Showing posts with label Touhou. Show all posts
Showing posts with label Touhou. Show all posts

Monday, May 6, 2013

Mokou, the Blazing Fighter [FINALE]

Joining to the Showdown might bring Kaguya to fight. With that thought in mind, Mokou decided to show off her fearsome abilities in this battle.

Power: 14 + 1.25
Attack: 76 + 4.55
Spirit: 85 + 5.25


Role: Bruiser, Fighter, Carry, Tank. 
Range: Melee (100). 
Speed: 300. 
Base Attack Time: 1.01.
Ability System: Skill.
HP: 522.
MP: 270.
HP Growth: +323.
MP Growth: +62.
AS Bonus: +2%.

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



Incinerate (Special Ability)



Mokou's basic attacks do additional 15/25/35/45/55/65/75/85/95 magic damage on hit. This effect is amplified by 1% for each percent of health the victim is missing.



Notes: 
Incinerate's bonus damage grows stronger each 2 levels with its maximum damage at level 17.
Incinerate does additional damage instead of increasing damage dealt.
Incinerate's bonus damage does not proc Lifesteal.



Blazing Strike



Mokou kick-leaps at the target unit, dealing 70/130/190/250/310 (+60%) magical damage to the target if enemy.
Blazing Strike procs on-hit effects if Inner Fire buff is active.


Cooldown: 13/12/11/10/9 seconds.
MP cost: 40/50/60/70/80.

Notes: 
Blazing Strike always takes 0.4 seconds to strike.
Speed depends on distance between Mokou and her victim when the ability was cast.
Blazing Strike may be cast on magic immune units but will not damage them.
Blazing Strike will proc Inner Fire's damage on magic immune units.
Blazing Strike ignores collision.


Inner Fire



Next basic attack or Blazing Strike within the following 3 seconds does 40/80/120/160/200 (+75% bonus) additional physical damage on hit and increases Mokou's attack speed by 40% for 2 seconds.



Cooldown: 6/5.5/5/4.5/4 seconds.
MP cost: 30/35/40/45/50.

Notes:
Inner Fire does additional damage on hit instead of increasing damage dealt.
Inner Fire may be cast at any moment, including while leaping with Blazing Strike or during the basic attacks animations. Silences or stuns still unable Mokou from casting Inner Fire.
Inner Fire does not have cast animation and will not interrumpt Mokou's previous orders.
Inner Fire will not proc Aselia's Ice Banisher.
Inner Fire's bonus damage procs Lifesteal.


Burning Rage


Passive - Increases Mokou's Attack by 12/24/36/48/60.

Active - Boosts Mokou's Attack by 24/48/72/96/120 and movement speed by 15% for the next 7 seconds but loses Burning Rage's passive bonus.
The passive bonus is reactivated when this ability goes off cooldown.


Cooldown: 12 seconds.
MP cost: 50.

Notes:
Burning Rage's passive bonus is reactivated after 12 seconds.
Burning Rage's passive bonus does not show a buff indicator.
Burning Rage will not proc Aselia's Ice Banisher.


Phoenix Wings



Boosts Mokou's movement speed by 40 and restores 15%/20%/25% of her maximum HP over the next 15/20/25 seconds, making her basic attacks to splash 25% of the damage dealt.


Cooldown: 80/70/60 seconds.
MP cost: 100.

Notes:
Phoenix Wings' movement speed bonus stacks with other flat movement bonuses.
Phoenix Wings' movement speed bonus is increased by percentage movement bonuses.
Phoenix Wings' regeneration is applied every 0.1 seconds.
Phoenix Wings' regeneration effects can be dampened.
Phoenix Wings makes Mokou's to splash 25% of the damage dealt with her basic attacks and on-hit effects as magical damage to enemies within 250 range.
Phoenix Wings effects cannot be dispeled.


Friday, December 28, 2012

Sakuya, the Perfect and Elegant Maid [FINALE]

Sakuya, the Perfect and Elegant Maid

The Scarlet Devil Mansion's lord couldn't come here alone, right?
 
Power: 11 + 1.05. 
Attack: 62 + 3.35.
Spirit: 67 + 4.55.

Role: Carry, Attack, Crowd-controller, Ganker.
Range: 400.
Speed: 300.
Base Attack Time: 1.08.
Ability System: Skill.
Hp:
480.
Mp: 270.
Hp Growth: +238.
Mp Growth: +63.
AS Bonus: +2%.

Skills: Inflation Square, Killing Doll, Deflation World.
Ultimate: Sakuya's World.
Special: Elegance.


Skill 1 - Inflation Square

Sakuya teleports to the target point, surrounding it with eight daggers that close to the center. Each dagger deals damage to one enemy only.




Level 1 - Each dagger does 30 damage.
Level 2 - Each dagger does 60 damage.
Level 3 - Each dagger does 90 damage.
Level 4 - Each dagger does 120 damage.
Level 5 - Each dagger does 150 damage.


Damage: 20%.
Damage: 35%.
Mp: 40/45/50/55/60.
Cooldown:  13/12/11/10/9 seconds.


Skill 2 - Killing Doll

Throws a fan of twelve daggers in the targeted direction, each dealing damages they hit and slow their movement speed by 15%.
Slow effects are accumulative.


 

Level 1 - Each dagger does 45 damage.
Level 2 - Each dagger does 85 damage.
Level 3 - Each dagger does 125 damage.
Level 4 - Each dagger does 165 damage.
Level 5 - Each dagger does 205 damage.


Damage: 30%.

Damage: 20%.
Mp:  25/30/35/40/45.
Cooldown:  13/11/9/7/5 seconds.



Skill 3 - Deflation World

Sakuya prepares a single dagger for up to 6 seconds, showing a mark only to the caster for the duration that variates in a red, green and blue sequence.
On second cast, Sakuya throws the dagger in the selected direction, dealing damage and slowing speed of the enemy hit for 2 seconds if red, restoring some HP to the caster by dealing a killing blow to the enemy hit if green, or stunning the enemy hit for a brief duration.
The true dagger can only be seen by the owner as an illusory dagger is set up to confuse enemies.

Base damage depends on current level of Inflation Square and Killing Doll.

Level 1 - Slows by 20% / heals 35 health / stuns for 0.5 seconds.
Level 2 - Slows by 25% / heals 65 health / stuns for 0.75 seconds.
Level 3 - Slows by 30% / heals 95 health / stuns for 1 second.
Level 4 - Slows by 35% / heals 125 health / stuns for 1.25 seconds.
Level 5 - Slows by 40% / heals 155 health / stuns for 1.5 seconds.



Damage: 35%.
Damage: 45%.
Mp:  30.
Cooldown:  8.5 seconds.


Ultimate - Sakuya's World

Creates a time-locking reality in the target area for up to 4 seconds, stopping units within from doing any action and granting them immunity.
Sakuya can freely move within the area.
Can be cast again to finish the effects of this ability.


Mp:  100/50/0.
Cooldown:  90/75/60 seconds.




Unique - Elegance

After each spell cast, Sakuya increases her Attack by 12 for up to four seconds. Effect stacks up to five times.
When hitting an enemy with an ability, if Sakuya has at least four stacks, she dispels herself, resetting stacks to one.

 

Thursday, December 20, 2012

Letty, the Winter Fairy [FINALE]

Letty, the Winter Fairy

Winter has come.
Power: 9 + 0.8. 
Attack: 65 + 3.4.
Spirit: 71 + 4.05.

Role: Support, CCer, Ganker.
Range: 400.

Speed: 290.
Base Attack Time: 1.12.
Ability System: Skill.
Hp:
460.
Mp: 315.
Hp Growth: +244.
Mp Growth: +63.
AS Bonus: +2%.

Skills: Winter Blast, Snow Storm, Frost Barrier.
Ultimate: Chilling Curse.
Special: Winter Pressence.


Skill 1 - Winter Blast

A magical, icy missile is thrown at the enemy, dealing poor damage to and stunning it on impact.
The missile explodes if it has traveled too far.



 
Level 1 - Deals 40 damage, stuns for 0.75 seconds.
Level 2 - Deals 70 damage, stuns for 1 second.
Level 3 - Deals 100 damage, stuns for 1.25 seconds.
Level 4 - Deals 130 damage, stuns for 1.5 seconds.
Level 5 - Deals 160 damage, stusn for 1.75 seconds.


Damage: 30%.
Mp:  50/55/60/65/70.
Cooldown:  15/14/13/12/11 seconds.




Skill 2 - Snow Storm
 
A blizzard strikes the target area for 10 seconds, slowing enemies as they stay within.
Letty can activate this ability again to accumulate the storm in a single shot, shooting out a freezing missile from the center of the storm in the selected point, damaging the first enemy it hits and ensnaring it.
Ensnare lasts longer the more the blizzard was active
.

Level 1 - Slows enemies by 10%, missile deals 90 damage.
Level 2 - Slows enemies by 13%, missile deals 150 damage.
Level 3 - Slows enemies by 16%, missile deals 210 damage.
Level 4 - Slows enemies by 19%, missile deals 270 damage.
Level 5 - Slows enemies by 22%, missile deals 330 damage.


Channeling: 1.8 seconds.
Damage: 40%.

Mp:  50.
Cooldown:  15 seconds.




Skill 3 - Frost Barrier
 
Passively increases nearby allies' magic resistance.





Level 1 - Increases resistance by 8%.
Level 2 - Increases resistance by 12%.
Level 3 - Increases resistance by 16%.
Level 4 - Increases resistance by 20%.
Level 5 - Increases resistance by 24%.


Range: 600.


Ultimate - Chilling Curse
 
The target becomes frost for a certain period of time.
Shall a cursed enemy take a fraction of his health in damage, it becomes stunned and defrosted. 
 
 
 
Level 1 - Freezes for 2.5 seconds, stuns for 1.5 seconds if enemy takes 40% of his health in damage.
Level 2 - Freezes for 3.25 seconds, stuns for 1.75 seconds if enemy takes 40% of his health in damage.
Level 3 - Freezes for 4 seconds, stuns for 2 seconds if enemy takes 40% of his health in damage.

Mp:  135.
Cooldown:  80 seconds.




Unique - Winter Pressence
 

Decreases nearby enemies resistance by 5%.

Tuesday, December 18, 2012

Minamitsu, the Ship Sinker [FINALE]

Captain Murasa ready to set sail!
 

Power: 12 + 1.35
Attack: 79 + 4.55
Spirit: 77 + 4.35

Role: Tank, Crowd-controller.
Range: Melee (100). 
Speed: 290. 
Base Attack Time: 1.16.
Ability System: Skill.
HP: 504.
MP: 255.
HP Growth: +317.
MP Growth: +63.
AS Bonus: +1%.

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


Palaquin's Captain


Increases Murasa's movement speed by 25 while out of combat.
This passive bonus is lost for the next 6 seconds when entering in combat, gaining 10 bonus armor and 10% increased magic resistance.
It is considered combat when taking damage from heroes or towers.


Notes:
Non-hero enemies are not taken into accout for this ability to trigger.
Her combat bonus will not reduce the first instance of damage taken if out of combat.




Vengeance Manifest

Murasa throws out a water, anchor-shaped missile in the targeted direction which hits the first unit in its path, dragging it towards Murasa if allied or dragging Murasa towards the target if enemy and dealing 70/120/170/220/270 (+75%) magical damage to the enemy hit.


MP: 80/95/110/125/140.
Cooldown: 16/15/14/13/10 seconds.

Notes:

Does not affect magic immune units. Units dragged by this ability ignore collision.
Insta-cast abilities can still be cast while being dragged.
Deals damage when Murasa arrives nearby her victim.


Sea Guard


Blasts surroundings for 50/100/150/200/250 (+40%) (+8% maximum HP) magical damage to nearby enemies and shields Murasa for 30/60/90/120/150 (+10% maximum HP) damage plus 15/30/45/60/75 (+30%) additional shield for each enemy hero struck for up to 5 seconds.
The shield deals half of its life as pure damage to nearby enemies if destroyed.

MP: 70/80/90/100/110.
Cooldown: 9 seconds.

Notes:

Blast does not damage magic immune units.
Shield does not reduce damage from pure damage.
Pure damage goes through shields, damage reduction and invulnerability.
Shield damage is only dealt if it gets destroyed by enemy attacks and not by expiring.



Anchor Rush

Murasa rushes in the selected direction up to 600 distance and charges her next basic attack for additional 40/80/120/160/200 (+80%) magical damage on hit and ensnaring her victim for 0.75/1/1.25/1.5/1.75 seconds.



MP: 60/80/100/120/140.
Cooldown: 14/13/12/11/10 seconds.


Notes:

Anchor Rush ignores collision.
Anchor Rush deals additional damage instead of increasing damage dealt.
Anchor Rush will not do any damage against magic immune units and the buff will not be consumed.



Curse of the Drowned

A powerful curse deals 175/250/325 (+90%) magical damage to nearby enemies, knocking them up into the air for 1 second, reducing their damage output by 15%/20%/25% and magic resistsance by 20% upon fall for the next 3 seconds.



MP: 100/125/150.
Cooldown: 120/100/80 seconds.



Notes:

Curse of the Drowned does not affect magic immune units.
While in the air, enemies cannot cast spells or move. This include insta-cast spells.

Friday, November 23, 2012

Marisa Kirisame, the Ordinary Magician [FINALE]

Marisa, the Ordinary Magician

Ain't a light user, just a normal magician, ze!




Power: 11 + 1.15. 
Attack: 57 + 2.6.
Spirit: 74 + 4.4.


Role: Power, Carry, AoE.
Range: 450.
Missile Speed: 600.
Speed: 290.

Base Attack Time: 1.27.
Ability System: Skill.
Hp:
440.
Mp: 310.

Hp Growth: +227.
Mp Growth: +79.
AS Bonus: +2%.

Skills: Milky Way, Orriores Sun, Blazing Star.
Ultimate: Master Spark.
Special: Kleptomany.





Skill 1 - Milky Way


Marisa sends a star wave that damages enemies for a percentage of their maximum life as magic damage, slowing them for 2 seconds in the process.
Upon touching an enemy hero or traveling 800 distance, the wave explodes, sending stars as projectiles in different directions, each dealing damage in area on contact with an enemy.

 

Level 1 - Wave deals 10% damage and slows by 17%.
Level 2 - Wave deals 14% damage and slows by 23%.
Level 3 - Wave deals 18% damage and slows by 29%.
Level 4 - Wave deals 22% damage and slows by 35%.
Level 5 - Wave deals 26% damage and slows by 41%.


Wave Power effect: 0.05% damage / PP.
Star damage: 80%. 
Cooldown: 9.5 seconds.
MP cost: 55/65/75/85/95.



Skill 2 - Orriores Sun

A colorful barrier protects Marisa from any magical harm for up to 6 seconds, throwing back stars when targeted by an enemy ability.
As long as her barrier protects her, Marisa can shoot a star beam towards a target point, ensnaring the first enemy it hits, but losing her barrier in the process.



Level 1 - Blocks up to 100 damage, ensnares for 1 second.
Level 2 - Blocks up to 160 damage, ensnares for 1.25 seconds.
Level 3 - Blocks up to 220 damage, ensnares for 1.5 seconds.
Level 4 - Blocks up to 280 damage, ensnares for 1.75 seconds.
Level 5 - Blocks up to 340 damage, ensnares for 2 seconds.


Power effect: +60 barrier / 30 PP.
Star damage: 60%. 
Cooldown: 20/18/16/14/12 seconds.
MP cost: 60/65/70/75/80.

 

Skill 3 - Blazing Star

Rides her broom for 700 distance towards facing direction, incinerating the terrain for damage per second.
If colliding with an enemy unit during the process, stuns it for 1 second, moving Marisa behind the enemy.

Fire trail lasts 6 seconds after Marisa has stopped. 


Level 1 - Trail deals 30 DPS.
Level 2 - Trail deals 45 DPS.
Level 3 - Trail deals 60 DPS.
Level 4 - Trail deals 75 DPS.
Level 5 - Trail deals 90 DPS.


Power: 40%.
Cooldown: 28/25/23/19/16 seconds.
MP cost: 60.




Ultimate - Master Spark


Marisa charges her hakero for 1 second, then releases a mighty beam in the selected direction, dealing massive damage in a line. 



Level 1 - Deals 460 damage.
Level 2 - Deals 740 damage.
Level 3 - Deals 1020 damage. 


Power: 100%.
Cooldown: 120/110/100 seconds.
MP cost: 150/250/350.




Unique - Kleptomany

Marisa ain't really a kleptomaniac, but whatever.
Earns 10 extra gold each time Marisa kills an enemy. This effect stacks up to six times with 6 increasing gold earning for up to 7 seconds.
Marisa can copy the next hero ability targeted at her for 45 seconds.

Note: A special effect overhead indicates the ability is off cooldown.
Note: In the test map, this ability also triggers by non-hero abilities.



Gold: 10/16/22/28/34/40.
Cooldown: 60 seconds.

Wednesday, October 17, 2012

Cirno, the Idiotic Fairy [FINALE]

Cirno, the Idiotic Fairy

Idiocy at its maximum expression. 9! 


Power: 8 + 0.7. 
Attack: 45 + 2.4.
Spirit: 57 + 4.3.


Range: 400.
Speed: 290.
Ability System: Skill.
Hp:
360.
Mp: 190.

BAT: 1.14.
Hp Growth: +214.
Mp Growth: +47.
AS Bonus: +2%.

Skills: Freezing Sphere, Ice Wall, Freeze!.
Ultimate: Icicle Fall.
Special: Mysterious Idiocy.





Skill 1 - Freezing Sphere


Cirno conjures a magical ball of pure ice, sending it in a straight line and damaging enemies as it passes by.
Can be activated again to make the ball travel 600 distance in the same direction, freezing enemies instead of damaging them.
 

Level 1 - Deals 40 damage, freezes for 1.5 seconds.

Level 2 - Deals 80 damage, freezes for 1.8 seconds.

Level 3 - Deals 120 damage, freezes for 2.1 seconds.

Level 4 - Deals 160 damage, freezes for 2.4 seconds.

Level 5 - Deals 200 damage, freezes for 2.7 seconds.


Damage: Ice.

Cooldown: 13 seconds.

MP cost: 60/65/70/75/80.





Skill 2 - Ice Wall 


Creates a wall of ice blocks for 2.35 seconds, impeding units from passing through.
When the time runs out, the blocks explode, damaging nearby enemies for magical damage.



Level 1 - Deals 50 damage.

Level 2 - Deals 100 damage.

Level 3 - Deals 150 damage.

Level 4 - Deals 200 damage.

Level 5 - Deals 250 damage.


Damage: Ice.

Power Bonus: 60%.
 
Cooldown: 15 seconds.

MP cost: 75.






Skill 3 - Freeze!


Creates a flow of chilling air, slowing enemies within 1000 range by 5%.
Enemies with the "Freeze!" debuff take additional damage from Cirno's abilities.
Lasts 10 seconds.



Level 1 - Converts 2% of enemies max HP into magical damage.
Level 2 - Converts 4% of enemies max HP into magical damage.

Level 3 - Converts 6% of enemies max HP into magical damage.

Level 4 - Converts 8% of enemies max HP into magical damage.

Level 5 - Converts 10% of enemies max HP into magical damage.

 
Cooldown: 20 seconds.

MP cost: 50.




Ultimate - Icicle Fall


Cirno makes icicles to fall in her surroundings, damaging random 150 AoE locations within 900 range.
Lasts 5 seconds.



Level 1 - Each icicle deals 70 AoE damage.
Level 2 - Each icicle deals 130 AoE damage.

Level 3 - Each icicle deals 190 AoE damage.



Power: 34%.

Power effect: +0.01 seconds / 2 PP.
Cooldown: 90/80/70 seconds.
MP cost: 160.





Special - Mysterious Idiocy
 

Due to some unknown reason, Cirno's magic is enchanced, boosting the next ability she uses by the following effects:




Freezing Sphere - If activated again, the ball explodes instead of traveling further, damaging enemies in area for half pure damage.
Ice Wall - Wall slows nearby enemies by 40%.
Freeze! - Increases slow by 10%.
Icicle Fall - Lasts 2 extra seconds and damages in 205 AoE.

Cooldown: 11 seconds.

Sunday, September 23, 2012

Suika, the Drunken Oni [FINALE]

Suika, the Drunken Oni

A goddess Oni with... drunk powers?


Power: 13 + 1.45. 
Attack: 81 + 5.85.
Spirit: 78 + 5.65.


Range: Melee (100).
Speed: 295.
Ability System: Skill.
Hp:
530.
Mp: 270.
Hp Growth: +268.
Mp Growth: +67.
AS Bonus: +1%.

Skills: Oni Binding, Gravity Crush, Mountain Tomb.
Ultimate: Immaterial and Missing Power.
Special: Nothing beats drinking!.





Skill 1 - Oni Binding 

Suika throws out a magical chain to a selected direction, hooking up the first enemy it grabs and dragging it to Suika.
After being dragged, the enemy loses Mp per second for 4 seconds, adding it to Suika's.
Range of chain and Mp drain improves with level.


Level 1 - Drains 16 MP per second. 600 Range.
Level 2 - Drains 24 MP per second. 750 Range.
Level 3 - Drains 32 MP per second. 900 Range.
Level 4 - Drains 40 MP per second. 1050 Range.
Level 5 - Drains 48 MP per second. 1200 Range.

Cooldown: 11 seconds.
MP cost: 45.



Skill 2 - Gravity Crush 

Crushes Suika's surroundings using gravity, damaging enemies and slowing their movespeed by 7%.
Any enemy with the Oni Binding debuff will be instantly dragged to Suika and stunned for 0.25 seconds, except for the nearest enemy, that gets stunned for 0.5 seconds.



Level 1 - Deals 65 damage. Lasts 3 seconds.
Level 2 - Deals 125 damage. Lasts 3.75 seconds.
Level 3 - Deals 185 damage. Lasts 4.5 seconds.
Level 4 - Deals 245 damage. Lasts 5.25 seconds.
Level 5 - Deals 305 damage. Lasts 6 seconds.

Power: 50%.
Attack Bonus: 60%.
Cooldown: 12 seconds.
MP cost: 55/60/65/70/75.


Skill 3 - Mountain Tomb
 
Using the power of the mountain, Suika accumulates rock shards in her fist creating a rock bomb, then jumps and throws it to the target point, damaging enemies in area. If there is a nearby enemy with the Gravity Crush debuff, Suika will grab that enemy for the bomb instead of using only rocks.
Enemies take 40% extra damage if have the Gravity Crush debuff. If Suika used an enemy instead of rocks for the bomb, that unit takes 15% extra damage.


Level 1 - Deals 115 damage.
Level 2 - Deals 180 damage.
Level 3 - Deals 245 damage.
Level 4 - Deals 310 damage.
Level 5 - Deals 375 damage.

Channeling: 1 second.
Power: 70% damage.
Attack: 40% damage.
Cooldown: 9 seconds.
MP cost: 60/75/85/90/100.



Ultimate - Immaterial and Missing Power

Using her powers, Suika increases in size several times her short stature, boosting her HP and decreasing damage she takes by 20%.
Adds to her attacks Immaterial debuff, which slows them by 5% until her ultimate finishes.
When finishing her ultimate, Suika any enemy within 1500 distance next to her.
During channeling, Suika becomes magic immune.


Level 1 - Boosts her HP by 600. Lasts 5 seconds.
Level 2 - Boosts her HP by 900. Lasts 6 seconds.
Level 3 - Boosts her HP by 1200. Lasts 7 seconds.

Cooldown: 70 seconds.
MP cost: 120/190/260.


Special - Unlimited Sake

Suika loves drinking. Seriously.
Each 400 HP Suika loses, she displels herself by drinking liquor, healing herself by a percentage of her maximum HP and removing any debuff from her.



Levels 1-3: 2% heal.
Levels 4-6: 3% heal.
Levels 7-9: 4% heal.
Levels 10-12: 5% heal.
Levels 13-15: 6% heal.
Levels 14-18: 7% heal.
Levels 19+: 8% heal.

Cooldown: 10 seconds.