//!! Hero Creation Contest Official Thread !!\\

emjlr3

Change can be a good thing
Reaction score
395
Due to the tremendous turn out in only a few short hours I have seen from my first post, I have decided to host this

Purpose: For all those people with great hero ideas to get them recognized and possibly realised in an actual game environment, and also for others to benefit from all the hero ideas. The winning hero will be a featured hero in my Arena . And a demo map of the hero will be available upon request to the winner. The winner will also recieve +rep from me for the creation.

Rules: You will create a hero and post it in this thread. There is only 1 hero allowed for person, and you must be a member to enter. Your hero will include:

1 innate ability(*)
3-5 level abilities
1-3 level ultimate

Your post will include, the last date of update you have made to your hero, and what you have updated. The correct format, which can easily be seen from WoW_Errors premature post here Hero Format . What model the hero is must also be included.

Imports are allowed, and this means skins/icons/models, etc. For the time being there is no catagories or topic for a hero to be, thus any type of hero can be created. Your must will not include a hero demo map, this is uneeded and will be a waste of time.

Grading: Each catagory will be out of 10,

1) Is the hero concept and skills original?
2) Is the hero's concept consistant with his skills?
3) Is the hero and his skills well balanced?
4) Is the hero entry well layed out?(See I am serious, use the correct format)
5) Do the hero's skills synergize with himself?(It may be a good idea to explain this a bit in your post, because it's synergy may not be very apparent to me)
6) Is the hero fun to play?

for a total of 60 points

Extra: All questions and comments should be posted in this thread Here . Again only heroes shall be posted here.

The contest will last 1 week from today, so it will end on the 26th of June. If you feel this is not enough time bring it up in the other thread. Good luck, and let the hero contest begin!



(*) Innate: Possessed at birth.
A 1 level unit ability the Hero simply has. No need to learn it. No levels. However it can/may grow better as the hero levels.
 
S

Shinryuku_ku

Guest
EDIT: Added 2 more levels to abilities due to not having them before.

(I apologize for the lack of icons. I did however tell the icon under the ability name.)

Asiala, Demon Marksman

Model: Dark Ranger
Strength: 15
Agility: 23
Intelligence: 18
Starting Stats:
Hitpoints: 575
Mana: 300
Attack Damage: 20 base + 2d6
Armor: 2

Description: When Sylvanas Windrunner took over the Undercity, she realized she needed some elite guards. She then had Varimathras open a portal for her to find a captain for her new city. She eventually found a Night Elf by the name of Asiala, whom she then corrupted and brought under her will. Asiala now leads Sylvanas' elite guard.

INNATE

Summon Skeleton
Icon: Skeletal Minion
Asiala summons a skeletal guard at a target point on the ground. The skeleton lasts 30 seconds.


Learned Abilities
Infernal Arrow
Icon: Incinerate
Asiala fires an infernal arrow at her foes. Infernal Arrow adds damage to her attacks. If a unit dies while under the effect of Infernal Arrow, It will turn into a demon.

Level 1: +10 bonus damage.
Level 2: +20 bonus damage.
Level 3: +30 bonus damage.
Level 4: +40 bonus damage.
Level 5: +50 bonus damage.

Note: This ability is basically a modified Black Arrow. The "demons" are actually Lava Spawn. Level 1 has a lesser, 2 a normal, 3 a greater, 4 two normal, and 5 two greater.


Unholy Influence
Icon: Unholy Aura
Asiala summons an immovable ward that increases the armor and speed of nearby friendly units.

Level 1: Lasts 30 sec.
Level 2: Lasts 60 sec.
Level 3: Lasts 90 sec.
Level 4: Lasts 120 sec.
Level 5: Lasts 150 sec.

NOTE: This ability is pretty simple. It's a ward ability with a modified Unholy Aura.


Incendiary Field
Icon: Rain of Fire
Asiala calls forth explosions of flames that damage units in a target area.

Level 1: 20 dmg/sec, 200 AoE.
Level 2: 40 dmg/sec, 400 AoE.
Level 3: 60 dmg/sec, 600 AoE.
Level 3: 80 dmg/sec, 800 AoE.
Level 3: 100 dmg/sec, 1000 AoE.


NOTE: This is pretty much Blizzard with modified stats and a Flame Strike Effect.


ULTIMATE:

Elite Seven
Icon: Black Arrow
Asiala splits into the Elite Seven, the most powerful of her demonic archers. If any of them survive until the end of their summoned timer, Asiala is reborn.

-Each archer has an attack cooldown of .10
Level 1: 30 dmg/archer, lasts 60 sec.
Level 2: 50 dmg/archer, lasts 70 sec.
Level 3: 70 dmg/archer, lasts 80 sec.

NOTE: This is basically Storm Earth and Fire with better and more units, all Elites.
 

monoVertex

I'm back!
Reaction score
460
Posted on 22 June 2006

Name: Nurmenssill
Class: Ancient Druid
Model: Ancient of Lore
Icon:
BTNAncient_Druid.jpg


Appearence:
AncientDruid.jpg


Attributes:
Strength: 17
Agility: 15
Intelligence: 19

Attributes increase/level:
Strength: 1.90
Agility: 1.60
Intelligence: 2.50

Starting Stats:
Hit Points: 525
Mana Points: 425
Attack Damage: 20, 2d7
Armor: 3

Description: Long time ago, after the birth of the Great Tree of Life, Nordrassil, Cenarius decided that the new kingdom needs a strong protection against further invasions of the Burning Legion. First, he headed into the depths of Mount Hyijal, and he invoked the old stone giants that were burried there since the World's creation. The mighty Mountain Giants became the mighty guardians of Kalimdor. The demigod felt that the these golems were not able to protect the kaldorei in all the ways. The echo of magic powers was weak in their stone souls. Thus, deep in the mystical forests, he woke the ancient druids, wizards with a great power, holding a tree-like form, and he assign them as the guardians of the magic powers within the great Night Elven kingdom. They remained hidden, unlike the Mountain Giants, acting from the safe shadows of the forests. But now, when the Universe has been shaken from his roots by the soul merge between Arthas and Ner'Zhul, the Ancient Druids must come to light, in order to ensure the safety of Kalimdor.

Abilities:

Innate:

Emerald Garden
BTNSpell_Nature_ResistNature.jpg

When the ability is activated, a small area around the Druid is filled with life (flowers, other nature-like doodads, appear in the area affected and the tile becomes grass) and the friendly units' life and mana regeration reates are increased while standing in this area, while the enemy units are entangled if they approach this zone, their movement and attack speed being diminuated.

Health and mana regeneration increase: 0.15
Movement and attack speed decrease: 0.10
Lasts 20 seconds
500 AoE

Costs 80 mana
30 seconds cooldown

Level Abilites:

Glamour Shield
BTNSpell_Nature_ProtectionformNatur.jpg

Once the shield is activated, if the Druid bacame the target of a spell, the shield has a chance to absorb the spell and to send it back into a pure energy form, damaging the caster and knockbacking him. At higher levels, the spell can have additional side-effects.

Level 1: 10% chance, 60 damage, no additional effect
Level 2: 15% chance, 70 damage, no additional effect
Level 3: 20% chance, 80 damage, the caster is stunned for 5 seconds
Level 4: 25% chance, 90 damage, the caster takes 15 damage/second, during 10 seconds
Level 5: 30% chance, 100 damage, the caster is unable to cast spells during 15 seconds
Lasts 25 seconds

Costs 75 mana
40 seconds cooldown

Arcane Blast
BTNSpell_Nature_AbolishMagic.jpg

The Druid traps a part of his power into an energy globe and then he release it. The globe wanders until he founds an enemy unit. When he reaches an enemy, it will explode, releasing the energy. The nearby enemy units are damaged, while the main target falls into insanity. The owning player of that unit loses it's control and the target attacks the other units randomly. If the globe does not find any target within it's live, the power is released, dealing no damage.

Level 1: 100 AoE damage, 10 seconds insanity, 20 seconds life
Level 2: 115 AoE damage, 13 seconds insanity, 30 seconds life
Level 3: 130 AoE damage, 26 seconds insanity, 40 seconds life
Level 4: 140 AoE damage, 30 seconds insanity, 50 seconds life
Level 5: 150 AoE damage, 35 seconds insanity, 60 seconds life

Costs 100 mana
60 seconds cooldown

Nature's Dust
BTNNatures_Dust.jpg

The Druid releases an enchanted emerald powder which intoxicates the enemy units, making them to run from the Druid. The affected units gains an unusual fear and, every times they are attacked, they run from the attacker.

Level 1: 5 seconds fear
Level 2: 7 seconds fear
Level 3: 9 seconds fear
Level 4: 12 seconds fear
Level 5: 15 seconds fear
The powder lasts 20 seconds
500 AoE

Costs 50 mana
40 seconds cooldown

Ultimate:

Verdant Mark
BTNForestAmulet.jpg

The Ancient Druid choose an enemy unit as a sacrifice for the Nature. The chosen unit is morphed into a tree, becaming unable to move, unable to cast spells and it gets magic immunity, but it can still be attacked. Also, the unit slowly loses health. After the charm wears off from the unit, and it comes back to it's normal form, the unit has reduced attack and movement speed, "wounds" that heal over time, the unit slowly gaining it's speed back.

Level 1: 10 seconds tree form, -10 life/second, movement and attack speed reduced by 20%
Level 2: 20 seconds tree form, -15 life/second, movement and attack speed reduced by 30%
Level 3: 30 seconds tree form, -20 life/second, movement and attack speed reduced by 40%
The unit gains it's movement and attack speed over 15 seconds.

Costs 140 mana
140 seconds cooldown

Special:
Projectile Art: Abilities\Spells\Undead\Sleep\SleepSpecialArt.mdl
 

Andrewgosu

The Silent Pandaren Helper
Reaction score
716
Last update/edit: 22nd of June.
Update purpose: Balanced the skills a little bit.

Name: Anglicum

Unit class: Zealot
Base model: Medvih

Mana: 405
HP: 475
Str: 15
Agi: 17
Int: 27 [Primary attribute]
Dmg: 29-35
Armor: 3

Description:

Although Anglicum isnt the strongest melee fighter, he has the konwledge to overpower the most fiersome monsters with his spell power. If not fighting, he is an excellent helper, casting intellegence transfer and the power of god. But when the kingdom needs, he is on his way casting the Implosion, wiping out all the bad foes ahead.

Anglicum's Appearance:

zealot.jpg


Spells:

1_ringofluckaaa.jpg


Ring of Luck [Innitate, Passive]

The Ring of Luck grants an ability to deal twice the normal damage on an attack.

[Level 1] – 38% Chance to deal twice the normal damage.

Appearance of the Spell:

3_ringofluck_lll.jpg


1_Intelligencetransfer.jpg


Intellegence Transfer [Offensive]

Intellegence Transfer allows the targeted unit to cast spells more efficiently.

[Level 1] - Increases the spell damage of the targeted unit by 15%.
Lasts 30 seconds.
Mana cost: 75
[Level 2] - Increases the spell damage of the targeted unit by 20%.
Lasts 35 seconds.
Mana cost: 95
[Level 3] - Increases the spell damage of the targeted unit by 25%.
Lasts 40 seconds.
Mana cost: 115
[Level 4] - Increases the spell damage of the targeted unit by 30%.
Lasts 45 seconds.
Mana cost: 135
[Level 5] - Increases the spell damage of the targeted unit by 35%.
Lasts 50 seconds.
Mana cost: 155

Can cast on self too.

Appearance of the Spell:

3_inttransfer.jpg


1_implosion.jpg


Implosion [Offensive]

After graduating the long and harsh zealot training in the monasteries, every zealot got a spell from the master. Anglicum was the best student the master had ever seen, so he awarded him with the ability Implosion.

[Level 1] – Creates a nova of light, damaging all enemy troops inside AoE and blinding (stunning) them for 2 seconds.
Damage done - 200.
Aoe - 200.
Mana cost: 160
[Level 2] – Creates a nova of light, damaging all enemy troops inside AoE and blinding (stunning) them for 3 seconds.
Damage done - 250.
Aoe - 225.
Mana cost: 190
[Level 3] – Creates a nova of light, damaging all enemy troops inside AoE and blinding (stunning) them for 4 seconds.
Damage done - 300.
Aoe - 250.
Mana cost: 220
[Level 4] – Creates a nova of light, damaging all enemy troops inside AoE and blinding (stunning) them for 5 seconds.
Damage done - 350.
Aoe - 275.
Mana cost: 250
[Level 5] – Creates a nova of light, damaging all enemy troops inside AoE and blinding (stunning) them for 6 seconds.
Damage done - 400.
Aoe - 300.
Mana cost: 280

Appearance of the Spell:

2_implosion.jpg


1_magicSheild.jpg


Magic Shield [Defensive, Passive]

Magic Shield has been passed on to the next generation in the Anglicum's family for many Centuries. Before dying, his father passed it on to Anglicum to carry it with pride.

[Level 1] - Enemy attack damage dealt on Anglicum has 9% chance of being redirected back to the attacker.
[Level 2] - Enemy attack damage dealt on Anglicum has 18% chance of being redirected back to the attacker.
[Level 3] - Enemy attack damage dealt on Anglicum has 27% chance of being redirected back to the attacker.
[Level 4] - Enemy attack damage dealt on Anglicum has 36% chance of being redirected back to the attacker.
[Level 5] - Enemy attack damage dealt on Anglicum has 45% chance of being redirected back to the attacker and 36% to stun the attacker for 2 seconds.

Appearance of the Spell:

444.jpg


1_ultimate.jpg


Might of the God [Ultimate]

When found in the most feared situation, Anglicum has a ultimate skill in his sleeve. After casted, arc angel falls from the sky, ready to help you and defeat all the bad foes.

Lasts 120 seconds.
Cooldown 240 seconds.

[Level 1] - 1 Arc Angel summoned, Mana cost: 300
[Level 2] - 2 Arc Angels summoned, Mana cost: 350
[Level 3] - 3 Arc Angels summoned, Mana cost: 400

Deals splash damage, when fallen from the sky.

Appearance of the Spell:

1

3_Ultimate2.jpg


2

3_ultimate.jpg


Splash damage : 1/10 of Anglicum's current max HP. Increases with the strenght of the Zealot.

Arc angels info:
HP: 2.5 times the current max Hp of Anglicum. Increases with the strenght of Zealot.
Dmg: 2.5 times the current Dmg of Anglicum. Increases with the strenght of Zealot.

Arc Angel's benefits:

immune.jpg


Spell Immunity

resistant.jpg


Resistant Skin

Arc Angels apperance:

angel.jpg


Spells Appearance:

spells.jpg



Synergy

Ring of Luck + Magic Shield – Although Anglicum isnt the best close range combat fighter, the Ring of Luck and Magic Shield help to replenish the lack of psyhical strenght and fight your way in to combat to cast implosion or find your way out of a hairy situation.

Intellegence Transfer + Implosion – When used smartly together, one can make great deeds. When boosting your primary skill, Implosion, with Intellegence Transfer, no bad foe isnt a problem for you.

Might of the god - When the implosion doesnt help, the only true way is to awake the god.

[Skins, custom icons by me]
[Notes: 1]I havent played your hero arena, so the skills mana costs may be a little bit unbalanced
2]Sorry for too many images, but I wanted to demonstrate the spells appearance and I like to be very detailed, but these effects are just ideas of my vision and are changable to your needs, vision.]
 

Sooda

Diversity enchants
Reaction score
318
Last updated on: 27.06.06
Added to post:
1) "Adding to post" line.
2) Added Death' s toch and ultimate button picture from wc3sear.ch.
3) Fixed one found typo with NOTE: being typed Note.
4) Updated description to make sense with one typo again. Frist by flaw typed Mannoroth, ment Redish now thought to add one line what gives better understanding who is he really. Added model picture.
5) Updated ultimate description in levels. Added level 1 and level 2 abilities.
6) Added innate ability.
7) Re-worked innate.
8) Added Crush enemys ability.
9) Added Synergy with mana & cooldown.
Latest add-on was: Added Synergy with mana & cooldown.
Redish, the Nightmare

180px-Mannorath6.jpg

Model: Mannoroth

Attributes:
Strength: ?
Agility: ?
Intelligence: ?
Starting Stats:
Hitpoints: ?
Mana: ?
Attack Damage: ?
Armor: ?
NOTE: It will be "tank" hero with high/ avarage attack and slow attacking speed. Has really low int. and int. gain.

Description: Mannoroth soul revived by Scourge to help push back Alliance from defeating the Lich King. With his own ventetta going on, nothing can' t stop him. Mastered unbelivable skills and charm how to manipulate with his prey. Former Burning Legion one main commander and army leader. Now known by name Redish.

Call inner demon
Redish summons demon who will cut his enemy and vanish into thin air.
Level 1: Damage is done by Str= Max dmg and min dmg is Int, has 10 % to get double dmg.

NOTE: Demon is that hero who has fire model art but he is smaller, he would rise from ground and cut once and then disappear. Maybe even lava spawn model art. Small mana cost and fast cooldown.
Example is: Hero str is 70 and int is 45 then demon dmg is 70-45.

Demi
Absorbs from targeted unit health (and mana). Can be used only on non-hero and -mechanical units.
Level 1: Absorbs 1/ 5 of targeted units current HP.
Level 2: Absorbs 1/ 4 of targeted units current HP.
Level 3: Absorbs 1/ 3 of targeted units current HP.
Level 4: Absorbs 1/ 2 of targeted units current HP.
Level 5: Absorbs 1/ 2 of targeted units current HP and MP. Drained MP is given to Redish.

NOTE: It' s not working like life steal. It only damages creeps for their current HP through armor. At level 5 Redish gets half MP back to himself, so like mana steal. Steals from current MP if its below half then he gets back that not half. Avarage mana cost, by that you can even gain mana from creeps what is important.
Crush enemys
Summon rock from sky to damage and confuse your enemys.
Level 1: Small rock drops from sky, splash dmg and 10 % slow in small radius.
Level 2: Bit bigger rock drops from sky, splash dmg and 15 % in a bit bigger radius.
Level 3: Even bigger rock drops from sky, splash dmg and 20 % slow in even bigger radius.
Level 4: Bigger than last rock drops from sky, splash dmg and 25 % slow in good radius.
Level 5: Biggest rock drops from sky, splash dmg and 30 % slow in big radius.

NOTE: It' s user targeted spell it can be targeted on anywhere ( Like blizzard) All units in radius get dmg and slow. Animation should be doodad rock what goes bigger with level and when it hits ground all units in that radius should jump to air a bit and wave comes from epitcenter of rock impact place on ground. Units farer away from epitcenter take fewer dmg and slow %. Avarage mana cost. Small cooldown.

Tortured sole
Taken physical damage will pump you up. Passivly adds after level gain additional armor to Redish.

Level 1: For each 200 damage taken 1 additional armor is added after level gain to hero for permanently ( Max 3 armor addition).
Level 2: For each 300 damage taken 1 additional armor is added after level gain to hero for permanently ( Max 3 armor addition).
Level 3: For each 400 damage taken 1 additional armor is added after level gain to hero for permanently ( Max 4 armor addition).
Level 4: For each 500 damage taken 1 additional armor is added after level gain to hero for permanently ( Max 4 armor addition).
Level 5: For each 600 damage taken 1 additional armor is added after level gain to hero for permanently ( Max 6 armor addition).

NOTE: Max 20 armors added to hero, after that it will not work anymore. At level 5 its use is that it gives you max 20 armor to your armor ( It isn' t bonus armor). If it cannot made so it will be bonus armor to only yourself.
BTNRedDeath.jpg

Death's toch
Redish swings his weapon and grabs first unit front of him draging victim near himself.
Level 1: Grabs unit from max 100 feets away.
Level 2: Grabs unit from max 200 feets away.
Level 3: Grabs unit from max 300 feets away.
Level 4: Grabs unit from max 400 feets away.
Level 5: Grabs unit from max 500 feets away. Gets sudden death* if below 50 % of HP.

* Sudden death means that triggering unit will be killed instantly if he/ she can' t escape from ultimate range in 10 seconds.
NOTE: Works much as hook from Pudge (DotA Hero) without hook animation and will grab units only from front of him. Last level gains "Sudden death" ability much known from Final Fantasy RPG games what creats time counter if unit cannot flee from ultimate range in that time he/ she will be killed instantly. This ability supports ultimate and chaseing heroes. High mana cost. Avarage cooldown.
ULTIMATE:
BTNMagicCane.jpg

Slavery
Redish Dominates over targeted unit. Ordering it to focus on his new master. Directing his slave near himself as destiny wills. If slave will not obey he will be punished. Master will gain 10 (30) % life of punishment damage.
Level 1: Lasts 5 seconds. Dominateing range is 500 feets. Slave gets 100 dmg per second if 400-500 feets away from master, 50 dmg if 300-400 feets away, nearer than 300 feets takes no dmg.
Level 2: Lasts 10 seconds. Dominateing range is 700 feets. Slave gets 150 dmg per second if 500-700 feets away from master, 100 dmg if 400-500 feets away, 50 dmg if 300-400 feets away, nearer than 300 feets takes no dmg.
Level 3: Lasts 10 seconds. Dominateing range is 900 feets. Slave gets 200 dmg per second if 700-900 feets away from master, 150 dmg if 500-700 feets away, 100 dmg if 400-500 feets away, 50 dmg if 300-400 feets away, nearer than 300 feets takes no dmg.

NOTE: Idea is to order hero fight with Redish in 1 vs 1 or 1 vs 1 or more. So pure clash of titans, no sneaky flees from target. Works perfectly with Death' s toch to keep enemy in range to get sudden death. Can be exploit by running away when ultimate is on so enemy will get maximum damage even if he tryes to be in near of Redish. To prevent that triggers need to check that Redish is facing enemy if he dosn' t do that ( in example 5 sec) ultimate and sudden death is cancled. High mana cost. High cooldown.
Synergy: Ultimate+ Death's toch + Crush enemys
If someone took time to read actualy these abilities then they see too it' s good hero killing combo. Even you all may consern he has too many dmg abilities but he is still tank hero for supporting his team in worst case scenarios. Don' t vote on numbers, do it by looking unique consept of that hero. Idea is he has everything to be good spell caster but he has no mana for that, you have to build items what give you mana. But doing so you lose your primary attribute str what is like two edged sword. That gives more tactics for players and more than one hero build I hope.
 

Pineapple

Just Smile.
Reaction score
576
Hero : Ogre Battle Mage
Model : Ogre Magi
Strength: 18
Intelligence: 20
Agility: 12
Starting Heath: 625
Starting Mana: 500
Damage: 24-32
Cooldown: 2.3
Armor 1

Discription: The battle mage is a great hero, he has a good blend of both physical and magical attacks. He works well with groups and allone.

Background: Back when the ogres lived in the ouland they relied in the battle mages. They were stong and powerfull and great defenders. Unfortunitly there are few left today and the once poverfull race of the ogres is slowly dieing.

Initiate Ability - Ogre Blood
Icon - http://www.wc3sear.ch/index.php?p=Icons&ID=2984&sid=aa6b3ccecd7a4f4eb66af21095799f85 -here
While fighting he has a 5% chance to increase his attack damage by 20%.

Ability 1- Flame Cycle
Icon- flame strike

The Ogre creates a huge exlosion of fire all around him self in a circle damaging everything in its path.

Level 1- 300 range, 150 initial damage, 10 damage per second. Lasts 12 seconds.
Level 2- 300 range, 225 initial damage, 20 damage per second. Lasts 15 seconds.
Level 3- 300 range, 300 initial damage, 30 damage per second. Lasts 18 seconds.
Level 4- 300 range, 375 initial damage, 40 damage per second. Lasts 21 seconds.
Level 5- 300 range, 450 initial damage, 50 damage per second. Lasts 24 seconds.

Mana: 225

Ability 2- Crush
Icon- doom

Give a X% chance that the ogre will cripple the enemy on attack and a X% that he will kill the enemy on attack (does not work on heroes).

Level 1- 4% chance for cripple, 1% chance for death(does not work on heroes).
Level 2- 8% chance for cripple, 3% chance for death(does not work on heroes).
Level 3- 12% chance for cripple, 3% chance for death(does not work on heroes).
Level 4- 16% chance for cripple, 4% chance for death(does not work on heroes).
Level 5- 20% chance for cripple, 5% chance for death(does not work on heroes).

Ability 3- Thunders Blessing
Icon- forked lightning

The orge sends a wave of lighning bolts down on his allies but not himself that boosts there attack speed and movement speed.

Level 1- 10% attack speed, 20% movement speed.
Level 2- 17% attack speed, 30% movement speed.
Level 3- 25% attack speed, 40% movement speed.
Level 4- 31% attack speed, 50% movement speed.
Level 5- 40% attack speed, 60% movement speed.

Mana: 180

Ability 4 (ultimate)-Deadly Chance
Icon- bloodlust (without the yellow corners)

The ogre mage has a 4% chance that when he attacks an enemy unit he will cause random status effects on all neerby units, including himself. (random, anything, from doom to berserk, to cloak of flames)

Level 1- 50% chance good effect, 50% chance bad effect.
Level 2- 60%(allys) 40%(enemies) chance good effect, 40%(allys) 60%(enemies) chance bad.
Level 3- 70%(allys) 30%(enemies) chance good effect, 30%(allys) 70%(enemies) chance bad.

Mana: 100 (when this event occurs remove 100 mana from the unit. If he doesnt have enough it cant happen)
 
W

WoW_Error

Guest
smith_s9 said:
Ok, I'll bring my hero soon. I have another question, though. Depending on what we must ballance the Heroes? I mean, they have to be ballanced depending on the WC3 melee Heroes? Or you have other standards in your map? Cuz I saw WoW Error's hero and that one has a lot of life and mana! At the melee Heroes, the base life is 100, which is increased depending on the Attributes. Well, with the attributes he wrote there, there is no way for that hero to have such life and mana.

EDIT: just tested. It should have 550 life and 345 mana.

And, another thing, the attack is 0, at base and it's increased depending on the stats, too. The attack of his hero should be, in-game, 25-35.

Well, I didn't test it- I was giving a ball-park figure. His spells should cost a high amount of mana. I know about base life and mana, but I've never liked it. Also, your tested stats rely upon gameplay constants for hp-per-str and mp-per-int. I set the damage of the hero high because I have tested a beta of the arena and to effectively compete until he recieves his ultimate, my hero would need a high attack, 45-55 melee ranged, 2.00 cooldown.
 
D

deathtomato

Guest
UPDATED!! 26th june

Well, i guess ill start by saying i am not sure about balancing, it really depends on your map. I may still expand on this if i get the time. The icons and models are all from TFT rather than custom, because i know you wont want to use too much space on one hero.
I would also like to say all thr abilities are pretty simple, so i could easily make em all work. I unfortunately couldnt find pics for the icons for all the abilities, but i have written them so you could check what they look like in the WE.


Hero Synergy
Basically, the hero is supposed to be a ranged support, decent attack, range and low hp. The interesting this about it is it has a lot more reason to go close combat becuase of its AoE spells. This makes it dangerous to play, but hopefully a lot of fun ^^ I have also made sure it has a few tricks up its 'sleeve' to get it out of trouble.

Screenshot:
attachment.php


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Gaias Servant, lv ## Elemental

Model: Water Elemental with fire effect added from origin. I would have liked to add a tornado effect to body, but i cant get it looking right, maybe if i have some more time....
Great balls of fire ablitiy will permanantly add fireball artwork (see below) and flaming footseps for a very elemtal looking artwork :D

Starting Attributes:
Primary Attribute: Intelligence
Strength: 14
Agility: 17
Intelligence: 19

Attributes Per Level

Strength Per level: 1.80
Agility Per level: 1.00
Intelligence Per level: 3.4

Low(ish) hp (same as an average caster)
Medium Dmg (just higher than average caster)


One of the greatest achievements of the most powerful Wizards of Dalaran was the raising of the earth itself! When the elements were given a conciousness, a great and deadly power was realised. Connected to all the elements, Gaia's Servant draws its strengths evenly from all areas of life, making it deadly match for any type of enemy in any situation.
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Abilities
Passive Ability:

Great Balls of fire!
Spell_Fire_FireBolt.png

The elemental has control of the element fire. It is able to release this fire into two flame balls which permanantly fly around the hero damaging enemeies that venture too close.
Mana cost: N/A

Note: Easy, make several 'fireballs' with locust ability. When the hero is chosen or revived, a simple 'give unit ability, order unit to cast ability' to turn it on, and a dummy icon with values. These fireballs will permanantly circle the hero!
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Cast Abilities:

Earth Form
Icon: Slam

By allowing himself to be consumed by the element earth, the elemental can gain the advantages of the hardest element, being harder to kill and gaining a melee attack. As he increases in this skill, the elemental can use wind to increase his speed in this form. Lasts 20 seconds.
Mana cost: 150

Level 1: 100 increased hp.
Level 2: 200 increased hp.
Level 3: 250 increased hp, 3% movement speed. Small armour bonus.
Level 4: 400 increased hp, 6% movement speed. Small armour bonus.
Level 5: 520 increased hp, 8% movement speed. Small armour bonus.

Based off Avatar, model artwork of Rock Golem. This ability will allow the hero to get out of tough situations :D
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Monsoon
Icon: Tornado
The elemental releases its fury into the air, summoning several hurricanes outwards to aprehend enemy units.
Cast time 2-5 seconds. (depends on balancin)
Mana cost: 100
Level 1: 100 damage.
Level 2: 150 damage.
Level 3: 250 damage.
Level 4: 400 damage.
Level 5: 500 damage.

Based off fan of knives, but with artwork (missile) changed to the naga witches hurricane ability artwork. Trust me this looks UBER COOL! :D
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Snowstorm
Spell_Frost_IceStorm.jpg


With knowledge of water and wind, the elemental suddenly makes a large area around him very cold, slowing movement and attack speed.
Mana cost: 300
Level 1: 400 AoE, 9% slow.
Level 2: 500 AoE, 13% slow.
Level 3: 500 AoE, 17% slow.
Level 3: 650 AoE, 20% slow.
Level 3: 700 AoE, 25% slow.


Based off thunderclap. Increase area as required and remove the stomp artwork (maby add a cold artwork, i havnt seen any appropriate ones, if anyone finds one suggest it please!)
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Earth, Fire, Wind, Water.. ULTIMATE
Icon: Storm Earth Fire
The Elemental splits itself into the different elements that it is made of, allowing each element to work to its own strengths alone. As long as a part of the elemental's conciousness remains alive, he can draw surrounding elements from nature to make himself whole again.
Mana cost: 600

Level 1:30 sec, weak elements.
Level 2: 50 sec, strong elements.
Level 3: 75 sec, uber strong elements.

Storm Earth and Fire based with 4 units.
Fire: Flame model - Slow ranged with high dmg.
Water: Water elemental model - Silence and remove buffs spells
Wind: Tornado model - high attack and movespeeds, wind walk
Earth: Mud golem model - High hp and armour, melee dmg. Spell immunity (if its balanced)



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Battlemapsta

I am the Conduit of Change
Reaction score
101
Last Updated: 26/06

Purposes

1. Adding icons.
2. Deleting a second innate ability.
3. Fixing level caps.
4. Adding attribute increase rate.
5. Edited ability stats.
6. Editting the history.
7. Editting ultimate ability.
8. Adding movement speed.
9. Adding name for Dark Frost Bringer
10. Editting all abilities.
11. Changing text color
12. Adding Model
13. Editting Abilities (again).
14. Changing words around.
15. Projectile Info and attack speed info.
16. Adding range on abilites.
17. Health and mana reconfigurations.
18. Adding health and mana regeneration.
19. Editting abilities (again)
20. Final editting of abilities.

Edit: Everything is done. As said before my innate ability border is not supposed to be there and my model has had some grave issues but it's still fine.

Name: Lord Frostbane

Class: Dark Frost Bringer

Model: Model is finally here with special help from Andrewgosu. The model encountered critical issues with flame etc but it won't matter since it's a hero thinking contest :D .
Base Model: Fire Elemental Hero

Untitled-21.jpg


Classification: Demon

Strength: 17
Agility: 14
Intelligence: 23 (Primary)

Attribute Increases

Strength: 1.10
Agility: 1.00
Intelligence: 2.00

Start Health: 350 (Amount of health at start plus health bonus on Strength.
Regeneration: 0.25 (Not including regeneration boosts from attributes)
Start Mana: 450 (Amount of mana at start plus mana bonus on Intelligence
Regeneration: 0.35 (Not including regeneration boosts from attributes)

Armor
Type: Etheral
Armor Amount: 1

Movement Speed: 300

Damage
Melee: 21-27
Speed: 1.80
Ranged: 23-30, 600 Range (Minimum of ranged attack is 200)
Type: Normal (Not classification of an attack, Chaos, Magic, etc.)
Speed: 2.05
Projectile Art: Frost Wyrm
Projectile Speed: 850

History: The fearless elementals are growing in number. Mages summon them for their own causes for power and control. But only a few elementals broke free from their spell and are now using the wonderous resources provided by the earth to build a civilization unlike any other. As their civilzation spreads quickly a raid of demons from a distant plane had reached their kingdom and took control of their people in addition to razing their structures. The demons though had different plans for the elementals in a quest of total control. They formed them into ice elementals bound to their will and to carry on their purpose to destroy the Lich King. With their new strengths they will carry on into Ice Crown for a gruesome battle. The demons had given only few elementals the gifts of a true elemental general. The Dark Frost Bringers are now the top most skillful and powerful generals of the assult who are imbued by the most powerful frost abilites. Their intellect surpasses even the most common human and their ferocity is as ravage as an orcs. Their skill will be known as one of the greatest in history.
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The Dark Frost Bringers are good melee fighters but use their frost spells to freeze, slow, and kill enemies. Their best line of attack is to slow them and attack from range. They can attack enemies with both melee and ranged attacks.

Innate

Unnamed-4.jpg


Frozen Land: When the Dark Frost Bringer walks anywhere a trail of ice is left behind them so in other words changes the terrain to Dark Ice used for the Frost Embrace ability.

Cost: 0 mana.
Instant
Cooldown: 0.00.

Abilities

Unnamed-6.jpg


Frost Embrace: A very special ability the Dark Frost Bringer uses near dark ice. He gains an amount of mana but reduces both attack and casting speed by 40%. This spell requires health to cast.

Level 1: Costs 75 health, Gains 50 mana, Reduces cast and attack speed by 20% for 8 seconds.

Level 2: Costs 110 health, Gains 90 mana, Reduces cast and attack speed by 20% for 8 seconds.

Level 3: Costs 150 health, Gains 130 mana, Reduces cast and attack speed by 20% for 8 seconds.

Level 4: Costs 185 health, Gains 160 mana, Reduces cast and attack speed by 20% for 8 seconds.

Level 5: Costs 220 health, Gains 200 mana, Reduces cast and attack speed by 20% for 8 seconds.


Cooldown: 15 seconds each level.
Instant
Range: 5000.
Art: Blink effect

Unnamed-3.jpg


Frozen Sleep: An ability that causes an enemy to be frozen for a period of time but can't be attacked in the duration. Also affects heroes but costs a high amount of mana. In addition while frozen the victim encounters frost bites causing damage but still doesn't break the spell.

Level 1: Costs 250 mana, Lasts 4 seconds, Causes 170 damage.
Level 2: Costs 300 mana, Lasts 5 seconds, Causes 185 damage.
Level 3: Costs 370 mana, Lasts 6 seconds, Causes 240 damage.
Level 4: Costs 445 mana, Lasts 7 seconds, Causes 285 damage.
Level 5: Costs 540 mana, Lasts 8 seconds, Causes 350 damage.

Cooldown: 35 seconds each level.
Casting Time: 2 seconds.
Range: 500.
Art: Frozen model of the wyrm ability.

Unnamed-1.jpg


Frost Blast: The same exact process that frost bolt goes through only as a hero ability and silences them for 2 seconds after stun duration. For anyone who forgot what it is it's just a projectile ability causing damage and stuns the enemy.

Level 1: Costs 50 mana, Stuns lasts for 2 seconds , Does 75 damage, Silenced for 2 seconds after stun duration.

Level 2: Costs 100 mana, Stuns lasts for 3 seconds , Does 125 damage, Silenced for 2 seconds after stun duration.

Level 3: Costs 145 mana, Stuns lasts for 4 seconds, Does 180 damage, Silenced for 3 seconds after stun duration.

Level 4: Costs 190 mana, Stuns lasts for 5 seconds, Does 225 damage, Silenced for 4 seconds after stun duration.

Level 5: Costs 240 mana, Stuns lasts for 6 seconds, Does 245 damage, Silenced for 4 seconds after stun duration.


Cooldown: 18 seconds each level
Casting Time: 1 second.
Range: 800.
Art: Frost Bolt
Projectile Speed: 1000

Unnamed-2.jpg


Shield of Frost: Just your typical lich armor ability but does weak damage in return due to frostbites as well as adding mana to the Frost Bringer.

Level 1: Plus 1 armor, Movement speed reduced by 10%, Speed Duration 2 seconds, Adds 2 mana when hit, Returns 3 damage when hit, Costs 140 mana.

Level 2: Plus 2 armor, Movement speed reduced by 20%, Speed Duration 3 seconds, Adds 4 mana when hit, Returns 6 damage when hit, Costs 170 mana.

Level 3: Plus 3 armor, Movement speed reduced by 30%, Speed Duration 4 seconds, Adds 8 mana when hit, Returns 8 damage when hit, Costs 200 mana.

Level 4: Plus 4 armor, Movement speed reduced by 40%, Speed Duration 5 seconds, Adds 12 mana when hit, Returns 10 damage when hit, Costs 240 mana.

Level 5: Plus 5 armor, Movement speed reduced by 50%, Speed Duration 5 seconds, Adds 15 mana when hit, Returns 12 damage when hit, Costs 300 mana.


Castable on self only
Cooldown: 15 seconds each level. (Cooldown begins after duration of spell)
Duration: 20 seconds for each level.
Casting Time: 1 sec.
Range: 5000.
Art: Frost Armor

Ultimate

Unnamed-5.jpg


Frozen Rage: It's an avatar that increases everything from damage to armor and also doubles the Dark Frost Bringer's drawscale. Spells can't be cast in this mode but abilites requiring health to use are included. In addition attack speed is reduced by 35% in this mode.

Level 1: Armor plus 4, All damage by 15, Health by 150, Attributes by 2, Doubles drawscale, Attack speed reduced by 25%, Costs 500 mana.

Level 2: Armor plus 6, All damage by 25, Health by 250, Attributes by 3, Doubles drawscale, Attack speed reduced by 25%, Costs 600 mana.

Level 3: Armor plus 10, All damage by 35, Health by 400, Attributes by 5, Doubles drawscale, Attack speed reduced by 25%, Costs 750 mana.

Cooldown: 2 minute each level. (Cooldown begins after duration of spell)
Duration: 22 seconds each level.
Instant
Range: 5000.
Art: Naga building explosion.

Frost Rage Abilites
Even though in this mode you can't cast spells, the mode provides several abilites as a bonus requiring health to use.

Unnamed-7.jpg


Bone Crushing Slam
As you can tell it's another version of slam but it does damage, stuns, and decreases all movement speed of enemies by 60% for 6 seconds after stun duration. The slam affects targets in a 300 AOE from the Frost Bringer.

Cost: 300 health.
Cooldown: 10 seconds.
Instant
Range: 5000.
Art: Slam

Unnamed-8.jpg


Rain of Frost
Your typical blizzard except it does 400 max damage with 5 waves dealing 60 damage each to a 500 AOE. In addition all enemies hit by Rain of Frost gets movement slowed by 50% for 5 seconds.

Cost: 300 health.
Duration: 5 seconds
Cooldown: 10 seconds.
Casting Time: 0.50 seconds.
Range: 600.
Art: Blizzard


Note: Any ability such as Bone Crushing Slam have a range of 5000 because I want every ability to show range even if it doesn't require one. Also I added the stats for Frozen Land so it will burn my time :)
 
M

Masterfrog

Guest
I won't add any exact damages to this hero's abilites as I write them, because it is up to emjlr3 to balance the heroes himself, just because I can't know how powerful his other heroes are. I will, however, direct on what will be upgraded each new rank. Oh and I won't include any nifty icons, as 1. I don't know precisely where to find them and 2. I hope that's not what this competition is about. Sadly, I'll be going off for a while after this, so I won't have a chance to edit anything in this post or so.

Oh, and please don't think that I got inspired or copied anything that Battlemapsta wrote or so. Look at the time, I was just 8 minutes after, and I had been writing for over an hour :D

Acolyte of Kahshak, the Storm God
Acolyte.jpg

The acolyte is a construct, neither living nor dead. He is, simply put, an extension of the Storm God's will, an instrument to his cause. The acolyte is, in fact, a shard of the Storm god's power, clad in armor that was forged from rare metals found near where the God himself resides, wich were imbued with powerful properties simply by the gods presence. He wields a large mace with devastating power and a shield that was crafted from a scale of a large frost dragon.
(Hero model: Death Revenant)

Stats:

Strength: High
Agility: Low
Intelligence: Medium

Abilities:

forkedlightning.gif
Thunder Launch (Innate):
The Acolyte reaches out to the Storm God, who grants him the ability to launch a single directed lightning blast at one enemy, from the top of his mace. Does 15% of max health damage and stuns the enemy.
Art: Chain lightning, but just not any jumps


manaflare.gif
Lightning Bash:
The acolyte swings his mace with all it's power and bashes it into the ground, damaging and stunning everyone in a small radius where it hits and sending a ripple forward through the ground, doing more damage (more damage than in the area, like 10% more damage,but not stunning).
Rank1 - very small area, very low duration stun, low damage
Rank2 - small area, very low duration stun, low damage
Rank3 - small area, low duration stun, medium damage
Rank4 - medium area, medium duration stun, medium damage
Rank5 - medium area, medium duration stun, high damage
Art: Like Thunder Clap at the base, then continues forwards like Crushing Wave

tornado.gif
Winds Fury:
Calling down the winds, the acolyte is enfathomed in gusts of wind, harming anyone who comes near and returning a portion of their damage bak towards them for a duration of time. (Tornado effect around hero)
Rank1 - 10 second duration, low damage per second, returns 5% of damage done
Rank2 - 15 second duration, low damage per second, returns 7% of damage done
Rank3 - 20 second duration, medium damage per second, returns 9% of damage done
Rank4 - 25 second duration, medium damage per second, returns 11% of damage done
Rank5 - 30 second duration, high damage per second, returns 13% of damage done
Art: Tornado around the hero

stormhammer.gif
Blessing of the Storm God (passive):
The Storm God channels more of his power into the Acolyte, granting the
attacks a chance to do more damage and slow the target, as well as granting a lesser permanent bonus to health and armor.
15% chance for effect to happen.
Rank1 - low damage bonus, slows for 1 second, 1 armor, +5% health
Rank2 - low damage bonus, slows for 2 second, 1 armor, +8% health
Rank3 - low damage bonus, slows for 3 second, 2 armor, +12% health
Rank4 - medium damage bonus, slows for 4 second, 3 armor, +16% health
Rank5 - medium damage bonus, slows for 5 second, 4 armor, +20% health
Art: Something like Orb of Lightning around the heroes weapon, or something :)

purge.gif
Form of Power (Ultimate):
The acolyte summons up a saved cache of force, to increase in size and granting a substantial boost in power, as well as having a good chance to summon a Jolt Elemental (wisp looking thing that has a self-destruct ability wich is kind of both Goblin Sappers Kabbom! and Wisps Detonate. Low damage, extended damage to summons and dispels, Jolt elementals have very low health but moves pretty quick) on killing an enemy.
Has 50% to summon Jolt on killing blow.
Rank1 - 30 second duration, +4 strength, +2 intelligence, summons 1 jolt per summon
Rank2 - 45 second duration, +6 strength, +3 intelligence, summons 2 jolt per summon
Rank3 - 60 second duration, +8 strength, +4 intelligence, summons 3 jolt per summon
Art: Basically Avatar (without the dwarf-effect) but with Purge or some other lightning explosion looking effect on him when he activates it. Also, the Jolts will look like blueish wisps or like the Far Seers attack effects
 

Kershbob

New Member
Reaction score
30
Name: The Black Rider
Class: Nameless Evil
Base Model: Death Knight/Undead Arthas
Icon:
BTNSpell_Shadow_Charm.jpg


Attributes:
Strength: 17
Agility: 12
Intelligence: 15

Attributes increase:
Strength: 2.50
Agility: 1.60
Intelligence: 1.90

Base Stats:
Attack Speed: 2.50
Base Damage: 0
Dice Roll: 2d6
Base Hit Points: 90
Base Mana: 100
Speed Base: 290-320

History: The Black Rider is a sinister fiend, while misjudged by the majority is still in trapped within insanity. Driven over the brink of death by the ones that he was in contact with on a day to day basis has caused him to lose any remains of his former humanity.

Abilities:

Innate:

Phantom Shield - Autocast
lightningshield.gif

When activated creates a shield with 3 charges that causes melee attackers to have their damage reduced.

Damage Reduction: -70%
Duration of Shield: 10 seconds or 3 attacks on the hero
Duration of Buff: 5 seconds

Costs 75 mana
0 seconds cooldown

Living Poison
BTNINV_Potion_10.jpg

Coats the heroes weapon in poison which has it's own intelligence. The poison moves from the heroes weapon onto the first unit attacked then reside on the ground after the infectee is destroyed.

Level 1: Deals 15 damage, can survive for 5 seconds without a target
Level 2: Deals 30 damage, can survive for 5 seconds without a target
Level 3: Deals 45 damage, can survive for 7 seconds without a target
Level 4: Deals 60 damage, can survive for 7 seconds without a target
Level 5: Deals 75 damage, can survive for 10 seconds without a target

Costs 50 mana
40 seconds cooldown
Lasts 15 seconds on any one given target
Only one poison can be controlled at a time

Rend - Passive
cleavingattack.gif

The hero has a chance of burying their weapon deep into their target causing it to bleed damage over a duration.

Level 1: 5% chance, 5-10 instant damage, bleeds 5% of max hp
Level 2: 6% chance, 5-10 instant damage, bleeds 10% of max hp
Level 3: 7% chance, 5-10 instant damage, bleeds 15% of max hp
Level 4: 8% chance, 5-10 instant damage, bleeds 20% of max hp
Level 5: 9% chance, 5-10 instant damage, bleeds 25% of max hp

Regeneration of Undeath
BTNSpell_Holy_TurnUndead.jpg

The hero holds on to their immortality; healing hitpoints over time but slowing themselves.

Level 1: 5% of max hp gained, slowed to 70% of normal
Level 2: 7% of max hp gained, slowed to 65% of normal
Level 3: 9% of max hp gained, slowed to 60% of normal
Level 4: 11% of max hp gained, slowed to 55% of normal
Level 5: 13% of max hp gained, slowed to 50% of normal

Lasts seconds equal to (hp gained)/10
Costs 60-90 mana
70 seconds cooldown

Ultimate:

Insane Onslaught
BTNINV_Sword_12.jpg

The Nameless Evil goes in a bloodthirst; whenever he strikes his attack rate increases for the duration of the spell though he drains life.
This ability will automatically cancel Regeneration of Undeath.

Level 1: Attack rate increases by 1% per attack up to a maximum of 200% of normal attack rate. Drains 5% of max hitpoints every second.
Level 2: Attack rate increases by 1% per attack up to a maximum of 200% of normal attack rate. Drains 3% of max hitpoints every second.
Level 3: Attack rate increases by 1% per attack up to a maximum of 200% of normal attack rate. Drains 1% of max hitpoints every second.

Duration increases with level.
Costs 115 mana
120 seconds cooldown


Playstyle (Ability synergy)
This hero is able to do a reasonable amount of damage over long times; he's definately not a hit-and-run type and is much more based on lastability. With his ability to cause to types of damage over time buffs to his target he causes combat to get worse and worse for his enemy. This is where I got the idea for his ultimate as it juxtaposes nice due to the fact he gets better as they get worse. I'd say his weakness if probably going to be against spells and the fact he's a very 1on1 type hero; being able to fight/heal/fight/heal until he wins or mana is depleted

Saying this though he's not singular in playstyle. One player may like to make poison strikes on the enemy then flee and heal; slowly wearing them away. Others may like to go straight for the damage abilities and only get Rend, Onslaught and ABonus.


Last Update: 23/06/06
Why?: Added some bits to the hero play style
 

NoxMortus

All Along the Watchtower
Reaction score
104
trollheadhunter.gif

Jol'Keat, the Shadowfoot

Model: Troll Headhunter/Troll Berserker
headhunter9js.jpg
dktberserkertroll2ig.jpg



Attributes:

Strength: 18 + 2.0
Agility: 21 + 2.5
Intelligence: 14 +1.3​

Starting Stats:

Hitpoints: 775 (Base + Str Inc. = 250 + 425) <- Assuming 1 strength = 25 hit-points
Mana: 305 (Base + Int Inc. = 80 + 225)<- Assuming 1 intelligence = 15 mana points
Attk dmg: 16-44 (16 base + 2d14)
Attk speed: 2.15
Armor: 5.2 (Base + Agl Inc. = 1 + 4.2) <- Assuming 5 agility = 1 armor point
Move speed: 335
______________________________________________________________________

Description: One of the most adept night-hunters of the trolls, Jol'Keat's ability to detect enemies in the dark of night, and remain hidden himself is acclaimed amongst his tribe.
______________________________________________________________________

Troll Blood - Innate
(Passive)

trollregeneration.gif


While stationary, Jol'Keat's troll blood can provide it's optimum regenerative effect, boosting his hit-point regeneration.

Level 1: 4 Hit-point regeneration while stationary.

Cooldown: N/A

NOTE: I may change this ability to provide minor regeneration bonuses while moving. e.g 0.5hp/sec while moving, 4hp/sec while stationary


Hunter's Sight
(Passive)

1.jpg


Jol'Keat has become accustomed to tracking targets in the dark of night. He has attoned this skill to a level no other can achieve. Provides bonus sight range during the night, and allows him to use camoflauge further away from foliage during night time.

Level 1: 1050 sight range during night and 100 bonus camouflage range.
Level 2: 1300 sight range during night and 200 bonus camouflage range.
Level 3: 1550 sight range during night and 300 bonus camouflage range.
Level 4: 1800 sight range during night and 400 bonus camouflage range.
Level 5: 2050 sight range during night and 500 bonus camouflage range.

Cooldown: N/A

NOTE: At level 5 he is more adept at hunting during the night than during the day. See below for camouflage skill.




Camouflage
(Active)

BTNTrollHide.jpg


Jol'Keat can use nearby foliage to temporarily obscure himself from the sight of others. Must be within 100 range of foliage to activate skill. Camouflage effect is lost when enemy heroes come close enough to detect Jol'Keat. Casting time of 3 seconds.

Level 1: 600 Detection range, 20 second duration.
Level 2: 480 Detection range, 25 second duration.
Level 3: 360 Detection range, 30 second duration.
Level 4: 240 Detection range, 35 second duration.
Level 5: 120 Detection range, 40 second duration.

Mana Cost: 80.
Cooldown: 30 seconds.



Auxillary Spears
(Active)

BTNMultyArrows.jpg


Jol'Keat launches accurate spearthrows at an incredible range at multiple visible enemy heroes, inflicting damage and causing a short stun.

Level 1: 1000 range, 85 damage, 0.4 second stun. Targets 2 nearest visible enemy heroes.
Level 2: 1300 range, 135 damage, 0.7 second stun. Targets 2 nearest visible enemy heroes.
Level 3: 1600 range, 185 damage, 1 second stun. Targets 2 nearest visible enemy heroes.
Level 4: 1900 range, 235 damage, 1.3 second stun. Targets 3 nearest visible enemy heroes.
Level 5: 2200 range, 285 damage, 1.6 second stun. Targets 3 nearest visible enemy heroes.

Mana Cost: 120
Cooldown: 30 seconds.

NOTE: This may seem a bit of an overpowered skill, but it is his only skill that actually directly harms enemies, so the values for this ability are appropriate.
The way I imagine this ability being created, is having Jol'Keat play his attack animation 2 or 3 times (depending on ability level) and spawning dummy units with no attack damage, a very large projectile arc, and with a spear projectile art on Jol'Keat, and having them attack the nearest 2 or 3 enemy heroes, then detecting when a unit is attacked by them, them spawning further dummy units to cast a stun ability on them.



Overkill - Ultimate
(Active)

berserker.gif


Jol'Keat draws upon his inner might to boost his physique, alacrity and fortitude, making him a formiddable close-range combatant with speed to match. 20 second duration.

Level 1: +20% movement speed, +35% attack speed, 250 bonus hit-points.
Level 2: +30% movement speed, +70% attack speed, 400 bonus hit-points.
Level 3: +40% movement speed, +105% attack speed, 550 bonus hit-points.

Mana Cost: 150
Cooldown: 75 seconds.

NOTE: When he casts his ultimate, his berserker animation will be played, and the red stick effects (whatever they are called) will be put on both hands and both feet.
Name of his ultimate will probably be changed.

______________________________________________________________________

ADDITIONAL NOTES: O.k, so originality isn't my strong point eh? I'm hoping to score a couple of points in other areas, though. ;)

Role - Jol'Keats role is a scout/support hero who can stay out in the field for long periods of time. His scout ability is Hunter's Sight giving him a long sight range at night, his support ability is Auxillary spears causing stuns to enemy heroes, his survival abilities are Camouflage providing invisibility, Troll Blood providing regeneration and his ultimate Overkill providing movespeed and hit-points.

Synergy:

Troll Blood + Camouflage
- Troll Blood provides bonuses when standing still, camouflage provides Jol'Keat with the means to remain stationary in potentially dangerous areas. Allowing him to regenerate relatively safely in places other than the base.

Camouflage + Auxillary Spears - Camouflage is effective when enemy heroes are at a distance, auxillary spears has the advantage of long range, and a very high projectile arc which can help confuse enemy heroes of where the attack came from, so Jol'Keat can re-activate camouflage before the heroes know of his position. This allows him to strike at long ranges and remain un-detected.

Hunter's Sight + Overkill - The sight bonus from Hunter's Sight together with Overkill's movement speed bonus make Jol'Keat the ultimate scout/support hero for his team.

Last Update: 06/22/2006 20:23 - Added Move speed, Attack speed and Attribute increases. - the Immortal's post below reminded me ;) (Created 06/22/2006 20:05)
 

the Immortal

I know, I know...
Reaction score
51
Name: Sion
Class: Skeletal Mage
Base Model: Necromancer
Icon: Necromancer

Attributes:
Strength: 13
Agility: 15
Intelligence: 22

Attributes increase:
Strength: 1.60
Agility: 1.70
Intelligence: 2.70

Base Stats:
Attack Speed: 2.50
Base Damage: 0
Dice Roll: 2d5
Base Hit Points: 50
Base Mana: 150
Movement Speed: 300

History: Still doesn't exist :D .

Abilities:

Innate: Poison Sting - Passive
Icon: Envenomed Spears (I have no link)
Gives a 10% chance to apply a poison on enemy, which damages the target over time.
Deals 10 damage every 1 second for 10 seconds

Ghost Watcher
Icon: Shade (unit)

The Skeletal Mage can raise a ghost from a friendly corpse, which is invisible, has True Sight and can posses a target enemy creep. (The possesion is permanent)

Level 1: Can control maximum 1 unit (ghost or creep)
Level 2: Can control maximum 2 units
Level 3: Can control maximum 3 units
Level 4: Can control maximum 4 units
Level 5: Can control maximum 5 units

Costs 100 mana
30 seconds cooldown

Soul Drain - Active, Channeling
Icon: ReplaceableTextures\CommandButtons\BTNDrain.blp ( the WEU shows it is "Hidden")

Absorbs the soul essence of a target enemy unit taking hit points and mana from it every second, giving them to the hero.
Lasts 10 seconds on all levels.

Level 1: 15 Life/sec, 20 Mana/sec
Level 2: 25 Life/sec, 30 Mana/sec
Level 3: 35 Life/sec, 40 Mana/sec
Level 4: 50 Life/sec, 50 Mana/sec
Level 5: 75 Life/sec, 60 Mana/sec

Costs 100/110/120/130/150 mana.
Has 45 seconds cooldown

Sickening Howl
Icon: Death Coil (maybe I will change it soon)
A wicked howl that causes all enemies within 450 range to miss on percent of their attacks.
Lasts 5 seconds on all levels

Level 1: 15% chance to miss
Level 2: 20% chance to miss
Level 3: 30% chance to miss
Level 4: 40% chance to miss
Level 5: 50% chance to miss

Costs 70/80/90/100/100 mana
30 seconds cooldown on all levels

Ultimate: Fire Wall
Icon: Inner Fire
The Skeletal Mage creates Fire Wall at target point which burns all enemies that pass over it.
Lasts 20 seconds on all levels

Level 1: The wall is 150 range long and burns for 100 dmg/sec.
Level 2: The wall is 250 range long and burns for 150 dmg/sec.
Level 3: The wall is 350 range long and burns for 200 dmg/sec.

Costs 200/250/300 mana
Has 180/150/120 seconds cooldown

NOTE: The wall is created from Dummy-units with 'Immolation' Model and Perm. Immolation (it looks really cool)

Hero Note: Modified "version" of this hero is used in one of my maps.
Updates: None for now
 

Arcane

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Kah Nazreal the Nightmare

Kha Nazreal the Nightmare

Model: Void Walker.
Icon: http://www.wc3sear.ch/index.php?p=Icons&ID=10353&sid=


Attributes

Strength: 17
Agility: 14
Intelligence: 19 (*Main attribute*)

Starting Stats

Hitpoints: 525
Mana: 385
Attack Damage: 20-32 (2d6)
Attack Speed: 2
Armor: 2.8
Movespeed: 290


Description: Kha Nazreal was one of the few people in the universe that knew the secrets of death, so, at the moment before his downfall, he quickly cast a forbidden magic - hoping to evade the Reaper's grasps... The magic didn't work out as planned however - it preserved his soul, but not his body, and as a sideffect, destroyed his mind. Now Kha Nazreal wanders the mortal realm mindlessly, living only to spread pain and misery.


INNATE: Mind Bomb (Active)
Icon: http://www.wc3sear.ch/index.php?p=Icons&ID=3004&sid=

The Nightmare inserts a small sphere of magic into the victim's mind - which when detonated, stuns the victim and prevents the casting of spells for a duration.

Level 1: Deals 75 damage and stuns for 5(1) seconds. Prevents spellcasting for 4 seconds. Costs 65 mana. Cooldown of 15.


INNATE: Detonate (Active)
Icon: http://www.wc3sear.ch/index.php?p=Icons&ID=11849&sid=

Detonates all Mind Bombs.

Level 1: Costs 10 mana. Cooldown of 15.


Soul Storm (Active)
Icon: http://www.wc3sear.ch/index.php?p=Icons&ID=5332&sid=

The Nightmare calls upon nearby souls to bombard a selected area.

Level 1: Has a small AOE and a 0.5 second casting time. Deals 100 damage. Costs 100 mana. Cooldown of 15.
Level 2: Has a small AOE and a 0.5 second casting time. Deals 200 damage. Costs 130 mana. Cooldown of 15.
Level 3: Has a small AOE and a 0.5 second casting time. Deals 300 damage. Costs 160 mana. Cooldown is 15.
Level 4: Has a small AOE and a 0.5 second casting time. Deals 400 damage. Costs 190 mana. Cooldown is 15.
Level 5: Has a small AOE and a 0.5 second casting time. Deals 500 damage. Costs 220 mana. Cooldown is 15.

Note: The 'Souls' should be the flying skull projectile, Death Coil's projectile I think... and they shouldn't move so fast that heroes cannot dodge Soul Storm.


Soul Stealer (Passive)
Icon: http://www.wc3sear.ch/index.php?p=Icons&ID=4177&sid=

Each attack made by the Nightmare has a percent chance to regain his own mana or life. If a unit dies under the effects of Soul Stealer, it has a percent chance to turn into a zombie under the Nightmare's control.

Level 1: 5% chance to regain 50 mana and life. 10% chance (on killing blow) to turn victim into a zombie.
Level 2: 9% chance to regain 50 mana and life. 15% chance (on killing blow) to turn victim into a zombie.
Level 3: 13% chance to regain 50 mana and life. 20% chance (on killing blow) to turn victim into a zombie.
Level 4: 27% chance to regain 50 mana and life. 25% chance (on killing blow) to turn victim into a zombie.
Level 5: 21% chance to regain 50 mana and life. 30% chance (on killing blow) to turn victim into a zombie.

Note: Zombies are permenant and have 280 life each along with 14-15 damage.


Crippling Aura (Aura)
Icon: http://www.wc3sear.ch/index.php?p=Icons&ID=8361&sid=

The Nightmare is surrounded by an aura of death, making units that get close to him quiver with fear - lowering their defense and movement/attack speed.

Level 1: Defense lowered by 1. Movement speed and attack speed lowered by 3%.
Level 2: Defense lowered by 2. Movement speed and attack speed lowered by 6%.
Level 3: Defense lowered by 3. Movement speed and attack speed lowered by 9%.
Level 4: Defense lowered by 4. Movement speed and attack speed lowered by 12%.
Level 5: Defense lowered by 5. Movement speed and attack speed lowered by 15%.

Note: I'm not really sure about the movement and attack speed decrease percentages yet - can't go on WE now, I might edit later.


Ultimate: Reaper's Scythe (Active)
Icon: http://www.wc3sear.ch/index.php?p=Icons&ID=6686&sid=

The Nightmare summons the Grim Reaper himself to take the souls of his enemies.

Level 1: Deals 800 damage. Casting time is 1. Mana cost is 250. Cooldown is 240.
Level 2: Deals 1000 damage. Casting time is 1. Mana cost is 250. Cooldown is 210.
Level 3: Deals 1200 damage. Casting time is 1. Mana cost is 250. Cooldown is 180.

Note: Stampede with 1 unit (Warden ultimate summon). Should be slow enough to dodge.



SYNERGY

Mind Bomb + Reaper's Scythe + Crippling Aura: Crippling Aura's slow and Mind Bomb's stun really helps Reaper's Scythe hit more accurately.

Mind Bomb + Crippling Aura + Soul Storm: Soul Storm has a fairly small aiming circle and has a small casting time, so it might be easier to hit units with Mind Bomb and Crippling Aura helping.

Soul Stealer + *Active abilities*: Nightmare's abilities cost a lot of mana, so using Soul Stealer might help you.

Crippling Aura + Soul Stealer: If you have a massive army of zombies, slower movement and attack speed, along with lesser defense for the enemy might help.

Crippling Aura + Mind Bomb: Ideal if the enemy has little life and is running, Mind Bomb stuns and Crippling Aura slows them.
 

ReVolver

Mega Super Ultra Cool Member
Reaction score
608
s1091170597Chaos.jpg

Nel'zul, the Chaos FlameFiend

Model: http://www.wc3sear.ch/index.php?p=Models&ID=975&sid=



Attributes:

Strength: 15 + 2.2
Agility: 23 + 3
Intelligence: 11 +2.5​

Starting Stats:

Hitpoints: 550
Mana: 150
Attk speed: 2.0
Armor: 5.2
______________________________________________________________________

Description: Born from the incredible lava of a volcano. Nel'zul, with his swift and stealthy abilities make a big difference between victory and defeat in the battlefield.
______________________________________________________________________

Fire Storm - Channeling

BTNFirestorm.jpg


Creates a field of fire shards and with every second a person enters the storm, they take damage and reduce armor.

Level 1: 45 damage per second for 4 seconds, reduces armor by 1
Level 2: 75 damage per second for 5 seconds, reduces armor by 2
Level 3: 125 damage per second for 6 seconds, reduces armor by 3
Level 4: 140 damage per second for 7 seconds, reduces armor by 4
Level 5: 162 damage per second for 8 seconds, reduces armor by 5

Mana Cost: 80 + 10 per level

Cooldown: 35


Fire Web - Instant
BTNFirescales.jpg


Nel'zul shoots out a web that traps a unit and begins burning him. Slowing attack speed and movement speed.

Level 1: Traps for 2 seconds, burns for 100 damage, slows for 8 seconds.
Level 2: Traps for 3 seconds, burns for 130 damage, slows for 12 seconds.
Level 3: Traps for 4 seconds, burns for 150 damage, slows for 14 seconds.
Level 4: Traps for 5 seconds, burns for 200 damage, slows for 20 seconds.
Level 5: Traps for 6 seconds, burns for 260 damage, slows for 22 seconds.

Mana Cost: 100 mana
Cooldown: 40 seconds


Fire Armor - Inate
BTNFireShield.jpg


Born with the power of a volcano, Nel'zul has incredible hot skin, any melee attacker will get burned.

Level 1-? : Deals back 8%+2% per level and 1.5 armor per level.

Cooldown: N/A



Fire Walk - Instant
BTNFirewall.jpg


Nel'zul runs with incredible speed and leaves the ground with hot flames. Anyone who is near the flames will take damage.

Level 1: 1000 range, 80 damage per second for 5 seconds, increases movement speed for 4 seconds.
Level 2: 1200 range, 100 damage per second for 6 seconds, increases movement speed for 5 seconds.
Level 3: 1400 range, 120 damage per second for 7 seconds, increases movement speed for 6 seconds.
Level 4: 1600 range, 140 damage per second for 8 seconds, increases movement speed for 7 seconds.
Level 5: 1800 range, 160 damage per second for 9 seconds, increases movement speed for 8 seconds.

Mana Cost: 140
Cooldown: 30 seconds.



Power of the Volcano - Ultimate

BTNVolcano.jpg


Nel'zul buries himself to the ground and waits for anyone who comes in range. When he pops back up he makes a huge lava eruption.

Level 1: 300 damage with 250 AoE.
Level 2: 450 damage with 300 AoE.
Level 3: 600 damage with 350 AoE.

Mana Cost: 200

Cooldown: 125 seconds.
 
W

WoW_Error

Guest
Kagz'narok, the Stormcaller

Model: Thrall
Attributes:
Strength: 18
Agility: 12

Intelligence: 23
Starting Stats:
Hitpoints: 825
Mana: 675
Attack Damage: 20 base + 2d6 (2, 6 sided die for people who have never played D&D :p)
Armor: 2

Description: When the young Warchief of the Orcs freed his people of the Demonic Corruption, their were a few orcs who had a natural affinity for the ancient Shamanistic powers once wielded by their ancestors. Kagz'narok was one such orc. Among his people, he is know as "Stormcaller", a breed of Shamans that call upon the powerful storms to destroy the enemies that threaten their bretheren. And among those Stormcallers', Kagz'narok is the most feared of them all. He use and control of Storm-Magics is unrivaled in all the world. He calls upon the very elements of Lightning, Fire, Earth and Water to aid him in combat. He is a fearsome opponent and should never be trifled with.

INNATE
BTNSpell_Shadow_CallofBone.jpg

Totem of Tremoring Earth
Kagz'narok summons an immovable totem at a target point on the ground. The totem causes the ground to tremble, slowing the movement speed of units effected. Lasts 20 seconds.

NOTE: The totem basically channels earthquake, but deals no damage as it's only purpose is to slow the movement speed of enemies near the totem. Totem has spell immunity, and 20 hit points.


BTNSpell_Lightning_LightningBolt01.jpg

Lightning Strike
Kagz'narok calls a great bolt of Lightning to strike down his foes. Lightning Strike deals high damage and has a chance of statically charging the target unit, increasing the damage done by a subsequent Lightning Strike. Static Charge lasts 20 seconds, or until another Lightning Strike consumes it.

Level 1: 100 damage, 5% to statically charge target.
Level 2: 150 damage, 10% to statically charge target.
Level 3: 200 damage, 15% to statically charge target.
Level 4: 250 damage, 20% to statically charge target.
Level 5: 300 damage, 25% to statically charge target.

NOTE: Static Charge increases the damage of the next Lightning Strike by 50%. It's hard capped at 50% so that at level 5, Lightning Strike deals 450 damage. Also, when Kagz'narok casts Lightning Strike on a target with Static Charge, it removes the Static Charge buff from the target.


BTNSpell_Holy_BlessingOfProtection.jpg

Shield of Twisting Flame
Kagz'narok calls upon the element of fire to protect him from harm. The Shield of Twisting Flame grants Kagz'narok additional armor and a chance to burn melee attackers. The burn deals light damage over time.

Level 1: 1 armor, 4% chance to burn melee attackers for 50 damage over 5 seconds.
Level 2: 2 armor, 8% chance to burn melee attackers for 60 damage over 5 seconds.
Level 3: 3 armor, 12% chance to burn melee attackers for 70 damage over 5 seconds.
Level 4: 4 armor, 16% chance to burn melee attackers for 80 damage over 5 seconds.
Level 5: 5 armor, 20% chance to burn melee attackers for 90 damage over 5 seconds.

NOTE: This ability is pretty straight forward, pretty simple too. I mean, I suck with triggers quite frankly and I could code this in GUI.

BTNSpell_Nature_UndyingStrength.jpg

Waters' Mending
Kagz'narok calls the element of water to heal himself or a target friendly unit, in addition, this healing water has a chance to heal the targets mind; rejuvenating it's mana.

Level 1: Heals 100 hit points, 8% chance to restore 50 mana.
Level 2: Heals 125 hit points, 16% chance to restore 75 mana.
Level 3: Heals 175 hit points, 24% chance to restore 100 mana.
Level 4: Heals 225 hit points, 32% chance to restore 150 mana.
Level 5: Heals 275 hit points, 40% chance to restore 200 mana.

NOTE: This is a pretty straight forward heal, the hit point heal is low due to the mana "heal". So I figure it looks pretty balanced. Also, I didn't want to have a powerful nuker with a powerful heal, especially if it restores mana.


ULTIMATE:
BTNSpell_Nature_CallStorm.jpg

Stormlords' Mastery
Kagz'narok calls a massive storm which follows him around, this storm does nothing until Kagz'narok casts a spell. When he casts a spell the storm expends all of it's energy to enhance the spells' effectiveness. Stormlords' Mastery lasts until Kagz'narok casts a spell.

Level 1:
-Lightning Strike: Increases damage by 50% (Stacks with Static Charge.)
-Shield of Twisting Flame: Increases the armor rating by 50%, and increases the damage of the burn proc by 20 damage per level.
-Waters' Mending: Increases the healing and restorative bonuses by 15%.

Level 2:
-Lightning Strike: Increases damage by 100% (Stacks with Static Charge.)
-Shield of Twisting Flame: Increases the armor rating by 75%, and increases the damage of the burn proc by 30 damage per level.
-Waters' Mending: Increases the healing and the restorative bonuses by 30%.

Level 3:
-Lightning Strike: Increases damage by 150% (Stacks with Static Charge. for a maximum of 200% damage.)
-Shield of Twisting Flame: Increases the armor rating by 100%, and increases the damage of the burn proc by 40 damage per level.
-Waters' Mending: Increases the healing and the restorative bonuses by 45%.

NOTE: Once Kagz'narok casts a spell while Stormlords' Mastery is active, the storm dissapates. Meaning that after he activates SM, he casts a spell and that spell is enhanced. Also, SM should have a VERY long cooldown, like 3-4 minutes.
 

1)ark_Knight

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Reaction score
48
Hero Creation Contest Entry: The Chaos Troll

Koj'har the Chaos Troll


Model: "Chaos Troll" (http://www.wc3sear.ch/?p=Models&ID=4120)
Attributes:
Strength: 18
Agility: 14
Intelligence: 20
Starting Stats:
Hitpoints: 720
Mana: 635
Attack Damage: 10 base + 2d5 (2, 8 sided die)
Armor: 3

Description: Long ago when the forest trolls were taken in by Thrall, a rogue group of trolls that worked with demonic energies called the Chaos Trolls, who were once forest trolls, refused to be taken in by Thrall and hated the rest of the other trolls. The Chaos Trolls began practicing the art of the warlock and soon the demonic energies took over the trolls and they changed. Theyre green skin slowly turned into a burning red color. The Chaos trolls migrated in search of more demonic energies. They found themselves at a barren wasteland called Outland. They setup a camp there and chose a new leader. The leader was the most experianced warlock in the tribe and he had mastered the art of hellfire and chaos. This warlock was Koj'har the Sadistic. He was the leader of the choas trolls and he would kill any creature who stood in his and his tribe's way.

INNATE
PASBTNFearAura.jpg

Strength from the Dead
The Chaos Troll calls upon demonic energies to drain the strength from his victims and use it to gain power. Everytime the Chaos Troll kills an enemy he gains 1 intelligence, 1 strength, and 1 agility. This only works on enemies above level 4.

NOTE: He just gains 1 INT, 1 STR, and 1 AGI for every kill to an enemy above level 4 (so 5 and up)


BTNFirestorm.jpg

Chaos Storm
The Chaos Troll calls upon a demonic storm to deal damage to his enemies. The Chaos Troll selects a target area and all enemies in the effected area will be struck by a demonic blast every second as long as they are in the area. The demonic blast deals damage and stuns the effected target for 0.2 seconds.

Level 1: The Storm has a 350 AoE and each blast deals 40 damage each hit.
Level 2: The Storm has a 400 AoE and each blast deals 65 damage each hit.
Level 3: The Storm has a 450 AoE and each blast deals 85 damage each hit.
Level 4: The Storm has a 475 AoE and each blast deals 100 damage each hit.
Level 5: The Storm has a 500 AoE and each blast deals 125 damage each hit.

NOTE: This is pretty stong becuase AoE "storm" spells like this are often weak in hero arenas becuase you can easily run away from it. But if it is used properly then it can be pretty good.


BTNRaiderCleavingAttack.jpg

Chaos Blade
The Chaos Troll can empower his weapon with demonic hell fire to deal additional damage each attack. Each attack empowered with "choas blade" costs mana. (Right Click to auto activate)

Level 1: Deals an additional 15 damage and costs 10 mana each attack.
Level 2: Deals an additional 20 damage and costs 15 mana each attack.
Level 3: Deals an additional 25 damage and costs 20 mana each attack.
Level 4: Deals an additional 30 damage and costs 25 mana each attack.
Level 5: Deals an additional 35 damage and costs 30 mana each attack.

NOTE: This abilty helps make up for the lower base attack of the Chaos Troll at the small cost of mana. Can right click to auto-use the spell on every attack if there is enough mana for it.

BTNSpiritdrain.jpg

Spirit Drain
The Chaos Troll uses demonic power to absorb the life and mana of a target enemy unit. He drains mana and health every second until it ends. This is a channeled ability and if the Chaos Troll is attacked while casting it will be canceled. The ability stuns the effected target for 5 seconds when cast.

Level 1: Drains 35 mana and 30 health every second for 8 seconds.
Level 2: Drains 50 mana and 47 health every second for 9 seconds.
Level 3: Drains 60 mana and 65 health every second for 10 seconds.
Level 4: Drains 80 mana and 70 health every second for 11 seconds.
Level 5: Drains 95 mana and 85 health every second for 12 seconds.

NOTE: This spell is canceled if the Chaos troll is attacked or performs another action like moving or a different spell. He drains a lot of health and mana becuase most people wont sit still for 12 seconds or avoid being attacked for that long. The enemy is stuned for 5 seconds after it is cast to prevent an immediate cancel of the spell from an attack form the effected enemy.


ULTIMATE:
BTNBurningman.jpg

Chaos
The Chaos Troll uses immense demonic energy to cause chaos inside a target enemy and torture them till death. The Chaos Troll infects a target enemy with "Chaos" and the effected enemy takes 100 damage every second until he/she dies. When the enemy dies utter chaos starts. When the enemy dies a large explosion deals heavy damage to nearby units and burns them for a period of time.

Level 1: the explosion deals 350 initial damage and burns them for 30 damage a second for 4 seconds.
Level 2: the explosion deals 450 initial damage and burns them for 40 damage a second for 5 seconds
Level 3:the explosion deals 575 initial damage and burns them for 50 damage a second for 6 seconds

NOTE: The explosion deals damage to all units/heroes (allied or enemy). This ability is like "Doom" but instead cuases an explosion instead of summoning a unit. This abilty can be used on any level or type (hero/unit) unlike Doom.


SYNERGY:

Chaos Storm + Spirit Drain: While the enemy is in the storm getting dealt damage every second the spirit drain can stun them so they are dealt additional damage while stuck for 5 sec. and the Chaos troll is regenerating the whole time.

Chaos Blade + Chaos: While the enemy is getting dealt damage and most likley following you so you get hit by the explosion you can try to deal additional damage so he dies faster so you wont get hit.

Spirit Drain + Chaos: While the enemy is getting dealt damage and most likley following you so you get hit by the explosion stun him and deal more damage and regenerate so you wont get hit by the explosion.



________________________________________________________________

Additional Notes:
For the first spell i relize that it is very similar to Orc_Tamers first one (icon is even the same) but i did not copy his. It is just a councidence. I made this hero as soon a the contest started but i couldn't submit him untill now (ran into some problems and had to go somewhere else without a comp.

Koj'har's proper name is "Koj'har the Sadistic" not just Koj'har

i was going to link a screenshot of him but its too big and i cant figure out how else to put it in here...so there isnt one.
 

AgentPaper

From the depths, I come.
Reaction score
107
Und'elak, the Necromancer

Model:
Lich
Attributes:
Strength: 10
Agility: 13
Intelligence: 25
Starting Stats:
Hitpoints: 425
Mana: 875
Attack Damage: 10-15
Attack Range: 600
Armor: 1

Description: Und'elak was born with the name Ala'shai, as a high elf in the city of Dalaran. He was very apt in the arcane arts, but always had a fascination with death. This, mixed with teenage rebellion, led him to delve deeper and deeper into the necrotic arts. His teachers and family warned him not to, but let him be, for the most part. Unfortunately, when the plauge started to spread in the north, Ala'shai's intrest in the darker arts started to make people suspicious. After a disaterous failure when trying to summon a demon, Ala'shai was murdered by an angry mob, and his corpse thrown in a ditch outside the city. In death, Ala'shai's soul wasl pulled towards the demon realm, and was almost comsumed by it. Fortunately, his corpse was stumbled upon by Arthas himself while he was laying siege to Dalaran. Arthas saw that Ala'shai had great power, and attempted to turn him into an undead minion. He ultimately succeded, but Ala'shai's soul was extremely close to the demon realm, and so when he was brought forcefully back into Azeroth, his soul was torn, almost in two. Partly from this, and partly from his powers, Arthas was unable to make Ala'shai into a mindless scourge minion. Before Arthas could destroy him for good, Ala'shai escaped into the wilderness. Since then, he has been training more in the dark arts, takin on the name Und'elak in his quest for something to repair his torn soul.


INNATE
Soul Harvest
soulharvest3se.jpg

Whenever a unit dies, Und'elak gains mana equal to 5% of his maximum mana.



Raise Dead
raisedead9uj.jpg

Und'elak brings a corpse back to life, summoning a skeleton to do his bidding. The skeletons last for 60 seconds, or until destroyed. Has autocast.

Level 1: Level 1 skeleton.
Level 2: Level 2 skeleton.
Level 3: Level 3 skeleton.
Level 4: Level 4 skeleton.
Level 5: Level 5 skeleton.

NOTE: Basically the same thing as the necromancer unit has, but with a few extra levels.



Blood Well

bloodwell1tw.jpg

Und'elak turns a corpse into a well of life-giving blood, which gives nearby allies enhanced health and mana regeneration.

Level 1: 5 health, and 4 mana regeneration. Lasts 60 seconds.
Level 2: 6 health, and 4 mana regeneration. Lasts 90 seconds.
Level 3: 7 health, and 5 mana regeneration. Lasts 120 seconds.
Level 4: 8 health, and 5 mana regeneration. Lasts 150 seconds.
Level 5: 9 health, and 6 mana regeneration. Lasts 180 seconds.



Corpse Golem

corpsegolem7vd.jpg

Und'elak turns an area of corpses into a golem, which is more powerful depending on how many corpses are used in making it. The golem can also consume corpses, which add to it's strength. The golem lasts until killed. Only one golem can be active at a time.

Level 1: 100 hp per corpse, 500 spell range, +10% to hp and damage with each corpse eaten.
Level 2: 150 hp per corpse, 600 spell range, +15% to hp and damage with each corpse eaten.
Level 3: 200 hp per corpse, 700 spell range, +20% to hp and damage with each corpse eaten.
Level 4: 250 hp per corpse, 800 spell range, +25% to hp and damage with each corpse eaten.
Level 5: 300 hp per corpse, 900 spell range, +30% to hp and damage with each corpse eaten.

NOTE: This would be a harder spell to make, but would be one of Und'elak's funner and more original spells. The corpse golem would likely have the abomination model, and would likely be larger depending on how many corpses were used to summon it, and get even bigger with each corpse eaten.


ULTIMATE:

Demon Portal
demonportal4qh.jpg

Und'elak opens a portal to the demon realm, using his torn soul as a foot in the door. He cannot move or attack while he holds the portal open, as he needs immense concentration to keep it stable. Demons pour out of the portal in intervals, and attack anything and everything they see. The demons will attack enemies and allies alike, and even attack Und'elak if they can get to him. The demons last for 60 seconds after being summoned.

Level 1: Summons 3 fel hounds and 2 void walkers every 5 seconds. Lasts 10 seconds.
Level 2: Summons 4 fel hounds, 3 void walkers, and 2 fel guards every 5 seconds. Lasts 15 seconds.
Level 3: Summons 6 fel hounds, 4 void walkers, 3 fel guards, and a doom lord every 5 seconds. Lasts 20 seconds.

NOTE: This is a very powerful spell, but can easily turn against you if the demons start attacking you instead of the enemy. It wouldn't be too hard to make, but be sure to add lots of cool effects to make it look epic. I would also need a very long cooldown, as in like 5-7 minutes.
 

emjlr3

Change can be a good thing
Reaction score
395
thanx to everyone who participated in this hero contest, all post after this one will be null and void

when I get around to grading them all the results will be posted and winner notified
 

Battlemapsta

I am the Conduit of Change
Reaction score
101
Don't mean to spam or sound rude but where are those results :) The winner would help me burn the last amount of time I have today and make me a step closer to freedom (I'm serious about my freedom)
 
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