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- # Merinth Tracker – Rework
- GOAL: make a hero based around abusing spell lifesteal & remove the hero's previous 'water' synergy that has been overtaken by Slardar
- Dire Intelligence
- Carry Disabler Support
- Half Crab, Half Merinth (like Naga, but Male)
- Wields a very long flexible Trident-spear
- Movement Speed: 300
- Attack Range: 225 (melee)
- Str: 25 + 2.5
- Agi: 18 + 2
- Int: 28 + 4.6
- # Overview
- Q: Water Sprite – Throws a water sprite at the target location, giving Merinth spell lifesteal and spell amplification against enemies near the sprite and leaving a trail of water that also applies this debuff. The sprite provides flying vision but can be killed by a single enemy hero or tower attack, and on death applies a 100% slow to enemies in range.
- W: Hydroplane – Gains movement speed and releases a pulse dealing magic damage every 2s while toggled on, draining mana per pulse up to 5 pulses max. The final pulse has double the area of effect and deals double the damage.
- E: Harpoon – Empowers the next attack with bonus range and stuns the target, applying a debuff for the stun's duration that causes the enemy to give a percent-based bonus gold bounty.
- R: Mana Wave – Releases a series of slow-moving waves that burn enemy mana and restore mana to allies. The speed and radius of the waves scale with Merinth's intelligence.
- Shard: Water Sprite – The Water Sprite applies ethereal to enemies near its cast location for a short duration, also becoming ethereal itself and able to take damage from enemy spells for the same duration.
- Scepter: Water Sprite – The Water Sprite also pulses while Hydroplane is active, and Water Sprite has 2 charges.
- # Talents
- Lvl 10: +300 Water Sprite Movespeed
- Lvl 10: +120 Harpoon Damage
- Lvl 15: Water Sprite Aura Effects Allies
- Lvl 15: Mana Wave Burns/Restores Percent Max Mana
- Lvl 20: Water Sprite +1 Attack to Kill
- Lvl 20: +2s Water Sprite Slow Duration
- Lvl 25: -1s Hydroplane Pulse Interval
- Lvl 25: +200% Harpoon Bonus Gold Bounty
- # Abilities
- Q: WATER SPRITE target point
- Throws a water sprite at the target location, giving Merinth spell lifesteal and spell amplification against enemies near the sprite and leaving a trail of water that also applies this debuff. The sprite provides flying vision but can be killed by a single enemy hero or tower attack, and on death applies a 100% slow to enemies in range.
- Cast Range: 900/1100/1300/1500
- Throw Speed: 1800
- Trail Width: 200
- Sprite Flying Vision: 300/400/500/600
- Sprite Movement Speed: 0 (talent: 300)
- Sprite Attacks to Kill: 1 (talent: 2)
- Sprite Duration: 9s
- Aura Radius: 600/700/800/900
- Spell Lifesteal: 20/30/40/50%
- Spell Amplification: 6/9/12/15%
- Movespeed Slow: 100%
- Movespeed Slow Duration: 1s (talent: 3s)
- Movespeed Slow Radius: 600/700/800/900
- Number of Charges: 0 (talent: 2)
- <cd> 9s <mana> 30/50/70/90
- Shard: Water Sprite – The Water Sprite applies ethereal to enemies near its cast location (300 radius) for 3s, also becoming ethereal itself and able to take damage from enemy spells for the same duration (take 1 damage from any source of magic damage).
- Scepter: The Water Sprite also pulses while Hydroplane is active, and Water Sprite has 2 charges.
- * The Water Sprite has a Q ability that causes it to pop, manually triggering its movement speed slow effect at the cost of instantly losing the aura effect (the aura does not linger when it ends or an enemy leaves its radius).
- * The Hydroplane pulse from Water Sprite with Aghanim's Scepter counts as a separate damage instance and fully stacks with the hero's Hydroplane pulses.
- * The Water Sprite has flying movement and is able to move constantly with the level 10 +300 Water Sprite Movespeed talent, but also benefits from the bonus movement speed of Hydroplane if Merinth has Aghanim's Scepter, allowing it to move while Hydroplane is active and he has Scepter.
- * With the level 15 Water Sprite Aura Effects Allies talent, Water Sprite's spell lifesteal and spell amplification aura also gives its bonus to Merinth's allies.
- * The debuff lingers for 0.5s when an enemy hero leaves the aura or trail, and is removed instantly when the water sprite pops or expires.
- W: HYDROPLANE no target, toggle, magical
- Gains movement speed and releases a pulse dealing magic damage every 2s while toggled on, draining mana per pulse up to 5 pulses max. The final pulse has double the area of effect and deals double the damage.
- Max Pulses: 5
- Pulse Interval: 2s (talent: 1s)
- Movespeed per Pulse: +20/30/40/50
- Mana Cost per Pulse: 20/24/28/32 (full duration manacost: 150/180/210/240)
- Pulse Radius: 300/325/350/375
- Pulse Speed: instant
- Pulse Damage: 60/80/100/120 (total max damage: 360/480/600/720)
- <cd> 2s <mana> 50/60/70/80
- * The first pulse happens immediately when toggled on, so effectively the initial manacost to cast the ability is actually 70/84/98/112 mana. This means the duration until the final pulse, and the buff's max duration, is 8s (or 4s with the level 25 -1s Hydroplane Pulse Interval talent).
- * The pulse count resets when the ability is toggled off, and shows a pulse counter as a buff visible to Merinth only. The movement speed buff is also lost instantly when toggled off or the final pulse is released.
- E: HARPOON no target, physical
- Empowers the next attack with bonus range and stuns the target, applying a debuff for the stun's duration that causes the enemy to give a percent-based bonus gold bounty.
- Harpoon Buff Duration: 3/5/7/9s
- Bonus Attack Range: 125
- Bonus Damage: 0 (talent: 120)
- Stun Duration: 2.1/2.4/2.7/3s
- Gold Bounty Bonus: 80/120/160/200%
- <cd> 24/22/20/18s <mana> 100/130/150/170
- * The bonus damage from the level 10 +120 Harpoon Damage talent benefits from the spell lifesteal and spell amp of Water Sprite.
- R: MANA WAVE ultimate, no target, magical
- Releases a series of slow-moving waves that burn enemy mana and restore mana to allies. The speed and radius of the waves scale with Merinth's intelligence.
- Number of Waves: 3/4/5
- Wave Interval: 0.6s
- Wave Base Radius: 400
- Wave Bonus Radius per Intelligence: 2/3/4
- Wave Base Speed: 240/300/360
- Wave Bonus Speed per Intelligence: 1/1.5/2
- Ally Mana Restored per Wave: 80/100/120 (talent: 80/100/120 + 5% of max mana)
- Enemy Mana Burned per Wave: 80/100/120 (talent: 80/100/120 + 5% of max mana)
- Mana Burned as Damage: 200%
- <cd> 60/50/40s <mana> 240/300/360
- * The mana waves always restore mana to Merinth, and remain centered at the location where Merinth was when each wave was released (the waves do not follow Merinth).
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