Discussion:
Triton is a hero that is part of my "Elements" theme I have going. You should check out the rest of my elements heroes (or wait until they get accepted): Gah-Moorah - Earth Watcher (accepted)
Orielle - Windcaller
Slag - Magma Spawn
I created Triton as a water hero because there were no other water heroes in the game, but now there is Kunkka who took the name of my first skill (Torrent) so I changed it to Downpour isntead. Skill descriptions: Downpours are like Broodmother's webs but help out your whole team instead of just yourself. You can't make as many downpours as you can webs but you can take them off when you please. When you consume a downpour, you can regain a tiny (quite insignificant) amount of health but that's not why I gave him that ability, see the synergies for that part. Drown is supposed to act as an immobilizer, not a stun. Heroes may freak out if they see that they are being attacked and will try to run away instead of attacking (just like they often do when they are netted by siren or meepo). Use this to your advantage to slow down enemies like Barathrum (thus reducing his damage) or Nightstalker, and keep enemy heroes from getting away when you're ganking.
Water is your life, and your sanctuary! If you are close to water, you can easily slip away to survive or sneak up on your foe. This is passively used when in the river but when you create a downpour or apply drown to yourself, you can use this ability as well, although you only have 5 seconds to use drown to your advantage.
Hydrophobia is more commonly known as "Rabies"; a disease that causes your body to reject water, trying to throw all the water out (hence foaming at the mouth). But in this wonderful fictional world of Warcraft, being in contact with water assures your survival! This skill can either be extremely effective or totally useless, depending on how you synergize it. You can even deal massive damage and seriously hurt a big tank if you're good enough
Here's how the spell could work if Triton is against Faceless Void (please read carefully): - If triton casts Hydrophobia on void while he's in contact with water, the initial damage is dealt. Then, if void decides to jump out as soon as he takes the damage, he will only have been in contact with water for 1 or 2 seconds so he will only take 30-80 extra damage once he leaves the water.
- If triton casts Hydrophobia on void while he's in contact with water, the initial damage is dealt. Then, if void decides to walk around IN the water (either because he didn't see the spell on him, because his jump is on cooldown or because you're using your spells to keep him there) and spends about 15 seconds in contact with water, then decides to jump out of contact with water, he will take 450-650 extra damage once he leaves the water.
- If triton casts Hydrophobia on void while he is NOT in contact with water, the initial damage is dealt. Nothing else happens since he was NOT ALREADY in contact with water
- If triton casts Hydrophobia on void while he IS in contact with water, the initial damage is dealt. If Void stays in contact with water for 20 seconds without dying, he will not take any more damage.
Pros: - has great synergy when close to water
- potential to deal massive damage
- good attack damage and lots of mana
- good large AOE stationary buff
Cons: - relies on water to deal damage
- long cooldowns and high mana costs
- not very good alone
- difficult skill synergy
Skill build: - downpour
- hydroplaning
- downpour
- drown
- hydroplaning
- hydrophobia
- downpour
- drown
- hydroplaning
- downpour
- hydrophobia
- drown
- drown
- hydroplaning
- stats
- hydrophobia
- stats - 25.
Since all the spells are very useful and have great synergy, getting them all equally is a good idea. After playing with him, you'll find what you prefer to use earlier in game. His damage dealing is higher than usual to compencate for lack of damage from spells in general. Drown does small damage and Hydrophobia cannot be spammed
Skill synergy: Triton's skills work together really well. Keeping a downpour where you are fighting and then absorbing it to regain a bit of health is always great early game but it uses up your mana kinda fast and has a long cooldown. You should also keep downpours close to water to make some other synergies work. 
Hydroplaning should first of all be applied as often as possible because it can really get you out of sticky situations. If you have it active already and you're being ganked, just apply drown to yourself and GET OUT OF THERE!! You only have 5 seconds to use it to its full potential. 
Hydroplaning is also great with downpour because you can just stay there early game and gain experience without getting harassed all the time. It's a great way to disappear if you're in trouble. 
Drown is a good way to get your target in contact with water at the beginning of the Hydrophobia spell. Cast drown first to slow them down, then cat Hydrophobia to add more damage when the spell is over. If you have enough mana and are confident enough, cast downpour above the enemy before Drown's time runs out to expose the enemy to even more potential damage. Make sure to have some idea of when Hydrophobia will end so that you can absorb your downpour and deal maximum damage to a panicking enemy! You can use these skills in whichever orer you feel works best in the situation. 
This synergy is great for turning the tides (pun intended) in your favor if you're being chased. If you can, run towards the river to be able to use that to your advantage as well. Disappear with Hydroplaning, then follow them and use the synergy mentionned above to deal damage. Remember to use Downpour and Drown in the best order that works for the situation. Cast Hydrophobia before they leave the water and then apply your spells. There are so many ways to use all these skills together, and for goodness' sake, use the river to your advantage! It is there exclusively for you to exploit! It's not the only place where you can own, however. You can ambush anyone that ventures into your domain and, if your team is right behind, you can ensure a successful gank!
Item build: or Boots of travel are essential to help you be everywhere at once, although INT treads would be fine too
Eye of Skadi is my favorite item, great stats and can slow enemies down even more to maximize time spent in the water
Orchid is a great way to make sure you're not interrupted when you're trying to finish someone off and reduces the enemy's ability to flee!
Linken's Sphere has great mana regen, great for any intel hero
Shiva's guard has a great slow to expose enemies to more water (ice doesn't count as being in contact with water) and gives you much needed armor
Scythe of Vice is perfect to stop enemies from casting spells or attacking while they are affected by your hydrophobia, and keeps them in contact with water for longer
best allies:         other heroes that can be invisible to make a super sneaky kill         heroes that can stun or stop enemies from moving to expose them to water for longer periods of time       other heroes that can help you move the enemy out of water if he won't budge. These are your best friends against experienced heroes who know to stay in contact with water worst allies: Her ult will make the enemy slower, but it will also take off Hydrophobia... not good at all
That's all I can really think of right now :P
enemies to avoid:         other invisible heroes because you can't tell where they go after they get in contact with water so Hydrophobia cannot be used efficiently, although your torrents can detect them!        heroes that can blink or move long distances in a short time can easily counter your drown and can get out of water quickly, so Hydrophobia is again pretty useless       heroes with a lot of hp are very difficult to kill, even with a full load of damage from your hydrophobia spell enemies to chase: I hate being against Enchantress. Triton can easily dodge her Impetus by goign invisible, can make her attack slower too with downpour (damn untouchable), and can wait in the shadows until her Nature's Attendants is over to start attacking her (not that they're that useful against you anyway, because you don't deal dps, you deal a large amount at the end of the spell, she can't recover from that as easily
     
Any hero with low health that cannot recover very fast. Your invis also makes you immune to Leshrac's, Luna's and Death Prophet's ults! (Especially Luna!!!!) There was a bug with my previous Water Adept, so I remade him into Aquamancer.
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