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[Model~]

So, as you've probably guessed, this lady over here is a Bounty Hunter! However, I decided to deliver this theme in a little diffrent way... Bounty Hunter are usually carries, bruisers, stealthy assassins, meanwhile, Mephala is a support. Yes, an Agillity based greedy, furious, blood hungry, cutthroat Support. Obviously while keeping Bounty Hunter's main identity (chasing people until you murder them) I decided to give her a bit more team-wide utillity and still keeping the everlasting snowball mechanics to make her feel like an actual Bounty Hunter. That is, she will sacrifice some damage for it (1v1'ing people might not be that easy if she isn't ridiculously ahead), this shouldn't be that big of a deal. And besides, Diversity.


Mephala
the Bounty Hunter
Champion
Statistics
Primary attribute Agility
Strength 20 + (2)
Agility 26 + (2.6)
Intelligence 16 + (1.6)
Movement Speed 310
Turn Rate 0.5
Attack Range 128
Missile Speed Instant
Attack Duration TBA + TBA
Cast Duration TBA + TBA
Base Attack Time 1.6
Creator ErdamonPL
On the Hunt
RANGE: 750
Champion

Mephala gains bonus 15% / 20% / 25% movement speed when she is out of combat for 4 seconds. If there's an enemy marked for death nearby, this buff persists even when in combat.

Uppercut Slash
RANGE: 200
COST: 30 / 35 / 40 / 45 / 50 Mana
COOLDOWN: 4
Champion

Active: Mephala strikes targeted enemy unit, dealing (50% AD) physical damage and causing the target to bleed taking physical damage over 3 seconds. Additionally, if Mephala used another abillity within 3 second time-frame, Uppercut Slash will stun the target for 1 second.

  • Bleed Damage: (100 / 115 / 130 / 145 / 160% AD)
Snap Trap
RANGE: 600 / 650 / 700 / 750 / 800
COST: 40 Mana
COOLDOWN: 2
RECHARGE TIME: 15 / 13 / 11 / 9 / 7
MAX CHARGES: 2
Champion

Active: Mephala lays down a small trap at the targeted location, which becomes active after 0.5 second. The trap remains in it's location for 3 minutes and becomes stealthed once armed. Enemy heroes who walk over an active trap will take physical damage and become slowed for a short duration, as well will have a 300-radius area revealed around them for 6 seconds. Only several traps can be layed down at the same time, exceeding this limit will destroy the oldest one. Enemies who already stepped over one trap cannot be damaged by another one for 4 seconds.

  • Damage: 40 / 70 / 100 / 130 / 160 (+ 30% AD)
  • Slow: 15% / 20% / 25% / 30% / 35%
  • Slow duration: 1 / 1.25 / 1.5 / 1.75 / 2
  • Trap limit: 2 / 3 / 4 / 5 / 6
Hook and Slice
RANGE: 500 / 550 / 600 / 650 / 700
COST: 80 / 85 / 90 / 95 / 100 Mana
COOLDOWN: 20 / 18 / 16 / 14 / 12
Champion

Active: Mephala throws a hook in a line, dealing physical damage to first enemy unit hit while ministunning it and pulling to Mephala. Additionally, Mephala's next basic attack against hooked target will deal bonus physical damage.

  • Hook Damage: 10 / 35 / 60 / 85 / 110 (+ 30% Bonus AD)
  • Bonus Damage: 30 / 45 / 60 / 75 / 90 (+ 40% Bonus AD)
Marked for Death
RANGE: 1500 / 1750 / 2000
COST: 50 mana
COOLDOWN: 60 / 45 / 30
Champion

Active: Mephala marks selected enemy hero for death for a long duration. During this time, marked hero is revealed, and Mephala's basic attacks and abillities will execute the target once its health goes below a certain threshhold, while her allies deal bonus damage to that target (Mephala's damage won't be amplified).

  • Duration: 8 / 10 / 12
  • Execution threshhold: 13 / 16 / 19% of the target's maximum health
  • Damage amplification: 5% / 7.5% / 10%

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