- Teirra -
The Ever Adapting Terraformer
Class: Agility Ranged
Base Damage: 28-34
Base Strength: 15
Base Agility: 24
Base Intelligence: 18
Strength Gain: 1.4
Agility Gain: 2.6
Intelligence Gain: 2.2
Movement Speed: 310
1st ability: Acclimate
-Back-flips forward in the direction facing. For the next 6 seconds her physical attack damage is converted into magic damage and her next attack will immobilize for .25/.5/.75/1 second.
2nd Ability: Graft
Mana Cost: 90/100/110/120
Cooldown: 15/14/13/12 seconds
-Targets enemy hero to removes a Tapering 10/20/35/50% Magic damage, movement and attack speed for 4.5 seconds. Teirra gains half of those attributes for the duration.
-Passive: Attacks rend her enemies, dealing 5/10/20/30 magic damage plus 5/6/7/8% of the target's missing health as magic damage over 3 seconds. (non stacking)
3rd ability: Adapt
Cool Down: 14/13/12/11 seconds
Mana Cost: 50/60/80/90
-Active: For 5 seconds, Terra’s attacks have 1/2/3/4 magic armor penetration and apply degeneration to her target, reducing incoming heals and negates regeneration by 20/30/40/50%.
Terraforms the ground in a circle from 225/275/325 to a 450/550/650 range radius.
Mana Cost: 250/350/450
Channeling time: 1 second
Duration: 8 seconds
All Friendly Units with-in Terraformed ground gains ‘Terraformed’ buff which grants:
-Strength heroes gain: Healed by 40/60/80 health per physical attack or ability usage.
-Agility heroes gain: 20/30/40% increased attack speed.
-Intellect heroes gain: Cooldowns on all non-ult abilities reduced by 20/30/40% and cost 20% less mana.
-The sudden change in atmosphere and gravity from leaving the terraformed area causes enemies a tapering m/s slow of 30% and 100/150/200 (non-stacking) Superior magic damage per second for 3 seconds.
-Within the terraformed area all allies are unhindered by cliffs, trees, and units.
*Staff Of Mastery Increases this ability*
-Increases minimum and maximum radius by 200 and the magic damage from leaving the terraformed area increased to 125/180/250 per second.
-Terraform buff always at 100% and cooldown is now 80 seconds.
Woooo this is my 5th hero draft Teira. She has a very unique setup that is great for team initiation and powerful one-on-one fighting ability. She would be great for mid and ganker of lanes. The ulti does look intense but there will be some really interesting team fights let me know what you think!
Change log: 8.16
*Buffed Adapt 2nd and 3rd version to make her stronger in a solo fight.
*Added more clarity to ulti and new tool tip.
*Fixed range of attack.
*swapped name for graft and adapt.
*removed other versions of graft and changed the abillity properties for balance and clarity.
*removed movement speed bonus from ulti and SotM.
*lowered Agi and Int buff for ulti.
This is my favorite so far I created, everything has synergy and her ulti really adds some great team fighting capabilities that I think she would excel in competition modes as well as competitive. I think she would be very fun to play
Q is fine
If you want to go with a main-attribute changing ability i think you need to implement it deeper into your skillset.
I would personaly favor the second itteration of adapt as it seems to be the most fitting.
I really like the passive part (reversed Predator-esque)
It's a good harrasing tool to make up for her low range.
About the active part. I would not just increase by a static amount. How about:
For 5 seconds,Teirra has 1/2/3/4 magic armor penetration and reduces incoming heals and health-regeneration by 25/35/45/55%?
This ability is just massive. But i like it. Perhaps a one second cast-time/channel-time would be appropriate.
Hey Granger, thanks for taking the time to post.
Acclimate- I was thinking the same thing. The reason I created it is to be more versatile with her ulti but it doesn’t do much other than that so I came up with a couple other options if that didn’t suit well.
The 3rd version of adapt steals quite a bit more but it tapers off quick. However because Acclimate has an immobile I personally thought it would be the best for her. The combo would go as follow: 3rd version of Adapt to steal 40%, then use Acclimate to get in range and immobile for a second, and finally graft to finish up.
Also Acclimate immobile will help for getting out ulti on at least one target.
Graft- It’s a very great ability that is unique and rewards aggression. It sets her apart from other agility classes and the small active is good in itself. I do agree the magic pen would make her much more powerful but the reason I didn’t do that is because acclimate made all of her attacks into magic damage (yes that does synergize), but I didn’t want to be too powerful since you can’t stack much magic armor. In retrospect I will make the change so long as the first version of adapt is not chosen.
Terraform- Haha I know and I take it as a compliment I wanted it to be big since if you waited around till end of duration it would do nothing to you if you were an enemy. That having been said if you choose to run you will be punished and if you choose to stay and especially in a team fight situation, it can get pretty harry.
It does have a channel: Channeling time: 1 second.
It doesn’t have to be used for fighting either, can also be used for back-door/sneaky team initiation since it gives everyone the ability to unit/cliff/tree walk so you can get behind them in a group or a team escape too!
Thanks for sending me a PM about this
I think you have some really strong ideas but I'm not sure about some other stuff. Overall this hero feels a bit like a better designed Ravener.
First off I think the switching between primary stats is a great concept that should be in the game, but I don't think it's useful or interesting on this specific hero. I would scrap it. I really like your alternative ideas for Adapt, stealing magic damage is an unexplored concept.
The ultimate I don't like much at all; with my ideas for this hero I think I have a better use for that slot.
Acclimate: This is a really awesome skill, very much like it. However, right now it's pretty awkward to use. I think you need to change how it is activated and buff the distance. Right now if you're already fighting someone rolling around them and then turning to fight again would really waste time and allow them to hit you while you do some dumb backflip. Make this a target ground/unit ability with 350 range.
Adapt: Thematically this skill should be called Graft, so I'd change the name. I would tweak this skill to make it more bursty. Bump the numbers up to 60%, and change the duration to 2 seconds.
Graft: I'd change the name of this skill to "Vicious Biogen". I'm gonna suggest that instead of having a DoT, the bonus damage based on missing health is instead instant and occurs with each attack.
At this point, with these three skills, the hero is a really solid semicarry ganker that has strong anticarry and anticaster abilities. Her ability to steal damage makes her wonderful in 1v1s. I'd itemize her almost exactly like Parasite, Adapt is just too good to not abuse Codex with.
I had more ideas but now I forget them. I'll come back later perhaps
First skill: its is cool, I would just set the immobilize numbers to 0,5 to 1,5 seconds. Right now its pretty week since she does not have any other type of disable, unless you want a hard carry.
Second skill: its a cool mechanic chaning the main atribute, but then it will be hard to balance and I feel like this hero doesn't have a good skill sinergy, something that would make it usefull from chaning stats, since it seems that she can fulfill only the carry role, so if you put the str form she could turn inot an initator, agi form is carry and int supportive/ganker. Besides that, why would you want this hero to change her atributes? The agility form is a bit useless, why would you want to bypass enemy armor, if your attacks will be magic? The mana regen seems useless on the int form too since she just have 1 skill that uses mana constantly but the magic penetration could be usefull. I think I rpefer the 2nd version of Adapt more, its verry unique( btw, how can you steal magic damage?Oo).
Third skill: I like this skill, maybe reduce the healing thing by 50% max.
Ultimate: Is really imabalanced xD reduce the attack speed part...60% attack speed for 8 seconds is just too much. The int part imo should be removed....reducing all cds by 50% is extremely strong...imagine artesia with that...messing with cd is really hard, and since this is an AoE that last for 8 seconds the skill turn ou to be just too strong. The buff depending on the size is cool, I like that mechanic. THe ultimate do so many things too, maybe this part "-Within the terraformed area all allies gain 5% movement speed, and unhindered by cliffs, trees, and units." should be removed.
Sorry for my bad English!
Hey Apostate how you been bro?
Thanks for taking the time to write such a long post! To be honest I was actually designing her before Ravener came out but it’s all good, I haven’t played him so I don’t know the exact similarities.
I agree we should have a hero that can play multiple stats: it’s unique, versatile, and can be used as a great utility for multiple situations. The ulti I created on Tierra was the first ability so I was trying to make other abilities to compliment it directly. After creating the main stat switch I realized it may not work so well on her giving the other 2 abilities I was looking to put on her, hence the other two version. It got the axe, legionaire style.
I know! Stealing magic damage I can’t believe isn’t in the game since there is only one item that provides magic armor magic carry/nukers don’t really have strong counters. I was even thinking about putting spell-vamp on her where magic damage through attacks or abilities heals her for percentage.
Haha awww com'mon man that’s the whole point of her is the ulti
Acclimate: This skill dominates in laning situations, but I see your point in team fights or out of position the skill may work against you. Forward-back flips are awesome! Ill slightly buff the flip distance and the speed from point a to b should be .5 seconds, so very quick. The ability has 3 parts, so do you mean click on a unit or ground and she will flip to that point?
Adapt: Name change, sure thing. I see what you mean by bursty which would be more congruent with acclimate so I will up the numbers and lower duration but I still want to keep the tapering aspect.
Graft: another name change sure lol. I was trying to avoid similar abilities like Predators carnivorous. Because it’s a two part ability the passive part can’t be too strong otherwise she could become overpowered, I do like your idea but she does enough continuous damage so I think the dot is fine seeing as she negates 60% heals and regen on the active.
I agree she is pretty solid and almost doesn’t need an ulti but that’s why I made it to support her team and with cliff walking, setup some awesome backdoor team ganks. I actually will change the magic damage increase to not work with items since if we were to be realistic she is stealing those stats within her while items would be carried on the outside. A fully upgraded 1280 magic damage codex would be tooooooo powerful, even pyro with a staff of mastery would be like… wtf dood haha.
I came, I saw, I liked.
That is all.
Have a good day Hero Creator.
Hey Matzor thanks for taking the time to post,
Acclimate: the immobile ad max lvl does last 1 second, I think any more than that would be pushing it since the ability has 2 other parts to it. She is supposed to be a hard carry with an ult that can be used to setup or initiate gank/team-ganks. Additionally, her third ability steals magic damage/attackspeed/movement speed and while that’s not a disable it does really put s an enemy out of the fight.
2nd version second skill: I completely agree, I made it in response to her ulti but it doesn’t synergize with anything else, so it got axed. Magic damage is not talking a specific number, it’s a percentage. Say they we’re going to use the an ability that normally does 300 magic damage, now it is decreased by 50% and will do 150 magic damage. Your own ability’s/attacks that deal magic damage is increased by 25%. It is a bit confusing so I will reword it for clarity.
3rd skill: yes I was on the fence about that being too strong. 50% is an easier number to calculate.
Ulti: I wait for more feedback on that because that is only if you’re standing within the area, most likely an enemy will move out when they see it down but I do want them to continue to fight so I will reduce the numbers. I can’t take out the cliff/tree walking since it is an intricate part of her initiating back-door team ganks, but I will adjust off the movement speed buff.
Remember that numbers seem high, but to get the full buff the raduis of the circle will be halfed giving you less room to use the buff. Honeslty without Staff of the Mastery you almost will never being using the full buff effect from being within the terraformed area. I know the ability has alot to it but if you click on the show tooltip you will see the extra explinations to fully understand what Im going for.
Making a full sized ulti only gives you half of the buff!
Acclimate: Is this a disjoint or a quick jump forward? If it is a jump forward, how far does she jump?
Graft: So Tierra's buff does not taper off over the course of the duration? Also by stolen magic damage do you mean Tierra does bonus magic damage to the target alone or on any source of Magic damage she deals?
Terraform: This skill has way to much going on. While I like the idea of flattening terrain like trees, cliffs, etc. The huge damage this skill deals, the tapering slow, and the buff to allies based on attribute is just too much.
I would remove the buff based on attribute because it requires to much knowledge of how the hero works for his allies. Look at the problems we have had with Rally's Q, those problems due uniformed allies would be much worse with a skill that boosts allies based on their attribute.
Edit: I am glad you used Vector-targeting Based on Length and not just direction.
Haha, thanks man.Banjokazooiy said:I came, I saw, I liked.
That is all.
Have a good day Hero Creator.
Heya Dr.Peckers, how you been bud?
Disjoint means to come apart at the joints I believe, what do you mean exactly? The second part is more for what I’m going for a quick movement in the direction she is facing 250 range. Apostate wanted me to increase it to 350 which is fine but I was also thinking of keeping it 250 and allow her to use it twice within 3 seconds. (Of course lower the immobilization to .5 sec or change to something else.)
Graft: Her buff also tapers off as its 50% equal of the targets attributes stolen.
Here is the math: Target enemy movement speed is 300 it is now reduced to 150. Additionally Teirra will take 50% of that loss, added to herself. If her movement speed is 300 she is now at 375. Same goes for attacking speed and magic damage output from all sources excluding items.
Terraform: Thank you! The damage and slow is only if you leave the terraformed area, after 8 seconds you won’t be effected by it. Basically if used in combat it means to say “ fight me when I’m a bit stronger or flee and suffer slow and damage”
Also a reminder that you gain the buff only from being within the terraformed area and the larger that area is without staff of masters the lesser the buff is. (read tooltip for exact math)
Edit: thanks I thought we needed something completely different yet easy to use.