Grubber, the Worm Monster
!! This is my first concept ever, please use helpful critique only. Also I'm not native to the English language, so descriptions or introductions might need some improvement and reforming. Thank you !!
The Worm Monster (or "Worm Beast") was my first concept I came up with playing HoN.
I barely know half of the DotA heroes and therefore cannot say if there is anything sharing the same concept with this one.
What the Worm Beast does, is using the terrain as a major element, moving forward underearth and attacking with mean attacks from the underworld. He is also able to absorb the energy of it's own creeps and use them as a weapon against enemies. Also it's mainly slowing the enemy down, being an annoying character on the field that gives your own team good support in any fight.
- No story yet :P -
(Illustration: Fanart for Dungeons & Dragons)
I used this image just because it is closest to my imagination of what it may look like, just not as long. More grub/worm like than a long snake.
The Worm Monster is an Agillity Hero for the Hellbourne.
Str: 19 (Gain: 2)
Agi: 22 (Gain: 2.4)
Int: 13 (Gain: 1.8)
Attack Damage = 50-58
Attack Range = 125
Movementspeed = 310
Turnrate = 320
Armor = 3.35
MagicArmor = 5.5
This is a Agi Hero with Str Bonus but little Int and therefore smaller manapool. His speed is a little bit above average and his range is melee, but his attack damage is lower than most melees. His armor is strong.
The Worm Monster devours one of his allies, throwing them up again at a location within 600 units, causing damage in a small AoE.
Level 1 : Deals 110 damage to each target in 100 radius at the location of impact. -10% Movement slow
Level 2 : Deals 160 damage to each target in 125 radius at the location of impact. -15% Movement slow
Level 3 : Deals 215 damage to each target in 150 radius at the location of impact. -20% Movement slow
Level 4 : Deals 265 damage to each target in 200 radius at the location of impact. -25% Movement slow
Mana cost: 75/100/120/140
Cooldown 20 seconds
On activation, this skill swallows the target and stays activated until target is fired.
When the Worm Monster dies while holding an allied hero, the hero will also die.
When used on a allied creep, the creep will die on impact.
When used on a allied hero, the hero will be tossed at the location, taking 50 damage and slowing all enemies for 5 seconds.
Earth Rush (Activation)
The Worm Monster will dig into the ground and move around the map with slowed down movement. When returning to the surface, all enemies in the radius will take damage and be stunned for a short amount of time.
Level 1 : -15% movement speed, deals 120 damage and stuns for 0.5 seconds to all enemies in 200 radius
Level 2 : -15% movement speed, deals 150 damage and stuns for 0.75 seconds to all enemies in 200 radius
Level 3 : -15% movement speed, deals 190 damage and stuns for 1 second to all enemies in 200 radius
Level 4 : -15% movement speed, deals 250 damage and stuns for 1.5 second to all enemies in 200 radius
Mana cost 130, 3/6/9/12 mana each second being activated
Cooldown 30 seconds
While being under earth, the Worm Monster does not take any damage.
The effect will last until his mana runs out or he's being hit by a stun or being debuffed. Also, the Worm Monster cannot use any items while under the effects of this skill and cannot attack.
[Note: Yes, the Worm Monster's path will be visible to enemy heroes and they are able to target him but cannot attack him directly. The stun or disable/debuff has to come from AoE. The Worm Monster does not take any AoE damage.]
The Worm Monster uses the bodies of each killed enemy to fill up his energy reserves.
Level 1 : Each kill gives +1 mana regeneration for 4 seconds and fills up 15% mana for each hero kill.
Level 2 : Each kill gives +2 mana regeneration for 6 seconds and fills up 20% mana for each hero kill.
Level 3 : Each kill gives +3 mana regeneration for 8 seconds and fills up 25% mana for each hero kill.
Level 4 : Each kill gives +4 mana regeneration for 10 seconds and fills up 30% mana for each hero kill.
Mana cost n/a
Does not stuck with Chilling Presence, but does stuck with items and orb effects.
Does not stuck on itself, killing an enemy does renew the duration.
Deadly Soil (Ultimate)
The Worm Monster will leave a trace of poisoned soil behind wherever he moves, damaging and slowing enemies drastically.
Level 1 : 15% Movement slow, 75 damage per second during contact.
Level 2 : 25% Movement slow, 100 damage per second during contact.
Level 3 : 35% Movement slow, 125 damage per second during contact.
Lasts 15/20/25 seconds, 500 unit line behind the Worm Monster.
Mana Cost 150/175/230
All skill visuals by ArenaNet / GuildWars.
I'm still unsure how balanced this character would be as I was trying new concepts. The Ulti seems to be hard to evaluate, because you might need to see how game mechanics make this work. The idea behind the Ulti is, that about 500 unit line behind the Worm Monster a path is affected wherever the Worm Monster moves.
I need balancing ideas for the following:
Is the Ulti's damage too high/low?
Is the manareg of Gorging too high/low; short/long?
Is there any other thing that has to be improved/nerfed?
Thanks to everybody voting and making suggestions.
Last edited by Jinjira; 08-19-2009 at 12:55 PM.
Really like the idea of it, but Earth Rush needs to use A LOT more mana per second so it would not be abused.
The ult seems fine, the duration may need to be reduced slightly. The damage is fine in my opinion.
The mana regen is fine, the duration may be too long. Dropping level 4 to 10 seconds would be sufficient.
Besides that, everything looks fine.
Earth Rush - yea I thought that.
Changed to: Mana cost 150, 2/3/4/5 mana each second
I actually thought a 60 sec CD would be efficient enough, as I is also an escape skill and a opener in some way.
Ulti now 15/20/25 duration
Manareg for 4/6/8/10, does renew for each new kill.
Well I feel that Gulp Fire is too similar to pebbles toss/chuck and it does pure damage which I do not like. Pure should only exist in a few instances and someone being thrown does not feel like one. Perhaps lowering the damage it does and adding a slow or DoT from his bile or something would separate it enough from pebbles. How wide will his ult be? if not too wide it would encourage zigzagging when trying to damage or to slow down a runner which is kinda neat.
Sig under construction until I think of a good one.
I also changed the toss damage from pure to physical, but kept the numbers.
I didnt know weather physical or pure would be the better way to go.
Also added +10% attack speed for the tossed hero over 5 seconds.
(all changes are not final, keep making suggestions )
Last edited by Jinjira; 08-16-2009 at 01:16 PM.
Yeah, didn't even take the 60 second cooldown into consideration. That was my bad. :P
As Orenjikun said, lowering the damage and adding a cool "bile" effect would make it different then Pebble's toss and keep with the theme.
Seems really balanced though. I like it.
Is -20% slow over 5 secs fine?
Reread Gulp Fire again. I kind of only want it to trigger while a hero is tossed.
- major update -
I balanced Earth Rush and Gorging to be more usefull even early in the game and stay balanced in mid-late game.
Also, changed starting int to 13, but made gain to 1.8
So this char is not completely dependend on mana but that way the player has to manage the manapool wisely without getting overpowered.
Looks okay to me, although "Earth Rush" still seems to be a weaker version of "Wind Walk".
I like having a Massive Worm Hero.
Abilities seem awesome and fun.
I want to know Gulp Fire's Range.
lol I never thought about that. The animation has to be very tricky then.. wow lol.
I don't know, I guess within a .5 sec animation, the worm has to go underearth and gulp them with it's mouth open like that big sand worm in the star wars movie. lol
Changed the mana to 130 and changed the mana burn to 3/6/9/12.
This skill will have to take about 1-2 seconds until the worm is burried completely to avoid activating and cancelling this skill within less than a second. Therefore, if he digs, enemys better run
Moar tips please
Oh and dun't forget to press "Yes"
Last edited by Jinjira; 08-16-2009 at 09:18 PM.
This is my favorite hero concept I've read so far. It's truely original. I have suggestions too.
-To help differentiate from tiny more and give more variety in how this guys played, let Grubber keep a creep swallowed by Gulp Fire until he decides to spit it out, allowing him to combo skills without having to lane, mana cost and cooldown applied on spit instead of swallow to encourage smarter mana management.
-If you're using Earth Rush and you are standing still the enemies need true sight to see you. I don't know how long the fade time on the trail should be. Short enough to set up an ambush without being obvious, but long enough that if you werent quick enough your cover would be blown.
-Maybe even remove the mana per second when standing still
-Allowed to use an item (sort of), but it unburrows you THEN uses the item as if it were queued (just for convinience)
Last edited by Disgaea; 08-18-2009 at 10:19 AM.