
Kraig
Durnham - The Lost Marine
Range: 575 | Move Speed: 280
Primary: STR
Str: 20 + 2.4 | Agi: 18 + 2.6 | Int: 14 + 1.8
Damage: 37 - 45 | HP: 530 | Mana: 182
HP Regen: 0.85 | Mana Regen: 0.57
Attack Speed: 1.28 | Armor: 3
Kraig Durnham is one of the very few marines who survived the attack they made on the orbital platform found on Char. The Zerg forces overwhelmed the Terran marines and forced them to fall back and escape. In the skirmish, hordes of Zerglings and Hydralisks swarmed the ground, killing marines left and right. Durnham was barely lucky enough to reach a Dropship to take him to safety. The Dropship was able to take him to the nearest escaping Cruiser. However, their retreat wasn't going to be easy. The Zerg forces chased them until the order to desist was given. The aerial Zerg beasts took to outer space and tried to ravage the escaping cruisers. A few Cruisers took the beating, including the one Durnham was placed in. He was stationed near the reactor which powered the Cruiser. The attacks of the Zerg creatures rocked the Cruiser, making Durnham accidentally come into contact with the reactor. By a weird twist of fate, his body disappeared from the existence, right before the Cruiser was destroyed. Now he is in an unknown land ravaged by the war between the living and the dead, and must fight for his and other men's survival. Like his original role in the Terran marine corps, he stands to fight for humanity.

Firebat Mode Firebat Mode (R)
Not only is Durnham capable of utilizing his Gauss Rifle, he can also use a Flamethrower which he built into his rifle. Grants him splash damage and a bonus flame dps Orb Effect at the expense of range and attack speed.
Level 1 - Durnham is granted splash damage, at the expense of 370 range and and 50% attack speed. Deals 5 extra flame damage per second for 5 seconds to creeps and 2 seconds to heroes. (Orb Effect)
Level 2 - Durnham is granted splash damage, at the expense of 350 range and and 40% attack speed. Deals 10 extra flame damage per second for 5 seconds to creeps and 2 seconds to heroes. (Orb Effect)
Level 3 - Durnham is granted splash damage, at the expense of 325 range and and 30% attack speed. Deals 20 extra flame damage per second for 5 seconds to creeps and 2 seconds to heroes. (Orb Effect)
Level 4 - Durnham is granted splash damage, at the expense of 300 range and and 20% attack speed. Deals 30 extra flame damage per second for 5 seconds to creeps and 2 seconds to heroes. (Orb Effect)
Mana Cost: 0
Cooldown: 0
Framework: This is a weapon change, not an ability. Kinda like Jah’rakal’s berserker rage. Its a good farming ability due to its 0 mana cost, and the splash dps Orb Effect. Also note that FULL BASE DAMAGE will be given to all enemies affected. Hence the lowered attack speed and range in order to balance it out.
Notes: Try using this with his stimpack.

AP Bullet AP Bullet (E)
Durnham loads one high-caliber shell into his Gauss Rifle which deals damage and lowers the armor one enemy.
Level 1 - Deals 120 damage and lowers the enemy armor by 3 for 10 seconds.
Level 2 - Deals 150 damage and lowers the enemy's armor by 4 for 10 seconds.
Level 3 - Deals 200 damage and lowers the enemy's armor by 5 for 10 seconds.
Level 4 - Deals 240 damage and lowers the enemy's armor by 6 for 10 seconds.
Mana Cost: 120
Cooldown: 10
Framework: Too many people are complaining that it's too imbalanced because they compare it to Stormbolt. Now I have changed it completely. Instead of stunning, it will ruin the enemy's armor. Now I have an extra tactic to add to this strategy.
Notes: His only nuke. Kinda like Kardel's assassinate minus the insane range and casting time.

Solar Armor Solar Armor (S)
Durnham’s armor, which is powered by solar cells, will charge up a medkit which could be used at his discretion.
Level 1 - Charges 1.75 HP per second in the daytime. Can store up to 175 HP max. (Right-click to Auto-cast)
Level 2 - Charges 2.5 HP per second in the daytime. Can store up to 250 HP max. (Right-click to Auto-cast)
Level 3 - Charges 3.75 HP per second in the daytime. Can store up to 375 HP max. (Right-click to Auto-cast)
Level 4 - Charges 5 HP per second in the daytime. Can store up to 500 HP max. (Right-click to Auto-cast)
Mana Cost: N/A
Cooldown: N/A
Framework: I think someone pointed out this suggestion for this skill. Rather than it just regenerating your hp, I made it so that the armor stores hp which is gained over time, which could later on be used as a heal. If you want it to constantly heal you over time, just auto-cast it.
Notes: This will keep him in the lane longer.

Stimpack Stimpack (T)
A standard issue Terran Marine Stimpack. This little gadget could turn even the worst battles to a victory at the cost of the Marine's health. Lasts 30 seconds.
Level 1 - Sacrifice 15% of your HP in order to attain a 50% attack speed increase and a 7% movement speed increase. Lasts 30 seconds.
Level 2 - Sacrifice 20% of your HP in order to attain a 90% attack speed increase and a 10% movement speed increase. Lasts 30 seconds.
Level 3 - Sacrifice 25% of your HP in order to attain a 150% attack speed increase and a 15% movement speed increase. Lasts 30 seconds
Mana Cost: 15%/20%/25% (Healthcost)
Cooldown: 60
Framework: Go berserk at the cost of your hp.
Notes: Activate the stimpack and fire away! Either concentrate your fire with the Gauss Rifle, or burn everything with the Flamethrower.
Share This Thread