View Hero Idea > Zadarazz - Mana Fiend
Zadarazz - Mana Fiend
Created by Ratbag on 2007-01-21
Viewed 4584 times Commented 28 times |
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Zadarazz - Mana Fiend
Range: 150 | Move Speed: 300
Primary: STR
Str: 25 + 3.2 | Agi: 11 + 0.9 | Int: 17 + 2.1
Damage: 55 - 67 | HP: 625 | Mana: 221
HP Regen: 1 | Mana Regen: 0.69
Attack Speed: 1.52 | Armor: 3 |
Its a well known fact that demons are some of the most powerful and dangerous beings in exsistance. Enter Zadarazz, a ferocious demon summoned by the Scourge not only able to cut down armies with his fearsome blade, but also capable of bending any and all magical forces to his will. Feared for his natural physical strength in addition to his ability to shred the minds of those he faces, he is a force to be reckoned with on the battlefield. Some of the few that have survived against this fiend even tell of seeing their comrades vapourised in colourful explosions of unreal proportions. |
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Arcane Wormhole (W)
Bonds up to 5 enemy heros together, causing any mana loss via spell use or feedback type attacks upon them to be expirenced by the others.
Lasts 15 seconds.
Level 1 - 25% mana drained from link units when mana-loss occurs from spells/feedback.
20% by ultimate type spells.
Level 2 - 50% mana drained from link units when mana-loss occurs from spells/feedback.
40% by ultimate type spells.
Level 3 - 75% mana drained from link units when mana-loss occurs from spells/feedback.
60% by ultimate type spells.
Level 4 - 100% mana drained from link units when mana-loss occurs from spells/feedback.
80% by ultimate type spells.
Essentially a combined version of the Keeper of the Lights Mana Leak and the warlocks Fatal Bonds.
An example of how the spell works: Lets say you link Naix, Lucifer and the Warlock with a level 4 Arcane Wormhole and the Warlock casts rank 4 Shadow Word: Pain on you. Since Lvl4 Shadow Word: Pain costs 140 mana, 140 mana is also deducted from Naix and Lucifer. Lets say the Warlock then follows up with a level 3 Rain of Chaos - Since the mana cost is 300, 240 mana is therefore drained from Naix and Lucifer.
Mana Cost: 120
Cooldown: 30Framework: If possile, a blue version of the Fatal Bonds link effect followed by a small 'curse' spell image floating over their heads until the spell wears off. Whenever a spell is used or the target is hit by feedback, a small electrical discharge comes from all heros, much like Razors ultimate. Notes: Spell Purpose:
Depleting enemy heros mana over the course of a fight.
Gives the hero some group use.
Aids in pushing Zadarazz's ultimate to go off earlier. |
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Shatter (T)
Attempts to cause a meltdown in the opponents brain via exploiting arcane torrents in the atmosphere, causing both mental and physical anguish.
Level 1 - 100 damage, 4% of maximum mana depleted, mana regen halted for 3 seconds.
Level 2 - 150 damage, 8% of maximum mana depleted, mana regen halted for 3 seconds.
Level 3 - 200 damage, 12% of maximum mana depleted, mana regen halted for 3 seconds.
Level 4 - 250 damage, 16% of maximum mana depleted, mana regen halted for 3 seconds.
If an enemy has 1000 maximum mana, Shatter will do its damage (250) then take 160 mana away from the heros current mana-pool before stop mana-regeneration for 3 seconds. Scales with hero mana-levels.
Mana Cost: 75/ 90/ 105/ 120
Cooldown: 12Framework: A wisp-detonating above, or even inside, the target hero would work well. Notes: Purpose:
Provides a decent nuke.
Mana-drain and regen-nerfing scales making it effective against mana-pool powerhouses late-game. |
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Arcanifet Relationship (-)
Zadarazz's creates a symbolic bond with the rare and elusive Arcanifet, a small parasite with unique properties that Zadarazz also inherits over time, strengthening him both mentally and physically.
Level 1 - Whenever striked by melee, ranged or an offensive spell the attacker loses current mana equivelent to 5% of damage done. Additionally gives +1 to all stats.
Level 2 - Whenever striked by melee, ranged or an offensive spell the attacker loses current mana equivelent to 10% of damage done. Additionally gives +2 to all stats.
Level 3 - Whenever striked by melee, ranged or an offensive spell the attacker loses current mana equivelent to 15% of damage done. Additionally gives +3 to all stats.
Level 4 - Whenever striked by melee, ranged or an offensive spell the attacker loses current mana equivelent to 20% of damage done. Additionally gives +4 to all stats.
A passive that adds some more synergy with his ultimate, all the while adding to his theme. Stat bonuses make the skill more attractive early on. I dont feel the stat bonuses are too much, but if you do then feel free to speak up about it while commenting or offer a suggestion/fix.
Heres an example of how the skill works: The Dragon Knight has 500/600 mana and hits you in melee for 180 damage. You take 20% of 180 (36), and remove that from the dragon knights mana pool. He now has 464/500 mana remaining. This spell works for all forms of direct damage, such as nukes, chain nukes, melee and ranged attacks.
Mana Cost: -
Cooldown: -Framework: None required, passive ability. Notes: Purpose:
Hybrid strength/caster hero can make use of all stats.
Mana drain synergises with ultimate.
Passive to advoid too many direct castable spells and to aid in lategame scaling. |
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Timebomb Glypth (i)
Places a powerful glypth in the brain of the target that ticks down once set. Once the timer hits 0 the glypth explodes causing large area of effect damage. If the target goes under 15% of their total mana while the Timebomb Glypth is in effect it will explode at a much faster pace, causing increased damage and a large area stun.
Level 1 - Places a 13 second countdown above the head of the target. Once the countdown hits 0, the spell causes an explosion directly on top of them that damages a 450AOE for 300 damage.
If the target goes below 15% mana while the count-down is ticking, the countdown will go down three times as fast and explode for a much stronger effect doing a 600AOE explosion that damages everyone nearby for 450 damage and additionally stunning them all for 1.5 seconds.
Level 2 - Places a 13 second countdown above the head of the target. Once the countdown hits 0, the spell causes an explosion directly on top of them that damages a large area for 400 damage.
If the target goes below 15% mana while the count-down is ticking, the countdown will go down three times as fast and explode for a much stronger effect doing a 600AOE explosion that damages everyone nearby for 600 damage and additionally stunning them all for 2 seconds.
Level 3 - Places a 13 second countdown above the head of the target. Once the countdown hits 0, the spell causes an explosion directly on top of them that damages a large area for 500 damage.
If the target goes below 15% mana while the count-down is ticking, the countdown will go down three times as fast and explode for a much stronger effect doing a 600AOE explosion that damages everyone nearby for 800 damage and additionally stunning them all for 2.5 seconds.
Level 4 - Places a 13 second countdown above the head of the target. Once the countdown hits 0, the spell causes an explosion directly on top of them that damages a large area for 600 damage.
If the target goes below 15% mana while the count-down is ticking, the countdown will go down three times as fast and explode for a much stronger effect doing a 600AOE explosion that damages everyone nearby for 1050 damage and additionally stunning them all for 3 seconds.
[Scepter]
Signature Spell of the hero and the ultimate that all his other base skills aid in proccing the bonus damage. Great damage and hero killing potential but situational.
Mana Cost: 200/ 275/ 350/ 425
Cooldown: 180/ 150/ 120/ 90Framework: A red countdown appears above the heros head counting down from 13 to 0. If the bomb is set of prematurely due to low mana, a red '!' will appear a moment before the stronger detonation.
The ground underneath the target cracks (Warstomp), an explosion appears ontop of the target, covering them (Techies Remote Mines), and several small blue flames linger in the area of effect afterwards as aftermath.
If the Timebomb is set off before the timer hits early due to the enemy hero going under 15% mana, 3 explosions replace the one and are shaped in a triangular shape with extra blue flames aftermath. Notes: The kill switch of the hero, much like Lucifers doom - Advoid it when possible. The spell creates a to-be-feared hero after hitting level 6.
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Discussion:
Synergys: Skill Synergy A Premature Timebomb Glypth is powerful enough to counter a whole enemy team push. The damage will weaken them all enough so that you can and your team can rush in and clean them up, assuming the timebomb itself isn't enough to kill them how is. Arcanifet Relationship gives you a real edge in single fights. If your being Snared and Attacked by a powerful hero, say Naix, Phantom Assassin, Stealth Assassin and so forth, simply attack them back, monitor their mana and watch it deplete due to Arcanifet Relationship, then cast Shatter and Timebomb Glypth and escape with a kill. Even if you die, the Timebomb has the potential to still kill them much like Doom does with Lucifer. Shatter is your basic spank nuke, but also doubles up for pushing your enemies manabar to <15% during, or before casting, a Timebomb. Arcane Wormhole not only lowers their whole teams manapool, but helps tremendously with getting a Premature Timebomb. If a heavy caster is paired with a low mana hero then the scene is set for a Timebomb. Linas ultimate for example is enough to drain most if not all of some heros mana-pools, such as Naix. Hero Synergys Your best possible partner is without a doubt the Keeper of the Light due to his Mana Leak, although any mana draining heros such as Anti-mage or Lion are extremely powerful as a partner. Their mana-drain sets the scene for a hero-killing Timebomb. Stunners and Dotters are also handy heros. A Doom/Silencer Curse work well with Timebomb as it ensures a hero-kill most of the time. Items: As the hero tends to be a melee with heavy caster focus, a mix of items tend to work well although you could undoubtedally focus him in either a melee or caster setup. Some useful early items:     Bracers give essential mana/damage/health early on, threads give a needed speed and attack boost, perservernce will give you enough regen to take some hits and throw as many spells around as you'd like, and Mekanism is another option if you prefer standing power in fights. Mid game items of interest:     Diffusal Blade gives feedback, which is a killer, and purge which helps snare enemies so that retreating when timebombed isn't as viable. Linkins is just a generally nice all-around item and can be created from an early perserverence. Necronomicon summons have some useful abilities, especially mana-burn as it synergises very well with this heros skills. And the Soul Booster health/mana bonuses are nice, and it prepared the hero for a possible scepre if you choose to go that path. Late game items of interest:      Heart/Aegis make you a powerful tank, scepre gives your ultimate a great boost and radiance improves your damage output while providing better creep farming abilities and a touch of evade for potential tanking. Mantra style not only provides some bonus mana-burning potential, but provides images that help tank, confuse the enemy and burn even more mana from the enemy.
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Changelog:
- 2007-01-26: Updated some skill descriptions so that spells were easier to understand.
Balanced Shatter by reducing damage, raising cooldown and strengthing mana effect slightly.
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