Heroes of Meri

Meri is a vale with one road through it and a keep at either end. Bring down the other keep's tower, and the road is yours.

Needs a keyboard and mouse. A touchscreen cannot play it.

Your hero
  • Q Cleave slices every enemy in an arc in front
  • E Block takes less from every hit, towers included
  • R Sprint faster, for a few seconds
  • F Aim a crossbow bolt that hits the first enemy hardUltimate · from level 6
  • Q, E and R at level 3: +4 % damage · at level 5: −10 % damage taken
  • Q Fireball a bolt that lands, then burns
  • E Firewall a wall of flame that burns what stands in it
  • R Blink teleports toward the aim
  • F Lightning Bolt strikes one enemy at range, at onceUltimate · from level 6
  • Q, E and R at level 3: +0.4 s on every burn · at level 5: +5 % damage
  • Q Dazzle a bolt of light that blinds one enemy
  • E Umbrella a shield that absorbs damage for a while
  • R Hospice heals, at once, on a short cooldown
  • F Major Heal heals a great deal, at onceUltimate · from level 6
  • Q, E and R at level 3: +0.3 s on every blind · at level 5: +5 % healing
  • Q Vampiric Drain a melee hit that heals Korr for most of it
  • E Invisibility faster, and unseen until Korr attacks or casts
  • R Hold a chain that paralyses one enemy
  • F Poison Fog a cloud that poisons what stands in itUltimate · from level 6
  • Q, E and R at level 3: +0.4 s on every hold · at level 5: +5 % damage
How a match goes
  1. Destroy the enemy tower to win. Each side has one, at its end of the lane.
  2. W A S D move, the mouse aims, and Space or the left button attacks. Tab shows the score and N mutes the music, and a second press the sound. Esc twice leaves the match.
  3. Let your creeps go in first. The enemy tower shoots creeps before heroes; hit the tower, or its hero under it, and it turns on you.
The rest of it
  1. Every 30 seconds a wave of creeps marches down the lane from each side.
  2. The last hit on a creep pays its gold. Being close when it dies pays its experience. Finish your own creep under half health to deny it. Gold is your score, and the computer reads it to set how hard it plays. g/min is gold a minute; par is what the computer earns on your hero.
  3. You start with a skill point and get one more each level. Press 1 to 4 to learn the skill on Q, E, R or F; F waits for level 6. A skill you aim shows where it goes while its key is held and is cast when you let go; the others are cast on the press. Each of the first three skills at level 3, and again at 5, adds a stack of your hero's two bonuses, under its kit.
  4. Gold buys, too: 5 6 7 buy more health, more damage and shorter cooldowns, three times each, while you stand at your spawn or wait to respawn. What you spend still counts in your score.
  5. Past your side's sight is the fog of war. A hero standing in a brush is hidden from the enemy until an enemy stands beside it. Rocks stop heroes, and any shot that flies in a line.
  6. The campfire north of the lane's middle heals a fifth of your health over three seconds while it burns, if you stand in it alone and are not hit by a hero or a tower. Then it is out for two minutes, for both sides.
  7. The computer adjusts to you: the more gold a minute you earn, the harder it plays. Its difficulty is called its rung. A first match is on rung -1; the ladder goes down to -3 for a player still learning and up to 12.
Opponent
  1. -3
  2. -2
  3. -1
  4. 0
  5. 1
  6. 2
  7. 3
  8. 4
  9. 5
  10. 6
  11. 7
  12. 8
  13. 9
  14. 10
  15. 11
  16. 12

Rung -1: easier, for a player still learning the lane. You climb a rung when you earn more gold a minute than the computer would, and drop one when you earn much less, or lose or leave inside three minutes.

Play opens a room with a link and a six-letter code. Send either; the match starts when your friend arrives and picks a hero.

v0.3.5