influence around the map.  It gives vision of the areas covered in water and gives you water bonuses while slightly reducing enemy movespeed.  The manacost of this skill does go down, much like Warbeast's howl.  The point of this is to make it costly and strategic early while promoting it's use lategame.  This skill was inspired by the creep tumors in Starcraft II, and Leviathan's goal is very much the same as the Zerg in terms of this skill.  Spread it out to get pre-emptive warnings, increase your mobility, and give a psychological edge... your opponent will KNOW when you see them with this skill.  The invisibility on this skill is on for similar reasons to why the creep tumor is invisible, if it is visible then it'll be useless.  Since the water spread is radial, a single rev ward can spot quite a few if they're clustered and possibly even more than pay off the rev ward.  A bound eye will reveal them normally, so if this becomes an issue to fight later... get an eye and cut back his domain.<br />

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<br />
<b><u>Skill 3:</u></b><br />
Torrent<br />
<img src="http://dream.heroesofnewerth.com/images/assets/abilities/30168.jpg?1332884046" border="0" alt="" /><br />
Leviathan calls forth a rushing torrent of water, pushing and damaging foes.<br />
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            <br />
Activation: (<b><font color="#ffff00">E</font></b>)<br />
Vector Target: Ground<br />
Type: Magic<br />
Mana Cost: <font color="#40e0d0">120</font><br />
Cooldown: <font color="#ffa500">15</font> seconds<br />
Cast Range: <font color="#008000">1200</font> units<br />
<br />
<br />
On activation creates a <font color="#afeeee">350</font>/<font color="#afeeee">400</font>/<font color="#afeeee">450</font>/<font color="#afeeee">500</font> unit wide and <font color="#afeeee">700</font>/<font color="#afeeee">800</font>/<font color="#afeeee">900</font>/<font color="#afeeee">1000</font> unit long path of water flowing in the vector's direction for <font color="#afeeee">5</font>/<font color="#afeeee">6</font>/<font color="#afeeee">7</font>/<font color="#afeeee">8</font> seconds.  Enemies in the water will take <font color="#afeeee">25</font>/<font color="#afeeee">30</font>/<font color="#afeeee">35</font>/<font color="#afeeee">40</font> magic damage per second and are pushed at <font color="#afeeee">75</font>/<font color="#afeeee">100</font>/<font color="#afeeee">125</font>/<font color="#afeeee">150</font> push force in the direction of the water.  Leviathan gets the push bonus if he is moving with the water and is unhindered in other directions.<br />
<u>Passive</u><br />
Leviathan gains <font color="#AFEEEE">2%</font>/<font color="#AFEEEE">3%</font>/<font color="#AFEEEE">4%</font>/<font color="#AFEEEE">5%</font> attack speed and <font color="#AFEEEE">3%</font>/<font color="#AFEEEE">4%</font>/<font color="#AFEEEE">5%</font>/<font color="#AFEEEE">6%</font> movespeed while on water.  Stacks with his other passives.<br />
<br />
<br />
<br />
Note: This is a unique skill.  As of now, HoN has no linear pushes over time.  All linear pushes are instant burst pushes where it is applied, and they go the full distance.  This however has a user element in it where the person trapped can decide how to proceed once this is placed.  Do they run against the flow and hope they don't get slowed?  Do they run parallel with the current to get out of it as fast as possible but sacrifice positioning?  Or do they run with the flow of the water and try to stun or juke their way out of the end?  Currently HoN's only pull is Krakken's ult, which also applies a 50% slow... so I'm not sure how these numbers will need to be tweaked.<br />

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<br />
<b><u>Skill 4:</u></b><br />
Tidal Force<br />
<img src="http://dream.heroesofnewerth.com/images/assets/abilities/30169.jpg?1332884148" border="0" alt="" /><br />
Leviathan's dominance of the oceanic tides allows him to slowly pull or push enemies towards or away from him.  While enemies are close, he can lash out with his powerful body dealing damage to all those around him.<br />
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            <br />
<u>Passive</u> Toggle: (<b><font color="#ffff00">R</font></b>)<br />
Cooldown: <font color="#ffa500">1</font> second<br />
<br />
<br />
All enemy units with in a <font color="#afeeee">300</font>/<font color="#afeeee">350</font>/<font color="#afeeee">400 </font>unit radius of Leviathan are effected by Tidal Force.  Enemy units within <font color="#afeeee">175</font>/<font color="#afeeee">225</font>/<font color="#afeeee">275</font> units take Leviathan's STR divided by <font color="#afeeee">6</font>/<font color="#afeeee">5</font>/<font color="#afeeee">4</font>/<font color="#afeeee">3</font> in physical damage per second.<br />
<br />
Tidal force will pull enemies toward Leviathan at <font color="#afeeee">25</font>/<font color="#afeeee">50</font>/<font color="#afeeee">75</font> pull force.  On toggle the aura pushes enemies away with the same force.<br />
<br />
<font color="#afeeee"><u><b>Staff Effect:</b></u> Increases damage to STR divided by </font><font color="#ffffff">5</font><font color="#afeeee">/</font><font color="#ffffff">4</font><font color="#afeeee">/</font><font color="#ffffff">3</font><font color="#afeeee">, increases aura range to </font><font color="#ffffff">300</font><font color="#afeeee">/</font><font color="#ffffff">400</font><font color="#afeeee">/</font><font color="#ffffff">500</font><font color="#afeeee"> unit radius, and increases pull/push strength to </font><font color="#ffffff">50</font><font color="#afeeee">/</font><font color="#ffffff">75</font><font color="#afeeee">/</font><font color="#ffffff">100</font><font color="#afeeee">.</font><br />
<br />
<br />
Subskill [<font color="#ffff00"><b>F</b></font>]: Turns off/on the skill.<br />
<br />
<br />
<u>Passive</u><br />
Leviathan gains <font color="#AFEEEE">3%</font>/<font color="#AFEEEE">4%</font>/<font color="#AFEEEE">5%</font> attack speed and <font color="#AFEEEE">5%</font>/<font color="#AFEEEE">6%</font>/<font color="#AFEEEE">7%</font> movespeed while on water.  Stacks with his other passives.<br />
<br />
<br />
<br />
Note: This is the mother of all disruptors.  If you though running away from a slow was bad, try being pulled and slowed.  This will even pull you when you're stunned.  In ganks, this will be a pain to get away from and in team fights, people are moving all around him.  In fights, this has the potential to create areas that are too treacherous to pass though.  For his foes, the space around him isn't always the same.  It may take longer to get to him, then suck you back in when you try to escape.  This skill also gives him the benefit of scaling aura damage in a small area.  Lategame this will become significant.  It'll do 29.25 damage if Leviathan is at level 25 with no items, though it can be increased (without items it gives 6.6 recursive damage at level 6, 11 damage at level 11, and 18 damage at level 16).  Strength items are good on him for this reason.  Things like a Symbol of Rage, Frostwolf Skull, Dawnbringer, Insanitarius, Behemoth's Heart, or Demonic Breastplate are great for him since he gets strength as damage, aura damage, and hp.  To clarify on the passives.  They all stack together into one pool.  So at level 16, you'll have 20% attack speed and 25% movespeed when on water.  The reason this was done split up is because having this ability while level 1 for free is way overpowered, yet if I dedicated a skill slot to it, it would either sacrifice the early game by forcing you to put points into it or it wouldn't get picked up until late game when river travel is extremely infrequent.  This is a happy medium where you get some bonuses that slowly grow in strength as the game progresses.<br />

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<br />
The numbers are in progress of being balanced.  If you don't mind, I'd like helpful comments on how to improve this hero and balance it further.  I'd also like thoughts and general opinions.  Thanks in advance.</div>

]]></content:encoded>
			<category domain="http://forums.heroesofnewerth.com/forumdisplay.php?48-Hero-Drafts">Hero Drafts</category>
			<dc:creator>UnumSceleris</dc:creator>
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		<item>
			<title><![CDATA[[AGI Melee] Sing, the Rogue]]></title>
			<link>http://forums.heroesofnewerth.com/showthread.php?498020-Sing-the-Rogue&amp;goto=newpost</link>
			<pubDate>Thu, 23 May 2013 20:06:36 GMT</pubDate>
			<description>Image: http://i1356.photobucket.com/albums/q734/alex_tygesen1/rsz_deathpct2broguepct2bfinal_paulpct2bkwon_shiramune_zpsdc503b75.jpg~original |...</description>
			<content:encoded><![CDATA[<div><div style="text-align: center;"><table class="stg_table tborder"><tbody><tr class="alt2"><td> <img src="http://i1356.photobucket.com/albums/q734/alex_tygesen1/rsz_deathpct2broguepct2bfinal_paulpct2bkwon_shiramune_zpsdc503b75.jpg~original" border="0" alt="" /></td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td>&nbsp;</td></tr><tr class="alt1"><td><font color="#a9a9a9"><font size="7"><b>Sing</b></font></font><font color="#ffa500"><font size="7"></td></tr><tr class="alt2"><td></font></font><font size="5"><font color="#d3d3d3"><b>the Rogue</b></font></td></tr><tr class="alt1"><td></font><table class="stg_table tborder"><tbody><tr class="alt2"><td> <img src="http://dream.heroesofnewerth.com/images/icon_STR.gif" border="0" alt="" /></td><td>16+1.8</td><td> <img src="http://dream.heroesofnewerth.com/images/icon_attack_melee_20.gif" border="0" alt="" /></td><td>53-55</td></tr><tr class="alt1"><td><img src="http://dream.heroesofnewerth.com/images/icon_AGI.gif" border="0" alt="" /></td><td><b>27+2.6</b></td><td> <img src="http://dream.heroesofnewerth.com/images/icon_mvspeed.gif" border="0" alt="" /></td><td>305</td></tr><tr class="alt2"><td><img src="http://dream.heroesofnewerth.com/images/icon_INT.gif" border="0" alt="" /></td><td>21+1.7</td><td> <img src="http://dream.heroesofnewerth.com/images/icon_armor.gif" border="0" alt="" /></td><td>3.2</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><font color="#add8e6">Attack Range:</font> <font color="#add8e6">128</font></td></tr><tr class="alt2"><td><b>Melee </b>- Carry - Ganker - Invisibility - Crowd Control</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></div><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#ffa500"><font size="4"><b>Background Story</td></tr><tr class="alt1"><td></b></font></font>What people often mistake as raw work, is in its true form pure crime. On the streets of the poor, workers and nobles have no interests of going. The homeless live a life that shouldnt be called life. Sings mother was a dancer at the royal palace for some time, but then got thrown out again because she apparently wasnt beautifull enough.</td></tr><tr class="alt2"><td>As any vagabond child, Sing was educated in stealing valuables of passing visitors. She was a natural talent and wasnt sorry for anything. Together with her mother, they created a duo that the royal guards saw as a serious threat. When she then reached 13 and the age at which she could be found guilty of her crimes, posters went out with new wanted criminals that could be turned in for a high sum of money. And where there is money, there is a man ready to kill.</td></tr><tr class="alt1"><td>They had to flee from their safe haven house that they were able to afford with stolen money. However, there was no way out of the city without alerting guards. Groups of men with weapons chasing them, they dared to run for it. At the same time, guards were alarmed and the chase went on. As they reached the jungle, they found themselves lost. After a few weeks the mother then passed out because of hunger.</td></tr><tr class="alt2"><td>Seeing it as the fault of the Legion headmasters, she swore one day to kill the one responsible for the posters. Day after day she learned more about the Legion officers and leaders, and to her surprise, she found out about Jereziah having the orders in the Legion together with his sister Ophelia. It seemed natural that she wanted to hunt down anyone even near the great king. </td></tr><tr class="alt1"><td>As she kept on following the tracks of the 2 leaders, Sing entered a forest that seemed burning of war. She marched through it without fear of what was coming. As she found a road, a road that was scarred by fire, she followed it. Encampments of demons were watching out for intruders, and they were to many for her to confront. Sing yelled up to them that their leader had to show himself, that it had great importance. The demons didnt know where the sound had come from and one of them went away. After a hour of waiting, it then returned, yelling that she had to come out if anything were to happen. She stepped out of the shadows and appeared right next to the creature.</td></tr><tr class="alt2"><td>At first, the demons screamed, as if she was about to kill them. Then they calmed down and made a shriek that hurt her ears as if they were burning. A man came riding on his horse, a man with grey skin and burning eyes. He readied his sword, and Sing saw it as a trap, continuing to step back into the shadows. The towers next to her would however detect her as soon as she went in range of its magic. Sing shadowstepped behind the man and attempted a killing blow. His skin and armor however was much stronger than expected, and she had to flee.</td></tr><tr class="alt1"><td>The man was however fast as the wind on his horse and easily intercepted her. He was laughing, greeting her with a smile and a hand. Together they rode into the base. Sing explained her situation, and Maliken could see that she didnt need corruption to be trusted. He granted her 2 swords that finally were able to murder a man in one hit. They were glowing with demonic energies, and she gladly accepted it.</td></tr><tr class="alt2"><td>&quot;The Hellbourne only seeks the destruction of human kind. I am a human, but why should that bother me? When i reach my goal, i reach what i have been born to do.&quot;</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><font color="#ffa500"><b><font size="4">Overview</font></b><br />
</font><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><img src="http://images4.wikia.nocookie.net/__cb20060928002018/wowwiki/images/c/c7/Ability_vanish.png" border="0" alt="" /> </td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#a9a9a9"><font size="4"><b>Stealth [Q]</b></font></font><font color="aqua"><font size="4"></td></tr><tr class="alt1"><td></font></font><font color="#a9a9a9">Sing</font> vanishes before the eyes of her enemies, granting her the element of surprise when readying her next move.</td></tr><tr class="alt2"><td><b>Action: </b><font color="#ffa500">Target self</font></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            <b>Type: </b><font color="#ffa500">N/A</font><br />
<br />
<b><font color="orange">Activation</font></b> (<font color="#a9a9a9"><b>Q</b></font>)<br />
Grants <font color="#a9a9a9">Sing</font> stealth until she attacks or uses an ability. Additionally, she unlocks <font color="#ffa500">4</font> new abilities while being invisible through this effect. She will be visible to the enemy team if she moves into <font color="#ffa500">200</font> units radius of them. Breaking stealth will increase her attack speed by <font color="#ffa500">100%</font> but reduce the damage she does with auto-attacks by <font color="#ffa500">25%</font> for <font color="#ffa500">1.5 </font>seconds. Ambush and Cheap Shot have to be used at melee range.<br />
<br />
<br />
<img src="http://www.wowpedia.org/images/f/f4/Ability_rogue_sprint.png" border="0" alt="" /> <font color="#a9a9a9"><font size="4"><b>Last Sprint [Q]</b></font></font><br />
<br />
When activated, Sing gains an additional <font color="#ffa500">30%</font> movement speed for 5 seconds. Breaks Stealth. Grants an additional <font color="#ffa500">20% / 30% / 40% / 50%</font> damage for auto-attacks the next <font color="#ffa500">3</font> seconds.<br />
<br />
<img src="http://www.wowpedia.org/images/e/e7/Ability_rogue_ambush.png" border="0" alt="" /> <font color="#a9a9a9"><font size="4"><b>Ambush [W]</b></font></font><br />
<br />
The targetted enemy hero takes Sings damage <font color="#ffa500">+ 100 / 150 / 200 / 250</font> damage. You have to be behind your target. Breaks stealth but gives a <font color="#ffa500">1.5</font> second window where you can do any action but remain stealthed. Generates <font color="#ffa500">1 / 1 / 2 / 2</font> <font color="#ffd700">combo points</font> on the target that last for <font color="#ffa500">20</font> seconds.<br />
<br />
<img src="http://images3.wikia.nocookie.net/__cb20060927235532/wowwiki/images/2/2f/Ability_cheapshot.png" border="0" alt="" /> <font color="#a9a9a9"><font size="4"><b>Cheap Shot [E]</b></font></font><br />
<br />
The targetted enemy hero becomes stunned for <font color="#ffa500">1 / 1.5 / 2 / 2.5</font> seconds. Breaks stealth. Generates <font color="#ffa500">1 / 1 / 2 / 2</font> <font color="#ffd700">combo points</font> on the target that last for <font color="#ffa500">20</font> seconds.<br />
<br />
<img src="http://images3.wikia.nocookie.net/__cb20070130052851/wowwiki/images/6/67/Ability_rogue_shadowstep.png" border="0" alt="" /> <font color="#a9a9a9"><font size="4"><b>Shadowstep [R]</b></font></font><br />
<br />
Instantly teleport behind the targetted unit and gain an additional <font color="#ffa500">30%</font> MS for <font color="#ffa500">1.5</font> seconds. Has a range of <font color="#ffa500">600</font> units. Doesnt break stealth.<br />
<br />
<font color="#ffcc99"><b>Cooldown:</b> 20 / 15 / 10 / 5 seconds. (Cooldown starts after leaving Stealth)</font><br />
<font color="#add8e6"><b>Manacost:</b> 40 / 60 / 80 / 100 mana.</font><br />

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</div><table class="stg_table tborder"><tbody><tr class="alt2"><td><img src="http://images2.wikia.nocookie.net/__cb20070107150131/wowwiki/images/f/fe/Ability_rogue_shadowstrikes.png" border="0" alt="" /> </td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#a9a9a9"><font size="4"><b>Mutilate [W]</b></font></font><font color="aqua"><font size="4"></td></tr><tr class="alt1"><td></font></font><font color="#a9a9a9">Sing</font> stabs her enemy with both her daggers, resulting in a deadly blow.</td></tr><tr class="alt2"><td><b>Action: </b><font color="#ffa500">Target enemy</font></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            <b>Type: </b><font color="#ffa500">Physical</font><br />
<br />
<b><font color="orange">Activation</font></b> (<font color="#a9a9a9"><b>W</b></font>)<br />
The target receives damage equal to <font color="#a9a9a9">Sings</font> damage <font color="#ffa500">x 15% / 30% / 45% / 60%</font> of her attack speed as physical damage, while dealing twice the damage if used behind a target. Also automatically procs one stack of <font color="#00ff00">Paralytic Poison</font>. Generates <font color="#ffa500">1 / 1 / 2 / 3</font> <font color="#ffd700">combo points</font> on the target that last for <font color="#ffa500">20</font> seconds. Using this ability will increase your attack speed by <font color="#ffa500">100%</font> but reduce the damage she does with auto-attacks by <font color="#ffa500">25%</font> for <font color="#ffa500">1.5</font> seconds.<br />
<b><br />
Range:</b> 150 units.<br />
<font color="#ffcc99"><b>Cooldown:</b> 6 / 5 / 4 / 3 seconds.</font><br />
<font color="#add8e6"><b>Manacost:</b> 30 / 40 / 50 / 60 mana.</font><br />

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</div><table class="stg_table tborder"><tbody><tr class="alt2"><td><img src="http://www.wowpedia.org/images/6/65/Ability_rogue_eviscerate.png" border="0" alt="" /> </td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#a9a9a9"><font size="4"><b>Eviscerate [E]</b></font></font><font color="aqua"><font size="4"></td></tr><tr class="alt1"><td></font></font><font color="#a9a9a9">Sing</font> uses all her power in one hit to finish the enemy off after preparations.</td></tr><tr class="alt2"><td><b>Action: </b><font color="#ffa500">Target enemy</font></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            <b>Type:</b><font color="#ffa500"> Physical</font><br />
<br />
<b><font color="orange">Activation</font></b> (<font color="#a9a9a9"><b>E</b></font>)<br />
Target enemy takes <font color="#ffa500">40 / 55 / 70 / 85</font> physical damage per <font color="#ffd700">combo point</font> on the enemy currently. When used, disspells every <font color="#ffd700">combo point</font> on the enemy. Using this ability will increase your attack speed by <font color="#ffa500">100%</font> but reduce the damage she does with auto-attacks by <font color="#ffa500">25%</font> for <font color="#ffa500">1.5</font> seconds.<br />
<br />
<b>Range:</b> 150 units.<br />
<font color="#ffcc99"><b>Cooldown:</b> 0 seconds.</font><br />
<font color="#add8e6"><b>Manacost:</b> 80 / 90 / 100 / 110 mana.</font><br />

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</div><table class="stg_table tborder"><tbody><tr class="alt2"><td><img src="http://images3.wikia.nocookie.net/__cb20120326134636/wowwiki/images/5/5d/Rogue_leeching_poison.png" border="0" alt="" /> </td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#a9a9a9"><font size="4"><b>Paralytic Poison [R]</td></tr><tr class="alt1"><td></b></font></font>The poison the Hellbourne grants <font color="#a9a9a9">Sing</font> is extremely potent, granting her additional damage on every hit she makes.</td></tr><tr class="alt2"><td><b>Target: </b><font color="#ffa500">Passive</font></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            <b>Type:</b><font color="#ffa500"> Magic</font><br />
<br />
<b><font color="orange">Passive</font></b> (<font color="#a9a9a9"><b>R</b></font>)<br />
Every attack <font color="#a9a9a9">Sing</font> does, grants one application of <font color="#008000">Venom</font>. For every stack of <font color="#008000">Venom</font> currently on the target, she has a <font color="#ffa500">33%</font> chance to deal an additional <font color="#ffa500">30 / 60 / 90</font> magic damage on her auto-attack and apply the debuff <font color="#00ff00">Paralytic Poison</font> for <font color="#ffa500">10</font> seconds, granting <font color="#ffa500">1</font> <font color="#ffd700">combo point</font> and increases <font color="#a9a9a9">Sings</font> attack speed by <font color="#ffa500">100%</font>, while reducing the damage she does with auto-attacks by <font color="#ffa500">25%</font>. If <font color="#00ff00">Paralytic Poison</font> is applied, all stacks of <font color="#008000">Venom</font> are removed and begin stacking anew. When <font color="#ffa500">3</font> stacks of <font color="#00ff00">Paralytic Poison</font> have been applied, the enemy takes an additional <font color="#ffa500">100 / 200 / 300</font> magic damage as well as a <font color="#ffa500">2</font> second stun. All stacks of <font color="#00ff00">Paralytic Poison</font> and <font color="#008000">Venom</font> will then be dispelled.<br />
<br />

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<table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#a9a9a9"><b><font size="4">Tactics</font></b></font></td></tr><tr class="alt1"><td>Sing has a lot of turnaround-potential. While she is exceptionally strong at dealing with enemies 1v1, she lacks the prescence of AoE so much, that she will become a weak ally in a teamfight. However, as said, this weakness becomes nullified by her amazing stun potential, which can easily defeat a enemy carry 1 on 1. She does however also lack a slow, buying a Frostwolf Skull is therefore a valuable asset to her item-set.</td></tr><tr class="alt2"><td>When playing Sing, you want to be cautious of when you go into a fight. Since she has Shadowstep, it is a great tool for nullifying a Nullstone. Try picking off heroes that are out of position, if possible squishy nukers and carries. If you want to open up with a big burst, go for Ambush. It gives you much more damage to start off with and gives you lingering invisibility. If its a tankier carry such as Zephyr or Corrupted, go for a Cheap Shot. It helps you building up easier kills and targets for your team.</td></tr><tr class="alt1"><td>Try avoiding heroes with strong nukes early game. Even though you have a build-in invis, if the enemy has a AoE stun f some sort, then he can run up to you and continue to burst you down. This can however be good for you, since you now have a easier time reaching that enemy with your abilities.</td></tr><tr class="alt2"><td>For items, build attack damage and health/mana. Sing is very mana hungry and has an extremely weak natural health pool. Items like Whispering Helm or HotBL are great early game pickups. For boots, both Ghost Marchers and Steamboots are strong choices. Lategame, you should try aiming for a Frostwolf if you went the HotBL route and Geo when Whispering. Else, its really up to you.</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></div>

]]></content:encoded>
			<category domain="http://forums.heroesofnewerth.com/forumdisplay.php?48-Hero-Drafts">Hero Drafts</category>
			<dc:creator>Chime</dc:creator>
			<guid isPermaLink="true">http://forums.heroesofnewerth.com/showthread.php?498020-Sing-the-Rogue</guid>
		</item>
		<item>
			<title><![CDATA[[STR Melee] [S2E1]Rook, The Tower Spirit]]></title>
			<link>http://forums.heroesofnewerth.com/showthread.php?497981-S2E1-Rook-The-Tower-Spirit&amp;goto=newpost</link>
			<pubDate>Thu, 23 May 2013 16:06:00 GMT</pubDate>
			<description><![CDATA[Although I have a better hero Libra who is more mature, but he is reviewed by Panda that I don't think it needs more attention on his idea.  
So I...]]></description>
			<content:encoded><![CDATA[<div><font color="#DCDCDC"><span style="font-family: Tahoma">Although I have a better hero Libra who is more mature, but he is reviewed by Panda that I don't think it needs more attention on his idea. </span><br />
<span style="font-family: Tahoma">So I take this super old hero back for more comments, and reviewed the numbers.</span><br />
<span style="font-family: Tahoma">This hero have a very extreme performance and need good teamwork to workout, definitely seeing his potential but assume he only inspires S2 because he is too neat</span><br />
<br />
<b>Hero Backgroud:</b></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Rook is the soul of towers, suffering pain from the war in Newerth, his is awaken to end the war.</span></font><br />
<br />
<br />
<img src="http://dream.heroesofnewerth.com/images/assets/art/25642.png?1313046661" border="0" alt="" /><font color="#ffa500"><font size="4"><br />
</font></font>STR melee<br />
str: <font color="#00ff00">28 (+3.4)</font><br />
agi: <font color="#00ff00">10 (+1.2)</font><br />
int: <font color="#00ff00">16 (+1.6)</font><br />
movement speed: <font color="#00ff00">280</font><br />
starting armor: <font color="#00ff00">4.8</font><br />
starting magic armor: <font color="#00ff00">5.5</font><br />
Extremely slow attack animation and turning speed<br />
Starting Damage: <font color="#00ff00">53 - 63</font><br />
<br />
<br />
<br />
<br />
<br />
<img src="http://dream.heroesofnewerth.com/images/assets/abilities/25638.png?1313046555" border="0" alt="" /><br />
<font color="#59C2F7"><span style="font-family: Tahoma"><b>Hammer Slam (Q) - Target Position<br />
</b></span></font><font color="#DCDCDC"><span style="font-family: Tahoma">Rook slams the ground with his hammer at his right hand, dealing large damage in a small radius and lesser damage in a larger radius. Extra effects are added on further levelling.</span></font><br />
<br />
<font color="orange"><span style="font-family: Tahoma">Type</span></font><font color="#DCDCDC"><span style="font-family: Tahoma">: </span></font><font color="yellow"><span style="font-family: Tahoma">Physical</span></font><br />
<font color="orange"><span style="font-family: Tahoma">Mana cost</span></font><font color="#DCDCDC"><span style="font-family: Tahoma">: </span></font><font color="yellow"><span style="font-family: Tahoma">120</span></font><br />
<font color="orange"><span style="font-family: Tahoma">Range</span></font><font color="#DCDCDC"><span style="font-family: Tahoma">: </span></font><font color="yellow"><span style="font-family: Tahoma">200</span></font><br />
<font color="orange"><span style="font-family: Tahoma">Casting time</span></font><font color="#DCDCDC"><span style="font-family: Tahoma">: </span></font><font color="yellow"><span style="font-family: Tahoma">1 seconds</span></font><br />
<font color="orange"><span style="font-family: Tahoma">Cool down</span></font><font color="#DCDCDC"><span style="font-family: Tahoma">: </span></font><font color="yellow"><span style="font-family: Tahoma">30/27/24/21 seconds</span></font><br />
<br />
<font color="orange"><span style="font-family: Tahoma">Activation</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Deals </span></font><font color="lime"><span style="font-family: Tahoma">100/200/300/400</span></font><font color="#DCDCDC"><span style="font-family: Tahoma"> damage in </span></font><font color="lime"><span style="font-family: Tahoma">250</span></font><font color="#DCDCDC"><span style="font-family: Tahoma"> radius, and </span></font><font color="lime"><span style="font-family: Tahoma">60/90/120/150</span></font><font color="#DCDCDC"><span style="font-family: Tahoma"> in </span></font><font color="lime"><span style="font-family: Tahoma">600</span></font><font color="#DCDCDC"><span style="font-family: Tahoma"> radius which does </span></font><b>NOT</b> stack with previous damage. Do <b>HALF</b> damage to structures. Destroy <b>TREES</b> in <font color="lime">250/350/450/550</font> radius<br />
<br />
Apply Stunning Force to enemy in <font color="lime">250</font> radius since level <font color="lime">3</font><br />
<font color="orange">Stunning Force effect</font>:<br />
<font color="lime">1.5</font> second stun<br />
<br />
Apply Dizzying Force to enemy in <font color="lime">600</font> radius since level <font color="lime">4</font><br />
<font color="orange">Dizzying Force effect</font>:<br />
<font color="lime">30%</font> movement slow, diminish to <font color="lime">0%</font> in <font color="lime">3</font> seconds<br />
<br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Note:</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">This is a very strong tower pushing skill too.<br />
</span></font>Pretty happy and sad that Rally have a similar skill as ult.<br />
<br />
<img src="http://dream.heroesofnewerth.com/images/assets/abilities/25639.png?1313046574" border="0" alt="" /><br />
<font color="#59C2F7"><span style="font-family: Tahoma"><b>Structure Knowledge (W) - Target Unit<br />
</b></span></font><font color="#DCDCDC"><span style="font-family: Tahoma">Rook knows the strength and weakness of structures, he can make structures to be stronger or weaker. And Tower Spirit himself can benefit from these knowledge.</span></font><br />
<br />
<font color="orange"><span style="font-family: Tahoma">Type</span></font><font color="#DCDCDC"><span style="font-family: Tahoma">: </span></font><font color="yellow"><span style="font-family: Tahoma">Physical</span></font><br />
<font color="orange"><span style="font-family: Tahoma">Manacost</span></font><font color="#DCDCDC"><span style="font-family: Tahoma">: </span></font><font color="yellow"><span style="font-family: Tahoma">50</span></font><br />
<font color="orange"><span style="font-family: Tahoma">Range</span></font><font color="#DCDCDC"><span style="font-family: Tahoma">: </span></font><font color="yellow"><span style="font-family: Tahoma">300</span></font><br />
<font color="orange"><span style="font-family: Tahoma">Cooldown</span></font><font color="#DCDCDC"><span style="font-family: Tahoma">: </span></font><font color="yellow"><span style="font-family: Tahoma">20 seconds</span></font><br />
<font color="orange"><span style="font-family: Tahoma">Duration</span></font><font color="#DCDCDC"><span style="font-family: Tahoma">: </span></font><font color="yellow"><span style="font-family: Tahoma">15 seconds</span></font><br />
<br />
<font color="orange"><span style="font-family: Tahoma">Cast on tower</span></font><br />
<b>NOT channeling</b><br />
The effect will <b>BREAK</b> if Rook is out of cast range<br />
Increase allied tower attack rate by <font color="lime">10/20/30/40</font><br />
Increase allied tower defense by <font color="lime">0/1/2/4</font> scale up to <font color="lime">3/5/7/9</font> through 15 seconds<br />
Decrease enemy tower attack rate by <font color="lime">10/20/30/40</font><br />
Decrease enemy tower defense by <font color="lime">0/1/2/4</font> scale up to <font color="lime">3/5/7/9</font> through 15 seconds<br />
<br />
<font color="orange">Cast on self</font><br />
Channeling<br />
Increase self construct <b>Arrow Tower</b> attack damage by <font color="lime">5/10/15/20</font><br />
Increase self construct <b>Trebuchet</b> attack rate by <font color="lime">10/20/30/40</font><br />
Increase self construct <b>Trebuchet</b> attack damage by <font color="lime">25/50/75/100%</font><br />
Increase self construct <b>Beam Tower</b> attack rate by <font color="lime">10/20/30/40</font><br />
Increase armor by <font color="lime">2/3/4/5</font><br />
Can <b>ONLY</b> end channel by using the skill again or being stunned or silenced<br />
Attacking enemy in channel, all self construct weapons will focus fire on target if in range<br />
<br />
<font color="orange">Passive</font><br />
Increase self constructed <b>Beam Tower</b> attack damage to <font color="lime">50/60/70/80 - 65/75/85/95</font> (normal tier 1 tower is 100 - 120)<br />
Increase armor by <font color="lime">1/2/3/4</font><br />
<br />
Note:<br />
The old engineer Tinker skill is back.<br />
<br />
<br />
<br />
<br />
<br />
<img src="http://dream.heroesofnewerth.com/images/assets/abilities/25640.png?1313046600" border="0" alt="" /><br />
<font color="#59C2F7"><span style="font-family: Tahoma"><b>Self Construction (E) - Passive</b></span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Rook is a walking tower, who can construct towers and weapons on his body.</span></font><br />
<br />
<font color="orange"><span style="font-family: Tahoma">Type</span></font><font color="#DCDCDC"><span style="font-family: Tahoma">: </span></font><font color="yellow"><span style="font-family: Tahoma">Passive</span></font><br />
<font color="orange"><span style="font-family: Tahoma">Toggle</span></font><font color="#DCDCDC"><span style="font-family: Tahoma">: </span></font><font color="yellow"><span style="font-family: Tahoma">Activate/Deactivate</span></font><font color="#DCDCDC"><span style="font-family: Tahoma"> self construction weapons</span></font><br />
<br />
<img src="http://dream.heroesofnewerth.com/images/assets/abilities/25640.png?1313046600" border="0" alt="" /><br />
<font color="#59C2F7"><span style="font-family: Tahoma"><b>Level 1</b></span></font><font color="#DCDCDC"><span style="font-family: Tahoma">:</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Rook builds an </span></font><b>Arrow Tower</b> on his left shoulder which fires rain of arrow automatically <b><b><b><b><b><b><b>(Does not work on structures)</b></b></b></b></b></b></b>.<br />
<font color="orange">Radius</font>: <font color="lime">200</font><br />
<font color="orange">Area</font>:<font color="lime"> a 90 degree cone</font><br />
<font color="orange">Type</font>: <font color="lime">Physical</font><br />
<font color="orange">Damage</font>: <font color="lime">20 per second</font><br />
This work as a kind of dot to all enemies in the cone.<br />
Hero is the highest attack priority of the arrow tower.<br />
<br />
<img src="http://dream.heroesofnewerth.com/images/assets/art/25644.png?1313046783" border="0" alt="" /><br />
<font color="#59C2F7"><b>Level 2</b></font>:<br />
Rook builds a <b>Trebuchet</b> on his back.<br />
<font color="orange">Damage</font>: <font color="lime">35-46</font> (same as normal siege unit)<br />
<font color="orange">Attack range</font>: <font color="lime">690</font> (same as normal siege unit)<br />
The <b>Trebuchet</b> work <b>SAME</b> as normal siege units, having same attack, range and attack logic.<br />
All siege units will start consider Rook as another siege unit.<br />
<br />
<img src="http://dream.heroesofnewerth.com/images/assets/art/25643.png?1313046767" border="0" alt="" /><br />
<font color="#59C2F7"><b>Level 3</b></font>:<br />
Rook builds a <b>Beam Tower</b> on his right shoulder which fires automatically.<br />
The <b>Beam Tower</b> is not controllable and attack logic is same as existing npc tower (Does not aim structures).<br />
<font color="orange">Attack Range</font>: <font color="lime">500</font><br />
<font color="orange">Attack</font>: <font color="lime">40 - 55</font> (normal tier 1 tower is 100 - 120)<br />
The <b>Beam Tower</b> have only <font color="lime"><b>HALF</b></font> attack rate of tier 1 tower.<br />
The <b>Beam Tower</b> scale up when levelling the 2nd skill and synergize together.<br />
All siege units will start considering Rook as another tower.<br />
Rook start taking extra damage from <font color="lime">level 3+ Booboo</font>, but the effect is <b>HALVED</b>.<br />
<br />
<img src="http://dream.heroesofnewerth.com/images/assets/art/25645.png?1313046799" border="0" alt="" /><br />
<font color="#59C2F7"><b>Level 4</b></font>:<br />
<b>Arrow Tower</b> now fires poisoned arrows.<br />
Apply Poisoned Arrow to enemy attacked by the <b>Arrow Tower</b>.<br />
<font color="orange">Poisoned Arrow effect</font>:<br />
<font color="lime">25</font> magic damage per second per stack.<br />
Each stack last <font color="lime">2</font> seconds.<br />
Gain 1 stack for each second under attack of <b>Arrow Tower</b>.<br />
Stacks up to <font color="lime">2</font> stacks. A new stack will refresh the oldest one.<br />
<br />
All structure on Rook are <b>NOT</b> controllable, attack with its own logic and work any time Rook still alive, even he is stunned.<br />
<br />
Note:<br />
This skill makes Rook a living tower, you would not like to fight against him without help or creeps. But you can simply run away since he walk extremely slow.<br />
Don't stand together to avoid the DOT from <b>Arrow Tower</b>, 90 degree cone is a small area.<br />
<br />
<br />
<br />
<br />
<br />
<img src="http://dream.heroesofnewerth.com/images/assets/abilities/25641.png?1313046614" border="0" alt="" /><br />
<font color="#59C2F7"><span style="font-family: Tahoma"><b>Structural Transfer (R) - Target Units</b></span></font><br />
<font color="#59C2F7"><span style="font-family: Tahoma"><b><br />
<br />
Structural Transfer</b></span></font><br />
<img src="http://dream.heroesofnewerth.com/images/assets/abilities/25641.png?1313046614" border="0" alt="" /><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Rook rips a structure apart for health. </span></font><br />
<br />
<font color="orange"><span style="font-family: Tahoma">Target</span></font><font color="#DCDCDC"><span style="font-family: Tahoma">: </span></font><font color="yellow"><span style="font-family: Tahoma">Structure</span></font><br />
<font color="orange"><span style="font-family: Tahoma">Type</span></font><font color="#DCDCDC"><span style="font-family: Tahoma">: </span></font><font color="yellow"><span style="font-family: Tahoma">Physical</span></font><br />
<font color="orange"><span style="font-family: Tahoma">Range</span></font><font color="#DCDCDC"><span style="font-family: Tahoma">: </span></font><font color="yellow"><span style="font-family: Tahoma">200</span></font><br />
<font color="orange"><span style="font-family: Tahoma">Mana cost</span></font><font color="#DCDCDC"><span style="font-family: Tahoma">: </span></font><font color="yellow"><span style="font-family: Tahoma">200/250/300</span></font><br />
<font color="orange"><span style="font-family: Tahoma">Cool down</span></font><font color="#DCDCDC"><span style="font-family: Tahoma">:</span></font><font color="yellow"><span style="font-family: Tahoma"> 90 seconds</span></font><br />
<font color="orange"><span style="font-family: Tahoma">Casting time</span></font><font color="#DCDCDC"><span style="font-family: Tahoma">: </span></font><font color="yellow"><span style="font-family: Tahoma">0.1 second</span></font><br />
<font color="orange"><span style="font-family: Tahoma">Channeling time</span></font><font color="#DCDCDC"><span style="font-family: Tahoma">: </span></font><font color="yellow"><span style="font-family: Tahoma">5 seconds</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Activation:</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Deal total </span></font><font color="lime"><span style="font-family: Tahoma">300/450/600</span></font><font color="#DCDCDC"><span style="font-family: Tahoma"> True damage (tower have 1300 - 1600 health) to targeted structure over </span></font><font color="lime"><span style="font-family: Tahoma">5 </span></font><font color="#DCDCDC"><span style="font-family: Tahoma">seconds. Rook heals himself with the </span></font><font color="lime"><span style="font-family: Tahoma"><b>SAME</b></span></font><font color="#DCDCDC"><span style="font-family: Tahoma"> amount of damage and gains </span></font><font color="lime"><span style="font-family: Tahoma">50/100/150%</span></font><font color="#DCDCDC"><span style="font-family: Tahoma"> mana regen buff when channeling.</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">If Structure Knowledge (W) are NOT in cooldown, it will be activated on self within channel and will NOT go to cooldown.</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">It works on all enemy structures and also works on friendly structures when they are in deny range.</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Can </span></font><b>ONLY</b> end channel by using the skill again, destroying the target or being stunned or silenced.<br />
Attacking enemy in channel, all self construct weapons will focus fire on target if in range.<br />
<br />
Note: <br />
This skill makes Rook a tower pusher and tower tanker, he can withstand a tower easily.<br />
It is a super deny tower skill too.<br />
<br />
<br />
<font color="#59C2F7"><b>Structural Imprison</b></font><br />
<img src="http://dream.heroesofnewerth.com/images/assets/art/25748.png?1313463655" border="0" alt="" /><br />
Rook use part of himself to construct a Jail to imprison his target inside. The Jail needs time to be secured.<br />
<br />
<font color="orange">Target</font>: <font color="yellow">Any Other Heroes</font><br />
<font color="orange">Mana cost</font>: <font color="yellow">200/250/300</font><br />
<font color="orange">Type</font>: <font color="yellow">Physical</font><br />
<font color="orange">Range</font>: <font color="yellow">200</font><br />
<font color="orange">Casting time</font>: <font color="yellow">0.1 second</font><br />
<br />
<font color="orange">Activation</font>: Rook takes up to <font color="lime">150/225/300</font> non-lethal true damage, applying <font color="lime">Go To Jail</font> on target.<br />
<br />
<font color="orange">Go To Jail Effect</font>:<br />
Imprison target with in a Jail with <font color="lime"><b>DOUBLE</b></font> amount of health Rook loss on activation and <font color="lime">0/5/10</font> armor for <font color="lime">3</font> seconds.<br />
Target is invulnerable, silenced, immobilized, perplexed, cannot be targeted, cannot attack anything except the Jail itself.<br />
The effect will take off if the Jail is destroyed or time is over.<br />
The Jail is consider as structure unit.<br />
Can Cast 2nd skill on Jail.<br />
If the target is an enemy and cannot get out within the duration, apply <font color="#00ff00">Jailed Effect</font> on target for <font color="lime">2/3/4</font> seconds as extra punishment.<br />
<br />
<font color="orange">Jailed Effect</font>:<br />
The Jail is <b>invulnerable</b>.<br />
Target is invulnerable, silenced, immobilized, perplexed, disarmed, stunned, and cannot be targeted, yes, totally out of game.<br />
<br />
Note: <br />
If Rook loss 300 health be using a level 3 Structural Imprison, the initial Jail will have 600 hp.<br />
This skill is one of the most powerful cc skill in the game, it can save your teammate in critical moments, or throw one of your enemy out of game for a while. <br />
Considering it as an initiation tool, you will be able to force the enemy to help breaking the jail which provide big chances for your team to start fighting.<br />
<br />
<br />
<br />
<font color="#ffa500"><font size="4">Identity. Why is this hero unique?</font></font><div style="margin-left:40px">This hero is focused on pushing so hard that have no other heroes can compare with him, and he work himself as a tower is extremely awesome even better than LRM of artillery</div><br />
<font size="4"><font color="#ffa500">Purpose. Why would somebody pick this hero over another pusher, jungler, initiator?</font></font><div style="margin-left:40px">This hero does direct damage and tank the towers directly, which provides a direct push strategy, at the same time, he works as a undeniable tank that the other team must burst him down to save the tower, he is designed to be initiated.<br />
As a jungler he is very efficient on those auto damage by self construction and his tankiness.<br />
As a initiator, he is a super lockdown hero, that you hate him so much.</div><br />
<font size="4"><font color="#ffa500">Playstyle. How do the abilities work together?</font></font><div style="margin-left:40px">He push hard with 3 pushing skill, and if you tries to fight with him, he returns pretty good damage or he simply throw you out of game and get the tower. <br />
He is a super defender, and with him, your team seems having a mobile tower with them which provides pretty good .<br />
He cannot survive alone and can be kited easily, so should very careful with it.<br />
He is a bad laner either, where he push the lane so hard and too easy being harassed.<br />
</div><font size="4"><font color="#ffa500">Why is this hero good for Hon?</font></font><div style="margin-left:40px">Another option of good pushing hero which does not end pushing by cleaning the creeps and forcing another team to fight. To avoid this hero being so dominated, should gank him hard since level 1, any ranged heroes can kill him easily by simple kiting.<br />
</div><br />
Original idea: <a href="http://dream.heroesofnewerth.com/hero/Draconid/Rook+The+Tower+Spirit" target="_blank">http://dream.heroesofnewerth.com/her...e+Tower+Spirit</a><br />
<font color="#DCDCDC"><span style="font-family: Tahoma"><br />
</span></font></div>

]]></content:encoded>
			<category domain="http://forums.heroesofnewerth.com/forumdisplay.php?48-Hero-Drafts">Hero Drafts</category>
			<dc:creator>Draconid</dc:creator>
			<guid isPermaLink="true">http://forums.heroesofnewerth.com/showthread.php?497981-S2E1-Rook-The-Tower-Spirit</guid>
		</item>
		<item>
			<title><![CDATA[[INT Ranged] Mindvault]]></title>
			<link>http://forums.heroesofnewerth.com/showthread.php?497938-Mindvault&amp;goto=newpost</link>
			<pubDate>Thu, 23 May 2013 10:08:55 GMT</pubDate>
			<description><![CDATA[[TR="class: alt1"] 
[TD] 
[TR="class: alt2, bgcolor: rgba(255, 255, 255, 0.0980392)"] 
[TD]*Mindvault*[/TD] 
[/TR] 
[TR="class: alt1"] 
[TD]*The...]]></description>
			<content:encoded><![CDATA[<div><div style="text-align: center;"><table class="stg_table tborder"><tbody><tr class="alt2"><td>&nbsp;</td></tr><tr class="alt1"><td>[TR=&quot;class: alt1&quot;]</td></tr><tr class="alt2"><td>[TD]<table class="stg_table tborder"><tbody><tr class="alt2"><td>&nbsp;</td></tr><tr class="alt1"><td>[TR=&quot;class: alt2, bgcolor: rgba(255, 255, 255, 0.0980392)&quot;]</td></tr><tr class="alt2"><td>[TD]<font color="#a9a9a9"><font size="7"><b>Mindvault</b></font></font>[/TD]</td></tr><tr class="alt1"><td>[/TR]</td></tr><tr class="alt2"><td>[TR=&quot;class: alt1&quot;]</td></tr><tr class="alt1"><td>[TD]<font size="5"><font color="#d3d3d3"><b>The Devious Magician</b></font></font>[/TD]</td></tr><tr class="alt2"><td>[/TR]</td></tr><tr class="alt1"><td>[TR=&quot;class: alt2, bgcolor: rgba(255, 255, 255, 0.0980392)&quot;]</td></tr><tr class="alt2"><td>[TD]<table class="stg_table tborder"><tbody><tr class="alt2"><td>&nbsp;</td></tr><tr class="alt1"><td>[TR=&quot;class: alt2&quot;]</td></tr><tr class="alt2"><td>[TD]<img src="http://dream.heroesofnewerth.com/images/icon_STR.gif" border="0" alt="" />[/TD]</td></tr><tr class="alt1"><td>[TD]16+1.5[/TD]</td></tr><tr class="alt2"><td>[TD]<img src="http://dream.heroesofnewerth.com/images/icon_attack_melee_20.gif" border="0" alt="" />[/TD]</td></tr><tr class="alt1"><td>[TD]42-46[/TD]</td></tr><tr class="alt2"><td>[/TR]</td></tr><tr class="alt1"><td>[TR=&quot;class: alt1&quot;]</td></tr><tr class="alt2"><td>[TD]<img src="http://dream.heroesofnewerth.com/images/icon_AGI.gif" border="0" alt="" />[/TD]</td></tr><tr class="alt1"><td>[TD]14+1.6[/TD]</td></tr><tr class="alt2"><td>[TD]<img src="http://dream.heroesofnewerth.com/images/icon_mvspeed.gif" border="0" alt="" />[/TD]</td></tr><tr class="alt1"><td>[TD]300[/TD]</td></tr><tr class="alt2"><td>[/TR]</td></tr><tr class="alt1"><td>[TR=&quot;class: alt2&quot;]</td></tr><tr class="alt2"><td>[TD]<img src="http://dream.heroesofnewerth.com/images/icon_INT.gif" border="0" alt="" />[/TD]</td></tr><tr class="alt1"><td>[TD]<b>21+3.1</b>[/TD]</td></tr><tr class="alt2"><td>[TD]<img src="http://dream.heroesofnewerth.com/images/icon_armor.gif" border="0" alt="" />[/TD]</td></tr><tr class="alt1"><td>[TD]2.40[/TD]</td></tr><tr class="alt2"><td>[/TR]</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><font color="#add8e6">Attack Range:</font> <font color="#add8e6">600</font>[/TD]</td></tr><tr class="alt1"><td>[/TR]</td></tr><tr class="alt2"><td>[TR=&quot;class: alt1&quot;]</td></tr><tr class="alt1"><td>[TD]<b>Ranged</b> - Ganker - Semi-Carry[/TD]</td></tr><tr class="alt2"><td>[/TR]</td></tr><tr class="alt1"><td>[TR=&quot;class: alt2, bgcolor: rgba(255, 255, 255, 0.0980392)&quot;]</td></tr><tr class="alt2"><td>[TD][/TD]</td></tr><tr class="alt1"><td>[/TR]</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 -->[/TD]</td></tr><tr class="alt1"><td>[/TR]</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></div><font color="#ffa500"><b><font size="4">Ability Overview</font></b></font><font color="#ffa500"><br />
</font><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td>&nbsp;</td></tr><tr class="alt1"><td>[TR=&quot;class: alt2, bgcolor: rgba(255, 255, 255, 0.0980392)&quot;]</td></tr><tr class="alt2"><td>[TD]<img src="http://www.hiveworkshop.com/forums/resource_images/8/icons_7153_btn.jpg" border="0" alt="" />[/TD]</td></tr><tr class="alt1"><td>[TD]<table class="stg_table tborder"><tbody><tr class="alt2"><td>&nbsp;</td></tr><tr class="alt1"><td>[TR=&quot;class: alt2&quot;]</td></tr><tr class="alt2"><td>[TD]<font color="#afeeee"><font size="4"><b>Psychic Shock [Q]</b></font></font>[/TD]</td></tr><tr class="alt1"><td>[/TR]</td></tr><tr class="alt2"><td>[TR=&quot;class: alt1&quot;]</td></tr><tr class="alt1"><td>[TD]<font color="#d3d3d3">Mindvault can create havoc in an enemy's mind, while adding to his own concentration.</font>[/TD]</td></tr><tr class="alt2"><td>[/TR]</td></tr><tr class="alt1"><td>[TR=&quot;class: alt2&quot;]</td></tr><tr class="alt2"><td>[TD]<b>Action: </b><font color="#ffa500">Target Enemy Hero</font>[/TD]</td></tr><tr class="alt1"><td>[/TR]</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 -->[/TD]</td></tr><tr class="alt2"><td>[/TR]</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Manacost: 80/90/100/110</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Cooldown: 6</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Cast Range: 500</span></font><br />
<br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Mindvault instantly steals 50/80/110/140 hp and 10/20/30/40 mana from the target enemy, and stuns it for 0.5 second(s). When this spell is used, five charges of 'Mental Concentration' is applied to Mindvault. Maximum 10 charges. Loses a charge every 2 second where Psychic Shock isn't used.</span></font><br />
<br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Mental Concentration effects:</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Cooldown of Psychic Shock reduced by 0.5 by charge.</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">0/1/2/3+ attack and cast speed per charge.</span></font><br />
<br />
<br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td>&nbsp;</td></tr><tr class="alt1"><td>[TR=&quot;class: alt2, bgcolor: rgba(255, 255, 255, 0.0980392)&quot;]</td></tr><tr class="alt2"><td>[TD]<img src="http://wikicheats.gametrailers.com/images/d/d9/World_of_Warcraft_Mage_Spell_Icon_Invisibility.jpg" border="0" alt="" />[/TD]</td></tr><tr class="alt1"><td>[TD]<table class="stg_table tborder"><tbody><tr class="alt2"><td>&nbsp;</td></tr><tr class="alt1"><td>[TR=&quot;class: alt2&quot;]</td></tr><tr class="alt2"><td>[TD]<font color="#afeeee"><font size="4"><b>Hocus Pocus [W]</b></font></font>[/TD]</td></tr><tr class="alt1"><td>[/TR]</td></tr><tr class="alt2"><td>[TR=&quot;class: alt1&quot;]</td></tr><tr class="alt1"><td>[TD]<font color="#d3d3d3">Mindvault can use his amazing powers, to completely dissapear, only to suprise the enemy, by being right next to it.</font>[/TD]</td></tr><tr class="alt2"><td>[/TR]</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr><tr class="alt2"><td><b>Action: </b><font color="#ffa500">Target Enemy Hero</font>[/TD]</td></tr><tr class="alt1"><td>[/TR]</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Manacost: 90/110/130/150</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Cooldown: 35/30/25/20</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Cast Range: 1250/1500/1750/2000</span></font><br />
<br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Mindvault disappears for 5 seconds in which he gains vision on the target, and the instantly teleports to it, and deals 40/80/160/240 magic damage while stunning it for 1/1.3/1.6/1.9 seconds. </span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma"><br />
</span></font><br />
<br />
<br />
<br />
<br />
<br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td>&nbsp;</td></tr><tr class="alt1"><td>[TR=&quot;class: alt2, bgcolor: rgba(255, 255, 255, 0.0980392)&quot;]</td></tr><tr class="alt2"><td>[TD]<img src="http://images2.wikia.nocookie.net/__cb20101223014638/ztreasureisle/images/e/e6/Old_Time_Fun_Spinning_Top-icon.png" border="0" alt="" />[/TD]</td></tr><tr class="alt1"><td>[TD]<table class="stg_table tborder"><tbody><tr class="alt2"><td>&nbsp;</td></tr><tr class="alt1"><td>[TR=&quot;class: alt2&quot;]</td></tr><tr class="alt2"><td>[TD]<font color="#afeeee"><font size="4"><b>Spinning Top [Passive E]</b></font></font>[/TD]</td></tr><tr class="alt1"><td>[/TR]</td></tr><tr class="alt2"><td>[TR=&quot;class: alt1&quot;]</td></tr><tr class="alt1"><td>[TD]Mindvault summons an imaginary spinning top, that cuts through realism and its enemies. [/TD]</td></tr><tr class="alt2"><td>[/TR]</td></tr><tr class="alt1"><td>[TR=&quot;class: alt2&quot;]</td></tr><tr class="alt2"><td>[TD]<b>Action: <font color="#ffa500">Passive</font></b>[/TD]</td></tr><tr class="alt1"><td>[/TR]</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 -->[/TD]</td></tr><tr class="alt2"><td>[/TR]</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Passively grants Mindvault a charge every time he attacks an enemy creep, and two charges when attacking heroes. When the charges reach 7/6/5/4, Mindvault's next auto-attack will create a spinning top 400 units behind the target, that moves torward the target with 522 movespeed. The Spinning Top is uncontrollable, and deals 25/50/75/100 magic damage and a 0.2 second surperior stun to any enemy hit on its way.</span></font><br />
<br />
<br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td>&nbsp;</td></tr><tr class="alt1"><td>[TR=&quot;class: alt2&quot;]</td></tr><tr class="alt2"><td>[TD]<font color="#afeeee"><font size="4"><b>The Magic Box [R]</b></font></font>[/TD]</td></tr><tr class="alt1"><td>[/TR]</td></tr><tr class="alt2"><td>[TR=&quot;class: alt1&quot;]</td></tr><tr class="alt1"><td>[TD]Mindvault summons an imaginary spinning top, that cuts through realism and its enemies. [/TD]</td></tr><tr class="alt2"><td>[/TR]</td></tr><tr class="alt1"><td>[TR=&quot;class: alt2&quot;]</td></tr><tr class="alt2"><td>[TD]<b>Action: </b><font color="#ffa500">Target Self Position</font>[/TD]</td></tr><tr class="alt1"><td>[/TR]</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Manacost: 150/200/250</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Cooldown: 120/105/90</span></font><br />
<br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Creates a Magic Box at Mindvault's position for 6. After 1 second, the box will drag all enemy heroes and Mindvault within 350/425/500 of it into it.</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">All untis inside the box, has Boxed Away applied to them for 5 seconds. Enemy heroes under the effects of Boxed Away will take 3/4/5% of their max hp per second as true damage every second.</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">The Magic Box can be destroyed by enemy heroes. The Box has 1000/1500/2000 hp, 17 armor and is magic immune (even to superior magic). </span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">When the box dissapears (destroyed or by time), all units that was caught in the box will be scattered within 400 radius of the Box's position. Mindvault is then healed equal to 25% of the damage that the Magic Box dealt. </span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">No matter where Mindvault is, she will always be caught in the box.</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">At the end of the ult, the current level of Spinning Top will be applied to all enemies caught in the box. If Spinning Top isn't levelled, nothing will happen.</span></font><br />
<br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Boxed away effects:</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Silenced</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Immobilized</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Disarmed</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">No Vision</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma">Invisible for everyone</span></font><br />
<font color="#DCDCDC"><span style="font-family: Tahoma"><br />
</span></font><br />
<br />
<br />
EDIT: Fixed formatting (I hope)</div>

]]></content:encoded>
			<category domain="http://forums.heroesofnewerth.com/forumdisplay.php?48-Hero-Drafts">Hero Drafts</category>
			<dc:creator>QuagsireIn3D</dc:creator>
			<guid isPermaLink="true">http://forums.heroesofnewerth.com/showthread.php?497938-Mindvault</guid>
		</item>
		<item>
			<title><![CDATA[[INT Ranged] [S2E1] Charr, the Magic Whisperer]]></title>
			<link>http://forums.heroesofnewerth.com/showthread.php?497646-S2E1-Charr-the-Magic-Whisperer&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 16:30:41 GMT</pubDate>
			<description>A big thanks to Daniel Kamarudin for the hero concept art. 
 
 
Image: http://i.imgur.com/j0kO65y.jpg  
 
  
 
*Charr*  
*Magic Whisperer* Image:...</description>
			<content:encoded><![CDATA[<div>A big thanks to <font color="#ffa500">Daniel Kamarudin</font> for the hero concept art.<br />
<br />
<br />
<div style="text-align: center;"><table class="stg_table tborder"><tbody><tr class="alt2"><td><img src="http://i.imgur.com/j0kO65y.jpg" border="0" alt="" /></td></tr><tr class="alt1"><td> </td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></div><table class="stg_table tborder"><tbody><tr class="alt2"><td>&nbsp;</td></tr><tr class="alt1"><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#8b4513"><font size="5"><b>Charr</b></font></font> </td></tr><tr class="alt1"><td><font color="#339933"><b><font size="4">Magic Whisperer</font></b></font> <table class="stg_table tborder"><tbody><tr class="alt2"><td><img src="http://dream.heroesofnewerth.com/images/icon_STR.gif" border="0" alt="" /> </td><td>19</td><td><img src="http://dream.heroesofnewerth.com/images/icon_STR_gain.gif" border="0" alt="" /></td><td>2.1</td></tr><tr class="alt1"><td> <img src="http://dream.heroesofnewerth.com/images/icon_AGI.gif" border="0" alt="" /></td><td>12</td><td><img src="http://dream.heroesofnewerth.com/images/icon_AGI_gain.gif" border="0" alt="" /></td><td>1.2</td></tr><tr class="alt2"><td><img src="http://dream.heroesofnewerth.com/images/icon_INT.gif" border="0" alt="" /></td><td>21</td><td><img src="http://dream.heroesofnewerth.com/images/icon_INT_gain.gif" border="0" alt="" /></td><td>2.8</td></tr><tr class="alt1"><td> <img src="http://media.steampowered.com/apps/dota2/images/heropedia/overviewicon_attack.png" border="0" alt="" /></td><td>40-45</td><td><img src="http://dream.heroesofnewerth.com/images/icon_mvspeed.gif" border="0" alt="" /></td><td>300</td></tr><tr class="alt2"><td> <img src="http://dream.heroesofnewerth.com/images/icon_armor.gif" border="0" alt="" /></td><td>3.2 </td><td> <img src="http://dream.heroesofnewerth.com/images/icon_mgcarmor.gif" border="0" alt="" /></td><td>6.6</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 -->Attack Range: 600</td></tr><tr class="alt2"><td> Ranged &#8211; Anti Caster, Empowering Support</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 -->[table]<font color="#ffa500"><b><font size="4">Ability Overview</font></b></font><font color="#ffa500"><br />
</font><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><img src="http://i.imgur.com/Pj0tecK.jpg" border="0" alt="" /></td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#afeeee"><font size="4"><b>Bertrand [Q]</b></font></font><font color="aqua"><font size="4"></td></tr><tr class="alt1"><td></font></font><font color="#d3d3d3">Places a bright shield that absorbs and reflects spells depending on the target.</font></td></tr><tr class="alt2"><td><b>Action: </b><font color="#ffa500">Target Entity</font></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            <b>Type: </b><font color="#ffa500">Ally or enemy heroes.</font><br />
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<b><font color="orange">Activation</font></b> (<font color="#a9a9a9"><b>Q</b></font>)<br />
Target an ally hero to place a shield upon him for <font color="#ffa500">3 / 3.5 / 4 / 4.5</font> seconds that absorbs <font color="#ffa500">10% / 20% / 30% / 40%</font> magic damage from all  spells directed at him, absorbed damage is capped at <font color="#ffa500">200 / 300 / 400 / 500</font>. when the shield expires or the absorbed damage cap is reached that damage is reflected back in a cone shape up to 800 units in the direction the ally hero is facing. If the ally dies while under the effect of the shield then the absorbed damage is released in an 800 AOE radius around him. If the shield is placed on an enemy hero then it will amplify any magic damage received with  <font color="#ffa500">10% / 17% / 24% / 31%</font> , the amplified damage builds up charges on the affected hero (1 charge = 1 magic damage), charges are capped at <font color="#ffa500">100 / 170 / 240 / 310 charges</font> after the shield effect ends the target is silenced, the duration equals to 1% of the cumulated charges. <br />
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<b>Range:</b> 650<br />
<font color="#ffcc99"><b>Cooldown:</b> 21 / 18 / 15 / 12</font><br />
<font color="#add8e6"><b>Manacost:</b> 75 / 85 / 95 / 105</font> <br />

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<table class="stg_table tborder"><tbody><tr class="alt2"><td><img src="http://i.imgur.com/ib68kpZ.jpg" border="0" alt="" /></td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#afeeee"><font size="4"><b>Nexus [W]</b></font></font><font color="aqua"><font size="4"></td></tr><tr class="alt1"><td></font></font><font color="#d3d3d3">Charr choses to link himself to his allies or his enemies empowering or lowering their resistances</font><font color="#d3d3d3">.</font></td></tr><tr class="alt2"><td><b>Action: </b><font color="#ffa500">Target Entity</font></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            <b>Type: </b><font color="#ffa500">Ally or enemy heroes.</font><br />
<b><font color="orange">Activation</font></b> (<font color="#a9a9a9"><b>W</b></font>)<br />
Target an ally hero to empower his physical armor by <font color="#ffa500">2 / 4 / 6 / 8</font> over <font color="#ffffff">5.5 / 7 / 8.5 / 10</font> seconds forcing the enemy to use magic damage spells. Chains to <font color="#ffa500">0 / 1 / 2 / 3</font> additional nearby ally heroes when cast. While chained Charr will absorb/receive <font color="#ffa500">10% / 15% / 20% / 25%</font> of all incoming magic damage done to his allies. <br />
 Target an enemy hero to lower his magic armor by <font color="#ffa500">1 / 2 / 3 / 4</font> and put a debuff on him that damages for<font color="#ffa500"> 10% / 15% / 20% / 25%</font> of all spell damage he casts. Chains to <font color="#ffa500">0 / 1 / 2 / 3</font> additional nearby enemy heroes when cast. Being linked to his enemies Charr also gets damaged every time one of the targets cast a spell but at a lower effect of 10% of that spells damage at all levels. <br />
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<b>Range:</b> 600<br />
<font color="#ffcc99"><b>Cooldown:</b> 18 / 17 / 16 / 15</font><br />
<font color="#add8e6"><b>Manacost:</b> 100 / 110 / 120 / 130</font><br />
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<table class="stg_table tborder"><tbody><tr class="alt2"><td><img src="http://i.imgur.com/TJCypZQ.jpg" border="0" alt="" /></td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#afeeee"><font size="4"><b>Unstable [E]</b></font></font><font color="aqua"><font size="4"></td></tr><tr class="alt1"><td></font></font><font color="#d3d3d3">Charr becomes unstable around magic</font><font color="#d3d3d3">.</font></td></tr><tr class="alt2"><td><b>Action: </b><font color="#ffa500">Target Self</font></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            <b>Type: </b><font color="#ffa500">Magic.</font><br />
<b><font color="orange">Activation</font></b> (<font color="#a9a9a9"><b>E</b></font>)<br />
  Charr becomes unstable for 6 / 7.5 / 9 / 10.5 seconds. Time in which any magic damage he receives after magic armor mitigation will be reflected back at the attacker burning his mana and damaging them. <font color="#ffa500">7 / 8 / 9 / 10</font> point of magic damage received equals <font color="#ffa500">0.5 / 1 / 1.5 / 2</font> points of mana burned. Enemies further receive magic damage equal to <font color="#ffa500">70%</font> of the burned mana.  <br />
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<font color="#ffcc99"><b>Cooldown:</b> 20 / 19 / 18 / 17<br />
</font><font color="#add8e6"><b>Manacost:</b> 90 / 110 / 130 / 150</font><br />
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<table class="stg_table tborder"><tbody><tr class="alt2"><td><img src="http://i.imgur.com/zsbj2in.jpg" border="0" alt="" /></td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#afeeee"><font size="4"><b>Spell Penetration [R]</b></font></font><font color="aqua"><font size="4"></td></tr><tr class="alt1"><td></font></font><font color="#d3d3d3">Charr's mere presence on the battlefield empowers the spells of his allies to penetrate even the most thorough defenses. </font></td></tr><tr class="alt2"><td><b>Action: </b><font color="#ffa500">Passive, Aura, </font></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            <b>Type:<font color="orange"> Aura, Ally heroes.</font></b><br />
Allied heroes under the effect of the aura have <font color="#ffa500">15% / 25% / 35% </font> of all their magic damage turned into true damage.  <br />
<b>Radius:</b> 800<br />
  <br />
Staff of the Master - . <br />
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<table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#ffa500"><b><font size="4">Identity.</font></b><font size="4">  Why is this hero unique?</font></font></td></tr><tr class="alt1"><td> Char is the first hero that can allow his teammates to penetrate shrunkenhead or any magic immunity effect enhancing the magic power of all his allies in a new and interesting way. He has no slows, stuns or disables. He specializes in magic defense and magic penetration. Good to have against casters as it punishes them for using magic damage draining their mana and reflecting spell damage. He can provide his team with some hefty defensive bonuses &quot;forcing&quot; the enemy team to use magic if used right.</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#ffa500"><b><font size="4">Purpose.</font></b><font size="4">  Why would somebody pick this hero over another team-fight supporter or disabler?</font></font></td></tr><tr class="alt1"><td> First of all he augments the **** out of any spellcaster in your team and can be a nice counter versus a team with high damaging spells and mana pools (torturer ouch). Another thing that I personally would pick him over any other support is that his ultimate grants magic immunity spell penetration so even if the enemy goes shrunken or have a jereziah in their team you can still deal a portion of your spell damage to those targets. He would be Ravenors best friend when it comes to laning. He can counter initiate with his Q spell absorbing a portion of burst spell damage for example and then releasing it back at the enemy team punishing them for their insolence. This damage is also empowered by his ultimate with a portion being converted to true. HoN has some heroes that augment magic damage like Rhapsody or Hellbringer but its unnoticeable simply because spellshards can do the job aswell where Charr augments magic in a totally different and more active way making his presence noticeable.  </td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#ffa500"><b><font size="4">Playstyle.</font></b><font size="4">  How do the abilities work together?</font></font></td></tr><tr class="alt1"><td>  The theme of the hero is revolving around boosting your own casters and at the same time shutting down the enemy ones. So basically Charr's skills help protect your allies from spells and punish the enemy for using spells. </td></tr><tr class="alt2"><td>Lets start with his first skill Bertrand, this has 2 main uses. First it protects a chosen ally from all incoming magic damage absorbing a portion of it and then reflecting it back at his attackers lowering the threat level when dealing with spellcasters at the same time rising the danger level for the enemy if they continue to nuke the target. The second aspect of this spell is if used on an enemy it will boost your team's magic damage output versus that target making it more appealing to use spells against that target which synergises perfectly with the Nexus skill that grants spell vamp. At the same time after the enemy took his punishment he will be silenced based on the magic damage received rendering him unable to counter react with spells of his own for a couple of seconds. </td></tr><tr class="alt1"><td>His [W] skill Nexus is based around teamfights helping you mitigate some magic damage away from your team and punish the enemy spellcasters at the same time by burning a portion of their mana ( another nice synergy between Nexus [W] and Unstable [E] ). By raising your team's physical armor &quot;forces&quot; the enemy to use spells which brings them in a danger area with you around. Now if your team is based around spellcasters then using Nexus on the enemy will provide you with spell vamping a portion of your magic damage recovering from a heavy initiation or simply sustaining yourselves in a push (has synergy with Bertrand [Q] because of the magic damage amplification it provides). </td></tr><tr class="alt2"><td>Unstable's [E] main purpose is to make the enemy spellcasters think twice about nuking you or your team while they are linked to you. Doing so will get them damaged and their mana pool drained. This skill has a great synergy with Nexus allowing you to &quot;touch&quot; anyone that casts a spell on any one of your linked teammates. </td></tr><tr class="alt1"><td>Last but not least Charr's ultimate spell penetration is a passive designed to help your team by allowing a portion of their spell damage to ignore magic armor and pass through magic immune targets. The armor ignoring part of the passive is worthless if the enemy's magic armor is 0 or lower (could happen with a spellshards in your team, the hero that has it gets not bonus from this ultimate 'coz he negates all magic armor) but you forget that true damage passes through magic immunity so there still is a big upside on the spell penetration even if the enemy is under spellshards effect for example. And lets face, when have you ever encountered a whole enemy team with 0 magic armor ?  But enough of his skills. Lets see what other things Charr could bring to the table. </td></tr><tr class="alt2"><td>  &quot;Codex wielder&quot; will have their effectiveness raised by his skills as they can possibly heal/deal more damage. Going against magic immune targets will not render your spellcasters useless as they could still deal a portion of their magic damage with the help of your passive ultimate. You may think that this is to OP, having a hero that allows damage to pass through magic immunity but if you think about it Charr takes 1 spot on the team which could be filled by someone else that has a slow/stun/any kind of disable which he lacks. His only strengths being very effective with and against spellcasters/magic immunity. His strength gain is above average for an intelligence hero but that is for helping him tank some of the damage. His auto attack is very weak trying to build him damage wise is similar to Glacius (need a LOT of items to make him noticeable on the field). I see him as a tanky intelligence that revolves around his team and not his team around him (some cases could disagree with me - picking Charr and then complementing your ranks with nukers for his ultimate but that will just get you focused down, you being the only one that augments them). I think i've done a good job making Charr a desired friend of a feared foe to some heroes that rely on magic damage depending on their allegiance, Ravenor and Torturer are clear examples of this. Their abilities get nice augmentations by Charr if they are on the same team or countered effectively if they are opposites.  </td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><font color="#ff0000"><br />
</font><font color="#00ff00">Change Log<br />
</font><font size="3"><font color="#dda0dd">Version 1.4</font></font><font color="#00ff00"><br />
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            <font color="#ff0000">Nexus W<br />
-</font><font color="#ffff00">removed spell vamp effect</font><font color="#ffffff"> from linking enemies with you and </font><font color="#ffff00">replaced it with a new effect</font><font color="#ffffff"> that damages linked targets                      every time they cast a spell for </font><font color="#ffa500">10% / 15% / 20% / 25%</font><font color="#ffffff"> of that spells damage. Additionally Charr gets damaged aswell for                  </font><font color="#ffa500">10%</font><font color="#ffffff"> magic damage of every spell his linked enemies cast while under the link effect.<br />
            </font><font color="#ff0000">-</font><font color="#ffffff"> lowered the magic armor reduction from </font><font color="#ffa500">2/3/4/5</font><font color="#ffffff"> to </font><font color="#ffa500">1/2/3/4</font><font color="#00ff00"><br />
</font>
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</div><font color="#ff0000"><br />
</font><font color="#ee82ee"><font size="3">Version 1.3</font></font><font color="#ff0000"><br />
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            <font color="#ff0000"><br />
Bertrand Q -</font> duration of shield lowered from<font color="#ffa500">3/4/5/6</font>to<font color="#ffa500">3/3.5/4/4.5</font><font color="#ff0000"> <br />
<br />
Unstable E - </font>cooldown increased from <font color="#ffa500">20/17/14/11</font> to <font color="#ffa500">20/19/18/17</font><br />
                 duration decreased from <font color="#ffa500">6/8/10/12</font> to <font color="#ffa500">6/7.5/9/10.5</font> <br />
                 burned mana rescaled per level from <font color="#ffa500">1</font> point of magic damage = <font color="#ffa500">0.5/1/1.5/2</font> mana burned to <font color="#ffa500">7/8/9/10</font> points of magic                        damage = <font color="#ffa500">0.5/1/1.5/2</font> mana burned<br />
                 damage from burned mana increased from <font color="#ffa500">40%</font> to <font color="#ffa500">70%</font><font color="#ff0000"><br />
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Nexus W -   </font>now also reduces magic armor when linked to enemies by<font color="#ffa500">1/2/3/4</font><font color="#ff0000"><br />
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</div><font color="#ff0000"><br />
<br />
  Any feedback at this point is welcomed. Thanks to Grangerer and Drasha for your feedback. Based on it I meddled with some of the skills and mechanics.  </font></div>

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			<category domain="http://forums.heroesofnewerth.com/forumdisplay.php?48-Hero-Drafts">Hero Drafts</category>
			<dc:creator>Locke16k</dc:creator>
			<guid isPermaLink="true">http://forums.heroesofnewerth.com/showthread.php?497646-S2E1-Charr-the-Magic-Whisperer</guid>
		</item>
		<item>
			<title><![CDATA[[AGI Melee] [BBT2] Ensemble]]></title>
			<link>http://forums.heroesofnewerth.com/showthread.php?497259-BBT2-Ensemble&amp;goto=newpost</link>
			<pubDate>Sun, 19 May 2013 00:21:53 GMT</pubDate>
			<description>Ensemble 
Agility Melee  
 
*Story:* The dancers are a  seclusive people. They live in their own village mostly populated by  females, far off any...</description>
			<content:encoded><![CDATA[<div>Ensemble<br />
Agility Melee <br />
<br />
<b><font color="#FF8C00">Story:</font></b> <i>The dancers are a  seclusive people. They live in their own village mostly populated by  females, far off any other civilization. There they train in the arts of  dances, combining magic with dexterity. Their respective capabilities  might be more limited than that of someone who focuses their live on the  pursuit of only one such discipline and as such, they lack the brute  strength of a warrior, the cunning of a thief or the grand knowledge of a  wizard. However, they possess a unique insight into all those  disciplines and can use either to augment the other, not just for  themselves - Dancers are also capable of inspiring those around them.</i><br />
<b><br />
Flickering Blade:</b> Throws a dagger at target hero or to target position. Enemy units the dagger passes through takes 50/100/150/200 magic damage. A dagger gadget is left where the dagger lands. The first allied hero to touch it gains 15% movement speed and +10/20/30/40 attack speed for 6 seconds. Range 900, mana cost 90, cool down 9 seconds. <font color="#808080">Every one runs faster holding a knife.</font><br />
<br />
<b>Mighty Drums:</b> your hero may channel for 3 seconds granting target unit +33.3% base damage a second for up to 2/3/4/5 attacks and 30% splash in a 150 unit radius on attack. Units in a 300 unit radius of the target are slowed by 50% while this ability is being channeled. Range 700, mana cost 120, cool down 12 seconds.<br />
<br />
<b>Arcane Flute:</b> For every .75 seconds Ensemble remains  stationary she plays a note on her flute lighting up 1 of the 4 notes above her head light up. You may activate this ability to have target heroes next  spell send out a healing wave that bounces for each note you have  charged healing 50/100/150/200 health and restoring 25/50/75/100 mana.  May be cast on self to immediately send out the wave. Cool down 9 seconds,  mana cost 70/100/130/160, range 700.<br />
<b><br />
Rhythmic Step:</b> Your hero moves to target location. This ability comes off cool down when ever you cast a spell. can&#8217;t move through terrain. On use reduces all of your abilities cool downs by 1/2/3 seconds. Range 450, cool down 12 seconds, mana cost 50.<br />
<br />
<b><font color="#FF8C00">Playstyle:</font></b> Ensemble can use her abilities to buff her own attacks and fight toe to toe with enemy heroes however she is most powerful when supporting allied heroes from the side lines using her spells to buff them and move around the battle field with a high level of mobility. Other then her supportive role in combat she has the ability to assist the teams carry when farming the jungle by stacking camps and giving them aoe damage when fighting the camps.</div>

]]></content:encoded>
			<category domain="http://forums.heroesofnewerth.com/forumdisplay.php?48-Hero-Drafts">Hero Drafts</category>
			<dc:creator>Drasha</dc:creator>
			<guid isPermaLink="true">http://forums.heroesofnewerth.com/showthread.php?497259-BBT2-Ensemble</guid>
		</item>
		<item>
			<title><![CDATA[[AGI Melee] [BbT2] Syph, the Dancer]]></title>
			<link>http://forums.heroesofnewerth.com/showthread.php?497256-BbT2-Syph-the-Dancer&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 23:15:55 GMT</pubDate>
			<description>Image: http://fc02.deviantart.net/fs71/f/2012/102/8/1/form_of_fonts_by_jjlovely-d4vwe1m.jpg | 
*Syph**the Dancer* 
 Image:...</description>
			<content:encoded><![CDATA[<div><div style="text-align: center;"><table class="stg_table tborder"><tbody><tr class="alt2"><td> <img src="http://fc02.deviantart.net/fs71/f/2012/102/8/1/form_of_fonts_by_jjlovely-d4vwe1m.jpg" border="0" alt="" /></td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td>&nbsp;</td></tr><tr class="alt1"><td><font color="#a9a9a9"><font size="7"><b>Syph</b></font></font><font color="#ffa500"><font size="7"></td></tr><tr class="alt2"><td></font></font><font size="5"><font color="#d3d3d3"><b>the Dancer</b></font></td></tr><tr class="alt1"><td></font><table class="stg_table tborder"><tbody><tr class="alt2"><td> <img src="http://dream.heroesofnewerth.com/images/icon_STR.gif" border="0" alt="" /></td><td>18+2.2</td><td> <img src="http://dream.heroesofnewerth.com/images/icon_attack_melee_20.gif" border="0" alt="" /></td><td>53-55</td></tr><tr class="alt1"><td><img src="http://dream.heroesofnewerth.com/images/icon_AGI.gif" border="0" alt="" /></td><td><b>19+2.4</b></td><td> <img src="http://dream.heroesofnewerth.com/images/icon_mvspeed.gif" border="0" alt="" /></td><td>310</td></tr><tr class="alt2"><td><img src="http://dream.heroesofnewerth.com/images/icon_INT.gif" border="0" alt="" /></td><td>21+2.3</td><td> <img src="http://dream.heroesofnewerth.com/images/icon_armor.gif" border="0" alt="" /></td><td>6.8</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><font color="#add8e6">Attack Range:</font> <font color="#add8e6">128</font></td></tr><tr class="alt2"><td><b>Melee </b>- Support - Carry enhancer</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></div><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#ffa500"><font size="4"><b>Background Story</td></tr><tr class="alt1"><td></b></font></font>The dancers are a seclusive people. They live in their own village mostly populated by females, far off any other civilation. There they train in the arts of dances, combining magic with dexterity. Their respective capabilities might be more limited than that of someone who focuses their live on the pursuit of only one such discipline and as such, they lack the brute strength of a warrior, the cunning of a thief or the grand knowledge of a wizard. However, they possess a unique insight into all those disciplines and can use either to augment the other, not just for themselves - Dancers are also capable of inspiring those around them.</td></tr><tr class="alt2"><td>Syph is a dancer herself. But unlike the rest of her tribe, she felt attuned to one certain aspect of her education. For her, strength never really helped her achieve anything. As her teachers noticed that at very young age, they specialized her in the arts of deception. Many years have passed where she tricked her fellow students as a part of her study, and never has she felt so empty as now. Her old family that had abandoned her had been brutally murdered by the Hellbourne. Even though she felt little for them, she thought that she had the duty to revenge them. With discipline in mind, she left the village for the first time in her life. The world beyond the vale would prove as a danger, but at the same time as a experience that would increase her skills tenfold.</td></tr><tr class="alt1"><td>&quot;Deception may sound as a cheap technique. But since when has a young farm-daughter ever had enough to afford an expensive technique?&quot;</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><font color="#ffa500"><b><font size="4">Overview</font></b><br />
</font><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><img src="http://wiki.guildwars2.com/images/6/60/Blurred_Frenzy.png" border="0" alt="" /> </td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#dda0dd"><font size="4"><b>Synchronize [Q]</b></font></font><font color="aqua"><font size="4"></td></tr><tr class="alt1"><td></font></font><font color="#dda0dd">Syph</font> <font color="#d3d3d3">enhances her own attacks onto the attacks of an ally, granting her attacks every time the ally attacks.</font></td></tr><tr class="alt2"><td><b>Action: </b><font color="#ffa500">Target ally</font></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            <b>Type: </b><font color="#ffa500">Superior Magic</font><br />
<br />
<b><font color="orange">Activation</font></b> (<font color="#a9a9a9"><b>Q</b></font>)<br />
The targetted ally and <font color="#dda0dd">Syph</font> will gain a buff that lasts for <font color="#ffa500">5 / 6 / 7 / 8</font> seconds. Whenever the ally with the buff attacks an enemy with an auto-attack, it will strike once again but with an attack that comes from Syph dealing <font color="#ffa500">40% / 50% / 60% / 70%</font> of the damage. Same vice-versa, where if Syph attacks the target then the targetted ally will attack in addition. The buff is purgeable, and is purgeable by either removing the buff on Syphon or the targetted ally. Purging the buff from one of the <font color="#ffa500">2</font> will result in both losing the buff. Can be stacked indefinately.<br />
<br />
<b>Range:</b> 400 units.<br />
<font color="#ffcc99"><b>Cooldown:</b> 15 seconds.</font><br />
<font color="#add8e6"><b>Manacost:</b> 70 mana.</font><br />

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</div><table class="stg_table tborder"><tbody><tr class="alt2"><td><img src="http://wiki.guildwars2.com/images/3/3e/Swap.png" border="0" alt="" /> </td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#dda0dd"><font size="4"><b>Desperate Deception [W]</b></font></font><font color="aqua"><font size="4"></td></tr><tr class="alt1"><td></font></font><font color="#dda0dd">Syph</font> <font color="#d3d3d3">creates an image of herself that protects her for a short duration.</font></td></tr><tr class="alt2"><td><b>Action: </b><font color="#ffa500">Activateable</font></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            <b>Type: </b><font color="#ffa500">N/A</font><br />
<br />
<b><font color="orange">Activation</font></b> (<font color="#a9a9a9"><b>W</b></font>)<br />
Summons a illusion at the exact position of where <font color="#dda0dd">Syph</font> is standing. <font color="#dda0dd">Syph</font> will then proceed to Empath-ult-style into the illusion. Enemies cant see that she is inside the illusion or if the illusion has been created. The illusion lasts for 5 seconds and takes <font color="#ffa500">500% / 400% / 300% / 200%</font> damage and deals <font color="#ffa500">30% / 40% / 50% / 60%</font> damage, while spawning with the current health that <font color="#dda0dd">Syph</font> had when activating. All buffs that were on <font color="#dda0dd">Syph</font> before she created the illusion will be transferred to the illusion and vice versa. Debuffs will be removed. Activating this ability again will kill the illusion and replace the illusion with <font color="#dda0dd">Syph</font>.<br />
<br />
<font color="#ffcc99"><b>Cooldown:</b> 13 seconds.</font><br />
<font color="#add8e6"><b>Manacost:</b> 50 mana.</font><br />

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</div><table class="stg_table tborder"><tbody><tr class="alt2"><td><img src="http://wiki.guildwars2.com/images/8/87/Spatial_Surge.png" border="0" alt="" /> </td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#dda0dd"><font size="4"><b>Bound Orb [E]</b></font></font><font color="aqua"><font size="4"></td></tr><tr class="alt1"><td></font></font><font color="#dda0dd">Syph</font> <font color="#d3d3d3">tthrows out a orb of pure magic that is bound to her. If it hits someone, she goes with it.</font></td></tr><tr class="alt2"><td><b>Action: </b><font color="#ffa500">Target enemy hero</font></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            <b>Type:</b><font color="#ffa500"> Magic</font><br />
<br />
<b><font color="orange">Activation</font></b> (<font color="#a9a9a9"><b>E</b></font>)<br />
<font color="#dda0dd">Syph</font> throws out a projectile that moves at 750 MS towards the targetted hero. When the projectile hits the enemy, it deals 60 / 100 / 140 / 180 magic damage and stuns the enemy for 1.5 seconds. Additionally, this ability blinks <font color="#dda0dd">Syph</font> to the enemy when it hits. While the enemy is stunned, <font color="#dda0dd">Syph</font> deals no damage with her own auto-attacks to the targetted hero, but attacks 100% faster.<br />
<br />
<font color="#ffcc99"><b>Cooldown:</b> 13 / 12 / 11 / 10 seconds.</font><br />
<font color="#add8e6"><b>Manacost:</b> 60 / 70 / 80 / 90 mana.</font><br />

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</div><table class="stg_table tborder"><tbody><tr class="alt2"><td><img src="http://wiki.guildwars2.com/images/d/d0/Phantasmal_Disenchanter.png" border="0" alt="" /> </td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#dda0dd"><font size="4"><b>Mimic [R]</b></font></font><font color="aqua"><font size="4"></td></tr><tr class="alt1"><td></font></font><font color="#dda0dd">Syph</font> <font color="#d3d3d3">is able to immediatly mimic one of her abilities, making it stronger in the process.</font></td></tr><tr class="alt2"><td><b>Target: </b><font color="#ffa500">N/A</font></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            <b>Type:</b><font color="#ffa500"> N/A</font><br />
<br />
<b><font color="orange">Activation</font></b> (<font color="#a9a9a9"><b>R</b></font>)<br />
On use, <font color="#dda0dd">Syph</font> mimics and uses the same spell she used last. If Synchronize is mimiced, it adds an additional <font color="#ffa500">20% / 40% / 60%</font> cleave on the additional attack. If Desperate Deception is mimiced, the illusion gains invisibility for <font color="#ffa500">4 / 8 / 12</font> seconds. If Bound Orb is mimiced, then Syphon attacks with an additional 300% attack speed instead of 100%. Using mimic will not trigger the cooldown on any of the other spells.<br />
<br />
<font color="#ffcc99"><b>Cooldown:</b> 25 / 20 / 15 seconds.</font><br />
<font color="#add8e6"><b>Manacost:</b> 50 / 75 / 100 mana.</font><br />

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</div><br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><b><font size="4"><font color="#dda0dd">Tactics</font></font></b></td></tr><tr class="alt1"><td>There are some mechanics on Syph that work very well with themselves and others. </td></tr><tr class="alt2"><td>One mechanic is Synchronize + Mimic. You may think that what you are able to do with this ability is putting it on an ally, and when it expires putting it on that ally again so that you have it up all the time. But in reaility, you are able to apply it twice, both to yourself and an ally. Since it stacks, you are able to, as an example, put it on you carry twice, granting you his attack damage twice upon hitting the enemy + one of the strikes become cleaved. You could also apply it on 2 different heroes, giving you the attack damage of those 2 combined of course.</td></tr><tr class="alt1"><td>Additionally, Resto stone is absolute core on Syph. Why? Because you dont need other items to carry practically (maybe a Shrunken Head in addition). With this item, you can first use Q + R on the allied hero with the most attack damage, and then pop resto stone and repeat the process. Ypu now deal the attack damage of that allied hero x4 with 2 attacks being cleave. Combined with your E this becomes a threat that should be stopped immediatly. Silencing Syph is therefore the most important task if she goes for the carry-route.</td></tr><tr class="alt2"><td>Desperate Deception is a great tool to escape or evade attacks. Because of its instant cast, you are able to disjoint abilities easily. Since Syph herself dissapears completely from the map, she wont be hit by incoming projectiles simply by using this ability. Enemies will thereafter possibly hesitate to attack Syph since the illusion doesnt share health with Syph in any way. Reactivating it immediatly could surprise enemies into thinking that she in reality still is a illusion and would make it possible to use other abilities to escape from the enemies, such as a mimic + E combo.</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></div>

]]></content:encoded>
			<category domain="http://forums.heroesofnewerth.com/forumdisplay.php?48-Hero-Drafts">Hero Drafts</category>
			<dc:creator>Chime</dc:creator>
			<guid isPermaLink="true">http://forums.heroesofnewerth.com/showthread.php?497256-BbT2-Syph-the-Dancer</guid>
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			<title><![CDATA[[INT Ranged] [S2E1]Evenar]]></title>
			<link>http://forums.heroesofnewerth.com/showthread.php?497195-S2E1-Evenar&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 17:10:51 GMT</pubDate>
			<description>Here is my 3rd hero hope you like it. 
 
Image: http://th05.deviantart.net/fs71/PRE/i/2013/104/1/1/heavy_gunslinger_knight_by_shinoshoe26-d61r9iv.jpg...</description>
			<content:encoded><![CDATA[<div>Here is my 3rd hero hope you like it.<br />
<br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><img src="http://th05.deviantart.net/fs71/PRE/i/2013/104/1/1/heavy_gunslinger_knight_by_shinoshoe26-d61r9iv.jpg" border="0" alt="" /> </td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td>&nbsp;</td></tr><tr class="alt1"><td><font size="5"><b>Evenar</b></font></td></tr><tr class="alt2"><td><font size="3">The Tank Buster</font></td></tr><tr class="alt1"><td><table class="stg_table tborder"><tbody><tr class="alt2"><td> <img src="http://dream.heroesofnewerth.com/images/icon_STR.gif" border="0" alt="" /></td><td>20+2.1</td><td> <img src="http://media.steampowered.com/apps/dota2/images/heropedia/overviewicon_attack.png" border="0" alt="" /></td><td>41-51</td></tr><tr class="alt1"><td><img src="http://dream.heroesofnewerth.com/images/icon_AGI.gif" border="0" alt="" /></td><td>15+1.5</td><td> <img src="http://dream.heroesofnewerth.com/images/icon_mvspeed.gif" border="0" alt="" /></td><td>300</td></tr><tr class="alt2"><td><img src="http://dream.heroesofnewerth.com/images/icon_INT.gif" border="0" alt="" /></td><td><b>25+2.5</b></td><td> <img src="http://dream.heroesofnewerth.com/images/icon_armor.gif" border="0" alt="" /></td><td>3.0</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><b>Melee</b> &#8211; Support &#8211; Anti Tank</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Background Story</b></td></tr><tr class="alt1"><td><b>Evenar</b> <b>is a mercenary </b>obsessed with the weapons of the ancients. Traveling far and wide in search for new ones to acquire, he takes on a lot of different contracts that offer the opportunity to get them. His specialty is taking out larger creatures with his gun and arsenal of ancient gear.</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Overview</b></td></tr><tr class="alt1"><td><b>Evenar</b> is a ranged intelligence support hero. His main roles are to harass heroes with high strength and health, and support his team by boosting its armor and reducing the enemies armor with his ultimate.</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><table class="stg_table tborder"><tbody><tr class="alt2"><td> <img src="http://www.hiveworkshop.com/forums/resource_images/7/icons_6413_btn.jpg" border="0" alt="" /></td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Stopping Power (Q)</b></td></tr><tr class="alt1"><td><b>Evenar</b> Shoots an enemy with a special bullet that reduces the targets strength for a short time and pushes it backwards. </td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            <b>Target: Single Target</b><br />
<b><b>Type: Magic</b></b><br />
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Shoots an enemy dealing 60 / 90 / 120 / 150 magic damage, plus lowering the total strength by 5 / 10 / 15 / 20% for 3.5 seconds, and pushes back the target 140 units.<br />
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<b><b>Range:</b></b> 550<br />
<b>Cast Time:</b> 0.5 second<br />
<b>Cooldown:</b> 11 seconds<br />
<b>Manacost:</b> 100 / 110 / 115 / 120<br />

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</div><table class="stg_table tborder"><tbody><tr class="alt2"><td> <img src="http://www.hiveworkshop.com/forums/resource_images/2/icons_1446_btn.jpg" border="0" alt="" /></td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Trip Wire</b> (W)</td></tr><tr class="alt1"><td><b>Evenar</b> Launches a invisible trip wire at a target location forcing enemies to trip and fall if they walk over it, causing damage and a stun based on their maximum health. </td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            <b>Target: Target Vector</b><br />
<b>Type: Physical</b><br />
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Launches a 300 width invisible Trip wire that deals 100 / 150 / 200 / 250 physical damage to enemies who move over it and stuns them for 1 second plus 0.1 for every 100 health points they have over 1000 health of their maximum health. The Trip Wire lasts 3 / 4 / 5 / 6 seconds. Enemies can be affected by the same Trip Wire only once.<br />
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<b>Range:</b> 600<br />
<b>Cast Time:</b> 0.5 second<br />
<b>Cooldown:</b> 13 seconds<br />
<b>Manacost:</b> 100 / 120 / 140 / 160<br />

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</div><table class="stg_table tborder"><tbody><tr class="alt2"><td> <img src="http://www.hiveworkshop.com/forums/resource_images/13/icons_12158_btn.jpg" border="0" alt="" /></td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Antique Armor</b></td></tr><tr class="alt1"><td><b>Evenar&#8217;s</b> ancient armor contains a generator that enhances ally armor and its durability when they are close to him. </td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            <b> <b>Type: Passive</b></b><br />
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Passive grants nearby allies 1 / 2 / 3 / 4 armor, and 10 / 20 / 30 / 40% resistance to armor reduction.<br />
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<b><b>Range:</b></b> 600<br />

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</div><table class="stg_table tborder"><tbody><tr class="alt2"><td> <img src="http://www.hiveworkshop.com/forums/resource_images/5/icons_4554_btn.jpg" border="0" alt="" /></td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><b>Ancient Weapon (R) </b></td></tr><tr class="alt1"><td><b>Evenar</b> uses an ancient device to call down a beam of light that deals damage over time and melts the enemy armor reducing it and slowing its movement speed.</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            <b>Target: </b><b>Single Target</b><br />
<b><b>Type: Superior Magic</b></b><br />
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Summons a beam of light at the target enemy for 5 seconds. Dealing  50 magic damage per second to the target and enemies in a radius of 140 units around the main target. Applies Molten Armor for 3 seconds to the main target, adds a charge to Molten Armor for every second. <br />
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<b><b>Molten Armor Effect&#8217;s:</b></b><br />
Reduces  1 / 2 / 3 armor per charge. For every 2 armor reduced the targets movement speed is reduced for 3%.<br />
 <br />
<b>Range:</b> 600 / 650 / 700 <br />
<b>Cast Time:</b> 0.5 second<b><br />
Cooldown:</b> 120 / 100 / 80 <br />
<b>Manacost:</b> 200 / 250 / 300 <br />

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<br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td>What makes him unique?</td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td>-Evenar&#8217;s role as a antitank support hero that offers his team additional armor and tools to disable and deal with tanks.</td></tr><tr class="alt1"><td>- His skills Stopping Power and Trip Wire scale throughout the game, and are especially powerful  vs strength heroes.</td></tr><tr class="alt2"><td>-Trip Wire is a combination of an aoe stun and a trap. It can be used as a simple stun, or a tool to set up ganks and retreats. You can use it in a lot of different combinations with heroes that can push or pull the enemy towards the trap, and it has a great synergy with the item Tablet of Command. Its damage is static but its stun duration is based on the maximum health of the enemies who step on the Trip Wire, making it a strong disable for tanks especially during late game.</td></tr><tr class="alt1"><td>- His passive is a aura that boost ally armor and gives them resistance against armor reducing effects like Shield Breaker, Sol&#8217;s Bulwark, Dread.</td></tr><tr class="alt2"><td>- His ultimate is a single target damage over time spell that deals its damage to enemies in a small radius around the main target, and reduces the main targets armor and movement speed based on the reduced armor.</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><table class="stg_table tborder"><tbody><tr class="alt2"><td>Purpose?</td><td>Evenar&#8217;s purpose is to support his team by harassing tanking heroes.And adding a passive armor boost that also counters enemy armor reductions, where other support heroes offer only temporary buffs to one or two heroes at the same time. His durability and skills allow him to help his team deal with strong tanking heroes throughout the game.</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><br />
Change Log<br />
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             <br />
5/19/2013<br />
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Q: Reduced the damage from 80/120/160/200 to 60/90/120/150.<br />
     Added a small 140 unit push.<br />
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W: Set a base 1 second stun that increases for every 100 hp above 1000 health.<br />
<br />
E: Decreased the armor bonus from 2/3/4/5 to 1/2/3/4.<br />
<br />
R: Reworked it so its no more a channeling spell and decreased its damage and added a movement speed reduction based on the armor burned.<br />
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5/20/2013<br />
<br />
R: Forgot to set the spells duration, fixed now. <br />
And reduced the radius of the damage from 200 to 140.
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]]></content:encoded>
			<category domain="http://forums.heroesofnewerth.com/forumdisplay.php?48-Hero-Drafts">Hero Drafts</category>
			<dc:creator>Azangund</dc:creator>
			<guid isPermaLink="true">http://forums.heroesofnewerth.com/showthread.php?497195-S2E1-Evenar</guid>
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		<item>
			<title><![CDATA[[STR Melee] Kieranu - Armor Changer]]></title>
			<link>http://forums.heroesofnewerth.com/showthread.php?497151-Kieranu-Armor-Changer&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 11:39:09 GMT</pubDate>
			<description>Kieranu 
 
*From the depths of the mountains, working with the great Hephaestus himself comes Kieranu (Swahili for change). 
Creating nothing but...</description>
			<content:encoded><![CDATA[<div><div style="text-align: center;"><font size="6"><font color="LightBlue"><span style="font-family: Myriad Pro">Kieranu</span></font></font><br />
<br />
<b>From the depths of the mountains, working with the great Hephaestus himself comes Kieranu (Swahili for change).<br />
Creating nothing but armor and understanding the very concept and heart of it. He can change your armor and turn it against you</b>.<br />
(Should look a little like a smith or Svarog)<br />
<br />
<b>This hero can be played as a utility hero, debuffing the enemies armour or as a carry.</b><br />
<font color="PaleTurquoise"><font size="4">Hero's Stats <br />
(I have no idea if this is balanced or not)<br />
</font></font><br />
<br />
<br />
<br />
<font color="PaleTurquoise">Range:</font> Melee<br />
<font color="PaleTurquoise">Base Damage: </font> 50-58<br />
<font color="PaleTurquoise">Health: </font>570<br />
 <font color="PaleTurquoise">Mana:</font> 230<br />
<font color="PaleTurquoise">Strength Gain:</font> +3  / +1.8<br />
<font color="PaleTurquoise">Agility Gain:</font> +1.8 / +3<br />
<font color="PaleTurquoise">Intelligence Gain:</font> +1.8 / +1.8 (needs to be leveled out with his manacosts)<br />
<font color="PaleTurquoise">Armor:</font> 3.4<br />
<font color="PaleTurquoise">Movement Speed:</font> 305<br />
<font color="PaleTurquoise">Hero's main stat:</font> Strength/Agility <br />
<br />
<br />
<br />
<br />
<font color="LightBlue"><span style="font-family: Myriad Pro"><font size="4">Skill 1</font></span></font><br />
<br />
<br />
<b>The next attack deals a lingering -1/-2/-3/-4 armour and -0.5/-1/-1.5/-2 magic armour for 2 seconds</b><br />
<font color="#99ccff">Skill Mechanics: </font>Should work based on charges, similar to Benzington's Lance-A-Long, choosing to use all charges at once or one go off every 10 sec or something<br />
</div><br />
                             0 Manacost<br />
17.5/15/12.5/10 second cooldown<br />
<br />
 <br />
<br />
<br />
<div style="text-align: center;"><font color="LightBlue"><span style="font-family: Myriad Pro"><font size="4">Skill 2</font></span></font><br />
<br />
<b>Throws his equipment to the location, setting a detonation to throw all targets in that line up in the air by earth moving upwards and stunning the targets in the proces</b><br />
<font color="#99ccff">Skill Mechanics: </font>Send out equipment dealing 100/120/150/190 Superior Mixed Damage and stunning all in line for 1/1.5/2/2.5 sec (I feel this spell should do both physical and magic damage, seeing he's the master of amour)<br />
</div><br />
                             100/120/140/160 manacost<br />
14/12/10/8 second cooldown<br />
1100 radius<br />
<br />
                   <br />
 <br />
<br />
<br />
<div style="text-align: center;"><font color="LightBlue"><span style="font-family: Myriad Pro"><font size="4">Skill 3</font></span></font><br />
<b>Engulf the target with surroundings (like trees, earth), can give cool visual effects</b><br />
<font color="#99ccff">Skill Mechanics: </font>Boosts the (friendly) hero with +4/6/8/10 armour and +1/2/3/4 magic armour for 5 seconds, releasing it surroundings after 5 seconds dealing X damage and provide a slow (X %based or Y static slow)<br />
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	<div class="bbcode_description">Quote:</div>
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			                             <br />
                   80/120/160/200 manacost<br />
10 second cooldown<br />
750 radius
			
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</div> <br />
<br />
<br />
<div style="text-align: center;"><font color="LightBlue"><span style="font-family: Myriad Pro"><font size="4">Ultimate</font></span></font><br />
<b>Changes physical armour with magic armour for 12/14/16 seconds</b><br />
<font color="#99ccff">Skill Mechanics: </font>Target a hero (enemy/friendly) to change the target's physical armour to his magic armour (CD: 100/80/60)<br />
(This works sort of like the use of a harkons, in order to disencourage the stacking of armour, only few people pick this up)<br />
Can also be used to target a location and apply the debuff to a radius of 400 (maybe increase the radius with each point into it then as well)<br />
Possibly to avoid purging this off with void or shrunken make this effect superior (this might be unbalanced and needs to be tested)<br />
 <br />
<br />
                   150 manacost<br />
100/80/60 second cooldown<br />
900 radius<br />
<br />
<font color="LightBlue"><span style="font-family: Myriad Pro"><font size="4">Contact</font></span></font><br />
<b>I can always be contacted on my account (fishbotx) or by e-mail: <a href="mailto:joris_panis@hotmail.com">joris_panis@hotmail.com</a></b><br />
Actual numbers or cooldowns or damage can be changed, cause I do not know whether this is balanced or not<br />
</div></div>

]]></content:encoded>
			<category domain="http://forums.heroesofnewerth.com/forumdisplay.php?48-Hero-Drafts">Hero Drafts</category>
			<dc:creator>fishbotx</dc:creator>
			<guid isPermaLink="true">http://forums.heroesofnewerth.com/showthread.php?497151-Kieranu-Armor-Changer</guid>
		</item>
		<item>
			<title><![CDATA[[INT Ranged] [S2E1]Cackle the Mad Scientist]]></title>
			<link>http://forums.heroesofnewerth.com/showthread.php?496902-S2E1-Cackle-the-Mad-Scientist&amp;goto=newpost</link>
			<pubDate>Fri, 17 May 2013 01:06:34 GMT</pubDate>
			<description>Cackle 
Image: http://upload.wikimedia.org/wikipedia/commons/thumb/5/55/Mad_scientist_bw.svg/400px-Mad_scientist_bw.svg.png  
 
 
Lore: 
Cackle was...</description>
			<content:encoded><![CDATA[<div><div style="text-align: center;"><font color="#FF0000"><font size="7">Cackle</font><br />
</font><img src="http://upload.wikimedia.org/wikipedia/commons/thumb/5/55/Mad_scientist_bw.svg/400px-Mad_scientist_bw.svg.png" border="0" alt="" /><font color="#ff0000"><font size="5"><font size="7"><br />
<br />
<br />
Lore:<br />
</font></font></font><font size="5"><font size="7"><font size="4">Cackle was always curious as a child, and very into nuclear waste and genetic mutations. he left his village at a very young age in order to go further his studies in his new underwater laboratory he'd been building. many years later, he was discovered by a Myrmadon, who promised him many test subjects in exchange for his services to the Hellbourne.<br />
</font></font></font><font color="#ff0000"><font size="5"><font size="7"><br />
Stats:<br />
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        <div style="display: none;">
            <font size="5"><font size="7"><font size="4">Agility: 21 +1.9<br />
</font></font></font><font size="4">Strength: 15 +1.4</font><br />
<font size="4">Intelligence: 25 +2.7</font><br />
<font size="4">Movement speed: 305<br />
Armor: 5.5<br />
Magic Armor: 3.2</font><br />
<br />
<br />
<font size="4">Attack:</font><br />
<br />
<br />
<font size="4">Damage: 48-54</font><br />
<font size="4">Attackspeed: .67 a/s</font><br />
<font size="4">Range: 500</font><br />
<font size="4">Animation: Cackle throws glass beakers at targets, which shatter on impact. Beakers carrying an effect from &quot;What's This?!&quot; turn a corresponding color. </font>
        </div>
    </div>
</div><br />
<br />
<br />
<font size="7"><font color="#ff0000">Abilities:<br />
<br />
</font></font><br />
<font size="4">Q: They Called Me Mad</font><br />
<div style="margin:20px; margin-top:5px">
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    <div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
        <div style="display: none;">
            <font size="4">Description:</font><br />
<font size="3">They said he could never create life, but he showed them, oh yes, he showed them all. muahaha. Muahahaha. MUAHAHAHAHA<br />
<br />
</font>
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    </div>
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        <div style="display: none;">
            <br />
<div style="text-align: left;">Upon activation summons Delta Subject.<font size="3"><br />
</font><br />
No maximum of Delta Subjects (though technically only 4 are possible at any one time)<br />
Unit has no item slots.</div><div style="text-align: center;"><br />
<br />
<font size="3">Delta Subject:<br />
Base hp- 500/600/700/800<br />
Damage- 34/38/42/46-40/44/48/52<br />
Movespeed- 350/370/390/410<br />
Atk Speed- 1 a/s<br />
Range- melee<br />
Duration- 35 sec<br />
Manacost- 120/130/140/150<br />
Cooldown-30/25/20/15  sec</font><br />
<br />
<br />
<font size="6">Abilities:</font><br />
<br />
<br />
<font color="#ff0000"><font size="4">Molecular Instability</font></font><br />
<br />
<font size="4">Description:</font><br />
<font size="3">Is it supposed to glow like that?</font></div><div style="text-align: left;"><br />
As Delta Subject ages, it becomes more and more volatile, dealing damage to nearby enemies.<br />
Delta Subject damages nearby enemies for a constantly increasing amount. <br />
Damage starts at 0/0/5/10, and increases by 1/1.5/2/2.5 damage per second.</div><div style="text-align: center;"><font size="4"><br />
<font size="4">Radius- 175</font></font><br />
<br />
<br />
<font color="#ff0000"><font size="4">Failed Experiment:</font></font><br />
<br />
</div><div style="text-align: left;">At the end of his life, Delta Subject explodes, applying a 60% movespeed slow and a 10/20/30/30% attack speed slow to all nearby enemies for 4 seconds.<br />
Radius- 225 units <font size="4"><br />
</font></div><div style="text-align: center;"><br />
<span style="font-family: arial"><font size="1"><font color="#696969">MUAHAHAHAHAHAHAHA<br />
</font></font></span></div>
        </div>
    </div>
</div><div style="text-align: center;"><br />
<br />
<br />
<br />
<br />
<font size="4">W: Stroke of Genius:</font><br />
<br />
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        <div style="display: none;">
            <br />
<div style="text-align: left;">Applies a random buff to Cackle and his controlled units for 5 seconds. <br />
The chances of getting each buff scales dynamically with the user's health.<br />
</div><div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			<br />
<ul><li style="text-align: left">+30/45/60/75 movement speed: 100% chance at max health, 100% at 0% health, and a minimum of 25% at 50% hp<br /></li><li style="text-align: left">+30/45/60/75 attack speed: 100% at 85% and 65%, 75% at 100%, and a min of 20% at no hp<br /></li><li style="text-align: left">+30/40/50/60 attack damage: max of 85% at max hp, min of 15% at 0 hp<br /></li><li style="text-align: left">+3/4.5/6/7.5 armor: max of 80% at 75% and 25% health, min of 40% at 100%, 50%, and 0%<br /></li><li style="text-align: left">+3/4/5/6 magic armor: max of 80% at 75% and 25%, min of 40% at 100%, 50%, and 0%<br /></li><li style="text-align: left">If at any time the dice does not roll a positive for any effects, all effects will be granted</li></ul>
			
		<hr />
	</div>
</div><div style="text-align: center;"><font size="4"><br />
Cooldown: 12 sec</font><br />
<font size="4">Manacost: 150 mana</font><br />
<font color="#808080"><span style="font-family: arial"><font size="1">Why didn't I think of this before?<br />
</font></span></font></div>
        </div>
    </div>
</div><div style="text-align: center;"><span style="font-family: arial"><font size="1"><font size="4"><br />
<br />
<br />
E: What's This?!:<br />
</font></font></span><div style="margin:20px; margin-top:5px">
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        <div style="display: none;">
            <span style="font-family: arial"><font size="1"><font size="4"> <font size="3">Description:</font></font></font></span><br />
<font size="2">Cackle has an assortment of chemicals at his disposal, and is constantly discovering new things to harm his enemies with.<br />
<br />
</font>
        </div>
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    <div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
        <div style="display: none;">
            <br />
<div style="text-align: left;">Adds whichever effect is selected to every fourth attack for Cackle. Effects stack a max of 1/2/2/3 times.</div><br />
<ul><li style="text-align: left">10/10/20/20% movement speed slow<br /></li><li style="text-align: left">10/10/20/20% attack speed slow<br /></li><li style="text-align: left">-2/2/3/3 armor<br /></li><li style="text-align: left">-1/1/2/2 magic armor<br /></li><li style="text-align: left">Deals 30 additional magic dps</li></ul><br />
<div style="text-align: center;"><span style="font-family: arial"><font size="1"><font size="4"><br />
Duration- 3/4/5/6 seconds<br />
<font size="1"><span style="font-family: arial"><font color="#808080">I wonder....<br />
<br />
<br />
</font></span></font></font></font></span></div>
        </div>
    </div>
</div><div style="text-align: center;"><span style="font-family: arial"><font size="1"><font size="4"><font size="1"><span style="font-family: arial"><font size="4"><br />
<br />
<br />
Newton's First</font></span></font></font></font></span><br />
<div style="margin:20px; margin-top:5px">
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        <div style="display: none;">
            <font size="3">Description:</font><br />
<font size="2">Like any scientist, Cackle is aware that objects in motion tend to stay in motion, and that objects at rest tend to remain at rest. Lucky for him, in Newerth, everyone seems to ignore that. That means that he gets an unexpected advantage by following the universe's laws...</font><br />

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        <div style="display: none;">
            <br />
<div style="text-align: left;">Passive: For every 1 second that Cackle is moving, he gains 10/15/20 movement speed and 1% slow resistance, capping at 75% resistance<br />
Every second Cackle is stationary, he receives 5% knock-back resistance<br />
Every time Cackle attacks, he receives an additional 5/7.5/10 attack speed<br />
Buffs remain for 4 seconds, then taper off over 3 seconds if no additional stacks are added.<br />
Buffs will apply to Cackle and his minions, each gaining their own individual stacks.<br />
<br />
Activation: Cackle decides that he too can ignore the laws of physics. Of course, he's not satisfied with pretending the laws aren't there: instead, he has to abuse them.<br />
For 5 seconds upon activation, Cackle is able to attack while moving, and ignores all slowing and knocking effects.<br />
Moving while attacking description: If you target a unit to attack, then target a location to run to, Cackle will continue to attack that unit as he runs. If that unit dies or moves out of range, Cackle will attack a random target (Priority: Hero-&gt;Creep-&gt;Tower-&gt;Barracks-&gt;other buildings) in range until a new target is selected.<br />
<br />
</div><div style="text-align: center;"><font size="4">Manacost: 150<br />
Cooldown: 75/60/45</font></div>
        </div>
    </div>
</div><div style="text-align: center;"><span style="font-family: arial"><br />
<br />
</span></div><div style="text-align: left;"><span style="font-family: arial">So this is Cackle. He's an Intelligence Jungler, who fills the role of a ganker/semi-carry. I'll write up all those things later. For now, here we are.<br />
Edit: Spoilers seem to be hating me the most they have ever hated me in my entire existence. Hopefully I can thin them down. Until then, apparently some abilities are going to be in 3 separate spoilers. If they don't work out, then I'll just have to go without.<br />
</span></div><div style="text-align: center;"><span style="font-family: arial"><br />
</span></div></div>

]]></content:encoded>
			<category domain="http://forums.heroesofnewerth.com/forumdisplay.php?48-Hero-Drafts">Hero Drafts</category>
			<dc:creator>JimmyRaynor</dc:creator>
			<guid isPermaLink="true">http://forums.heroesofnewerth.com/showthread.php?496902-S2E1-Cackle-the-Mad-Scientist</guid>
		</item>
		<item>
			<title><![CDATA[[INT Ranged] [S2E1] Serenade]]></title>
			<link>http://forums.heroesofnewerth.com/showthread.php?496868-S2E1-Serenade&amp;goto=newpost</link>
			<pubDate>Thu, 16 May 2013 22:09:28 GMT</pubDate>
			<description>Serenade is intended to be an anti-carry / semi-carry who abuses the enemy attack damage to increase her own damage potential. She introduces a...</description>
			<content:encoded><![CDATA[<div>Serenade is intended to be an anti-carry / semi-carry who abuses the enemy attack damage to increase her own damage potential. She introduces a synergizing set of 1v1 abilities while maintaining global presence with her ultimate.<br />
<br />
<br />
Backstory: After suffering the corruption from the corrupted Vulture Lords for eternities, the Screachers arose from their slavery and started to revolt. Serenade, leader of a group of renegate Screachers, searches help from the Legion armies and offers her powers to aid them in their fight against the Hellbourne onslaught in return.<br />
<br />
550 attack range<br />
<br />
Intelligence 22 (+2.70)<br />
Agility 15 (+1.5)<br />
Strength 18 (+2.1)<br />
<br />
<br />
Q: Screach Release<br />
100/110/120/130 manacost<br />
15 second cooldown<br />
500 radius<br />
<br />
Serenade releases a terrifying howl every .5 seconds for 1 second (one on cast, one after .5 seconds, one after 1 second), summoning shockwaves which quickly expand from her position, each dealing 25/33/41/50 magic damage +10/12/14/16% of Serenade's and the target's attack damage. Enemies also get disarmed for .5/1/1.5/2 seconds whenever hit.<br />
<br />
<br />
<br />
W: Sound Blasts<br />
2/2/3/3 charges refreshing every 11/9/7/5 seconds<br />
30 manacost<br />
.75 seconds cooldown<br />
600 range, 200 radius<br />
<br />
Serenade shoots out a Sound Wave in a direction. Enemies hit take 40/50/60/70 magic damage +15% of Serenade's attack damage and have 7 charges of Voicecrack applied to them, maximum of 35 charges.<br />
Voicecrack: Transfers 1% of the enemy's attack damage per charge to Serenade, weakening them. Charges last 4 seconds but are refreshed whenever the target takes ability damage.<br />
<br />
<br />
<br />
E: Haunted Taunt<br />
100 manacost<br />
22 second cooldown<br />
550 range<br />
<br />
Serenade mocks an enemy hero, applying Deafening Rage.<br />
Deafening Rage: Increases movement speed to 522 and attack damage by 50%. The target is forced to attack Serenade untill it has either dealt 110/140/170/200 damage to her or 2.75/3/3.25/3.5 seconds have passed. The Rage ends early if Serenade moves a total of 550/650/750/850 units. The target will keep the buffs for the entire duration, regardless if the taunt portion ends early or not.<br />
<br />
<br />
<br />
R: Call of the Harpye<br />
175/225/275 manacost<br />
100/90/80 second cooldown<br />
global range, 400 radius<br />
<br />
Serenade calls down a swarm of Harpyes to help her in battle. Summons a swarm of Harpyes that deal 75/100/125 magic damage +20/25/30% of Serenades attack damage in the AoE every second for 5 seconds.<br />
<br />
-----------------------------------------------------------------------------------------------------------------------------------------<br />
<br />
<br />
Serenade plays around with attack damage that isn't necessarily her own a lot, making her slightly stick out of the general hero pool. Aside from Keeper she is the only hero with an on-demand AoE disarm (correct me if I'm mistaken), but she fills an entirely different role than he does. Whilst Keeper focuses on pushing and initiating, Serenade picks out the enemy hard carry and disrupts him in his role as much as possible, while only making herself more of a threat and keeping up teamfight presence. She forces an enemy to attack her, then disarms him, effectively forcing him to stay in place. Then she starts stealing his buffed up (!) attack damage, which she then uses to enhance her own abilities, gradually becoming more and more powerful.<br />
<br />
Her weakness obviously lies in being relatively squishy but also being forced to not back down from a fight, in order to not nullify her own disable.</div>

]]></content:encoded>
			<category domain="http://forums.heroesofnewerth.com/forumdisplay.php?48-Hero-Drafts">Hero Drafts</category>
			<dc:creator>Shraft</dc:creator>
			<guid isPermaLink="true">http://forums.heroesofnewerth.com/showthread.php?496868-S2E1-Serenade</guid>
		</item>
		<item>
			<title><![CDATA[[AGI Melee] [S2E1] The Monk]]></title>
			<link>http://forums.heroesofnewerth.com/showthread.php?496853-S2E1-The-Monk&amp;goto=newpost</link>
			<pubDate>Thu, 16 May 2013 21:00:24 GMT</pubDate>
			<description><![CDATA[The Monk, Melee Agility hero. 
 
Hello, I&#8217;d like you to take some of your precious time to read through this as I do have quite a lot to say. Me and...]]></description>
			<content:encoded><![CDATA[<div>The Monk, Melee Agility hero.<br />
<br />
Hello, I&#8217;d like you to take some of your precious time to read through this as I do have quite a lot to say. Me and my real life friend developed a hero concept, based around abilities and combos which, when used in a certain pattern, grant the ability to execute a combo. I&#8217;ll be touching several points which I find interesting about this idea.<br />
<br />
First of all, let us take a look at the hero&#8217;s abilities. The scaffolding of his ability pool, as we imagined it, would be a <font color="#ff0000">couple of active abilities with charges, gaining charges over time</font>. Next would come a<font color="#800080"> passive ability</font>,<font color="#800080"> which the player would begin with level 1 in it</font> (much like Master of Arms). This ability would not only be passive, it <font color="#800080">would become active once the required combo of the first two abilities would be executed</font>. There&#8217;d be different combinations that those abilities could be done in, each having a &#8216;finisher&#8217;, which would become active in the passive&#8217;s place. Leveling this passive would boost the strength of these &#8216;finishers&#8217;. This passive ability would be his core ability, the hero&#8217;s concept gravitating around this skill, the &#8216;finishers&#8217; ranging from a stun (small duration of course) inducing slam to a roundhouse kick which would knock the enemies away from him. Now let&#8217;s take a look at the first two abilities that this hero possesses. <font color="#ffff00">One of them would be a punch, jab or any form of quick hand-to-hand combat attack which can be executed while walking, hitting enemies in a small arc in front of him.</font><br />
<br />
After a brainstorming session I had with my friend, we came to the conclusion that these &#8216;punches&#8217; should be able to used while walking, applying a slow on the enemies hit. Why so? Because our hero needs to have a window in which to be able to execute the combos, without having everyone running away before he could even give them a good slap. <font color="#00ff00">The next ability would be a &#8216;kick&#8217; or anything in that range of combat abilities. This would deal more damage than the &#8216;punch&#8217;, having a wider arc, much similar to Pandamonium&#8217;s Flurry ability. This ability however would not be executed while walking, slowing him down.</font> This now leads us to his ultimate. <font color="#ff8c00">The ability is a blink with 2 charges, recharging over time</font>. This ability would have an extremely low cooldown, allowing the hero to teleport in, unleash his abilities, then port out of danger. Leveling this ability would both reduce the time at which the charges are made, as well as adding a small amount of magic damage around his teleporting position. All his abilities, besides the ultimate, scale with his damage, dealing physical damage which can not be negated by magic immunity.<br />
<br />
<font color="#800080">The &#8216;finishers&#8217; that he can use with his passive ability, which turns active whenever he is able to execute one, would most likely be around 5-7 kind of combos</font>, each with their own special way of being cast, as well as their own effects on the battlefield. <br />
<br />
<br />
<i><b>Example:<br />
<br />
</b><b><i><font color="#ff0000">These numbers and abilities are only an example of what this hero could be. The idea has quite a lot of potential, which I hope is going to be used.<br />
</font></i><font color="#ffff00"><b><br />
S</b>wift Strike</font><br />
<font color="#33ccff">Mana Cost</font>: 10<br />
<font color="#ff0000">Charges</font>: 1/2/3/4<br />
Deals 10/20/30/40 physical damage in a small arc in front of the hero, applying a tapering 4/8/12/16% movement slow. Charges are gained every 6/5/4/3 seconds. This ability can be cast while the hero is moving.<br />
<br />
<font color="#00ff00"><b>K</b>arate Kick</font><br />
<font color="#33ccff">Mana Cost</font>: 20<br />
<font color="#ff0000">Charges</font>: 1/2/2/3<br />
Deals 15/30/45/60 physical damage in a wide arc in front of the hero. Charges are gained every 8/7/6/5 seconds. This ability also applies a ministun.<br />
<br />
<font color="#800080">Martial Arts Mastery</font><br />
Passive ability.<br />
When executing a combo, this ability becomes active for 2/2/3/4/5 seconds. Finishers:<br />
<br />
<font color="#ffff00"><b>S</b></font>+<font color="#ffff00"><b>S</b></font>+<font color="#ffff00"><b>S</b></font>= <font color="#800080">Unrelenting Assault Finisher</font>, dealing 20/30/50/70/90+25% of the hero&#8217;s damage as physical damage in a small narrow arc in front of him and reducing the enemies armor by 1/1/2/3/4 for 6 seconds.<br />
<br />
<b><font color="#00ff00">K</font>+<b><font color="#00ff00">K</font>+<b><font color="#00ff00">K</font>= <font color="#800080">Roundhouse Kick Finisher</font>, dealing 40/60/80/95/100 +25% of the hero&#8217;s damage as physical damage and knocking enemies back from the hero&#8217;s position in a 360 arc around him, enemies are knocked back 200 units.<br />
<br />
<font color="#00ff00"><b>K</b></font>+<font color="#ffff00"><b>S</b></font>+<font color="#ffff00"><b>S</b></font>+<font color="#00ff00"><b>K</b></font>= <font color="#800080">Mind Numbing Finisher</font>, dealing 30/50/70/100/120 +25% of the hero&#8217;s damage as physical damage in front of the hero in a wide arc, also burning 70% mana of the damage dealt to the enemies with the combo.<br />
<br />
<font color="#ffff00"><b>S</b></font>+<font color="#00ff00"><b>K</b></font>+<font color="#ffff00"><b>S</b></font>= <font color="#800080">Mantle Shatter Finisher</font>, not dealing any damage, but applying clear vision in a rather large AOE on the target for 4/4/5/6/7 seconds.<br />
<br />
<font color="#00ff00"><b>K</b></font>+<font color="#ffff00"><b>S</b></font>+<font color="#00ff00"><b>K</b></font>+<font color="#ffff00"><b>S</b></font>= <font color="#800080">Dodging Finisher</font>, dealing 30/50/70/100/120 +25% of the hero&#8217;s damage as physical damage and applying 10/15/20/25/30 chance to evade for 3/3/4/5/6 seconds.<br />
<br />
<font color="#00ff00"><b>K</b></font>+<font color="#00ff00"><b>K</b></font>+<font color="#ffff00"><b>S</b></font>+<font color="#ffff00"><b>S</b></font>+<font color="#ffff00"><b>S</b></font>= <font color="#800080">Guru Meditation Finisher</font>, not dealing any damage, but applying a 50% slow on the enemies for 3/3/4/4/5 seconds in a wide arc in front of him and healing himself for 10% of his health for each hero hit.<br />
<br />
<font color="#ffff00"><b>S</b></font>+<font color="#ffff00"><b>S</b></font>+<font color="#00ff00"><b>K</b></font>+<font color="#00ff00"><b>K</b></font>+<font color="#ffff00"><b>S</b></font>= <font color="#800080">Lacerating Finisher</font>, dealing 50/60/80/100/130 +50% of the hero&#8217;s damage as physical damage to a single target, applying a magic damage over time debuff on the enemy, dealing the same amount of damage as the finisher itself over 6 seconds.<br />
<br />
<font color="#00ff00"><b>K</b></font>+<font color="#ffff00"><b>S</b></font>+<font color="#ffff00"><b>S</b></font>+<font color="#00ff00"><b>K</b></font>+<font color="#ffff00"><b>S</b></font>+<font color="#ffff00"><b>S</b></font>+<font color="#00ff00"><b>K</b></font>= <font color="#800080">Newerth Splitter Finisher</font>, dealing 100/150/200/250 +70% of the hero&#8217;s damage as physical damage in a line in front of him, splitting the earth and ministunning everyone hit.<br />
<br />
<font color="#ff8c00">Mind Port</font><br />
Ultimate ability.<br />
<font color="#33ccff">Mana Cost</font>: 60<br />
<font color="#ff0000">Charges</font>: 2<br />
Range: 800/1000/1200<br />
This ability teleports the hero to the target location, dealing 0/80/160 magic damage where he lands, gaining a charge every 20/15/10 seconds. <br />
<br />
<b><i>We were thinking of changing this ultimate to a different kind of ability that could be chained to create different combos, that is up to what people have to say about him of course.</i><br />
<br />
<font color="#ff8c00">Chakra Channel<br />
</font>Ultimate Ability.<br />
<font color="#33ccff">Mana Cost</font>:50<br />
<font color="#ff0000">Charges</font>:1/2/3<br />
Deals a wide, medium ranged burst of 70 magic damage to all enemies in front of him, granting true sight in the area that was &#8216;shined&#8217; by the blast for 3/4/5 secconds.<br />
<br />
An example with the ultimate as an actual piece of the combo<br />
<b><font color="#ffff00">S</font>+<font color="#00ff00"><b>K</b></font>+<b><font color="#ff8c00">U</font>+<b><font color="#ffff00">S</font>+<b><font color="#ffff00">S</font>= <font color="#800080">Chakra Blast Finisher</font>, dealing 100% of the hero&#8217;s damage as magic damage in a line and pushing enemies aside.<br />
<br />
<b><i>In the end we have two versions of the hero, the first version, which allows him to move in, deal damage and then move out. And then we&#8217;ve got the second version, with an ultimate that can be chained with other abilities to create more unique combos, as well as a useful add-on to his damage output.<br />
<br />
<font color="#ff0000">These numbers and abilities are only an example of what this hero could be. The idea has quite a lot of potential, which I hope is going to be used.<br />
</font><br />
</i></b></b></b></b></b></b></b></b></b></b></i><b><font color="#ff8c00">Why is this hero unique?</font> </b><br />
Because it provides a combo system that rewards a player&#8217;s attention span and motivates him to chain abilities, molding the hero to meet whatever he needs on the battlefield. This also encourages pro-active gaming rather than a more passive one, the player keeping a constant eye on the enemy and requiring to actually know what he is doing with his abilities in order to contribute within a battle, be it an early game skirmish or a late game team battle.<br />
<i><b><b><b><b><b><b><b><b><b><b><i><br />
<font color="#ff8c00">Why this hero should be picked over others?<br />
</font></i></b></b></b></b></b></b></b></b></b></b></i>Possessing a wide array of abilities, this hero can adapt to quite a lot of situations, allowing him to be played effectively with different supports, depending on what the player wants to achieve from the hero.<br />
<i><b><b><b><b><b><b><b><b><b><b><br />
<font color="#33ccff">I&#8217;m quite eager to hear what your opinion on this hero concept is. Thank you for taking your time to read this and please leave a comment.<br />
<br />
<br />
</font></b></b></b></b></b></b></b></b></b></b></i></div>

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			<category domain="http://forums.heroesofnewerth.com/forumdisplay.php?48-Hero-Drafts">Hero Drafts</category>
			<dc:creator>claudiu</dc:creator>
			<guid isPermaLink="true">http://forums.heroesofnewerth.com/showthread.php?496853-S2E1-The-Monk</guid>
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			<title><![CDATA[[STR Melee] [S2E1] Averoth, the Siege Mountain]]></title>
			<link>http://forums.heroesofnewerth.com/showthread.php?496825-S2E1-Averoth-the-Siege-Mountain&amp;goto=newpost</link>
			<pubDate>Thu, 16 May 2013 18:37:54 GMT</pubDate>
			<description>*Averoth, the Siege Mountain* 
 
Image:...</description>
			<content:encoded><![CDATA[<div><div style="text-align: center;"><span style="font-family: fixedsys"><font color="#008000"><font size="4"><font size="6"><b>Averoth, the Siege Mountain</b></font></font></font></span><br />
<br />
<img src="http://digital-art-gallery.com/oid/3/1134x709_1725_Earth_elemental_2d_illustration_monster_elemental_fantasy_picture_image_digital_art.jpg" border="0" alt="" /><font size="4"><span style="font-family: arial narrow"> <font size="5"><font color="#daa520"><br />
<span style="font-family: fixedsys"><i>Long ago, when Man's need was  dire, Sol saw fit to give Man a powerful gift. Sol reached down and  found an ancient mountain, and sculpting it, forged the creature  Averoth. Averoth is a great beast of war, huge beyond reckoning, and  possessing the power of the mountain he was shaped from. </i></span></font></font><br />
<br />
<br />
<font color="#00ff00">Hero Description:</font><br />
Averoth is a melee strength hero with an unusually large model size (300  unit radius). He also has an exceptionally slow windup on his attack  animation, taking roughly three seconds to attack. Instead, he deals  damage by walking over his foes, dealing constant damage to everything  underneath his feet. Averoth is a supportive hero who focuses on damage  absorption and pushing power. <br />
<br />
</span></font><font color="#ffa500"><font size="4"><font size="4">Critical Hero Mechanics:<br />
</font></font></font><font size="4"><font size="4"><font size="2">Averoth's hero model is 300 units in radius<font size="2">, the same size as Pyromancer's stun.<br />
<br />
Averoth has uniquely low starting magic armor. He starts with only .5 magic armor. <br />
<br />
Averoth's attack animation has a huge windup<font size="2">. If you attack a target, it will take 3 seconds for damage to be done. <br />
<br />
Trample attacks are treated as one single literal attack every .8 seconds, dealing 100% cleave damage to all foes underneath Averoth. <br />
<br />
Averoth's second ability, Wake the Earth, creates a literal high ground<font size="2"> with fog and<font size="2"> miss chance. <font size="2">Me<font size="2">chanically, he does not himself become the ground (wards placed on top of him remain wher<font size="2">e they were p<font size="2">laced if Averoth moves). </font></font></font></font></font></font></font></font></font></font></font><font size="4"><span style="font-family: arial narrow"><br />
<br />
<br />
<b>Stats:</b><br />
<b><font color="#FF0000">Str: 28 + 4.2</font></b><br />
<font color="#00FF00">Agi: 0 + 0.0</font><br />
<font color="#ADD8E6">Int: 14 + 1.8</font><br />
Movespeed: <font color="#ffff00">27<font size="4">0</font></font><br />
Base Damage:<font color="#ff0000"> 80-87<br />
<br />
</font>Physical Armor: <font color="#ffff00">3.7</font><br />
Magic Armor: <font color="#ffff00">0.5</font><br />
<br />
<br />
</span></font><img src="http://i.imgur.com/KTB2qVQ.jpg" border="0" alt="" /><font size="4"><span style="font-family: arial narrow"><br />
  <font color="#daa520"><font size="5"><span style="font-family: fixedsys"><b>Stomp<br />
</b></span></font></font></span><font color="#daa520"><i><span style="font-family: fixedsys">&quot;The  titan lifted its body, and slammed down upon the earth. Half of our  forces were crushed. The sound was like a thousand anvils being  shattered; I shudder now to think of it.&quot;</span></i></font><span style="font-family: arial narrow"><br />
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Deals <font color="#FF0000">120/200/280/360</font> physical damage to all enemies underneath Averoth. Enemies are stunned for 1 second. <br />
<br />
<font size="4">A <font color="#ffff00">500</font> unit area around Averoth becomes <font size="4">cracked a<font size="4">nd broken after Stomp is cast, slowing enemies<font size="4"> for <font color="#ffff00">10/15/20/</font><font color="#ffff00">25%</font> as long as they remain in the area. <font size="4">Lasts <font color="#ffff00">3.5</font> seconds. </font></font></font></font></font><br />
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Cooldown: <font color="#ffff00">1<font size="4">4</font> seconds</font><br />
Mana cost: <font color="#add8e6">80/100/120/140</font>
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</span></font><img src="http://i.imgur.com/vAjcU1k.jpg" border="0" alt="" /><font size="4"><span style="font-family: arial narrow"><br />
<font color="#daa520"><span style="font-family: fixedsys"><font size="5"><b>Wake the Earth<br />
</b><font size="4"><i>&quot;The creature sank into the earth; to sleep, we thought with relief. But when the <font size="4">tangled <font size="4">trees grew from the barren waste, we knew we had been mistaken.</font></font>&quot;</i></font></font></span></font><br />
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Channel to sink into the terrain<font size="4">, sha<font size="4">ping it</font></font>. Averoth becomes high ground, and allies standing on top of him are considered uphill. <font size="4">As long as he channels, his <font size="4"><font size="4">unit size is increased by <font size="4"><font color="#ffff00"><font size="4">25</font></font> radius per <font size="4">second,</font> increasing the high ground's size up to a ma<font size="4">ximum of <font size="4"><font color="#ffff00">500 unit radius</font></font></font>.</font></font> </font></font>Can be channeled indefinitely. While in this form, Averoth cannot cast Stomp, <font size="4">ignores stuns that last less than <font color="#ffff00">1</font> second(after reduction by Might of the Mountain), </font>and gains <font color="#00ff00">40%</font> damage reduction.<font size="4"> While <font size="4">cha<font size="4">nneling, <font size="4">Averoth's ability Trample becomes Tanglegrasp, which <font size="4">damages enemies on <i>top</i> of Averoth<font size="4"> precisely as Trample does, but <font color="#ffff00">.<font size="4">5</font></font> seconds less frequently.</font></font></font></font></font></font><br />
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<font size="4">When Averoth breaks the channel, he gains <font color="#ffff00">10</font> movespeed for every second he channeled, up to <font color="#ffff00">40/60/80</font><font size="4"><font color="#ffff00">/100</font> movespeed.</font></font></span></font><br />
<br />
Cooldown: 40 seconds<br />
Manacost: <font color="#ADD8E6">50/60/70/80</font><br />

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</span></font></font></span></font><img src="http://i.imgur.com/jVbX94Q.jpg" border="0" alt="" /><font size="4"><span style="font-family: arial narrow"><font color="#daa520"><font size="5"><span style="font-family: fixedsys"><br />
<b>Trample<br />
</b><font size="4"><i>&quot;Each step it took was an earthquake to us.  Those who fell beneath the beast were seen again only as smears on the  pounded dirt.&quot;</i></font></span></font></font><br />
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            <font size="4"><span style="font-family: arial narrow"><i>Passive</i><br />
This ability has five levels, and <font size="4">starts at level <font size="4">1 at the start of the game. </font></font><br />
Averoth gains unit walking and tree walking. Trees he passes over are destroyed. <br />
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Averoth deals his attack damage to all enemies underneath him once every <font color="#ff0000">3<font size="4">/</font></font><font color="#FF0000">2/1.6/1.2/.8</font> seconds. These are treated as regular attacks in every way, applying modifiers and proccing items. </span></font><br />

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</div><font size="4"><span style="font-family: arial narrow"> <br />
<font color="#daa520"><font size="5"><span style="font-family: fixedsys"><br />
</span></font></font></span></font><img src="http://i.imgur.com/38obRFl.jpg" border="0" alt="" /><font size="4"><span style="font-family: arial narrow"><font color="#daa520"><font size="5"><span style="font-family: fixedsys"><br />
<b>Might of the Mountain<br />
</b><font size="4"><i>&quot;The titan smashed through our walls like paper. It cannot be stopped.&quot;</i></font></span></font></font><br />
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            <font size="4"><span style="font-family: arial narrow"><i>Passive</i><br />
Averoth gains <font color="#FFFF00">4/8/12</font> armor. <br />
<br />
Averoth ca<font size="4">n <font size="4">o<font size="4">n<font size="4">ly <font size="4">be s<font size="4">lowed b<font size="4">y a maximum of <font size="4"><font color="#ffff00"><font size="4">30<font size="4">/2<font size="4">5</font></font></font>/20%</font>. </font></font></font></font></font></font></font></font><br />
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Averoth <font size="4">has</font> <font color="#FFFF00">20<font size="4">/3<font size="4">0</font></font>/40%</font> reduced duration on all stuns. <br />
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Averoth's attacks deal <font color="#FF0000">100/200/300%</font> bonus damage to structures, and permanently reduce structure armor by .5 per attack. </span></font><br />
<br />
:staffofthemaster:<font color="#00ff00">: TBD</font><br />

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<font color="#ffa500"><font size="4"><br />
Identity. Why is this hero unique?</font></font><div style="margin-left:40px">Averoth  is probably the most unique hero design I have ever made. Before I  explain why, here are the heroes that I think are most similar to  Averoth in role:<br />
:legi::defi::zeph3::tort::poll::balp::lord::pebb2:  :behe::mora::amun::wild::forsa:<br />
<br />
Initiators, pushers, gankers, and carries. None of these heroes even  closely approximate Averoth's complete playstyle, but together all of  them do a decent job of explaining why Averoth is unique. Let's overview  his unique mechanics:<br />
1) Model Size + Trample<br />
Averoth is larger than any other hero, which has significant  ramifications in and of itself. He's the only hero with passive  unitwalking and passive treewalking, both of which have strategic  implications even I may not have fully considered. Trample makes Averoth  a terrible laner (especially combined with his attack animation), but  it makes him a reasonable mid laner and a good jungler. Played in the  midlane, Averoth is similar to Balphegore, Salforis, and Forsaken  Archer. He can dominate against other melee heroes, and against anyone  else he can farm conservatively until they leave the lane to gank, and  then push the lane and take the tower very fast. In the jungle, he plays  similarly to Legionnaire, stacking camps and clearing them using  Trample. <br />
2) Attack Windup + Bonus Structure Damage<br />
Averoth's attacks are extremely slow, making it impossible for him to  last hit in the lane. Instead, Averoth's autoattacks act like a slow  battering ram, dealing huge amounts of damage to structures through  Might of the Mountain. Averoth's autoattacks are his strongest pushing  asset. <br />
3) Wake the Earth<br />
This is perhaps the most innovative skill I have ever created, and  probably the most difficult part of playing Averoth. Correctly timed and  placed, Wake the Earth can provide a significant teamfight advantage  through the higher ground it provides. <br />
4) .5 starting Magic Armor<br />
Averoth is exceptionally durable against physical damage, but is at a severe disadvantage versus magic damage. His large model size combined with his low damage reduction against magic damage makes magic damage an effective counter. <br />
<br />
Probably Averoth's most robustly unique aspect is not his ability to  fill multiple roles in new ways, but rather his highly team-oriented  playstyle.</div></div> <div style="text-align: left;"><br />
<font size="4"><font color="#ffa500">Purpose. Why would somebody pick this hero over another ganker, pusher, or carry?</font></font><div style="margin-left:40px">Firstly,  Averoth cannot sidelane very effectively, so you would only pick him to  jungle, or to counter a melee mid hero (perhaps someone will figure out  how to sidelane him and I'll be proven wrong). Asides from the laning  phase factors, Averoth combines very well with fragile damage dealers,  especially ranged carries. There is no pushing hero in the game that can  do everything that Averoth does, there are no carries that can push as  hard as he does, and there are no gankers in the game that can push as  hard as he does. All of these factors combined make Averoth appealing in  ways that no other hero currently is, but also makes him unappealing  for many teams as well. His strength vs. physical damage lineups also influences his playability. <br />
</div></div> <div style="text-align: left;"><font size="4"><font color="#ffa500">Playstyle. How do the abilities work together?</font></font><div style="margin-left:40px">I  first wrote Averoth over two years ago, and I've put a lot of thought  into this. Averoth's core skill is his passive, Trample, which allows  him to deal his attack damage to everything currently underneath him.  Therefore, Averoth's main objective is generally to keep enemies  underneath his model! His first skill does this very well. Once you're  on top of someone, you use it to stun them, and then the entire area is  slowed for a few seconds, making it easy to stay on top of your target.  Averoth's ultimate grants him resistance to slows and stuns, which helps  Trample as well. All of Averoth's other mechanics serve to make him  more team oriented, and attempt to make his strongest asset his  teamfighting, which is as it should be--without it, Averoth would be a  fairly typical ricing hero with a good farming skill but no incentive to  move the game forward. <br />
</div><br />
<font size="4"><font color="#ffa500">Why is this hero good for Hon? <br />
</font></font>Averoth  is good for HoN primarily because I believe he will be a very fun hero  to play, and to play against. He adds an element of epicness to HoN that no other hero really has. He lifts his huge fists and slams down against the tower, dealing huge amounts of damage, slamming into the tower against and again... He adds to the aesthetic of the game. In addition, he's fun because he's challening. Following enemies while staying on top of them as they juke  requires incredible skill, and it will feel very rewarding to watch an  enemy's health melt away as you thunder over them.<br />
As far as &quot;meta&quot;, I'm not a very competitive HoN player and I'm not very  literate in explaining exactly how Averoth might impact the game as a  whole. I can say that he would certainly provide a new kind of variety  to the game, visually, mechanically, thematically. Averoth is a very  impressive hero on the screen, and I think new players will immediately  be curious about how he is played. He's basically the biggest, tankiest  thing out there by a large margin. As a pushing aggressive carry, I  think he will do more to increase game speed than he does to slow it.<br />
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]]></content:encoded>
			<category domain="http://forums.heroesofnewerth.com/forumdisplay.php?48-Hero-Drafts">Hero Drafts</category>
			<dc:creator>Apostate</dc:creator>
			<guid isPermaLink="true">http://forums.heroesofnewerth.com/showthread.php?496825-S2E1-Averoth-the-Siege-Mountain</guid>
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			<title><![CDATA[[STR Melee] [S2E1] Kenhek - The Grave Protector [v2.010]]]></title>
			<link>http://forums.heroesofnewerth.com/showthread.php?496798-S2E1-Kenhek-The-Grave-Protector-v2-010&amp;goto=newpost</link>
			<pubDate>Thu, 16 May 2013 15:45:43 GMT</pubDate>
			<description><![CDATA[*Contents*: 
 
History 
What unique play style does this hero provide 
Reasons to pick over heroes with similar roles 
Kenhek 
[Q] - Golemcraft 
[W]...]]></description>
			<content:encoded><![CDATA[<div><a name="top"><font color="#ff8c00"><b>Contents</b>:</font></a><br />
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<div style="margin-left:40px"><a href="#" onclick="window.location.hash=''; window.location.hash='hist'; return false;">History</a><br />
<a href="#" onclick="window.location.hash=''; window.location.hash='play'; return false;">What unique play style does this hero provide</a><br />
<a href="#" onclick="window.location.hash=''; window.location.hash='reas'; return false;">Reasons to pick over heroes with similar roles</a><br />
<a href="#" onclick="window.location.hash=''; window.location.hash='ken'; return false;">Kenhek</a><br />
<div style="margin-left:40px"><a href="#" onclick="window.location.hash=''; window.location.hash='q'; return false;">[Q] - Golemcraft</a><br />
<a href="#" onclick="window.location.hash=''; window.location.hash='w'; return false;">[W] - Alakazam!</a><br />
<a href="#" onclick="window.location.hash=''; window.location.hash='e'; return false;">[E] - The Spice Of Life</a><br />
<a href="#" onclick="window.location.hash=''; window.location.hash='r'; return false;">[R] - Melkor, Master Golem</a></div><a href="#" onclick="window.location.hash=''; window.location.hash='change'; return false;">Changelog</a></div><br />
<a name="hist"><font color="#ff8c00"><b>History</b>:</font></a><br />
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<div style="margin-left:40px">This hero originally evolved, in the dim depths of history, out of an ancient hero contest by NinjaPants. The idea was to have non-controllable minions which do your bidding, or something to that effect. I was moderately happy with my initial attempts, though I tweaked it more than a few times before I was happy with it.<br />
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Unfortunately I got zero feedback from my forum thread at the time and NinjaPants did one of his regular disappearing acts and the hero contest went nowhere. As such, I become a bit disillusioned with the hero and abandoned it as a failed project. I've brought it back for this as I feel it has significant potential, even if the complexity of the design needs scaling back (even if it's simply because the amount of abilities can't be implemented correctly).<br />
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Had this contest turned up a few months ago, I probably would've redesigned Icarus, but I've already boarded that train as my excitement for games design has returned to me!<br />
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Iterative design is <i>the</i> most important thing in gameplay design, and unfortunately I've never been able to implement the damn hero to see how he works out (as realtime feedback is the thing that improves theoretical design the most). As such, no ability is sacrosanct. Nothing is above being reworked. Nothing is too good to be thrown out. The Golems originally all dealt different kinds of damage, and the hero used to allow them to reduce enemy armour types so that the damage types in turn were more effective. Unfortunately this made them a bit too ridiculous (in combination with the hero being able to gain farm) and I scaled the whole concept back. Now they all do simple Physical Damage and only one Golem type affects Physical Armour.<br />
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<a href="http://dream.heroesofnewerth.com/hero/Gorb/Kenhek" target="_blank">http://dream.heroesofnewerth.com/hero/Gorb/Kenhek</a><br />
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<a href="https://forums.heroesofnewerth.com/showthread.php?164938-Kenhek-%28Ganker-Pusher%29" target="_blank">https://forums.heroesofnewerth.com/s...nker-Pusher%29</a></div><div style="text-align: right;"><a href="#" onclick="window.location.hash=''; window.location.hash='top'; return false;"><font size="1"><font color="#A9A9A9">[Back to Top]</font></font></a></div><br />
<a name="play"><font color="#ff8c00"><b>What unique play style does this hero provide?</b></font></a><br />
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<div style="margin-left:40px">This hero provides a wide variety of utility with regards to the hero's role within the game and how he can support other heroes in their game. At higher levels, if he gains enough early experience, <b>Alakazam!</b> provides a lot of utility on a low enough cooldown that Kenhek can chase down enemies single-handedly and deal incredible amounts of Physical Damage to them. Or, if he is relegated to a more supportive role, he can focus on leveling up his Golems and using them to push structures or simply slow enemy heroes (or reduce their Physical Armour for gank attempts with allies).<br />
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Unlike Keeper of the Forest or Tempest, Kenhek is not a jungle hero. He possibly can be, but as his minions are passive and only attack his attack targets, he can't get the same amount of mid-game farm that Tempest and more importantly Keeper (or Wildsoul) can by splitting the hero and minions into separate groups to take on separate camps. Kenhek would only be able to target a single camp at a time, and is thus more effective at assisting in hero ganks or tower dives.<br />
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Bear in mind that he shines in the mid game, as all ganker and pushing heroes should. He has little carry-based capabilities as Attack Modifiers do not propogate to his Master Golem, and Harkons is wasted on him as nearly all of his damage potential is Physical. This clearly defines his role and intended dominance, as well as allowing traditional counters (i.e. carries) to be able to stall his progress and thus turn the tide of the game.<br />
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I will cover heroes that are more similar, i.e. Balphagore and other pushing heroes like Slither, below.</div><div style="text-align: right;"><a href="#" onclick="window.location.hash=''; window.location.hash='top'; return false;"><font size="1"><font color="#A9A9A9">[Back to Top]</font></font></a></div><br />
<a name="reas"><font color="#ff8c00"><b>Reasons to pick over heroes with similar roles</b>:</font></a><br />
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<div style="margin-left:40px">Because of the specific leash range on his minions, in addition to them not being able to chase down heroes after Kenhek's death, are significant nerfs in comparison to Balphagore's minions or the like. Kenhek's own lack of damage over time (in addition to a complete absence of Magic Damage) differentiate him from pushing gankers like Slither and Pollywog Priest. However, the specific restrictions placed on his minions enabled me to make them much more creative and thus grant far more utility than the minions and pushing abilities of these other heroes. This utility, combined with his ability to either take kills himself or delegate kill priority to a more focused ganker or carry, is what sets him apart from other heroes in the pool currently.</div><br />
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<div style="text-align: center;">-----------------------------------------------------------------<br />
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<a name="ken"><font size="5"><font color="#FFD700"><b>Kenhek</b></font></font></a><br />
<font size="1"><font color="#A9A9A9">[v2.000]</font></font><br />
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<img src="http://images1.wikia.nocookie.net/__cb20120616113637/yugioh/images/thumb/1/1c/GraveProtector-BP01-EN-C-1E.png/300px-GraveProtector-BP01-EN-C-1E.png" border="0" alt="" /><br />
<font size="1"><font color="#A9A9A9">[placeholder image]</font></font></div><br />
<div style="margin-left:40px"><b>Primary Attribute</b> - <font color="#B22222"><b>Strength</b></font><br />
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<u>Initial Health</u>: <b><font color="#FF0000">568</font></b><br />
<u>Initial Mana</u>: <b><font color="#00FFFF">234</font></b><br />
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<u>Base Strength</u>: <font color="#B22222"><b>22</b></font><br />
<u>Base Agility</u>: <font color="palegreen"><b>14</b></font><br />
<u>Base Intelligence</u>: <font color="#AFEEEE"><b>18</b></font><br />
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<u>Strength Gain</u>: <font color="#B22222"><b>2.4</b></font><br />
<u>Agility Gain</u>: <font color="palegreen"><b>1.4</b></font><br />
<u>Intelligence Gain</u>: <font color="#AFEEEE"><b>2.2</b></font><br />
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<u>Speed</u>: <b>290</b><br />
<u>Physical Armour</u>: <b>1.4</b><br />
<u>Magic Armour</u>: <b>4.5</b><br />
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<table class="stg_table tborder"><tbody><tr class="alt2"><td>:wild:</td><td><div style="text-align: center;"><font color="#A9A9A9">Kenhek is a long-forgotten protector of the dread graves of Ancient Newerth. Silent and deadly, he directs his golems with the slightest gesture, always keeping them between himself and his enemies. Protector and destroyer, it is unknown who's side he will take in the endless conflict between the Legion and the Hellbourne. Whose are the graves that he protects? Whose are those tombstones, forgotten by man and Beast alike? Only time will tell.</font></div></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><br />
<u>Base Attack Damage</u>: <b>48</b> - <b>54</b><br />
<u>Attack Range</u>: <b>128</b><br />
<u>Role</u>: Ganker / Pusher<br />
<u>Role notes</u>: His Pets are designed for chasing down heroes for either Kenhek to finish himself, or for him to buff them with his channel, allowing other heroes to take the kill.<br />
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<b>None of his Pets can be directly controlled</b>.<br />
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<table class="stg_table tborder"><tbody><tr class="alt2"><td>:tokenofstealth:</td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><a name="q"><font size="3"><font color="#FFD700"><b>Golemcraft</b></font></font></a></td></tr><tr class="alt1"><td><font color="#A9A9A9"><b>Ability type</b>: No Target - Self Position</font></td></tr><tr class="alt2"><td><font color="SandyBrown">Description goes here. <i>Flavour text</i>.</font></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            Summons three Tomb Golems to his side. All Golems attack the attack target of <b>Kenhek</b>. If the hero isn't attacking then the Golems default to the nearest enemy  hero within 550 units. Failing this, the Golems idle around the hero and  attack any creeps that come within 200.<br />
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These Golems do not cause Tower aggro; if the hero attacks a tower the tower targets the hero and ignores his Golems(s).<br />
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<b>CD</b>: 30<br />
<b>Manacost</b>: 120<br />
<b>Duration</b>: permanent<br />
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			<font color="MediumTurquoise"><b>Tomb Golem</b></font><br />
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<b>Health</b>: 300 / 400 / 500 / 600<br />
<b>Mana</b>: 0<br />
<b>Health Regeneration</b>: 1.0<br />
<b>Mana Regeneration</b>: <i>n/a</i><br />
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<b>Speed</b>: 300 / 310 / 320 / 330<br />
<b>Physical Armour</b>: 3.0<br />
<b>Magic Armour</b>: 3.0<br />
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<b>Base Attack Type</b>: <font color="#59C2F7"><b>Melee</b></font><b><br />
Attack Range</b>: 128<br />
<b>Damage</b>: 10 - 14 / 14 - 18 / 18 - 22 / 22 - 26<br />
<b>Damage Type</b>: Physical<br />
<b>Base Attack Speed</b>: 1.7 attacks per second<br />
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<b>Abilities</b>: Slow target by 5 per hit, stacks up to three times. Each slow lasts for 4 seconds.<br />
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<b>Notes</b>: <i>n/a</i>
			
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<div style="text-align: right;"><a href="#" onclick="window.location.hash=''; window.location.hash='top'; return false;"><font size="1"><font color="#A9A9A9">[Back to Top]</font></font></a></div><table class="stg_table tborder"><tbody><tr class="alt2"><td>:tokenofstealth:</td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><a name="w"><font size="3"><font color="#FFD700"><b>Alakazam!</b></font></font></a></td></tr><tr class="alt1"><td><font color="#A9A9A9"><b>Ability type</b>: No Target - Three Way Toggle</font></td></tr><tr class="alt2"><td><font color="SandyBrown">Description goes here. <i>Flavour text</i>.</font></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            Transmutes his Golems into another type of construct (works like SS' Demon Hands).<br />
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<b>CD</b>: 10 / 8 / 6 / 4<br />
<b>Manacost</b>: 0<br />
<b>Notes</b>: The Golem level is dependent on the level of <b>Golemcraft</b>.<br />
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			<font color="MediumTurquoise"><b>Shredder Golem</b></font><br />
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<b>Health</b>: 400<br />
<b>Mana</b>: 0<br />
<b>Health Regeneration</b>: 1.0<br />
<b>Mana Regeneration</b>: <i>n/a</i><br />
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<b>Speed</b>: 300 / 310 / 320 / 330<br />
<b>Physical Armour</b>: 5.0<br />
<b>Magic Armour</b>: 5.0<br />
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<b>Base Attack Type</b>: <font color="#59C2F7"><b>Melee</b></font><b><br />
Attack Range</b>: 128<br />
<b>Damage</b>: 20 - 24 / 24 - 28 / 28 - 32 / 32 - 36<br />
<b>Damage Type</b>: Physical<br />
<b>Base Attack Speed</b>: 1.7 attacks per second<br />
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<b>Abilities</b>: Lowers target's Physical Armour by 1.0 per hit. Can stack indefinitely, debuff lasts for 4  seconds.<br />
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<b>Notes</b>: <i>n/a</i>
			
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			<font color="MediumTurquoise"><b>Volatile Golem</b></font><br />
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<b>Health</b>: 600<br />
<b>Mana</b>: 0<br />
<b>Health Regeneration</b>: 1.0<br />
<b>Mana Regeneration</b>: <i>n/a</i><br />
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<b>Speed</b>: 300 / 310 / 320 / 330<br />
<b>Physical Armour</b>: 3.0<br />
<b>Magic Armour</b>: 3.0<br />
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<b>Base Attack Type</b>: <font color="#59C2F7"><b>Melee</b></font><b><br />
Attack Range</b>: 128<br />
<b>Damage</b>: 10 - 14 / 14 - 18 / 18 - 22 / 22 - 26<br />
<b>Damage Type</b>: Physical<br />
<b>Base Attack Speed</b>: 1.7 attacks per second<br />
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<b>Abilities</b>: <i>Think Fast!</i> - active sub-ability that is keyed to <b>Golemcraft</b> while the Golems are in this form. Destroys all remaining Volatile Golems to deal 75 / 100 / 125 / 150 True Damage to all enemy units in a radius of 150 around each Golem.
			
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<div style="text-align: right;"><a href="#" onclick="window.location.hash=''; window.location.hash='top'; return false;"><font size="1"><font color="#A9A9A9">[Back to Top]</font></font></a></div><table class="stg_table tborder"><tbody><tr class="alt2"><td>:tokenofstealth:</td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><a name="e"><font size="3"><font color="#FFD700"><b>The Spice Of Life</b></font></font></a></td></tr><tr class="alt1"><td><font color="#A9A9A9"><b>Ability type</b>: No Target - Channeling</font></td></tr><tr class="alt2"><td><font color="SandyBrown">Description goes here. <i>Flavour text</i>.</font></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            Buffs all of his Golems, of all types (including Melkor, if available).<br />
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<b>CD</b>: 25<br />
<b>Mana</b> (per second): 10 / 15 / 20 / 25<br />
<b>Max Duration</b>: 10<br />
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<b>Effects</b> (constant, not per second):<br />
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<u>Level 1</u>: +30 AS, +30 MS, +5 Physical Armour, +150 leash/aggro range<br />
<u>Level 2</u>: +30 AS, +30 MS, +5 Physical Armour, +250 leash/aggro range<br />
<u>Level 3</u>: +45 AS, +40 MS, +5 Physical Armour, +350 leash/aggro range<br />
<u>Level 4</u>: +60 AS, +50 MS, +5 Physical Armour, +450 leash/aggro range<br />
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<b>Notes</b>: Cannot attack whilst channeling, activating <b> Alakazam!</b> whilst channeling does not break the channel.
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<div style="text-align: right;"><a href="#" onclick="window.location.hash=''; window.location.hash='top'; return false;"><font size="1"><font color="#A9A9A9">[Back to Top]</font></font></a></div><table class="stg_table tborder"><tbody><tr class="alt2"><td>:tokenofstealth:</td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><a name="r"><font size="3"><font color="#FFD700"><b>Melkor, Master Golem</b></font></font></a></td></tr><tr class="alt1"><td><font color="#A9A9A9"><b>Ability type</b>: No Target - Self Position</font></td></tr><tr class="alt2"><td><font color="SandyBrown">Description goes here. <i>Flavour text</i>.</font></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            Summons his oldest companion, the Master Golem - Melkor. This Master Golem will attack the target of <b>Kenhek</b>. If the hero isn't attacking then the Master Golem defaults to the nearest enemy  hero within  550 units. Failing this, the Master Golem idles around the hero and  attack any creeps that come within 200.<br />
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This Master Golem does not cause Tower aggro; if the hero attacks a tower the tower targets the hero and ignores his Golem(s).<br />
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<b>CD</b>: 150 / 140 / 130<br />
<b>Manacost</b>: 150 / 200 / 300<br />
<b>Duration</b>: <i>permanent</i><br />
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			<font color="MediumTurquoise"><b>Melkor, Master Golem</b></font><br />
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<b>Health</b>: <i>half of Kenhek's Health</i><br />
<b>Mana</b>: 0<br />
<b>Health Regeneration</b>: <i>20% / 40% / 60% of Kenhek's</i><br />
<b>Mana Regeneration</b>: n/a<br />
<b>Speed</b>: <i>same as Kenhek</i><br />
<b>Physical Armour</b>: <i>same as Kenhek</i><br />
<b>Magic Armour</b>: <i>same as Kenhek</i><br />
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<b>Base Attack Type</b>: <font color="#59C2F7"><b>Ranged</b></font><br />
<b>Range</b>: 550<br />
<b>Damage</b>: <i>half of Kenhek's attack damage</i><br />
<b>Damage Type</b>: Physical<br />
<b>Base Attack Speed</b>: 1.7 attacks per second<br />
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<b>Abilities</b>: <i>Symbiosis, Switcheroo, Limit Break<br />
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Symbiosis</i>: Grants the Master Golem stats, damage and armour relative to Kenhek's own. Attack Modifiers and item procs do <i>not</i> propogate, neither do activated effects (like Elder Parasite), though if the activated effect buffs Kenhek's damage, stats or armour Melkor gains a similar boost (modified as appropriate depending on the stat in question). <font color="Red">Requires Level 1</font>.<br />
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<i>Switcheroo</i>: When Kenhek is Stunned, Silenced or Perplexed and this passive ability is off cooldown, swap the position of Kenhek and Melkor. Application type is Superior Magic. Has a cooldown of 30 seconds. <font color="Red">Requires Level 2</font>.<br />
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<i>Limit Break</i>: Melkor goes beyond his unnatural limit to land blows with unnatural force; his blows deals double damage to structures and apply one charge of <i>Dazed</i> per attack to all organic enemy units. At five charges of <i>Dazed</i> on an enemy unit, remove all charges and deal 100 bonus Physical Damage and a ministun. <font color="Red">Requires Level 3</font>.<br />
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// all these abilities are passive //<br />
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<b>Notes</b>: This guy is designed to defend/supplement <b>Kenhek</b>.
			
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            <b>v2.010</b> (17/05/2013):<br />
<br />
<font color="#FFD700">[Q] - <b>Golemcraft</b>:</font><br />
<br />
<div style="margin-left:40px"><font color="#00FF00">-</font> rescaled health at all levels (buff).<br />
<font color="#00FF00">-</font> increased Physical and Magic Armour to 3.0 (from 1.0) to enhance durability in mid-game (and to mitigate easy harass early-game).<br />
<font color="#00FF00">-</font> rescaled damage at all levels (nerf).<br />
<font color="#00FF00">-</font> simplified slow modifier on attack to remove odd scaling in preparation for further enhancement.</div><br />
<font color="#FFD700">[Q] - <b>Alakazam!</b>:</font><br />
<br />
<div style="margin-left:40px"><font color="#00FF00">-</font> Shredder Golem now has a static 400 health (nerf), to accomodate for melee capabilities.<br />
<font color="#00FF00">-</font> Volatile Golem now has a static 600 health (buff), to accomodate for controlled explosion (and to prevent easy premature explosion through targeted enemy attacks).<br />
<font color="#00FF00">-</font> increased Physical and Magic Armour to 3.0 (from 1.0) to enhance durability in mid-game (and to mitigate easy harass early-game).<br />
<font color="#00FF00">-</font> both Golem types now have rescaled damage at all levels (nerf).<br />
<font color="#00FF00">-</font> improved Physical Armour penalty on Shredder Golem and simplified duration scaling in preparation for further enhancement.<br />
<font color="#00FF00">-</font> improved True Damage explosion on Volatile Golem in preparation for further enhancement.</div><br />
<font color="#FFD700">[Q] - <b>The Spice Of Life</b>:</font><br />
<br />
<div style="margin-left:40px"><font color="#00FF00">-</font> buffs to level 1 AS and MS bonuses.<br />
<font color="#00FF00">-</font> standardised Physical Armour bonus to +5 at all levels (buff).<br />
<font color="#00FF00">-</font> added increased leash/aggro range for all minions, scaling per level.</div><br />
-----------------------------------------------------------------------------------------------------------------------------------<br />
-----------------------------------------------------------------------------------------------------------------------------------<br />
<br />
<b>v2.000</b> (16/05/2013):<br />
<br />
<div style="margin-left:40px"><font color="#00FF00">-</font> new version specifically for the S2E1 hero contest.</div><br />
<u>General</u>:<br />
<br />
<div style="margin-left:40px"><font color="#00FF00">-</font> Pets renamed to <b>Golems</b>. Pet #105 is now known as a <b>Tomb Golem</b>, Pet #106 is now known as a <b>Shredder Golem</b>, Pet #107 is now known as a <b>Volatile Golem</b>. Experimental Pet #147 is now known as <b>Melkor, the Master Golem</b>.<br />
<br />
<font color="#00FF00">-</font> base attributes adjusted to improve base health at the cost of Agility.<br />
<font color="#00FF00">-</font> attribute gain adjusted to improve health and mana scaling at the cost of Agility.<br />
<font color="#00FF00">-</font> nerfed initial Physical Armour (from 3.2 to 1.4) to further cement support role and emphasise Strength attribute progression over Agility (thus reducing snowball potential for carrying).<br />
<font color="#00FF00">-</font> nerfed initial Magic Armour (from 5.5 to 4.5) given high base Strength and Strength gain.</div><br />
<font color="#FFD700">[Q] - <b>Golemcraft</b>:</font><br />
<br />
<div style="margin-left:40px"><font color="#00FF00">-</font> increased manacost of ability to 120 (from 105).<br />
<font color="#00FF00">-</font> rescaled health at all levels (buff to earlier levels, nerf to later levels).<br />
<font color="#00FF00">-</font> adjusted base attack time for the Tomb Golem to 1.7 (to match the hero's default BAT).<br />
<font color="#00FF00">-</font> rescaled speed at all levels (buff to all levels).</div><br />
<font color="#FFD700">[W] - <b>Alakazam!</b>:</font><br />
<br />
<div style="margin-left:40px"><font color="#00FF00">-</font> rescaled health at all levels (buff to earlier levels, nerf to later levels).<br />
<font color="#00FF00">-</font> adjusted base attack time for the Golems to 1.7 (to match the hero's default BAT).<br />
<font color="#00FF00">-</font> rescaled speed at all levels (buff to all levels).<br />
<font color="#00FF00">-</font> reworked the two Golem types to deal Physical Damage (instead of Magic and True respectively).<br />
<font color="#00FF00">-</font> reworked the third Golem type to deal True damage upon death, instead of Mixed Damage. Now has a radius for the explosion (durr).</div><br />
<font color="#FFD700">[E] - <b>The Spice Of Life</b>:</font><br />
<br />
<div style="margin-left:40px"><font color="#00FF00">-</font> increased cooldown to 25 seconds (from 20), as 50% uptime looks on paper to be too strong considering the benefits granted.<br />
<font color="#00FF00">-</font> increased mana cost per second at levels 2, 3 and 4.<br />
<font color="#00FF00">-</font> rescaled Physical Armour bonus per level (buffs)<br />
<font color="#00FF00">-</font> rescaled movement speed bonus per level (buffs).<br />
<font color="#00FF00">-</font> rescaled attack speed bonus per level (buffs).</div><br />
<font color="#FFD700">[R] - <b>Melkor, Master Golem</b>:</font><br />
<br />
<div style="margin-left:40px"><font color="#00FF00">-</font> increased manacost significantly at all levels.<br />
<font color="#00FF00">-</font> adjusted base attack time for the Master Golem to 1.7 (to match the hero's default BAT).<br />
<font color="#00FF00">-</font> reworked <i>Symbiosis</i> completely so that Melkor scales with Kenhek's item progression.<br />
<font color="#00FF00">-</font> reworked <i>Switcheroo</i> to define states that it activates under, and gave it a cooldown (hurr).<br />
<font color="#00FF00">-</font> reworked <i>Limit Break</i> to deal a ministun and bonus damage on a number of successive hits instead of a set chance to stun.</div>
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    </div>
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]]></content:encoded>
			<category domain="http://forums.heroesofnewerth.com/forumdisplay.php?48-Hero-Drafts">Hero Drafts</category>
			<dc:creator>Gorb</dc:creator>
			<guid isPermaLink="true">http://forums.heroesofnewerth.com/showthread.php?496798-S2E1-Kenhek-The-Grave-Protector-v2-010</guid>
		</item>
		<item>
			<title><![CDATA[[STR Melee] Tigerfist Sun Jian]]></title>
			<link>http://forums.heroesofnewerth.com/showthread.php?496775-Tigerfist-Sun-Jian&amp;goto=newpost</link>
			<pubDate>Thu, 16 May 2013 12:58:57 GMT</pubDate>
			<description>*Tigerfist Sun Jian 
*Image: http://fc09.deviantart.net/fs71/i/2013/100/7/2/demon_dude4_by_alexnegrea-d614btc.jpg  
*Stats* Image:...</description>
			<content:encoded><![CDATA[<div><div style="text-align: center;"><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#ff8c00"><b><font size="6">Tigerfist Sun Jian</td></tr><tr class="alt1"><td></font></b></font><img src="http://fc09.deviantart.net/fs71/i/2013/100/7/2/demon_dude4_by_alexnegrea-d614btc.jpg" border="0" alt="" /></td></tr><tr class="alt2"><td><font color="#ff8c00"><b><font size="6">Stat<font size="6">s</font></font></b></font><table class="stg_table tborder"><tbody><tr class="alt2"><td> <img src="http://dream.heroesofnewerth.com/images/icon_STR.gif" border="0" alt="" /></td><td>21+2.4</td><td> <img src="http://dream.heroesofnewerth.com/images/icon_attack_melee_20.gif" border="0" alt="" /></td><td>56-59</td><td><img src="http://dream.heroesofnewerth.com/images/icon_AGI.gif" border="0" alt="" /></td><td><b>12+1.2</b></td><td> <img src="http://dream.heroesofnewerth.com/images/icon_mvspeed.gif" border="0" alt="" /></td><td>310</td><td><img src="http://dream.heroesofnewerth.com/images/icon_INT.gif" border="0" alt="" /></td><td>20+2.1</td><td> <img src="http://dream.heroesofnewerth.com/images/icon_armor.gif" border="0" alt="" /></td><td>5.2/6</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --> <div style="text-align: center;"><font color="#add8e6"> Attack Range: 128</td></tr><tr class="alt1"><td></font><b>Roamer </b>- <b>Pusher</b></td></tr><tr class="alt2"><td></div></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><br />
<br />
</div> <br />
<table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#ffa500"><font size="4"><b>Background Story</td></tr><tr class="alt1"><td></b></font></font>Once there were tigers living everywhere across Newerth. But that time is long gone. What remains is one last group of tigers, unit under their king Sun Jian. A human who has earned the respect of the tigers long ago and who has proven himself a capable leader.</td></tr><tr class="alt2"><td>Seeing his kingdom slowly fall apart and the tigers get closer to their extinction he made his choice. Fighting to create a better and foremost a saver world for the cubs to grow up.</td></tr><tr class="alt1"><td>With him a big part of all adult tigers joined the legion and he himself even has access to the powers of tiger long gone.</td></tr><tr class="alt2"><td>Even though the legion fears the power of the battle-hardened tigers Sun Jian and his people are very well welcomed addition and his Leadership in battle itself is unrivaled.</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><table class="stg_table tborder"><tbody><tr class="alt2"><td> </td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#add8e6"><font size="4"><b>Tigerdash</td></tr><tr class="alt1"><td></b></font></font><font color="#ffa500"><b>Tigerfist Sun Jian </b></font>commands a ghost tiger to charge into target direction, dealing damage to the first taret hit and disabling it. The tiger will return to <font color="#ffa500"><b>Tigerfist Sun Jian</b></font> if no enemy is hit. <b></td></tr><tr class="alt2"><td>Action:</b><font color="#add8e6"> Target Position</font></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            <b>Type: </b><font color="#ffa500">Magic<br />
</font><b>Range:</b> 700 / 800 / 900 / 1000<font color="#ffcc99"><b><br />
Cooldown:</b> 1.25 seconds<br />
</font><font color="#add8e6"><b>Manacost:</b> 90 / 60 / 50 / 50</font><b><font color="orange"><br />
<br />
Charge based skill:</font></b><br />
Maximum of <font color="#ffa500">1/2/3/3</font> charges. Gains one charge each <font color="#ffa500">8</font> seconds<b><font color="orange"> <br />
<br />
Activation</font></b> (<b><font color="#add8e6">Q</font></b>)<br />
A ghost tiger charges from Sun Jians position 700/800/900/1000 units into target direction. Tiger charges with 700 speed and has a 100 touch radius. If he hits nothing he will then run back to Sun Jian. Upon returning to Sun Jian a charge is restored up to the maximum amount of charges. Can hit enemies on both ways.<br />
Upon making contact with an enemy instantly deals <font color="#ffa500">90/90/90/120</font> magic damage and applies <font color="#ffff00"><b>Pinned Down</b></font> to the target. Lasts <font color="#ffa500">0.75/0.75/0.75/1</font> second.<br />
 <br />
<font color="#ffff00"><b>Pinned Down:</b></font><br />
Immobilized<br />
Disarmed<br />
Silenced<br />

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</div><table class="stg_table tborder"><tbody><tr class="alt2"><td> </td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#add8e6"><font size="4"><b>Army of Tigers</td></tr><tr class="alt1"><td></b></font></font><font color="#ffa500"><b>Tigerfist Sun Jian</b></font> commands some tigers to terrorize an area, fearing enemies in it for a short duration. The tigers will then keep on fighting as normal lane creeps.</td></tr><tr class="alt2"><td><b>Action:</b><font color="#add8e6"> Target Area</font></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            <b>Type: </b><font color="#ffa500">Magic</font><b><br />
Range:</b> 800<b><br />
Radius: </b>275<font color="#ffcc99"><b><br />
Cooldown:</b> 40 / 36 / 32 / 28 seconds</font><font color="#add8e6"><b><br />
Manacost:</b> 150</font><b><font color="orange"><br />
<br />
Activation</font></b> (<b><font color="#add8e6">W</font></b>)<br />
After a <font color="#ffa500">1.5</font> second delay <font color="#ffa500">1/2/3/4</font> tiger appear at target location, fearing all enemies in the radius for <font color="#ffa500">1.25</font> seconds. While feared, enemies move at <font color="#ffa500">100</font> movementspeed. <br />
<br />
These tigers cannot be controlled and will act exactly like lane-creeps. They will be assigned to the closest lane. They last indefinitely.<br />
Tigers spawned pre the 0:00 mark will die instantly.<br />
<br />
<font size="3"><b><font color="#00ff00">Tiger:</font></b></font><div style="margin-left:40px"><div style="margin:20px; margin-top:5px">
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            Health:                 500<br />

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            <div style="margin-left:40px">Attackdamage:       35-45<br />
Attackspeed:         1 attack per second<br />
Movementspeed:    320<br />
Armor/Magic armor: 5/0<br />
Bounty:                25<br />
</div><div style="margin-left:40px">Abilities:<br />
<font color="#ffa500"><b>Shred</b></font><br />
Passive<br />
<br />
Attacks deal <font color="#ffa500">50%</font> of the damage in a <font color="#ffa500">125</font> radius around the target.<br />
<br />
<font color="#ffa500"><b>Battle-veteran</b></font><br />
Passive<br />
<br />
Reduces the duration of all disables by <font color="#ffa500">75%</font></div>
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</div><br />
<br />

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</div><table class="stg_table tborder"><tbody><tr class="alt2"><td> </td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#add8e6"><font size="4"><b><font size="4">Spec<font size="4">tral Form</font></td></tr><tr class="alt1"><td></font></b></font></font><font color="#ffa500"><b>Tigerfist Sun Jian </b></font>takes on the form of a tiger, increasing his movement and cooldown-recover speed.</td></tr><tr class="alt2"><td><b>Action:</b><font color="#add8e6"> Activation/Channel</font></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            <br />
<font color="#ffcc99"><b>Cooldown:</b> 0 seconds</font><b><font color="orange"><br />
</font></b><font color="#add8e6"><b>Manacost:</b> 100</font><b><font color="orange"><br />
<br />
Activation</font></b> (<b><font color="#add8e6">E</font></b>)<br />
After a <font color="#ffa500">3/2/1/0</font> second channel time you will be transformed into a Spectral Tiger granting you the following benefits:<br />
<br />
-Increases movementspeed by <font color="#ffa500">50/55/60/65</font><br />
-Increases cooldownreduction by <font color="#ffa500">5/20/35/50%</font><br />
-Cannot be slowed below his base-movementspeed (310)<br />
-Will not show on the minimap<br />
<br />
Attacking or casting will transform you back. Using an item will not.<br />
<br />
<b><font color="#00ffff">Clarification:</font></b><br />
Cooldown-reduction works with items<br />

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</div><table class="stg_table tborder"><tbody><tr class="alt2"><td> </td><td><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#add8e6"><font size="4"><b>Leadership</b></font></font></td></tr><tr class="alt1"><td><font color="#ffa500"><b>Tigerfist Sun Jian</b></font> has always been a great leader. Increases movementspeed and damage of allies in the radius. Allows some units to deal critical strikes.</td></tr><tr class="alt2"><td><b>Target: </b><font color="#add8e6">Activation/Toggle</font></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --></td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><div style="margin:20px; margin-top:5px">
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            <b>Type:</b><font color="#ffa500"> Superior Magic</font><br />
<b>Radius: </b>1000/1200/1400<font color="#add8e6"><br />
</font><b><font color="orange">Activation</font></b> (<b><font color="#add8e6">R</font></b>)<br />
Passively grants allies in the radius <font color="#ffa500">3/6/9%</font> movementspeed and increases all damage done by <font color="#ffa500">3/6/9%</font>.<br />
Has <font color="#ffa500">doubled</font> effect on allied non-hero units.<br />
Additionally allied non-hero units in the radius gain a <font color="#ffa500">25%</font> chance to deal a <font color="#ffa500">1.25/1.75/2.25</font> times critical strike. <br />
                     <br />
Can be toggled off<br />
<br />

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</div> <table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#ffa500"><b><font size="4">Identity.</font></b><font size="4">  Why is this hero unique?</td></tr><tr class="alt1"><td></font></font>This hero combines two roles which are currently not combined in Hon:</td></tr><tr class="alt2"><td>1. Roaming Ganker</td></tr><tr class="alt1"><td>2. Pusher</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#ffa500"><b><font size="4">Purpose.</font></b><font size="4">  Why would somebody pick this hero over another roamer/ganker/pusher?</font></font></td></tr><tr class="alt1"><td> He can move very early on quite fast over the map. What he really excels at is disrupting the normal lane-structures. With his ability to move fast and unseen by the minimap he would probably be the hero with highest effectivness in roaming the complete map, not just to mid-lane and back to his own lane. He should not really be assigned to any lane.</td></tr><tr class="alt2"><td>What really sets him apart is, that he can push quite good and he can heavily empower other pushers with his presence.</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#ffa500"><b><font size="4">Playstyle.</font></b><font size="4">  How do the abilities work together?</font></font></td></tr><tr class="alt1"><td>The hero partly relies on Tigerdash(Q). Hitting a Tigerdash enables him to follow up with Army of Tigers(W). Consecutively hitting Tigerdash will then enable the wild tigers to beat down the desired target. The tigers of Army of Tigers can be used to push out lanes without the need for your own presence. Their passive cleave will make them cut through normal creeps very fast. Both Tigerdash and Army of Tigers have considerably long cooldowns (24 for Tigerdash and 28 for Army of Tigers). This downside is countered by Spectral Tiger(E). This ability enables Tigerfist Sun Jian to move between lanes and to have all his abilities, and later on items, to be ready for his next engage. Last but not least Leadership(R) is the ability that makes him to a real asset in a pusher team. This ability greatly increases the power of everything around him, especially non-hero units. This does include his tigers, normal lane-creeps and all summons of allied heroes. </td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><table class="stg_table tborder"><tbody><tr class="alt2"><td><font color="#ffa500"><b><font size="4">Credit</font></b></font></td></tr><tr class="alt1"><td>Credit for the hero-art goes to: <a href="http://alexnegrea.deviantart.com/art/" target="_blank"><b><font size="5">Alexnegrea</font></b></a><font size="5"><b><a href="http://browse.deviantart.com/#/art/Dominance-War-IV-Naak-122931077?hf=1" target="_blank"><font color="#ffa500"></td></tr><tr class="alt2"><td></font></a></b></font>Credit for the Icons goes to: No icons added yet</td></tr></tbody></table><!-- table generated by StG's vB Code [table] v.0.1.7.1 (stable) o.127 --><font color="#ffa500"><b><font size="4">C<font size="4">hangelog</font></font></b></font></div>

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			<dc:creator>Grangerer</dc:creator>
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