Discussion:

Revolting isn't it. Pros and Cons:Pros: - High base Strength and Strength gain (23 + 2.8).
- Very powerful slow.
- Free summons.
Cons: - Extremely low base movespeed (275).
- No conventional nukes.
- Ultimate deals self damage.
Skill Description:
Squelch:
A combination blink, slow, and blind skill, which is why it costs so much mana (luckily its the only ability the N'Azdra has which costs mana). One of it's main purposes is to establish a large patch of Ooze to burn, which is particularly nasty since there are, presumably, several slowed heroes on this patch. Squelch can also be used to escape from combat, although obviously it lacks the spammability of typical blink skills.
Vicegrip:
Sload have a very powerful grasp once they get a good hold, the same goes for N'Azdra. After several attacks, he can maintain a devastating slow on his target - the problem is that he simply doesn't have the attack speed to do this easily, nor can he catch targets given that his movespeed is the most pathetic in the game bar three others'. Ooze:
The skill that truly defines N'Azdra - the ability to passively convert normal ground into Undead-spawning blight. Squelch creates a large area of Ooze, provided you have learned Ooze, and Inflame transforms Ooze into a fiery deathtrap. Ooze can summon two types of Undead:

Skeletal Minion - HP - 225/250/275/300
- Armor - 3 light armor
- Damage - 16-20/20-24/24-28/28-32 piercing damage
- Sight Range - 1000/600
- Movespeed - 315
- Base Attack Time - 1.3
- Bounty - 30 gold
- Duration: 15 seconds
- Abilties: none
 Skeletal Warrior
- HP - 400/475/550/625
- Armor - 3 hero armor
- Damage - 38-44/42-48/46-52/50-56 hero damage
- Sight Range - 1400/800
- Movespeed - 300
- Base Attack Time - 1.45
- Bounty - 75 gold
- Duration: 45 seconds
- Abilities: Unholy Fervor
Ability: Unholy Fervor Increases allies' attack speed by 30% and movespeed by 10%. 400 AOE Only affects units under your control, lasts 3 seconds after leaving the AOE.
Skeletal Warriors are only spawned when a hero dies on the Ooze - everything else is a Skeletal Minion.
Inflame:
As said, turns the Ooze into a fiery deathtrap. High damage per second over a potentially massive AOE, and N'Azdra has an equally powerful slow to keep victims in the flames to be torched. Additionally, it will ignite the Undead, causing the skill to do even more damage per second - although the chances are that the Undead will burn out before the target heroes do, even if you're fortunate enough to acquire a Warrior. Note: Inflame is a De/Activate type skill - ie, using the skill flips over the icon for a 'Turn it off' type icon which you still can't use until the cooldown is up, and the skill will continue to be used until it is turned off; in this case, it will burn you. Skill Synergy:  
Squelch + Vicegrip: Two powerful slows each in their own way - Squelch is easy to use, and it slows down targets long enough for N'Azdra to heave himself to a target and begin to apply Vicegrip. By the time slow #1 wears off, slow #2 will be in full swing and they won't escape.   
Squelch + Ooze: Squelch creates a large area of Ooze which can then be set alight. Enough said.   
Ooze + Inflame: Ooze = Deathtrap. Said that already.         
The Full Combo: Initiate with Squelch, which creates Ooze - if you did this over a half a creep wave, the dead half will provide you with Undead in a few seconds - then Inflame all of the Ooze and Undead. In the confusion, waddle over to someone and attack them before Squelch wears off. If you're lucky, you will achieve a good Vicegrip on the target, while they get incinerated by the Inflamed Ooze and your flaming Undead. Or we could simply say "Your skills synergize: use all of them." Items:Primary Itembuild:
     
BoT: You're fat and slow, fix that. Well, fix the slow part.
Hood: Reduce damage from Inflame amongst other things. Meka: Restore your Undead so they can immolate the enemy some more. Restoring yourself is good too. Heart: Become fatter. Permanent Inflame anyone? Shiva: Combo with Squelch in AOE, very much ensures that Vicegrip will take hold of some poor sucker. Radiance: More immolation, combo with Inflame. Secondary Items:  
Guinsoo: Extra disable, sets them up to be severely Vicegripped. Other than that, not really that useful actually, thats odd... Vlads: Lifestealing Undead last longer than Undead that don't. Slightly. Cuirass: Stronger Undead again. Whatever thats worth. Attack speed makes Vicegrip more likely to succeed though. Allies:AOE Disablers:
     
Sets up the Squelch->Inflame combo and/or prevents escape from it. (* These heroes are getting really familiar, I need to stop making more damn AOE moves on my ideas...) Enemies:Spell Immune Heroes:
    
Because your abilities will do nothing! Spell Resistant Heroes:
      
Because your abilities will do less. Admittedly this is, in fact, better than nothing - but the 'nothing' approach only gives them a few seconds (unless they are Omniknight in which case you've already lost anyway), whereas resistance is passive and permanent. Tanks
         
Because they will choose to withstand your combo and eat you rather than run. Particularly the DPS tanks.
Comments and suggestions welcome within reason, balance changes will be considered if necessary.If you think there is something wrong, tell me what it is if you want me to do something about it!
Bard Challenge, again. I keep repeating those lines...
|