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Ideas: I was thinking of a fire hero and a splah attack hero
Magma is a mid/ganker hero adept at early game burst and late game carry. His nukes are powerful early game, which makes him a terrifying presence. He can also farm and carry well with his splash attack.
LORE:
Legend tell tales of a being of pure flame. Elementals roamed the world with different reasons whether it is aiding or ravaging. Such story is different for a being that name itself "Magma". Magma is a being of molten rocks, its conscience's origins are unknown.
However, what was known is that he was on a great slumber for eons. And it had passed, it is his time to wake. It's initiatives are unknown. The only clues was his madness and goal to destroy all things. Perhaps he is a banished elemental; perhaps he is a cursed man. Whatever it is, know only that he is out there in the world- and wont hesitate to kill anything on his path.
DIRE STR, RANGED
Roles: Mid, Ganker, Nuker, Initiator, Carry
Base health: 644 (4.7 per second)
Base mana: 208 {0.6 per second)
Base damage: 56
Base armor: 3 Base move speed: 285
Base attack speed: 1.8
Attack range: 400
Vision range: 1800/800
STR: 26 (+3.2) AGI: 19 (+2.1) INT: 16 (+1.4)
Skillset
(1)Melt (Toggle, enemies, magical)
Melts away your body, leaving magma on your trail. Enemies that steps takes damage and movement slow. Toggling this ability reduces your health over time, and is doubled while moving.
Trail duration: 6 seconds (independent trails)
HP Loss: 2%/seconds
Trail DoT: 30/60/90/120
Trail movement slow: 15/25/35/45%
Sacrificing its essence, Magma uses it to defeat his adversaries
(Bonus damage works like Searing Arrow, which is applied to your attack damage)
Magma's molten ball of lava is the bane of enemy squads
(3)Immolation (passive, magical, enemies)
Magma emits a fiery aura that burns nearby enemies.
Radius: 500
Damage: 10/15/20/25
Magma's adversaries often underestimate his fiery aura, and learn it's power the hard way
(4)Emblazon (CHANNELING, pure, enemies)
After a 3 seconds channeling, Magma sacrifices his HP to be dealt as damage in a burst of explosion. Reduces armor of hit units. Became stronger if channeling is interrupted.
Radius:600
Armor reduction: 6/10/14
Reduction duration: 14
HP as damage: 35%
Cooldown: 140
Interrupted radius: 850
Interrupted armor reduction: 12/16/20
Interrupted reduction duration: 18
Interrupted HP as damage: 60%
It is hard to know whether is it strategic for hunters stop this powerful spell
How to play
MID:
3-3-0-0 by level six
Magma is a mid hero with powerful burst damage. Early game, with help of a roamer, he can already kill with only Melt used. Melt should be maxed first due to if additional nuke/burst is needed. However, Molten Attack could be maxed first for additional lane control and harassment. However, keep in mind the splash damage would push the wave early game, and positioning is a key. Immolation should be leveled later after the laning phase so it wont push the wave. Emblazon should be leveled after molten attack and melt maxed. Those two are very strong abilities, and the 35% damage burst to self may be too much.
This hero can starts off as a ganker/nuker early game and scales to the late game with the splash attack. It is like Splitshot or Moon Glaive, as it hits multiple units at once. It is more fitting as the ranged version of Great Cleave.
ITEMS
Six Slotted
Phase Boots gave fast speed for Melt, as the damage is not by units passed, but by seconds. Be fast every second! Blink Dagger because this hero is very positioning based Black King Bar so Emblazon will not be interrupted when it is at an disadvantage Armlet of Mordiggian gave good active because he is a strength carry hero Satanic's active is very good and it allows interrupting Emblazon is strategic Heart of Tarrasque gave good stats for a strength hero
his lore: nice you repeat yourself a bit just not using the same words. if you want to sound ominous use less words but ones with multiple meanings. but still it works well. so well done.
his q:
i feel like it defeats its purpose. plus its purpose is ... ambiguous.
it should really be used as a escape mechanism since ou run away with it active and chasers r slowed ... yet the hp loss would be a hindrance since you most likely would be low hp anyway sooo why make your self die quicker? the numbers are nice though lvl 4 is HUGE nerf that down a bit. you cant really use it as a chase since you would have to be in front of them and you want to be right clicking soooo ... How does this work?
w:does this have a cooldown? because it should. it should have a 10/8/6/4 second cooldown. because 100 extra damage for 100% splash plus add on late game items like crits and damage it s a tad op. if it was only every say 4 seconds and the missile moved slower then i think that could work.
e: nerf this hard. at level one if they are in ur face they are taking 50 damage a second. free radiance at lvl 1 .... u wot m8
change this somehow either have it as only those within 100 because 500 is HUGEEE so get rid of that and maybe have it has 10/20/30/50 damage a second within 150 radius. works better. not so OP
r:
this doesnt really work. change it too either interrupt it and do less damage but greater armour reduction or dont interrupt it and deal full damage but less reduction. that way the enemy will be forced to make a decision quickly based on what they dont want to happen. i would had a stun to this on one half.
interrupt: armour reduction and aoe stun.
non interupt : more damage done in aoe.
apart from that i like the hero ... would be cool to see a model all molten like haha
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