Menstro, The Mind Woker
Faction: The Radiant
Primary attribute: Intelligence
Attack Type: Ranged
Attack range: 645
Role(s): Support, Lane support, Disabler, Semicarry
Strength: 19 +2 per level
Agility: 15 +1.6 per level
Intelligence: 23 +3 per level
Base armor: -1
Cast point: 0.2
Ability 1:Q: Mental Struggle
Ability:Target Unit Affects:Enemies Damage:magic
Menstro Clashes his thoughts With his enemy's, Dealing damage based of the difference in XP. In Menstro is on the higher side the damage is doubled. Effect is Instant.
The bonus damage will include a fraction of a level, AND is a separate instance of damage.
Base damage:80,130,180,300
Extra damage per level:20,25,30,50
Cooldown:6 seconds
Mana cost: 30,60,100,160
Menstro's Memories are Powerful enough to be felt
Ability 2:W:Delicious Thought
Ability:passive Affects:self
Menstro is very keen at preserving the intelligence of a dying creature, and putting it to good use. Menstro Earns full experience for denied creeps, on both teams, as well as getting a small percentage of all experience earned for both teams in a large area. Includes friendly and enemy heroes and creeps, and neutrals.
Range:2000
XP stolen:10%,15%,20%,30%
Menstro hates to see memories die, so he simply takes them for himself
Ability 3:E:Heavy on the Mind
Ability:Active Affects:Enemies Damage type:Magical
Menstro Makes his enemy's thoughts physical, Slowing them based on Menstro's level and doing a DOT based on their own Level
Slow per level:1.2,2,2.8,3.6
Slow Duration:10
Damage per enemy level:1,2,3,6
Damage duration:10 seconds
Cooldown:20 seconds
Mana cost:100,150,200,400
A thought can weigh more then any blade, and Menstro knows how to bring his enemy's Violent thoughts to the forefront of their mind
Now for the ult, I have 2 Ideas. Please give your thoughts to which I should use
Ability 4:R:Shattering Thought
Ability:Target Unit Affects:Enemies
Menstro Channels his targets thoughts into himself, rapidly regaining mana and causing the target to lose levels per second for a short amount of time. The Level loss only ticks down for the duration of the channel, but the levels do not come back until the same about of time spent channeling after the channeling has stopped. The target of the spell cannot earn XP during the duration. You cannot reduce and enemy past 1 level. The target temporarily loses skill-points in the order he leveled them, and also suffers from negative stat gain. All effect reverse at the end of the duration
Levels lost per second:1,1.5,2(*1.5,2,3)
Max channel duration:10
Mana regeneration per second:10%
Mana cost:150,250,400,600
cooldown:80,60,40
Insted of fighting power with power, Menstro prefers to let the enemy forget their power before fighting them
Ability 4:R:You don't mind
Ability:target unit Affects:Enemies
Menstro moves the enemy's thoughts aside, replacing them with his own. For a short duration, While Menstro is channeling, He can temporarily convert an enemy unit OR hero for he duration of the channel. He can control the unit, make it attack former allies, use items, or any ability that unit has. If the unit under Menstro's control dies, Menstro Takes pure damage equal to the controlled unit's max HP. Menstro cannot break the channel manually, but if he is interrupted the unit he is controlling is freed and Menstro takes a large amount of damage based on his current health.
Max channel duration:3,5,7(*8)
Channel cancel backlash:50%,40%,30%(*0)
Mana cost:300
Cooldown:160(*80)
Menstro disproves on how others use their tools, so he control himself
The first ability needs longer cooldown and increased mana costs, and probably remove the "double damage" effect. E.g. at level 4 with a 6 level advantage, he'd do 1200 damage to an enemy.
Second ability, I like the idea, but it's waaay too strong. Imagine him offlaning against a trilane? Doesn't even need to leave the tower to wreck them. At least reduce the range to standard XP and remove/reduce the XP from friendly creeps. It would still rock.
Third ability, not so bad. Maybe look at a Silence instead of a slow though? Fits the hero better.
Fourth ability - oooff. STRONG. I think not the 2nd idea as losing control of your hero is no fun to play against. Imagine grabbing Tidehunter and ravaging the opposition?
I think the first idea is more balanced, but reduce the levels per second, especially early on as you could reduce someone to level 1 in no time. Something like 0.5/1/2.