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Riptide Rework Proposal w/ SOTM Effect

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Posted (edited)

The current version of Riptide underperforms in most cases and surviving a team fight is a rare occurrence hence the reason I propose him be reworked. I really like the concepts of the hero but I honestly believe the execution to be haphazard, Riptide has a lot of potential to be a more substantial carry that actually survives team fights.


Riptide Rework Proposal 


Hero Stats

Health : 492

Dmg : 48 - 52

Mana : 205

Armor : 3.0


Advanced Hero Stats 

Strength : 17 (+2.0)

Intelligence : 17 (+2.0)

Agility : 22 (+2.2)


Range : 150

Attack Speed : 0.72

Movement Speed : 290


(Q) - Undertow 


Riptide targets a direction to turn himself into a tidal wave that travels 400/450/500/550 units. Riptide deals 100/135/150/185 magic damage to the first enemy hero before applying silence for 1.5/2/2.5/3 seconds in a 250 unit radius. This skill leaves behind a puddle.

Cooldown : 20/17/15/12 secs

Cast range : 400/450/500/550 units

Mana : 40/55/60/80


(W) - Torrential Waters


Riptide actives this skill to create spiraling water 350 units around himself that lasts 2.5/3/3.5/4 seconds, dealing 80/110/125/150 Magic Damage upon activation and reduces enemy Movement Speed by 20/25/30/35%.

Cooldown : 25/21/18/14 secs 

Mana : 50/65/80/100


Skill Visual Design





(E) - High Tide



When Riptide is dealt non-DoT and he is in water, he passively increases 4/4/10/10 Agility + 8% of his total Agility stats over 3 seconds. He also gains unit walking for 3 seconds.


(R) - Perfect Storm


Riptide creates a rainstorm 800/1000/1200 units around himself for 15 seconds.

~Steals 2/4/6 Agility per enemy hero in the storm.

~Passively gains bonus 20/30/40 base damage for the duration.

~Increases his attack range to 300/400/500 units for the duration.

~Hidden from the mini-map to enemies as long as there aren’t any visible heroes within 2000 radius.

~Gains unitwalking.

In addition, all allied heroes within range receives bonus damage equal to 15/25/35% of Riptide’s agility and 20/30/40 movement speed for the duration.


Staff Of The Master Effect

~The rain storm and the ally team buff becomes global (stealing Agility from enemy heroes remains within 800/1000/1200 unit AOE)

~Bonus base damage increases to 40/50/60.

~Riptide becomes invisible to enemies once no enemy units are within 1500 units of him.


Cooldown : 90/75/60 secs

Mana : 120/150/180


Skill Description


The idea is that Riptide is in his element when this skill is active, with that said the range that he gains does not mean that he fires projectiles like a typical ranged hero but rather he should be able to attack from anywhere within his Perfect Storm (300/400/500 max range). In other words, once an enemy is within Riptide’s attack range they are instantly damaged……with a visual indicator showing that they are being attacked, of course.



Edited by exfirer
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  • exfirer changed the title to Riptide Rework Proposal w/ SOTM Effect

The numbers you suggest feel off, Riptide isn't Glacius so I suggest you to make sure the numbers scale correctly.

I personally think current Riptide is fine as she is. Though I like your Torrential Waters if it gives additional benefit to generate puddle so Riptide's current Watery Grave could be merged with her 3rd ability to fit her water design as her advantage. Well, I guess it wouldn't hurt to give the general idea of what I meant as hidden on spoiler:


[Q] Watery Grave (Complete Change)

Mana Cost: 75/90/105/120
Cooldown: 16/14/12/10 seconds
Radius: 350

Riptide unleashes a Watery Grave to affect enemy units within 350 radius around her, dealing 100/160/220/280 Magic Damage, slowing Attack Speed by 20% for 2/2.5/3/3.5 seconds, and leaving a 350 radius puddle for 6 seconds. If Riptide is on water when casting the ability, the effect also slows movement speed of affected enemies by 50% for 2/2.5/3/3.5 seconds.

Besides the current state of Undertow, there is a proposed changes:

  • If Riptide activates this ability while on water, doubling the damage dealt and enemy units caught on her path gets the same effects as if they are within the destination area.

Besides the current state of In My Element, there are some proposed changes:

  • Change the active to target an enemy unit, dealing 100/120/140/160% of Riptide's attack damage as magic damage.
  • Has 12/10/8/6 seconds cooldown, 600/800/1000/1200 range, and 20 mana cost.

Besides the current state of Perfect Storm, there is a proposed staff boost:

  • Aura is active when Riptide is on water regardless of the activation of ultimate or not.



If anyone wonders about my intelligence regarding this game, then consider yourself visiting this thread:

Alternatively, visit this blog below to see the compiled version of the threads/posts I made on this Official HoN Forum:

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