- Joined
- Dec 1, 2021
- Messages
- 62
I suspect that Shar isn't planning on making Maronogin a playable character (just purely speculating here, I could easily be wrong), so I decided to try to imagine a kit for him myself. A manipulative demon focused around business and money is just a really fun idea for a character, and I wanted to explore how his personality could be shown off in his gameplay. I also tried to steer away from default abilities, since there wouldn't be a lot of fun or creativity in just giving him a default Dreadlord kit with Transmute as his ult. (Though I understand that campaigns often use default abilities, because designing 4 new ones for every hero could end up being difficult and unnecessary, while also making things a bit too complicated for the player. And it's not like Blen having Shockwave or Gardon having Immolation is going to have an effect on the quality of the campaigns anyway, especially when heroes aren't even that important gameplay-wise.)
Anyhow, with all of that out of the way, here's my(potentially imbalanced) idea on Maronogin's gameplay:
If you have any thoughts regarding my ideas, or if you have an idea for a kit yourself, then I'd love to hear it! Also, is there any other hero that I should try to imagine (or reimagine) a kit for? (I could potentially post some more kit ideas here if you guys are interested. There's a lot of cool ideas to be had with Arkain's cast.)
Anyhow, with all of that out of the way, here's my
- Hostage - Maronogin binds an enemy unit with an unholy spell, rooting it in place like an Entangling Roots would, with the difference being that it doesn't deal damage.
When Hostage is picked up, the hero unlocks the Release ability. Using Release on a target affected by Hostage will immediately dispel the root, while granting the player bonus gold based on how long the target has been rooted. If a rooted target dies, or the root expires normally, then the player gains no gold.
Level 1 - roots for 20 seconds, grants 5 gold for every second spent rooted after using Release
Level 2 - roots for 40 seconds, grants 10 gold for every second spent rooted after using Release
Level 3 - roots for 60 seconds, grants 15 gold for every second spent rooted after using Release
- Mass Investment - Maronogin emits a golden pulse around himself, then fires a golden wave in the target direction. Whenever the pulse or the wave hits an enemy or an ally, 1% of the player's current gold will be used up to either heal or damage the target. Both the heal and the damage are based on the gold used. The effects of the ability can't be multiplied by hitting a unit with both the pulse and the wave. Enemies hit will have their attack and movement speed slowed by 35% for 4 seconds.
Level 1 - heals for 5 and damages for 4 per gold used
Level 2 - heals for 7 and damages for 6 per gold used
Level 3 - heals for 9 and damages for 8 per gold used
- Leverage - Whenever Maronogin attacks, he applies a mark to his target. If a hostile ability (basically anything that does something to enemies, including things like Ensnare, Dispel and Immolation) hits a marked target, then the mark will be consumed, and the target takes damage, while the player gains gold equal to half of that damage. This is a passive ability without a cooldown, but if a mark was consumed on a target, then that target cannot be marked again for 8 seconds. Manarogin's abilities cannot trigger the mark.
Level 1 - deals 5% of the target's maximum health as damage
Level 2 - deals 10% of the target's maximum health as damage
Level 3 - deals 15% of the target's maximum health as damage
- Partnership - Maronogin chooses a friendly target to empower, permanently changing the color of its outfit to gold and granting it 20% bonus movement and 30% bonus attack speed, which is doubled when the target is facing at least 1 visible enemy unit or hero. The buff has a permanent duration, and cannot be dispelled, but the player will loose 10 gold per second for every buffed target. If a buffed target kills an enemy unit, then the lost gold will be refunded, for up to 50 for a unit kill, or 200 for a hero kill. If a buffed target dies, Maronogin will restore the health of the target to 100%, costing 5% of the player's current gold if the target is a unit, or 20% if it's a hero, but the target will bleed away 20% of its health every second until it dies. However, the bleeding is stopped and the buff is dispelled if the target kills an enemy unit during the bleeding. Partnership has no cooldown.
When Partnership is picked up, the hero unlocks the Dissolution ability. Using Dissolution on a target affected by Partnership will immediately dispel the buff.
If you have any thoughts regarding my ideas, or if you have an idea for a kit yourself, then I'd love to hear it! Also, is there any other hero that I should try to imagine (or reimagine) a kit for? (I could potentially post some more kit ideas here if you guys are interested. There's a lot of cool ideas to be had with Arkain's cast.)