Adrul Be'gi the Drifter
Adrul was once high mage of the Tao faction of Pandas, an ancient cult dedicated to manipulating the balance of energy. They were wiped out during the wars of chaos and night elves, leaving only Adrul alive. Adrift, he now wanders the universe, using his unique knowledge of world energies to come and go as he pleases. He remains aloof, helping and hindering as he sees fit, though he will may take a side if he feels his presence is needed to restore the balance. As is written in the Tao holy book, "All is in flux, all is malleable. Let the gods tremble."
Uses a slightly transparent black tinted fire panda model with a very light trailing black smoke.
Stats: 275 range intelligence hero, 3 starting armor. 0.15 Cast point.
Strength: 18 +2.3
Agility: 13 +1.5
Intelligence: 21 + 2.5
Create Rifts: toggable passive
The drifter is a master of space, understanding the ebb and flow of magic that permeates existance. When this balance is torn, he creates a physical manifestation of the rift, which he can use at will.
Every time a unit casts a spell within an 950 range aoe, a small portal is created near their location. The portal will close after 1.5/2/2.5/3 seconds or as the max number of portals is reached (each new portal closes the first one created). Provides Adrul with 2 subskills, which are the same level as Create Rifts
Level 1/2/3/4: 1/3/4/6 portals max, portal lasts 1.5/2/2/5/3 seconds. You may also actively create a portal for 50 mana every 7 seconds, 950 cast range.
Subskill 1: Teleport
Teleports to target portal within 400/600/800/1000. Teleporting will close the portal, dealing double damage/heal. 50 manacost.
Level 1/2/3/4: CD 6/5/4/2.5 seconds ManaCost: 35 mp.
Subskill 2: Close Portal
Close closest portal. CD 1.5 seconds. 25 manacost.
All portals closing will have the following effects.
Level 1/2/3/4: Deals 45 damage in a 225 aoe and slows ms by 18% (slow does not stack). Heals allies for half within the area.
Some skills (orbs, items, anything with a CD less than 4) will not create portals due to abuse. It is very powerful mid game during large team battles, but next to useless with few allies and enemies around.
Adrul calls upon the alliances he has made in other universes to preserve order around him. He carefully monitors the balance. If too many spells are cast, Adrul rips the area apart, damaging and stunning all enemies. The detonation takes a toll on Adrul.
Passive with a 700 aoe around him.
Each enemy spell cast in the area charges up Adrul. He may release the charges at any time. Max 2/3/4/5 charges. 30/0.25/50*charges damage/stun/additional mana burn in the aoe, stunning everything for 0.5*charges seconds, and dealing 50 + 25*charges damage to Adrul.
Explosion has a 450 AOE around him, 0 CD, and 75 mana cost.
He loses 1 charge every 4 seconds.
Calling upon a dead cult member, he asks them to restore the balance in one unit. Heals target for 30/40/40/50 and removes all negative buffs every 4/4/3/2 seconds. Lasts 4/4/6/6 seconds. First debuff occurs 4/4/3/2 seconds after cast. 100/110/125/150 mana cost. 19 second CD.
Ulti: Vengeful Strike:
Adrul recalls the decimation of his cult. Forgoing the balance, he lashes out in a powerful attack that rips apart the fabric of the universe. If there is a rift within 450 aoe, it smashes the enemy into it, closing it violently and dealing an additional 75/125/200 damage in a 250 aoe. The enemy will be unable to access magic for some time.
Deals 150/200/300 damage to target and silences for 3/4/5 seconds
On nearby rift: Deals damage, moves target to rift location then hides them. Target reappears after 0.75/1.5/2 seconds and is silenced for 3/4/5 seconds upon release.
275 cast range, 100/175/250 manacost. 90/65/40 CD
A complicated hero. He basically requires the enemy to cast a ton of spells to be effective. As such he is a pretty unique crowd control hero, dishing out huge damage if the enemy casts too many spells with his portals, ulti, and aoe. He can burn a ton of mana, deal upwards of 800 damage, silence enemies and heal his allies. But if they don't cast spells, you are left with a hero for which 2 of his 3 spells do VERY very little. He would still have a minor use with his powerful debuff spell for his carry, but would contribute little else. But at his best he will blink in with tank items, silence everyone with his ulti, then blanket the dangerous area once the silence is over.
He requires a fair amount of farm to get the needed mana items to support his spells. He will also need to tank as he can hurt himself and he needs to be in the fray to be effective.