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Dire Agility "You will soon be buried with all the other victims of the cult."
Base health
: 492
Base mana
: 208
Base damage
: 47
Base armor
: 3
Movement speed
: 285
Attacks per second
: 0.71
Base attack time
: 1.7
Cast time
: 0.2
Range
: Melee
Vision range
: 1800/800
Strength
: 58.8 (18 +1.7)
Agility
: 88.2 (21 +2.8)
Intelligence
: 52 (16 +1.5)
Lore: The Volcanic Order is an ancient cult, specializing in underground assassination. They have a reputation of leaving no trace, as they close all tunnels and dispose of dead bodies in hot lava after every kill. They serve no one, and their motives are not clear to most, although they leave a distinct pattern with every kill. Grasha was an assassin of the cult, and was unsatisfied with the meagre payment for his elite services. However, negotiations with the Volcanic Elders proved unfruitful. Driven by greed and resentment, he used his powers to assassinate the Elders, stealing all the gold from their vault and leaving undiscovered. Now Grasha works for no one, and accepts any assassination orders from customers, for the right price. But sometimes, rich, vulnerable customers are assassinated for their gold and precious stones, their bodies thrown into hot magma, never to see the light of day.
Q: Magma Trap
Type: Target-Point
Affects: Enemies
Damage: Magical
The Volcanic Assassin lays a lava trap at the target location. When activated, it charges up for a moment and then releases a blast of lava, heavily damaging enemies standing over it. The trap is visible when placed on normal ground, but is invisible when placed in a tunnel.
- 500 cast range
- 250 trap radius
- 2 second delay
- 100/180/260/340 damage
- 2 maximum number of traps
- 80 mana cost
- 20/18/16/14 second cooldown
Many similar traps are laid across the vast tunnel network in the cult's headquarters.
Notes:
Revealed by true sight when it is underground.
W: Tunnel
When this skill is leveled, 2 subskills are created.
W(Wkey): Tunnel
Type: Toggle
Affects: Self
When toggled on, the Volcanic Assassin can walk through the soil underground, creating a pathway behind him as a result at the cost of mana per distance dug. When toggled off, the Volcanic Assassin will be unable to walk through the soil. He can move through existing tunnels without using any mana.
- 13 mana per 100 distance
- 200 tunnel radius
- 100% movement speed when digging
- +10/15/20/25% movement speed when walking in an existing tunnel
- 2000/3000/4000/5000 max total tunnel distance
W(E key): Burrow/Unburrow
Type: Toggle
Affects: Self
When toggled on, the Volcanic Assassin burrows underground. When toggled off, the Volcanic Assassin unburrows.
- 2/1.5/1/0.5 second cast time
Intruders get confused by the elaborate labyrinths constructed by the Volcanic Order.
Notes:
The Volcanic Assassin cannot move underground after burrowing if he does not have mana and no tunnels have already been created in that location.
True sight will reveal the Volcanic Assassin if he is inside a tunnel, but not the actual path of the tunnel itself.
Tunnels cannot be destroyed.
The Volcanic Assassin's vision underground is 400.
When the max tunnel distance is reached, the oldest part of the tunnels will disappear when new ones are created.
A slight visual cue can be seen by your enemies while digging a tunnel, but no visual cue will be given when you are moving through an existing tunnel.
When the Volcanic Assassin is stunned or hexed underground, he immediately resurfaces.
The Volcanic Assassin has vision of his tunnels at all times.
E: Volcanic Edge
Type: Passive
Affects: Enemies
The Volcanic Assassin slashes enemies with his red hot daggers, dealing bonus damage to the target. Also gives increased vision while underground.
- +10/25/40/55 damage
- +200/400/600/800 vision while underground
Daggers that can only be wielded by master assassins of the Volcanic Order.
Notes:
The bonus vision will bend around the corners of the tunnel.
R: Cave In
Type: Target-Unit
Affects: Enemies
The Volcanic Assassin caves in the ground below the target, causing it to be trapped in the ground and is unable to move. If a tunnel is nearby, the target will slide into the tunnel instead. The target can move through the tunnels, but has reduced vision and movement speed underground, and is also disarmed. The target has no vision of anything above ground. After a short duration, the target is lifted out of the ground.
- 500/600/700 range
- 200 range from tunnel to slide in
- 100 enemy vision range
- 4/5/6 second duration
- 20% movement speed slow
- 85 mana cost
- 60/55/50 second cooldown
Most targets are pulled underground to be assassinated, leaving no evidence behind.
the hero idea is pretty cool, and the passive seems really strong. Not a bad thing, this hero doesn't look like his combo will be easy to land, is he suppose to lure in enemies to land Magma trap, go invis and then use his ulti to finish up the work?
the hero idea is pretty cool, and the passive seems really strong. Not a bad thing, this hero doesn't look like his combo will be easy to land, is he suppose to lure in enemies to land Magma trap, go invis and then use his ulti to finish up the work?
This hero is all about preparation. First, you need to dig tunnels in the location where you want to gank. You then place some traps in the tunnels and wait. If an enemy comes close to your tunnels, you activate nearby traps and use Cave In, then beat away at him while placing a Magma Trap at his feet to damage him more. Cave In causes the enemy to be disarmed, so it should be used first. You can actually also just dig right under them and use Cave In, then finish them off underground, but you move faster when moving in tunnels than digging tunnels.
hm, kinda complex. Is the attacks per second and
base attack time are the same?
No, the attacks per second is based on base attack time, in the formula (1 + 100 + Attack Speed)/BAT. The normal BAT for every hero is 1.7, but different heroes sometimes have different BATs, like Treant Protector
I really love the idea. First, do traps have a limit or fade time? Second, the ultimate ability is way too strong. It's cooldown is very short and it's almost guaranteed to kill somebody. But this side notes are really cool bro.
"Most targets are pulled underground to be assassinated, leaving no evidence behind."
I really love the idea. First, do traps have a limit or fade time? Second, the ultimate ability is way too strong. It's cooldown is very short and it's almost guaranteed to kill somebody. But this side notes are really cool bro.
"Most targets are pulled underground to be assassinated, leaving no evidence behind."
The traps do have a limit, I forgot to mention that :P
The ultimate is really strong, so I think a longer cooldown is in order. Still, the point of this hero is that it is not easy to deal a lot of damage without trapping the sucker in the tunnel, so I'll not make it too long.
I'm glad you like this hero, and thanks for the feedback :)
And yes, do tunnels have a fade time? I think ultimate's cooldown should be something like 60 secs and trap's cooldown should be like 15/20 secs.
It's an honor to give feedback to this assasin by the way.
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