Hero Created, Submitted.
Nerfed some numbers, cleared up mechanics, Remade Pulsar.
Remade ultimate and set it as a normal skill.
Made Polar Submission an ultimate.
Changed hero name/story.
Undid being Polar Submission as an ultimate, and instead placed Terrain Gate as the ultimate.
Fixed up typos.
Cleared up some mechanics.
Changed Polar Submission.
Removed Magnetic Safeguard, replaced with a new skill (Electric Gradient)
Changed his name.
Replaced Pulsar with a new skill, Charge
Replaced Terrain Gate with a new skill, Opposition Passive Icons for Charge and Electric Gradient
Added a skillset picture.
Slightly nerfed Polar Submission's cooldown
Slightly nerfed the bonuses from Charge
Renamed Opposition to Ion Immersion
Nerfed the cooldown of Ion Immersion
Slightly buffed the duration of Ion Immersion
Fixed up Typos
Nerfed the cooldown on Polar Submission.
More manacost for Polar Submission
Further reduced the cooldown of Polar Submission
Scaled Polar Submission properly.
Slightly buffed Charge
Buffed intelligence gain
Boldfaced and increased the size of some important parts of spells.
Cleaning up the text.
Added more mechanics.
Nerfed his attack range.
Scaled AoE for Polar Submission
Scaling fixes for Charge
Nerfed the effects Ion Immersion, now renamed Immersion.
Buffed Immersion's attract rate
Requesting a story for him
Requesting a Testmap
Remade Charge into Pulsar Zone.
Grants the skills Attract and Repel.
-Attract brings units towards you.
-Repel forces units away from you.
Level 1 - 275 units of attraction, 250 units of repulsion.
Level 2 - 350 units of attraction, 320 units of repulsion.
Level 3 - 425 units of attraction, 390 units of repulsion.
Level 4 - 460 units of attraction, 460 units of repulsion.
Does not stop channeling spells. Both skills affect allies and enemies. Affects all units except Ancients. Shared cooldown.
Enemies move at 300 ms during the spell.
Cannot force units past impassable terrain.
Area of Effect: 700/800/900/1000
Mana Cost: 100/120/140/160 __________________________________________________
Erejil's magnetism creates an invisible field of electricity underneath his wake, damaging units as they charge their own destruction.
Level 1 - Damages for 11 damage per 100 units traveled.
Level 2 - Damages for 14 damage per 100 units traveled.
Level 3 - Damages for 17 damage per 100 units traveled.
Level 4 - Damages for 20 damage per 100 units traveled.
Affects all units except Ancients.
Movement caused by other skills will count towards this spell.
Area of Effect: 1000 units
Mana Cost: N/A __________________________________________________
Maps an electrical gradient around the hero, damaging them whenever they move a certain distance.
Level 1 - 10 damage per 150 units
Level 2 - 12 damage per 140 units
Level 3 - 14 damage per 130 units
Level 4 - 16 damage per 120 units
Damage type: Pure
AoE of 700
Removes the most recent buffs from a target.