You can find the remake here.
Credits to Nagareboshi for initial concept.
Credits to OdinsFury for help with some of the abilities.
Credits to Lozarian for the name of the third skill.
October 3rd, 2008
Along with posting this as a hero suggestion, I have done the following:
• Removed the Night bonus on Haemophilia.
• Buffed Haemophilia's duration by 0.5 seconds, making it 3.5 seconds from 3.
• Nerfed Haemophilia's cooldown by 1 second, making it 8 seconds from 7.
• Buffed his starting strength by 1.
• Buffed his starting agility by 3 and gain by 0.2.
• Nerfed his starting intelligence by 3 and gain by 0.3.
If you have problems with the hero, please refrain from voting until I have answered your questions or problems.
Monthollow is a brutal DpS hero. Notice that I don't say carry or hero killer, there are differences. A carry for example farms early and mid game, and then owns lategame. A hero killer tries to kill heroes all game, and can often rule the lategame by doing so.
Monthollow is neither of these. He is efficient for the whole game, but his weakness is that he is quite weak when it comes to killing heroes, atleast solo. He needs to get close to his enemies if he wants to do that, so he needs an ally. Pretty much the same way Dragon Knight uses his Dragon Tail (Although harder).
Because he remains efficient for the whole game he can carry, but doesn't need to do so.
The skills are designed to give him lane power without needing to cast spells, by having a very reliable self heal and a burst DpS skill that should work wonders for lasthitting, harassing and other stuff. One might argue that he plays selfishly, but I disagree. Two of his skills benefit a lot from having a lot of enemy heroes around, so that will make him seek out team battles. Also, he will most likely need an ally if he wants to get his hero killing combo off, which makes him seek out teamplay aswell.
What makes him really scary though is his map control. He can easily stay healthy most of the time with his Bloodline, and he can also avenge recently killed allies or help a large gank when either an ally or enemy dies.
Summon Cold One
"Throughout the vast shadowy world of ghosts and demons there is no figure so terrible, no figure so dreaded and abhorred, yet dight with such fearful fascination, as the vampire, who himself neither ghost nor demon, but yet who partakes the dark natures and possesses the mysterious and terrible qualities of both." - Rev. Montague Summers
The Cold Ones are one of the few vampire clans left on Azeroth. Being recongnized as strong and destructive warriors by the Scourge, they were asked to join the Scourge for greater evil. The Cold Ones agreed, and sent their strongest warrior to aid them. The Sentinel had heard rumors, saying ''it'' enjoyed bloodbaths, and would drag people with it down into the darkness. Nothing escapes the hunting ground it knows as Azeroth, and its bloodstained figure even tracks death itself. When the Sentinel actually met the creature, they realized Monthollow was just a name for a horrid and ruthless killing machine.
Strength - 24 + 2.7 (Average + Average)
Agility - 21 + 2.2 (Above Average + Above average)
Intelligence - 14 + 1.4 (Below Average + Below average)
Learns Bloodline, Dark Abyss, Haemophilia and Icon of Sin
Melee attack range of 100
Movement speed of 295
Role: Damage dealer, Map Controller
Theme: Blood, Destruction
Color theme: Red
Starting Hitpoints: 150 + (Base Strength * 19) = 606
Starting Mana: (Base Intelligence * 13) = 182
Starting Damage: 61- 63 (Above Average)
Starting Armor: 3 (Average)
High amount of non-nuke damage.
Good amount of map control.
Only one, relatively weak disable.
Creates a bloodline with any unit, linking its activity with your health. If a unit connected by a bloodline moves or teleports, the caster (Monthollow) heals for 4% of the distance travelled. Can target enemies, allies and self.
Level 1 - Lasts for 5 seconds.
Level 2 - Lasts for 10 seconds.
Level 3 - Lasts for 15 seconds.
Level 4 - Lasts for 20 seconds.
700 casting range.
Cooldown: 2 seconds.
Mana Cost: 30.
A reverse form of rupture that is actually pretty weak when only put on one unit. Its true power shines when put on multiple units, and as it has a very short cooldown and manacost that is certainly possible.
It allows you to stay healthy outside battle, giving 12 health per second if one moves at 300 ms. However, that only works when the target (Or yourself) so it's not very useful when you're attacking enemies.
Forget about putting this on enemies on a lane. Put it on yourself instead!
Creates an abyss at a nearby point. Whenever a unit is attacked by Monthollow, it's instantly dragged 100 units towards the abyss. Any enemy unit directly on top of the abyss has reduced armor.
Level 1 - Lasts for 4 seconds. Reduces armor by 2 if directly on top.
Level 2 - Lasts for 5 seconds. Reduces armor by 4 if directly on top.
Level 3 - Lasts for 6 seconds. Reduces armor by 6 if directly on top.
Level 4 - Lasts for 7 seconds. Reduces armor by 8 if directly on top.
200 casting range.
Cooldown: 15 seconds.
Mana Cost: 95.
One very important thing to note is that the enemy will not stop running if they are teleported 100 units by this skill, they'll continue moving towards the same spot as before.
This is Monthollow's only disable. It's weakness is that it only works when Monthollow is attacking someone, and even then it doesn't disable spellcasting or attacking. Its other weakness is that Monthollow needs to reach his target if he wants to use it.
The armor debuff penalizes people that aren't fleeing, and it adds even more DpS. You could of course combine it with a stun from your ally to make use of the armor debuff if you really want to.
Anyway, with this you can either prevent someones escape easier, or force someone to escape or suffer from reduced armor. Stopping someone's channeling skill! There's a lot of possibilities with it.
Whenever Monthollow's claws draw blood, he bursts into a frenzy as he craves for more destruction. The frenzy wears off just as quickly as it came, only lasting for 3.5 seconds.
Level 1 - Frenzy increases AS by 25% and MS by 15%.
Level 2 - Frenzy increases AS by 35% and MS by 20%.
Level 3 - Frenzy increases AS by 45% and MS by 25%.
Level 4 - Frenzy increases AS by 55% and MS by 30%.
Cooldown: 8 seconds.
Mana Cost: 0 (Passive).
This is his only passive, but it's not a boring passive like Evasion. Think of it more as Blood Bath, that requires skill to be used even though it's passive.
What's the use of this spell? This spell gives him a decent way to lasthit, but it's also spell in his repertoire that doesn't need setting up or time to become useful. Bloodline for example requires you to put it at multiple units if you want it to become effective, and Icon of Sin requires a lot of dead heroes nearby. Without this spell, he would be useless in the start of a fight. It gives him some initiating power.
It also allows him to chase better, but only if he gets a hit in, the same condition that Dark Abyss has. Thus he will most likely need good maneuvering if he wants to catch up with someone.
You can of course hit a creep in order to trigger it and chase a hero, but then you would be wasting its short duration.
Icon of Sin
Whenever a hero dies, an Icon of Sin is spawned above it and lasts until that hero ressurects. Monthollow may teleport to an Icon of Sin anytime in order to hunt any remnants, and his wrath and power is increased by the blood contained within each nearby icon.
Level 1 - Gains 30 damage for each icon within 1000 AoE.
Level 2 - Gains 45 damage for each icon within 1000 AoE.
Level 3 - Gains 60 damage for each icon within 1000 AoE.
Infinite (99999) Casting Range.
Cooldown: 10/7/4 seconds.
Mana Cost: 70.
The ultimate consists of two parts: One active skill and one passive skill (Although only one icon). The passive ''skill (It's not really a skill since it's all triggered)'' spawns an Icon of Sin above a hero (Friend or foe) when it dies. Icons of Sin are untargetable invulnerable units. Monthollow gains extra damage for each one within 1000 AoE of himself.
The learned skill is an active skill that works pretty much like Reality; You use it on a point on the map and you teleport to the closest Icon. Note that unlike Reality, Icons of Sin are not destroyed when you teleport to them.
With the skill, you can easily avoid almost any gank by teleporting out of there much like Morphlings ultimate, you can avenge a teammate or help, teleport across the map, quite a lot of stuff with it. Because of your mapcontrolling playstyle, you will most likely gank a lot of heroes, thus getting a lot of Icons.
SKILL SYNERGY FOR DUMMIES
Before I go on listing the skills individual synergies, I would first like to say that this hero synergizes a lot more in role than in mechanics. All of his skills allow him to deal damage. Bloodline gives you health so that you can continue dealing damage without fear of getting killed, and the rest increase his overall DpS in some way.
The biggest problem with Bloodline is that you want the enemy or yourself to move, but if using move disablers will reduce the amount healed as you will move less units. Dark Abyss solves this problem and even makes Bloodline better; Dark Abyss increases the amount of units moved by the target through teleporting, AND it keeps them in the same area. It won't keep yourself moving though.
You have two choices here. You can put it on yourself, and go zoom with the extra movespeed from Haemophilia for more health, or you can put it on an enemy and watch them flee so that they don't trigger Haemophilia .
Bloodline does count distance travelled by teleporting, so teleporting across the map can heal you for quite a lot which is great if you initiate a fight; Take a lot of damage, and come back 8 seconds later with full health.
Haemophilia gives attack speed, so you'll disrupt the movement even better. The extra movespeed allows you to catch up with an enemy if the distance isn't melee already. Great chasing combo.
Dark Abyss displace factor allows you to either kill someone at a place you desire, or to displace them into your Icon of Sin territory. Note that Dark Abyss' displace factor is pretty weak, so this will only work if the enemy tries to fight you.
Pop up, and avenge your teammate quickly before the other enemies start ganging you.
FREQUENTLY ASKED QUESTIONS
Q: Doesn't Haemophilia mean ''Afraid of blood''?
A: I thought it did too at first, but then I realized that the word I was thinking of was Haemophobic. Haemophilia means ''Love of blood (Refer to Necrophilia)''.
I don't really have much to say here, except don't vote on numbers!
Edited by k900, 25 May 2009 - 10:53 AM.