thenetherwolfman
New member
* = Scales with Spirit
^= Scales with Bullet
Null: "Disrupts enemies and escapes unscathed."
"Null excels at setting his enemies up for failure, whether its disrupting his enemies' defenses, opening flank opportunities for his team or turning a losing battle into a decisive blow. Null always leaves his opponents second guessing their every move.
Primary fire is a low damage, fast fire rate buckshot from the hilt of his sword.
(2.1^ Bullet Damage) (8 Bullets per shot) (5 Shots per second) (84dps^)
(525 Health) (3 health Regen) (7m/s move speed) (2m/s sprint speed) (3 Stamina)
Ambush: Teleport behind an enemy hero, delivering a swift damaging strike that sends them flying towards your last position.
(60* spirit damage) (24s Cooldown) (12m range)
[Lv1] Applies (1s) of silence on hit. Does not interrupt.
[Lv2] +6m range and becomes a charged ability
[Lv3] +60 base spirit damage and applies (1s) of disarm.
Rift Network: Slash the very fabric of reality, creating up to 2 gateways that allies can travel between. Enemies can open closed gateways by damaging them, allowing anyone to use the gateway temporarily. Gateways are placed directly in front of you and cannot be placed in mid air.
(2 Charges) (45s Cooldown per charge) (2 max gateways) (18m* maximum gateway distance) (Infinite duration)
[Lv1] +10m base maximum distance between gateways
[Lv2] Allies that exit a gateway are immediately granted 2s of phasing
[Lv3] Gateways can now be placed at a distance with M1 or at point blank with M2. Gateways no longer need to be grounded.
Scapegoat: Briefly phase out of harms way and leave behind a decoy of yourself to trick your foes. Upon phasing, all negative/positive effects are paused and you immediately enter a sprint. While phasing you are invisible and your health state cannot be altered by any means. Upon exiting phase, all effects that were paused will resume. While phasing, you leave behind a trail of after images that can be seen from within 8m.
(28s Cooldown) (2s Phasing duration) (10s decoy duration) (+1 Sprint Speed) || (175* spirit damage) (5m* Decoy blast radius)
[Lv1] +5 sprint speed while phasing.
[Lv2] +1s phasing duration. Decoy now explodes upon death/expiration.
[Lv3] Decoy now applies silence to its attacker for 0.4s upon receiving bullet damage.
Voidrest: After charging for 2s, you retreat into a rift, becoming untouchable and syphoning the healing of enemies in range. While Voidrest is active, any healing that enemies in range would receive is instead redirected towards you, healing you instead. The total health regen of enemies in range is added to your regen. You are immobile while within voidrest but can move while charging. Ignores Line of sight.
(150s Cooldown) (100%* Healing Received) (6s Duration) (24m Radius)
[Lv1] 50% movement slow to enemies in range.
[Lv2] Now replicates healing received by allies in range. Grants bonus health regen equal to total regen of allies in range.
[Lv3] Now deals damage per second equal to your total health regen to enemies in range. (Regen + Stolen Regen = DPS)
^= Scales with Bullet
Null: "Disrupts enemies and escapes unscathed."
"Null excels at setting his enemies up for failure, whether its disrupting his enemies' defenses, opening flank opportunities for his team or turning a losing battle into a decisive blow. Null always leaves his opponents second guessing their every move.
Primary fire is a low damage, fast fire rate buckshot from the hilt of his sword.
(2.1^ Bullet Damage) (8 Bullets per shot) (5 Shots per second) (84dps^)
(525 Health) (3 health Regen) (7m/s move speed) (2m/s sprint speed) (3 Stamina)
Ambush: Teleport behind an enemy hero, delivering a swift damaging strike that sends them flying towards your last position.
(60* spirit damage) (24s Cooldown) (12m range)
[Lv1] Applies (1s) of silence on hit. Does not interrupt.
[Lv2] +6m range and becomes a charged ability
[Lv3] +60 base spirit damage and applies (1s) of disarm.
Rift Network: Slash the very fabric of reality, creating up to 2 gateways that allies can travel between. Enemies can open closed gateways by damaging them, allowing anyone to use the gateway temporarily. Gateways are placed directly in front of you and cannot be placed in mid air.
(2 Charges) (45s Cooldown per charge) (2 max gateways) (18m* maximum gateway distance) (Infinite duration)
[Lv1] +10m base maximum distance between gateways
[Lv2] Allies that exit a gateway are immediately granted 2s of phasing
[Lv3] Gateways can now be placed at a distance with M1 or at point blank with M2. Gateways no longer need to be grounded.
Scapegoat: Briefly phase out of harms way and leave behind a decoy of yourself to trick your foes. Upon phasing, all negative/positive effects are paused and you immediately enter a sprint. While phasing you are invisible and your health state cannot be altered by any means. Upon exiting phase, all effects that were paused will resume. While phasing, you leave behind a trail of after images that can be seen from within 8m.
(28s Cooldown) (2s Phasing duration) (10s decoy duration) (+1 Sprint Speed) || (175* spirit damage) (5m* Decoy blast radius)
[Lv1] +5 sprint speed while phasing.
[Lv2] +1s phasing duration. Decoy now explodes upon death/expiration.
[Lv3] Decoy now applies silence to its attacker for 0.4s upon receiving bullet damage.
Voidrest: After charging for 2s, you retreat into a rift, becoming untouchable and syphoning the healing of enemies in range. While Voidrest is active, any healing that enemies in range would receive is instead redirected towards you, healing you instead. The total health regen of enemies in range is added to your regen. You are immobile while within voidrest but can move while charging. Ignores Line of sight.
(150s Cooldown) (100%* Healing Received) (6s Duration) (24m Radius)
[Lv1] 50% movement slow to enemies in range.
[Lv2] Now replicates healing received by allies in range. Grants bonus health regen equal to total regen of allies in range.
[Lv3] Now deals damage per second equal to your total health regen to enemies in range. (Regen + Stolen Regen = DPS)