

I like how you took an attack that could be really vanilla and gave it a conditional rule. In addition, when towers are gone in the later stages of the game, he effectively has no passive (which is why I'm assuming you included the bit about the wards).The part where his first ability is replaced and he is silenced seem unnecessary. The free teleport to towers is also pretty strong when you consider not just the meta, but game as a whole. We've never had a god who can interact with consumables, which is a fresh idea, but extra ward vision alone can be incredibly powerful. It kind of sounds like he has two passives. Gjallarhorn - Heimdall sounds to Gjallarhorn, which can be heard in all nine kingdoms, revealing and arthroding all enemies, Heimdall gains movement and power bonuses for 6s. I will fight until the end - Heimdall jumps to an enemy deity causing damage and slowness in the fall.ĭamage: 75/90/120/150/200 (+ 50% of your physical power) (It is not interrupted if you hit minions)ĭamage per hit: 58/62/66/70/74 (+ 50% of your physical power)įor Valhalla - Heimdall raises his sword crying to the Odin for help.ĭefense bonus (Magic and Physics): +5/10/15/20/25 (+ 15% of your physical power)Ĭure: +10/20/30/40/50 life per second for 5s. Now Heimdall makes a horizontal cut with his sword.

Now Heimdall cuts X, if this attack hits an enemy deity you can use this skill again. Heimdall shoots his sword straight, if it hits an enemy deity you can use this skill again. Heimdall's ward have a greater range of vision. Heimdall opens to Bifrost and teleports to a tower or ward, after the teleportation Heimdall is silenced.
#HEIMDALLR SMITE UPGRADE#
Open Bifrost - While on base, "Open Bifrost" replaces your first ability (it does not upgrade or change items). I'm bringing an idea of God, I hope you like it.
