Time for a more in depth review. And I will get to your gryphon hero. I still have to figure out if there are any unforeseen uses for his skills.
Review for Boons
The high initial strength of 28 will make it the highest starting strength among dota heroes. However, his strength gain will be the lowest strength gain among strength heroes too. This means (as I'm guessing you know since it looks very intentional) he will have a high initial starting HP that will slowly get dwarfed by every other strength hero, including wisp, as the game goes on. This hints at potential early game dominance as he has more staying power to start than all other heroes. The agi gain is fairly typical for non-agility heroes. The int gain is high considering it’s a non-primary stat. My guess is this is to influence his item choice: he has the mana to cast his spells ad-nauseam, so he can put money into buying his strength to increase his hitpoints and damage.
You’ve made this choice (boosting a non-primary stat) before, but I’m not sure I support the idea of boosting INT on a melee instead
of strength rather than in addition to
strength. It made more sense on the shadowtrooper to boost agility over strength because of his role as a chasing autoattacker. The power in the autoattack makes it so he is still dangerous all game long.
Boosting Str on an int hero can be overpowering because the 19 HP per str point is way way way more valuable on a (likely) ranged hero who probably has pretty potent spells. And getting the int naturally and through items gives him the damage to auto attack while spell spamming. (the same rule against high str holds for agi heroes, but that is because it makes their early game too easy.)
The typical route for melee caster heroes is to make them strength heroes with decent INT gain so they ALWAYS have the hit points to use their auto attack (run in and get hit by ranged heroes), and then they buy items to either supplement their mana regen or their health depending on how aggressive their spells are. In general they have good strength gains too. Ogre Magi and Dark Seer are exceptions to this trend: they are melee INT heroes, but their strength gains are still decent (actually, ogre’s is ridiculous, I need to start playing him more..). I think they were made to be int so as to force them into supporting ganker roles: there are very few +Int items that make it easier and more beneficial to melee attack. The result is that they cast their spells and disable people with eul’s, guinso’s and the like while having the hp to run interferance.
Stacking INT on a melee hero, be it an agi or a str hero, doesn’t nearly have the same effect as stacking str on an int or agi. With the exception of NA’s mana burn and OD’s ult, the only thing INT influences for non-int heroes is mana pool. This is why having a high int just isn't super important to melee heroes: having a large mana pool wont let you run up to heroes and hit them. The result is you get to use only your spells: pray they have a long enough casting range if your str gain is low. To boot, since your auto attack stinks, you will want to get disabling items to complement your nukes and disables. However, if you're a str hero, these wont have the bonus of boosting your damage and your auto attack goes from poor to useless.
A low INT is usually a way to make sure that strong auto-attackers (or people with rampaging AoE spells) can't cast their cool spells more than once or twice a gank (sven early game, tide, lucy, CK, axe, DK).
The ranged strength hero category now has three members: phoenix, wisp and huskar. Phoenix still has a good STR gain, but his HP is his mana, so that was a way of making a strength hero into a caster hero by making his STR double as his INT (higher str gives more mana, doesn’t need to worry about mana to cast spells, especially when his one mana cost is % based (nova doesn’t count cause it refills your mana pool anyway (lol at nested parenthesis))). Huskar should have been agi, the only reason why he isn’t is because his HP (strictly speaking being low on HP) is so closely tied to his skillset. So I think huskar’s a STR so that boosting his HP plays into his hero concept. His strength is still pretty low for strength heroes, but this is because he is an auto attack DPS-er (like the shadowtrooper). Wisp just has shitty strength gain, so its good he’s ranged. He also has a spell that inflicts damage to himself, so buying him HP plays to his skillset. If Wisp had a higher str gain, people would ignore his intended support aspect and just rambo with Overcharge on. If wisp was an INT, people would have a hard time getting him HP and still make his autoattack better than sneezing on people.
I'm coming to my point, I swear.
You have to consider what happens in the case where the hero gets both too much money and too little.
With low strength gain on any hero, you will be succeptible to ganks once your hit the HP crossing point (the point where a high starting str no longer puts you above everyone else's HP), no matter if you are melee or ranged. However, a low HP ranged hero can still last hit creeps to farm up items to fix his/her low HP. However, a melee hero with low HP can only farm with spells. Having a good INT is helpful in this case, but regen is really what you need to sit in a lane and farm with magic. Unfortunately, giving int only slightly increases mana regen.
Alright I'm losing what I'm saying so I'll just say the less supported short version: low HP on a melee hero takes away the option to autoattack at all if he is too poor to buy HP. You can afford to increase his HP and not worry about him becoming a tank.
Glad thats over, on to the other stuff
Also noticed his more than decent starting armor. Also hints at a powerful early game. Grab a stout and he can run interferance until level 6 when the other str heroes start to have more hp. Having high armor isn't that big a deal early game, you could have put it at 8 and I dont' think I would care that much. Late game it would be nice, but early game, since its % based you have more variation in damage from the natural range (55-67) than in the reduction from armor.
A nuke that has poor damage at first. However, once you get your ult you can get two hits on heroes for the price of 1.5 times the mana cost. Its got an 150 aoe for the path, so its like a thrown burrowstrike (that hooks... so excited (: ) It gives potentially 2 seconds of stun, but it comes in two instances of one second. I'm having a hard time figuring out with the horseshoe speed if the hero will have time to become unstunned before the 2nd second comes (from the return trip). If he does become unstunned, I would buff the 2nd stun to 2 seconds, just cause there is an opportunity for it to be dodged: landing it should have a good effect. Hitting heroes on the hook portion of the stun will be awesomely engaging, and it works the line perpendicular to the line connecting the opposing heroes. Spells like burrowstrike, shackleshot and powershot teach us not to sand in lines with heroes. Now this spell will teach us not to stand alongside of them either
I like skills that require exceptions to common strategies.
I'm concerned this spell wont have enough teeth before level six, but he has black vodoo to work with, so this might be his mid-game disable depending on how well the black vodoo shapes up.
2nd Skill: White vodoo
Straightforward buff, numbers are balanced. The duality of the spell (having lots of effects) is ok since its randomly selected which pair of buffs the spell starts as.
240 HP or 200 Mana...AoE. Let no one knock (criticize) the power of this spell. Its a slower mechanism/arcane ring with pretty awesome armor/movespeed bonuses. I like coupling the mana with the MS, cause those slow disabler heroes need both so badly to "swing that fence closed as quick as possible."
Mana cost is low, but its a strictly supportive spell, so I don't see a problem: this wont bring in any gold besides knocking towers over. Its mostly for pushing and counter-ganking I think.
3rd SKill: Black Vodoo
50 dps dot for 8 seconds gives 400 total damage for everyone in the 400 AoE. I like the damage, its a little high for an AoE spell, but its not crazy. Considering this will be his offensive bread and butter damage, I think its very reasonable. I think this will be his offensive skill early game since the stun doesn't scale on the horseshoe skill. I think you could put a little more into the slow: 22% isn't super high or super low, but considering how much Boon might need it to escape ganks when 1sec of stun isn't enough, I think you could push this to 30. I understand why you kept it low though: the duration. While its true that the duration on this spell will make that 22% very effective in the long run, Boon would be better off with a more robust, shorter duration slow to get that "nearly stopped" effect for those night time ganks when they enemy disabler practically steps on you before throwing the impale or the stormbolt. Long duration, mediocre slows are more for the late game to inhibit the enemy team's setup as they try to position to defend against a push. I guess I'm asking for more potential for this hero to save himself.
Also, I would either reduce the self-curse chance, or make it so Boon only feels the effects for 2 seconds at maximum. Getting stuck with an 8 second slow sucks (no one will chose to take the damage, except to suicide).
The way this spell works makes me want to argue more for putting a solid strength gain on Boon. Its the same thing with Omni before his aura also lowered attack speed. All of Omni's early game spells geared him to be the hero that stands on the outskirts and healed/repelled until the battle hit its catalytic moment. At that point he'd come in with degen and GA to seal the deal for his team. His second two skills didn't really fit with the positioning indicated by his strength gain and first two skills. Adding the -attackspeed part to the aura gave Omni the effective hit points needed to be a near tank. Now he's at the point where he can be near the front to do his job, instead of having to sit back and then blink in to GA.
For Boon to use this awesome AWESOME passive ult, he will need to be in the action. Its percent based nature (its not an active that makes all spells fail for x seconds) means he has to be in the shit storm for a while before it prevents a significant number of spells. Even if he does farm enough to buy a heart and a BKB, I don't think he'll be able to do much better than a well farmed Jaikiro with his str gain. Until his ult, all of his offense was ranged, so it was possible to get away with the low str gain. Unless this skill becomes an active ability with something like a 90% chance for spell failure for 5 seconds to be used with a blink dagger, I would say you have to give him at least a 2.2 gain.
Nice icons and a great mix of those simple abilities that have so much potential for creative use. Name isn't bad either. What animation were you thinking to indicate spell failure?