Artheos hero creation


An ancient weaponry long forgotten during the War between the Seraphim and Dragon race. Wielding abilities which has devastating field-changing effects
ROLE: SP, Mage
Basic attack: Ranged
PASSIVE: Triton Cells
Artheos holds 2 main mystical power cells act as the entity’s power source:

  • Pair of Neutron Satellites: the hero benefits 35% more with health regen, barrier, fortified health from any sources and an increase in defensive stat ( shield/armor )
  • Proton core: having left with only the main core , Artheos remains in Surging Atom state which empowers the hero’s basic attack dealing bonus 45-120 Crystal damage (1-12) (30% CP) as long as the Subject is still alive and within Artheos view range
    (A): Cosmic Gift
    Stage 1: launch the Neutron pair flying on to a degsinated point slowing down enemies by 25% (+0.05% max health) for a 2 seconds along its path, if there is any hero going through while it still presence on the ground the Satellites will orbit around its target for a period of time granting +/ - as Artheos’s Passive to the Subject.
    Stage 2: launch an unstable Proton Core, colliding with the first enemy hero on its way, dealing damage. If the target was a Subject, a Combustion will happen resulted in an area blast DEALING 2X the damage and spreading burning damage to enemies within its vicinity, this also affects the hero, for an:
  • Ally: granting a burst movement speed foe 2.5 seconds
  • Opponent: being rooted for 1.4 seconds and suffered from burning damage.
    Override: Greatly increase the 2 Cells range and Combusted enemy Subject are now stunned
    (B): Sentinel’s Vanguard
    Artheos goes into the Artefact stage camping on the standing spot, receiving fortified health and remains in the Atom’s Surge state as long as the form exist, emitting from the center is the Soul form of the hero moving within the vicinity that has been set up ( as large as Adagio’s Ult), any stunning, rooting will be turned into to silencing for the hero. However, moving away from the center will greatly reduce your movement speed, going further out of the zone perimeter will end the Artefact stage and briefly silence you.
    Override: Increase the stage duration and zone range
    ©Ultimate: Repulsive Spectrum
    Cast a curtain of Spectrum onto a chosen friendly, granting a decaying barrier (full barrier health for Ranged, half for Melee) which results in a Energy Repulse when being attacked by enemies dealing back 50% (0.01% CP) of the damage (the Repulse range is all over the map). The barrier will be immediately destroyed if the chosen hero is affected by any CC abilities, after a 3.2 seconds delay a CC Repulse would occur dealing back 110% the damage and the same effect that has affected the hero to the original source causing it. CC Repulse prioritize the target that dealt the most CC damage if your hero is affected by many CC effects at the same time


I can’t judge the hero because the stats missing , but he has a lot of things , the big thing is his ult you didn’t say if he is dealing back single target damage cc or all the enemies effected , and the range because what if I was kestrel and hit him with my one shot one kill do I get 50% of that damage back while Iam in other side of the map .

@Guest_78 enjoy playing against this hero B and C because I know you going to call his abilities uncounterbale.


Ok mate, the hero’s Ult Repulse has no limits to its range and only deals damage to single target


Man if I play this hero with Kensei or Leo easy wins , we actually discussed anti cc abilities for Melee heroes like Rona or reim , but that could be something like Lyra when she was supposed to be a back line support can help Melee reach ranged heroes to a back line prevent Melees from touching the ranged.


I agree with you. That ult has no counterplay other than … Not doing anything to the target? Specially considering It has infinite range for the bounces. Also, without having stats of cooldown, duration, barrier strength and things like that its very hard to guess how strong or weak It would be. Im not saying It cant be balanced, but its certaintly not fun to play against. Use It against koshka and she is done, same for Ylva or any hard CC Hero. Give It to Kensei and youve won.

Also, the B just converts all CC yo silences to the enemy? So if you slow an enemy they instead get silenced?


I am thinking of having the Ult’s barier strength of just 50% for melee hero, while ranged is 100%. And you misunderstood Artheos B, sorry 4 the lack/wrong description there. Actually its more like Phinn’s Passive but with no slowing from enemies CC abilities


ult: lorelai’s ult but way better


50%… of how much? Still no information. Also, it still changes nothing, give it to baron and you are done, you can’t cc him, you can’t damage him, you can do nothing.


Uhm lets assume that the barier’s strenght is 500-1200 like Lorelai’s, including the fact that it also decays every seconds, also judging on the late game side where AD, Mage, Assassin has full WP/CP items and fully upgraded their main abilities. And please read the description and understand it more properly, I know that this is just a raw concept so I still not include any statistic numbers of the hero and there might be some errors in the post. But, please review Artheos’s C again, I did type “…if the hero is affected by any CC effects…” that means the CC Repulse only occurs after your friendly hero is stunned/rooted/silenced so it is not that OP, not to mention the barrier gets destroyed immediately after being hit with CC effect, this only applies on the first source causing it, if this happened simutaneouly the CC Repulse back would prioritize the enemy hero causing the most DMG out of all of those CC DMG


Use it against koshka, Ylva, krul, CW, or any hero with hard cc and the moment they use it you’ve won. Again, im not judging if its op or not as i have no stats and even then it can be balanced. Im saying that ability is everything but fun to play against with the only counterplaying being either not attack the target or getting cced.


Yeah it’s force you to bait them until they use it then fight them , you can keep your carry well protected .


The CC Repulse could still be blocked by Reflex or Aegis but expect it to be harder to dodge from like Lance’s B. Artheos C is not as annoying when it being difficult to block as being killed by some sly assassins like Anka, the annoyance varies between people, some might think its fun but yeah its your opinion of not being able to outplay so no argument here.


It is an argument, a hero not having counterplay potential is toxic because it leaves with literally no opportunity to beat him other than him being weaker. Making it so the only thing you can do is either not attack or get killed is terrible, unfun and toxic. And it’s an argument because making a hero unfun to play against and toxic in a game where people is supposed to have fun is stupid. You asked for opinions, I gave it. I could make a hero with massive defence, damage, mobility and cc, would it be fun to play against? No, but that’s not an argument, so perfect design.

Yeah, to either not attack or to die as it’s only counterplay is so much fun.

If you can’t take criticism, don’t ask for it.

Then it basically can’t be blocked. Lance’s B is blocked by prediction, not by reflexes.


Lance B can’t be blocked unless you predict it, it’s instant. Anka has counterplay, this hero’s C no. From a melee player, fighting against this hero will be frustrating to say the least. He can keep really safe a range carry, and right now this game has a lot of tools to do so, basically this hero benefits more a defensive meta.

His ult can be used to repulse ults like Adagio or Samuel, which are already hard to land (not because the skill but because the amount of tools you have to dodge or block it), and can be game changing.

The lack of counterplay is an argument if it’s explained correctly, and I believe @Guest_78 said his reasons and explained, so I would say it’s a valid argument.


Ok then the CC Repulse will have a delay until striking its target. How about 4.5 seconds?


That’s a long delay , but if you want to balance something you need to mention stats like , barrier strength and the duration and the ability cooldown , the ability range , the ability range here important because of his B , if he use his b he can’t move freely so that’s can make him slow and can’t catch his teammates , Iam not sure if its global because you made the counter damage global.


Working on the stats there. Expecting to finnish it and send it to you in about 1 or 2 days.


Ok here are the abilities stats( missing the ratio ), haven’t thought about it!
(A): Cosmic Gift
Lv. 1. 2. 3. 4. 5.
duration (s) 5 / 5.4 / 5.5 / 5.8 / 6
Neutrons orbit
duration (s) 5.6 / 5.9 / 6.3 / 6.5 / 6.8
Neutrons range 7.4 / 8.2 / 8.7 / 9.3 / 9.9
Proton damage 95 / 130 / 210 / 260 /305
Burning damage/sec 5 / 9 / 12 / 16 / 19
Proton range 6.2 / 6.7 / 7 / 7.3 / 7.5
Stages cooldown 5 / 5 / 4 / 4 / 3.8
Cooldown 7.5 / 6.8 / 6 / 5.6 / 5
(B): Sentinel’s Vanguard
Lv. 1. 2. 3. 4. 5. Fortified health 140 / 230 / 280 / 325 / 360
Stage duration (s) 8 / 8 / 8.4 / 8.5 / 9
Zone radius 12 / 12 / 12.5 / 13 / 13.5
Slow/radius (%) 20 / 18 / 16 / 13 / 12
Cooldown 24 / 21 / 19 / 17 / 15
©: Repulsive Spectrum
Lv. 1. 2. 3.
Barrier health 630 / 710 / 800
Deacay/sec 54 / 50 / 46
Cooldown 60 / 56 / 52


Yeah the ratios are important , I like them scaling with bonus health not cp , but Iam ok with cp , Iam down for anti cc hero like , I want reim be strong in 5v5 , but this hero going to get banned or abused by the other strong heroes , it’s a tricky ability either very strong or very weak , I don’t know .