Hero Idea: Phantom
Apr 18, 2014 18:23:16 GMT
Post by Sarenarass on Apr 18, 2014 18:23:16 GMT
So I was quite bored on a long train ride and this happened. (And forum could use some activity)
The main idea that drove this is a sort of counter-part to Assassin/Flisk for Legion.
Strength: 8
Agility: 10
Intelligence: 27
Melee
Innate: Encompassing Shadow:
Turns into a shadow becoming partially visible. Takes 150% damage from magic and all physical damage taken is removed in mana (/physical damage is reduced by X% and mana reduced by Y% taken) When all mana is gone this spell instantly ends. The shadow fades in and out of appearance over a set of X seconds. Y seconds visible, rest fading in and out. Casting spells will NOT break invisibility.
Levels 1-2: Set of 4 seconds, invisible for 1.5. Lasts for 10 seconds.
Levels 3-4: Set of 6 seconds, invisible for 3. Lasts for 15 seconds.
Thoughtsteal: Picks one of these 3 abilities at random. Targets an area. (If one is object to randomness then it can simply happen in order [or if not that could just pick the most "liked" spell and remove the others]) Cooldown: 30 seconds
Spell 1: Selects a pool of units. All enemy hero spells are X% more expensive and all mana spent through these excesses is given to the Phantom.
Spell 2: The phantom becomes invisible for 4/5/5/6 seconds. Over the selected area at random points more phantoms will be created. All these phantom illusions do is fade in and out at the selected area (and move in random directions). If these illusions become the target of an ability the damage they take will be reflected to the owner. (Could be at 100% reflection or just 50ish). When hit by any amount of damage the illusion will fade.
Spell 3: Takes control of a random friendly (non-hero) unit in the area (if there is no friendly non-hero unit in the selected area this spell will not be cast). If this unit is killed while in possession of the Phantom the Phantom will take its full health in damage. Pressing ESC will cancel possession. If the possessed unit touches another (enemy) hero it will deal X physical damage.
_____________________
Technicolor Phantoms:
Phantoms: Burn, Wound, Chill, Poison
For 6/7/8/9 seconds each time an enemy hero casts a spell that damages the Phantom, a identical-looking Phantom will spawn off of the main phantom (with same items as host, etc). This technicolor phantom will head towards the hero which cast the spell. The technicolor phantoms fade in and out over 6 seconds (but last 30). They move at 75% of the rate of the host phantom. After four spells are cast/four phantoms are created no more phantoms will spawn. Whenever these phantoms attack units they deal the host phantoms full attack damage and inflict a debuff listed above. They attack at a static rate of once every 2 seconds. They also spawn in the same order listed above.
Phantasmal Chain?: (I don't like this ability much but I feel the hero needs some form of direct damage)
Shoots a chain across at the targeted point (this chain doesn't travel particularly quickly). If a unit is hit in the center of the point cast it will become entangled in chains, slowing its movement by 20%. The chain will stretch from the Phantom to the unit. No units can cross over this chain as it is a solid obstacle. The chain has (X + [X x <stat>]) life. It cannot be auto attacked but abilities will destroy it if damage is sufficient. The unit it is cast on will pull the chain but the farther it goes the more it is constricted, moving slower (up to 60% movement speed reduction) and taking damage. It can break the chain if it moves far enough but it will take damage and be wounded. (Also takes damage if hit in the initial chain coil)
Ultimate: Imitation
Cast Range: Global
Pick one enemy hero and turn into that hero. Will have the same items and appearance but no access to the copied units abilities. Upon reaching behind another enemy hero this ability activates after one second and the enemy hero takes <LOTS OF DAMAGE> and is knocked back as far as 30/40% of the damage. If the illusion is attacked this ability ends and the host Phantom is revealed. In addition, towers will attack fake "Phantomed" heroes.Appears allied. Not sure if ultimate should provide new "allies" with vision or not.
During this time if another friendly hero attacks the "original" copied hero of their own team both the attacker and the hero originally targeted by Imitation will take <LOTS OF DAMAGE>.
Communication is key to preventing this from happening!
Thoughts?
The main idea that drove this is a sort of counter-part to Assassin/Flisk for Legion.
Strength: 8
Agility: 10
Intelligence: 27
Melee
Innate: Encompassing Shadow:
Turns into a shadow becoming partially visible. Takes 150% damage from magic and all physical damage taken is removed in mana (/physical damage is reduced by X% and mana reduced by Y% taken) When all mana is gone this spell instantly ends. The shadow fades in and out of appearance over a set of X seconds. Y seconds visible, rest fading in and out. Casting spells will NOT break invisibility.
Levels 1-2: Set of 4 seconds, invisible for 1.5. Lasts for 10 seconds.
Levels 3-4: Set of 6 seconds, invisible for 3. Lasts for 15 seconds.
Thoughtsteal: Picks one of these 3 abilities at random. Targets an area. (If one is object to randomness then it can simply happen in order [or if not that could just pick the most "liked" spell and remove the others]) Cooldown: 30 seconds
Spell 1: Selects a pool of units. All enemy hero spells are X% more expensive and all mana spent through these excesses is given to the Phantom.
Spell 2: The phantom becomes invisible for 4/5/5/6 seconds. Over the selected area at random points more phantoms will be created. All these phantom illusions do is fade in and out at the selected area (and move in random directions). If these illusions become the target of an ability the damage they take will be reflected to the owner. (Could be at 100% reflection or just 50ish). When hit by any amount of damage the illusion will fade.
Spell 3: Takes control of a random friendly (non-hero) unit in the area (if there is no friendly non-hero unit in the selected area this spell will not be cast). If this unit is killed while in possession of the Phantom the Phantom will take its full health in damage. Pressing ESC will cancel possession. If the possessed unit touches another (enemy) hero it will deal X physical damage.
_____________________
Technicolor Phantoms:
Phantoms: Burn, Wound, Chill, Poison
For 6/7/8/9 seconds each time an enemy hero casts a spell that damages the Phantom, a identical-looking Phantom will spawn off of the main phantom (with same items as host, etc). This technicolor phantom will head towards the hero which cast the spell. The technicolor phantoms fade in and out over 6 seconds (but last 30). They move at 75% of the rate of the host phantom. After four spells are cast/four phantoms are created no more phantoms will spawn. Whenever these phantoms attack units they deal the host phantoms full attack damage and inflict a debuff listed above. They attack at a static rate of once every 2 seconds. They also spawn in the same order listed above.
Phantasmal Chain?: (I don't like this ability much but I feel the hero needs some form of direct damage)
Shoots a chain across at the targeted point (this chain doesn't travel particularly quickly). If a unit is hit in the center of the point cast it will become entangled in chains, slowing its movement by 20%. The chain will stretch from the Phantom to the unit. No units can cross over this chain as it is a solid obstacle. The chain has (X + [X x <stat>]) life. It cannot be auto attacked but abilities will destroy it if damage is sufficient. The unit it is cast on will pull the chain but the farther it goes the more it is constricted, moving slower (up to 60% movement speed reduction) and taking damage. It can break the chain if it moves far enough but it will take damage and be wounded. (Also takes damage if hit in the initial chain coil)
Ultimate: Imitation
Cast Range: Global
Pick one enemy hero and turn into that hero. Will have the same items and appearance but no access to the copied units abilities. Upon reaching behind another enemy hero this ability activates after one second and the enemy hero takes <LOTS OF DAMAGE> and is knocked back as far as 30/40% of the damage. If the illusion is attacked this ability ends and the host Phantom is revealed. In addition, towers will attack fake "Phantomed" heroes.Appears allied. Not sure if ultimate should provide new "allies" with vision or not.
During this time if another friendly hero attacks the "original" copied hero of their own team both the attacker and the hero originally targeted by Imitation will take <LOTS OF DAMAGE>.
Communication is key to preventing this from happening!
Thoughts?