He is a snake-headed man with demonic wings on his back. He wears some metal/leather armor and uses a big axe as his weapon.
Pantheon: Egyptian Role: Warrior Pros: High single target damage, high sustain
Concept: A melee warrior god that has a playstyle of constantly killing enemy units, constantly damaging enemy gods and constantly applying debuffs. A god that with ease can kill enemy key targets, help his allies chase a fleeing enemy or help his team in teamfights. I wanted to make a god that is fierce and brutal, a god who happily slaughters his enemies and uses this to turn himself into an absolute monster.
Passive: Endless Slaughter
Ability: Buff Affects: Self
Every time Shezmu kills an enemy unit or damages an enemy god he gains a buff called "Bloodlust". Bloodlust grants him physical power and lifesteal, and stacks up to ten times. Killing a new unit or damaging continuasly resets the buff. Shezmu gains 2 stacks for killing a unit and 1 stack when damaging a god. He gains full bloodlust stacks when killing an enemy god, but the duration is halved. Shezmu's hit progression is 1>1>1,5 damage and swing time.
Bonus physical power: 2 Bonus lifestal: 1% Total physical power: 20 Total lifesteal: 10% Buff duration: 5 seconds
Shezmu throws out a urn filled with oil at the targeted location. Enemies hit by the urn take minor physical damage and have the debuff "Oil" applied to them for a duration. Oil makes the enemy take 3% more damage from Shezmu. This ability has an extremely short cooldown, allowing Shezmu to stack the effect onto enemies up to 5 times. Enemies hit by the urn are also slowed for 1 second.
Physical Damage: 30/35/40/45/50 (+5% of physical power) Damage taken from Shezmu increase: 3% Total damage taken from Shezmu increase: 15% Oil debuff duration: 8 seconds (refreshes every time a target is hit by another urn) Slow: 20% Slow duration: 1 second Cooldown: 3 seconds Mana cost: 40/42/44/46/48
Second Ability: Uppercut
Ability: Line Affects: Enemies Damage: Physical
Shezmu dashes a short distance forward, doing damage to minions and stopping when he hits an enemy god. When he hits an enemy god he performs an uppercut with his axe, doing physical damage and knocking back the target. If Shezmu has 5 stacks of Bloodlust, the target is also slowed.
Shezmu enrages, gaining a huge physical power and attack speed buff as well as healing himself. The strength of both buffs is based on how many stacks of Bloodlust Shezmu currently has, and all stacks are consumed upon activation. Shezmu can't gain any bloodlust stacks while under the effects of Boiling Blood. The bonus physical power and attack speed decays over the duration.
Physical power buff: 3/4/5/6/7 per stack of Bloodlust Attack speed buff: 2/3/4/5/6% per stack of Bloodlust Healing: 5/8/11/14/17 per stack of Bloodlust Buff duration: 8 seconds Total physical power buff: 30/40/50/60/70 Total attack speed buff: 20/30/40/50/60% Total Healing: 30/50/90/130/170 (+30% of physical power) Cooldown: 15 seconds Mana cost: 60/70/80/90/100 mana
Ultimate: Demonic Execution
Ability: Single target Affects: Enemies Damage: Physical
Shezmu throws out his chains to the targeted location. If there is an enemy god in the radius, it gets chained to the ground, therefore being stunned. While the target is chained, Shezmu flies up into the air and executes the enemy, doing physical damage based on a percentage of the target's missing health. If an enemy is killed this way, the cooldown is shortened by 15 seconds and Shezmu temporarily gains bonus health. The bonus health disappears after 15 seconds.
Physical damage: 20/25/30/35/40% of the target's missing health Bonus health per kill: 40/80/120/160/200 Max stacks: Infinite (up to the health cap) Buff duration: 15 seconds Cooldown: 130/120/110/100/90 seconds Mana cost: 80/90/100/110/120 mana
So there you have it ladies and gentlemen, my entering for the October Competition! I've worked on this concept since last spring, and I hope you like it!
Ireally like this idea, he seems like a fun combo-breaker type of god. The only thing I have to say is lower the damage on his 1 and 2 a little. Because of how the cooldown system works on his 1, he can get out an easy say 500+ damage due to the weakening. And the 2, I would probably lower the scaling to 50% or the damage at max rank to 300.
Edit: Unless he is supposed to e a support, which it doesn't look like, I would also make the heal only effect him, but buff the healing done by a little.
My bigger concern is about his huge utility for a non support archetype. If has a low CD slow, a KB, a increase damage for his team, a team heal...
IMO, you should remove the team aspect for his 1 and his 3. A self increase damage and self heal should be enough. I would even say that the heal is too much.
Next thing I would balance is his Passive and his 3.
With max stacks, Shezmu has +20 physical power and +10% lifesteal and with his 3 actived, he gains 30 physical (the lower rank), plus 20% atk speed, plus heal. This is too much IMO.
Last thought, about his ult. I think there are two bad design ideas. The first one, the impossibility to purge the CC, the second to not limit the health gain (the game cap is too damn high for it :p)
Ok, so, based on your feedback I have decided to change a couple of things:
Shezmu now gains full bloodlust stacks when he kills an enemy god, but the buff duration is halved (2,5 seconds)
Oil Urn now only makes Shezmu do increased damage, but the duration is increased. The damage of this ability has bin halved.
Uppercut now does less damage (from 100/155/210/265/320 +55% of pp to 90/140/190/240/290 +50% of pp
Blood Boil is now on a much longer cooldown (from 10 to 15 seconds). Shazmu now only heals himself with this ability. The attack speed has been lowered. The heal has been lowered. The bonus physical power now decays over time (from max to half the amount). the duration has been increased from 4 seconds to 6 seconds.
Demonic Execution now stuns instead of rooting and can now be countered by beads. If the target breaks through the cc, Shezmu follows the target regardless. The health gained is now doubled, but is only temporary. After 15 seconds it will disappear.
Edit: The Bloodboil attack speed stays the same, but it also decays over the duration. the buff now lasts for DOUBLE the original duration (8). The heal is the same as the original.
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VultokoFredrik
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VultokoFredrik
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M4XiiMUS
Prominent (30)
Posts: 1601
View My Blog
VultokoFredrik
Notable (2)
Posts: 152