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Vimorsus The Detrimental WIsp

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Forum » Hero & Item Ideas » Vimorsus The Detrimental WIsp 2 posts - page 1 of 1
Permalink | Quote | PM | +Rep by jassummisko » May 23, 2014 1:38pm | Report
Hero name: Vimorsus the Detrimental Wisp

Primary attribute: Int

Starting Stats:
Strength: 17 (+1.5)
Agility : 14 (+1.6)
Intelligence: 25 (+3.0)

Attack Range: 522
Base Damage (Not Including Damage from Int): 20
Missile Speed: 1200
BAT: 1.65
Turn Rate: 0.7
Sight Range: 1800/800
Movement Speed: 300

Abilities:
Crippling Tether

Latches on a target enemy hero, leaching HP and slowing. Crippling Tether does damage proportional to the time passed, while the lifesteal is inversely proportional.

Target: Unit target
Affects: Enemy Heroes
Damage Type: Magical
Range: 800
Radius Max: 800
Duration: 8
Move slow: 25%/30%/35%/40%
Overall Damage: 10*MinutesPassed
Damage cap: 400
Mana usage: 90/100/110/120
Cooldown: 18s
Lifesteal: 100%-2%*MinutesPassed
Lifesteal Cap: 20%

Repulse
Casts a powerful pulse around Vimorsus, dealing damage and pushing back 250 units in an AOE. If a tethered unit is within this AoE, he receives 50% more damage from Smite. Smite can be casted while stunned.
Target: No target
Affects: Enemy heroes
Damage: Magical
Radius: 400
Damage: 80/120/180/240
Cooldown: 6s
Mana usage: 90/100/110/120

Defocus

Vimorsus' presence blurs out enemy vision, giving them a chance to miss. If Vimorsus is tethered to an enemy hero, his miss chance is doubled.

Type: Passive
Affects: Enemy Heroes
Radius: 700
AOE miss chance: 6%/9%/12%/15%

Mortem Aura

Vimorsus releases a series of pulses that nullifies all regen and slowly decays all units around it, including Vimorsus. If Vimorsus is tethered to an enemy hero, the damage received by him and Vimorsus is doubled.

Type: Toggle
Affects: Heroes
Damage type: Pure
Radius: 600 (700*)
Damage per second: 2.5%/3.5%/4.5% of max health.
Mana usage: 110/220/330
Aghanim Upgrade: Increases range and does half damage to allied heroes.

Pros and Cons:

Pros:
Early Game: Is useful in trilanes, having a 25% slow at level 1 and a 6 second cooldown nuke.
Mid Game: Is a natural Mek carrier, due to his strengths rising the longer he stays alive in teamfights.
Late Game: Can disrupt the positioning of enemies and focus down important targets (e.g carries) in teamfights.

Cons:
Due to his low strength gain, he is susceptible to feeding early game.
Can severely damage your team if not positioned correctly.
Needs a lot of knowledge of game mechanics to utilize properly.

jassummisko



Posts: 1
Permalink | Quote | PM | +Rep by Swimming with Alligators » June 10, 2014 8:32am | Report
He will be a good teamfighter with an omniknight near to help him with his ult and repel, also he can do it well with oracle ult. It`s all positioning

Swimming with Alligators



Posts: 3

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