Great Progenitor
Strength; Bane.
Story: Coming eventually
Level 1 Skill:
Regenesis
- Passive
For every condition on Grast or his clones, they gain hp regen equal to X.
Hunger
- Passive
On attack, has X% chance to transfer Y seconds of all conditions and Z health per second of conditions off of target unit and onto Grast.
Primordial Miasma
- Passive
Any enemies within some AoE (300-400?) have X% chance to have cripple extended for Y seconds. Stacks with itself.
Progeny
- Activated Passive
Debuffs attacked unit for X seconds. If that unit dies under the effects of the debuff, a clone of Grast is spawned. Grast's current health is halved and the clone is given that much health. Clones last until killed, and have a max total health of Y*(Max health of Grast) (Grast's health is included in this max health).
1) Ok, first off, I'm not really happy with this hero as it stands. I know it's weird for me to post a hero that I'm not happy with, but I feel there's some potential to the concept, I just can't seem to refine it.
2) The idea behind the hero is a low hp tank, that tanks by the sole fact that there's so many of it with a potentially high regen. The Survivability is in Regenesis, Hunger and Progeny, while the threat is through Progeny and Primordial Miasma (god i hate that name... and the skill as a whole), and to a lesser extent, Hunger. The skill would come in with the fact that you *could* have infinite spawns, but at that same time you'd have only a certain max hp for all of them, so if you stretch too far, you'll end up getting flattened by an AoE spell, something the Order is pretty good at. So in order to use this hero effectively, you'd have to work with the number of spawns to ensure that you won't get flattened.
3) Again, it is worth noting that Grast would have relatively low HP for a tank, but by sheer numbers and regen would be able to do the requisite tanking.
4) Most of the skills are fairly straight forward, and it's by sheer accident they ended up as passives, but I guess it works, since otherwise the spawns would require ungodly micro. The one skill I want to clarify is Progeny itself, say Grast has 600 max hp, Y is 4, and he has 5 spawns. That means that on average each would have (600*4)/(5+1)=400 hp, which is frighteningly low. This would be offset by the fact that if some die, they're replaceable, and if say you get hit with trebs, you now have 2*5*(the X in Regenesis), which could be enough to bring you back to full fairly quick. Something that occurred to me is that if you were to make a clone and have it sit back somewhere back in your base, you could in theory never die. This could be offset by declaring one Grast the "original" (which would change to a new one every time the "original" dies), that all the others must stay near to, or begin decaying at something like 10% max health/second. In this way you keep Grast and his horde together and prevent any cheap tricks where you've say got one in each lane or something.
5) Again, I'm not very happy with Grast as he is now, but have run out of ideas to make him work better, so I'm submitting him so that he may be rent asunder by you and hopefully put back together into something brilliant.