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Gwarl, Gnoll Longbowman
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Gwarl, Gnoll Longbowman
Posted: Tue Feb 13, 2007 11:08 pmI took the layout from the General Hudmir post, sorry about that
Grawl - Gnoll Longbowman
Range: 600 | Move Speed: 300
Primary: AGI
Str: 17 + 1.8 | Agi: 22 + 3.0 | Int: 15 + 1.2
Damage: 40 - 51 | HP: 473 | Mana: 195
HP Regen: 0.76 | Mana Regen: 0.59
Attack Speed: 1.39 | Armor: 2.1
Outcast, thrown away by his tribe, Grawl tries to make up for his living fighting alongside with Sentinel. He is famous for his tracking abilities and ability to hunt even the most clever beasts in Lordaeron. Recently, Grawl found out that he enjoys killing humanoids over forest beasts.
Trap (T)
Gwarl hides for a set amount of time, awaiting his prey. When a unit comes into Gwarl's range, she is struck for some time and takes ambush damage equal to hero attack damage and additional ambush damage.
Level 1 - Deals 90 additional ambush damage, stuns for 1.5 second
Level 2 - Deals 150 additional ambush damage, stuns for 2 seconds
Level 3 - Deals 210 additional ambush damage, stuns for 2.5 seconds
Level 4 - Deals 270 additional ambush damage, stuns for 3 seconds
AoE - 200 Cast time - 4/3/2/1 second
Duration: 10/15/20/25 seconds
Mana Cost: 80/120/140/150
Cooldown: 50/40/30/20 seconds
Spike Trap (P)
Gwarl leaves spike traps on his path, hoping for enemy units to get caught by them and have their movement speed decreased.
Level 1 - 6% slow
Level 2 - 12% slow
Level 3 - 18% slow
Level 4 - 24% slow
AoE of spikes : 150
Spikes life-time : 1.5/2/2.5/3
Slow duration : 2 seconds on all levels, doesn't stack with other spikes
Mana Cost: 100/100/100/100
Cooldown: 20 seconds
Flurry (F)
Gwarl releases several arrows on enemies around him.
Level 1 - 2 enemies hit
Level 2 - 3 enemies hit
Level 3 - 4 enemies hit
Level 4 - 5 enemies hit
Mana cost: 40
AoE: 600
Cooldown: 2 seconds
Disarming Blow
Gwarl delivers his arrow into arm of enemy, disarming him, making him unable to attack for some time.
Level 1 - 4 seconds
Level 2 - 6 seconds
Level 3 - 8 seconds
Mana Cost: 120/130/140/150
Cooldown: 100 seconds
General strategy:
he is considered a support hero, with very good escape mechanism. His trap is a very powerful stun, allowing him for mid-game kills. Late-game, his ulti is very useful for the team, taking one carry hero out of combat for a brief time.
I'll probably put some icons tomorrow, but tell me what do you think about him.
Last edited by Jacek on Wed Feb 14, 2007 12:17 pm; edited 2 times in total
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the mana cost and cooldown should go down when levels up for spiked trap. and is trap skill like windwalk? im a little confused good ideas though
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Hmm..
Can the traps/spikes be detected with true sight?
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Spike trap is visible all the time... he creates it wherever he walks and they stay there for 2-3 seconds, aw I forgot to write the time, updated.
Trap is similar to windwalk, but it breaks when enemy unit passes by, dealing damage and stunning, yes it can be detected by True Sight.
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So you activate the skill then make traps. Traps remain for the duration.
Okay.
What is the duration of the skill itself? [Not the traps]
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does disarming bow cancel spells?
decrease cooldown of TRAP!
@yuki
shouldnt we reduce the cooldown of TRAP!?
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*looks*
Yes.
Reduce the cooldown [25 secs at level 4] and increase manacost to 175[level 4]. Check Dragn Tail..
Hm..
Trap is kinda underpowered.
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stat gain total is too low also
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'Tis fine.. I guess this is a "special case" hero
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T-T , hes gonna be the softest hero ever T_T make strenght growth per lvl 2.0
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Well...
There's N'aix [1.4], Meepo, etc etc..
Leave the stats..
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how bout making trap stronger? increase aoe
but i suggest to increase strength growth per lvl, meepo and naix got special skills to defend their softness, naix has feast and meepo got poof and net to disable movement,
this hero got no escape mekansm T-T increase strength growth per lvl
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Spike Trap + Flurry = Slow + Damage
Not to mention disable attack.
Oh yeah.
Flurry Arrow damage?
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not enough.. still raise strength growth to 2.0,
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The Naga Siren: Song of Freedom
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Add to that fact that this is a RANGED hero. Also, 3.0 AGI per level means he gains roughly 0.5 armor per level.
Go figure.
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