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[STR-SCOURGE] Ripple the Water Demon

Posted 07-07-2012 at 11:22 PM by LostENT

Ripple
The Water Demon


Quote:
Name: Water Demon

Nick-Name: Ripple

Hero Icon:

Model:

Primary Attribute: Strength

Stats:
STR 21+3.1
AGI 18+2.4
INTEL 17+1.7

Story:

Treasure hunters trudging through the shallow pools of the Sacred Rave speak of a watchful guardian whom they dare not disturb. Out of respect, the most powerful treasure hunters tread carefully and modestly in the beasts presence. Ripple. Part crustaceon, part water demon- the monstrous beast is as silent as a mouse. It watches mortals walk through its lair, and can sense their presence the moment they step in it's pool. Under his thick armor hide his ravenous young, whom Ripple releases to do his work while he watches from a distance. Should an adventurer disrespect his lair, they will shudder when they witness wave after wave of ripples pass across their waistline. Their limbs grow weak as a cold chill and a deep stench fill their nostrils... algae nearly seeping into their pores. Alas, the water demon has come for them. The Sacred Rave begins to engulf the adventurer... raising to levels beyond possibility. Though Ripple is nowhere to be seen, the adventurer can smell his presence... as if the demon is staring into his eyes... watching him struggle in terror before sinking into the depths of the Sacred Rave to be devoured by
his young.
Abilities
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Lay Eggs:
Ripple channels and produces a small pair of eggs that are invisible in water. The eggs must rest in the water for 4/3/2/1 minute before hatching. Once the eggs hatch, two uncontrollable hatchlings appear. Ripple gains the sub-ability 'Embrace'.


Hatchlings:
The hatchlings grow in size over the course of five minutes, gaining increased power over each minute. They automatically attack the closest enemy creep/hero/tower on land, and the closest enemy hero, exclusively, in water. In water, they move 20% faster and gain an activatable ability called Submerge.

Lvl 1: 4 minute incubation
HP/minute: 150/250/350/450/550
Attack Damage/Minute: 18-24/20-26/22-28/24-30
Lvl 2: 3 minute incubation
HP/minute: 200/300/400/500/600
Attack Damage/Minute: 24-30/28-34/32-38/36-42
Lvl 3: 2 minute incubation
HP/minute: 250/350/450/550/650
Attack Damage/Minute: 42-48/48-54/54-60/60-66
Lvl 4: 1 minute incubation
HP/minute: 300/400/500/600/700
Attack Damage/Minute: 66-74/74-80/82-98/90-96


Hatchling sub-ability: Submerge:
Hatchlings submerge themselves in water, gaining invisibility as long as they remain stationary. They also regenerate health at a 1% max-hp/second. There is a fade time of 2 seconds for both entrance/exit. This may only be used in water.


-Hatchlings have a bounty of (75/100/125/150) gold
-Hatchlings lose 5% max hp/second on dry land.
-Hatchlings gain a 10% MS increase in water
-Hatchlings have sub-ability 'submerge' in water.
-Hatchlings have an aggro radius of 600.


Ripple Sub-ability:EmbraceOnce the hatchlings appear, Ripple can release a high-pitched scream that calls them back to him. The hatchlings make their way to Ripple and hide under his shell. Once inside Ripple, the hatchlings gain health regen at 1% of Ripple's max HP/second. While embracing the hatchlings, ripple loses 10% MS and 5% AS.
Cooldown: 15 seconds


Ripple Sub-ability:Release
Ripple unleashes his hatchlings.

-By using Embrace, Ripple can order his Hatchlings to follow him until they reach his carapice.
-Ripple can use Release before his Hatchlings reach him.
-Upon releasing his hatchlings, they uncontrollably attack the closest hero/creep in water, or the closest creep/hero/tower on land.
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Sense:
Ripple's antennae flicker whenever an enemy hero steps into water. Ripple will see them on his mini-map. The radius of vision around the enemy increases/level. The amount of units he can sense also increases/level.

Level 1: Ripple can sense 1 hero in water and see what's around them in a 200 degree radius for 8 seconds.
Level 2: Ripple can sense 1 hero in water and see what's around them in a 400 degree radius for 8 seconds.
Level 3: Ripple can sense 2 heroes in water and see what's around them in a 600 degree radius for 8 seconds.
Level 4: Ripple can sense 2 heroes in water and see what's around them in an 800 degree radius for 8 seconds.
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Solitude of the Water Demon:
Ripple is most feared when he's within the water. Within his domain, he gains increased movement speed, health regen and a maim effect on attack. He also gains the Submerge ability in water.

Level 1: 10% MS/4 hp per second/10% chance to maim on attack
Level 2: 20% MS/8 hp per second/15% chance to maim on attack
Level 3: 30% MS/12 hp per second/20% chance to maim on attack
Level 3: 40% MS/16 hp per second/25% chance to maim on attack

-The maim slows enemies by 35% MS
-The health regen/second stacks with the embraced hatchlings.
-Ripple gains a passive, stationary invisibility in water, with a 2 second fade time on both entrance and release.


Ripple passive sub-ability: Submerge:
Ripple submerges himself in water, gaining invisibility as long as he remain stationary. They also regenerate health at a 1% max-hp/second. There is a fade time of 2 seconds for both entrance/exit. This may only be activated on water.
Quote:

The Sacred Rave:
Ripple channels a torrent of dark water from the earth in a massive AoE that slows enemies by at an increasing rate.

AoE: 1000/1000/1500
MS%/Second debuff: 5%/6%/7%
AS%/Second debuff: 5%/6%/7%
Duration: 10 seconds
Manacost: 150/200/225
Cooldown: 90/75/60 seconds

Aghanims Scepter Upgrade:

AoE: 1500/1500/2000
MS%/Second Debuff: 6%/7%/8%
AS%/Second Debuff: 6%/7%/8%
Duration: 12 seconds.
Manacost: 150/200/250
Cooldown: 80/60/50 seconds

-The Sacred Rave activates all of the buffs caused by Ripple's passive.
-The Sacred Rave activates all of the buffs caused by the Hatchlings passives.
-When the Sacred Rave ends or a unit leaves the AoE, there is a 1 second fade time where effected units regain their strength.
Skill Synergy
Quote:
Lay Eggs:+Sense: : By keeping Hatchlings growing and healed in the river, they can chase down any fleeting heroes sensed by Ripple. They may also be used to break runes when an enemy enters the river to claim one.
Sense+Solitude of the Water Demon
Ripple can sense imcoming allies by simply sitting submerged in the water. Once they draw near, Ripple can make due with them as he pleases- either alone or with an ally.
Lay Eggs+Sense+Solitude of the Water Demon: When sensing enemies entering the river, Ripple can join his Hatchlings to chase down a foe before they reach land.
Lay Eggs/Embrace+The Sacred Rave:+Solitude of the Water Demon:
After summoning The Sacred Rave, Ripple can release his Hatchlings and wreack havoc on debuffed foes with the buffs gained from being in the water.

Item Suggestions
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Headdress of Rejuvination: Helps to Hatchlings alive on lane as well as increasing the passive health regeneration in water while submerged.

Ring of Basillus: Gives Ripple and his Hatchlings more armor to tank in team fights.

Gem of True Sight: When Ripple senses enemy supports entering the river to ward, he can use a gem to destroy the wards with an allied ranged heroes assistance.

Phase Boots: Ripple does not want his Hatchlings to block him in water while trying to maim an enemy.

Mekanism: An excellent item for healing his Hatchlings and team mates while pushing or during the Sacred Rave.

Vladamir's Offering: Helps to keep Ripple and his Hatchlings alive on land. This is especially true for pushing, farming, jungling, and especially for fighting Roshan.

Ancient Janggo of Endurance: This item buffs Ripple and his hatchlings effectiveness on land and in the water. It helps reduce the slow effect gained during Embrace.

Heaven's Halberd: Gives Ripple a maim on land, and allows him to disarm enemies during The Sacred Rave or anywhere else on water for him and his Hatchlings.

Assault Curiass: Increases the armor and attack speed of Hatchlings and other allies while reducing the armor of enemies during The Sacred Rave or anywhere else.

Abyssal Blade: Gives Ripple a passive bash and an active stun for he and his Hatchlings/allies to quickly overwhelm any enemy.

Refresher Orb: Placing two Sacred Rave's on top of each other does not increase the debuff %/second. However, the effects do pass over from one to the other. Placing a second Sacred Rave when the first one ends, or placing it outside of the AoE of the first Sacred Rave are both effective methods.
Hero Synergy
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Enemies
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Notes:

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Ripple the Water Demon can serve any team well as a supportive semi-carry. His dominance over the river makes him an amazing hero to have on a team, and makes him a horrible enemy to go up against.

He changes the meta-game by forcing enemies to take longer routes to gank, purchase smoke to avoid being sensed, and buy dust/sentries to reveal Ripple and his Hatchlings lurking in the river. Ripple may also be used to spy on enemies/detect smoke ganks as enemies cross the river.

He is another hero who can solo Roshan without any assistance at an early point in the game. With the right initiation, The Sacred Rave can be a devestating ultimate that drowns enemies into submission- so long as the enemy doesn't escape early.

I originally created this concept in 2007 and have always wanted to recreate it. So, here he is- Ripple the Water Demon.
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