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Karasu, the Deimos Bomber
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Total Votes: 3
Should I put this on the hero ideas?
No ending time set.
Yes, it rocks! I want to see it get approved. 66% [ 2 ]
No, it sucks! It needs a lot of work! 33% [ 1 ]
Karasu, the Deimos Bomber
Posted: Wed Nov 05, 2008 11:33 amNote: I can't think of any perfect title and story for this guy and I'm having a dilemma on whether I want him to be on the Scourge or in the Sentinel. Basically, he's a Night Elf who creates and uses "living bombs" through the fusion of demonic energy and the power of nature. I kind of got this idea both from Karasu of Yuyu Hakusho and Deidara of Naruto. HELP ME GUYS HERE! SEND me comments if you have a nice story for him.
Stats
Primary Attribute: Int
Range: 100, Movespeed: 315
HP: 397
HP regen: 0.64/second
Mana: 260
Mana regen: 0.81/second
Str: 13+1/Agi: 17+2/Int: 20+2.6
Attack Speed: 1.38/Base Attack Dmg: 45-54
Armor: 2
Skills
1. Living Art (G)
-Through the use of demonic energy and the power of nature, Karasu creates living bombs.
Lvl. 1- Creates a Swarmer that automatically explodes when killed, after 10 secs. or when skill, Bang is used. Max 4.
Lvl. 2- Creates a Kunyomi that automatically explodes when killed, after 10 secs. or when skill, Bang is used. Max 3.
Lvl. 3- Creates a Bouncer that automatically explodes when killed, after 10 secs. or when skill, Bang is used. Max 2.
Lvl. 4- Creates a Chameleon that automatically explodes when killed, after 10 secs. or when skill, Bang is used. Max 1.
Note: Only one unit type at a time.
Framework:
When you first level up, Living Art, the Swarmer Icon and the Bang Icon would appear on the three vacant slots in the command buttons (similar to Shadow Raze). When you level up, Living Art, two unit types would now be available, Swarmer and Kunyomi. If you want to summon Swarmers, just leave it as it is but if you want to summon Kunyomis then you must click Living Art again. The icon next to Bang would change to Kunyomi. Same as for other levels of Living Art.
Note: Only one unit type at a time. If you click on Living Art while there are summoned units in the map, it would trigger the individual Bang on the units and they would explode. This won't make the Parasigma's explode as they must be triggered by the global Bang. Units last 10 secs.
Bang (B)
- Make all the living arts in the map explode.
1. Swarmer (65 Mana to summon)
HP: 50, Movespeed: 400, Armor: 0,
Skill:
Torpedo (E)- When this is targeted at a unit, all the other swarmers along with this swarmer would rush towards the target and follow it everywhere until they hit it or hit another unit/units along the way. If a swarmer manages to hit the target or another unit, it will explode.
Bang (B) : Sacrifice itself and deal AOE damage. 50 dmg. 100 AOE.
Note: Trees and buildings count as unit in Torpedo.
2. Kunyomi (85 Mana to summon)
HP: 120, Movespeed: 310, Armor: 0, Base Attack Dmg. 25-30, ASPD: 1.45
Skill:
Banzai- Increases attack dmg. of self and nearby allies by 25%. 250 AOE. Passive.
Bang (B) : Sacrifice itself and deal AOE damage. 80 dmg. 250 AOE.
Note: The Banzai's of other Kunyomi don't stack with each other.
3. Bouncer (105 mana to summon)
HP: 250, Movespeed: 300, Armor: 2, Base Attack Dmg. 25-30, ASPD: 1.60
Skill:
Grapple (G)- Grab unto a unit and stun them for 2 secs. Cooldown: 10
Bang (B): Sacrifice itself and deal AOE damage. 250 dmg. 300 AOE.
4. Chameleon (125 mana to summon)
HP: 125, Movespeed: 340, Armor: 1, Base Attack Dmg. 35-40, ASPD: 1.35
Skill:
Poison Claw- Poison a unit and slow him down with each attack. Passive. (-10 MS, 1 dmg./sec. last 2 secs.)
Shadow Meld- Stay invisible as long as it doesn't move or attack. 1.5 secs. fade time. Passive.
Bang (B): Sacrifice itself and deal AOE damage. 250 dmg. 300 AOE.
Manacosts: 65/85/105/125
Cooldown: 5
2. Karasu Art (W)
-Karasu uses his own energy to leave a projection then he becomes invisible. The projection can attack but won't be able to do any damage and will explode after a certain duration, when killed, or when Bang is triggered. The projection and invisibility lasts for 8 secs. 300 AOE.
Lvl. 1 - 110 mana. Explosion deals 50 dmg.
Lvl. 2 - 100 mana. Explosion deals 70 dmg.
Lvl. 3 - 90 mana. Explosion deals 90 dmg.
Lvl. 4 - 80 mana. Explosion deals 120 dmg.
Note: Like all invisibility skills, invisibility status would break if Karasu attacks or uses a skill. Karasu's projection has the same HP, mana, and stats that he has but the dmg. receive is times 400%.
Manacosts: 110/100/90/80
Cooldown: 30/25/20/15
3. Living Art Mastery
-Increase the effectiveness of the Living Arts.
Lvl. 1-Plus 50 AOE, Living arts now last for 12 secs
Lvl. 2- Plus 50 AOE, Living arts now last for 15 secs. Kunyomi gets +30 HP,Base Damage becomes 35-40.
Lvl. 3- Plus 50 AOE, Living arts now last for 17 secs. Bouncer gets +3 Armor, Base Damage becomes 35-40.
Lvl. 4- Plus 50 AOE, Living arts now last for 20 secs. Chameleon's Shadow Meld cd. becomes .5, raises aspd. by 25%.
Note: The plus 50 AOE are for the living art units. Say Karasu has Lvl. 1 Living Art which summons Swarmers, then he has this skill Living Art Mastery, then the 100 AOE explosion of Swarmer would now become 150.
4. Parasigma (R)
-Karasu uses his most prize living art, a living bomb called, the Parasigma that attaches itself inside a unit. While Parasigma is inside a unit, it reveals that unit's position in the map, invisible units included.
Lvl. 1- Deals 4 dmg. per sec, reduces host armor by 1, and when skill, Bang is used, it explodes and deal dmg. equivalent to how many the host unit has received x 1/8. 350 AOE. Lasts up to 30 secs.
Lvl. 2- Deals 9 dmg. per sec., reduces host armor by 3, and when skill, Bang is used, it explodes and deal dmg. equivalent to how many the host unit has received x 1/4. 350 AOE. Lasts up to 30 secs.
Lvl. 3- Deals 14 dmg. per sec., reduces host armor by 5, and when skill, Bang is used, it explodes and deal dmg. equivalent to how many the host unit has received x 1/2. 350 AOE. Lasts up to 30 secs.
Manacosts: 250
Cooldown: 35
Framework: While Parasigma is attached into a unit any damage that it receives would stack up including the dmg. per sec. Example, say Karasu attaches a lvl. 3 Parasigma into a hero and dealt about 350 total damage. The hero then decides to escape. His travel time back to his base cost him about 5 secs. Before he reaches the tower, Karasu decides to use Bang. Then the total dmg. of Parasigma (this is only an example, the hero has no regen) then is, (14 x 5=) 70 + 350/2= 245. If the host unit dies through the triggering of Bang, the 245 damage would be AOE. On a side note, while Parasigma is attached, it doesn't reveal any other effects or animation except for the minus armor. It would still show on the status of the afflicted character though.
Note: Can be healed by Purge or similar skills. Parasigma would last until it is healed, until Bang is triggered, when the host dies or after 30 secs. has expired it would automatically explode. Individual Bang on summoned units doesn't trigger Parasigma's explosion. Only Karasus' own Bang would trigger it. PARASIGMA DOESN'T STACK WITH EACH OTHER.
Changelog:
-Edited Living Art units
-Edited Living Art Mastery
-Edited Parasigma
-Changed Karasu into an Int. type hero
Last edited by Reborn7 on Sun Nov 09, 2008 9:02 pm; edited 11 times in total
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Ok about Living Art: How long do the creatures last? I understand indefinitely? If so, given that only 1 type of art can be there- Can i summon an indefinite number of chameleons? They are all the same type..
3rd skill: Are the AOE and DPS stackable?
Ulti: typo in line 2 of the framework "lvl. 4 Parasigma".. Apart from that there are some issues: If the hero is inside the target then how can he deal damage? Seeing the framework, I understand how he gets the 14 x 5 = 70 damage but not the 350 damage
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Chapter chain II
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Here are the answers to your questions:
1. It's already listed above the duration of Living Arts. But I made another note just in case people forget. It's such a long list of skills so I know how people feel, LOLZ!
<q>Lvl. 1- Creates a Swarmer that automatically explodes when killed, after 10 secs. or when skill, Bang is used. Max 4. </q>
So Living Art lasts up to 10 secs. without Living Art Master.
2. Are the AOE and DPS stackable?
-I think you didn't quite get the 3rd skill. Living Art Mastery power ups the Living Art and the Parasigma. It increases the AOE of Blast for the Living Art summons and it increases the dps damage of Parasigma so yes, it's stackable.
3. The hero is not inside the unit. Basically, Parasigma is like a parasite that Karasu attaches inside a unit (He must be close to the unit and within 100 range). 14 X 5 from my example is from the DPS damage from Parasigma and the 350 damage is from the damage from Karasu. Basically, if the unit afflicted with Parasigma gets damaged, it stacks then when 60 secs. have expired or if Karasu decides to use Bang, all the damage that the afflicted unit has received would be dealt to him.
(EXAMPLE)
Enemy A gets afflicted with Parasigma. Ally B stuns Enemy A and attacks him. Karasu joins in. Enemy A receives 550 total damage from both Karasu and Ally B plus 20 dmg. from Parasigma's dps. Enemy A decides to teleport to base. While teleporting, Karasu uses Bang to make Parasigma explode. The total damage of Parasigma now is, 570.
End of explanation.
THANKS FOR THE COMMENT AND HAVE A NICE DAY!
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Ok I got no more issues.. See if u get others to comment
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Chapter chain II
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25% is a lot.
Otherwise, I like the idea. However, I think this guy's early game is a bit too much. From level 1, every few seconds you'll be doing a 50 damage nuke, and during pushes, this guy is pretty insane. Also, it's kind of strange how each skill level up doesn't upgrade the previous summons. I would make leveling the first skill slightly improve past creations, and make Living Art increase the damage a bit, and reduce the initial damages. Oh, and increase mana cost and cooldown. Parasigma is insane for ganks; basically you just have to hit a hero to half to kill it. Also, use this on Bradwarden and his MHP has basically been cut by 1500 :P
I think for Parasigma, make the final damage a hard minimum + a fraction of damage received . Like level 1 does 150 damage + 1/4th damage recieved, level 2 does 200 + 1/2 damage received. Oh, and duration is far too long. I think the duration should be at most 30 seconds for level 4... think about it. Tracking for a minute is pretty insane, and even if they go to the fountain all that damage is still getting recorded by Parasigma. 17+60=1020, that's basically over a minute a player needs to spend at the fountain in order to survive just one nuke. I think durations should be 10/15/20... with the short cooldown it's already powerful enough. Also, refresher orb + this skill... nuke them twice with Parasigma, explode a chameleon, attack a bit, +34 damage a second, that's already an easy 250+attack and drain, let's assume 250 damage before they start to run, +500 from first parasigma death, +1000 from second parasigma. 2000 damage for about 500 MP. And in a team fight... man xD
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To the guy above me,
First off, thank you for the comment. I made the appropriate changes which I seem fit based from your suggestion. Just one thing though, Parasigma doesn't stack with each other so you can't use refresher then target the same hero with Parasigma. Also, if a hero with Parasigma dies, the Parasigma dies as well so you have to target him again.
HAVE A NICE DAY!
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nice summoner...I especially like the ulti as an mixture of track and maledict
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Thanks to King u5 for finally having a nice signature

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By the way, I'm thinking of changing Karasu to an Int. type hero instead. What do you guys think?
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By the way, I'm thinking of changing Karasu to an Int. type hero instead. What do you guys think?
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I guess that would make more sense. I thought he was Int from the start. He's like the polar opposite of Techies :P
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I can visualize putting the Parasigma in right away. then sending all your living arts to explode on him. while attacking. then chasing maybe, then BANG. ehehhehehehe nice hero.
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