Skullknight (AR - Legion - Carry)
He'll take the battle to the grave and beyond
(Picture done by thevampiredio)
P.S. THANK YOU EVERYONE FOR YOUR FEEDBACK & SUPPORT! THE SKILLS HAVE BEEN CHOSEN, IT IS TIME TO BALANCE WHAT WE HAVE HERE!
Table of Contents
Section 1: General Information
Section 2: Stats
2.2 Basic Skills
2.3 Ultimate Skill
2.4 Alternative Skills
Section 3: Gameplay/Strategy
3.1 Good Against
Section 4: Items Builds
4.1 Possible Items
Section 4: Contributions
5.2 Balance Discussion
5.4 Change Log
In the last war between the Legion and Hellbourne, the legends foretold a great holy warrior that fought for the Legion, whose conviction to its cause was so deep and undisputed that it was able to pierce through the onslaught of Hellbourne armies and strike fear into the heart of the Hellbourne. When the war ended, this warrior vanished without a trace. Rumor has it that the warrior continues to do battle in the fiery depths of the Hellbourne lair, in the form of a skeleton with no flesh nor soul, only a conviction to drive its sword deeper into the heart of the Hellbourne.
The Skullknight is a fairly generic anti-hero that has been casted both for good or for evil. In my adaptation of it for HoN, I have it casted for the side of good, the Legion. For some of you manga readers out there, I am an avid fan of Kenpuu Denki Berserk, so if you recognize the snapshots of this hero concept and even to a certain extent, the lore, you will find that this is indeed my source of inspiration for this character. I have the warrior casted as a fairly cold, chilling, fanatic type of warrior whose battles overtime have garnered him with enchantments beyond those found in the common realm.
Something in between the deep and throaty Christian Bale's Batman voice and Spawn's voice (the animation).
"This encounter shall be your last."
"My very existence is only to see to that you die, again and again..."
"The anecdote to your nerve-racking trembling is a swift blow with my blade"
"I will place you in a perpetual state of resurrection."
Skullknight disintegrates into a fine pile of bone dust, with a wind that blows the dust back to the home pool (well, not all the way, but just in that direction).
Skeleton type knight warrior with layered bone armor. Welds a bone shield as well as an enchanted crystal sword, entwined with thorns. Wears a battle-torn cape. Has glowing eyes with color based on player color. Slight foggy/warpy aura surrounding character (sort of like a ripple in air).
Without Spectral Torrent skill, the attack will send a blistering wind attack against his target. With Spectral Torrent, the attack range is increased, and a thin pin-point laser stream emanates from his sword every time he swings it, anything that touches the laser takes the AOE damage. His attacks make a swish sounds, like that you would hear from swinging a sword in air.
The Skullknight is a hard carry that improves vastly as the game progresses deeper. His starting stats are comparable to other heroes, with the exception of his health, which is a bit lower. The Skullknight is multi-talented, and has a very balanced attribute and skill template that allows for interesting and creative builds. His strength is his exceptional magic resistance due to countless years of battle in the land of the dead; as well as his heightened reflexes and enchanted sword that allows him to have significant carry potential. Skullknight’s skill pool is diverse and well rounded, with unique disables that may come in handle in unique situations. He can also be played as an anti-initiator by dispersing enemy formations with his Dread March skill. However, this versatility does come at the expense of a slightly more fragile body in which his might is concealed in. His STR progression is very slow, therefore, his maximum constitution is also very low even with his ultimate. However, as a carry, he does benefit from STR items immensely as both his 2nd skill and ultimate scale with the attribute. Conversely, like typical AGI carries, he benefits greatly from AGI items as well as his 1st, 3rd and ultimate skills scale highly with AGI.
STR: 16 (+1.5)
AGI: 22 (+3.2)
INT: 21 (+2.1)
Starting Health: 454hp
Starting Mana: 273mp
Starting Health Regen: 0.73
Starting Mana Regen: 0.85
Move Speed: 295
Cast Speed: 125
Attack Speed: 120
Base Attack Cooldown: 1.8s
Magic Armor: 5.50
Affiliation: LegionStats indicated in green are boosted by skills.Stats @ Level 25
Ending Health: 1167hp + 233hp == 1400hp
Ending Mana: 956mp
Ending Health Regen: 1.86
Ending Mana Regen: 2.95
Move Speed: 295 + 59 == 354
Cast Speed: 125
Attack Speed: 200 + 20
Base Attack Cooldown: 1.4s - 0.14s == 1.26s
Range: 300 + 275 = 575
Magic Armor: 5.50 + 7 = 12.5
2.2 Basic Skills
[Q] Dread March (Active - Disable)
Skill Description:The Skullknight’s conviction is a sight to behold and to be feared. The restless souls that have fallen to his blade gather around him, chanting his name for redemption as he piles the gates of hell with bodies of the living. Those of flesh stand uneasy, and literally have their wind knocked right out of them.
Skill Effects: Movement speed is halved temporarily; base armor is increased significantly, magic resist is increased, all enemies that come within the aura’s radius are force-pushed back, enemy health regen ceases in area.
Cast Target: Self
Cast Range: Self
Level 1: 130MP to activate, base movement speed is halved, base armor is doubled, magic resist increased by 5%, units that come within 150 radius are pushed back by 300 radius. Duration: 3 seconds. Cooldown: 30 seconds.
Level 2: 160MP to activate, base movement speed is halved, base armor is tripled, magic resist increased by 10%, units that come within 150 radius are pushed back by 325 radius. Duration: 4 seconds. Cooldown: 35 seconds.
Level 3: 190MP to activate, base movement speed is halved, base armor is quadrupled, magic resist increased by 15%, units that come within 175 radius are pushed back by 350 radius. Duration: 5 seconds. Cooldown: 40 seconds.
Level 4: 250MP to activate, base movement speed is halved, base armor is quadrupled, magic resist increased by 20%, units that come within 175 radius are pushed back by 375 radius. Duration: 6 seconds. Cooldown: 45 seconds.
Animation: A bunch of ghastly figures surround SK, and whirl around him like a tornado. The ghastly figures push outward to any enemy unit that gets within the march's range.
[W] Thorns of Agony (Active- Carry/Disable) (7 Votes)
Skill Description:The heavens have bestowed upon Skullknight with thorns that inflict pain and sorrow for his endless years of service as a martyr to the Legion. Those that come in contact with the thorns are inflicted with cuts that cannot be sealed, causing excruciating pain and profuse bleeding unless they retreat from Skullknight's presence.
Skill Effects: Enemy health regeneration ceases (direct healing skills not affected) in the auras radius, does additional DoT.
Cast Target: Self
Cast Range: Self
Level 1: Enemy health regeneration ceases within a 400 radius. Does 2% Magic Damage based on enemy's max health per second. Duration: 5 seconds. Recast 5 seconds. 90MP cost.
Level 2: Enemy health regeneration ceases within a 500 radius. Does 3% Magic Damage based on enemy's max health per second. Duration: 5 seconds. Recast 7 seconds. 110MP cost.
Level 3: Enemy health regeneration ceases within a 600 radius. Does 4% Magic Damage based on enemy's max health per second. Duration: 5 seconds. Recast 9 seconds. 140MP cost.
Level 4: Enemy health regeneration ceases within a 700 radius. Does 5% Magic Damage based on enemy's max health per second. Duration: 5 seconds. Recast 11 seconds. 180MP cost.
Animation: Long vines with sharp thorns surround SK. When an enemy hero gets near, the thorns stretch out and appear to grab the enemy hero (it does not slow the hero down). Enemies caught in it will begin to bleed unless they breach the aura's reach. This allows the enemy hero ample visual notice that the debuff has been applied. When they step out of the aura's range, the vines retract.
[E] Spectral Torrent (Passive - Carry)
Skill Description:The Skullknight’s persistent battles in the fiery depths of hell have allowed him to manipulate his blade and slice through the fabric of time and space, projecting his attacks to far greater distances then they normally would.
Skill Effects: Progressively enchants Skullknight’s sword with the ability to project damage at distances that normally cannot be reached by animate objects. Target of auto-attack receives full damage. Enemies caught in path of attack receive some damage.
Level 1: Extends range of attacks by 50. Causes all targets caught in the path of his attack to take 20% of his auto-attack damage.
Level 2: Extends range of attacks by 125. Causes all targets caught in the path of his attack to take 25% of his auto-attack damage.
Level 3: Extends range of attacks by 200. Causes all targets caught in the path of his attack to take 30% of his auto-attack damage.
Level 4: Extends range of attacks by 275. Causes all targets caught in the path of his attack to take 35% of his auto-attack damage.
Animation: A thin pin-point laser stream emanates from his sword every time he swings it, anything that touches the laser takes the AOE damage. Sort of like Guile's Sonic Boom from Street Fighter.
2.3 Ultimate Skill
[R] Ethereal Warhorse (Passive Mount - Carry)
Skill Description: Legend tells of a nameless warhorse that moved swiftly like the winds of the north, don the radiance of the eastern sun, feared not the death that awaits at the gates of west, and a perseverance resembling that of the southern crux. No one could ride or tame the god-like beast, until one day, it voluntarily knelt down before the Skullknight bestowing him with the right to mount. From that day on, the Skullknight rode this fearless warhorse to battle, striking fear and awe to allies and enemies alike.
Skill Effects: This skill allows the Skullknight to mount his warhorse, granting him with greater protection and swiftness.
Level 1: Increases movement speed by 7%, magic armor by 2, attack speed by 3%, and increases max health by 10%.
Level 2: Increases movement speed by 10%, magic armor by 4, attack speed by 5%, and increases max health by 15%.
Level 3: Increases movement speed by 15%, magic armor by 6, attack speed by 7%, and increases max health by 20%.
Animation: A translucent skeletal warhorse is summoned, which appears to levitate over the grounds while it gallops. Similar beaming eyes as SK. SK also gains the translucency effect when mounted on this warhorse. Increases the overall size of SK to that of a fully grown Pebbles.
2.4 Alternative Skills
[W] Fanaticism (Active) (6 Votes)
Skill Description: Skullknight’s loyalty to the Legion is incorruptible. Even at the moment of death, Skullknight would go as far as vow to sacrifice himself to do all he can for his beliefs. This grants him with god-like powers to do battle against his enemy for a short period of time until he destroys his enemy or, be crippled if the enemy escapes.
Skill Effects: The Skullknight's damage is amplified significantly for a short period of time against target enemy hero. If Skullknight cannot kill the enemy hero within the effect's duration, he loses a portion of his health and mana. If he kills the enemy hero, his health and mana are replenished.
Cast Target: Enemy Hero
Cast Range: 750 units
Level 1: Damage increased by 15%, attack speed increased by 3%, movement speed increased by 5%. Lasts for 15 seconds. Gains 10% health and mana upon target kill. Loses 10% health and mana upon target escape. 100MP cost. 60 second cooldown.
Level 2: Damage increased by 20%, attack speed increased by 5%, movement speed increased by 5%. Lasts for 15 seconds. Gains 15% health and mana upon target kill. Loses 15% health and mana upon target escape. 125MP cost. 65 second cooldown.
Level 3: Damage increased by 25%, attack speed increased by 7%, movement speed increased by 7%. Lasts for 20 seconds. Gains 20% health and mana upon target kill. Loses 20% health and mana upon target escape. 150MP cost. 70 second cooldown.
Level 4: Damage increased by 30%, attack speed increased by 10%, movement speed increased by 9%. Lasts for 25 seconds. Gains 25% health and mana upon target kill. Loses 25% health and mana upon target escape. 190MP cost. 90 second cooldown.
Animation: Skullknight and the target enemy hero glow (to differentiate themselves from the other players). The glow is similar to the Blood Sense skill that Blood Hunter has, just that it engulfs their body.
3.1 Good Against
4.1 Possible Items
Potential OP with Thorns of Agony
(Reason) Players can take SK to the enemy's pool and prevent enemy from healing.
(Solution) Make the pool immune to effects of the aura.
Q01. Why is his attack ranged?
A. For those that have read the manga called Berserk by Kentaro Miura, you will be quick to pick up that Skullknight's "Sword of Resonance" has the ability to warp the fabric of time, and channel his energies beyond that of the material world. The history of how his sword gained such powers begins with his ruthless and blind conviction to hunt all his enemies till non-existence. Every time he killed an enemy, his sword became enchanted by the blood frenzy, which ultimately bestowed the sword with supernatural powers. In comparison, his ranged attack is similar to the Death Knight's ranged attack from Warcraft II, only difference is that the Death Knight had a sceptre, whereas SkullKnight has a barbed magical sword. The HoN explanation to his ranged attack is defined by his 3rd skill, Spectral Torrent.
Q02. How is Skullknight a Carry?
A. Currently, Skullknight is a carry that scales aggressively as the game progresses. He starts to shine the moment he acquires his ultimate, Ethereal Warhorse. My focus in creating Skullknight was to create a warrior that was capable of reaching high speeds with his mount to quickly gain distance on his fleeing enemies, almost haunting in nature; to provide him with a constitution that increases as the game progresses to allow him to charge in without hesitation; and lastly, to scale damage as his primary attack trait.
Q03. How should Skullknight be played?
A. This is the beauty of a hard carry such as Skullknight that scales with multiple attributes. Do you go the tank route and max HP and armor? Or do you go DPS and load up on shield breakers, Wingbow, or hack n' slash? In all honesty, you can go for anything! Skullknight is an all-around great skeleton hero (pun intended) that you can literally build him however you like it
5.4 Change Log
October 11th, 2009
- Changed mechanics of Thorns of Agony from toggle to activate. Significant balancing done.
October 9th, 2009
- Thorns of Agony placed back into 2nd skill slot. Skill description tweaked. Effect radius extended at level 4 by 50 units.
- Removed Bone Fracture due to lack of votes.
October 8th, 2009
- Removed Rupture Soul due to lack of interest/support.
- Updated skill description of Ethereal Warhorse
- Updated Thorns of Agony's mana use per second. Also changed damage to magic damage. Does not prevent direct heal spells.
October 7th, 2009
- Updated Thorns of Agony to scale with health.
- Removed regen freeze on Dread March.
October 6th, 2009
- Exorcism has been removed due to lack of interest (and that I'm running out of character space on this post )
- Tweaked all skills to address imbalance issues.
- Updated Dread March to include health regen freeze. Increased mana costs. Increased cooldown.
- Updated Ethereal Warhorse.
October 5th, 2009
- Added FAQ section.
October 4th, 2009
- Added Fanaticism, another Carry-type skill.
October 3rd, 2009
- Added more starting and ending base stat info.
- Added Exorcism skill (to replace Thorns of Agony).
- Added voice suggestion.
- Added Soul Rupture skill (to replace Thorns of Agony).
- Added Shield Breaker skill (to replace Thorns of Agony).
- Updated Thorns of Agony, now does DoT. Removed stun and DoT halve effect for allies.
October 2nd, 2009
- Updated Thorns of Agony, now reduces stuns and DoTs applied on enemies in its radius by half.
- Hero added.
i like skill #1 a lot, its like having a mobile mummy wall, or what ever that skill is called.
I think skill 2 is kinda weak. It could be great against a hero who has some amazing regen items, but, that makes it very situational. How about it stops life leech items like elder parasite as well?
Another possiblity is to make it give degen like enfeeble does.
You do bring up a good point, it does not appear that SK has much direct damage or spike damage skills. I'm not sure adding it into the aura would be fair though, especially to guys like Devourer and his/her poison cloud. Perhaps the aura can decrease armor, or something along those lines. I see SK more as an "assist" type hero more so than "last blow" hero, though, as the game stretches out longer, his skills definitely scale much better with items and such.
him a large AOE attack, kind of like the evil version of my hero crystal lord.
1st: thats a lot of buffs for a speed reduction, but if he is tanking he wont mind much. the push mach seems a little strange and out of place on a tanking power.
2nd: a good power to slowly take away enemys health (in a way) consider maeking its price you lose your regenerations as well instead of mana, it would make him a great counter to regnerators and make his builds very interesting.
3rd: might be a bit to powerfull, thats a lot of range and he always does AOE damage? id nerf this or make it cost mana.
ulti: good power.
Thanks for the breakdown Rentaromon, to respond:
1) Yeah, it is a lot of buffs, but at the same time, its not like he can out dps the other party or anything as the other party can run away. I think this will be used for so to split up tight enemy formations or used to help the team retreat. But I'll make note of that and see if we can tweak this a bit to be a bit more "tank" friendly.
2) I'm not sure if making SK lose health regen would be appropriate, it'd make this skill essentially a toned down version of Devourer's poison cloud. Perhaps the skill can apply a -attack modifier to all enemies caught within its aura.
3) Its not really AOE damage that he does, its line damage, think of it as the fissure attack that Behemoth has but less aoe along the line (you literally have to be lined up right along his projectile). So it will not hit say 2 adjacent people that the projectile intersects. In addition, the effects of the AOE is similar to the ruined axe, where aoe damage will be greatly reduced (40% at level 4 doesn't really amount to much). I think this skill is more useful for creeping moreso than for hero encounters. Also, SK's base damage is very low compared to other heroes, though this is supplemented by several skills that give him IAS.
Overall I like the theme
1st: Great skill, very defensive and it can prove to be sort of an escape mechanism, use this and teleport if your enemy isnt a stunner.
2nd: This skill doesn't really fit with what you have. You're better off making this a buff for the hero or a solid nuke as he doesn't really have many ways to deal damage but autoattacking, with this being said his auto-attacks have to be powerful.
3rd: Absolutely love this skill, it's like lanaya's old blades but instead of the effect coming after the target it comes before it.
Ult: A nice visual and it'll make the Skullknight Unique ViA ranged agi that looks like a melee character.
Basically it's a tanky ranged agi character. One issue is though, survival isn't everything. As I've mentioned earlier if the Skullknight has no threat to the enemy team (cus his autoattack isn't that great) he won't be a threat and he'll be killed off after the clash. I do suggest finding a way to increase his damage by removing the second skill.
P.S. I'd appreciate it if you would comment and vote on my hero the Astral Sentinel.
Well In all honesty you have to pick a role for your character, I can't really see it right now cus the spells are scattered to different roles. Theres a tank/support/carry feel.
That's how it kinda looks like.
Yeah, sort of had him as a tank/carry, though as a straight up tank, he's weaker then a true STR tank (i.e. Armadon, Electrician, Jereziah, etc). However, I did build him in mind to sort of counter the Jereziah (Jereziah can be considered a tank/support).
If you're focusing on tank/carry you should scrap the Aura. To be honest the negation of regeneration is totally situational, and it really only affects Jereziah's ulti. Most heals are instant.