Hero - Cadence (REWORK)

ziz4030

Active member
Hero Fantasy - Earthshaker from Dota 2 but reimagined as an assassin, with terrain shifting reserved for the ultimate while wielding a skillshot Echo Slam as a basic laning nuke.

Gun - Stolen Glance - .22 silenced pistol. Fire Rate increases slightly with every 3 successive hits up to 4 stacks and then decays. Lasts until you switch targets. Suffers slight fire rate decrease briefly on switching targets.

1 - Rhapsody

Launch a wave projectile towards your crosshairs. On impact with an enemy hero all enemies in the path the projectile traveled release damage pulses.

Upgrades

1 - Increased Radius.

2 - Enemy Heroes Pulse +1 Times and Main Target Pulses +2 Times.

5 - Reduced Cooldown and Gun Passive Stacks Reduce Cooldown Further.

2 - Crescendo

Hold to glide around your starting position then release to increase your Weapon Damage greatly for a Duration based on Channel time. Enemies have a debuff build up on them while in range that Stuns them based on build up when you release.

Upgrades

1 - Free Reload and up to 30% Bonus Ammo based on Channel Time.

2 - Faster Stun Build Up.

5 - Gun Passive Stacks increase Weapon Damage gained from Crescendo and decrease its Cooldown.

3 - Fatal Attraction

Send a projectile forward. Can use Charges while active to pull yourself and the projectile towards each other while dealing damage over time to nearby enemies.

Upgrades

1 - +1 Charges

2 - You launch a damage projectile at the nearest enemy on Charge Use.

5 - Charge Use Removes debuffs and T2 gets bonus damage per debuff removed.

4 - Soundwave

Create a wall of music in front of you. If it collides with a wall it bounces in a new direction until it reaches its full length. Acts as a Cosmic Veil to allies but impassable to enemies. Damages and stuns enemies around it while extending and when abilities and items are used near it afterwards.

Upgrades

1 - Increased Damage.

2 - Allies get Resists when near wall and the damage and stun pulses also are dealt around them.

5 - You can enter the wall and become Unstoppable while inside the wall.
 
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New Ult

4 - Soundwave

Launch a tracer projectile that bounces off walls then reactivate to create a Cosmic Veil wall along the path it traveled. The wall constantly launches damage projectiles at nearby enemies.

Upgrades

1 - Tracer projectile Damages and Knocks Back enemies.

2 - Wall heals allies that move through it and fires additional projectiles at enemies that move through it.

5 - Increased Damage per projectile.
 
I quite like 1 and 2, a couple notes:

If the extra pulse damage is for every time your wave hits them, the damage is quite high to start. If they only send off that pulse once no.matter how many waves hit them, I think the damage is good.

2. This should probably be the 3 and the movement ability that is the 3 should be made into the 2, because it's standard for movement abilities to be in the 2 slot.
That said, I would reduce the movement speed a lot, to like 5m/s. The cool think about this ability is as a shield that blocks targeting effects from enemies on the other side of you. It should be easy to stay behind and stick around.
 
I quite like 1 and 2, a couple notes:

If the extra pulse damage is for every time your wave hits them, the damage is quite high to start. If they only send off that pulse once no.matter how many waves hit them, I think the damage is good.

2. This should probably be the 3 and the movement ability that is the 3 should be made into the 2, because it's standard for movement abilities to be in the 2 slot.
That said, I would reduce the movement speed a lot, to like 5m/s. The cool think about this ability is as a shield that blocks targeting effects from enemies on the other side of you. It should be easy to stay behind and stick around.
1. you can slow and redirect the 2 with your 3 and items like vortex web and rescue beam due to the way it is worded. one funny interaction is the 1 also triggers the echo slam on the 2 projectile since you can target it for abilities and bodyblock also means it can be redirected an additional time with 3 and semi counter intuitively can be used to feed your own spirit power to your ultimate

2. swing is a 3 because it is your primary damage tool and sets up your other abilities, getting enemies very far out of position or just going crazy fast (at say 200 spirit power endgame you can go up to 28m/s) around corners to burst people in enclosed spaces is your real damage tool. its not a full stun either as enemies can still use abilities or jump and dash to break the forced movement.

its set up so theres a secret combo where you can hold the spirit heart from 2 in place by catching it with 3 during ultimate to feed it your spirit power and using charges lets you keep it range - paying the price and getting a big reward
 
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the 2 essentially is like having one of those running training dummies on the map briefly and can be targeted as both an ally or enemy hero. you can even use knockdown on 2 to keep it in place and deny an area, or scourge for a damage over time factor, or use phantom strike on it to escape
 
I want to note this character would be horrible to lane as. -15% resist and you have no health and you have basically no regen? I get some of the abilities gives a lot of health on AP but that's an AP tax and as it stands rn the pocket you're laning against kills you instantly once they reach 1.6k souls and any poke hero will safely have you dead by 3 mins.
 
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