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[Submission] Hero Idea: Genjuro, Lost Blademaster
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Total Votes: 2
Is this an acceptable Hero idea?
No ending time set.
Not really. 50% [ 1 ]
Yes. 50% [ 1 ]
[Submission] Hero Idea: Genjuro, Lost Blademaster
Posted on Sun Jul 19, 2009 8:29 amGenjuro, Lost Blademaster
Range: 125 | Move Speed: 305
Primary: Strength
Str: 18 + 1.5 | Agi: 22 + 2.6 | Int: 17 + 1.3
Damage: 39-50 | HP: 494 | MP: 221
Armor: 3
The slain orcish lover of Slithice, their sorrow at their parting was strong enough to pierce the veil between worlds. Genjuro has returned from beyond, and taken up his blade once more. Now, though he must return to death after the battle, he and Slithice share arms together and rejoice in each other's presence one last time.
Role: Pursuit/Support
Faction: Sentinel
Restricted Items: Boots of Teleportation, Kelen's Dagger
Dash of the Blade (Active) 35 second cooldown.
Genjuro dashes forward, striking everything in his path. This deals damage equal to his melee attack to all foes along a straight line path, plus bonus damage based on his Agil.
Level 1: +1.0xAgil, 350 distance. 150 Mana.
Level 2: +1.2xAgil, 450 distance. 225 Mana.
Level 3: +1.4xAgil, 550 distance. 300 Mana.
Level 4: +1.6xAgil, 650 distance. 375 Mana.
Note: This attack begins 350/450/550/650 distance from the clicked destination point, unless the point is closer than the stated distance, in which case it immediately begins the spell and travels the full stated distance. All enemy units in the travelled path receive the stated damage. The movement is instantaneous. This attack does not clear out trees and cannot pass trees or cliff terrain. Should these obstacles be present, the attack finishes at the interfering boundary.
Crippling Strikes (Active, Orb) 5 second cooldown, 2 second duration.
Channeling his inner power into his blade, Genjuro hampers his foes' ability to move. Orb effect, autocastable. Cannot target buildings.
Level 1: +6 damage, 25% movement speed reduction, 55 mana.
Level 2: +12 damage, 35% movement speed reduction, 50 mana.
Level 3: +18 damage, 45% movement speed reduction, 45 mana.
Level 4: +24 damage, 55% movement speed reduction, 40 mana.
Notes: As an orb effect, requires a melee attack to affect the target. 5 second cooldown meant for balance issues. Ideally, one to two attacks will hit an opponent during the course of a pursuit. Should an opponent escape attack range, Dash of the Blade can return the opponent to melee range, by which time the cooldown on Crippling strikes should be up.
Avenger (Passive)
Driven by a need for justice, Genjuro's strength increases with each nearby ally that falls in battle. Bonus strength resets to zero if Genjuro dies. When activating, grants +1 Str per creep or +3 per hero.
Level 1: Range 300, 25% chance, max +10 Str.
Level 2: Range 400, 35% chance, max +20 Str.
Level 3: Range 500, 45% chance, max +30 Str.
Level 4: Range 600, 55% chance, max +40 Str.
Notes: Still uncertain about this ability. This bonus strength is meant to make up for Genjuro's relatively poor stat progression compared to other heros, while maintaining the flavor of a warrior returned from beyond the grave harboring sympathy for his fallen comrades. The relatively short range of effect is intended to prevent a character from jungling in relative safety to stack up on strength.
A Friend in Need (Toggle)
Genjuro knows that an overwhelmed warrior is a dead one- knows from bitter experience. When active, any time an ally or enemy hero is stunned, silenced, or sleeped, Genjuro has a chance to teleport to that hero's side. Has a 2 second cooldown in case of multiple heroes being incapacitated at once.
Level 1: 20% chance. 150 Mana to activate or deactivate.
Level 2: 35% chance. 250 Mana to activate or deactivate.
Level 3: 50% chance. 350 Mana to activate or deactivate.
Notes: Cannot teleport to himself. The ability is something of a double edged sword, in that it cannot be deactivated for free. A canny opponent can make use of this advantage by attempting to incite the activation and get two kills for one. Even so, the ability to arrive at the side of an incapacitated ally can throw a well planned gank into disarray, and reverse an otherwise misfortunate occurance. One possibility I'd considered was that if Slithice was incapacitated, the chance would be automatic. This poses a problem in -AP games where the two might be on opposing sides. In the end I decided to put this idea on hold, and see what reviewers thought of it.
Numbers games
Dash of the Blade is potentially both Genjuro's weakest and most powerful attack. More than merely a pursuit or escape ability, its ability to deal damage in an area of effect can clear out enemy creeps and damage opposing heros at later levels, without being overwhelmingly devastating in the early game. By example level 1 dash of the blade, unmodified by gear, deals damage in it's line of effect equal to 61-72. Level 4 unmodified by gear at level 7 hero, the expected damage is 105-116. By level 25, however, it can potentially inflict large amounts of damage, expected to be somewhere in the 300-400 range with typical gearing strategies. The addition of Agil to damage in this skill makes items that add more than one stat bonus more attractive to Genjuro players than other heros. This makes gearing this unusual strength hero atypical from the usual HoT/Satanic combos of more common strength heros, allowing for more effective use of other items such as SnY and Linken's, or Eye of Skadi, than other heroes might make use of.
This about sums up my hero idea; I'll add icons for skills at a later time, as well as framework effects for the various abilities. Comments/critiques?
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Our monuments, our buildings, our knowledge- they're all temporary. Aeons from now they'll all be gone, rotted, rusted, decayed into dust. Only what we ruin stays on behind us. Destruction is our only permanence.
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First skill: Like it, and like the namme "Dash of the blade" remembers me to "Flash of the blade" a great song xD, the damage is ok, good chasing skill
Second skill: Nice orb effect, the slow is pretty nice and the damage too.
Third skill: Does this work if you deny? So in a team clash, some of your allied creeps/heros dies and you get super powerful. Ajha, don't like it very much, don't know, if you get that strength form creeps, and without killing them...
Ulti: Good in teamplays, obviously, it's global right? Nothing to say with this skill :P. Can kill you or save your friends xD difficult decission
Overall good hero, pretty original skills.
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YES, my sig sucks
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No, denies don't proc Avenger- will have to choose between denies and Avenger proccing.
_________________
Our monuments, our buildings, our knowledge- they're all temporary. Aeons from now they'll all be gone, rotted, rusted, decayed into dust. Only what we ruin stays on behind us. Destruction is our only permanence.
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