Archive for the Hero Designs Category

Arcane Assassin Design

Posted in All, Hero Designs on March 23, 2013 by Reldnahc

To start, I’ve had it envisioned in my mind of doing a premeditated ganker/hard carry hero for a while now. Originally in my mind, I had a theme of a Harpy/Vulture that would use it’s ultimate to set a nest. If opponents came into contact with the nest, the Vulture could fly to the nest, devour the eggs and gain bonus stats. If the Vulture chose not to defend the nest, negative consequences would affect the hero. At the same time, I had been wanting to do a psionic type of carry that would utilize perplex on its auto attacks since perplex is so underutilized in the game. When Vultures skills started to be scavenged and put on other heroes, I decided to take the initial concept of Vulture’s premeditated ganker/hard carry aspect and combine it with the psionic warrior to form the foundation of Arcane Assassin.

The very basis of what I had intended with the psionic warrior theme was I wanted the perplex to be a passive that affected his auto attacks. Applying a basic perplex to a hero on attacks is not only just situational but it also fails to intrigue or draw in the player as to what it is exactly accomplishing on its own. While playing Dota 2, I played Lanaya, the Templar Assassin for the first time and I absolutely loved her theme, but I felt like her entire execution was a complete miss with how I envisioned the hero. The animations of her attacks just felt completely off with the art distinction. I never imagined her animations to play out as such. When she has these mind blades extending from her hands that look like they could extend in an instant to attack her target, it somewhat kills the vibe of the hero when she sends out this pathetically slow little blast. But that vision of the mind blades resonated in my mind to make the ability, and I wanted to do the extending of attack range correctly so that it feels fluid and as if an assassin truly is making quick work of his opponent.

But what sort of strategic offering to the hero should the ability add? I had a feel in mind and at least one effect, but nothing set in stone. I then thought of attaching a mana burn to the ability. Much like how I designed Rudra upon the idea that no hero was utilizing Energizer well, I realized that the idea of mana burning could work to supplement a hero who utilizes Nullfire Blade extremely well. So I have in my mind this charge based attack system on a target. Attacking the same target increases your range multiple times until you hit a point, at which you perplex and drain mana on them. When you have a number like 800 maximum range, this seems like an extreme distance between you and your target now. There were two things I didn’t want out of this hero, that he became an reliant on just big numbers or that he relied on Blink Dagger/Portal Key like Lanaya, taking out the premeditation of his ganking. As criticized and cliche as they are, I felt like attaching a blink on the successful completion of the ability was the best approach to keep him consistent as a ganker while also allowing for future depth in development, so I felt comfortable enough with Psychic Reach to become the crux of his set.

The other issue I had with Lanaya as a hero was how inefficiently her Meld was used as a ganking tool. I knew I loved the ability, but I wanted it to fit my vision for how it should be utilized. It is one of the most fitting skills for a premeditated ganker, a hunter waiting on prey, but it never gets used as such. Instead, it’s either a pseudo juking tool or you have to combine it with Blink Dagger in order to get the most effectiveness out of it. I think the difference between the two is that Lanaya had no incentive to use Meld as a Shadowmeld of a Night Elf, Meld could instantly apply it’ s effects from casting to attack. To circumvent this and also make it harder for Arcane Assassin to initiate with a Meld style ability, I decided to have it reset the charges of Psychic Reach and have them regenerate automatically while invisible. This allows for easier initiation because of the range increase and promotes waiting for all of the charges to reset, given a premeditated wait for 5 seconds down to 2.5 seconds. But the ease of initiation I felt like was not the greatest of synergy to force premeditation, so I decided to combo it further with Psychic Reach. To combo it further I felt like it would be better to serve a strong, but not devastating 1 off critical strike that has its damage amplified if it hits a target with 0 mana. With the intention of Psychic Reach’s/Nullfire’s mana drains going off before the ability, I felt like this helped to further his niche as a bursty mana burner, but not extremely bursty damage dealer. I felt like at this point I had turned Meld from a poor man’s trap setup to a fearsome predatory skill as he awaits his prey, Refract.

For the next bit I wanted to a simple ability that would enable Arcane Assassin to mesh with his ganking prowess but also enable him to slightly hard carry well. As simple as it may be, I thought a simple attack speed bonus for a few attacks would enable him to get off his Psychic Reach while at the same time not becoming this overbearing skill. A simple flurry type of skill to mesh with his skillset.

Lastly I needed a skill to tie it all together. I wanted Arcane Assassin to have low strength and relatively low base stats, and I wanted him to function as a hard carry in the sense that he could anti carry. So I felt like the best approach to do this was to create a disarm for him. I also was creating a hero that would actually struggle more against intelligence heroes who are generally weaker defensive wise. By being unable to burn all of their mana, Arcane Assassin would struggle to do maximum damage to them, while a disarm would do little to protect himself from the majority of their crowd control and damage. The idea of Psionic Riposte was to create this situation where you either take damage, or take damage and suffer. It creates a prominent 1v1 scenario where Arcane Assassin is capable of decimating the target and certain heroes being slightly helpless if they were foolish enough to be caught out of position with no room for assistance.

As I fleshed out Arcane Assassin, I wanted him to be a premeditated ganker/hard carry combo from the start. I was able to keep these design elements through iterations by keeping his hard carry focus on anti-carry measures while also creating a specific niche in the hero in that he targets non-Int heroes better than he would the easiest gank targets, Int heroes. Of course, with how potent some of his abilities may seem, balancing based on theory alone is always a challenge and whether or not Arcane Assassin would be too strong or even too weak remains to be seen, but enjoy his DREAM page!

Castor/Pollux Design

Posted in All, Hero Designs on March 9, 2013 by Reldnahc

I like playing a whole lot into themes in design, and I will admit that strategy is often something I neglect to keep as a core design focus so that the hero would “bring something” to the game if it were implemented. So with Castor/Pollux, I wanted to make the “bring something” be the forefront of the design. As some of you can probably tell, I like the Guild Wars 2 skill icons quite much because of the style of them and polish. They’re really easy to use for hero drafts, and serve as a source of inspiration for abilities. Well one of the big inspirations came from one of the Mesmer skills because it was one of the few ones faces that featured a close up of a face, but it featured two faces. So for Castor/Pollux the main strategic design element of the hero became a very mesmer-like anti-caster focus, with a focus on “connectedness.”

Mesmers were popular as a strong counter class in Guild Wars, and I wanted to bring a similar feel to HoN with Castor/Pollux bring the focus on an anti-nuker or general caster hate. The icon drew inspiration to do a connectivity theme and Castor/Pollux were twins from Greek myth, making it a fitting name to match the icon.

Originally I wanted C/P’s ult to be a skill called Paranoia. Reminiscing of the Yogg-Saron boss fight in World of Warcraft, one of his abilities was to make you go insane and turn against your allies, seeing them all as foes. I wanted to replicate this feeling in HoN by creating a giant, chaotic mess. Paranoia was going to serve as the form of “disconnect” in the connectivity theme as you disconnect the opponent from reality and knowing to completely screw with their perception. I wanted Paranoia to be like Puppet Master’s Puppet Show, but on steroids. The ability would scramble up which heroes they saw as allies and which heroes they saw as enemies as well as who they could damage this way. Unfortunately, as much I wanted to attempt to make Paranoia work as a skill, I didn’t see it fitting into the main goal of creating an anti-caster and foresaw complications with how to execute it, so I had to scrap the idea for C/P.

rsz_mass_invisibility

But what would serve as an ability that focused C/P becoming an anti-caster, with the other themes being a supplement to the overall design? Well one idea that came to me was the the notion of spellstealing. Spellsteal has existed in just about every RPG known from the Blue Mage in Final Fantasy to the move Mimic in Pokemon. It had even been introduced into the MOBA scene through the DotA hero, Rubick. It is an incredibly popular concept, and no HoN hero has yet to experiment with the notion, so I thought what better option than to put it on Castor/Pollux? I wanted it to play into the connectedness theme though, so I pondered on how to bridge the gap between spellstealing and connectivity. In most cases, Spellsteal was a long term effect. You used it once, and you gained that spell for a long set of time. There wasn’t much “connect” in it. Then I pondered on stealing multiple spells and I connected the idea of how to make Spellsteal work for C/P. By having the ability work as a debuff that stole a spell whenever they casted one, it brought in this connected theme to connected to your opponent. When your opponent was affected by the spell, whenever they casted, you would also get that spell. It created the scenario where you could essentially steal their entire arsenal of spells, but they controlled the timeframe you had to cast each one. It was exactly what I wanted out of Castor/Pollux.

rsz_echo

To go on with the theme of the hero, I was inspired again by an icon from Guild Wars 2 and what it did. There is a skill called Winds of Chaos that is a bouncing projectile, and I thought of how I could use a bouncing skill to show connectivity? I had been intrigued by the displacement ideas of skills that had sent players back to previous locations in time, and thought of a pseudo form of implementing this. What if the person hit by the bouncing projectile was pulled to the previous location of where the orb was? So say the orb hits you, then whoever gets hit next gets pulled to you, then the next person hit gets pulled to where the other was and so on and so on. Creating a chain of “connectivity” between the players. This skill would serve as a general nuke but also an incredible disruption tool to exploit potentially fragile nukers and supports. This would serve as a forced bond in the form of Forced Connection.

As for how to continue the anti-caster notion, I wanted to deal specifically with magic armor. I wanted an imitation of stealing magic armor to play on the whole spellstealing aspect of the hero as well. If a target was hit by a spell casted by C/P, the target would lose a large amount of magic armor and C/P would gain a little. This idea of numbers to play into the design was intentional to prevent players from being able to use solely one cast of Forced Connection to reach the max +magic armor buff. It would either require a combination of Mimic or a reliance on Forced Connection to come off of cooldown before the player could obtain the maximum magic armor buff from this ability. Because of this newfound magic armor buff, I wanted to balance out the hero design through base stats as well. So I decided that a smaller starting magic armor would be much more preferred so that C/P would be susceptible to ganks if they were not prepared and requires an attention of their own to maintain their resistance to magic damage.

Lastly, the core of C/P was almost finished and I had to design one more ability to finish it all together. One of the greatest banes of a single target hero in Heroes of Newerth is a Nullstone. The item alone is capable of stopping even the strongest Superior Magic spells and throws a wrench in plenty of heroes’ plans. I felt like C/P had enough conventions already to counter casters, and I wanted the hero to be very support oriented. I had noticed that there was no “connectivity” theme between C/P and allies as much. What if Nullstone’s effects didn’t nullify a spell, but simply redirected it? Technically your spell would not go completely to waste, it would just be on a target that you hadn’t prepared for. Rather than that Tundra ulting your team’s hard carry, what if he “wasted” his ult on C/P? What if rather than Pyromancer firing a Blazing Strike at your Flint Beastwood, he hit an extremely resilient C/P? This would play into his support aspect as well as connecting a bond between C/P and his teammates. So at last, we get Redirect.

It was an interesting process designing Castor/Pollux. Typically if I had created an ability I had found interesting, I’d center the hero around that and try to make it work. For Castor/Pollux, I had determined on a strategic theme and tried to bend my concept and theme around such. As for how Castor/Pollux would be picked, Mimic allows Castor/Pollux to work as a counter combo caster. What if you used it on Pebbles and was quick enough to use both Stalagmites and Chuck? Or on Tempest to pull off his full arsenal of spells? He was designed with the intent in mind to take not just a specific spell of a hero’s but to be able to use their entire spellset against them. Not only would he have the potential to do this, but he’d have the potential to do it better with his -magic armor buff. Enjoy Castor/Pollux!

Rudra Design

Posted in All, Hero Designs on March 9, 2013 by Reldnahc

When Energizer was first introduced into Heroes of Newerth, many claimed the item was flat out awful, and others claimed the item was fine, it just was not utilized well on any hero. So if it was not utilized well on any hero at the moment, what kind of hero could utilize the item to its full effectiveness? Since then the item has received some strong and much needed buffs, but that doesn’t change that the heart of Rudra’s design came from attempting to have this item used to its full extent.

When you looked at Energizer, it was a pretty underpowered item at the time. It was the third item of the starting bracer upgrades and the one that utilized the agility equivalent, the Soulscream Ring. Unlike the others though, most of your common support heroes do not pick up Soulscream Rings. Most support heroes preferred a Fortified Bracer or could manage with an Amulet of the Exile, but a Soulscream Ring had no place on a support hero, so most supports bought the item as a bulk item. But for 1700g lump sum, the item was less amazing and you missed out on the buildup bonuses that other somewhat competing items like Astrolabe and Gravelocket had. So what were the core aspects of Energizer that were of concern to designing a hero?

  • Energizer requires a Soulscream Ring buildup
  • Energizer works on minions/player controlled creatures
  • Energizer provides a flat movement speed bonus
  • Energizer needs to be more valuable than other items in the price range

Looking at this list, the pieces to Rudra started to fall into place. Rudra would mainly want to be an agi hero with minions, and he would want to be able to utilize a flat movement speed bonus to the best of his extent.

I wanted to design the minions of Rudra first because they would be the heart of the hero. The minions would have to want Energizer to be of some use to the hero. So how could I make it so that a hero would want minions that wanted a flat movement speed increase? One of my favorite heroes from DotA is Visage, and his ultimate is one of the most creative abilities in the game. I feel like the rest of his skillset isn’t that interesting, but the ult makes the hero above and beyond an interesting hero. How well would something like that transfer into Heroes of Newerth? If say he had minions that dealt damage appropriate to their movement speed? This would allow him to have a focus on Energizer because of his minions as well as his minions loving Energizer because their damage would be boosted by the flat movement speed increase. Not to mention that during the early stages of HoN beta, there was a contest to come up with an agility pushing hero. While we got the Strength and Intelligence winners of the contest eventually put into the game as Gauntlet and Geomancer, there never was a winner even announced for the agility contest. We could kill two birds with one stone with this design, create a new agility pusher as well as one that utilized Energizer to its full extent.

I was a fan of Blood Hunter’s Blood Crazy because the ability was this unique double edged sword. You could use the ability on an enemy for a long duration silence at the cost of increasing their attack damage, or use the ability on an ally at the cost of silencing them. The ability was later changed so that you could purge the unwanted part, but for the most part, the ability created this unique clash that required a full recognition of the tradeoffs and proper intuition to know when and how using the ability would best suit you. So I wanted to replicate this double edged sword idea because I think it paves way to unique interactions that most other heroes don’t have. The idea hit me to have a somewhat “ramp up” speed boost that could factor in this double edged play. By creating a short immobilize and then have it ramp up to full speed, you’d be able to keep enemies enemies slowed long enough to finish them off or pay the price and give them the leverage to escape. Meanwhile the reverse would be true for allies, you could utilize it to attempt to save someone. If they could survive the initial build up time of the speed boost, they could use it as an escape. Or if used  as a pseudo-initiation tool, they could ignore most of the drawbacks with proper planning. With this  the ability would serve a dual purpose on both allies and enemies. Plus, the ability would serve as as form of allowing one of his minions to fully damage someone. For now, I like the concept of the ability, but I fear the numbers may not be exactly fine tuned. I do feel that it is possible to hit that sweet spot where it is equally usable in all 3 situations, and with that, Gale became his second skill.

One of my favorite Gamecube games was Lost Kingdoms, a card battling RPG that had a slew of monsters that you summoned to fight for you. One of the cards I can remember in that game distinctly was the Sphinx, which when activated, would send out a sonic screech that expanded as it traveled. I’m always intrigued by spells and abilities in other games, and while in essence this skill was just a cone, the sound played a big part in it to standing out. This skill is what brought out the theme of Rudra as a hero because I wanted to portray this as a Sonic Boom type of skill. This Sonic Boom idea brought out the idea entire theme of a storm entity which in turn led to the naming of Rudra. As for the ability itself, I wanted to create this ability that did more the closer you were, and tapered off the farther out it hit you, much like sound does. To complement the sound theme and apply some extra utility to the hero, I contributed a similar scaling silence to the ability to go along with the idea of going deaf from this giant sound blast. The ability’s dependency on being in melee range helped contribute to the idea of Gale being used on yourself as a form of initiation to get off the ability, and Deafening Blast became Rudra’s go-to nuke.

I’ve gotten a good synergistic core for the hero so far. All of his abilities mesh pretty well together, a strong nuke for his general usage, some decent control and unique pushing power. At this point, I needed a “filler” skill, something just to flesh out the hero as whole. I greatly enjoy designing heroes with less than 600 attack range because I feel like there is not a whole lot of exploration in that field. So for Rudra, I wanted to continue with this naturally, and decided on 450 attack range. I also wanted an emphasis on general speed and to help him in lane as a hero, providing 325 base movement speed serves as a point of increasing his harass potential and ability to avoid harass. I just didn’t feel like this would be good enough to separate him from the rest of the 450 range heroes. Blitz and Myrmidon are much more suited for trilanes because of their kill potential and Midas isn’t exactly applicable in terms of comparison, so how would Rudra fit into a traditional dual lane setup? The idea I had thought of was to help him combat ranged harass a bit more, a passive chance for reflect. Consider it like Zephyr’s passive except you do not need to attack to maintain it. I felt like this fleshes out Rudra a bit more in terms of being able to support a bit in lane, or survive solo lanes against much stronger ranged heroes, but providing no defense against melee heroes who threatened Rudra.

In general I wanted Rudra to be a hero that excelled one hundred percent at using Energizer, and I think for the most part, he accomplishes that. Recently Energizer has received some tremendous buffs that make it an actually viable item on most supports, but that doesn’t discredit Rudra’s purpose. In terms of how teams would incorporate him into lineups, he is intended to be slightly versatile in just how you choose to use him. He could be a pseudo babysitting hero who also doubles as a strong pusher, or you could choose to focus strictly on his ganking prowess as he shows a potential global presence. He’d fulfill that old adage of a community created agility pusher while bringing a tremendous storm, for more details on Rudra’s numbers, check here.

Plaguebringer Design

Posted in All, Hero Designs on March 5, 2013 by Reldnahc

When the HoN community balance patch was wrapping up, one of the things I wanted to explore talking about was the Day/Night mechanic in Heroes of Newerth. Being built upon the foundations of DotA, the game transferred over the mechanic from there, but unlike DotA, no heroes directly took advantage of it in terms of abilities. The actual vision ranges of heroes used to vary differently depending on the hero, but that was soon changed. I wanted to explore how this mechanic would work into the game, like on a hero.

Nightstalker, the DotA hero, is highly regarded as some because of his ability to utilize the in-game time. He is incredibly weak during the day, but once night hits, he’s a bat out of hell. Nightstalker gains a strict power increase at night, and his ultimate allows him to make it night in game when the situation demands it.

Now to some, this idea seems fairly well executed, but I don’t enjoy nor think that a strict power scaling is the proper way to handle the design of a hero using day/night in their skills. You have to combat how a direct power increase affects the flow of the game and how the timing of the day/night system coincides with this. Naturally being strong at night, Nightstalker has to struggle somewhat in the early laning phase. Then when the game progresses, Nightstalker only wants to make moves when his ultimate is off cooldown or it is already nighttime, and it creates a strict turtle mindset. This isn’t exactly a bad thing, but the fact that it is coming about because a hero is intentionally crippled half of the game and extremely strong the other half make it a poor situation from a designer’s standpoint. It forces an unhealthy gameplay.

So how should a day/night hero be done, if it could be done at all? In my eyes, the design should change how the hero was played, either as a role or function. Nightstalker changed the way you and your team had to play because he was either pathetic or powerful and having such a large fluctuation creates issues with the hero. For me, I wanted my hero to change both in role and how he functioned in that role, and thus, Plaguebringer was born.

For me, I saw the highlights of a day/night hero playing into the role that could capitalize on the vision changes that happen because of in-game time, so I wanted Plaguebringer to be a ganker. With the hero, I noticed there was not a whole lot of exploration in terms of attack ranges in Heroes of Newerth. Only 1 other hero in the game had utilized an attack range of 525, Artesia. The attack range is enough to be suitably ranged for laning, but not enough to warrant harassment in a laning phase, especially with so many 600 and even 550 attack range heroes. This puts an emphasis on Plaguebringer’s stronger spells to help facilitate his ganking prowess.

As for how his abilities were going to interact with the time, I wanted to create a switching idea, much like how an older version of Fayde could choose the range of her skills, to be dependent on the time of day. On one hand, he would have a strong nuking spell as his primary ranged skill and then a point blank AoE aura has his control spell. Then when nighttime hit, his primary ranged spell would be a strong control spell and have a more consistent damage source through a point blank AoE aura. I wanted to have the hero to have the same or very similar similar functions from both of these. I didn’t want him to have say, a silence at nighttime and a disarm during the daytime. A consistent approach to what he could apply, so I went with a very general slow(with an immobilize addition during night). Plaguebringer could always have damage/control no matter the time of day, but how he applied this two sources was dependent on the time of day and both have enough flavor to individualize them. At night, AoE would reduce armor and along with the immobilize to combat the fact that the daytime nuke had incredible power and the slow was consistent. All of this planning shaped its way into his second and third skills, Typhoid/Dysentery and Locust Swarm.

    

While designing the AoE skill, I knew that in order to make it work, he had to be able to atleast survive a decent amount of time for the ramp up of the ability to kick in fully. I had no intention of giving him inherent bulk through his base stats, in fact I wanted more the opposite with those. So while fleshing out the hero, I was reading about scrapped Guild Wars 1 skills. One of which was called Bloodletting which featured a link to the actual practice of Bloodletting on Wikipedia, and from reading the Wikipedia article, I knew it could fit well as a skill. Bloodletting was the practice of drawing blood in order to cure one of diseases and illnesses. So with Bloodletting as a skill, I wanted to have the idea of making Plaguebringer temporarily reduce damage, but attached would be a drawback. Originally I had thought of simply having it be a self purge skill, but I wanted some general usage out of the skill, so it became a secondary nuke for him to utilize while ganking. The drawback of the ability is that the damage that would have been reduced by Bloodletting is applied doubly at the end of the skill, a chance for Plaguebringer to cut himself with a double-edged sword. It creates a period where it gives Plaguebringer enough bulk to deal some sizeable damage, but it also increases the focus of him as a primary target considering an enemy will be essentially doing extra damage to him over time.

The last ability, his ultimate, would have to secure his ideology as a day/night hero. I had gone into the hero design process thinking that I wanted him to be able to choose whether or not his abilities were in day/night mode, but giving him free reign with an ultimate would feel more like a form change and that the day/night addition was simply just a hassle that clicked on form changes. While thinking of how I wanted the ability to function, I original had the mindset of a temporary shift to the opposite time of day for a limited time. Like Bloodletting though, I didn’t feel like this gave enough general purpose for him to be able to accomplish his goals as a ganker, some of his abilities were strong, but not strong enough to have such a weak ultimate. So then came the idea to add a bonus to his abilities for the limited duration of the ultimate, sort of like en empowered version of normal time(think Vegeta making his own moon in Dragonball Z). So the idea came about to make it so that the maximum effect of Locust Swarm was increased and it applied faster, and making Typhoid/Dysentery do more damage during the day/stun instead of immobilize during the night. It was a way of forcing a player to become adept at playing both styles of the hero. You may enjoy having that strong nuke during the day and the annoying slow of the bugs, but if you activate your ult and adapt your playstyle accordingly, you can get a much stronger result from your abilities with an increase from the ultimate. However even though both of his “forms” bring the same thing to the table, the situation may not allow you to effectively offer the same thing, so I decided that it was best not to think of his ult as a trigger to the opposite time, but more of a choice of which time you want. The choice however would have to be serious because of a steep cooldown on the ultimate. You could be in nighttime and trigger an empowered night through his ult, or vice versa with day and we get Red Dawn/Black Death.

So with his skills in general, I wanted to fit the theme of plagues. Plagues dealt their damage over time and dealt massive damage, hence why all of his abilities fall into the “DoT” category. The damage over time aspect allows enemies to react a bit easier, if they react quickly, they usually can prevent the brunt of the damage or even deny allies from the damage in a chance to prevent kills. This exchange allows him to deal more damage  through his DoTs while not being as strong as if a hero did the same damage directly. A slower base movement speed and somewhat taxing manacosts are there to provide some cushion to apply some more overall balance towards the hero. As a ganker, he receives the majority of his damage by level 9 but this could have been delayed depending on how you wish to build him in general.

Lastly, something I tend to forget to talk about is how this hero would add to the game or how he would be drafted. On the outside, it does not seem like a whole lot to go off of to differentiate himself from other heroes. He can fit into heavy DoT lineups to make denying harder as well as fit into -armor lineups through his Locust Swarm at night. Not to mention his self-purge makes him quite suitable against the likes of other DoT users as well as preventing Parasite from transferring harmful debuffs to himself(that Plaguebringer may have inflicted on Parasite). Plaguebringer is definitely an experiment more of changing the way a hero is played by the player, forcing himself and everyone else to atleast be conscious of the night/day difference. During the day, he’s a powerful damaging ganker with a strong damage over time ability and at night, he becomes a more control focused ganker.

There you have it with Plaguebringer. A ganking hero focused on dealing massive damage over time and utilizing the day/night aspect to change how this functions. If you’d like to see the full numbers and cooldowns on the abilities, go to http://dream.heroesofnewerth.com/hero/Reldnahc/Plaguebringer/