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  1. #1
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    Gunblade Mechanics

    Basic Hero Info

    Str 19 + 2.2
    Agi 22 + 2.6
    Int 14 + 1.7

    Attack Range 600
    Movespeed 310
    Turnrate 450

    Armor -0.10 + 3.08 (agi)
    Base Attack Cooldown 1.7
    Base Damage 23-29 + 22 (agi)

    «game/resources0.s2z/heroes/gunblade/»

    hero.entity
    Code:
    <hero
    	name="Hero_Gunblade"
    
    	team="Legion"
    	icon="icon.tga"
    	portrait="icon.tga"
    	model="model.mdf"
    	skin=""
    	
    	passiveeffect="effects/body.effect"
    	spawneffect=""
    	respawneffect="/shared/effects/respawn.effect"
    	selectedsound="sounds/voice/select_%.wav"
    	selectedflavorsound="sounds/voice/select_flavour_%.wav"
    	confirmmovesound="sounds/voice/move_%.wav"
    	confirmattacksound="sounds/voice/attack_%.wav"
    	nomanasound="sounds/voice/no_mana.wav"
    	cooldownsound="sounds/voice/cooldown.wav"
    	announcersound="sounds/voice/select_4.wav"
    	tauntedsound="sounds/voice/taunt_prior.wav"
    	tauntkillsound="sounds/voice/taunt_after.wav"
    	
    	preglobalscale="1.5"
    	modelscale="1"
    	effectscale="1"
    	boundsheight="112"
    	boundsradius="24"
    	selectionradius="48"
    	targetoffset="0 0 64"
    
    	category="physical"
    	difficulty="2.5"
    	movespeed="310"
    	turnrate="450"
    	turnsmoothing="0.05"
    	
    	maxhealth="150"
    	healthregen="0.25"
    	maxmana="0"
    	manaregen="0.01"
    
    	armor="-.1"
    	magicarmor="5.5"
    
    	inventory0="Ability_Gunblade1"
    	inventory1="Ability_Gunblade2"
    	inventory2="Ability_Gunblade3"
    	inventory3="Ability_Gunblade4"
    	inventory4="Ability_AttributeBoost"
    	inventory5=""
    	inventory6=""
    	inventory8="Ability_Taunt"
    
    	attackduration="1000"
    	attackactiontime="400"
    	attackcooldown="1700"
    	attackdamagemin="23"
    	attackdamagemax="29"
    	attacknumanims="2"
    	attackoffset="-20 90 135"
    	attackprojectile="Projectile_StrafeAttack"
    	attackrange="600"
    	attackstarteffect=""
    	attackactioneffect="effects/attack_action.effect"
    	attackimpacteffect=""
    	attacktype="ranged"
    	combattype="Hero"
    
    	aggrorange="800"
    	sightrangeday="1800"
    	sightrangenight="800"
    	wanderrange="250"
    	
    	corpsetime="3300"
    	corpsefadetime="3000"
    	corpsefadeeffect="/shared/effects/corpse_sink.effect"
    
    	primaryattribute="Agility"
    	strength="19"
    	strengthperlevel="2.2"
    	agility="22"
    	agilityperlevel="2.6"
    	intelligence="14"
    	intelligenceperlevel="1.7"
    	
    	previewmodel="preview.mdf"
    	previewpos="0 0 -50"
    	previewangles="0 0 0"
    	previewscale="1.35"
    	
    	storemodel="preview.mdf"
    	storepos="0 0 -20"
    	storeangles="0 0 0"
    	storescale="1.35"
    >
    	<recommendeditem name="Item_ManaPotion" />
    	<recommendeditem name="Item_MinorTotem" />
    	<recommendeditem name="Item_RunesOfTheBlight" />
    	<recommendeditem name="Item_HealthPotion" />
    	<recommendeditem name="Item_HomecomingStone" />
    	
    	<recommendeditem name="Item_Soulscream" />	
    	<recommendeditem name="Item_Strength5" />
    	<recommendeditem name="Item_Steamboots" />
    	<recommendeditem name="Item_Gloves3" />
    	<recommendeditem name="Item_Pierce" />
    	<recommendeditem name="Item_ManaBurn2" />
    	<recommendeditem name="Item_Weapon3" />
    	<recommendeditem name="Item_StrengthAgility" />
    	<recommendeditem name="Item_Lightning2" />
    	<recommendeditem name="Item_BehemothsHeart" />
    	<recommendeditem name="Item_Evasion" />
    </hero>


    Ability 1 - Crippling Slugs

    Fires three shots in rapid succession. Each shot deals physical damage and applies a stacking movement slow to all targets hit.

    Mana 100
    Cooldown 12
    Cast range 700 (casting beyond this will fire ability 700 distance in that direction)
    Cast action time 0

    Fires one shot every 200 ms (first shot happens at 0 ms, final shot happens at 400 ms)
    Shots travel for 700 distance at 2500 speed (280 ms lifetime)
    Shots have touch radius of 70 units

    All enemies struck by the shot take 30/50/70/90 physical damage and a 8/11/14/17% stacking movement slow
    Movement slow is a transferable debuff that lasts for 3 seconds
    Maximum of 3 charges on the movement slow, up to 51% slow (so using Restoration Stone or duplicate hero mode will not provide 4+ stacks)

    Effect type is physical for both damage and slow

    «game/resources0.s2z/heroes/gunblade/ability_01/»

    ability.entity
    Code:
    <ability
    	name="Ability_Gunblade1"
    
    	icon="icon.tga"
    	
    	anim="ability_1"
    	casttime="400"
    	castactiontime="0"
    
    	maxlevel="4"
    	requiredlevel="1,3,5,7"
    
    	actiontype="target_position"
    	casteffecttype="Physical"
    	targetscheme="organic_enemy_units"
    	casteffect=""
    	
    	passiveeffect=""
    	
    	manacost="100"
    	cooldowntime="12000"
    	frontqueue="true"
    	inheritmovement="true"
    	noturntotarget="false"
    
    	range="700"
    	forcerange="700"
    	allowoutofboundscast="true" 
    	allowoutofrangecast="true"
    
    	showlinecast="true"
    	linecastwidth="70"
    	linecastrange="700"
    	
    >	
    	<onimpact>		
    		<spawnunit name="Gadget_Gunblade_Ability1" target="target_position" proxy="this_entity" pushentity="true" />
    		<applystate name="State_Gunblade_Ability1_Action" duration="400" proxy="stack_entity" target="source_entity" />	
    	</onimpact>
    	
    </ability>
    projectile.entity
    Code:
    <projectile
    	name="Projectile_Gunblade_Ability1"
    
    	speed="2500"
    	gravity="0"
    
    	modelscale=".45"
    	model="effects/projectile/bullet.mdf"
    
    	traileffect="effects/projectile/trail.effect"
    	deatheffect="effects/projectile/death.effect"
    	canturn="0"
    	
    	flying="true"
    	flyheight="120"
    	
    	touchradius="70"
    	touchradiusdiradjust="true"
    	maxtouchespertarget="1"
    	touchtargetscheme="organic_enemy_units"
    	toucheffecttype="Physical"
    >
    	<onimpact>
    		<kill target="proxy_entity" source="" />
    	</onimpact>
    	
    	<ontouch>
    		<playeffect effect="effects/projectile/impact.effect" target="target_entity" source="target_entity" />
    		<combatevent effecttype="AbilityBasedProjectile">
    			<onimpact>
    				<damage effecttype="Physical" amount="30,50,70,90" b="1" op="mult" />
    				<applystate name="State_Gunblade_Ability1_Slow" target="target_entity" duration="3000" />
    			</onimpact>
    		</combatevent>
    	</ontouch>
    </projectile>
    state_action.entitly
    Code:
    <state
    	name="State_Gunblade_Ability1_Action"
    	
    	ishidden="true"
    	immobilized2="true"
    	impactinterval="200"
    	modifierkey="Gunblade_1_active"
    >
    	<onframe>
    		<condition target="source_entity" test="hastrait stunned or hastrait silenced">
    			<expire />
    		</condition>
    	</onframe>
    	<oninflict>
    		<spawnprojectile name="Projectile_Gunblade_Ability1" source="source_entity" target="this_proxy_position" proxy="stack_entity" offset="25 75 -200" />
    
    		<playeffect effect="effects/gun_right.effect" target="source_entity" />
    	</oninflict>
    	
    	<onimpact>
    		<spawnprojectile name="Projectile_Gunblade_Ability1" source="source_entity" target="this_proxy_position" proxy="stack_entity" offset="-25 75 -200" />
    
    		<playeffect effect="effects/gun_left.effect" target="source_entity" />
    	</onimpact>
    
    	<onexpired>
    		<kill target="proxy_entity" source="" />
    	</onexpired>
    </state>
    state_slow
    Code:
    <state
    	name="State_Gunblade_Ability1_Slow"
    	
    	icon="icon.tga"
    	passiveeffect="effects/state.effect"
    	
    	movespeedslowpercharge="0.08,0.11,0.14,0.17"
    	maxcharges="3"
    	
    	effecttype="StatusDebuff"
    	allowtransfer="true"
    >
    	<oninflict>
    		<addcharges count="1" />
    	</oninflict>
    	<onrefresh>
    		<addcharges count="1" />
    	</onrefresh>
    </state>


    Ability 2 - Demonic Shield

    Creates a shield on himself that absorbs all incoming damage while increasing movement speed

    Mana 65
    Cooldown 18
    Cast range self
    Cast action time 200

    Damage absorbed is 60/100/140/180 + 0.75/1.00/1.25/1.50*agility
    Grants 20/40/60/80 bonus to base movement speed

    Shield lasts for 8 seconds or until depleted
    Movement speed lasts for full 8 seconds even if shield is depleted

    Maximum shield strength of 550 damage
    Maximum shield strength occurs at 246.7 agility

    Shield absorbs 100% of post-mitigated damage (all damage types)

    Order that multiple shields block damage:
    Nome's Wisdom Shield/Barrier Idol/Chipper's Shield -> MOA's ultimate/Accursed Fire Shield/Demonic Shield -> Actual Health Pool
    For shields within the same rank (separated by "/"), order works on a first-in-first-out basis. For example, if Barrier Idol is applied before Chipper's Shield then the Barrier Idol will block damage first.

    Effect type is status buff, and can be purged or transfered

    «game/resources0.s2z/heroes/gunblade/ability_02/»

    ability.entity
    Code:
    <ability
    	name="Ability_Gunblade2"
    
    	statuseffecttooltip="State_Accursed_Ability2"
    	icon="icon.tga"
    	passiveeffect=""
    	
    	anim="ability_2"
    	casttime="200"
    	castactiontime="200"
    	
    	maxlevel="4"
    	requiredlevel="1,3,5,7"
    
    	frontqueue="true"
    	
    	actiontype="no_target"
    	targetscheme="self"
    	manacost="65"
    	cooldowntime="18000"
    	casteffecttype="Magic"
    
    >
    	<onimpact>
    		<applystate target="source_entity" name="State_Gunblade_Ability2" duration="8000" />
    	</onimpact>
    </ability>
    state.entity
    Code:
    <statenetaccum
    	name="State_Gunblade_Ability2"
    
    	icon="icon.tga"
    	passiveeffect="effects/state.effect"
    	effecttype="StatusBuff"
    	allowtransfer="true"
    	
    	movespeed="20,40,60,80"
    	
    	displaylevel="true"
    	
    	shield="true"
    	maxaccumulator="550"
    >	
    	<oninflict>
    		<setvar1 source="source_entity" a="source_agility" b="0.75,1,1.25,1.5" op="mult" />
    		<setaccumulator value="result" valueb="60,100,140,180" valueop="add" />
    	</oninflict>
    
    	<ondamaged>
    		<setvar0 a="source_damage" b="1" op="mult" />
    		<compare a="var0" b="accumulator" op="ge">
    			<evaluate a="var0" b="accumulator" op="sub" />
    			<changedamage b="result" op="min" />
    			<expire />
    		</compare>
    		<else>
    			<changedamage b="0" op="mult" />
    			<evaluate a="accumulator" b="var0" op="sub" />
    			<setaccumulator value="result" />
    		</else>
    	</ondamaged>
    	
    	<onattackedpostimpact>
    		<playeffect effect="effects/impact.effect" source="source_entity"/>
    	</onattackedpostimpact>
    	
    	<onexpired>
    		<playeffect effect="effects/state_expire.effect" source="source_entity"/>
    	</onexpired>
    </statenetaccum>


    Ability 3 - Lethal Range

    Passive. Gives Gunblade bonus damage the closer he is to his target.

    Mana n/a
    Cooldown n/a
    Cast range n/a

    Regular attacks against heroes deal bonus damage up to 30/40/50/60% of base damage to targets within 200 distance
    Bonus damage scales off to 0% at 600 range

    For distances between 200 and 600, formula is (.3/.4/.5/.6)*(600 - distance)/400

    Bonus damage works as if it were a damage item (crits, lifesteal, harkon's conversion, etc all apply)
    Bonus damage is calculated at the time Gunblade begins his attack (not the distance the attack projectile travels, nor the distance of target when projectile impacts)

    Lethal Range works on heroes only (not creeps, neutrals, or bosses)

    «game/resources0.s2z/heroes/gunblade/ability_03/»

    ability.entity
    Code:
    <ability
    	name="Ability_Gunblade3"
    
    	icon="icon.tga"
    	statuseffecttooltip=""
    	
    	maxlevel="4"
    	requiredlevel="1,3,5,7"
    
    	actiontype="passive"
    
    >
    	<onattack>
    		<targettype type="hero" >
    			<distance target="target_entity" source="source_entity" />
    			<setvar0 a="result" />
    			
    			<condition test="var0 le 200" >
    				<bonusdamageadd target="" a="0.3,0.4,0.5,0.6" b="combat_basedamage" op="mult"/>
    			</condition>
    			
    			<condition test="var0 ge 600" />
    			<else>
    				<condition test="var0 gt 200" >
    					<setvar1 a="var0" b="200" op="sub" />
    					<evaluate a="result" b="401" op="sub" />
    					<evaluate a="result" b="-1" op="mult" />
    					<evaluate a="result" b="400" op="div" />
    					<setvar2 a="result" b="1" op="mult" />
    					<setvar3 a="0.3,0.4,0.5,0.6" b="combat_basedamage" op="mult" />
    					<bonusdamageadd target="" a="var2" b="var3" op="mult"/>
    				</condition>
    			</else>
    		</targettype>
    	</onattack>
    	
    	<onimpact />
    	
    </ability>


    Ability 4 - Grappling Shot

    Gunblade fires a grappling hook to a target enemy hero and pulls himself to it. Damages, stuns, and lowers physical armor of target.

    Mana 100/125/150
    Cooldown 90/75/60
    Cast range 500/600/700
    Cast action time 300

    Launches Gunblade at target enemy hero
    Deals 100/200/300 magic damage and stuns for 1 second
    Target receives -3/-5/-7 physical armor for 5 seconds

    Cast effect is of type "Magic"
    The armor debuff is a no effect type state, and therefore cannot be purged or transfered

    Using Grappling Shot unbinds self prior to launching
    Grappling Shot can be used while immobilized

    «game/resources0.s2z/heroes/gunblade/ability_04/»

    ability.entity
    Code:
    <ability 
        name="Ability_Gunblade4" 
    
        icon="icon.tga"  
         
        anim="ability_4" 
    	casttime="600"
    	castactiontime="300"
    	casteffect="effects/cast.effect"
    
        maxlevel="3" 
        requiredlevel="6,11,16" 
    
        actiontype="target_entity" 
        targetscheme="enemy_heroes" 
        casteffecttype="Magic" 
        range="500,600,700"
    	
        manacost="100,125,150" 
        cooldowntime="90000,75000,60000" 
    
    > 
    	<onimpact>
    		<damage effecttype="Magic" amount="100,200,300" target="target_entity" />
    		<cantarget effecttype="Push">
    			<distance />
    			<evaluate a="result" b="100" op="sub" />
    			<setvar0 a="result" b="500,600,700" op="min" />
    
    			<setpos0 position="source_position" positionend="target_position" positionmodifier="pointonline" positionvalue="var0" />
    			<unbind target="source_entity" />
    			<spawnprojectile name="Projectile_Gunblade_Ability4" source="source_position" target="pos0" bind="source_entity" bindstate="State_MasterOfArms_Ability1_Mag_Bind" noresponse="true" />
    			<spawnprojectile name="Projectile_Gunblade_Ability4_Art" source="source_entity" target="target_entity" offset="10 300 100" />
    			<applystate name="State_Gunblade_Ability4_Reduced" target="target_entity" duration="5000" />
    			<applystate name="State_Stunned" target="target_entity" duration="1000" />
    		</cantarget>
    		
    		<playanim name="idle" source="source_entity"/>
    	</onimpact>
    
    
    </ability>
    state_reduced.entity
    Code:
    <state
        name="State_Gunblade_Ability4_Reduced"
      
        ishidden="false"
        icon="icon.tga"
        
    	armor="-3,-5,-7"
    	passiveeffect="effects/state_enemy.effect"
    >	
    
    </state>
    Last edited by MacroHard; 03-16-2012 at 04:12 PM.

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  2. #2
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    Thank you!
    My goal is for at least one of my heroes to be ported into HoN! Help my cause and get S2 to see these!
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  3. #3
    Wow... strange that his Ult is 'Magic' while the rest is all physical damage...

  4. #4
    Seems stronger than I initially thought. Interested to see his usefulness in-game.
    General Grievous > Darth Maul / Boba Fett

  5. #5
    Can ulti be used to avoid some skills, like scouts ulti or flint's?

  6. #6
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    Quote Originally Posted by dominik88 View Post
    Can ulti be used to avoid some skills, like scouts ulti or flint's?
    Nope, it doesnt have a disjoint.

  7. #7
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    grabbling
    "/j Clan D" Come say hi to Clan D and be a part of our community! It's a great place to get games and network with people. We also have a competitive team, and will create another upon request!

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  8. #8
    NANANANANANANANANANANANANANANANANA
    GUNBLADE

    Maybe it would clearify the "shield priority list" if you could include the point where armor comes into play
    Last edited by Nekratal; 03-16-2012 at 10:38 AM.

  9. #9
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    Quote Originally Posted by Harakesh View Post
    Wow... strange that his Ult is 'Magic' while the rest is all physical damage...
    That way you can shrunken his ulti away.
    It is good this way!
    :goldenshield: ?

  10. #10
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    epic hero. looks like a mix of Dante (DmC) and Alucard (Hellsing).
    Definitely getting nerfed sooner or later
    Tried him and he'S brilliant at mid, his Q hurt squishys alot, his shield absorbs a whole pyro combo no problem, you can quickly dive towers in early game aswell.
    Coupled with some Early game heroes that dominate lanes makes him shine because lategame is where he really belongs due to his riddiculous attackspeed (similar to flint in the end) and huge dps output with the right items. All in all I tried Frostburn, works really nice on him as first item. In 2 games i've had 2 fat Armadons, tears through him with the slow from Icebrand, chase him to death. Hell, I even got a very late Alchemist on him at like 40 minutes because i was afk that game for 10 minutes due to my coffeemachine annoying me. I quickly caught back up and could finally help my team. Concludingly, DPS items serve him well because of his definite crit. Wow! Not to forget that coupled with Ghost Marchers, he moves with 522 ms due to his lvl 4 shield. It gives you + 80 ms even without active ghost marchers. I guess Steamboots are more viable on him, you still get around 500~.
    Last edited by LeJUiCE; 03-16-2012 at 11:28 AM.

  11. #11
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    The only thing that makes him imbalanced is, his Lethal Range propagates to Illusions.
    Fix this and the hero is fine.
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  12. #12
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    Quote Originally Posted by Harakesh View Post
    Wow... strange that his Ult is 'Magic' while the rest is all physical damage...
    It is because, they don't want it to be a Scalable Nuke... but just damage !

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  13. #13
    seeing how ult is his initiate tool, dunno why you would want it to be physical.

    come on people think
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  14. #14
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    Darn it S2 scripters. They did one of my pet peeves...

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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    Tech Support and Customer Support: https://www.heroesofnewerth.com/support/


    Look for my highlighted text (important information) and grey text (interesting but not required information).

  15. #15
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    Gunblade was envisioned to be a ranged hero that relies on being in close combat. I find this to be a very fascinating and interesting twist. Due to this design concept it is only natural that they included a "gap closer" ability. His ultimate is primarily used to bring himself to the target; the small damage, short stun, and armor reduction are all secondary to this.

    Making it magical opposed to physical was probably a balance decision, as magic is more easily countered than physical.

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
    -----------------------------



  16. #16
    Probably the best payoff for going hard agility of any hero in HoN.

    Other thing I notice is he is an ideal Genjuro candidate, almost like the hero was designed around making someone who would use it in pretty much every case. Invis, get in close, unleash auto attacks with bonus coming out of invis and pointblank, targeted slowed. Shield if their buddies are around or if they are escaping, Q to slow them if needed, or R run them down or jump the next victim.

    Excellent ballsy hero for running down targets, kinda steps on Pharoah's toes though.

  17. #17
    Quote Originally Posted by MacroHard View Post
    Order that multiple shields block damage:
    Nome's Wisdom Shield/Barrier Idol/Chipper's Shield -> MOA's ultimate/Accused Fire Shield/Demonic Shield -> Actual Health Pool
    Just pointing out a little derp that gave me a quick giggle for no reason in particular.

  18. #18
    Quote Originally Posted by MacroHard View Post
    Gunblade was envisioned to be a ranged hero that relies on being in close combat. I find this to be a very fascinating and interesting twist. Due to this design concept it is only natural that they included a "gap closer" ability. His ultimate is primarily used to bring himself to the target; the small damage, short stun, and armor reduction are all secondary to this.

    Making it magical opposed to physical was probably a balance decision, as magic is more easily countered than physical.
    Magic armor:
    Mystic Vestments
    Shrunken Head
    Shaman's Headdress
    Barrier Idol

    Armor:
    Duck Boots
    Minor Totem
    Major Totem
    Fleetfeet
    Pretender's Crown
    Blessed Orb
    Quickblade
    Guardian Ring
    Ringmail
    Helm of the Victim
    Platemail
    Void Talisman
    Power Supply
    Fortified Bracer
    Soulscream Ring
    Amulet of Exile
    Firebrand
    Plated Greaves
    Steamboots
    Grave Locket
    Ring of the Teacher
    Refreshing Ornament
    Shield of the Five
    Ring of Sorcery
    Tablet of Command
    Abyssal Skull
    Nome's Wisdom
    Astrolabe
    Barrier Idol
    Kuldra's Sheepstick
    Energizer
    Iron Shield
    Sol's Bulwark
    Barbed Armor
    Frostfield Plate
    Null Stone
    Daemonic Breastplate
    Genjuro
    Codex
    Insanitarius
    Brutalizer
    Staff of the Master
    Geometer's Bane
    Nullfire Blade
    Wingbow
    Whispering Helm
    Frostburn
    Frostwolf's Skull
    Symbol of Rage
    Dancing Blade

    Definitely more items that contribute to magic armor than armor in this game. :P On top of that Shrunken head is 57/121 on items used, meanwhile Void Talisman is 120/121 on items used. Would have been just another reason to push for an under-used item if his ult was physical, then he'd be countered completely for a brief period with a single item.
    Last edited by Cesious; 03-16-2012 at 04:15 PM.

  19. #19
    at first i thought he would be op, but considering his first spell is a skillshot and the shield is farm dependant combined with a somewhat lame ultimate this hero is balanced. third spell is very annoying though but the weak other spells make up for it "

  20. #20
    Quote Originally Posted by Nej`tack View Post
    at first i thought he would be op, but considering his first spell is a skillshot and the shield is farm dependant combined with a somewhat lame ultimate this hero is balanced. third spell is very annoying though but the weak other spells make up for it "
    310 base movement with 600 range and ms buff ability is crazy good.

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