Joined: Jun 21, 2014 Posts: 8338 Location: Singapore
In this thread we design various M:EM characters as though they were characters in a League of Legends-style online action game.
DPS Heroes
Jackie DeCoeur
Jackie DeCoeur A ranged autoattack carry. Jackie is a solid damage dealer who can skirmish effectively and has lots of tricks to snare overconfident opponents.
Trickshot (Q) Jackie fires a bullet that deals damage to target enemy hero, then ricochets to up to two other nearby enemy heroes for additional damage to each of them. Cooldown: 6 seconds.
Devil's Own Luck (W) For 2 seconds, Jackie's attacks deal 30% additional damage, and all attacks and non-ultimate abilities used on Jackie miss. Cooldown: 16 seconds.
Dance with Death (E) Jackie dashes in the target direction, dodging all attacks and non-ultimate abilities on the way. Cooldown: 12 seconds.
Red-Eyed Confession (R) Stun target nearby enemy hero for 2.5 seconds. The stun increases by 0.5 seconds for each level higher than Jackie the target is. Cooldown: 60 seconds.
Jinsen, the Eightfold Lotus A melee bruiser. Jinsen can take and receive shocking amounts of damage in the thick of battle, but his moderate health pool and low mana pool requires him to fight with support to be effective.
Rushing River (Q) Jinsen dashes in the target direction, dealing damage to nearby enemies. Stores up to 3 charges. Cooldown: 8 seconds.
Whirlwind (W) Jinsen deals heavy damage to all enemies within melee range and knocks them away from him. Cooldown: 8 seconds.
Flawless Defense (E) Jinsen blocks all attacks and non-ultimate abilities for 1 second. Does not stack with Death Blossom. Cooldown: 8 seconds.
Death Blossom (R) Jinsen channels for 0.8 seconds, then unleashes his ultimate technique. Over 2 seconds, all nearby enemies are stunned and take massive damage from Jinsen's flurry of attacks. Cooldown: 88 seconds.
Lumina Revelaris A ranged nuker and support. Lumina assists her team from the backline by providing vision and shaping the conditions of the battlefield.
Ray of Revelation (Q) A lance of light strikes the target area, dealing damage, and also granting vision in a small radius for 12 seconds. Cooldown: 6 seconds.
Luminifer (W) Fire a light ray in the target direction, dealing damage in a long line and creating a shimmering pathway. For the next 4 seconds, that area is revealed, and allies that move along the luminifer have increased move speed. Cooldown: 18 seconds.
Optical Barrier (E) Creates an ethereal wall that lasts for 1.5 seconds. Enemies that move through the wall are blinded, silenced, and have 50% reduced move speed for 2 seconds. Cooldown: 18 seconds.
Lux Lucis Purgatum (R) Summons an elemental that lands in a large target area, dealing moderate damage and blinding and silencing enemies for 1.5 seconds. The elemental is controllable, lasts for 12 seconds, and deals area of effect damage with its beam attacks. Cooldown: 90 seconds.
Denner Fabellian A ranged utility support. While ineffectual in actual combat, he excels at providing information and setting up opportunities for his allies.
Battle Analysis (Q) Marks target enemy unit for 3 seconds, causing that unit to be revealed to Denner's team and take 25% more damage from all sources. Cooldown: 8 seconds.
Mirror Image (W) Creates an illusion of target friendly hero that can be controlled for 6 seconds. The illusion deals no damage and does not grant vision. It disappears when it leaves the vision range of Denner's team. Cooldown: 24 seconds.
Levitate (E) Levitate target hero high in the air for 2 seconds. While levitating, the hero is invulnerable but can't perform actions. The effect is cancellable by pressing E again. Cooldown: 15 seconds.
Omniscience (R) Marks all enemy heroes for 12 seconds as though Denner had used Battle Analysis on them. Cooldown: 90 seconds.
Kirsh of the Flats
Kirsh of the Flats A melee healing support. Kirsh is an excellent healer who specializes in protecting a single ally from harm.
Life Burst (Q) Kirsh flies to another target friendly unit and heals it. The healing increases each time Kirsh heals the same target in a row. Cooldown: 8 seconds.
Protective Ward (W) Kirsh cleanses target friendly unit of all debuffs. That unit gains a shield that lasts for 2.5 seconds. Cooldown: 15 seconds.
Spirit Winds (E) For the next 3 seconds, Kirsh and nearby friendly units have increased move speed, while nearby enemies are slowed. Cooldown: 12 seconds.
Transcendence (R) Heals Kirsh and all nearby friendly heroes for a large amount, and transforms Kirsh into an Incarnation for 8 seconds. As an Incarnation, Kirsh grants armor to other nearby friendly heroes and his attacks inflict area-of-effect damage and slow. Cooldown: 90 seconds.
God, Jackie would be a fun videogame avatar. I am just trying to imagine the little verbal quips she'd say when you did things, and doing that is basically going to keep me happy all day.
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"And remember, I'm pullin' for ya, 'cause we're all in this together." - Red Green
I would definitely play Kirsh if MOBAs weren't extremely boring.
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"I'm all for screwing with the natural order. The natural order objectively is awful. The natural order includes death, disease, pain, and starvation." --Sam Keeper
God, Jackie would be a fun videogame avatar. I am just trying to imagine the little verbal quips she'd say when you did things, and doing that is basically going to keep me happy all day.
A few ideas, mostly from existing pieces:
When moving: "Where's the nearest bank?" "
When attacking: "Let's finish this quick, I have a train to catch!" "Now, let’s do some business!" "Scream louder! I can't hear you over the gunshots!"
Taking damage: "Better than you have tried." "Alright, I get it, I'm rusty." "*grunts* Choke on a rope."
Taunting: "I stared down my share of basilisks, and you are a toothless snake."
Using Devil's Own Luck: "Not even close." "Not a chance!"
Winning a game: "Ladies and gentlemen, this concludes our business together. *chuckles*"
When slain: "GAH! You're better... than I thought." "*grunts* Bury me... in my boots."
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Cecil Gershwin Palmer (Welcome to Night Vale) wrote:
Ooooooh man this is totally my thing. I used to do this kind of stuff all the time with different characters from other things. (I.E. Homestuck)
I love Jinsen by the way - he's actually exactly the sort of character I would end up playing.
I hope you don't think I'm stealing your thunder a little if I do a few of my own?
Fisco Vane, the Shark
Type: Nuker
Summary: Fisco Vane deals an absolutely punishing amount of damage, but his relatively short range and slow movement speed can leave him in dangerous positions. He uses his signature gun for his basic attacks, but it's his spell repertoire that makes him truly deadly.
Extort(Q) Fisco sears and enemy target with black flame, dealing immediate damage and additional damage over time for 4 seconds. If Extort kills the target, Fisco gains a small amount of bonus gold and the cooldown is reset. Cooldown: 4 Seconds
Shackle (W) Passively, Fisco deals bonus damage to movement-impaired heroes. He can activate this ability to place a ward on the ground. Wards slow enemy heroes by a small amount in a large area. He can have up to 5 wards active at once, but the effects do not stack. Standing on top of the wards destroys them. Cooldown: 8 Seconds
Smokestep (E) Fisco teleports a short distance, then becomes untargetable for 2 seconds. He deals heavy damage to enemies in a small area upon his arrival. Cooldown: 15 Seconds
Debt(R) Fisco, and any Shackle wards he has active nearby, fire out spectral chains that sink into an enemy champions soul, rooting them in place. Then, portions of the target's soul travel towards the wards. For every soul portion that reaches a ward or Fisco himself, the target takes massive damage. Fisco is healed for a portion of the damage dealt. Cooldown: 100 Seconds
Quotes
(On hero select) "We all pay. Eventually."
(On item purchase) "...How much? Seriously?" "Highway robbery." "That's a pretty good deal, actually."
(On respawn) "Still swimming? Alright." "Someone owes me something, after that."
(On hero kill) "Should've paid up!" "Guess we're even."
(When casting Debt) "Paid in full!"
(When near an allied Jackie) "Ready for another heist, Red-Eyes?"
(When near an enemy Jackie) "Never thought it'd come to this, DeCoeur."
Aloise Hartley
Type: Support (This surprises no one.)
Summary: Aloise's high mobility, diverse skillset, and sunny disposition make for an excellent support hero capable of assisting her team all across the map. She uses small bolts of magical energy as her basic attacks.
Pilgrim's Eye (Q) Aloise sets up a small thopter at target location that gives vision in a small area. Thopters can be destroyed by attacks, but cannot be targeted by abilities. The number of thopters she may have active increases as she levels up. Cooldown: 30 seconds
Intuition (W) Passively, Aloise gain increased movement speed when moving towards allied heroes and Pilgrim's Eyes. She may activate this ability to slow an enemy heroes movement speed for 3 seconds. If the target is already slowed, they are instead rooted for 2 seconds. Cooldown: 10 seconds
Encourage (E) Aloise pulls an allied champion towards her, and then gives a shield to herself and all nearby allied heroes. For the duration of the shield, affected allies gain additional movement and attack speed. Cooldown: 18 seconds
Unity (R) Aloise's abilities are enhanced, gaining increased range. Additionally, Aloise may activate this ability to link two allied heroes together. For as long as the link endures, all damage dealt to either hero is reduced by a percentage and then split between them. The link breaks if either hero moves too far away, or when the duration ends. Cooldown: 120 seconds
Quotes
(On hero select) "I wonder what we'll learn this time?"
(On item purchase) "Wow! How did you make this one?" "I never thought about putting it together like that!" "(Thoughtfully) I could improve on this..."
(On respawn) "Well, that didn't work!" "Ok, we'll try harder this time!"
(On ally death) "No!" "Hang in there!" "You can pull through - hold on!"
(On game start) Don't forget - we're stronger together!
Clade
Type: Tank
Summary: Clade is a powerhouse capable of soaking up tremendous amounts of damage thanks to his high starting health, and with his enormous mana pool, will be able to cast spells until the world ends - or he ends it. Because of his burliness, he's very slow and has no way of moving around the map quickly. He uses his enormous tree-club for his basic attacks.
Hurricane (Q) When Clade activates this ability, a hurricane begins swirling in a wide area around him, draining his mana every second and dealing minimal damage to enemies in the area. While the Hurricane and Earthquake are both active, Clade takes reduced damage from all sources. Cooldown: 2 seconds
Overrun (W) Clade passively ignores unit collision. Enemies he walks over take minimal damage and have their armor reduced as long as he continues to trample them.
Earthquake (E) When Clade activates this ability, an earthquake begins rumbling in an area around him, draining his mana every second and slowing enemies in the area. While Hurricane and Earthquake are both active, Clade gains increased health regeneration. Cooldown: 2 seconds
Cataclysm (R) Clade lifts his enormous club and slams it down after a small delay, sending a massive fissure towards target location a large distance away and damaging everything in it's path and creating impassable terrain. Once the fissure reaches it's destination, it erupts, dealing damage and stunning all enemies in the area for 2 seconds. Cooldown: 150 seconds
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Don't you have anything better to do?
Last edited by RuwinReborn on Wed Jan 13, 2016 4:23 pm, edited 1 time in total.
Joined: Oct 19, 2015 Posts: 2220 Location: Homestuck rehab center
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Oh Small Gods this is awesome. On an unrelated note, I noticed neither of you put a passive on each 'hero', like every LoL champion has... is League unique in having them?
I wondered why Diana doesn't appear in Fisco skillset, then I remembered: "I face EVERYTHING under my own power."
I may do Sharaka once I pin her down...
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Cecil Gershwin Palmer (Welcome to Night Vale) wrote:
Having never played these sorts of games, I can only say this looks like a fun little exercise. I'm enjoying reading these, although I won't be making any of my own. You kids have at it, though, and I'll watch from the porch swing.
On an unrelated note, I noticed neither of you put a passive on each 'hero', like every LoL champion has... is League unique in having them?
It's not unique to League, I don't think. Heroes of the Storm uses passives as well. I just followed CKY's template, and then added some quotes for giggles.
Quote:
I wondered why Diana doesn't appear in Fisco skillset, then I remembered: "I face EVERYTHING under my own power."
Also, now she can have her own hero!
Hey, speaking of heroes, I'm still at work so HAVE SOME MORE!
The Liar
Type: Assassin
Summary: The Liar is as deadly as he is unpredictable, and using a mixture of stealth, illusion, and svagery, his victims will never be certain if he was truly their to begin with. He uses a small, unassuming knife for his basic attacks.
Sadism (Q) The Liar passively gains an increased chance to critically hit, and his victims bleed for additional damage over 4 seconds. when he lands a critical hit. He may activate this ability to slow bleeding heroes for 4 seconds. Cooldown: 12 seconds
Deceive (W) The Liar turns invisible for up to 4 seconds, gaining increased movement speed and creating 4 illusions that scurry in different directions. For the duration of the invisibility, his next attack automatically critically hits. The illusions last 8 seconds, and he may reactivate this ability to switch positions to any illusion he has moused over. Kills or assists on bleeding targets reset the cooldown of Deceive. Cooldown: 24 seconds
Maddening Whisper (E) The Liar whispers promises of torture, death, and sorrow into the mind of an enemy hero, causing all attacks he makes against the target for 3 seconds to deal bonus damage depending on how much health they are missing. Cooldown: 18 seconds
Twisted Lies For 6 seconds, target enemy hero's vision is reduced to their immediate surroundings, and the Liar is invisible to them, even while attacking. Cooldown: 150 seconds
Quotes
(On hero select) "What you don't know, hurts the most!" (Maniacal giggle)
(On item purchase) (Laughter) "Fun, fun, fun!" "Hm... Not dull enough..."
(On Maddening Whispers cast) "Bleed, bleed, bleed!" "You won't be needing what I cut off..." "Die slowly... scream more!"
(Taunt) "What, don't you trust me? Hahaha..."
(On Twisted Lies cast) "I'm not going to hurt you at all..." "The darkness is a good thing, believe me..." "I'm right here! Right here..."
(When near an ally Fisco Vane) "Oh my, oh yes, you're my absolute FAVORITE."
(When near an enemy Fisco Vane) "We're going to have such a LOVELY time!"
(On respawn) "(Sarcastically) No, really. It's what I wanted."
Sava Pith
Type: Bruiser
Summary: Sava Pith is a savage melee combatant that ruthlessly pins down and tears opponents apart. She uses both her and her father's axe for her basic attacks.
Savage Throw (Q) Sava Pith throws her father's axe in a line, dealing damage to the first enemy it hits and slowing their movement speed for 3 seconds. While slowed, Sava may retrieve her axe from their bodies by attacking them. If she does, the attack does additional damage and stuns them for 1 second as she brutally removes the axe. Cooldown: 10 seconds
Warrior Blood (W) Sava's basic attacks passively cause whoever she is attacking to deal less damage to her. She may activate this ability to gain bonus attack speed for 5 seconds. Cooldown: 15 seconds
Rapid Swing (E) Sava Pith swings both her axes, dealing damage and shoving those in front of her to the right or left, depending on where her cursor is. Cooldown: 4 seconds
Defiance Sava Pith passively gains massive movement speed when running towards enemy heroes. Additionally, she may activate this ability to remove all debuffs on her. Cooldown: 30 seconds
Quotes
(On hero select) "The Devourer will feast well tonight!"
(On game start) "Drive them before us, feed them to the wolves!"
(On item purchase) "It will do."
(On Defiance cast) "My will is my own!" *Bloodthirsty Scream* "I will not submit!"
(Taunt) You are worthy of a pyre. I'll put you on it myself.
(On respawn) "I... cannot die." "Again? What is the point..."
Joined: Jun 21, 2014 Posts: 8338 Location: Singapore
You guys are awesome.
Quotes for Lumina
On hero select: "The future is ours."
When moving: "I will light the way." "By your guidance."
When attacking: "So it comes to this!" "For the Trismegistus!"
When casting Ray of Revelation: "Light it up!" "Behold!"
When casting Luminifer: "Follow the light!" "The way is revealed!"
When casting Optical Barrier: "Constructing!" "Reflect on this!"
When casting Lux Lucis Purgatum: "Heed my call! Lux lucis purgatum!"
Taunt: "You should be better than this."
When killing an enemy hero: "The truth hurts." "So it is sealed."
When dying: "I pass... into the light..." "Per radium... sophia..."
When respawning: "My work isn't done yet."
When victorious: "Another step towards the Great Work."
Beryl Trevanei
Beryl Trevanei A ranged nuker. Beryl is a powerful but squishy area-of-effect damage dealer who specializes in zoning out key locations.
Circle of Flame (Q) Target area erupts into flames, dealing damage, plus very high additional damage to enemies that stay in the radius over the next 6 seconds. Cooldown: 6 seconds
Seal of Fire (W) Places a glowing seal that lasts for 20 seconds. The seal provides vision and explodes into a large Circle of Flame when enemies approach. Cooldown: 20 seconds
Heartseal (E) Beryl encases herself in a burning prison for 3 seconds, becoming invulnerable and dealing high damage over time to nearby enemies, but unable to take actions. Cancellable by pressing E again. Cooldown: 16 seconds
Worldfire (R) Beryl begins to move at a reduced speed and glow with intense heat, dealing damage over time to enemies in a slowly increasing radius around her. After 5 seconds, or when R is pressed again, Beryl releases the accumulated energy in a devastating shockwave that deals massive damage to enemies in the radius. Cooldown: 120 seconds
Raiker Venn
Raiker Venn A melee nuker and disabler (he fights with his sword cane). Raiker builds stacks of Pathos by harassing enemies, which he can spend to ruin your day.
Pathos Whenever Raiker damages an enemy hero with attacks or abilities, he inflicts a stack of Pathos on that hero, up to a maximum of 3 stacks. Each stack of Pathos amplifies damage received and the duration of other debuffs by 12%. Stacks vanish after 4 seconds of not receiving Pathos.
Creeping Dread (Q) Sends discordant whispers in a large cone out from Raiker, dealing damage to enemies and slowing their attack speed and movement speed by 50% for 2 seconds. Cooldown: 8 seconds.
Raven's Curse (W) Sends a raven to peck at target enemy hero for 3 seconds, dealing damage every second and slowing that hero's attack speed and movement speed by 50%. Stores up to 2 charges. Does not stack with itself or Raiker's other abilities. Cooldown: 12 seconds.
Catharsis (R) Remove all stacks of Pathos from all enemy heroes, dealing proportional damage and stunning for 1 second for each stack of Pathos removed this way. Cooldown: 120 seconds.
Joined: Oct 19, 2015 Posts: 2220 Location: Homestuck rehab center
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I tried a thing.
Sharaka
Type: Assassin/Bruiser
Sharaka is a strong duelist who prefers to soften her opposition with very efficient skirmishes before executing them with swift brutality. She uses her enchanted knife for her basic attacks, and is pretty flexible when it comes to builds: stacking magical power makes her a fearsome assassin that scales well in the late game, while building a mix of attack damage and resistances turns her into a more constant and reliable threat.
Ruthless Hunter (Passive) Sharaka has increased movement speed when near heroes with impaired movement (slowed or unable to move freely) or below 50% health, and has increased attack speed when attacking those heroes. Killing or scoring an assist on an enemy hero doubles her movement speed bonus and keeps it active for 3 seconds.
Javelin Throw (Q) Sharaka throws a javelin that deals physical damage to the first enemy hit. This skill resets the basic attack timer and doesn't consume mana. Cooldown: 3 seconds
Predator's Leap (W) Sharaka dashes towards target enemy ignoring terrain, increasing her movement speed. Cooldown: 15 seconds
Scorching Breath (E) A wide cone of flames deals magical damage and slows enemies by 30% for 2 seconds. Cooldown: 10 seconds
Unleashed Ferocity (R) Sharaka stores a Fury stack every 40 seconds (being hit by a hero's damaging ability or basic attack subtracts 1 second from the cooldown) and whenever she scores a kill or assist, to a maximum of (1 to 3). Activating this ability expends a Fury stack and ends any form of crowd control currently on Sharaka; the next ability she casts within 3 seconds ignores cooldowns and is enhanced. -Living Ballista (Q): the javelin deals physical damage, which is greatly increased by Sharaka's magical power, to every enemy of its path and slows them by 80% for 2 seconds. -Battering Ram (W): Sharaka travels to the maximum range of the dash or until she hits a wall, dragging the target with her; if they hit a wall, the target takes physical damage proportional to Sharaka's physical and magical power and is stunned for 1.5 seconds. -Banefire (E): Enemies in a narrow cone take damage that ignores their shields and resistences and are slowed by 60% for 4 seconds. -Frightening Roar (R): Nearby enemies are feared for 1.5 seconds: they flee from Sharaka at 50% speed and can't attack or use abilities.
(On hero select) "Another day, another fight."
(On game start) "Let's show them what a real fighter looks like."
(On item purchase) "Smells good." "Heh, not bad... for not being viashino." "I guess it'll have to do."
(On hitting an enemy with Banefire) "Burn, baby, burn!"
(On landing a javelin throw) "Bullseye!" "Stand still, I've got another for you!"
(ending crowd control with Unleashed Ferocity) *growling* "YOU WILL BURN!"
(Taunt) "You call that fighting? And those weapons... It's not even funny, really." "And you- *laugh* you think- *laugh* you're a warrior? *laugh*"
(On respawn) "*resigned sigh* It's never enough, isn't it?" "Bloody bastards... They'll burn." "Don't worry, this time I'll get it right."
@CKY: Raiker lacks an E?
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Cecil Gershwin Palmer (Welcome to Night Vale) wrote:
It that Becomes (a.k.a. "I") A melee tank and semi-carry. ITB is a frontline fighter that absorbs enemies to snowball into an unstoppable force.
Absorb (Q) ITB leaps to target enemy unit and deals damage. If this kills the target, ITB is healed and its maximum health is permanently increased. Deals double damage against minions and jungle camps. Cooldown: 4 seconds
Acidic Slime (W) ITB sprays slime in the area around it that lasts for 3 seconds, slowing move speed and dealing damage over time. Cooldown: 12 seconds
Regenerate (E) Cleanses all debuffs from ITB and heals it for a large amount over 6 seconds. Cooldown: 18 seconds
Assume Identity (R) ITB becomes a copy of target hero for 6 seconds, except its health and mana remain unchanged, it retains any buffs or debuffs, and it has no ultimate ability. Cancellable by pressing R again. Cooldown: 120 seconds
I have to echo Raven here - Raiker is great. Sharaka also seems fun and interesting.
Diana, Archangel of Compassion
Type: Support
Summary: Diana is a heavy support character that is capable of soaking a great deal of punishment and creating defensive options for her team. She uses her simple iron rod for her basic attacks.
Radiance (Q) Diana illuminates herself with blinding light for 3 seconds. While active, enemies facing Diana are blinded, causing their basic attacks to miss. Cooldown: 15 seconds
Ward of Compassion (W) Diana wards an allied hero with holy energy, giving them bonus armor and causing all damage they take to give them a stack of Compassion for 7 seconds. At 3 stacks, all stacks of Compassion are consumed, and the warded hero is healed for a moderate amount. Cooldown: 21 seconds
Salvation (E) Diana exchanges her health for the health of a nearby allied hero. Salvation restores health to another allied hero equal to the amount of health they lost in the past 4 seconds, and Diana takes that amount as damage. Cooldown: 12 seconds
Falling Star (R) Diana flies into the air, and lands anywhere on the map after 2 seconds. Enemies in the impact area are pushed away and stunned for 1 second. Cooldown: 180 seconds
Quotes
(On hero select) "Your quaint notions of good and evil will do nothing for you now."
(On item purchase) "Serviceable." "Thank you." "It will be put to good use."
(On Salvation cast) "Live for me!" "Not now!"
(On respawn) "My purpose remains." "I cannot leave him behind."
(On hero kill) "Rest."
(On ally death) "You will not be alone." "Be troubled no more."
(When near ally Fisco Vane) "Your command?" (Fisco, to Diana) "Let's just live through this, alright?"
(When near ally Beryl) "Stay alive. He has plans for you yet." (Beryl, to Diana) "Oh. Plans. Lovely."
Joined: Jun 21, 2014 Posts: 8338 Location: Singapore
I'm loving all the creative work in this thread.
Basilian
Basilian A melee assassin and hard carry. Basilian has extremely good damage and survivability -- but only if it is sufficiently prepared and bides its time to engage.
Deadly Focus (Q) Basilian gains a stock of Focus. Each time it attacks with Focus, it expends a stock of Focus, leaps to the target, attacks 50% faster, and deals 100% additional damage. If it's the last stock expended, Basilian deals 200% additional damage instead. Cooldown: 6 seconds
Petram Vitae (W) Basilian gains a shield for 4 seconds, half of which is permanent. Cooldown: 10 seconds
Cloak (E) Basilian becomes invisible and invulnerable for 3 seconds. Attacking, using an ability, or taking damage pops the invulnerability and breaks the effect. Cooldown: 16 seconds
The Long Plan Basilian permanently gains +6% attack damage and armor each time it kills a hero.
Joined: Jun 21, 2014 Posts: 8338 Location: Singapore
Clearly the next step is to make a map for the Starcraft 2 Arcade and organize M:EM Allstars tournaments. It's the only way.
Gruff
Gruff A melee bruiser (in the loosest sense of the definition). Gruff's low health pool lends him to a playstyle of harassing lanes and undefended enemies, then running away when the enemy team catches up with him.
Thwack (Q) Gruff whacks in an arc with his stick, dealing damage to enemy units and stunning them for 1 second. Cooldown: 5 seconds
Snack Time (W) Gruff can now collect grubs that spawn in the jungle by walking over them, to a maximum of 3 grubs. Activate to eat a grub and restore health and mana to Gruff. Cooldown: Instant
Run Away! (E) Gruff is cleansed of all crowd control effects, gains 100% bonus move speed for 4 seconds, and dodges the next attack or non-ultimate ability that would hit him in the next 2 seconds. Cooldown: 12 seconds
Home Sweet Home (R) Instantly teleport to your fountain. Can be reactivated within 10 seconds to teleport back to Gruff's original location. Cooldown: 45 seconds
Joined: Oct 19, 2015 Posts: 2220 Location: Homestuck rehab center
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I really like Basilian. The Long Plan can make him a nightmare in the battlefield when the game drags on.
Elphimas, the Collector of Tales
Type: support
Elphimas is a squishy support that balances a total inability to deal damage and low base defenses with potentially permanent stealth, high mobility and a set of skills that confuse enemies and support allies, resulting especially aggravating to heroes relying on stealth and deployed items. Having no damage contribution, it's important to pair them with a hero with high damage output. Elphimas benefits best from an increased magical power, cooldown reduction and enhanced movement speed.
Gregarious Heart (Passive) Elphimas' basic attacks deals no damage, but grant vision of the target for 3 seconds. Whenever an allied hero gains gold from killing a unit, Elphimas gains the same amount of gold if that hero has been affected by one of Elphimas' abilities or Elphimas has his that unit with a basic attack in the last 5 seconds.
Veil (Q) Passive: Elphimas' basic attack passively grants true vision (ignores stealth) of the target for 3 seconds, and increase the damage the target receives from allies by a percentage proportional to Elphimas' magical power. Elphimas becomes invisible to enemies after (10 to 6) seconds of not using their basic attack; enemy heroes in Elphimas' immediate vicinity and items that grant vision can trace their movement. Active: Elphimas stealths target ally for (1.5 to 3) seconds and creates a controllable illusionary double of that hero; projectiles from targeted attacks and abilities en route to the target are rerouted to the illusion. The stealth ends prematurely if the target hero attacks or uses a damaging ability, and the illusory double disappears if damaged by a hero. If the double is affected by Magic into Illusion, the cooldown of both abilities is increased by 20 seconds and the illusory double is upgraded: it gains the same health and resistances of the original hero in addition to the Magic into Illusion shield, and doesn't expire before the duration ends unless brought to 0 health; if the stealthed hero would break their stealth performing an action compatible with the double's position (attacking an enemy within the double's attack range, for example), the stealth isn't broken and the upgraded double goes through the same animations (casting or attacking) the hero is going through. Cooldown: 12 seconds
Planar Phasing (W) Passive: The enemies hit by Elphimas' basic attacks grant vision on a small area around them for 3 seconds. Active: Elphimas starts channeling, and a gradually increasing radius (its speed is proportional to Elphimas' movement speed) appears on their player's map. Activating this ability again makes Elphimas and the allied heroes in their immediate vicinity blink to the target visible location. This ability's cooldown is increased proportionally to the traveled distance. Base cooldown: 6 seconds.
Magic into Illusion (E) Passive: Illusory doubles targeted by Elphimas' basic attacks are dispelled. Active: Elphimas targets an allied hero or an item deployed by a hero. If the target is a hero, they receive a shield that protects them from a certain amount of magical damage; as long as a portion of the shield remains of the target, that hero is immune to incoming crowd control. If the target has been deployed by another hero, it permanently loses all properties, included its damage collision: "artificial" terrain can be traveled through as it wasn't there. Cooldown: 20 seconds
Vision Omnifold (R) Passive: Every item deployed by a hero targeted by Elphimas' autoattack in the last 3 seconds remains indefinitely visible on the map even if stealthed and outside ordinary vision. Active: For (8 to 12) seconds the whole map is visible regardless of stealth and hidden areas (like bushes in LoL), all hidden items are revealed and illusions are dispelled. items revealed this way remain visible after this duration even if stealthed or outside ordinary vision. All allies are considered affected by this skill for the sake of Gregarious Heart. Cooldown: 90 seconds.
(On hero selection) "Let us witness a story worthy of memory."
(On game start) "They seem quite interesting." "I have a good feeling about this." "Pleased to meet you all, my name is Elphimas."
(On autoattack) "Interesting." "I would like to know more about you." (Dispelling an illusion due to E's passive) "As I thought."
(On item purchase) "Just what I needed." "This will be useful." "What fascinating craftsmanship... I will add it to the Vault when this is over."
(On Gregarious Heart triggered by a hero death) "Excellent skill." "I am glad to have contributed to your triumph."
(On casting Magic into Illusion) "Please, trust me." "You will not be harmed."
(On casting Vision Omnifold) "Nothing personal, I simply dislike surprises." "Now, let us really see."
(Taunt) "Please consider surrendering: you will save us time, and save yourself from a lot of... unpleasantness."
(Taunting Raiker Venn) "Writing a tragedy and then forcing it into reality? That is... I have no polite words to express my disgust properly."
(Near an ally Raiker Venn) "Do not come near me, please."
(On death) "*groaning* Why?" "*whimpers* Did I deserve this?"
(On respawn) "*sigh* I really wish we did not need such harsh lessons to learn..." "*deep breath* Learn from mistakes, remain determined, keep trying. We can do this." "Teamwork. Determination. Focus. Victory will follow."
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Cecil Gershwin Palmer (Welcome to Night Vale) wrote:
The hilarious part is I know a ton about the lore of LoL but have never played it at all, so this is largely Greek to me. Anybody wanna take a stab at some of my material?
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At twilight's end, the shadow's crossed / a new world birthed, the elder lost. Yet on the morn we wake to find / that mem'ry left so far behind. To deafened ears we ask, unseen / "Which is life and which the dream?"
The hilarious part is I know a ton about the lore of LoL but have never played it at all, so this is largely Greek to me. Anybody wanna take a stab at some of my material?
I never played it neither, I got its general principles by friends playing and speaking about it. Anyway, this is the first one I don't own, so disappointment may ensue.
Huinn
Type: Assassin (really? Who could have guessed...)
Huinn is able to obliterate squishy heroes and even put a serious dent into tanks, with disabling skills that make his victims defenseless and vulnerable.
Cull the weak (Passive) Huinn deals 20% extra damage to slowed, silenced, rooted and stunned characters.
Mounting Dread (Q) Toggle: every second, Huinn loses mana if there are enemy heroes within vision; those enemies lose a cumulative 10% of their movement speed, attack speed and ability power for (3 to 6) seconds. Cooldown: 6 seconds
Mindrot Shriek (W) Huinn stuns every enemy in a medium range for (0.5 to 1) seconds and significantly decreases their physical and magical resistance for (4 to 6) seconds. Cooldown: 25 seconds
Terrifying Apparition (E) Huin dashes to an enemy and forces them to flee with halved movement speed for (1 to 2) seconds. Cooldown: 30 seconds
Killing Strike (R) Huinn blinks to an enemy within range and deals massive damage. If this skill kill a hero, its cooldown is reset. Cooldown: 90
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Cecil Gershwin Palmer (Welcome to Night Vale) wrote:
Joined: Jun 21, 2014 Posts: 8338 Location: Singapore
Nodeshi Saigo
Nodeshi Saigo A melee tank and initiator. Saigo is an archetypal frontline who can soak damage and punish enemy positioning with his powerful zone of control.
Sweeping Advance (Q) Saigo advances forward and swings his katana in a large arc, dealing high damage and slowing attack speed and move speed by 40% for 2 seconds. Cooldown: 12 seconds.
Ethereal Armor (W) Gain a shield that lasts for 4 seconds. While the shield is up, Saigo recovers from crowd control effects twice as fast. Cooldown: 7 seconds.
Crushing Blow (E) Saigo's next attack deals significant bonus damage and stuns the target for 1 second. Cooldown: 7 seconds.
Felidar Umbra (R) Saigo projects a giant spirit beast. For the next 8 seconds, Saigo gains a massive shield and bonus attack damage, recovers from crowd control effects twice as fast, and steals life with his attacks. Cooldown: 120 seconds.
Alessa Rehn
Alessa Rehn A melee DPS initiator. Alessa is a versatile damage dealer who can scout with her future sight and pick her battles.
Chaos Warp (Q) Fires a skillshot. The first enemy hero hit takes damage and is polymorphed for 2 seconds into a harmless form that can't attack or use abilities. Cooldown: 15 seconds
Alternate Timeline (W) Sends a ghostly alternate version of Alessa to walk to target point, granting vision for 4 seconds. While active, pressing W will swap the position of Alessa and her doppelganger. Cooldown: 14 seconds
Anticipate (E) Dodges the next attack or non-ultimate ability that would hit Alessa in the next 7 seconds. Cooldown: 7 seconds
Temporal Mastery (R) Alessa teleports to a nearby target area. For the next 6 seconds, her attack speed, move speed, health regeneration, mana regeneration, cooldowns, and buff/debuff duration pass 200% faster. Cooldown: 120 seconds (effectively 108 seconds)
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