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Thread: Asterion [Anti-Carry/Map Awareness]

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  1. #1
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    Zephyr Asterion [Anti-Carry/Map Awareness]

    Asterion,
    Lord of the Labyrinth







    Role: Ganker/Anti-Carry



    Range: Melee | Move Speed: 310
    Primary Stat: Str
    Str: 25 + (2.6 per level)
    Agi: 14 + (1.6 per level)
    Int: 16 + (2.1 per level)
    HP: 625 | Mana: 208 | Armor: 4.18
    HP Regen: 1.00 | MP Regen: 0.65
    Damage: 49-53







    Screen name
    Asterion

    On Spawn
    "Grunt"

    Moving
    "All shall fear my strength"
    "They will be consumed with fear"
    "The Labyrinth, it grows"

    Attacking
    "You cannot defeat me"
    "You are weak"
    "No Brolly, MY Power is maximium"

    Death:
    "Deathly Moo sound"

    Pros
    + First skill makes you tanky
    + Great early game ganker due to long stun
    + Need to be targeted due to Labyrinth
    + New counter carry mechanism
    + Synergy with both carries and supports
    + Can semi-carry
    + Deters Turtling
    + High stat gain
    + Free sight that doesnt stop creep spawn
    + Not very item dependant
    + High MS
    + Ulti is perfect ganking tool
    + Ulti is a powerful escape mech

    Cons
    - Low agi gain
    - Stun scales badly into lategame
    - Needs time to deploy a long connected Labyrinth
    - No slows
    - No direct damage skills
    - No escape mechs early
    - Mana dependant
    - Labyrinth placement is important



    First Skill - Overpower
    Using nothing but brute strength the Minotaur knocks his foe to the ground and relishes in his victory
    Action Target Entity
    Type Enemy Units
    Type: Magic
    Range: 700
    Cast Time: 0.1 Seconds

    Mana Cost:140
    Cooldown:11.0 Seconds
    Required Level: 1 / 3 / 5 / 7
    Activation
    Charges in a straight line to target hero, pushing aside enemies in a 200 radius of self. Asterion steals 5/10/15/20 Strength from the target and they are stunned for (Asterions Strength/Targets Strength) seconds. MAX 5sec.


    Note: Great early game, mediocre late. Use it while it counts!


    Second Skill - Hero Bane
    The tales of the Minotaur and the Labyrinth are far reaching, this fear alone is enough to break a man.
    ActionTarget Entity
    Type Enemy Heroes
    Type: Magic
    Range: 1000
    Cast Time: 1.0 Seconds
    Mana Cost: 125
    Cooldown: 15.0 Seconds
    Required Level: 1 / 3 / 5 / 7
    Activation
    Applies Subdued to the target for 1,2,3,4 x (Casters Strength / Targets Intelligence) seconds

    Subdued Effects
    Gains no +damage, modifiers, bashes or buff placers on their attacks from spells, items or abilities.
    Any damage from main attribute is added as normal.

    Note: They are only losing modified damage, they still have there base damage. EG: Arachna using her with her toggle on with a punchdagger, she wouldnt get the slow from her toggle or the +9 damage from her item.


    Third Skill - Labyrinth
    The source of the Minotaurs power, courtesy of all those slain above and within its halls
    Action Target
    PositionRange: 150
    Radius: 450
    Cast Time: 0.5 Seconds
    Mana Cost: 50
    Cooldown: 30.0 Seconds
    Required Level: 1 / 3 / 5 / 7
    Activation
    Place a Labyrinth Piece at target location.

    A Labyrinth Piece has unlimited lifetime and gives sight of itself. This does not prevent creep spawns.

    Whilst the Minotaur is on a Piece he gains 5,10,15,20% MS and 1,2,3,4 HP/Sec. All Pieces connected to the one he is on count as Glowing.

    All enemy heroes standing on a Glowing Pieces lose 10% Base damage and IAS each second. This is restored the same way when leaving. The Minotaur gains 10% Strength and IAS for each enemy hero on a Glowing Piece.

    Note: Enemies heroes are only affected if he stands on a connected piece. It also only drains base damage, so any damage from spells/items/abilities is unaffected.


    Ultimate - The Gate Master
    The Minotaur uses the labyrinth to transverse great distances in a blink of the eye to catching unwary prey

    Action Target Location on a Labyrinth

    Cast Time: 1.5 Seconds
    Range: Min 1200
    Mana Cost: 100 / 50 / 0
    Cooldown: 90/60/30 Seconds
    Required Level: 6 / 11 / 16
    Activation
    Teleport to target Labyrinth over 1200 away. You health and mana is fully replenished on arrival. You also gain 10% MS and Strength for 10 seconds.

    Also for 2/3/4 seconds enemy heroes can no longer enter nor leave a Labyrinth.


    Passive
    The Cast Range on Labyrinth is removed. IE: you can place them anywhere on the map.



    Purpose:
    A strong hero which focuses on map control for coordinated ganks using labyrinth for sight and teleporting to intiate them. His focus changes from ganker to counter-carry as the game progresses, as his stun weakens and Labyrinth expansion starts to cover a decent percentage of the map. In a nutshell, he is the anti-carry.

    Note: If you have any other ideas for his ulti please post below
    [Guide]
    The all inclusive guide

    From the author of Tip of the Week.



  2. #2
    I <3 Efel.

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  3. #3
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    Bump for round 2
    [17:23] <@Warchamp7> You can't spell 'Sucker sucks' without "Sucker sucks"

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