Hi again and thanks for looking. This was my entry for the Str hero contest. I wanted to create a hero that used his HP for something other then tanking, and wanted to also create a strong ganker with some non-portal key based initiation potential. I worked closely with PerZn coming up with this concept. Be sure to check out his Draconus suggestion.
7th in the Strength Hero Contest!
Changed Magic Dust to a set duration.
Belongs to: Legion
Stat Primary: Str
Base HP: 475
Base MP: 190
Base Movespeed: 295
Attack Range: 350
Base Armor: 1.6
Base Damage: 41-50
Str: 25 (+2.6)
Agi: 17 (+1.5)
Int: 14 (+1.6)
Stats Balancing Notes: Since Ashraf is designed to use his Hp to supplement his mana, he has high starting strength and strength gain with mediocre int gain.
A spiteful spirit whose hate for the corporeal world is only outmatched by his hatred for the hellbourne. Ashraf was content with his existence on Newerth as one of the few independent djinns, free to roam and dabble as he wished. When the hellbourne invaded, his alliance with the legion was borne out of necessity and practicality more than altruism. How long the pact will remain should the hellbourne invasion fail is anyone's guess, but for now the legion are glad to have Ashraf on their side.
Voice- Boisterous and somewhat Arabian
"As you wish"
"Your wish is my amusement"
"I assumed as much."
"Make a wish"
"Choke on it"
"You ain't never had a friend like me"
"Urrk. You wouldn't believe what that one had for breakfast"
"Mmm! This stuff DOES taste like sugar"
"No, you cannot wish for more wishes, Mr. Cleverpants"
Ashraf breaks the spirit of a lesser enemy and begins to absorb its spirit over time. Ashraf can also expel the spirit remnants to cause a rift around him, damaging nearby enemies.
Effect: Kills target non-neutral creep. Ashraf gains Spirit Power buff with a number of charges equal to the current health of the creep divided by 50 (rounded down). While active Ashraf gains the ability detonate.
Spirit Power: Heals 50 hp/second. Removes one charge per second. Spirit Power ends if it has no charges.
Detonate: Ends spirit power, dealing 25 damage per charge remaining on Spirit power to all enemies within 350 of Ashraf.
Type: Single target magic spell
Duration: Lasts 2/4/6/8 seconds
Cast Time: 0.2 seconds
Mana Cost: 80/100/120/140
Cooldown: 40 seconds
Notes: Detonate overlaps the skill as Maliken's teleport does while sword throw is active. At max heals for 400. Deals 500 damage if Ashraf eats a mega creep and detonates, 250 damage if he eats a creep with 500 hp.
Ashraf channels his very essence into his spell pool, trading health for mana.
Effect: Deals 25/40/65/80 true damage per second to Ashraf, and restores 25/40/65/80 mana per second to Ashraf.
Cast Time: 0
Mana Cost: 10
Notes: Treated as a friendly buff (so you cannot remove this by activating shrunken head) This is a toggle, like Maliken's sword. The mana cost is just to activate, not constant.
Blasting the area with an extension of his own will, Ashraf disorients and damages enemies.
Effect: All enemies within a 350 aoe take 125/175/225/275 magic damage. Enemy heroes are suffer from 'Magic Dust' for 3 seconds. Enemy creeps are stunned for 1.5 seconds.
Magic Dust: Disarmed and perplexed (can't use items)
Type: Area target magic spell
Cast Time: 0.2
Mana Cost: 150/160/170/180
Notes: Does not affect spell casting. To my knowledge this would inhibit people using homecoming stones/post-hastes mid cast. Ideally meant to initiate on heroes that would use items to evade such as Portal Key and Ghost Marchers.
Ashraf focuses his will into a single point and hurls his spirit at the enemy, crushing their windpipe.
Effect: Target takes 150/200/250 true damage and suffers from "Choking"
Choking: Silenced and slowed for 30/40/50%
Type: Single target magic spell
Cast Time: 0
Duation: 6 seconds
Mana Cost: 175/275/375
Cooldown: 8 seconds
Notes: Note the incredible mana cost in order to spam it. 2 second window is long enough for one to stun/slow him in an attempt to get away, but doesn't make it easy.
:ManaPotion: :RunesOfTheBlight: :HealthPotion: :FortifiedBracelet: :HomecomingStone:
:FrostfieldPlate: :BehemothsHeart: :KuldrasSheepstick: :SacrificialStone: :FrostwolfsSkull:
:PowerSupply: :Bottle: :NomesWisdom: :Stormspirit: :EnhancedMarchers:
Summary: Ashraf is (supposed to be) an interesting early/mid game ganker who really has to ride the line between keeping his health and mana up in order to be effective. His ult is spammable, giving enemies only a 2 second window to cast spells out of, but has a tremendous mana cost to keep up. He also has the ability to babysit a ranged hero with his deny creep ability and ranged disarm spell. His weaknesses are his short attack range (can't use hatchet, but can be harassed) and low armor, combined with a constant battle to keep up his mana pool.
So what are your thoughts?
not bad, there are some problems though, the damage on the first skill is very low, you should hvae it scale up with rank. and i find it really sytrange that your third ability is so much better then your ult it does more damage in an AOE and it Disarms and Perplexes people, your ult does less damage to a single target and slwos him =/ i would recommend making the damage on the ult higher, don't be afraid to go high, witch slayer does 650 at rank 3, but at the same time i think u need to lower the damage on your third skill
Check out my Hero Suggestion Archmage: http://forums.heroesofnewerth.com/sh...d.php?t=102531
The ult has an 8 second cooldown, silences, and does TRUE damage. How is that 'worse' then a 275 magic aoe disarm?
You need to read more then just the damage numbers on the hero.