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Primary Attribute: Agility
Affiliation: The Dire
Strength: 17 + 1.8
Agility: 29 + 3.1
Intelligence: 24 + 2.6
Base Health: 473
Base Mana Pool: 312
Base Damage: 54-62
Base Armor: 1.24 + 4.14 from Agility
Movement Speed: 320
Sight Range: 1800/800
Attack Range: 500
Missile Speed: 900
Attack Duration: 0.43 + 0.69
BAT: 1.7
Abilities
[Q]Scorch
Ability: Point Target Affects: Units
Description: The Scourge burns ancient runes into the earth, giving him power & causing enemies to take damage within the circle. Radius: 300/400/500/600 Bonus Attibutes While in the Circle: 10/20/30/40 HP Regeneration While in the Circle: 2/5/8/11 Mana Regeneration While in the Circle: 5 Damage over Time to Enemies in the Circle: 5/9/13/17 Maximum Circles: 3/6/9/12 Mana Cost: 150/250/350/450 Cooldown: 20
Notes
The rune circles have no effects in water.
Scorch runes are permanent, making them effective for jungling as they will continually damage any creeps that respawn.
These are good for teamfights, provided they occur in the circles.
When placing a circle that is past your maximum circle limit, the oldest circle will be removed.
[W] Plague
Ability: No Target Affects: Enemies
Description: Pyrus surrounds himself with a whirl-wind of disease, slowing units in an area around him. Radius: 350 Movement Slow: 10%/20%/30%/40% Duration: 10 Mana Cost: 80 Cooldown: 25
Notes
This is a great initiator to prevent any enemies from running away and as an escape for allies.
Scar
Ability: Unit Target Affects: Units
Description: All physical damage taken by Pyrus increases his maximum health by a percentage of the damage taken. Percent of Damage to Maximum Health: 0.5%/1%/1.5%/2%
Notes
This ability does not regenerate health.
Scar is not retroactive, meaning that any damage taken before the ability is learned does not count towards your bonus maximum health.
The maximum health is kept upon death.
Ultimate: [R] Purge
Ability: No Target Affects: Units
Description: Pyrus steals a percentage of a target's remaining health, taking some for himself and giving the rest to all allied heroes in a radius around him. Radius: 500 Percentage Stolen: 30%/40%/50% (*45%/55%/65%) Percentage Received: 35% Percentage Given to Allies: 65% Mana Cost: 200 Cooldown: 120/100/80 (*60/50/40)
Notes
This is a good ability to use if you're on the losing end of a teamfight to even the odds a bit.
Please write criticisms and suggestions in the comments section below.
Glad to see a new idea from you! One problem with scorch, the fact that is is permanent is a bit too... op. Sure, it has a high mana cost. But you can just go back and forth between lanes, and coat the enemy field with runes. At level 4 (max level) it is wayyy to powerful imo. The radius is huge and if you line the lane with them, it means constant 10 mana regen 40 bonus attributes, (which is huge btw, more than 3 ultimate orbs would give you) 20 hp regen, plus the damage per second, which isn't big, but think how many pushes would fail due to the amount of creeps being owned before they got to the tower. I recommend adding a limit to the amount you can place, this way this it can't be abused as much, also 10 mana regen at level 1??
As was previously said, infinite Scorches are quite OP while while his W is too weak - Omniknight has this skill as passive that is 6% less potent as slow but also slows Attack Speed. Tusk also has something like that. Scar is also too weak, as killing Pyrus with physical damage entirely grants him only 2% increase - while this passive is almost useless early-mid game and only does something lategame when every death maybe your last because of long respawn time. Also, while his ultimate is quite strong, there is actually no reason to try to kill Pyrus - he only deals good damage in the circle while he can't protect his allies other than his ultimate and his limited AOE slow. It would be easier to simply slay his team and finish Pyrus off later.
I would add a cd and limit duration of his Q so there's a certain maximum amount of them can be present. W IMO should be replaced with some aura so killing Pyrus would be more worthy - as an idea, a 600 AOE Blade Mail that makes all units but Pyrus in it return a portion of damage - 5-20% would do I suppose. Scar should be reworked or replaced too - again, as an idea, Pyrus sacrifices a percentage(10-25%) of his Hp to heal every hero around for 5-12% of Pyrus' current Hp(before casting), with a 10-20 sec cd and a little to no manacost.
That makes Pyrus a much more pesky hero and #1 target in fights which makes use of his Q.
Ultimate again is tooo OP, imagine a centaur cleaning up a teamfight suddenly everyone is at full health ( hypothetical ). Only huskar does this type of damage, and then receives some himself to balance it out, TB requires to be melee to use his, and well weaver only changes HP for himself.
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