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Kull Sharpscythe-Scythe Master

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Faust the Dark Knight


Mega Kill Posts: 529 Joined: 09 Aug 2007 gold

Kull Sharpscythe-Scythe Master

Posted: Sat Sep 22, 2007 10:40 am


A man who has a lust for killing, Kull is a master of weaving his mighty scythe, Bloodtaker, as he calls it. His presence is all scary to his foes, as he is deadly, cunning and has no remorse. Some say he is a soul possessing a human body. Some say he is an immortal being. Whatever he is, Kull can ensure, that all his enemies, are dead.

Primary Attribute:Agi|Range:400|Movespeed:300
Str:21+2.6|Agi:25+3.1+Int:18+1.5
HP:582|HP regen:.70|MP:278|MP regen:.80
Damage:59-61|Attackspeed:1.28|Armor:3
Affiliation:Scourge


Abilities:


Dragger(D)
Kull launches his scythe at a range of 400 to a target enemy unit. The unit will be caught in the scythe. Kull cannot attack and will have a decrease in movespeed while an enemy is caught in his scythe. Everytime Kull moves, the unit will take damage as long as Kull is moving. If Kull is attacked while dragging a foe, the foe will be released. Kull must receive a number of attacks before releasing the foe. The foe, melee or ranged, can still attack while being dragged. The unit in the scythe can still be attacked.
LVL 1:Deals 20 damage everytime Kull moves, 15% movespeed decrease, must take 1 attacks before releasing
LVL 2:Deals 30 damage everytime Kull moves, 18% movespeed decrease, must take 2 attacks before releasing
LVL 3:Deals 40 damage everytime Kull moves, 21% movespeed decrease, must take 3 attacks before releasing
LVL 4:Deals 50 damage everytime Kull moves, 27% movespeed decrease, must take 4 attacks before releasing
Cooldown:20 seconds
Manacost:150 mana on all levels
Framework:Like Meat Hook's art, but with a curve on the tip
Notes:A great skill, usually for dragging them near to towers. I didn't put any duration since a number of attacks must be taken by Kull before release.




Weapon Break(B)
Using his scythe, Kull targets the weapon of a target enemy, reducing the damage of that unit. Lasts 10 seconds.
LVL 1:Reduces 15 damage
LVL 2:Reduces 30 damage
LVL 3:Reduces 45 damage
LVL 4:Reduces 60 damage
Cooldown:12 seconds
Manacost:90/100/110/120
Framework:Kull performs his normal attack animation when this is casted, then status icon appears on status bar.
Notes:A great skill for those with high damages.




Threat(T)
Kull threats a target enemy unit. The unit cannot cast any spell to Kull. Kull on the other hand, will deal more damage to the afflicted unit. Lasts 6 seconds.
LVL 1:Kull deals 15% more damage to the unit
LVL 2:Kull deals 25% more damage to the unit
LVL 3:Kull deals 35% more damage to the unit
LVL 4:Kull deals 45% more damage to the unit
Cooldown:30 seconds
Manacost:115/125/135/145
Framework:A large red eye on top of the unit's head will appear. Status icon appears on status bar.
Notes:When combined with your first skill, Kull can have an easy kill. Afflict the hero with Threat, then use Dragger. But be sure you are alone. Then just walk back and forth. Large damage.




Scythe Chain Grip(G)
Kull launches his scythe to a target enemy unit. Nearby enemy units will be chained as well. Units chained will be unable to move, attack, cast any spell, and they will take damage per second. Lasts 4 seconds.
LVL 1:Deals 50 damage per second, can chain up to 3 units
LVl 2:Deals 75 damage per second, can chain up to 4 units
LVL 3:Deals 100 damage per second, can chain up to 5 units
Cooldown:195 seconds
Manacost:220/350/470
Framework:A chain with a scythe at the end will be launched by the hero. Units chained will have the status icon appearing on their status bar.
Notes:This is a CHANNELING spell.
_________________


"He waits, silently, for his prey..."


Last edited by Faust the Dark Knight on Mon Sep 24, 2007 9:18 am; edited 2 times in total


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Eustace2


Warnings : 2 1337 PvPer :O
Godlike Posts: 2418 Joined: 14 Feb 2007 gold

Posted: Sat Sep 22, 2007 10:57 am

Nice hero idea!It's not imba,just great!!

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mangoman


Warnings : 1 Mega Kill Posts: 675 Joined: 12 Aug 2007 gold

Posted: Sat Sep 22, 2007 11:14 am

omg very nice Very Happy, sum nerfs r needed though.
1)dragger should be nerfed, 6 hits is too high, especially coupled with 1 lvl of threat, which gives u 15+ secs to drag the enemy, more than enough to drag to and behind ur tower. i wud make the number of hits reduced to about 3 max. make dragger silence.
2)weapon break seem fine.
3)threat should be reduced to 10 secs, and start at a lower duration, also remove the silence.
4) ult seems alright, on par with enigmas/rooftrellens ulti's.
Overall i hav to admit this guy is pretty strong, and maybe will need more nerfs, if u notice trying to sneak up and kill him is not an option, with weapon break making you pathectic at normal attack, and threat then silencing u and forbidding u to attack him. Threat definatly needs some adjustments, makes u unkillable one on one.
_________________


Harass,deny,farm,kill,destroy,spend,support,own.
Dota, it's simple.


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newbie


Warnings : 1 Mega Kill Posts: 732 Joined: 04 Mar 2007 gold

Posted: Sat Sep 22, 2007 2:03 pm

not imbalanced hero i like it and first skill works well with lothar's edge too
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mangoman


Warnings : 1 Mega Kill Posts: 675 Joined: 12 Aug 2007 gold

Posted: Sat Sep 22, 2007 2:15 pm

i don't see how it isn't imba atm? lvl 1 of both threat plus dragger = 15+sec disable as well as 300 dmg. this is assuming the target can hit scythey boy 3 times in 0 secs afta threat wears off. jst needs some adjustments to make it possible to escape.
_________________


Harass,deny,farm,kill,destroy,spend,support,own.
Dota, it's simple.


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Faust the Dark Knight


Mega Kill Posts: 529 Joined: 09 Aug 2007 gold

Posted: Sun Sep 23, 2007 1:46 am

@mangoman
The unit afflicted by Threat cannot cast any spell to Kull. But the unit can still cast spells to others. And others who are not afflicted by Threat can cast any spell to Kull. Basically is not really silence.
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"He waits, silently, for his prey..."


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mangoman


Warnings : 1 Mega Kill Posts: 675 Joined: 12 Aug 2007 gold

Posted: Sun Sep 23, 2007 12:59 pm

still, it is an instant anti gank spell, makes one target completly unable to do anything to u, if ur solo against sum1, and they r about to kill u, jst cast that and they cannot do anything, no basic atts no spells. u cud be on like 10 hp, and then if they chase u can turn around and kill them caus of ur 45% dmg bonus, that imo is imba, c wat i mean? i wud remove either silence or the inability to att, and jst put the disable into dragger, thus they cannot do anything, only if they r being dragged.
_________________


Harass,deny,farm,kill,destroy,spend,support,own.
Dota, it's simple.


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Faust the Dark Knight


Mega Kill Posts: 529 Joined: 09 Aug 2007 gold

Posted: Mon Sep 24, 2007 9:16 am

@mangoman
I see your point in there... Maybe I'll just remove the silence from Threat. Instead, they cannot cast spells to Kull but the unit can still attack Kull.
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"He waits, silently, for his prey..."


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mangoman


Warnings : 1 Mega Kill Posts: 675 Joined: 12 Aug 2007 gold

Posted: Tue Sep 25, 2007 5:37 am

cool. gj. 5/5 imo, luv the idea Laughing
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Harass,deny,farm,kill,destroy,spend,support,own.
Dota, it's simple.


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shadowmastermk47


Ya spit yer words 2me, I smash mah fist 2you!
Mega Kill Posts: 857 Joined: 15 May 2006 gold

Posted: Mon Oct 01, 2007 11:31 am

Hmm... *thinks*

About the statistics...
Mid-range, average movement speed. Above average stat gain (6.2 is the average).

About the skills...
So the 1st skills is like pulling a set of horses, right? 2nd skill looks fine, while 3rd skill became improved. The ultimate... obviously a modified chain lightning + stun + overgrowth... nifty XD.

From my perspective:
It's a - Disabler Agility Hero
It's secondary purpose is to - DPS attacks
It needs improvements on:
-one of the stats is A BIT high, lower it a teeny-weenie amount.

Question:
Q: Does the 1st skill pulls the target on where the user hero is heading?
Q: Does the ultimate "chains" 6 units/heroes?

For me, I think the hero has - a potential to be a hero in dota, but needs little improvement. You should consider going to their forums and suggesting your hero. Nice hero ya got there!!
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Faust the Dark Knight


Mega Kill Posts: 529 Joined: 09 Aug 2007 gold

Posted: Tue Oct 02, 2007 10:10 am

@shadowmastermk47
1st question:Yes, Kull will pull the hero.
2nd question:Nope, only 3/4/5 units.
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"He waits, silently, for his prey..."


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