STR Hero
He is an elf, adorned in dark azure armor, decorated with sparse spikes. His helmet is forged to resemble a dragon skull. He is armed with a heavy lance, which he may wield with one hand or two. His Wyvern Familiar is his soul bond, they are connected at the heart and mind. The Wyvern is only two meters long and is more agile than beefy. The Wyvern is a faint golden color.
Str: 24 + 2.8
Agi: 20 + 2.1
Int: 16 + 1.6
Base Damage: 55-70
Base Armor: 3
Base Movementspeed: 320
BAT: 1.7
Range: 300 (But melee based, yes this is codable, the only purpose of this is regarding orb effects and the like.)
Tyrn is a tanky semi carry, meant to be active by level 11 with minimal items needed to do so.
Skills:
1. Call Wyvern
Summons Tyrn's bonded wyvern familiar.
Manacost: 200
Cooldown: 180s
When Call Wyvern is used, the Wyvern Familiar that is summoned starts out at base stats. Every 30 seconds the Wyvern powers up, it takes 180 seconds for the Wyvern to reach full power (max stats). HP gained this way is added on (but not healed). If the Wyvern moves further than 600 units away from Tyrn, it immediately reverts to base stats. When the Wyvern returns to within 600 units of Tyrn, it immediately regains full stats, but does not recover its' missing hp.
Wyvern Familiar:
Base hp 300/400/500/600
Max hp 600/900/1200/1500
Base damage: 20/30/40/50
Max damage: 35/45/55/80
Movement speed: Tyrn's + 10 (affected by boots, haste, yasha etc, changes in real time, not when summoned)
Attack speed: Average
Attack Range: 400 (ranged)
Armor: 0/1/2/3
Bounty: 25/50/75/100
Wyvern Familiar abilities:
Combat Form
Healer Form
(stance changes)
Stance change cooldown: 60 seconds.
Combat:
If the Wyvern is within the 600 bond radius to Tyrn, the Wyvern will automatically use a damaging fire breath attack in the direction of Tyrn's target whenever Tyrn uses 'Jump' or 'Drakesbane', damaging enemy units in its path
Damage type: Magical
Cooldown: 30/25/20/15
Damage: 50/100/150/200
Aoe: cone 500 units in front of Wyvern (cast range is Wyvern's 400 attack range)
Healer:
If the Wyvern is within the 600 bond radius to Tyrn, the Wyvern will automatically use a healing light breath attack in the direction of Tyrn target whenever Tyrn uses 'Jump' or 'Drakesbane', healing allies in it's path
Cooldown: 30/25/20/15
Heal: 50/100/150/200
Aoe: cone 500 units in front of Wyvern (cast range is Wyvern's 400 attack range)
2. Jump
Jumps to the target, hitting it with his lance, ministunning, and binding the target, then returns to his original position.
Single target
Cooldown: 30s
Manacost: 100/110/120/130
Cast range: 500/600/700/800
Damage: 90/140/190/250
Damage type: physical
Ministun for .01 seconds
Bind duration: 1.25/2/2.75/3.5
(Bind works like root, no movement, no invis fading, and no blinking for the duration of debuff, target can attack and cast spells during this period)
Note: Jump is granted as a buff on Tyrn and acts as blink, it can disjoint projectiles when used such as ranged attacks and thrown stuns. The animation for jump lasts 1 second.
3. Drakesbane
Using the secret art of his order, Tyrn thrusts into the target 3 times with his lance, splashing the damage in a 200 width line directly behind his target. Upon conclusion, all effected units are knocked back 150.
Single target
Cooldown: 30/25/20/15
Manacost: 100/85/60/50
Cast range: 300
Splash distance: 300/400/500/600
knockback: 70/100/130/200
Damage: physical damage. 3 hits of: Tyrn's damage + 30/40/50/70
Critical hit chance: 15% per hit
Critical hit damage: 1.5x per hit
Note: damage is calculated as 3 seperate rolls, but dealt in one animation so neither Tyrn nor the target is stalled in one place. The ability still counts as 3 instances of damage (i.e. if Lanaya had 2 refraction charges up, she would only recieve damage from the final hit). That being said, if a unit that isn't being target was moving at extremely fast speeds in the splash radius, it may only be hit by one or two or zero instances of splash behind the chosen target.
4. Spirit Surge
Tyrn infuses his Wyvern into himself, temporarily adding it's power to his own.
cast range: self
Manacost:200/175/150
Cooldown:200/180/160
Duration: 30/40/50
HP: adds 20%/40%/60% of Wyvern's current hp.
Damage: adds 20%/40%/60% of Wyvern's current base damage.
Attack speed: Reduces BAT to 1.4
Refreshes cooldowns of 'Jump' and 'Drakesbane'
Note: Consumes Wyvern Familiar.
Note: Wyvern Familiar may not be resummoned during this duration.
Note: If Wyvern is dead when used, no stats are gained, but 'Jump' and 'Drakesbane' are still refreshed.
Note: HP is added to Tyrn's current hp. i.e if Tyrn has 1000/1000hp, and Wyvern would add 500 hp, Tyrn's new hp is 1500/1500 for the duration of the skill. If Tyrn's hp is 100/1000hp, and Wyvern would add 500 hp, Tyrn's hp will be 600/1000hp after the skill is used, resulting in no addition to max hp.
He is an elf, adorned in dark azure armor, decorated with sparse spikes. His helmet is forged to resemble a dragon skull. He is armed with a heavy lance, which he may wield with one hand or two. His Wyvern Familiar is his soul bond, they are connected at the heart and mind. The Wyvern is only two meters long and is more agile than beefy. The Wyvern is a faint golden color.
Str: 24 + 2.8
Agi: 20 + 2.1
Int: 16 + 1.6
Base Damage: 55-70
Base Armor: 3
Base Movementspeed: 320
BAT: 1.7
Range: 300 (But melee based, yes this is codable, the only purpose of this is regarding orb effects and the like.)
Tyrn is a tanky semi carry, meant to be active by level 11 with minimal items needed to do so.
Skills:
1. Call Wyvern
Summons Tyrn's bonded wyvern familiar.
Manacost: 200
Cooldown: 180s
When Call Wyvern is used, the Wyvern Familiar that is summoned starts out at base stats. Every 30 seconds the Wyvern powers up, it takes 180 seconds for the Wyvern to reach full power (max stats). HP gained this way is added on (but not healed). If the Wyvern moves further than 600 units away from Tyrn, it immediately reverts to base stats. When the Wyvern returns to within 600 units of Tyrn, it immediately regains full stats, but does not recover its' missing hp.
Wyvern Familiar:
Base hp 300/400/500/600
Max hp 600/900/1200/1500
Base damage: 20/30/40/50
Max damage: 35/45/55/80
Movement speed: Tyrn's + 10 (affected by boots, haste, yasha etc, changes in real time, not when summoned)
Attack speed: Average
Attack Range: 400 (ranged)
Armor: 0/1/2/3
Bounty: 25/50/75/100
Wyvern Familiar abilities:
Combat Form
Healer Form
(stance changes)
Stance change cooldown: 60 seconds.
Combat:
If the Wyvern is within the 600 bond radius to Tyrn, the Wyvern will automatically use a damaging fire breath attack in the direction of Tyrn's target whenever Tyrn uses 'Jump' or 'Drakesbane', damaging enemy units in its path
Damage type: Magical
Cooldown: 30/25/20/15
Damage: 50/100/150/200
Aoe: cone 500 units in front of Wyvern (cast range is Wyvern's 400 attack range)
Healer:
If the Wyvern is within the 600 bond radius to Tyrn, the Wyvern will automatically use a healing light breath attack in the direction of Tyrn target whenever Tyrn uses 'Jump' or 'Drakesbane', healing allies in it's path
Cooldown: 30/25/20/15
Heal: 50/100/150/200
Aoe: cone 500 units in front of Wyvern (cast range is Wyvern's 400 attack range)
2. Jump
Jumps to the target, hitting it with his lance, ministunning, and binding the target, then returns to his original position.
Single target
Cooldown: 30s
Manacost: 100/110/120/130
Cast range: 500/600/700/800
Damage: 90/140/190/250
Damage type: physical
Ministun for .01 seconds
Bind duration: 1.25/2/2.75/3.5
(Bind works like root, no movement, no invis fading, and no blinking for the duration of debuff, target can attack and cast spells during this period)
Note: Jump is granted as a buff on Tyrn and acts as blink, it can disjoint projectiles when used such as ranged attacks and thrown stuns. The animation for jump lasts 1 second.
3. Drakesbane
Using the secret art of his order, Tyrn thrusts into the target 3 times with his lance, splashing the damage in a 200 width line directly behind his target. Upon conclusion, all effected units are knocked back 150.
Single target
Cooldown: 30/25/20/15
Manacost: 100/85/60/50
Cast range: 300
Splash distance: 300/400/500/600
knockback: 70/100/130/200
Damage: physical damage. 3 hits of: Tyrn's damage + 30/40/50/70
Critical hit chance: 15% per hit
Critical hit damage: 1.5x per hit
Note: damage is calculated as 3 seperate rolls, but dealt in one animation so neither Tyrn nor the target is stalled in one place. The ability still counts as 3 instances of damage (i.e. if Lanaya had 2 refraction charges up, she would only recieve damage from the final hit). That being said, if a unit that isn't being target was moving at extremely fast speeds in the splash radius, it may only be hit by one or two or zero instances of splash behind the chosen target.
4. Spirit Surge
Tyrn infuses his Wyvern into himself, temporarily adding it's power to his own.
cast range: self
Manacost:200/175/150
Cooldown:200/180/160
Duration: 30/40/50
HP: adds 20%/40%/60% of Wyvern's current hp.
Damage: adds 20%/40%/60% of Wyvern's current base damage.
Attack speed: Reduces BAT to 1.4
Refreshes cooldowns of 'Jump' and 'Drakesbane'
Note: Consumes Wyvern Familiar.
Note: Wyvern Familiar may not be resummoned during this duration.
Note: If Wyvern is dead when used, no stats are gained, but 'Jump' and 'Drakesbane' are still refreshed.
Note: HP is added to Tyrn's current hp. i.e if Tyrn has 1000/1000hp, and Wyvern would add 500 hp, Tyrn's new hp is 1500/1500 for the duration of the skill. If Tyrn's hp is 100/1000hp, and Wyvern would add 500 hp, Tyrn's hp will be 600/1000hp after the skill is used, resulting in no addition to max hp.