Babysitter / Pusher / Anti-push
STRENGTH: 24 (+2.9)
Agility: 11 (+1.1)
Intelligence: 20 (+2.2)
Movement Speed: 285
Attack Range: 125
__________________________________________________While a terrifying sight to behold, the giant Bodysnatcher does not relish direct combat. Instead, watching from the sidelines, the Bodysnatcher marks targets for harvest and commands the dead to do his bidding. Even more terrifying is the Bodysnatcher's habit of letting his prey escape, only to have their innards rupture and release his spawn when they least expect it.
With a mere touch, the Bodysnatcher absorbs target creep into himself, using it to produce Rotlings. Digest speed is based on the HP the creep had before you consumed it. Maximum level of targetable creeps is 2 / 3 / 4 / 5.
Type: Target Allied, Enemy, Neutral Nonhero Unit
Mana Cost: 75
Range: 300 / 400 / 500 / 600
Cooldown: 15 / 12 / 9 / 6 seconds
Instantly consumes a creep, slowly absorbing it into himself. When unit dies, replaces skill with Release Rotlings. There is a timer that tells you how long until the creep is digested.
A hand forms in the Bodysnatcher's chest and pulls the creep into himself.
Type: Target Enemy
Mana Cost: 0
The Bodysnatcher releases 1 / 2 / 3 / 4 uncontrollable rotlings that chase target unit. Rotlings have 150 HP, take 50 damage from all Hero attacks and 30 damage from all nonhero attacks, 250 / 300 / 350 / 400 movement speed, and leap onto the target when in 250 range, exploding for 60 damage and ministunning. Dead Rotlings leave corpses. Grants sight (not truesight) as long as at least one Rotling is alive. NOT MAGIC IMMUNE. Grant 10 gold when killed.
-Gives you free last hits, and the rotlings that periodically pop out of you build up some harass.
-In mid game, can also be used to jungle effectively.
-Rotlings generate corpses, and can also force opponents to waste spells to clear them out.
-Rotling dying also builds charges.
Nearby souls flow into the Bodysnatcher, who can use their energy to heal allies or damage enemies. Also generates corpses.
Type: Passive / Target Allied, Enemy Hero
Mana Cost: 80 / 90 / 100 / 110
Cooldown: 8 seconds
Whenever a unit dies within a 750 / 2000 / 3250 / 4500 AoE of the Bodysnatcher, he gains 1 charge from creeps, 2 charges from creeps killed by heroes, and 5 charges from heroes. Cap of 5 / 10 / 15 / 20 charges.
When cast, heals or nukes for 50 / 100 / 150 / 200 + 10 HP per charge (magic damage if nuke) and spawns a corpse plus another corpse per 5 charges used. (Maximum healing 100 / 200 / 300 / 400)
A green soul flies from the Bodysnatcher to the target. The soul grows in size as the amount of charges used goes up.
-A powerful heal. The cooldown seems so short as to be imbalanced, but spamming the skill is ineffective.
-Generated corpses synergies with his snare. Generates 1 + charge/10 corpses.
-Yes, the soul range IS that giant. When jungling, you can harvest charges from a close lane, and you might also catch an enemy jungler once in a while.
-You probably have 1 guaranteed full power cast in a teamfight, and depending on how the fight goes, you might get one more full power cast and then a plethora of weak ones.
-With no souls, the skill is a slightly weaker Accursed heal that costs two times the mana and has half the range. With souls, it is significantly stronger than an Accursed heal.
Grasp of Ghouls
The Bodysnatcher imbues his dark magic into nearby corpses, which crawl over to nearby heroes and latch on, slowing them and dealing damage.
Type: Target AoE; Channeling
Mana Cost: 100
Cooldown: 20 seconds
AoE: 500 / 600 / 700 / 800
Channel Time: Max 3 / 4 / 5 / 6 seconds
In target AoE, all corpses come to life and crawl towards the nearest enemy hero at 420 ms, latching on and slowing for 6% for every zombie and doing 10 DPS per corpse. After 5 seconds of latching on, zombies rot and disintegrate. Maximum of 4 / 6 / 8 / 10 zombies on each hero. If zombies do not find anything to latch on to in 10 seconds, they die (so the maximum existence time for a zombie is ~12 seconds). Zombies have no collision size.
Every second of channel can only reanimate a maximum of 10 corpses.
Zombies have 20 HP and are magic immune / splash immune, and have zero armor. Zombies give a gold bounty of 2-4 and draw tower aggro. Take 10 damage from nonheroes, 20 damage from heroes.
Canceling the Bodysnatcher's channel does NOT kill all zombies present; it simply means that no new zombies will be created.
Corpses rise as generic-looking zombies, which crawl very fast towards the nearest hero and grab his / her legs. This should be CRAZY AWESOME. Also, zombies should moan in zombie-like ways.
-In a big group battle, this can be effective, but this can be just as effective (or even more so) when attacking solo farmers. Keep in mind that as more enemy heroes are present, each one is slowed less.
-Synergizes with corpse generation as well as his ultimate making EVEN MORE CORPSES.
-Just an example, in an average push teamfight with the pushing side having ten creeps and the defending side having six, with 5 more generated from Corpsehatch, there would be ~4 zombies per enemy hero, meaning 24% slow on each. If the push happens when one enemy is already dead, it's 5 per hero, or 30%. 3 heroes each get slowed 42%, 2 heroes get slowed 60%, and 1 hero get slowed 60%.
-In jungle / river teamfights, this skill is essentially useless.
-Corpses formed after the spell is cast in the AoE instantly reanimate.
-Corpses that leave the original AoE still latch on; the AoE determines which corpses are brought to life.
-Zombies have an acquire range of 800; if there are no enemies in sight zombies aimlessly wander at 50% movement speed until they acquire a target.
Ultimate: Spawn Corpselings
The Bodysnatcher infects a with a Corpseling larvae, which innocuously feed off the host. When the host dies, the Corpselings burst out and attack.
Type: Target Allied, Enemy, Neutral Nonhero Unit
Mana Cost: 150 / 175 / 200
Cooldown: 120 seconds
Implants larvae into target unit, killing it with the larva bursts out, spawning a corpseling.
Corpselings attack for 60 / 90 / 120 damage, BAT of 1.4, 390 MS, and last indefinitely. Each corpseling has 250 / 375 / 500 HP, 10 / 15 / 20 Armor, and 20 Magic Armor. Corpseling has 60% / 80% / 100% lifesteal. Lifesteal is deactivated against Kongor.
Whenever a Corpseling is targeted by a hostile single target spell, the Corpseling gains 10 / 20 / 30 MS and bonus damage, and heal half it's max HP. The bonus refreshes on stack (so if someone casts on a level 3 corpseling 3 times, it will get +90 MS and +90 damage, with 90 heal/second, meaning don't waste spells on it!)
Corpselings have a leash range of 925 units. (can't attack towers, can hit units) Recasting kills currently alive Corpseling.
Corpselings look like Zerglings. If possible, Corpselings burst out of the unit's chest. Corpselings get larger and more menacing with each level.
-A flexible ultimate that can be used to jungle, gank, or push. The low HP is balanced by a perfect lifesteal.
-Killing: If your corpseling survives stuns with you babysitting it well, then every time it is stunned it will become much stronger.
-Push: The Corpseling can really do significant damage to a tower. Keep in mind it doesn't get lifesteal from it, though, and the tower will kill it in a few hits.
-Your heal restores your Corpseling to essentially full HP.
Early game, the Bodysnatcher acts as a babysitter. He can slowly build up heals for emergency situations, and he can get gold himself while also harassing the opponent with Infest. However, being very slow and having low armor, with no disable early on, ganks are still possible against him.
In mid game, you become a lot more flexible. You can jungle with relative ease, being able to oneshot most creeps for 75 mana as well as infecting others for tanking purposes, and you can gank with your ultimate. In groupfights you have a good snare, but unless one of the teams prefers teamfights in the lane, it'll be mostly useless. Lategame doesn't bring much benefit besides having more corpses to work with and having more units to fight with.
Your basic combo in teamfights is nuke first with full charges, spawning some corpses. Then release rotlings, building some more charges when they die and making more corpses. Then start channeling your ultimate and start microing your Corpseling to fight for you. Then, nuke again once you get adequate charges.
Recommended items could include Astrolabe and Nome's, which are obviously for more healing and armor. Plated Greaves are the recommended boots, for making your Corpseling even stronger (keep in mind that zombies don't do "damage," instead applying a dot). Sacrificial Stone would allow you to remain alive longer as well as having more mana to work with. Frostfield Plate would give you more mana as well as fix your terrible armor (low base and AGI growth), as well as giving you even more snare. Abyssal Skull would make your spawns even more dangerous and long-lived. Finally, Puzzlebox would complement you very nicely.
__________________________________________________Q: What is his role and overarching theme?
A: He can make both a good babysitter and pusher. As of now, he is the only hero who spawns strong creatures through his ultimate (excluding Hellbringer and Defiler, sorta). Obviously, he's a zombie-themed hero, something HoN is lacking at the moment. He plays sort of like Undying - walking around in a teamfight being hard to kill while healing / nuking stuff and having zombies do his dirty work. In teamfights, the opponent is attacked by many different things at once that can't be dealt with through large AoEs, and must prioritize targets well.
Q: Are any of his skills influenced / rehashes of old skills?
A: Enfeeble - Lucifer's Devour
Corpsehatch - Necro'lic's Soul Assumption, Undying's Soul Rip
Grasp of Ghouls - Warlock's Upheaval, Pit Lord's Corpse Expulsion, Undying's Tombstone
Spawn Corpselings - Lifestealer's Infest, Broodmother's Spawn Spiderlings
Q: lol imba tdown
A: Not really a question, but please don't post this -- give me constructive criticism!
Q: lol awesome i wanna play tup
A: Again, not a question, but don't post this either please! What parts did you especially like?
Q: What are good allies / enemies?
A: Obviously two giant counters are Alchemist Bones and Nullfire Blade (as a level 6 creep they can't be targeted by Tempest's Elementals) Also, AoE disables let you stop the Corpseling withot triggering its passive, and long-duration disables that do no damage such as Miniaturize also deal with the corpseling better than many single-target stuns. As a non-hero unit Glacius's Ice Imprisonment will disable the Corpseling for 10 seconds (while doing no damage). Good allies include healers, as even a small heal will fully rejuvenate the corpseling. Balphagore would make a great lane partner with Bodysnatcher, both having corpse generation and powerful slows. Additionally, Bodysnatcher can babysit well.
I tried pretty hard not to make him OP, but as usual he probably is. Criticism appreciated!
-Str growth -.1, Int growth +.1
-Base damage -15
-Removed extra gold from Enfeeble, made it better at generating mana, mana cost to 60 from 80
-Corpsehatch -100 range, damage made more constant, cooldown +2
-Grasp of Ghouls speed from 522 to 420, zombies made constant with amount able to latch on changing per level
-Ultimate simplified greatly
-Added slightly more incentive to leveling Enfeeble past level 1 by reintroducing bonus gold (but not at level 1)
--Damage very slightly increased at level 1, drastically reduced at levels 2 / 3
--Straight up immune to magic damage (previously 50 magic armor)
--MS made constant; now you won't get ridiculously owned by level 3 summon by itself
-- -0 / -25 / -50 maximum HP
-- +0 / +2 / +4 Armor
-- -50% / 0% / +50% lifesteal (more of a bomb at level 1, more self-sustaining at level 3)
--Removed Infest; with the new changes this makes Corpseling ganks completely unstoppable against supports
--Added new ability Enrage
--All these changes make the Corpseling even more specific to deal with. They still die easily if they are not allowed to attack, but if you are poorly coordinated and stun the Corpseling yet allow it to live, it becomes that much stronger. They are also initially weaker but situationally much stronger.
-Remade Infest, skill is now less clunky and just a straight up rehash of Doom Bringer's old Devour. However, instead of getting bonus gold, tiny creatures attack the nearby enemy hero for very low damage; however, this will happen quite often.
-Slightly tweaked other statistics
-Made Rotlings do 25 more damage but move very very slowly now, taking 3 hits from heroes and 5 from creeps to kill. They also now jump onto you when close. I figured it is more interesting this way.
-Made Corpselings a lot more consistent in terms of damage (like Malphas), HP increased by quite a lot, Lifesteal reduced by quite a lot, raised armor.
-Rebalanced Grasp of Ghouls, made the channel not completely useless and reduced channel time.
-Minor tweaks here and there. Weakened Q and made less mana and cooldown intensive. Nerfed growths. Buffed Corpseling's late game a little.
I love it, though I'm a bit saddened by having that name and not getting The Lifestealer's ultimate from DotA. Not that it matters.
Last edited by Muggins; 10-03-2010 at 07:03 AM.
Love the idea, but seriously the numbers are just ridiculous.
How many heroes have an attack that deals straight up 1200 damage and grants money if you dont get the kill youself? That's right, none. Also on the same note, how many heroes can do 300 damage on level 1? None. That is because a lot of the early game heroes haveo only 600 or so life. harass to half health and 1 hit kill on level 1-2? No thanks. Literally if you get level 3 u can almost one shot someone with a lvl 2 enfeeble.
Also, with his second skill corpsehatch he can do 400 damage. In itself this is fine, but with Enfeeble doing 300-600-900-1200 that is devastatingly unfair.
Grasp of Ghouls I LOVE. It is a very cool concept and will make this hero interesting to play. It also has great synergy with Corpsehatch because it will make more corpses to bring to life. However, i do not think the zombies should have MAX movespeed, but instead 420 or so. You do not want it to be inescapable.
His ultimate is also great, although I dont like the idea of farming the souls inside a creep. How long would this take to do? And I am a bit hazy on the numbers. On level 1 you could have one corpseling, on level 2 you can have two and on 3 you can have 3? Is that right? The numbers might need to be tweaked a bit though because on level 3 with each doing around 150 damage, that is 450 if all of them get ONE hit. We are to assume that they would get more than one hit off, especially if you used Grasp of Ghouls to slow down the opponent. With 475 MS, this is almost the equivalent of a not really farmed warbeast chasing you down.... TIMES THREE! Add that to you're ghouls and your own attacks... OP imo.
All in all, i love the idea but think that the numbers must be tweaked a great deal.
10/10 for the idea
4/10 for balance
Don't get mad, just take it into consideration. I'd definately play this hero.
Last edited by MimicU; 10-06-2010 at 10:02 AM.
Thanks to Secron for this epic sig!
Wow someone bumped this from the grave O_o
Reading the skill again, I think it's a little too weak, being at max level only rarely.Also, with his second skill corpsehatch he can do 400 damage. In itself this is fine, but with Enfeeble doing 300-600-900-1200 that is devastatingly unfair.
I forgot to mention some key properties of the Zombies, which is 50 HP, Magic Immunity and Splash Immunity. They were originally designed to be like Undying's zombies. 420 might be a little more reasonable, yes.Grasp of Ghouls I LOVE. It is a very cool concept and will make this hero interesting to play. It also has great synergy with Corpsehatch because it will make more corpses to bring to life. However, i do not think the zombies should have MAX movespeed, but instead 420 or so. You do not want it to be inescapable.
I originally felt that the power of the skill was balanced based on its extreme difficulty of use and on the very short duration of the summons. I think it does need rebalance, I'll edit it. Thanks!His ultimate is also great, although I dont like the idea of farming the souls inside a creep. How long would this take to do? And I am a bit hazy on the numbers. On level 1 you could have one corpseling, on level 2 you can have two and on 3 you can have 3? Is that right? The numbers might need to be tweaked a bit though because on level 3 with each doing around 150 damage, that is 450 if all of them get ONE hit. We are to assume that they would get more than one hit off, especially if you used Grasp of Ghouls to slow down the opponent. With 475 MS, this is almost the equivalent of a not really farmed warbeast chasing you down.... TIMES THREE! Add that to you're ghouls and your own attacks... OP imo.
Thanks for reminding me that this hero concept existed!All in all, i love the idea but think that the numbers must be tweaked a great deal.
10/10 for the idea
4/10 for balance
Don't get mad, just take it into consideration. I'd definately play this hero.[/QUOTE]
Awesome idea Grasp of Ghouls is especially clever.
I'm not a big fan of Enfeeble. To me it feels like you aren't helping much-- if the opposing players are good they will deny the creep themselves. It would also be a bit obvious that you were about to cast it if the Scout you're laning with went up to the wave expectantly right before. I would instead suggest something of a similar concept, except maybe closer to Plague Rider's Extinguish. Here's a thought:
-Targets any allied creep except siege units
-The creep becomes infested. It deals no damage and if killed grants no experience. If an enemy hero kills the infected unit, they receive 40/80/120/160 magic damage.
Just an idea.
I like the idea of the ultimate, but I'm not sure I like the minion as it is now. I don't have any good ideas about the moment, but some sexy synergistic AOE effect would be cool.
Anyway, cool hero.
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I like your idea, but the problem is that that makes the skill purely purely purely early game. At least with how it is currently the skill can be used midgame to farm for yourself in the jungle.
Maybe I should just change it to Lucifer's devour... fits thematically as well.
Do you think the ult is too boring? The initial effect combined it with Lifestealer's Infest, but I thought that was too complicated.
I guess for jungling it would be a bit useful as it is now, but I think having it be strong in the lane would be worth more. You're right though, if you don't want it to be early game then it's your hero It's pretty passive either way though.
I don't think the ultimate is boring, I just think it lends to the idea of just summoning one every 150 seconds, and hiding them in the fountain til you have like 4. I think it COULD be more interesting than that.
Also in the present form I wouldn't suggest having a cap on the number of corpselings you can have. Just have the skill reduce the Bodysnatcher's maximum health by 120 per Corpseling, as having them under your control requires some sacrifice.
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I'm still thinking about editing the first skill. The fourth skill is capped by 1 though, I didn't realize I forgot to specify that. Thanks.
In that case it seems pretty weak to me. It does a whole lot of damage, but if someone stuns it it will melt. Here's a thought: make the skill a passive. Every time a hero dies the the Bodysnatcher did over 50% of their max life in damage, a Corpseling is spawned. Then you could tweak it slightly, probably removing their lifesteal.
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If someone stuns it it WILL melt -- that was my intention when designing it. It's actually a summon you're FORCED to CC or it will rip through your team. And that stun is going to do something like 10 damage with that 50 magic armor. All this is just keeping with his theme of 'there's a lot of stuff coming at you, and you need to be really good at dealing with all of it, or you're screwed.'
Basically, this means in a teamfight, whoever gets Bodysnatcher's attention has to worry about:
1. Have lots of stuff died recently? Could I suddenly eat a giant nuke to the face?
2. Oh no, there's zombies latching on to me. Should I try to eliminate this hero, or first clear these zombies off me and then return to the fight?
3. There's a very low HP and very fast summon doing massive amounts of damage. Is it more lethal than a hero, given that killing it is less beneficial than killing an enemy hero?
EDIT: With the new changes, if you stun it, and DON'T manage to melt it, you're in trouble.
True enough. Against single heroes especially there isn't much they can do to stop them.
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Good idea, really need to work on the balencing.
Am I the only one thats realised hes used Guild Wars spell icons for the skills!?!?
|HoN Player, Sig maker - taking requests|
|waiting for GuildWars|
Interesting rework, it seems quite strong though. At the later levels of the skill you can do pretty ridiculous damage with those guys.
You need to clarify how long it takes, its sort of vague. How long are we talking here?
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And the damage actually is kind of high. I'll reduce it a bit, but keep in mind that armor is going to negate a lot of the damage.
EDIT: Changed so you don't exactly get swarmed by the guys; they just jump on you and pop for a maximum of 50 / 100 / 150 / 200 physical damage, with quite a decent window of time to stop them. They also now die in 2 hits instead of 3, and are no longer moving at max MS. Realistically, even at level 3 you should easily be able to pick off both unless disabled or something; the rotlings are meant to merely be something to occupy your attention that can cause an annoying but not really meaningful amount of damage if you fail to address it.
Oh, okay. I would clarify that in the skill, because I didn't get that at all from reading it.
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