Introduction
Dante will be a high mobility, hyperscaling hunter based off of a gunslinger archetype. He will be weaker early game compared to the rest of the hunters due to his riskier waveclear, but will make up for it with a very high damage late game.
Base Stats
HP: 415 (+70 per level)
Mana: 230 (+30 per level)
Speed: (380)
Attack Speed: 0.95 (+0.014 per level)
M Protection: 26 (+1.3 per level)
P Protection: 10 (+3.2 per level)
HP5: 9 (+0.39 per level)
MP5: 4 (+0.4 per level)
Physical Power: 39 + 2.4/Lvl (+100% of Physical Power)
Things to note
Lower base and HP scaling. Highest move speed in the game. Lower base protections, higher scaling. High HP5. High Physical power.
Abilities
P: Gunslinger:
Each successful basic attack after using an ability will give Dante a stack. Upon reaching 3 stacks, Dante will gain a movespeed buff and lose the attacking movespeed penalty for 3 seconds.
Movespeed Buff: +10% movespeed
Time to use stack: 2s
Clarity: Additional procs of the passive while it is still up will only refresh the duration, not increase the movespeed buff. If another ability is used while the current gunslinger stack hasn't procced, then the time to use the stack is refreshed, but you do not gain another stack.
Thoughts Behind the Ability
Gives Dante his high mobility. Makes him feel really good in duels and teamfights as he will be able to move and kite very easily. A core of his kit in making him feel like a mobile gunslinger. The short duration makes it so attacks are weaved between abilities, not stored for the next encounter.
1: Keeping it with Style:
Dante can cast this ability 3 times before going on cooldown.
First and second cast: Dante dashes in the direction he is currently facing, dealing 30/50/70/90/110 (+40% of Physical Power) in a small AoE around him.
Third cast: Dante shoots forward, dealing 30/50/70/90/110 (+40% of Physical Power) damage to all enemies in a line in front of him and knocking Dante backwards.
First and second cast radius: 30 feet
First and second cast dash distance: Slightly less than that of Warrior's Will
Third cast damage distance: 30 feet
Third cast knockback distance: Warrior's Will distance
Minimum cooldown between casts (cannot be used until after this cooldown is done): 0.5 seconds
Maximum cooldown after casts (Ability to use extra casts ends after this cooldown: 5 seconds
Cooldown after all casts: 12s
Clarity: Dante will always attack in the direction he is facing. He will automatically attack towards that direction without extra selection needed.
Thoughts Behind the Ability
Dante's high mobility skill. While good waveclear, it's definitely more riskier. Additionally, if used for wave clear, then you will not have an escape besides kiting with Gunslinger. Late game, it'll be used more for the mobility, allowing Dante to dash around the fight. Third cast is different to allow Dante to disengage if trading early. Three casts allows Dante to get stacks up easier.
2: Twin Shot:
Dante will have max attack speed for the next two basic attacks within 2 seconds. The second shot deals 60/70/80/90/100% of Dante's physical power. Both basic attacks will contribute towards Gunslinger stacks.
Cooldown: 9/8/7/6/5
Clarity: Second shot applies all on hit effects.
Thoughts Behind the Ability
A low cooldown steroid that allows Dante to get Gunslinger stacks easier. The incredibly restricted time to use it means that the two attacks must be chained together, not spaced out. The low cooldown means this ability can be used very often in late game teamfights. In lane however, the lower damage and higher cooldown means that it should be saved for small skirmishes.
3: Multi Lock:
Dante shoots 3 plasma orbs that hover over an area. They will then auto-lock onto enemies in the area, launching themselves towards enemies and dealing dealing 40/70/100/130/160 (+60% of Physical Power). Each orb shreds opponent's physical protection by 25% and slow them by 20%, each effect refreshing but not stacking if all orbs hit one enemy. Multiple orbs hitting one enemy will deal 50% less damage per orb. Orbs will attempt to distribute themselves evenly among the enemies within the area, prioritising enemy gods. Orbs reveal the area where cast.
Cooldown: 14s
Orb lifetime (after arming): 5s
Orb arm time: 0.5s
Orb detection radius: 25 feet
Slow and debuff duration: 3s
Clarity: Orbs do not simultaneously target move to an enemy, but in succession. However, they will select a target at the same time. Does not interrupt Dante's movement when cast (can be cast on the run). Along with stacking, multiple orbs will refresh the duration.
Thoughts Behind the Ability
Inspired by Dante's MvC3 moveset, this ability gives Dante some zoning potential. The armor shred is much more relevant late game in teamfights. While it does offer good single target damage early game, it's very poor waveclear.
U: Devil Trigger:
Dante activates the Devil Trigger. For 5/6/7/8/9 seconds, Dante gains 20/30/40/50/60 bonus physical power. Additionally, the amount of stacks to trigger the gunslinger passive is reduced to 1, and Dante is stealthed for the duration of the Keeping it with Style dashes.
Cooldown: 90s
Cast animation: 0.2s
Clarity: Dante is only stealth when he is dashing and is revealed as soon as he lands. The cast animation can be cancelled by ability use.
Thoughts Behind the Ability
When you cast his ultimate, you will feel really good. While the hefty damage buff is nice, the amount of extra mobility during this time is crazy. The stack requirement reduction means that you can practically have Gunslinger on for the whole duration. The stealth on the dash offers great mind games with enemies, allowing you to pop up somewhere, attack them, and then suddenly pop up else where.
/endgodidea
NOTE: Unfortunately, I will not be able to view any of the feedback that is given for this god idea for the duration of the contest. Please do give your thoughts on it though, and I will view it when I get back.
Passive is quite interesting, fits the concept well, but you forgot to put down the time limitation for building stacks. How long do you have to build stacks after casting an ability?
His One is a interesting Riven Leap which is pretty awesome since it's a significant damage skill in melee range. Which would be suicide on any ADC except for the one who moves really, really fast. My only problem is the possibility for it being impossible to catch him late game. Might need a higher cooldown or something.
His two is classy as hell. Very interesting, very cool, and it also sounds very balanced. Certainly unique.
His three is my biggest concern. I am perfectly fine with most of it except one part: The stacking debuffs. I feel that 60$ of protections shred is way too strong, even with a delay, as casting it at the right moment will essentially neuter tanks. I would prefer either a flat protections reduction, or a non stacking debuff (obviously strengthen values). But the core of this idea is still really cool.
His ultimate is just...the Matrix with less slo-mo and more ***kicking. I think you can afford to give it something more...I dunno what.
Overall, an excellent idea, and certainly a strong contender for first place. I'm a bit jealous, actually.
I'd actually feel honoured somewhat to lose to an idea like this, I think the fact that all these abilities are described so nicely allow my imagination to have some fun with all the possibilities for amazing looking effects.
Passive is quite interesting, fits the concept well, but you forgot to put down the time limitation for building stacks. How long do you have to build stacks after casting an ability?
His One is a interesting Riven Leap which is pretty awesome since it's a significant damage skill in melee range. Which would be suicide on any ADC except for the one who moves really, really fast. My only problem is the possibility for it being impossible to catch him late game. Might need a higher cooldown or something.
His two is classy as hell. Very interesting, very cool, and it also sounds very balanced. Certainly unique.
His three is my biggest concern. I am perfectly fine with most of it except one part: The stacking debuffs. I feel that 60$ of protections shred is way too strong, even with a delay, as casting it at the right moment will essentially neuter tanks. I would prefer either a flat protections reduction, or a non stacking debuff (obviously strengthen values). But the core of this idea is still really cool.
His ultimate is just...the Matrix with less slo-mo and more ***kicking. I think you can afford to give it something more...I dunno what.
Overall, an excellent idea, and certainly a strong contender for first place. I'm a bit jealous, actually.
Heh, too late to make modifications, but I'll do some clarity now just for the sake of completeness.
Time to proc the stack is 3 seconds. The idea is to weave basic attacks in and out of abilities, not have it prepped for the next engagement.
The cooldown might be bit too short, but the idea is to make him hella mobile. Like, incredibly mobile. He is very squishy though, more so than other hunters, so you need to take that into account.
Note that the third ability does stack with diminishing returns. It's not a flat 60%, it's 20%, then 20%, then 20% (so it's more around 50%), and the chances of hitting one target with all three orbs is very unlikely unless it's a 1v1 skirmish. It will always evenly distribute the orbs the best it can among the targets within the area. I opted for percentage to avoid early game abuse cases. Even if it were a flat 10 armour shred, that'd be too strong early and feel really **** late game. I also opted for the shred not to scale because then people would feel obliged to max this first for early abuse cases, which is not a healthy pattern to go about things. I probably would've altered it if I had time to though.
I was considering more to the ultimate, but I honestly feel like what it does give is already pretty insane. A lot of the things that were originally in the ulti were implemented into his kit in a much more interesting way, like Twin Shot.
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