Utsuho Reiuji

Allegiance: Hakurei
 * Return to Defence of the Shrines: Characters

The sun burns. The raven perches. A red eye glows. A klaxon sounds.

Gifted with the manipulation of nuclear energy through eating the corpse of a Yatagarasu, Utsuho (affectionately known as Okuu) boasts both a great damage output and a massively huge constitution for a nuker. Proper use of the Troublesome Artificial Sun will result in everything, everywhere, exploding forever.

Psyche'd yet?

Attributes
 Strength: 20 + 1.8/level

Agility: 20 + 2.3/level

Intelligence: 20 + 1.5/level

Movement Speed: 300

Range: 550 (ranged)

Skills
Explosion Sign "Peta Flare" (D)

Nukes a target and causes radiation on nearby units which receive damage for 3 seconds. Cast Range: 700 Spirit Cost: 110/120/130/140MP Cooldown: 10/9/8/7s

Level 1: Does 90 damage, deals 48 damage over time on nearby units. Level 2: Does 180 damage, deals 96 damage over time on nearby units. Level 3: Does 270 damage, deals 144 damage over time on nearby units. Level 4: Does 360 damage, deals 192 damage over time on nearby units.

"Hell and Heaven Meltdown" (F)

Activates deadly radiation on Utsuho to gain increased mp regeneration, however the effect backfires causing both Utsuho and nearby units to receive radiation damage. Area of Effect: 450 Spirit Cost: 0MP Cooldown: 65/45/25/15s

Level 1: Does 5 damage per second, +6MP per second. Lasts 60 seconds. Level 2: Does 10 damage per second, +12MP per second. Lasts 40 seconds. Level 3: Does 20 damage per second, +24MP per second. Lasts 20 seconds. Level 4: Does 40 damage per second, +72MP per second. Lasts 10 seconds.

"Abyss Nova" (R)

Focusses power to create a growing ball of nuclear energy which explodes dealing 500 area damage. Takes time to chargeup, not a channelling skill, movement is allowed while skill activated. Spirit Cost: 200MP Cooldown: 20/17/14/11s

Level 1: Explosion occurs after 20 seconds Level 2: Explosion occurs after 15 seconds Level 3: Explosion occurs after 10 seconds Level 4: Explosion occurs after 5 seconds

"Hell’s Artificial Sun" (W)

Nukes the target area for massive damage. Requires 6.5 channelling time. Warns all players of nuclear launch and shows the target. Universal Spell. Buildings receive 2/15 of stated damage. Affects all targets including allies. Cast Range: 1200 Area of Effect: 900 Spirit Cost: 250/350/450MP Cooldown: 120s

Level 1: Does -59% HP on all units within range. Level 2: Does -79%HP on all units within range. Level 3: Does -99%HP on all units within range.

Analysis
Advantages: Okuu has a very well rounded skillset, being excellent at laning and pushing due to Peta Flare, decent at ganking, and a devastating ultimate that generally scares away everyone. She's also one of the beefiest nukers, being the only one amongst them that is strength dominant.

Disadvantages: She's not particularily fast, and lacks escape options. Her only real option outside of items is turning on Abyss Nova and running. And a badly coordinated Artificial Sun will also cause some rather painful (if usually hilarious) team kills.

Explosion Sign "Peta Flare"

Okuu's bread and butter nuke. Deals an absurd amount of damage at max level for a pretty reasonable mana cost, so use it whenever you can. Great for softening up heroes or finishing them off, and makes laning a breeze since no one wants to get hit by this thing. And despite a good portion of Peta Flare's damage being a damage-over-time effect, you can rely on your D-nuke to do most of its damage even late game. An all-around great nuke, right up there with Marisa's F-spray and Remi's Gungnir.

"Hell and Heaven Meltdown"

Since Okuu's a strength hero, she has mana problems with all these spirit draining nukes. This solves that. Regardless of what build you pick, having at least 2 levels in this as soon as possible is in your biggest interest. Use nukes during the duration of the Meltdown effectively lets you use them for free, so don't skimp out before, during, or after use. Due to this skill, Okuu doesn't really need mana items at all; so long as he HP holds out, she pretty much has infinite mana. Try not to stand near wounded allies with this though. You will be raeged at.

"Abyss Nova"

Weaker than it was before, but Abyss Nova still remains a viable option for destroying creep waves almost utterly, chasing, and scaring the crap outta people. Sneaking up on someone with a combined Peta Flare and Abyss Nova will generally take out a good chunk of their HP, but do note you'll have little to no escape options afterwards. The main thing about Abyss Nova is to use it defensively or offensively; Offensively, it definitely helps you gain quite a bit of momentum (good for farming as well), while defensively it keeps most melee people off your back. "Hell's Artificial Sun"

Ah, the nuke. This thing has, really, only a few purposes. Softening up towers is the main one; this'll make future pushes a lot easier for you should you keep up the barrage. Another is scaring off enemy heroes; H.A.S. will generally break up any such team fight, and aimed correctly may even catch a few of the runners. And, should you have a good deal of disablers on your team (Cirno is a good one for this purpose), the Nuke can also be used as an actual offensive tool. In terms of general positioning, try to keep it as deep into the lanes as possible so that your allies can be closer and your opponents are forced to run further, along with keeping your creeps unscathed and the enemy creeps weakened. Also, as tempting as it is, ninja-nukes are not generally a good idea. Keeping hidden while nuking is, but please try not to do so alone.

Builds
Moar HP regen, hurrdurr.