* A towering, hulking guy, looks somewhat like a barbian. Wields an oversized axe and an arcane shield. Gets axes attached to him as “armor,” like an axe used as a chestpiece or shoulder pads or whatever. Moraxus=More Axes, because we need more axes in this game.
* We need more axes in this game. Moraxus.
* Moraxus is a rounded tank that can possibly be converted into a carry late game.
* Tanks can often tail off late game; sure they're hard to kill, but they are low-threat to let live until the end of the fight. Moraxus will not be as easily ignored due to his snare abilities and his health to damage trade-off.
* Moraxus's second skill covers both armor and magic armor, but it requires a choice; one must lose the passive bonuses in a risk-reward decision in an attempt to block an incoming spell.
* Passive/Active skills like Arcane Shield allow players with different preferences (passive playstyle vs active playstyle) to embrace the hero in different ways and each get something out of the ability.
* Skill by skill analysis:
* Q: Standard “stomp” ability, slows enemies' attack and movement speeds. Bread and butter of a tank to be able to put out some initiation damage and provide crowd control. Will allow Moraxus to gank, provide a “zone” of danger to enemies, and initiate with blink.
* W: Passive armor and magic armor bonus, but can trade that passive protection for active, skill-based magic protection. Reflexes or good preemption can result in a much greater reward than passively profiting from the regular bonus, but a wasted cast can waste both mana and the passive bonus for a duration. Built in risk-reward that is completely dependent on player choice and interaction. With a successful spell-block, Moraxus is able to go on the offensive (or boost his escape capacity) with greater movement speed and damage. This can provide awesome moments of “counter-action” and counter-attacks, in which a spell is skill-blocked and then Moraxus sprints onto the enemy and stomps.
* E: Active, charge-based projectiles. Similar to Chipper's rockets, except these are much lower in range and has a 1 second cooldown between casts. Their main purpose is to provide Moraxus with an avenue for ranged threat, and allow him stacking snare ability for chasing/control.
* R: Toggle provides players with the choice between tanking and dealing damage. Makes it so if Moraxus is ignored, he can trade off his surplus health to put out more damage, adding more to his team even if he is ignored and potentially adding incentive for the enemy team to focus him.
* All of Moraxus's skills shape him into a tank that is not just “I go in, I use my skills, and then right click someone to act fat.” He is dynamic, and shifts with battle conditions and the actions of the enemies. Counter-attacking should also be a very interesting theme, as turning a fight and surviving through aggression rather than cowardice can be very rewarding and provide some of the most fun and memorable gaming experiences.
* Starting STR: 25
* Starting AGI: 16
* Starting INT: 16
* STR per level: 2.6
* AGI per level: 1.7
* INT per level: 1.7
* Attack Range: Melee
* Base Damage: 24-30
* Armor: 0
* Movement Speed: 300
Ground Quake (Q):
Description:
Hero stomps down on the ground, causing fractures and inflicting magic damage to enemies in a small – medium PBAoE. Also slows the attack and movement speeds of enemies hit.
Effects:
Deals (75/150/225/300) magic damage to enemies hit (350 radius)
Slows enemies' attack and movement speeds by (25/30/35/40)% for 4 seconds
Mechanics:
Mana Cost: 90,105,120,135
Cooldown: 12 seconds
Arcane Shield (W, Passive/Active):
Description:
Passive: Hero's shield grants a passive magic armor bonus. Passive is disabled while ability is on cooldown.
Active: Hero blocks the next ability targeted against him in the next 2 second (anything Nullstone would block). If an ability is successfully blocked, Moraxus is given a surge of power.
Effects:
Passive: Grants (1/2/3/4) armor and (.5/1/1.5/2) magic armor
Active: Absorbs the next ability targeted on Moraxus in the next 2 seconds.
Moraxus gains (70/110/150/190) movement speed and (20/40/60/80) damage for 5 seconds if an ability is successfully absorbed.
Passive is disabled while spell is on cooldown.
Mechanics:
Mana Cost: 75
Cooldown: (30/25/20/15) seconds
More Axes (E, Skillshot):
Description:
Consumes a charge to throw a piece of armor toward target location
Effects:
Max of (1/2/3/4) charges
Consumes a charge to throw a projectile (one of the axes) at target location. It hits the first enemy unit encountered, dealing (80,100,120,140) magic damage to and the target. Also applies a stacking slow to the target, 1 charge per hit to a max of 3 charges. 15% movement slow per charge, 3 second duration.
Mechanics:
Mana Cost: 40
Cooldown: 1 second
Recharge time per charge: 9,8,7,6 seconds
Projectile speed: 1200
Range: 1000
Reckless Axetions (R, Ultimate):
Description:
Moraxus attacks recklessly, harming himself in the process but putting out significantly increased damage.
Effects:
Moraxus loses 5% of his max Health per attack (non-lethal, pure)
Moraxus deals bonus Physical damage to the target equal to (1,1.25,1.5) times the amount of health lost.
Mechanics:
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