Tuesday, December 31, 2013

List of characters.

List of all characters up to now.
Gray-colored icon means the character is still in progress or is being updated.
Characters that are not here have not been updated or won't be in the beta.


 Komachi, the Stygian Boatmaiden
Role: Ganker (5), CCer (4), Chaser (3.5), Jungler (3), Power (3.5)
Difficulty: Easy-Medium


Tenshi, the Celestial
Role: Ganker (4), CCer (4), Jungler (4.5), Chaser (3), Power (4), Attack (3)  
Difficulty: Medium-Hard

Iku, the Dancing Dragon
Role: Tank (4.5), Carry (4), Ganker (2.5)
Difficulty: Medium


 Cirno, the Idiotic Fairy
Role: Power (4), CCer (3), Ganker (3)
Difficulty: Medium-Hard
  

Marisa, the Ordinary Magician
Role: Power (5), Carry (4), CCer (3), Ganker (3)
Difficulty: Hard


Saber, the King of Knights
Role: Power (4), Carry (3.5), Tank (4), Disruptor (3), AoE (5)
Difficulty: Hard



Suika, the Drunken Oni
Role: CCer (5), Tank (3)
Difficulty: Medium


 Meiling, the Gate Keeper
Role: Fighter (4.5), Ganker (3), Nuker (3)
Difficulty: Easy


 Minamitsu, the Ship Sinker
Role: Ganker (5), CCer (3)
Difficulty: Medium-Hard


 Sakuya, the Perfect and Elegant Maid
Role: Carry, Attack, Ganker
Difficulty: Medium-Hard


Hoppip, the Cottonweed
Role: Support, Crowd-controller
Difficuly: Easy-Medium


Mokou, the Blazing Fighter
Role: Bruiser, Fighter, Carry, Tank
Difficulty: Easy-Medium


Aselia, the Eternal
Role: Fighter, Support, Disruptor
Difficulty: Medium-Hard


Shiki, the Ryougi's Heir
Role: Assassin, Fighter
Difficulty: Hard


Rin, the Hell's Traffic Accident
Role: Carry, Caster
Difficulty: Very Hard


Jack, the Serial Killer
Role: Assassin, Caster
Difficulty: Medium-Hard



THE CHAMPION
Cloud, the Champion
Role: Champion, Fighter
Difficulty: Medium-Hard

Sunday, July 7, 2013

Shirou, the Apprentice Magus [FINALE]

Must stop this stupid conflict.


Power: 8 + 0.55
Attack: 64 + 3.15
Spirit: 10 + 0.35

Role: Caster, Support.
Range: 128 (melee). 
Speed: 290. 
Base Attack Time: 1.21.
Ability System: Skill.
HP: 425 + 277 / level.
MP: 80 + 10 / level.
HP Regen: 1.0 + 0.25 / level
MP Regen: 0.2 + 0.10 / level.
AS Bonus: +1% / level.
Armor: 15 + 2 / level.

Tank: Normal
Assassin: Normal
Caster: Good
Carry: Normal
Support: Normal



Incomplete Knowledge (Special Ability)


All the mana consumed to cast an ability amplifies the effects that ability deals by 0.5% per point of MP consumed.
If Shirou does not have enough mana to use an ability, he burns a percent of his current health equal to half of the MP he is missing in order to cast the ability, dealing all the life consumed as additional true damage with that ability or adding all the life consumed as life to barrier effects.


Projection - Caliburn

Projects Caliburn and slashes the enemy target for 70/130/190/250/310 (+50%) (+45%) magical damage, revealing them for the next 4 seconds.

MP: 50/60/70/80/90.
Cooldown: 15/13/11/9/7 seconds.


Projection - Empowered Shot

Fires out a weak missile which deals 40/65/90/115/140 (+30%) (+20%) physical damage to the first enemy it hits and slows them by 20% for 3 seconds.
Casting this ability on a unit hit by Empowered Shot makes the missile to follow the target. 

MP: 25.
Cooldown: 3/2.75/2.5/2.25/2 seconds.


Rho Aias

Channels for up to 4 seconds a protective barrier which impedes units from passing through and nullifies 100/175/250/325/400 (+60%) incoming damage up to six times.

MP: 80/95/110/125/140.
Cooldown: 15/14/13/12/11 seconds.


Nine Lives Blades Works

Shirou channels magical energy for a brief period of time then relentlessly assaults the enemy target, slashing it nine times for 50/75/100 (+20%) (+15%) damage per attack.
Damage dealt can be either magical or physical.


MP: 100/125/150.
Cooldown: 80/65/50 seconds.


Friday, June 14, 2013

Jack, the Serial Killer [FINALE]

The murdering never ends.
Power: 11 + 1.10
Attack: 67 + 3.15
Spirit: 10 + 0.45

Role: Assassin, Caster. 
Range: 100 (melee). 
Speed: 300. 
Base Attack Time: 1.10.
Ability System: Skill.
HP: 400 + 264 / level.
MP: 220 + 46 / level.
HP Regen: 1.2 + 0.15 / level
MP Regen: 0.8 + 0.20 / level.
AS Bonus: +2% / level.
Armor: 12 + 2 / level.

Tank: Horrible
Assassin: Excellent
Caster: Good
Carry: Normal
Support: Normal


Presence Concealment (Special Ability)



Removes Jack from the minimap.
Getting close to an enemy hero or guardian will make her a bit transparent, appearing again in the minimap. This effect lasts 6 seconds after moving away from the enemy.


Notes:
Jack can still be seen in the game.
The detection range is 500 for heroes, 600 for towers.
Once exposed, Jack must stay away from heroes or towers for 6 seconds, at least at 900 distance away.



Murderer of the Misty Night



Jack blinks behind the enemy target and deals 60/120/180/240/300 (+60%) physical damage to them. If used at night, also reduces the target's attack speed by 60% for 2.5 seconds.
This ability triggers Sorrow Strike's extra damage.


MP: 50/60/70/80/90.
Cooldown: 12/11/10/9/8 seconds.


Notes:
Can still be cast on ethereal units, but will not damage them.
 -Attack speed reduction and blind will be both negated.
Can still be cast on magic immune units, and will damage them.
 -Attack speed reduction will still be applied, but blindness will not.


Darkened Misty Metropolis


Sets up a magical lantern at the target point which emanates a dark mist for the next 5 seconds that deals 30/45/60/75/90 (+20%) magical damage per second to surrounding enemies and slows afflicted enemies by 20%/25%/30%/35%/40%, reducing their sight range by 600.
Non-hero enemies take double damage from the mist.

MP: 100.
Cooldown: 16/15/14/13/12 seconds.

Notes:
The lantern is invisible to enemies.
The second activation can only be used as long as Jack is 3000 or less units close to the lantern.
Does not affect magic immune units.


Sorrow Assault


Instantly turns Jack invisible for the next 3 seconds and charges her next basic attack to do 50/100/150/200/250 (+45%) additional physical damage. Consuming this buff also removes invisibility.
During invisbility, Jack activates Presence Concealment even if close to enemy heroes.


MP: 50/55/60/65/70.
Cooldown: 11/10/9/8/7 seconds.


Notes:
Casting abilities will not break the invisibility.


Holy Mother of Dismemberment


Assaults the enemy target with four daggers, each dealing 75/125/175 (+45%) (+25%) damage. Daggers do 10% increased damage for each of the following conditions fufilled: a) it is night-time, b) the target is a female, c) the target has no nearby allies or the target is under the effects of The Mist. If all conditions are fulfilled, daggers do additional 20% damage and do pure damage instead.

MP: 100.
Cooldown: 90/80/70 seconds.

Notes:
Daggers strike the enemy after 1 second.
Two daggers deal physical damage while the other two deal magical damage.
Can still be cast on magic immune units, but the magical damage will be negated.
Can still be cast on ethereal units, but the physical damage will be negated.

Wednesday, May 29, 2013

Rin, the Hell's Traffic Accident

There will be a lot of corpses to talk to.


Power: 11 + 1.10
Attack: 67 + 3.15
Spirit: 10 + 0.45

Role: Caster, Mage, AoE Carry. 
Range: 450. 
Speed: 300. 
Base Attack Time: 1.12.
Ability System: Skill.
HP: 415.
MP: 300.
HP Growth: +294.
MP Growth: +65.
MP Regen Growth: +0.3.
AS Bonus: +2%.

Tank: Bad
Assassin: Normal
Caster: Good
Carry: Good
Support: Normal


======
Rin starts with a point in her ultimate, Hell Fire, allowing her to cast three different forms of Hell Fire.
All of her basic abilities grant passive bonuses to Rin, as well as passive bonuses to her ultimate.
======


Cat's Walk (Special Ability)


Whenever a nearby enemy unit dies, Rin stores its soul. Basic abilities grant passive bonuses depending on the current ammount of souls Rin has.
Limit of 10 souls.
When falling below 15% health, Rin uses a stored soul to create an immovable decoy, then she becomes invisible for 1 second. The decoy is instantly destroyed by taking damage,
increasing Rin's movement speed by 50% for 1 second.


Notes:
Area of Effect: 600.
Rin becomes fully invisible, meaning she can attack or cast abilities without revealing herself.


Hell Fire (Ultimate)



Hell Fire - Allows Rin to incinerate small areas in front of her at 200 (Q), 450 (W) and 700 (E) distance respectively.



AoE: 150/210/270/330
MP: 50/60/70/80
Cooldown: 9/8/6.5/4.25 seconds.



Blazing Wheel - At level 2 or greater, Rin can cast a ring of fire after 1 second channeling, dealing 120/240/360 (+50%) + 10/20/30 (+10%) magic damage for each soul to enemies in contact with the ring, releasing all souls stored.


MP: 100/125/150.
Cooldown: 100/90/80 seconds.


Vengeful Spirit


Passive - Grants Rin 1/2/3/4/5 Attack per soul.

Hell Fire - Increases damage by 50/75/100/125/150 and slows enemies hit by 20%/25%/30%/35%/40% for 1.5 seconds.



Notes:
Slow effects stack with other slows.
 - Enemies hit by a second Hell Fire will stack slows from this ability.


Rekindling of Dead Ashes


Passive - Grants Rin 2/4/6/8/10 Power per soul.

Hell Fire - Increases damage by 60/100/140/180/220 and deals half of total damage dealt as magic damage over 4 seconds.



Notes:
Damage-over-time will not affect magic immune units.


Spleen Eater


Passive - Grants Rin 1/2/3/4/5 Spirit per soul. Additionaly, grants 10/15/20/25/30 magic penetration.

Hell Fire - Increases damage by 10/20/30/40/50.

Friday, May 17, 2013

Shiki, the Ryougi's Heir [FINALE]

Finshing this quickly means she can go home earlier.


Power: 11 + 1.10
Attack: 72 + 3.85
Spirit: 85 + 5.20

Role: Assassin, Hunter, Fighter. 
Range: Melee (100). 
Speed: 305. 
Base Attack Time: 1.04.
Ability System: Gauge.
HP: 440.
MP: 125.
HP Growth: +271.
MP Growth: ---.
AS Bonus: +3%.

Tank: Bad
Assassin: Excellent
Caster: Good
Carry: Good
Support: Bad


======
Shiki gains MP when casting any of her abilities, and she has no MP degeneration rate.
======


Mystical Eyes of Death Perception (Special Ability)



Basic attacks and abilities do additional 1% of the enemy's current health as magical damage.



Notes:
Damage dealt by Items or Lament's debuff will not proc Mystical Eyes of Death Perception.


Assasination


Dashes at the enemy and blinks behind the target, slashing it for 60/120/180/240/300 (+55%) physical damage.
This ability can be casted again when Shiki is striking, increasing damage dealt by 30% and adding 10 extra MP.


Regain: +15.
Cooldown: 15/13/11/9/7 seconds.

Notes:
The second cast is available for 0.3 seconds.
Assasination can still be cast on ethereal units, but will not damage them.
Assasination can still be cast on magic immune units, and will damage them.


Lethal Blow



Slashes an enemy, dealing 80/150/220/290/360 (+60%) magic damage and silencing them for 1.5/1.75/2/2.25/2.5 seconds.



Regain: +20.
Cooldown: 9 seconds.

Notes:
Lethal Blow can still be cast on ethereal units, and will damage them.
Lethal Blow cannot be cast on magic immune units.


Ryougi's Killing Style


Passive - Increases Shiki's attackspeed by 10%/15%/20%/25%/30% and Attack by 10/15/20/30/35.

Active - Jumps and throws a single knife at the enemy target for 50/90/130/170/210 (+35%) physical damage and 15%/20%/25%/30%/35% movement slow for 2 seconds.

The knife flies off from the enemy once it hits them, falling in a nearby random 
                       location after a few seconds in the air.
                       Shiki can pick up the dagger by passing nearby to it, resetting the cooldown of this
                       ability after 0.5 seconds.

Regain: +15.
Cooldown: 15/14/13/12/11 seconds.

Notes:
Ryougi's Killing Style can still be cast on ethereal units, but will not affect them.
Ryougi's Killing Style can still be cast on magic immune units, and will damage them.
If well timed, Shiki can pick up the knife in the air using Assassination. This can only occur using Assasination; Shiki cannot pick up the knife while it is still in the air otherwise.
Slow effects stack with other slows.


Kanesada



Assault and disables the enemy for 1.2 seconds, removing any barrier on them and dealing 265/405/545 (+60%) magic damage once the ability finishes. This damage is amplified by 1% per percent of health the enemy is missing.


MP: 100.
Cooldown: 100/85/70 seconds.

Notes:
Kanesada can still be cast on ethereal units, and will damage them.
Kanesada can still be cast on magic immune units, but will not damage them.
 -However, if a barrier-effect is granting the target Magic Immunity, the barrier will be  dispeled and the damage will be dealt.