god suggestion: heimdallr

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  • 7/28/2019 God Suggestion: Heimdallr

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    God suggestion

    Created by Xeran

    Version 2: 15-07-2013

    Heimdallr

    Watchmen of the gods

    AbstractHeimdallr as the watchmen of gods would be a nice addition to Smite, because of his utility and be-

    ing a good counter against roamers/junglers. He would also be a great god to further enhance the

    lore of smite (as some want) just like the recent watcher of time Chronos. He will be and has to be a

    good teamplayer to get the most out of his potential and will provide Smite with a new type of

    (soft)CC. I hope you like my god suggestion and any feedback is appreciated and I will make a version

    2 within time.

    LoreIn Norse mythology, Heimdallr is a god who possesses the resounding horn Gjallarhorn, owns the

    golden-maned horse Gulltoppr, has gold teeth, and is the son of Nine Mothers. Heimdallr is attested

    as possessing foreknowledge, keen eyesight and hearing, is described as "the whitest of the gods",

    and keeps watch for the onset of Ragnark while drinking fine mead in his dwelling Himinbjrg, lo-

    cated where the burning rainbow bridge Bifrst meets heaven. Heimdallr and Loki are foretold to kill

    one another during the events of Ragnark.

    Reference images

    Artwork Old depication

    Marvel

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    AppearanceHeimdall will wield and attack with his sword Hfu and will have his famous horn Gjallarhorn on his

    belt. His teeth are golden and his skin is very pale.

    Role|ClassPantheon: Norse

    In Smite Heimdallr will be a physical bruiser(/tank) and will be most comparable to Odin.

    Attack progression: 1x|1x|1x|2x/1x(AOE)

    Basically he hits 3 times with his sword, then the last attack is a blow on his horn and is twice as long,

    but ~half damage, but he it will be a cone attack. He will be very effective and a counter against

    roamers/junglers.

    Abilities

    Passive: True SensesHeimdallr requires less sleep than a bird, can see at night just as well as if it were day, and for over a

    hundred leagues. Heimdallr's hearing is also quite keen; he can hear grass as it grows on the earth,

    wool as it grows on sheep, and anything louder.

    Heimdall has true sight and hearing in a 55ft radius around him. In this radius he can see invisible

    gods, see through walls and fog of war and hear everything without the sound being muffled. True

    sight only works in a 120 arc.

    This passive allows him to be less sensitive to ganks and he can just see behind the corners. The ra-

    dius is just big enough to look just from the lane into a buff camp. He will only see the outline of the

    gods. Also keep in mind this passive only applies to him and allies see thus less than him. The 120

    arc makes it more realistic and less powerful, Heimdallr now needs to really look for possible hidden

    junglers (feedback by Zelkami)

    Ability 1: Himinbjrg

    Heimdallr places a ward, which sees enemy movements within the outer radius and sees enemy

    wards in the inner radius. It also give Heimdallr passive magic protections.

    Outer radius: 60 ft (little bit more than AA range, because of how easy these are destroyed)

    Inner radius: 25 ft (little bit less than sentry wards)

    Magic protection: 10/20/30/40/50

    CD: 18/16/14/12/10 seconds

    These wards can be seen by enemies and be destroyed in 1 hit (like Arachnes spiders), but basically

    always will show passing by enemies. It also synergies with his ultimate: Bifrst. And the wards re-

    spect line of sight (like any). The magic protections gives him a reason to level up his wards and is

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    basic bruiser/assassin logic (giving something passively for free to enhance natural strengths are be

    able to buy more power without losing too much tankiness)

    Ability 2: Gjallarhorn

    Heimdallr blows on his mighty horn Gjallarhorn and rallies his allies to prepare for Ragnarok. He

    and all allies will receive extra physical and magical power, while gaining additional movement

    speed.

    Radius: ~35 ft (same as Ares and Odins aura buff)

    Movement speed: 5/10/15/20/25 %

    Magical power: 20+3%/ 30+6%/40+9%/50+12%/60+15%

    Physic power: 10+3%/ 15+6%/20+9%/25+12%/30+15%

    Life time: 6 seconds

    CD: 22 seconds

    This buff gives Heimdallr same teamfight potential and some sticking power for him and his team,

    while fitting his lore.

    Ability 3: Hfu

    Heimdallr spins around in 360 degree arc and damaging enemies. (I know too similar to Odins,

    but so are many skills). Also enemies are cleaved. (Cleave cancels any channeled buff/steroid. For

    instance its very effective against some assassins and some support gods)

    Damage: 80/140/200/260/300 (+100% physical power)

    CD: 18/17/16/15/14

    This is Hemidallrs farm and attack skill, which gives him some unique CC and can be effective against

    mainly roamers and junglers.

    Ability 4: Bifrst

    Heimdallr creates the bridge Bifrst between his location and a selected ward (works only on his

    wards if Hirez finally removes teleporting to wards). He and his allies can use the bridge to teleport

    to the location.

    Duration: 6 seconds

    CD: 120/110/100/90/80

    The bridge would be visible for all (so the enemies know where you are going to), because it will ba-

    sically look like a Aphrodite soul link, but then curved up in the air with rainbow colors. Also this

    works basically the same like the last version of the active teleport item and allows to give his team

    strategic movement through the map. Also early game this can be used to get back (with your ally)

    fast into the lane.