Think you know a way to improve the current meta? Are there skills that you want to add to make the game more dynamic and interesting? Or perhaps there's a hero concept, complete with lore, just floating around in your head. Here's the place for it! Your hero can be as free-form or tightly-knit as you want, just as long as there's a basic gist.
I'm gonna go ahead and post up a hero I thought up in the shower this morning as a template, but keep in mind that not all creations have to be as specific -- or serious.
Strength: 16 (+ 1.8) Agility: 14 (+ 1.6) Intelligence: 20 (+ 2.1)
|Affiliation||Radiant||Attack Animation||0.3 / 0.5|
|Damage||44-48||Casting Animation||0.2 / 0.85|
|Armor||4.45||Base Attack Time||1.7|
|Attack Range||550||Sight Range||1800 / 800|
Ability Type: Active / Targeting Type: Point / Ability Hotkey: Q
Fires a beam of irradiating light in front of Pulsar after a 0.5s delay. Any enemy heroes or enemy-controlled units hit within the 1200 range are slowed and have temporarily reduced vision.
|Level||Mana||Cooldown||Casting Range||Area of Effect||Duration||Effects|
|1||80||30||1200||160||1.5||Slows by 50% and reduces vision range to 300. Removes shared team vision.|
|2||95||26||1200||160||2||Slows by 50% and reduces vision range to 300. Removes shared team vision.|
|3||110||22||1200||160||2.5||Slows by 50% and reduces vision range to 300. Removes shared team vision.|
|4||125||18||1200||160||3||Slows by 50% and reduces vision range to 300. Removes shared team vision.|
Ability Type: Active / Targeting Type: Enemy unit / Ability Hotkey: W
Places a debuff on an enemy unit that causes it to receive a percentage of the damage done to all units around it.
|Level||Mana||Cooldown||Casting Range||Effect Radius||Duration||Effects|
|1||120||20||800||800||6||Target unit receives 5% of all damage dealt to all units within a certain radius|
|2||120||20||800||800||6||Target unit receives 6% of all damage dealt to all units within a certain radius|
|3||120||20||800||800||6||Target unit receives 7% of all damage dealt to all units within a certain radius|
|4||120||20||800||800||6||Target unit receives 8% of all damage dealt to all units within a certain radius|
Ability Type: Active / Targeting Type: Allied unit or tower / Ability Hotkey: E
Provides a buff to damage, attack speed, and armor for an allied unit or tower, while also increasing Pulsar's armor. This skill must be channeled.
|Level||Mana||Cooldown||Casting Range||Break Range||Duration||Effects|
|1||60||40||400||1200||6||Increases damage by 10, attack speed by 20, and armor by 5 for the target unit or tower. Increases Pulsar's armor by 8 while channeling.|
|2||70||40||500||1200||8||Increases damage by 20, attack speed by 30, and armor by 10 for the target unit or tower. Increases Pulsar's armor by 12 while channeling.|
|3||80||40||600||1200||10||Increases damage by 30, attack speed by 40, and armor by 15 for the target unit or tower. Increases Pulsar's armor by 14 while channeling.|
|4||90||40||700||1200||12||Increases damage by 40, attack speed by 50, and armor by 20 for the target unit or tower. Increases Pulsar's armor by 16 while channeling.|
Ability Type: Active / Targeting Type: Point / Ability Hotkey: R
Creates an area of magnetic influence which slowly pushes enemy units away from the center. If an enemy unit crosses the edge of the repulsion field, they are slowed, silenced, and disarmed temporarily. This effect can only be triggered once per unit.
|Level||Mana||Cooldown||Casting Range||Area of Effect||Duration||Push Magnitude||Effects|
|1||200||100||800||500||3||150 units/sec||Breaching units are slowed by 60%, silenced, and disarmed for 3 seconds.|
|2||250||100||800||500||4||175 units/sec||Breaching units are slowed by 80%, silenced, and disarmed for 3 seconds.|
|3||300||100||800||500||5||200 units/sec||Breaching units are slowed by 100%, silenced, and disarmed for 3 seconds.|
Pulsar is a hero designed primarily to counter "Death-Ball" push strategies. He has little to no damage output on his own, but focuses instead on disrupting coordinated positioning. His Irradiating Beam can be used to discourage enemies from pushing or diving towers via lack of vision. Magnetize can be used to coax a key hero/unit away from a team-fight temporarily. Towers actively being pushed can be buffed with Supercharge to buy more time for reinforcements; this can also be used to punish early tower dives and reckless play. Repulsion Field acts to counter strategies that revolve around concentrated pushes, and can also be used to zone enemies out when pushing.
In terms of laning, Pulsar can be played as a defensive support hero. Irradiating Beam can thwart coordinated kill attempts, and the armor given by Supercharge is substantial. A combination of his three main skills can be used to heavily dissuade tower diving. Ultimately, he's a hero that can be picked to assuage the aggression of the current roaming and pushing meta.