Murkreaver - The Swamp Troll Behemoth [Bard Challenge]
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Murkreaver - The Swamp Troll Behemoth [Bard Challenge]
Posted on Tue Mar 03, 2009 8:39 amMurkreaver - The Swamp Troll Behemoth
A horribly mutated troll, Murkreaver shares more characteristics with the bogs he lives in than with those who were once his kin. He sat in the wet, squelchy marshes for so long that his composition quite resembles that of swamp water - complete with its own vegetation and ecology. Having no natural predators in this environment, and knowing nobody would ever look for him, Murkreaver relaxed. And he grew large. And he consumed almost everything in the swamp he inhabited, until he was more swamp than his own habitat. Having exhausted the resources around him, he finally began to roam about as he once had - and he discovered the war he had completely missed while he lurked in his own world. Murkreaver sided with the Scourge, knowing that only the Lich King would provide him with the opportunity to consume as many lesser lifeforms as he could get his slimy hands on.
Murkreaver - The Swamp Troll Behemoth
Range: 150 | Move Speed: 290
Primary: STR
Str: 24 + 3.3 | Agi: 12 + 0.8 | Int: 15 + 1.6
Damage: 55 - 57 | HP: 606 | Mana: 195
HP Regen: 0.97 | Mana Regen: 0.61
Attack Speed: 1.5 | Armor: 3
Pollute (E)
Murkreaver exudes choking swamp water from his skin, tainting the ground in a large AOE around him. Enemies walking onto the tainted AOE will have their movespeed slowed for four seconds or until they leave the AOE, whichever comes last. Lasts for 12 seconds.
Level 1 - 300 AOE, slow percent is equal to 10 + 15% of Murkreaver's Strength.
Level 2 - 350 AOE, slow percent is equal to 15 + 15% of Murkreaver's Strength.
Level 3 - 400 AOE, slow percent is equal to 20 + 15% of Murkreaver's Strength.
Level 4 - 450 AOE, slow percent is equal to 25 + 15% of Murkreaver's Strength.
Mana Cost: 100/130/160/190
Cooldown: 25
Framework: The AOE around him turns a dark green color, slowed units will have an effect like Torrent except green instead of blue.
Notes: At lvl7, this slows by 32%. At lvl25 with no items, this slows by 43%. At lvl25 with the maximum amount of Absorbed Strength, this slows by 58%. (All of those values with no items.)
Dross Armor (D)
Murkreaver coats himself with refuse from his surroundings, bolstering his armor. However, this poorly constructed defense falls away if he moves.
Level 1 - Gains 1 armor per second he hasn't moved, cap of 4 bonus armor.
Level 2 - Gains 1.5 armor per second he hasn't moved, cap of 6 bonus armor.
Level 3 - Gains 1.5 armor per second he hasn't moved, cap of 9 bonus armor.
Level 4 - Gains 2 armor per second he hasn't moved, cap of 16 bonus armor.
Passive.
Mana Cost: NA
Cooldown: NA
Framework: Status indicator buff, no visual.
Notes: lvl4 = 16 armor over 8 seconds. This skill has no effect unless Murkreaver is standing on one spot; being moved by another hero's ability will debuff the armor, as will any other movement.
Homeostasis (S)
Murkreaver has developed a powerful regenerative ability that is boosted when he hasn't received damage. Increases Murkreaver's hp regeneration by a percentage - the percentage is doubled if he hasn't received damage for 3 seconds.
Level 1 - 10(20)% bonus hp regen.
Level 2 - 15(30)% bonus hp regen.
Level 3 - 20(40)% bonus hp regen.
Level 4 - 25(50)% bonus hp regen.
Passive.
Mana Cost: NA
Cooldown: NA
Framework: Green swirls around Murkreaver when the regeneration is doubled, otherwise nothing.
Absorb (A)
Murkreaver drains the Strength of all enemies around him and stores it for himself. However the increased load strains him, reducing his movement speed by 0.5% per Strength retained. Channeling.
Level 1 - Drains 2 Strength per second for up to 3 seconds, retains Strength for 15 seconds. 300 AOE.
Level 2 - Drains 3 Strength per second for up to 4 seconds, retains Strength for 20 seconds. 400 AOE.
Level 3 - Drains 4 Strength per second for up to 5 seconds, retains Strength for 25 seconds. 500 AOE.
Mana Cost: 175/275/400
Cooldown: 100/90/80
Framework: Multiple Lifedrain frameworks between Murkreaver and the enemy heroes, then Murkreaver increases in size (both visual size and collision size, I don't know by how much).
Notes: lvl3 is potentially +100 Strength, but this is assuming that all five of them are dumb enough to stand there and let you do that without disabling you or something. And it will slow you by 50% for 25 seconds.
Discussion:
(Skip this if you want to, it is retardedly long for forum reading and still only a summary...)
Pros and Cons:
Pros:
* Very high base Strength and Strength gain (24 + 3.3).
* High base attack damage (55 - 57)
* Three heavy defensive skills.
* Powerful skill synergy.
* Has the potential to get 4241hp without items.
Cons:
* Absolutely horrid base Agility and Agility gain (12 + 0.8 ).
* Low base Intelligence and Intelligence gain (15 + 1.6).
* Slow attack and movement speed.
* No inbuilt disable, conventional nuke, or escape mechanism.
* Ultimate slows self.
* Overall not very dangerous.
Skill Description:
Pollute:
Makes the ground slow the target. Any enemy that touches it will be slowed for four seconds automatically. But if they get disabled on top of it, they will end up being slowed for as long as it takes to get off the tainted ground - which could be another two seconds for a hero with average movespeed and items, if they go the long way - on top of however long they're already been trapped there.
The high mana cost and cooldown makes it difficult to spam and the fact that Murkreaver doesn't have a skill to combo with it besides his ultimate makes its uses limited except as a support skill.
However I just gave it a massive buff which makes it now based on your Strength, enabling it to slow by 58% with no items. If you got a couple Hearts... you slow by 69%. Nastier.
Dross Armor:
Dross is essentially garbage. Take it a step further and we have Murkreaver making himself a tougher target by coating himself with swamp scum. Anyway, if he moves, it does nothing. If he stands perfectly still however (movement only, he is allowed to attack), he will get a lot of armor, which compensates for the fact that he has virtually no armor gain. After 8 seconds of standing still at lvl4, he will have a bonus 16 armor.
Homeostasis:
Homeostasis is the body's normal state of functioning - when threats are around, the body does not function as well, but when the threats have passed, the body functions somewhat better. Hence this skill regenerates a fair bit, but when Murkreaver hasn't been damaged for 3 seconds, it regenerates a lot more.
Absorb:
Steals the Strength of enemy heroes and keeps it for a while. Works pretty much in the same way as Dirge's Decay skill. However, this channels and can steal a LOT of Strength. The problem is that the more he takes, the fatter he gets - and the fatter he gets, the harder it is for him to move. So this skill makes him comically huge but also makes it nearly impossible to move, considering how slow he was already. One word: meatshield!!
Best-case scenario (assuming idiotic enemies is a good thing), lvl3 can Absorb 20 Strength each from 5 enemy heroes, causing them to lose 380hp each - and Murkreaver gains a whole 100 Strength which is 1900hp, and in his case, 100 damage. However, due to the constraints of just inheriting this extra bulk, he will be slowed by 50%. This situation will last for the entire 25 seconds - Strength lost, Strength gained, % slowed.
Absorb makes Pollute EXTREMELY POWERFUL.
Skill Synergy:
The Full Combo: Seeing as two of your skills are passive, there isn't a lot of variety. However, the combination of these skills is extremely potent. Use Absorb - as you start stealing their Strength, you will also activate Dross Armor since you Channeling and not moving. You will also increase the power of Homeostasis since Strength grants more hp regen. Then when you're finished, use Pollute for a greater slow effect since you now have extra Strength.
(Alternatively, begin with Pollute so they can't escape Absorb as easily)
Items:
Boots of Speed
Black King Bar
Heart of Tarrasque
Blink Dagger
Radiance
Butterfly
Allies:
Healers, AOE disablers.
Enemies:
Anti-tank heroes, silencers.
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GO GO BARD CHALLENGE WHOO.
Here we go, the usual - if you think its weak or overpowered in some way, SAY WHAT IT IS, do not just come in with a one-liner and leave. Thank you.
** Note, everything in the discussion section is only a summary of what I actually typed on my submitted version, also minus a lot of icons (like they matter).
--------------------------
*** Changelog v1.1
- Changed Pollute's slow from a set 25% at all levels to 10/15/20/25 + 15% of Murkreaver's Strength.
- Increased Pollute's Mana Cost from 100/115/130/145 to 100/130/160/190.
- Decreased Pollute's Cooldown from 30 to 25.
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Prepare to lose a battle of wills with Tetris.
There are two kinds of people to lead; those who follow orders, and those who die.
Last edited by Shimrra_3 on Thu Mar 05, 2009 1:57 pm; edited 2 times in total
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XD
what a stupid tank.
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Immortality is fun until your sun decides to supernova.
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I agree.
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Prepare to lose a battle of wills with Tetris.
There are two kinds of people to lead; those who follow orders, and those who die.
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great tank ability.
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Thanks C_T for teh new sig XD
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Haha cool hero. Ult + BKB would wreck the enemies team.
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RKO fan
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What a fatass... Somewhere in the world a pudge cries
I really have no qualms with your spells, but usually you want a lot of hp for a tank because they are dangerous enough to force people to attack them, this guy cant really do much but look like a tank.
My suggestion is have pollute do something else that a team would not like while youre around them.
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Noob gg.
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hmm well construted hero.
only problem is if this is a BC entry this seems more like a swamp creature belonging to "Naga" classification rather than a troll.
Otherwise well balanced (hp regen passive is just on the line)
BC entry rating: 7/10
Normal rating: 9/10
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umm dudeeee.
it is a troll that is not a troll.
i would argue it is more ogre than naga.
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Immortality is fun until your sun decides to supernova.
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damn, that's an ugly swamp behemoth
I can't really imagine a tanking troll, I hope for the best in the BC and GC
damn.. so tanky, can't really kill, unless if you have an extra slow. The first skill is a bit weak IMO.
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Curses, the flaw is out in the open! Tanks only work if they are dangerous enough to draw fire. This one is not. Unless you went and got him Cuirass and Guinsoo or some other weird and irritating mix of items.
And I maintain that a mutant troll is still a troll. Slightly. *nod*
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Prepare to lose a battle of wills with Tetris.
There are two kinds of people to lead; those who follow orders, and those who die.
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How creative
Bard man asked for something that's a troll that's not a troll, in a way
you decided to make it a mutant troll
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Lol. Sorry.
War has helped me realize how I need to change this... will update in an hour or so. Only one change I thiiink.
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Prepare to lose a battle of wills with Tetris.
There are two kinds of people to lead; those who follow orders, and those who die.
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This thing WAS a steaming pile of crap, very dangerous, immobile, crap, but still a pile of crap. Shim is changing it. Do not ask about the skill build. Read my signature.
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Your skills Synergise, use all of them.

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Behold the massive buff on Pollute! Muwhahaa.
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Prepare to lose a battle of wills with Tetris.
There are two kinds of people to lead; those who follow orders, and those who die.
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Note; Items; 6 hearts; Potentially 400 strength with INTELLIGENT ENEMIES, 85% slow, worst case scenario. HAVE FUN!!!!!
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Your skills Synergise, use all of them.

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