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Kull Sharpscythe-Scythe Master
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Kull Sharpscythe-Scythe Master
Posted: Sat Sep 22, 2007 10:40 amA 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.
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"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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omg very nice
, 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.
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Harass,deny,farm,kill,destroy,spend,support,own.
Dota, it's simple.
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not imbalanced hero i like it and first skill works well with lothar's edge too
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Am i suppose to be happy all i ever wanted it comes with a price.

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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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@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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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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@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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cool. gj. 5/5 imo, luv the idea

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Harass,deny,farm,kill,destroy,spend,support,own.
Dota, it's simple.
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shadowmastermk47
Mega Kill Posts: 857 Joined: 15 May 2006 gold
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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@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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