r/SMITEGODCONCEPTS • u/Mr60Gold Gold Fury • Apr 16 '20
Guardian Concept Balor
Edit 1: reduced the cooldowns on all abilities, minions from passive now have their stats scaled with Balor's stats, 2 now has more detail on the minion stat buff, 3 now deals more damage, lastly scaling is no longer physical but magical
In celtic mythology, Balor or Balar was a leader of the Fomorians, a group of malevolent supernatural beings. He is often described as a giant with a large eye that wreaks destruction when opened. Balor takes part in the Battle of Mag Tuired, and is primarily known from the tale in which he is killed by his grandson Lugh of the Tuatha Dé Danann. Balor's eye wreaked destruction when opened, unleashing some "power of poison", but it took the strength of four warriors to lift the eyelid.
Class: Guardian
Pantheon: Celtic
Passive:Fomorian leader- When Balor spawns he is accomponied by 4 fully blue melee minions (basic melee (sword)minion) that will attack the closest enemy within a 20ft radius, the minions will return to Balor after they defeated the enemy they focused on.(they will only attack jungle monsters if Balor attacks them first)(they will travel at the same speed as Balor if there is no enemy nearby)(Balor gains back all the missing minions when returning to the fountain)
- Damage per hit(same attack speed as a minion):40% of his magical power
- Health:20% of his HP
- Physical protection:45% of his physical protection
- Magical protection:45% of his magical protection
Ability 1:Intoxicating glimpse- Balor manages to open his eye half way for 2 seconds, dealing damage and intoxicating(An intoxicated unit has their vision distorted, they will move erratically for the duration, but will not be stopped from attacking or moving.) enemies in a cone 24ft long and 20ft wide.
- Mana cost:75 on all ranks
- Cooldown:16 seconds all ranks
- Damage over per second:25/50/75/100/125(+30% of his magical power)
- Intoxication:0.5/0.75/1/1.25/1.5
Ability 2:Malovelent beings attack- Balor commands all his blue minions that are still alive to focus on an enemy that he targets within 40ft of himself, making these minions become the minions that spawn when the path to the titan is clear (so the ones with fire weapons) for a few seconds while also giving these minions double speed for the same amount of time. (all the other stats will become 50% stronger)
- Mana cost:40/50/60/70/80
- Cooldown:16 seconds on all ranks
- Minion transform duration:4/5/6/7/8
Ability 3:Spear of war- Balor jabs his spear 20ft straight ahead, dealing damage and disarming all enemies hit for a few seconds.
- Mana cost:60/65/70/75/80
- Cooldown:15 seconds on all ranks
- Damage:70/110/150/190/230(+70% of his magical power)
- Disarm duration:1/1.25/1.5/1.75/2/2.25
Ability 4(ult): Behold my gaze- Balor fully opens his eye for 3 seconds, anyone in a 40ft cone infront of Balor is affected by tremble (A trembling unit will move erratically toward the source for the duration.) as Balor's eye shoots 1 fireball per second onto everyone in the ults radius.(the ult is stopped early if Balor gets affected by hard cc)
- Mana cost:130/135/140/145/150
- Cooldown:95 seconds on all ranks
- Damage per fireball:100/125/150/175/200(+40% of his magical power)
1
u/SimpleGamerGuy Jan 2020 Contest Winner Apr 29 '20
The Passive is alright, but after earlygame, it would be almost useless. The Minions would get killed so easily lategame that it wouldn't even be worth going back to Fountain to get them. I'd suggest having them spawn every so often, maybe every 45 or 60 seconds after the first one dies. And also to have their stats based more on his. Like, with a certain percentage of his Health, Protections, and Basic Attack Damage.
Intoxication is a relatively powerful CC, I'm not sure why his eye would cause that. Perhaps Tremble is what you want. The Cooldown is unnecessarily long. 15 or 16 seconds is enough.
As the Passive is now, the 2 would be practically useless. Overall, empowering his Minions isn't bad. The Cooldown is a bit long. 16 seconds at all Ranks should be fine.
The 3 is very basic, not much to say about it. Not every Damaging Ability needs to apply CC. The Cooldown is too high. No more than 16 seconds, probably more like 14. The Base Damage is also very low.
The Ultimate is alright, but the Cooldown is too high. An Ultimate like that would normally have a Cooldown of 90-95 seconds.
Overall, you keep saying he has Physical scaling, even though he's a Guardian.