Hermes is the messenger of the gods in Olympus! He is the god of speed, tricks and trade and a few other pointless things!
This is an idea by:
-FatalityFirefly
Rounded by:
-Coldshot
-M4ximus
OVERVIEW
Name: Hermes Title: Messanger God Pantheon: Roman Type: Ranged , Physical Roles: Physical Damage Carry Pros: High Physical Damage Cons: Low Defense and Mana
Passive: - A Backdoor
After taking damage from an enemy god's base attacks Hermes gains 7 movespeed (Stacks 5 times) and the attacker is slowed for 5 (Stacks 5 times)
Passive 2: - Blessed speed
Hermes is effected 25%/50% less by slows than other gods
Passive 3: - Stolen Gift
Hermes has a 25% chance to steal 50 gold from an enemy god hit by auto attacks
1: - The Turtle's way
When activated Hermes releases a aura in a 40 feet radius,
protecting allies with 5/10/15/20/25 Physical Protection
at the cost of 10% of his speed. It also slows enemy gods
by 5/10/15/20/25% within the radius
Duration: 3 seconds
Cost: 15% of curent speed
Cooldown: 20s
2: -Talaria jump
When activated Hermes leap up into the air and lands on to the ground,
dealing 65/135/205/275/345(+80% of his physical power)
and throwing god into the air for 1 s.
Cost:70/80/90/95/100 mana
Cooldown:6/8/10/12/14
3: - Unwanted message
Hermes blows a wave of sound in front of him for 3 seconds draining movement speed for the duration. It also deals damage per second for 3 seconds in cone infront of him.
Movement speed drained: 5%
Damage:50/75/100/125/150 (+60% physical power)
Support: 3: - Warning message
Hermes shoots winged messages from his staff to all his allies, when the messages reach the allies they gain a speed and armour buff for every nearby enemy
Buff per enemy: 5 Movespeed 5 Armour
4: - Godspeed!
Hermes emits a yellow glow giving him 65% movespeed and gains 45% attack speed.
By reactivating the ability again within the duration of the ultimate, hermes traps enemy gods by running in a circle at massive speeds around them, dealing damage each second for 2 seconds slowing all trapped enemies for 3 seconds after.
Duration of first cast: 5s
Duration of 2nd cast: 3s
Damage of 2nd cast: 100 every .5s (+100% of Physical Power)
Slow of 2nd cast: 10%
Cooldown: 105
Cost: 1st cast 150 mana
2nd cast 200 mana
Cost: 1st cast -150 mana
2nd cast -200
It does seem reasonably acceptable for hermes, yet lets be realistic: 100% Movement Speed and Attack speed? Maybe 70% movment speed and 50/55% attack speed. 100% is like going from 1 attack speed to 2 and movement speed 312 to 612.
A few problems, he has no escape, as his 1 just slows him but boosts his protection a little, allowing gods like loki and fenrir to quickly kill him as they can get more auto attacks of him. I recommend replacing the ability 2 with an escape, as hermes is suppose to be sneaky and witty, fitting an escapist role. Furthermore, you do not have a consistent job for him. In his passive you say he gets physical power but his ultimate uses magical power? I recommend to change his abilities like this:
1: - The Turtle's way
When activated Hermes releases a aura in a 40 feet radius,
protecting allies with 5/10/15/20/25 Physical Protection
at the cost of 10% of his speed. It also slows enemy gods
by 5/10/15/20/25% within the radius
Duration: 3 seconds
Cost: 15% of curent speed
Cooldown: 20s
2: -Talaria jump
When activated Hermes leap up into the air and lands on to the ground,
dealing 65/135/205/275/345(+80% of his physical power)
and throwing god into the air for 1 s.
Cost:70 mana
New Passive! :
Passive: - A Backdoor
After taking physical damage from an enemy god Hermes gains 10% movespeed (Stacks 5 times) and the attacker is slowed for 5% (Stacks 5 times)
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