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Feermon- The Skull Hunter

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Abomasnow21


Killing Spree Posts: 79 Joined: 23 Mar 2008 gold

Feermon- The Skull Hunter

Posted: Mon Jul 14, 2008 10:40 pm

Feermon- The Skull Hunter

Range: 300 | Move Speed: 300
Primary: AGI
Str:17+2 Agi: 22+2.6 Int 15+1.4
Damage: 32-45 | HP: 473 | Mana: 195
HP Regen: 0.8 | Mana Regen: 0.6
Attack Speed: 1.6 | Armor: 2

MODEL: A dark grey/black Troll Headhunter with grey hair and white markings.

Feermon is amongst the vilest members of the Troll race. Once a mere headhunter, he dabbled in the Voodoo arts and the darkest of forest magics. His ability to store souls within the skulls of fallen victims has earned him the title of Skull Hunter. Using these skulls, he can increase the potency of his mind and body, increasing his vision and his ability to connect with his cursed spear. But also, he can intensify the wickedness of his own blood, which burns foes to the core of their souls. Feermon even possesses the ability to control the very souls he keeps, using them to leech the life of others so that he may feed upon it.


SKILLS


Vile Spear
Feermon curses his spear to haunt the souls of his victims, drawing from their misery and pain to deal damage and cut regeneration. Greater effect per % of hp missing. First bonus begins at full hp. Lasts 3 seconds.

Level 1- Deals 5 damage per second for every 10% of hp missing. Stops hp regeneration.
Level 2- Deals 7 damage per second for every 9% of hp missing. Stops hp regeneration.
Level 3- Deals 9 damage per second for every 8% of hp missing. Stops hp regeneration.
Level 4- Deals 11 damage per second for every 7% of hp missing. Stops hp regeneration.

Mana Cost: 50/40/30/20
Cooldown: 5/3/1/0
Framework: His spear will be accompanied by a tiny ghost animation (like the ones on a graveyard). The effect of this spear does not stack.

Skull Count (Passive)
Feermon collects the souls of his foes by collecting their skulls. The skulls increase Feermon’s range of vision and attack range. Skulls from hero kills are permanent. Skulls from creeps fade upon death.

Level 1-+10 vision and 10 attack range per skull. 6 max skull count. 1/hero and .5/creep.

Level 2-+10 vision and 15 attack range per skull. 12 max skull count. 1/hero and .5/creep.

Level 3-+10 vision and 20 attack range per skull. 12 max skull count. 1/hero and 1/creep.

Level 4-+10 vision and 25 attack range per skull. 18 max skull count. 1/hero and 1/creep.

Mana Cost: N/A
Cooldown: N/A
Framework: Skull tally kept with his abilities, just like Nevermore.

Wicked Troll’s Blood
Feermon spills his own blood, creating a pool of cursed blood around him. The blood curses units that come into contact with it, burning them and lowering the attack damage.

Level 1- Feermon spills blood. Deals 20 damage every three seconds and lowers attack damage by 10%. +1 damage per skull count and +1% damage lowered. 500 AOE+10 per blood count. Pool lasts 15 seconds+1 second per Skull Count.

Level 2- Feermon spills blood. Deals 30 damage every three seconds and lowers attack damage by 15%. +2 damage per skull count and +1% damage lowered. 500 AOE+20 per blood count. Pool lasts 15 seconds+1 second per Skull Count.

Level 3- Feermon spills blood. Deals 40 damage every three seconds and lowers attack damage by 15%. +3 damage per skull count and +2% damage lowered. 600 AOE+20 per blood count. Pool lasts 15 seconds+1 second per Skull Count.

Level 4- Feermon spills blood. Deals 50 damage every three seconds and lowers attack damage by 20%. +4 damage per skull count and +2% damage lowered. 600 AOE+30 per blood count. Pool lasts 15 seconds+1 second per Skull Count.

Health Cost: 100/120/140/160
Cooldown: 35
Framework: Creates a shallow red pool the size of the given AOE. Units are only hurt WHILE ON the pool of blood. Damage effects fade as soon as a foe flees the blood pool.


Cursed Skulls (Passive)
Feermon summons wicked skulls to protect him and deal damage in an AOE. The skulls randomly attack a unit every 2 seconds in an AOE of 500. Skulls deal 45 pure damage and heal Feermon after 4 attacks. Adds 1 skull for every 6 Skull Counts.

Level 1- Summons 2 Cursed Skulls.

Level 2-Summons 3 Cursed Skulls.

Level 3-Summons 4 Cursed Skulls.

Mana Cost: N/A
Cooldown: N/A
Framework: For every Cursed skull, one tiny ghost (like the ones from a graveyard) circle around Feermon. The ghosts fly out and attack a random unit within a 500 AOE. The missiles attack once every 3 seconds. This is basically a permanent version of Locust.



Did this one today. Lemme know whats up.

Last edited by Abomasnow21 on Thu Jul 17, 2008 8:37 pm; edited 2 times in total


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bloodcraft


Mega Kill Posts: 831 Joined: 19 Jun 2007 gold

Posted: Tue Jul 15, 2008 5:43 am

1st spell is very weak. suppose enemy lost 70% hp, this will deal only 40 dmg for 3 secs, but may be good against a HoT user.
2nd spell is imba, he will have more than 400 range and sight with 18 skulls.
3rd spell is fine, too much skull reliable for damage but thats ok.
ulti is underpowered, ONLY 25 DAMAGE to a RANDOM enemy in 500 range, and heals ONLY BY 100 every FOUR attacks. Adds ONE SKULL every SIX SKULL COUNTS
nerf the capital words.
25 pure dmg is less, and to a random opponent so not neccesary a hero, it will be wasted on a creep, heal is after 4 attacks and a mere 100 heal. six skull counts are not that easy to earn, u need 2 kill 12 creeps.
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bloodcraft


Mega Kill Posts: 831 Joined: 19 Jun 2007 gold

Posted: Tue Jul 15, 2008 5:45 am

otherwise. the hero is very innovative and i liked it(coz one of my fave hero is huskar)
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Abomasnow21


Killing Spree Posts: 79 Joined: 23 Mar 2008 gold

Posted: Tue Jul 15, 2008 6:04 am

Thanks. I increased the damage for the 1st and 3rd skills. I also strengthened the 4th skill and weakened the effects of the second skill.

I dunno if it works yet tho. let me know. the 2nd might still be too strong, but i'll work on it some more.

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bloodcraft


Mega Kill Posts: 831 Joined: 19 Jun 2007 gold

Posted: Tue Jul 15, 2008 6:59 am

2nd skill is still overpowered.
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Abomasnow21


Killing Spree Posts: 79 Joined: 23 Mar 2008 gold

Posted: Thu Jul 17, 2008 8:38 pm

I nerfed the second move. Now the max + sight is 180 and the max bonus distance is 450 (which adds up to 750 attack distance, pretty much equal to snipers.)

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TalkToFrank


Mega Kill Posts: 674 Joined: 18 Dec 2007 gold

Posted: Sat Jul 19, 2008 9:40 am

yeah..souds fair...you gain additional strength by killing...not imba
well done 10/10

put it into the hero builder!!
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