Kularak Lunker
Class: Flagwielder
Race: Human
Stat Primary: Strength
Base HP: 620
Base MP: 245
Base Movespeed: 305
Attack Range: Melee
Attack Speed: Slow
Base Armor: 3
Base Damage: 60-67
STATS:
Str: 24 + 3
Agi: 14 + 1.6
Int: 16 + 1.8
Belongs to: Neutral
|----------Backstory----------|
Born under the star sign of Fate, Kularak was seen as an inspiration among his fellow men. He was deemed to be destined for greatness by the village elders, and as he grew older his body grew much taller and stronger than that of his fellow man. He was brought into training as a child to be a herald bearer, but quickly ascended through the ranks after crushing many a skull with the herald itself. Eventually after much yelling and shouting he found that he had quite a knack for leading a warband into battle, and so he started not only leading the charges, but planning them as well. Eventually he felt like he needed something 'more' for his services, possibly a monetary reward of sorts and started to sell his leadership to the highest bidder. He was quickly kicked out of his village for his greed, but he soon found a new job...
Looks: A tall human with a stout build, missing an arm (result of one of his battles, instead in the socket is a chain linked to his banner), wearing heavy chainmail armor and wielding a flail in his left hand.
Skills
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Raise your arms, men!
Cooldown: 30 seconds
Duration: 20 seconds
Manacost: 90/100/110/120
Radius: 500
Ability type: On-Use AoE buff
When things seem grim, and the foe is surrounding you, claws itching to rip you from shred to shred, their eyes crazed and burning with delight, you must fight back! Never give up, and you shall win!
When cast, this spell creates a small DPS increase in a 500 radius around the hero for 20 seconds, and any character below 50% of their life is slightly healed..
Level1: +5 DPS, restores 1% of their maximum HP
Level 2: +10DPS, restores 2.5%
Level 3: +15 DPS, restores 4%
Level 4: +20 DPS, restores 6%
With ultimate:
For each morale charge used, add in another 1.25% HP and +4 DPS.
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Flagslam
Cooldown: 20 seconds
Manacost: 100/115/130/145
Radius: 300 (hits in a 180 degree arc directly in front of the hero, from the left side)
Ability type: Targetted Attack
I don't need any real weapons to take you down! My flag is enough to destroy my enemies!
When used, the Flagwielder will swing out his flag in an arc in front of him, dealing the most damage to the first foe it hits and progressively less as the swing continues.
Level 1: Deals 100 damage. Causes 120% damage to the first target it hits, then 100%, then 80%, etc
Level 2: Deals 150 damage
Level 3: Deals 200 damage
Level 4: Deals 250 damage
With ultimate:
Each charge used increases the initial amount of damage that this attack does by 15% and knocks each target back by 20/40/60/80 distance per charge.
A small demonstration of how this ability would work:
=============OO==
==========XXXOOXXX
==========XXXXXXXX
============XXXX==
The O is you, and the X is roughly the swing radius. The target first hit to the left of him will take the full amount of damage (300 damage at max level with no charges), and then it will keep swinging to the right. Knockback would work in the direction of the swing, so a target hit directly in the middle of the swing would go flying to the right, while a target hit with the backswing would go behind Kurlarak. So!
=============OO
==========XXXOO
==========XXXEE --->
============XEE --->
For example, here would be a target hit in the middle of the swing. Arrows point towards where knockback would send him.
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Throw Standard
Cooldown: 20 seconds
Duration: 20 seconds
Manacost: 100/110/120/130 Reel also costs 50/40/30/20 mana.
Radius: 300/325/350/400, aura has a 600 radius
Range: 700
Ability type: Targetted AoE aura and damage
Ha! You think you can run away from me? I have the strength of five men, and with this one throw I can end your life!
The Flagwielder proceeds to grab his standard from his back and throw it at target location, dealing a large amount of damage where it lands and planting the standard there, where it offers a small armor/movespeed increase buff to his allies. The standard is on a chain hooked to Kurlarak's back, and you can cast the skill again to drag the Standard back to you. If you get 1200 range away from the flag, it rips from the ground and automatically reels back to your body. Even while dragged the standard aura still is in effect. Time taken for Standard to be dragged back depends on range.
(NOTE: While using this ability he is unable to use his Flagslam ability. He can run and pick up his standard to be able to use it again, or he can wait for the duration to end, where it will then automatically appear on his back once more.)
Level 1: Deals 40 damage to foes in a 300 radius, gives +2 armor and +20 movespeed. Aura has a 600 radius base.
Level 2: Deals 80 damage, 325 radius, +4 armor and +30 movespeed
Level 3: 120 damage, 350 radius, +6 armor, +40 movespeed
Level 4: 160 damage, 400radius, +8 armor, +50 movespeed
With ultimate:
Each charge adds an additional 10/15/20/25 points of damage to this attack and will add 0.5 of a morale charge per unit killed. Additionally, at five charges or greater this will cause a 1.5 second stun.
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Ultimate: Tides of Battle (Passive)
Ability type: Passive charge
Even in the darkest of hours or brightest of days, Kularak can stand stalwart! As long as Kularak is in combat, he will slowly gain morale charges just from the sheer bloodlust! Additionally, he has a chance on attack to cause an Inspired Attack, which generates a charge and deals 130% of normal damage. Charges will also go up faster if he is around allied heroes.
While alone, he will generate 1 charge every fifteen seconds, provided he is in combat. He loses one charge every 15 seconds when not engaged in combat. Being engaged in combat requires you to be around units that are actively fighting, although you do not have to fight yourself.
The first allied hero reduces that interval to 3 seconds, the second to 2, the third to 1.75 and the forth to 1.5.
Level 1: Can hold a maximum of four charges, radius for charges to accumulate is 300. 5% chance on attack for a charge.
Level 2: Can hold a maximum of five charges, radius is 450. 10% chance.
Level 3: Can hold a maximum of six charges, radius is 600. 15% chance.
To expand upon this, each of his abilities gets stronger with each new charge. However, each ability also burns charges as well, making it so you must play your charges carefully. Since you need to be in combat constantly, it can be very dangerous if you don't watch yourself. Being around enemy units alone will slowly generate a charge, but you can also generate a charge on attack.
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Synergies
Flagslam and Throw Standard would be used as a way to curb runners. While you can't use Flagslam while in the middle of Throw Standard, if timed right you could drag the standard along with you at the end of the cooldown as you chase a foe and then Flagslam him or her to the side. Or if you already have a stun on them, you could run behind them and Flagslam them, and then throw the standard for the stun and aura, allowing for a group to gank said person.
Throw Standard and Raise your Arms, Men! Both give extremely good buffs and early game this could be the decider in ganks. The additional damage and the movespeed would allow you to finish off foes that are running or surround a foe before he has a chance to run.
Ideally he would work well with any hero, but would perform best with disablers who could benefit from the movespeed. The DPS increase in Arms would make you a very wanted man for lane duos since you could boost an agility heroe's damage pretty high.
Items
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Frostfield Plate: Allows that much needed slow that would send a chill through the spine of your foes that try to escape from Throw Standard.
Hack (and Slash): Additional movespeed and a slow to boot? Combine with Frostfield and you got yourself a hell of a guy to escape from.
Vladimirs: Naturally as a support hero, pretty much any and all auras are welcome. Boost not only your own power, but the power of your allies as well to a fairly strong level.
Phase Boots: Even though the +10 to stat on Steamboots might seem more appealing, the ability to run through creeps could be a life saver if you want to try and catch up to a running foe.
(Apologizes to any names I missed. I don't have all of the new item names memorized, and so I will refer to them using the DoTA terms.
Extra skills
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Promote
Cooldown: 30 seconds
Duration: Permanent (on creeps) 20 seconds (on hero)
Mana Cost: 130/120/110/100
Range: 500
Ability type: Targetted unit buff/control
Son, you have done well on the field of battle! For this, I award you a promotion!
Kurlarak, being a captain of war, has the ability to promote units, granting them certain buffs and, if a creep, will cause them to come under his control. He can have a maximum of one promoted unit under his control at any time, and the death of that unit will cause Kularak to be silenced for 15 seconds. He can also cast promote on his controlled unit again to bring it up to the highest rank of the spell. If at the highest rank, he'll be treated as a hero and be granted the hero buffs.
Level 1: Promotes a unit to a Lieutenant, grants +10 damage, +2 armor and +1 hp/s to heroes
Level 2: Promote a unit to Major, grants +20 damage, +4 armor and +2.5 hp/s
Level 3: Promote a unit to Colonel, grants +30 damage, +6 armor, +4 hp/s
Level 4. Promote a unit to General, grant +40 damage, +8 armor, +6 hp/s
You can promote either a melee creep or a ranged creep, and you will get a different result. Melee creeps will gain more health and armor with some slight damage increases. At level 3 melee creeps gain the ability to Defend, which diverts 25% of all damage from target unit to him, and at level 4 they gain Smash, which stuns a unit in melee range for 1 second.
Ranged units will gain more health and damage, with slight armor increases. They also gain more movespeed than their melee counterpart. At level 3 they gain the ability to stealth, dealing 200 damage on the first attack they make on a long cooldown. At level 4 they can cast Called Shot, which deals damage equal to the target's movespeed/2 and slows by 20%.
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Design Plan
Ideally, I want this hero to be a major supporter early on, but be able to hold his own later on once he becomes able to use his charges. His abilities may seem strong at first, but you have to realize that the charges need time to build up, and that they fully drain whenever he uses one of his abilities. This forces him to decide when is the best time to use his abilities or not, and what he should do. If played well, Rallycaller could be used to completely stop enemy heroes from escaping (using Throw Standard to stun and increase movespeed) and help his allies escape (utilizing the heal and the standard to increase their speed.)
Kularak 1.1: Added manacosts, range for Standard, changed ultimate to be more focused on attacks triggering morale charges, but it still goes up slowly around units.
Kularak 1.2: Formatting changes, various smaller changes to abilities (see lower posts)