Summary
Dargoth is a Dark Sorcerer. He is a general for the Forces of Darkness. He can summon minions and has quite a few debuffs and attacks, he is a mix of a support character and offensive.
Appearance
He is hooded with a cape covering most of his body and seemingly floats around with a dark purplish cloud at his feet. He holds a staff with a large gem in the top of it which glows when he uses his dark magic.
Background
Dargoth was trained from birth to be a sorcerer. He was born with a birthmark that indicated he was a chosen one, and that he'd bring balance to magic in general. By the time he was a teenager he was as powerful as many of the elder sorcerers and mages of the land, but a great misfortune befell him. His parents were murdered by a jealous sorcerer. Dargoth took it on himself to hunt that sorcerer down and kill him, not without taking many injuries. His so called friends and teachers did not help him but instead looked down on him after that incident and he was excommunicated from their community. He grew with anger and turned to the darkness.
Strengths
- Summon Minions
- Crowd Control
- Ranged skills and debuffs
Weaknesses
- Low HP
- Heavily reliant on MP
Abilities
Summon Shadows(Active): Dargoth slams his staff on the ground and lifts it back up, the staff glows a dark purple which creates shadows from enemies which he calls on to become his minions. When Summon Shadows is used, all units in range (TB Fire Ring range) take 150-250-350-450 damage and 2/3/4/6 shadow minions are created. The cast time is 1.5 seconds with high mana cost and recast of 15 seconds.
Shadow Minions(Minion): The shadow minions will have around the same HP as the Lord Erebrus minions and around the same base damage.
Shadowy Field(Active): Dargoth sways his staff out infront of himself indicating an area on the nearby ground, this area glows purple and shadowy glowing hands come out and grasp everything within the circle. The range will be bigger then the TB flame circle but smaller then QoT Thorn AOE. It will grasp all units for 2/4/6/8 seconds and DGs for 2/2/4/6. This ability also gives a movement speed debuff of 10% for 5 seconds. The cast time is 2 seconds and recast is 15 seconds with a high mana cost.
Grasp of the Shadows(Active): Dargoth points his staff out infront of him at the target and launches a large shadowy hand at the target. This hand grips on to the enemy slowing him down while causing DoT damage by squeezing the target. The range is about that of the TB fireball and deals 250/500/750/1000/1250 over 10 seconds while slowing the enemy movement and attack by 5%/10%/15%/20%/25%. The fifth level of this ability causes AoE DoT, dealing 50 damage a second to enemies near the target and including the target (about the 3/4 of the range of ring of fire). It has a cast time of 2 seconds and a recast of 20 seconds with a high mana cost.
Fear of Shadows(Passive): The ability gives Shadow Minions 6/12/18/24 more damage and debuffs any unit in melee range with a 2.5%/5%/7.5%/10% movement and attack speed debuff.
Shadow Bolts(Active): Dargoth shoots Shadow Bolts from his staff at the target, causing them to hit and explode. The attack will continue until the ability ends or the target is unable to be attacked (due to range/death). Shadow Bolts deals 100/150/200/250/300 damage a hit with upto 5 bolts at 1 second per bolt and an extra 50% of that damage to any enemies near the target. The 6th level of this ability adds a debuff to the explosion lowering the armour of all enemy units in range of the explosion by 500 for 10 seconds (this does not stack per bolt). It has a cast time of 2 seconds and a recast of 15 with a high mana cost.
Fear Incarnate(Passive): Dargoth uses his Shadow abilities to create a massive shadow around himself in order to scare nearby enemies, causing them to be debuffed with movement and attack speeds by 2.5%/5%/7.5%/10% (does not stack with Fear of Shadows). It has about the same range as the TB permafrost.
Shadowy Protection(Passive): Dargoth empowers the Shadows of nearby friendlies which allows them to help protect their units. This ability provies 100/200/300/400/500 armour to units in range. Range will be similar to TB permafrost range.
Empower the Shadows(Passive): Shadow Minions,Fear of Shadows, Shadowy Protection, Fear Incarnate and Shadow Grasp gain a 10%/20%/30%/40%/50% bonus in abilities.
Dargoth is heavily reliant on mana and thus will need a lot of mana items to sustain attacks and abilities. His lower HP and lower chance to get HP/Armour items means he has developed abilities that allow him to use shadows for protection, either acting as armour or slowing targets down so he can escape.
I've given him abilities which will mean he won't sit in the back lines commanding minions from there, but instead will be up near the front supporting teammates.