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Creeps
Description
The philosophy here is that:
-It creates tension, breaks up the pace.
-It should yield slightly more xp and gold than other camps
-Being on low ground makes it risky to do (as intended)
-The creeps themselves have "creepjack" mechanics that making clearing it dangerous.
-Because of how dangerous it is to creep, it should sometimes be left alone
-Theres rarely a reason to walk on river, when the safer route is to walk through your own jungle.
-Low mmr games are long because players don't use smoke and farm on their respective sides.
Here are some creep suggestions:
Froggling Hunter:
Melee attacker, level 7.
-Tongue Tied: When a ranged unit has engaged combat with the frogs, they will pull in units (basicly unit target hook) in with their tongue. Melee units will only be pulled in if they attempt to leave melee range from the frogs. The cast range is only 350 to make it more balanced.
(Paired with scouts)
Froggling Scout:
Melee attacker, level 3.
-Submerge. When used on a body of water, becomes stationary, invisible and grants +600 increased vision. Grants bonus regeneration.
Clam Chomper:
Melee attacker, level 6.
-Chomp: Autocast, channeling ability, the clam bites down on target victim becoming attached to it for 1.5s, dealing 100 damage, reducing it's vision and slowing it's attack speed for 90%.. Cooldown 12s. Cast range 200.
(Found in pairs)
CREDITS
Created 1058 days ago
Last edit today
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