Dr. Marcoh

***Dr Marcoh*** is a defensive, alchemy-based support character, with excellent single target healing, team-wide HP and Mana regen, and several abilities that make him a problem for Enemies to deal with.

### Abilities:

**D, Alchemist's Touch:** Marcoh uses his alchemy to restore 600 Mana to all allies within a 600 area of effect. While this ability costs Marcoh 500 Mana, he is also effected by the Mana restore, gaining him a net 100 Mana when he uses this ability. 50 second cooldown.

**F, Alchemist's Anguish:** Marcoh will do anything he can to redeem himself, doing his best to heal people in need. Being within a 650 range of Marcoh will cause the base HP regeneration rate of allies to be boosted by 300%

**Q, Alchemic Healing:** Marcoh heals the target human with his alchemy, or damages the target if it's an enemy homunculus or blood seal user. The damage is half that of the healing. 800 cast range, 25 second cooldown. Heals 50% to Winry. 550/650/750/850/950 damage healed, 275/325/375/425/475 damage dealt.

* If May Chang is also in-game, Marcoh cannot heal Winry. But can still heal Buccaneer, and interestingly enough, Radio Tower.

**W, Crystal Trap:** Dr. Marcoh places an alchemic trap on the ground. If any enemy Hero comes within 165 of the trap, it will detonate, dealing damage and slowing the attack speed and movement speed of enemies within 250 range of the trap by 50% for 4 seconds. Marcoh can also choose to manualy detonate the trap early by casting the ability again. The trap will become invisible to enemies 10 seconds after it is placed. Marcoh can only have one trap at a time. 15 second cooldown, meele cast range. 300/350/400/450/500 damage dealt.

**E, Crystal Impale:** Dr. Marcoh transmutes crystals up from the ground which knock enemies up into the air for 1 second in a 300 area of effect, during the effect of the spell, enemies are temporarily invulnerable. After they land, the enemy will be stunned for additional time and take damage. 600 cast range, 28 second cooldown. .6/.7/.8/.9/1 second stun, 360/420/480/500/540 damage.

**R, Transmute Core:** Marcoh attempts to destroy the core or blood seal of the target enemy in a channeled ability that requires him to stay within 425 range. Marcoh will deal massive damage so lond as he has the mana to keep the ability going and stays within range. If a homunculus dies to this ability, they will lose an extra stone charge in addition to the one they would normally lose, and Marcoh will get 75 Philosopher's Particles. Does half non-true damage to enemies who aren't homunculi and don't have blood seals. Can be channeled for up to 8 seconds, 90 second cooldown. 200/300/400 true damage per second, 200/300/400 initial mana cost, 66/82/100 mana per second.

### Playing as Marcoh;

Marcoh is a very unpopular character, mainly due to his almost entirely supportive role and squishy nature. However, Marcoh is not by any stretch a useless character. His high single target healing combined with his oddly long CC on his E is excellent for stopping Offensive Homunculus plays against important NPC's and your teammates. His R, while unreliable, can still be a game-changer when it gets kill credit on a Homunculus, potentially even permanently killing one if their stone charges were down to 1.

### Playing against Marcoh:

Marcoh is an easy kill due to his low durability, but be wary of his E, or walking into his W. He's a surprisingly crafty old man that can screw you up if you're blindly rushing in without a second thought.