The Thresher, seeking out his longtime rival of the seas, the Kraken,
has venture ashore and joined the Legion in attempt to defeat the
Hellbourne and Kraken, reclaiming the seas for himself.
STR: 23 + 2.5
AGI: 18 + 2.0
INT:16 + 1.7
Movement Speed: 300
Attack Range: 125 (Melee)
Crippling Thrash: Thresher leaps a small distance, pushing other units out of the way, and snaps his jaws at the target, stunning them and dealing damage proportional to his current base damage. After the stun, the target is crippled for a few moments.
Target: Enemy Units
Range: 325 / 350 / 375 / 400
Mana Cost: 90 / 100 / 110 / 120
Cooldown: 9 seconds
Leaps to the target pushing other units away and Stuns them for 1.5 / 1.75 / 2 / 2.25 seconds dealing 1/ 1.5 / 2 / 2.5x the Land Shark's current base damage. Slows for 20% reducing to 0% over 2 seconds
Erupting Geyser: The Thresher commands the waters of Newerth, causing them to spout out from the ground at will, disabling
units that contact them.
Cast Range: 800 with a 1.5 second delay
Radius: 160 (similar size to Voodoo Jester's Cursed Ground aoe)
Cooldown: Max of 1 / 2 / 3 / 4 charges with a 10 second recharge time
(works like Panda's flurry and Slither's wards).
Lifts target off the ground (like Stormspirit) for 1 second, dealing 40 / 60 / 80 / 100 magic damage to affected enemy units. Units running into the geyser will be disabled for the remainder of the geyser's spout
Water remains on the ground in a 250 radius aoe for 10 seconds after the geyser ends.
A very versatile disable that can be used for initiating ganks, and allowing you to get in a more advantageous position. Could also be used to save you or your teammates.
Torrential Jet: His familiarity with the seas gives the Thresher superior speed in water, while his razor sharp teeth can rip through enemy defenses.
+4 / 8 / 12 / 16 % movement speed while in water
10/ 15/ 20 / 25 % chance on attack to ministun the target for 0.1 seconds and deal true damage
Rather straightforward passive. The water produced by the geysers and his ultimate grants the bonus movespeed, giving him good chase and escape potential.
Tidal Wave: The Thresher calls forth a tidal wave that surges forward, damaging enemies and dragging any unit it comes in contact with. The drenched units are then slowed for a short time
Casting range: 500
Manacost: 200 / 275 / 350
Cooldown: 140 / 130 / 120 seconds
The wave starts out 400 units wide, then grows to 600 / 700 / 800 units wide. It travels 700/850/1000 units (from Thresher) before crashing to the ground dealing 250 / 325 / 400 magic damage. Water covers the cone the wave traveled and a 350 / 425 / 500 radius aoe at the end of the path 10 seconds.
Applies Waterlogged to enemies caught by the wave for 4 seconds
10% movement slow
-10% attack speed
-10% cast speed
Good initiating ult that would be best used from behind the enemy, pushing them back to your team. May be difficult to position effectively without a Portal Key or Assassin's Shroud. Could be used defensively Gives extra utility to his passive which has limited effect outside of the river
I thought about using the new vector targeting system for this skill, but it seemed a little strong to be able to control a whole team's position with such ease.
:RunesOfTheBlight: :HealthPotion: :LoggersHatchet: :FortifiedBracelet:
:Steamboots: :EnhancedMarchers: :Portalkey: :Insanitarius:
:ShrunkenHead: :HelmOfTheBlackLegio :BehemothsHeart:
This hero is intended to be a fast moving ganker/roamer with strong initiation mid to late game.
With his crowd control abilities and decent dps he could easily be a semi-carry.