Gravity Bender
Intelligence; Melee; Order.
Story.
Model: Goblin Tinker
Innate Skill:
Magnet Rise
- Creates a magnet at the target position. The magnet lasts 30 seconds. 4 seconds cooldown.
Allure
- Target Magnet
Magnark pulls the target magnet towards himself, enemies caught in its wake take X physical damage and are maimed. Y casting range.
Overcharge
- Target Unit Buff
Target enemy is blinded and ruined for X seconds and gets connected to the nearest magnet if there's one within 300 range. (The enemy can't get farer away than 300 range from the magnet.) Lasts Y seconds.
Iron Will
- Passive
Magnets take X% less damage. The prevented damage is dealt back to the source as physical damage if it's suffering from a condition.
Magnatron
- Instant Cast, Buff
Magnar gains X% additional movement and attack speed for every nearby (large area) magnet. Whenever an enemy takes physical damage, nearby magnets will zap it, dealing magickal damage and extending ruin by 1 second.
The Drawing Board (or: reasons for an awful hero)
Somehow I'm not able to come up with serious themes. Well I do, but those of my heroes with serious themes tend to suck. xD
I took Innert as the very basis for the hero. The thing I liked about Innert were his summons, though back when he used to have the ghost summons he usually had not more than one of them on the battlefield at once, not really a summon hero in my eyes. After he got the wolf summons he had more, but enemies just focused on Innert, completely ignoring the wolves most of the time.
So basically what I wanted to do was:
-Go back to the static summons
-More summons
-Give the enemy a tough time deciding if he should attack the hero or his summons
The Innate
Oh my God an innate. Had that innate in the mind from the very beginning. I thought about putting the magnet summon in a level 1 skill and design all the other abilities to work without a magnet as well (like Dusk did in his submission), but nothing I tried felt right for this little guy here.
Allure:
I'd like to emphasize the casting range of the spell, which could be quite high, a lot higher than the casting range of Magnet Rise actually.
Iron Will
I had many, many different versions of it... all with the goal of making the magnets more sturdy.
Since he can already blind+maim it's mainly directed at spells, I thought about using magickal damage reduction only, but there are so many physical damage spells...
If you have another idea please let me know. >:
Magna-tron
The new ultimate with the go-go alternate form of the goblin tinker. Best I could come up with this morning. >:
The original ultimate: