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Background Story: An entity that was only a summoned creature in battle. He was loyal to his master or his summoner. He was facing an undead water mage hero and he was with his elemental master, his creator. In battle, he was accidentally struck by a powerful force of magic by his creator and by his enemy. He lie down in the cold ground in the battlefield. This mere creature was supposed to be destroyed but the magic powers from his master and enemy had some magical reaction. He became a powerful creature and siding by the sentinel to avenge his creator and destroy the scourge and end this war. |
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| ![]() [IMG]Skill1Icon[/IMG][IMG]Skill2Icon[/IMG][IMG]Skill3Icon[/IMG][IMG]Skill4Icon[/IMG] |

Evaporation - (Active)
[img]Skill1Icon[/img]
Type: Instant Targeting: N/A Hotkey: V H2O evaporates giving him massive evasion based on his current MS. H2O's health is also drained per second. All nearby enemies' armor are evaporated giving H2O bonus health
Mana Cooldown Range AoE Duration Effects 1 120 15 - 200 8 Gives 1% of current MS. Drains 10 HP per second. Heals H2O by 4*current armor(reduces 4 armor of affected units) 2 120 15 - 210 8 Gives 3% of current MS. Drains 9 HP per second. Heals H2O by 8*current armor(reduces 8 armor of affected units) 3 120 15 - 220 8 Gives 5% of current MS. Drains 8 HP per second. Heals H2O by 12*current armor(reduces 12 armor of affected units) 4 120 15 - 230 8 Gives 7% of current MS. Drains 7 HP per second. Heals H2O by 16*current armor(reduces 16 armor of affected units) 5 120 15 - 240 8 Gives 9% of current MS. Drains 6 HP per second. Heals H2O by 20*current armor(reduces 20 armor of affected units)
- H2O will be 50% transparent for the whole duration
- H2O will have 15% reduced damage for the whole duration
Condensation - (Active)
[img]Skill2Icon[/img]
Type: Instant Targeting: N/A Hotkey: E H2O condenses giving sight reduction to all nearby enemies in the area. It also slows enemies based on the number of allies around H2O. Channeling
Health Cooldown Range AoE Duration Effects 1 20% of current 15 - 500/300* 5 Deals 10 DPS. Slows for 5%*(no. of allies). Reduces sight by 100 2 20% of current 15 - 500/310* 6 Deals 15 DPS. Slows for 5%*(no. of allies). Reduces sight by 130 3 20% of current 15 - 500/320* 7 Deals 20 DPS. Slows for 5%*(no. of allies). Reduces sight by 160 4 20% of current 15 - 500/330* 8 Deals 25 DPS. Slows for 5%*(no. of allies). Reduces sight by 190 5 20% of current 15 - 500/340* 9 Deals 30 DPS. Slows for 5%*(no. of allies). Reduces sight by 220
- (*)Ally search area/spell area of effect
- The sight deduction stays for 2 seconds after the channeling
Transpiration - (Active)
[img]Skill3Icon[/img]
Type: Instant Targeting: Unit Hotkey: R H2O transfers all the damage taken by all allied units around him into him instead of his allies. A percent of the damage he took from his allies is used by H2O in damage.
Mana Cooldown Range AoE Duration Effects 1 120 15 - 400 5/4* 10% of incoming damage from his allies around him is redirected to H2O. All incoming damage from his allies around him is reduced by 10% and is given to H2O's damage. 2 120 15 - 400 5/4* 11% of incoming damage from his allies around him is redirected to H2O. All incoming damage from his allies around him is reduced by 11% and is given to H2O's damage. 3 120 15 - 400 5/4* 12% of incoming damage from his allies around him is redirected to H2O. All incoming damage from his allies around him is reduced by 12% and is given to H2O's damage. 4 120 15 - 400 5/4* 13% of incoming damage from his allies around him is redirected to H2O. All incoming damage from his allies around him is reduced by 13% and is given to H2O's damage. 5 120 15 - 400 5/4* 14% of incoming damage from his allies around him is redirected to H2O. All incoming damage from his allies around him is reduced by 14% and is given to H2O's damage.
- (*)spell duration/bonus damage duration
- The bonus damage duration is not refreshed when he gets a new redirected damage but the bonus damage is stacked but not the duration
- Only works on heroes
Precipitation - (Active)
[img]Skill4Icon[/img]
Type: Active Targeting: Area Hotkey: C H2O soaks up all the damage he took moments ago and use it to summon a devastating moving storm and deal damage and slow enemies.
Mana Cooldown Range AoE Duration Effects 1 120 15 1000 300 5 Deals the same amount of damage H2O took in the last 1s. Slows all enemies in the area by 10% 2 120 15 1000 300 5 Deals the same amount of damage H2O took in the last 2s. Slows all enemies in the area by 20% 3 120 15 1000 300 5 Deals the same amount of damage H2O took in the last 2s. Slows all enemies in the area by 30% 4 120 15 1000 300 5 Deals the same amount of damage H2O took in the last 3s. Slows all enemies in the area by 40% 5 120 15 1000 300 5 Deals the same amount of damage H2O took in the last 3s. Slows all enemies in the area by 50%
- The storm is invulnerable.
- The storm moves with a 150 MS
Run-off - (Active)
[img]Skill4Icon[/img]
Type: Active Targeting: N/A Hotkey: F H2O liquifies himself and nearby allies taking them with him. It also deals pure damage to enemies around him upon cast. This transforms him into liquid water giving him bonus MS and slows all enemies he goes through.
Mana Cooldown Range AoE Duration Effects 1 120 20 - 260 4 Deals 40 pure damage. Slows for 5% 2 120 20 - 270 4 Deals 45 pure damage. Slows for 5% 3 120 20 - 280 4 Deals 50 pure damage. Slows for 5% 4 120 20 - 290 4 Deals 55 pure damage. Slows for 5% 5 210 20 - 300 4 Deals 60 pure damage. Slows for 5%
- All liquified allies are invulnerable and cannot do anything.
- In depth explain: When you are beside an ally, let's say Drow, and then you cast it drow basically is gone from the map. You can move anywhere and let's say you want to move to the fountain. Now that you're in the fountain, then the duration has expired you and drow(and the other allies that are liquified) will spawn there. Gets?
- You have 0 collision.
- Units can be slowed for 5 times.
- duration of slow is 3s on all levels.
- the aoe above is for ally area and damage area
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#3 |
Member
Join Date: Sep 2009
Location: Somewhere only we know
Posts: 897
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Before i give it feedback, this hero seems to not have the stat upgrade and has 5 skills, each of which can be leveled 5 times, correct?
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#5 |
Member
Join Date: Sep 2011
Posts: 26
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Evaporation - Sounds cool! Just a bit confused with the description and the Skill Effects
-Does MS = EVasion when this ability is activated? -The "Heals H2O by 20*current armor(reduces 20 armor of affected units)" is this during or after the effect? I'm assuming it's after the affect after it calculates how much armour it's removed/reduced it then does a heal? Condensation - LoL Atleast we got the theme right !! Good stuff *read on*-Seems like a useful mechanic to save allies or blind support. Be interesting to see in game. Transpiration - Great for assisting and I can see it working well in conjunction with Evaporation. -Can't understand what you mean by Duration 5/4* Still new to DotA so I’m sure that means something here... Precipitation - my eyes, they deceive me. But there is 5 ranks to your ultimate and *looks back up* There is also 5 for each other ability ooooo? I never knew such thing could be possible :O Interesting. What would you consider the ultimate then? -Pretty powerful ability if timed correctly otherwise balanced. Run-off - Another interesting ability. -Are allies forcefully moved by H20 or do they have a choice to move elsewhere? If so does the damage and slow stack? Hero has potential and a lot of questions to be answered. But how can we make it viable for DoTa game play :O Good Read - Thanks, Memphis_Doom |
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#6 | |
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#7 |
Member
Join Date: Sep 2009
Location: Eternal flames of damnation
Posts: 3,037
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Umm yeah...
Short review time... Ok so first skill is just out of place...one spell soaks up damage allies receive...other one makes you transport allies which synergizes well and also makes you a priority target...then you use that damage release which is really good, and synergic and all but then there is the first skill which gives evasion? that's anti synergic since you won't get damaged...also the heal removes damage taken? even if not, evasion and heal will make this hero be killed last...which makes the transportation threat nullified, they will take care of you after your allies...now even with your allied damage absorb the blast is just not enough powerful if you don't take direct damage...get rid of first skill...why? If you are primary target + enemy has AoE nukes your allied damage absorb makes your nuke utterly powerful... Second skill would be quite fun but it is channeling...wouldn't be a problem with heal an transparency but then again your other combo is more valuable...remove first skill in the favor of a more potent heal over time spell that can rejuvenate you after your combo and also heal you while channeling... |
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#8 | |
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