Once a portly merchant who fell victim to swashbuckling, scallywaggery and general skullduggery Roger thought once he fell below the churning waters of the atlantic it would be over, and for a while it was. Resting peacefully at the bottom of the ocean until an unusual tide dragged the wreck up onto a popular beach, complete with a restless spectre from hundreds of years ago aghast that he was even still alive.
However, Roger wasn't ecstatic for long. His lifeforce fades slowly and desperate to cling onto this new life when his previous one was taken from him, he has come to the ritual to make things a little more permanent.
This hero is inspired by heroes from other mobas that while they don't get a second life, they do awkwardly hang around the area where they die, causing immeasurable emotional damage to the people who still can feel his presence.
Gameplay-wise, he is a flintlock-wielding frontliner who even in death, can deal damage and control enemies.
Health: 850 + 68 (1.5 base health regen)
Movement Speed: 7m/s + 2m/s Sprint
Stamina: 3 + Chunky Fatty Dash type (14.3m/s)
The peashooter on this gentleman is basically just a pistol, good damage, dogshit scaling.
Base Damage: 18 + 0.69
Bullets per Sec: 2.8 (50.4 dps)
Bullet Velocity: 670m/s
Dropoff: 18m > 50m
Place a stationary cannon, aiming towards a target area. The cannon fires twice, once apon placement and again after a delay after which it vanishes. Each shot that hits inflicts a stacking slow.
Only targets things within the area, and will prioritise heroes, starting with the closest.
Mechanically speaking, it would target an area, and after a delay that area would explode. If they're not out, they take damage.
Damage: 55 (0.8 Scaling)
Cannonballs Fired: 2
Slow Per Hit: 20% for 3s
Delay between Shots: 2s
Aiming Area: 7m
Explosion Size: 3m
Explosion Delay: 0.6s
Charges: 1
Time Between Charges: 3.5s
Cooldown: 24s
Cast Range: 20m
This is the skill that lets you be very annoying from range. Designate an area, and it booms a couple of times. The cannon does not need line of sight, but you can only place the aiming area on places where you have it, so think like paige root in terms of targeting.
Throw your anchor in a straight line, piercing targets until it collides with a hero. This will chain you and the target together. When the chain is a certain length, Roger and the tethered enemy will have their movespeed cut when moving away from eachother. Deals damage on attach, and again when unattached.
The maximum tether range does not scale with ability range.
Damage: 45 (1.2 Scaling)
Chain Throw Distance: 15m
Tether Distance: 10m
Tether Duration: 4s
Velocity Cap: 10m/s
Anchor Velocity: 150m/s
Cooldown: 32s
These are a bit more interesting. Pulling people back into range and preventing them from getting out is the bread and butter of this skill. Later with the t3 just like the first skill, it becomes something scary where multiple people are being tied up, overlapping aoes with the cannon fire, can do a lot of work.
After Roger dies, his spirit will live on. While respawning, you are completely intangible to all effects, recieve an ultimate dispel and can use all spells and items. Crowd Control Effects have half effectiveness while dead, and damage is reduced based off how much health the target is missing, eventually not taking any more damage from you.
You do not get split souls while in ghost form. Damage rules apply to everything.
The amount of health you respawn with is determined by how many people were around you when you were a spooky ghost.
For example, if your respawn is 8 seconds, and you spend that time with an enemy with no allies around, you would lose 12.5% of your respawn health per second you spend with that enemy. This can be reversed if you have more allies near you than enemies.
Minimum Respawn Health: 85 + 10/boon
Damage Reduction per % missing: 1.5% (This means you deal exactly 0 damage when the enemy is 1/3 health)
Enemy/Ally Range: 25m
Ghost Movement Speed: 6m/s
Some wraith king shenanigans in here, but shhh don't tell anyone. Self-explanatory anyway.
Roger uses nearby enemies to refuel his ghost form, Stripping nearby enemies of their Spirit Resistance and dealing damage over time. This ability deals more damage the more Spirit Resistance was shredded.
This ability is always active while dead, but the maximum resistances stolen this way is capped.
Very simple ability. Shreds resistances, deals damage, more shred = more damage and more damage because of the more shred.
Damage per Second: 30 (0.5 Spirit Scaling)
Duration: 8s
Shred Duration: 1.5s
Area: 10m
Shred per Second: 3%
Maximum Shred (Dead): 10%
Damage per % Shredded: 1.5 (0.015 Spirit Scaling)
Cooldown: 95s
This is your bread and butter, it's not too long cooldown, has some serious damage potential if you shred a lot of resistances. If your other spells are active its going to give you a lot of damage there too, just an overall very nice spell even when you're not passively getting it while being a ghost popping a griddy on the entire enemy team after you warped in 1v6 with your warp stone and got immediately vaporised but somehow you're still doing a good 300 dps on a full health target. Anyway, that's all for now, bye.
However, Roger wasn't ecstatic for long. His lifeforce fades slowly and desperate to cling onto this new life when his previous one was taken from him, he has come to the ritual to make things a little more permanent.
This hero is inspired by heroes from other mobas that while they don't get a second life, they do awkwardly hang around the area where they die, causing immeasurable emotional damage to the people who still can feel his presence.
Gameplay-wise, he is a flintlock-wielding frontliner who even in death, can deal damage and control enemies.
Health: 850 + 68 (1.5 base health regen)
Movement Speed: 7m/s + 2m/s Sprint
Stamina: 3 + Chunky Fatty Dash type (14.3m/s)
The peashooter on this gentleman is basically just a pistol, good damage, dogshit scaling.
Base Damage: 18 + 0.69
Bullets per Sec: 2.8 (50.4 dps)
Bullet Velocity: 670m/s
Dropoff: 18m > 50m
Fire Apon Them!
Place a stationary cannon, aiming towards a target area. The cannon fires twice, once apon placement and again after a delay after which it vanishes. Each shot that hits inflicts a stacking slow.
Only targets things within the area, and will prioritise heroes, starting with the closest.
Mechanically speaking, it would target an area, and after a delay that area would explode. If they're not out, they take damage.
Damage: 55 (0.8 Scaling)
Cannonballs Fired: 2
Slow Per Hit: 20% for 3s
Delay between Shots: 2s
Aiming Area: 7m
Explosion Size: 3m
Explosion Delay: 0.6s
Charges: 1
Time Between Charges: 3.5s
Cooldown: 24s
Cast Range: 20m
| +1 Charges | +25 Damage +1 Cannonballs Fired | Cannons attack all heroes in range. +4m Aiming Area, +10m Cast Range. |
Anchors Away!
Throw your anchor in a straight line, piercing targets until it collides with a hero. This will chain you and the target together. When the chain is a certain length, Roger and the tethered enemy will have their movespeed cut when moving away from eachother. Deals damage on attach, and again when unattached.
The maximum tether range does not scale with ability range.
Damage: 45 (1.2 Scaling)
Chain Throw Distance: 15m
Tether Distance: 10m
Tether Duration: 4s
Velocity Cap: 10m/s
Anchor Velocity: 150m/s
Cooldown: 32s
| You and enemies attached to an anchor will be pulled to the tether distance. (Can be disabled with alt cast) | -14s Cooldown | -4m/s Velocity Cap for enemies. Successfully attaching somebody allows use of Anchors Away! For 3s |
Lasting Presence
After Roger dies, his spirit will live on. While respawning, you are completely intangible to all effects, recieve an ultimate dispel and can use all spells and items. Crowd Control Effects have half effectiveness while dead, and damage is reduced based off how much health the target is missing, eventually not taking any more damage from you.
You do not get split souls while in ghost form. Damage rules apply to everything.
The amount of health you respawn with is determined by how many people were around you when you were a spooky ghost.
For example, if your respawn is 8 seconds, and you spend that time with an enemy with no allies around, you would lose 12.5% of your respawn health per second you spend with that enemy. This can be reversed if you have more allies near you than enemies.
Minimum Respawn Health: 85 + 10/boon
Damage Reduction per % missing: 1.5% (This means you deal exactly 0 damage when the enemy is 1/3 health)
Enemy/Ally Range: 25m
Ghost Movement Speed: 6m/s
| Mark targets while in ghost form, allies gain 20% Spirit+Bullet lifesteal against that target for 3s or until you respawn. | -0.5% Damage Reduction per % Missing. | Your allies that die near you also become ghosts for 10s or until they respawn. |
Haunting
Roger uses nearby enemies to refuel his ghost form, Stripping nearby enemies of their Spirit Resistance and dealing damage over time. This ability deals more damage the more Spirit Resistance was shredded.
This ability is always active while dead, but the maximum resistances stolen this way is capped.
Very simple ability. Shreds resistances, deals damage, more shred = more damage and more damage because of the more shred.
Damage per Second: 30 (0.5 Spirit Scaling)
Duration: 8s
Shred Duration: 1.5s
Area: 10m
Shred per Second: 3%
Maximum Shred (Dead): 10%
Damage per % Shredded: 1.5 (0.015 Spirit Scaling)
Cooldown: 95s
| +2s Aura Duration +1.5s Shred Duration | +4m Aura range. +35 Damage per Second | Each enemy in range grants Roger 15% Cooldown Reduction. Increased Spirit Scaling (+0.7 DpS) |