Cleansing Powder (Nullifier)

xela727

New member
Name: Cleansing Powder
Cost: 3000
+6 Spirit Power
+10% Spirit Lifesteal

Description: Coats a target unit in a powder for 4 seconds that cleanses all debuffs (if an allied unit) or buffs (if an enemy unit) 0.1s after being applied. This effect is applied continuously while the target is coated in powder. Does not interrupt abilities being channeled.

Visuals: Target unit is covered in a purple tint.


Example Uses:

You are jumping an enemy Lady Geist and plan to burst her before she can use her ultimate. There is an enemy viscous in the area with Cube off cooldown. You use cleansing power on the Lady Geist and engage. Viscous uses cube but it is dispelled after 0.1s, leaving the Lady Geist vulnerable again.

You are chasing a Seven and apply cleansing powder. Seven uses fleetfoot in an attempt to run away faster. Fleetfoot is dispelled.

Your ally vindicta uses flight and you pre-emptively use cleansing powder on her. The enemy applies knockdown but the debuff is dispelled before vindicta is knocked down.

Enemy warden begins channeling his ultitmate. You apply cleansing powder to him. Cleansing powder has no effect as the ultimate is not a buff/debuff.

Cleansing powder applied to an enemy, that enemy is rescue beamed. Rescue beam goes on coooldown and is dispelled after 0.1 seconds on the enemy.

Comments:

I believe this item introduces new ways to counter-play the enemy and increases the build diversity of heroes. The stats can be adjusted as the active itself is quite strong. I strongly believe this should cost 3000 and not 6200 so that it can be purchased in the midgame and used to counter-play. Nerf the stats on it if necessary to keep it at 3000.
 
like this but I guess it will breaks a lot off stacking items like Berserker, Escalating Resilience, Intensifying Magazine, Siphon bullet... and heroes with this main items will be cooked
 
Cool idea, but I feel like the support utility is absolutely and entirely irrelevant compared to the sheer power that could come with dispelling support buffs like cube and stopping important stuns.

Cube is pretty important and basically carries viscous to a higher tier than he should be thanks to the absolute saving power a few seconds of invuln gets you.
If there was a way to prevent him from doing that than this item is basically a must buy if your enemy team has a viscous, bonus points if they have any other people with buff abilities (wraith 3, warden 2, Haze 2, etc.) Some team comps will be completely stomped by even one person using the item, let alone 6. Way too much power for one item.

Not to mention:
Let's say a Seven or Bebop is full sending their ult in their build, and your team has no ability stuns. You use knockdown, but it gets blocked by the seven or bebop's friends using powder. Even if you wait out the powder and do it again, another teammate could just stop it again.

With debuff reduce/remove in the game already, this item would not only replace those, but far exceeds their power at base, and is way more cost efficient.
Not a bad idea just a little too powerful in this state
 
Cool idea, but I feel like the support utility is absolutely and entirely irrelevant compared to the sheer power that could come with dispelling support buffs like cube and stopping important stuns.

Cube is pretty important and basically carries viscous to a higher tier than he should be thanks to the absolute saving power a few seconds of invuln gets you.
If there was a way to prevent him from doing that than this item is basically a must buy if your enemy team has a viscous, bonus points if they have any other people with buff abilities (wraith 3, warden 2, Haze 2, etc.) Some team comps will be completely stomped by even one person using the item, let alone 6. Way too much power for one item.

Not to mention:
Let's say a Seven or Bebop is full sending their ult in their build, and your team has no ability stuns. You use knockdown, but it gets blocked by the seven or bebop's friends using powder. Even if you wait out the powder and do it again, another teammate could just stop it again.

With debuff reduce/remove in the game already, this item would not only replace those, but far exceeds their power at base, and is way more cost efficient.
Not a bad idea just a little too powerful in this state
Not sold on it being too powerful. Consider that we have items like Debuff remover and Metal Skin. Debuff Remover completely wrecks Infernus along with a whole ton of other heroes that rely heavily on a specific debuff from their kit. Metal Skin completely shuts down heroes like Haze. Phase shift can allow you to skip avoid big ults like Wraith (and also Haze).

I don't think it's too powerful. I think it offers a good counter to a hero that doesn't currently have a great counter besides "wait out the cube".

Not to mention it can be pretty well kept in check by giving it a very short (~10m) range.
 
Not sold on it being too powerful. Consider that we have items like Debuff remover and Metal Skin. Debuff Remover completely wrecks Infernus along with a whole ton of other heroes that rely heavily on a specific debuff from their kit. Metal Skin completely shuts down heroes like Haze. Phase shift can allow you to skip avoid big ults like Wraith (and also Haze).

I don't think it's too powerful. I think it offers a good counter to a hero that doesn't currently have a great counter besides "wait out the cube"
I understand that there are items that accomplish similar goals already in the game, those have pretty specific uses and, most importantly, are strictly defensive. The powder being applicable to enemy debuffs AND being an item usable on teammates is where the real power comes from. Debuff doesn't actively hurt the infernus or prevent him from getting away or stops his ability/healing (besides any spirit lifesteal). It just gives you a defensive buff. Nothing changes on Infernus's end besides having a tougher time beating you. This actively stops certain counter items, boiling down to a counter-counter item that exists basically to stop the team from countering you back. It breaks the rps dynamic because there's nothing to counter this with, and its effect is massively powerful.
 
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