Raijin, Storm Demon
(From ~jengslizer on deviantart)
Long Range Initiator / Anti-Initiation / Cleanup
Strength: 17 (+1.5)
Agility: 16 (+1.3)
INTELLIGENCE: 24 (+3.2)
Movement Speed: 285
Attack Range: 450
Most wielders of lightning merely bend that which exists in nature to their will. This is not so for one Hellbourne sorcerer. The blood-red storms of the mysterious figure known only as Raijin seems to have malevolent wills of their own, seeking out targets to fling into the air, or becoming highly ionized when encountering targets with mana, causing one's energy to temporarily shorten out. However, Raijin's most feared skill is definitely to compress storm clouds anywhere on the battlefield to call down a concentrated bolt of plasma, striking anywhere with demonic accuracy.
Raijin summons a whirling monsoon, which quickly moves in a line, sweeping up anything in its path.
Mana Cost: 130 / 150 / 170 / 190
Damage: 70 / 140 / 210 / 280
Range: 800 / 1200 / 1600 / 2000
Cooldown: 16 seconds
Creates a vortex that travels at 800 MS, which moves down a line. Anything in the 200 AoE is lifted into the air and made invulnerable for 1.2 / 1.5 / 1.8 / 2.1 seconds, then dropped for 70 / 140 / 210 / 280 damage.
A red vortex (not a whirlwind) travels down a line.
-Extremely similar to Invoker's Tornado skill, with the same synergy with Invoker's EMP.
-The duration of the disable scales quite highly, so this skill isn't that great in a trilane situation.
Raijin summons a highly ionized thunderstorm, which temporarily shortens out the magical power of all enemies in a large area, as well as dealing True damage.
Mana Cost: 150 / 175 / 200 / 225
Damage: 50 / 100 / 150 / 200
Range: 600 / 800 / 1000 / 1200
Cooldown: 25 seconds
Creates a glowing ball is created at target point, which expands over 4 / 3.5 / 3 / 2.5 seconds, then detonates. Affected units instantly lose 150 / 300 / 450 / 600 mana and take True damage. After 1 seconds, 100 / 150 / 200 / 250 mana (or however much enemy had left) is restored at the rate of 50 / second. If all mana is removed, affected units are stunned for 1 second. Does not affect units with no mana. Vision of affected units (not truesight) is granted for 6 / 9 / 12 / 15 seconds.
Creates a crackling ball of red energy, which grows bigger then explodes into a large thunderstorm.
-Raijin's initiation tool for mid game. I adjusted this from Invoker's similar skill because Invoker's EMP was absolutely devastating early game (burning like 400 mana) but lost effectiveness later on once people's mana pools grew. So instead, this skill is better at stopping the enemy initiation in its tracks, but doesn't absolutely decimate mana pools early. The range has also been made to scale to allow for better initiations, and to fit into Raijin's theme.
Some of the lightning Raijin dispenses through his attacks are funneled back into his energy reserves, lowering the cooldown of his skills by 1 for every 4 / 3 / 2 / 1 autoattacks he performs on a hero or for every 8 / 7 / 6 / 5 attacks performed on nonheroes.
Lowers all cooldowns by 1 for every 4 / 3 / 2 / 1 autoattacks on heroes or every 8 / 7 / 6 / 5 autoattacks on nonheroes.
For every autoattack, some of the drums on Raijin's back lighten up (changing proportionally with skill rank). When they are all lit with energy, a thunderclap is heard.
Ultimate: Plasma Bolt
-Helps lategame, as Raijin's cooldowns are all rather lengthy.
Raijin aggregates storm clouds together above a target point, which then send down a bolt of concentrated plasma that melts everything on contact, bouncing between targets and dealing 300 / 400 / 500 damage evenly divided among targets.
Mana Cost: 175
Damage: 300 / 400 / 500
AoE: 175 / 200 / 225 (250)
1 / 2 / 3 (2 / 3 / 4) Charges, 1 charge every 50 (25) seconds
Cooldown: 20 (10)
Raijin compresses thunderclouds over a target area. After a short delay, a giant ray of plasma arcs down, bouncing between targets directly below the clouds.
After 1.7 seconds, all units in the area take 250 / 375 / 500 damage evenly divided among targets. Grants 400 clearvision in target area for 10 seconds.
I think the skill icon is pretty self-explanatory. (No clouds appear, that's just flavor text)
-Damage is spread for the same reason Invoker's Sun Strike is -- no autofarming creep waves, no dealing massive damage to multiple heroes at once.
-Synergizes with the 'long range' aspect of Raijin.
Essentially, Raijin is a long-range support that generally stays out of the main fights, contributing his crowd control and mana combustion. As enemies literally have to be retarded to get hit by his EMP, he has his long-range disable to keep people in the area. Additionally, if you land a proper EMP lategame, it is highly likely that their initiators won't have mana for their large spells, so your team should take that small window of time to move in. Ironically, to best utilize your passive, you must attack, and with Raijin's very subpar range, he can't last the entire game without getting his hands wet at least a little -- it would be really imba if he had 600 range, for example. Finally, his ultimate allows him to snipe runners that are too far for even his other massive cast ranges.
Early game, unlike other intelligence casters Raijin is quite the liability. He has above average armor and base damage, but his stats aren't exactly very high, and his 450 range allows him to be harassed. No one will stand in his EMP for the 4 seconds they see it coming, and his cyclone makes enemies invulnerable for the short time they're in the air. However, his skills all scale up extremely quickly.
In mid game, after you've farmed some basic gear to meet your giant mana upkeep needs (Tablet for mobility, battery, maybe a Storm Spirit), you should be hiding in the back every teamfight, ready to drop a Feedback Storm quickly followed by a Monsoon. If you miss, that's another 30 seconds you're useless, so the pressure is on you. Once the enemies are defenseless, feel free to run a little closer to take some potshots, as any attack you do goes towards another big spell. The purpose of your Feedback Storm giving vision is to line up your ultimate, which also gives vision.
Late game, your mana burn will merely be a 200 True damage nuke that MIGHT catch some unprepared low MP heroes unawares, but at least you will easily be able to set it up on any Monsooned targets. If you're attacking, you'll be able to chain off blasts of your heavily damaging ultimate quickly, but keep in mind that if you hit even one extra target, your amazing 500 damage nuke does a pitiful 250 damage. Casting it in the midst of all the action will probably only deal about 100 damage to everything. This skill has a niche; use it there. Your gear at this point should consist of high regen, protective items, such as maybe a Nullstone or a Void Talisman. Your stat growths are nothing to look at, so please don't try to semi-carry with some kind of gimmicky, attack-20-times-for-instant-resto-stone Elder Parasite build.
I tried pretty hard not to make him OP, but as usual he probably is. Criticism appreciated!
Q: What can Raijin contribute to the metagame?
A: Raijin isn't a particularly good solo hero, yet he needs exp. Hopefully, he will promote a return to dual lanes. Additionally, there aren't many counter-initiation heroes in HoN besides Vindicator, and I feel Raijin contributes some interesting and unique DotA mechanics that might be interesting in HoN.
Q: Are any of his skills influenced / rehashes of old skills?
A: He is basically a very specialized, CC-only version of Invoker. Basically his skills are Tornado, EMP, the spell-chaining aspect of Invoke, and Sun Strike.
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?