Need Hero/Item ideas for my HLW/AOS Map.

adeoin

Member
Reaction score
11
Crescent Warrior
Model: Demon Hunter
JASS:
Description: When the moon knight was young he lived in the night elf village. Orphaned from birth. His guardians were cruel. One day he stared into an eclispe and went blind. He ventured out of the village and trained around. By the time he was fully grown his strenght was beyond comprehension.

Abilities:
Shadow Step: The Moon Knight becomes invisible and transparent. Enabling him to go through anything. When attacks during the effect of shadow step causes (X) backstab damage. During the night backstab damage is backstabdamage= 2x.
Base- Windwalk
Triggering Level- Easy


Eye Of The Moon: The Moon Knight strikes an enemy, giving him the sight of a broken moon. The target of the ability will get a screen deformation for X seconds.
Base- Storm Bolt
Triggering- Easy
Info- I think you can use camera triggering sway camera or something like that


Shadow Path: The moon knight attacks with the might of the moon. The moon goddess Naila gives his guidance to victory.
Base- Chain Lightning
Triggering-Simple
Details- Unit casts chain lightning when chain lightning comes in contact with enemy teleports Moon knight to the position of the target unit of ability being cast,


Gravity Entrapment: The moon knight calls fourth the power of the moon. The moon's gravity holds down the enemy, for x seconds.
Base- Entangling Roots.
Triggering-None
Model- Try Using the starfall one instead of the roots.
 

Dinowc

don't expect anything, prepare for everything
Reaction score
223
Name Abomination
Proper Name ----no idea----
Model Abomination
Main Att: Strength
Abomination is a monster created of many different corpses. He is very slow, but ULTIMATE tanker. Has a huge scaling value.

1. spell

Flesh Chop
The Abomination chops its target to bones dealing damage and maiming him. 250 casting range (depends on Abomination's size). If the target has lower than 25% hp it has 15% chance to instantly kill it and giving the Abomination bonus strength. 3 seconds casting time (the Abomination's attack animation is slowed to 3 seconds). This deals cleaving attack (deals 30% damage to all nearby enemy units). Channeling until cast.

Level 1: Deals 50-200 damage, slows by 25%. Gains 2 strength.
Level 2: Deals 100-400 damage, slows by 25%. Gains 5 strength.
Level 3: Deals 150-600 damage, slows by 25%. Gains 8 strength.
Level 4: Deals 200-800 damage, slows by 25%. Gains 11 strength.

2. spell

Flesh armor
The Abomination gains spell reduction and hp regeneration. For every kill he gains armor increase. The Abomination also has a 15% chance to absorb damage dealt to him and deals absorbed damage to every nearby enemy unit.

Level 1: 15% spell reduction, 2 hp regeneration. For every non-hero kill Abomination gains 0,05 armor. For every hero kill 0,2 armor.
Level 2: 20% spell reduction, 4 hp regeneration. For every non-hero kill Abomination gains 0,075 armor. For every hero kill 0,5 armor.
Level 3: 25% spell reduction, 6 hp regeneration. For every non-hero kill Abomination gains 0,1 armor. For every hero kill 0,8 armor.
Level 4: 30% spell reduction, 8 hp regeneration. For every non-hero kill Abomination gains 0,125 armor. For every hero kill 1,1 armor.

3. spell

Abomination digest
The Abomination eats a creep and starts digesting it. His stomach is ripped off so he cant digest it normally. While Abomination is a demonic creature he transforms its food in his gizzard into blood madness minion that gets out of his tummy (smaller abomination, zombie or some other blood-looking model).
The blood minion is crazed (think how would you feel without an arm, chest or head) and it will start to run around to random places. It has blood disease (base it from disease cloud). The disease slows every unit by 25% and turns every non-hero unit into blood minion if they get killed by it. Blood minion has no armor, very low life but has huge damage and movement speed. If a hero gets to close to him the minion will attack him. All nearby heroes have lowered armor (because its freaking scary to have abominations run like crazy towards you). If a blood minion gets killed it will transfer its hp to the abomination.
Minions will attack enemies and allies (except the Abomination ofc).
Minions are uncontrollable and will explode after 15 seconds.
Disease lasts 15 seconds on creeps, 5 seconds on heroes.

Level 1: Digests for 20 seconds. Disease deals 20 damage per second. Minions have 100 life and 100 damage. Movement speed is 360. -5 Hero armor penalty. Disease lasts 15 second on creeps, 5 seconds on heroes.
Level 2: Digests for 20 seconds. Disease deals 40 damage per second. Minions have 200 life and 150 damage. Movement speed is 380. -10 Hero armor penalty.
Level 3: Digests for 20 seconds. Disease deals 60 damage per second. Minions have 300 life and 200 damage. Movement speed is 400. -15 Hero armor penalty.
Level 4: Digests for 20 seconds. Disease deals 80 damage per second. Minions have 400 life and 250 damage. Movement speed is 420. -20 Hero armor penalty.

4. spell

Blood spray
The Abomination spreads his blood into enemies that slows them and has a 25% chance to blind them for 10 seconds. If he casts this during his digest he instantly blood-diseases them.

Level 1: Slowed by 15%. 20% chance to miss if enemies are blinded.
Level 2: Slowed by 20%. 30% chance to miss if enemies are blinded.
Level 3: Slowed by 25%. 40% chance to miss if enemies are blinded.
Level 4: Slowed by 30%. 50% chance to miss if enemies are blinded.

5. spell - ULTIMATE

Abomination rage
Forces every nearby enemy unit to attack Abomination. Gains 1 strength for every 100 damage dealt to him. Abomination also gains spell immunity, 50% attack speed and 30% chance for critical strike.

Level 1: Duration 3 seconds.
Level 2: Duration 4 seconds.
Level 3: Duration 5 seconds.
 

sjakie

Cookie Be Awesome!
Reaction score
127
Name: Evil Eye
Proper Name: Necis
Model: Necromancer
Main Attribute: Intelligence

Foresight Aura (passive)

Necis ability to view inside the enemies mind makes him a blessing to those who fight alongside him in battle. After reading the opponents very next move, he shouts warnings at those who fight next to him on the battlefield. This grants them the opportunity to dodge the incoming attack and prevent harm.
Level 1 - 5% chance to miss in a 500 radius
Level 2 - 10% chance to miss in a 550 radius
Level 3 - 15% chance to miss in a 600 radius
Level 4 - 20% chance to miss in a 650 radius

Interdimensional Counter (active, single target)

Necis summons upon powers of the spirit realm to haunt and stalk the target opponent. Not only do these spirits try to break the victims concentration, giving him a chance to miss or fail at an attack, but they also strike the opponent when he fails at one of his attacks and leaves his guard open.
Level 1 - 15% chance to miss an attack. Every missed attack is punished with 40 damage. Lasts 8 seconds.
Level 2 - 20% chance to miss an attack. Every missed attack is punished with 50 damage. Lasts 10 seconds.
Level 3 - 25% chance to miss an attack. Every missed attack is punished with 60 damage. Lasts 12 seconds.
Level 4 - 30% chance to miss an attack. Every missed attack is punished with 70 damage. Lasts 14 seconds.

Blooddrunk (active, single target)

Just a single look into Necis evil eye can drive someone mad and cause him to turn into a bloodlusty murderer. Though initially a curse, Necis thankfully uses this ability on the battle these days. He figured blooddrunk enemies often drive themselves nuts and more then often get themselves killed.
Level 1 - Increases the targets attackspeed by 20%, damage taken by 10%, and causes him to lose himself for 3 seconds.
Level 2 - Increases the targets attackspeed by 30%, damage taken by 15%, and causes him to lose himself for 4 seconds.
Level 3 - Increases the targets attackspeed by 40%, damage taken by 20%, and causes him to lose himself for 5 seconds.
Level 4 - Increases the targets attackspeed by 50%, damage taken by 25%, and causes him to lose himself for 6 seconds.

Note: Units that lost themselves cannot be controlled by their owner. They simply attack any unit, friend or foe, that is closest to them and never flee.

Grim Vision (active, no target)

Necis has powers that go beyond those of any regular human or undead. After casting his evil eye up high in the sky, he can cause the wrath of heaven itself to crash down on the earth and smite the weak from Necis sight.
Level 1 - Damages every unit on the map by 90. Kills when the unit is under 180hp.
Level 2 - Damages every unit on the map by 110. Kills when the unit is under 220hp.
Level 3 - Damages every unit on the map by 130. Kills when the unit is under 260hp.
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
Reaction score
97
Witch Master
Strength: Low
Agility: High
Inteliigence: Highest :p
Model: dont rly know name, but its the model for banshi but the white one (think its called ghost)

About the hero: should be a fast ranged hero with low hp high dmg and pretty fast attack rate (not as fast as a agi hero but faster than str/int)


Spell 1:
Hex: When Witch Master attacks, the victim get more and more cursed by the power of the Witch master. Only in death they can escape the deadly curse.
Base it on Incinerate
Level 1: Bonus Damage Multipiler 1.25, death damage full amount 50
Level 2: Bonus Damage Multipiler 1.50, death damage full amount 75
Level 3: Bonus Damage Multipiler 1.75, death damage full amount 100

Witch Vision
Absorbing Essens all around her gathering Nature power.
Aoe mana and hp reg
make a spellbook and disablle itwith brilance aura and base ability healing ward ability.
Level 1: 2hp reg 100%mana reg
Level 2: 4hp reg 200%mana reg
Level 3: 6hp reg 300%mana reg

Force of Nature: With a combination of Nature power and black magic, the Witch Master can throw a spiritual ball that damage and slowes a target unit.
base it on frost nova (triggered spell)
Level 1: 100 nova damage and slowes for 4 seconds, dealing all current mana of unit to target unit and set mana to 0 for the caster.
Level 2: 150 nova damage and slowes for 6 seconds, dealing all current mana of unit to target unit and set mana to 0 for the caster.
Level 3: 200 nova damage and slowes for 8 seconds, dealing all current mana of unit to target unit and set mana to 0 for the caster.
cooldown: 0seconds

Vision of the art: In the long life of a witch she has learned to control every spiritual power around her to gain power.
base it on spell shield and add to force of nature trigger
Level 1: will still have 25% of his mana left when casting force of nature
cooldown on spell shield: 37seconds

maybe not the best hero... but thinks she is ok
 

Fluffball

Well-Known Member
Reaction score
35
Wow some great heroes, and some new submittees (weird word)

Loving the ShadowStrike spell based off windwalk.
 

Cokemonkey11

New Member
Reaction score
18
Dark - The Swallower
Prime attrib: agility
health: low
damage: low
attack speed: average
unit ability 1: Assassinate - deals a % of your damage depending on the angle you are attacking the enemy. If you are directly behind them, 200% damage, if you are directly in front, 0%, if you are perpendicular, 100% (normal damage).
unit ability 2: Perception - each time you attack you have a % chance related to your agility to create an illusion of yourself and a % chance after that to switch between your illusions. Illusions do not have timed life and only do 10% damage, but they take damage normally and have a 1 time use ability which lets them switch location with you. You are limited to 4 illusions at a time; if you exceed that number the illusion with the least health will be removed.
hero ability 1: Consume - eat a target illusion to gain up to x% of its health back to you. the % increases with level and the swallowers agility.
hero ability 2: Fright - teleports at random either you or one of your illusions to target point where you or it will gain a x% increase in attack speed for y seconds. x and y inrease with level and amount of agility.
hero ability 3: Concoction - a spell book ability with (you chose how many you're willing to make) abilities castable on your illusions. They can only be cast on illusions owned by the caster and the abilities have 1 sole purpose: give the target illusion a new spell. The spell given will be balanced in that it will have a very high cooldown and mana cost, and it/they will only work once (until of course you cast the spellbook ability on the illusion or another again) number of abilities in the spell book and their cooldowns will depend on ability level.
Examples:
suicide bomber - When the target illusion dies it will explode dealing 50% of ever units current health within a 450 game unit radius. Targets enemy and allied nonheroes.
Swipe - teleports behind the target unit, attacks it, and then has a chance to steal the targets gold.
Behead - kill a target unit instantly, and aquire a debuff which leaves it with greatly reduced armor. the dubuff lasts forever (until it dies)
Gamble - Has a 66% chance to deal 10xAgility to itself and a 34% chance to deal 10xAgility to a target.
etc.
Hero 4 (ultimate) - Swallow - Eat a target enemy unit instantly, gaining 2x it's bounty and regenerating the swallowers mana to it's max over 10 seconds. If attacked the swallower will lose it's mana buff (based on clarity or mana salve or whatever). One of the swallowers other abilities cooldowns is then instantly reset and it summons an illusion which is instantly stunned for 5 seconds.

Hope you like my idea :)
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
Reaction score
97
item idea
Ring of absorbing:
Abilities/effects/bonus
gives the wearer a 15% chance to recover 10% of the damage taken and give it to mana.
passive incressement on all stats by 5, and defense by 2
 

chopperpope

New Member
Reaction score
12
Emmisary of Chaos (0%),![/QUOTE]

name: Akh'mannah
class: emmisary of chaos.
stat: INT
possible spells.
-chaos meteor.
summons a meteor from the sky dealing damage, knocking back and stunning nearby enemies in the impact.
-sun death shine
calls down a focused sun light in a region during some seconds, enemies inside the light takes periodic damage and have it's movement slowed.
-obliteration.
created a deadly link between Akh'mannah and target hero, dealing a great amount of damage to them (Emissary of chaos takes just half of this damage).
-chaos summon.
channels a powerful magic during 3 seconds, after that, a doom bringer with permanent immolation, pulverize, critical strike, war stomp and thunder clap is summoned for some seconds.
-remove hope.
causes a target to lose all it's hope, reducing it's damage, armor and life regeneration for some seconds.
-dark victory, causes Akh'mannah and all allied heroes to deal double damage during some seconds.
-chaos link.
creates a dark chain that bounces from target to target all over the map dealing more and more damage for each bounce, the chain ends when all visible targets have been already striked (TAKE A LOT OF CARE WITH THIS SPELL, IF U DON'T CREATE IT WELL IT WHOULD BE THE MOST RIGGED SPELL! try making it deals 100 damage to the first target and 5% for each new one, so, if it strikes 30 enemies, the last one takes just 400 damage. if you want it to be an ultimade. makes initial damage to be 200, so, in the example of 30 targets the last one takes 900, and needs a lot of skill to use the spell
:)
 

Epicgamers

New Member
Reaction score
5
Hero Suggestion:
- *Name* the High Priest - (use priest model)
* pick a name for this hero. your choice.

Skills:
> Blind - *use heal spray as buff to show the unit is blinded by the light*
> Healing Blast - heals allies, damage enemies

Item Suggestion:
- Sword of Revealing Light - like gem of true seeing :p
^ = Yugioh. ;D
 

thewrongvine

The Evolved Panda Commandant
Reaction score
506
Are you actually using these 50 heroes given? :D
Meh, I would give one, but I'm too tired to think right now...
 

Fluffball

Well-Known Member
Reaction score
35
Well, I actually am using the good ones, but it takes a while to make the spell "Time-Less". I have thought up a few of my own... such as "Dragon Warrior (Who has a nice sounding spell (IMO) which spawns 8 Dragon-Fire Balls in a vertical line {In the air}, That will cast a spell (That kills them upon casting) and, using my tiny JASS knowledge, I will try to change the Projectile arc of the spell to -value for the bottom 4 and +value for the top 4 (Maybe just make 2 diff spells??)) In my opinion this spell sounds like it has a lot of potential... maybe it can not kill them, but do it 3 or 4 times, all targeting random units or something.
 

Dinowc

don't expect anything, prepare for everything
Reaction score
223
Name: The Forgotten Priest
Proper Name: Metrifus
Model: Necromancer, Priest, Spell breaker...
Main Attribute: Intelligence

Description:
Metrifus, a mysterious priest, was once Uther's priest assistant, but after Uther died he was left on his own and forgotten. He isolated himself and started to read books. As the time passed by he become more and more Intelligent. His own mind tortured him and his soul till he turned into powerful necromancer.

Spells:

1. MIND RUPTURE
The priest breaks targets mind instantly damaging (cannot damage more than once during channel) and making the target to forget how to cast spells (silences). The target also has a chance to miss and damage himself when attacking and cannot see the priest.
Channeling

Level 1: Target takes 2 x (targets Intelligence) damage. Max 5 seconds channel duration. 15% chance.
Level 2: Target takes 3 x (targets Intelligence) damage. Max 7 seconds channel duration. 20% chance.
Level 3: Target takes 4 x (targets Intelligence) damage. Max 9 seconds channel duration. 25% chance.
Level 4: Target takes 5 x (targets Intelligence) damage. Max 11 seconds channel duration. 30% chance.


2. DEATH SACRIFICE
The priest channels powerful energies draining his mana and hp and making him immune to spells. Every nearby enemy unit takes damage equal as the priest (loses mana and hp per second) and its slowed. If the priest channels to much energy he will kill himself and every nearby unit around him. Every non-hero unit will be turned into invulnerable skeleton with heavy immolation for 10 seconds.
Enemies cannot be slowed more than 90%.
Channeling

Level 1: Drains 10 mana and hp per second. Units are slowed by 5% per second.
Level 2: Drains 20 mana and hp per second. Units are slowed by 10% per second.
Level 3: Drains 30 mana and hp per second. Units are slowed by 15% per second.
Level 4: Drains 40 mana and hp per second. Units are slowed by 20% per second.


3. RAISE DEAD
Raises undead from a corpse. The priest shares 50% damage with the undead. The undead shares 20% damage with the priest. This also works with healing. Each cast needs a corpse (you cannot raise 3 zombies from 1 corpse).
Duration 30 seconds.

Level 1: Can raise maximum 2 zombies and 1 skeleton warrior. (This means you can have maximum 3 undead summoned units).
Level 2: Can raise maximum 3 zombies. 2 skeleton warriors and 1 skeletal mage.
Level 3: Can raise maximum 4 zombies. 3 skeleton warriors and 2 skeletal mages.
Level 4: Can raise maximum 5 zombies, 4 skeleton warriors and 3 skeletal mages. If you summon all of them they can sacrifice themselves and create a powerful lich that shares no hp with the priest. The lich has healing spray, firebolt, rain of chaos and summon infernal. Lich has same mana, hp, armor and damage as the priest.


4. DIMENSION AURA
For every nearby summoned unit (allied or enemy) the priest gains 1 hp and mana regeneration. Allied summoned units gain damage, armor and bonus expiration time. Enemy summons have reduced expiration timer (this doesn't affect summons that have lower than 20 seconds expiration timer). If a summoned unit dies it has chance to revive and fight on the priest's side.
Also, the priest and all of his minions gain 15% movement and 30% attack speed during night (passive).

Level 1: Summoned units gain 15% damage, 2 armor and +/-5 seconds expiration time. 15% chance to revive.
Level 2: Summoned units gain 20% damage, 5 armor and +/-8 seconds expiration time. 25% chance to revive.
Level 3: Summoned units gain 25% damage, 8 armor and +/-11 seconds expiration time. 35% chance to revive.
Level 4: Summoned units gain 30% damage, 11 armor and +/-14 seconds expiration time. 45% chance to revive.


5. Ultimate - AFTERDEATH
Creates darkness (night) across the map blessing every allied or cursing enemy units across the map. If allied unit with the effect dies, it will revive instantly and lose no gold. If enemy unit with the effect dies, part of its soul will be burst. The priest and all of his minions gain 15% movement and 30% attack speed bonus during this.
All of priest's spells are improved during the afterdeath (optional).

Level 1: Enemy unit will lose 5% of main attribute permanently. Duration 5 seconds.
Level 2: Enemy unit will lose 7% of main attribute permanently. Duration 10 seconds.
Level 3: Enemy unit will lose 9% of main attribute permanently. Duration 15 seconds.



EDIT: Sorry man because these ain't timeless spells but I like these kind of spells ;)
 

Fluffball

Well-Known Member
Reaction score
35
Wow, some great spells... and actually about three quarters are. Thanks and +rep .Will use. :D
 

thewrongvine

The Evolved Panda Commandant
Reaction score
506
Crystal Gem
A magical gem imbued with magical powers. The bearer gains 150 health, 100 mana, 1 health regeneration, 50% mana regeneration, 6 damage, and 1 armor.
 

Jolly chap*

New Member
Reaction score
34
Headband of Heroes
Made from what seems like simple woven material, this headband has lasted for thousands of years with the magical ability to repair itself and giving regenerative properties to its user.

Gives 15 hp/sec regeneration and 20% magic resistance to all spells.
 

thewrongvine

The Evolved Panda Commandant
Reaction score
506
Jolly Chap, I hope that item is one that is either only obtainable by the last boss in the map, or costs like 5000 gold. That's more than those rigged items like in DotA (Heart would be closest). 15 HP/Sec is so much, and then you have the 20% magic resistance!

Ok, Heart has more I think, but still. :D

Staff of Northrend
An icy staff brought from the ancient riches of Northrend. With evil, magical powers of Lich inside, the staff boosts the bearer's intelligence by 15 gives 25% mana regeneration, and allows the bearer to cast Blizzard - 75 Mana, 300 Area, 100 Damage Per Shard, 5 Shards, 2 Waves, 18 Second Cooldown.

Forest Heart
A seed that contains the essence of old, fruitful trees of the oldern forests. Increases health by 300, health regeneration by 3, and armor by 3.
 

Fluffball

Well-Known Member
Reaction score
35
Well, 15hp/second regeneration isn't that rigged when you have 1,000,000 strength...

(Nice ideas btw)
 

Dinowc

don't expect anything, prepare for everything
Reaction score
223
Name: Spirit of war
Proper name: Sedhetis
Model: Any model with transparency (maybe Kel'Thuzad necromancer or wisp)
Main attribute: Strength

This hero will be different. The spirit of war has passive spells. It cannot attack, but hes very useful as support hero.

Spells

1. MAGIC DISPERSE
Gives spell damage reduction aura to all nearby allied units and gives chance to completely absorb the spell and disperse it around the spirit dealing spell damage to nearby enemy units. It cannot disperse ultimates ofc.

Level 1: 15% spell reduction. 15% chance to disperse.
Level 2: 21% spell reduction. 20% chance to disperse.
Level 3: 27% spell reduction. 25% chance to disperse.
Level 4: 33% spell reduction. 30% chance to disperse.


2. NETHER EVADE
The holy spirit has a chance to dodge an attack and stun the attacker. It will also suck part of its attacker's soul (takes some percentage of attackers life and gives it to the spirit and all nearby allies).

Level 1: 10% chance. Stun for 0.5 seconds. Takes 5% of current hp.
Level 2: 15% chance. Stun for 0.75 seconds. Takes 6% of current hp.
Level 3: 20% chance. Stun for 1 second. Takes 7% of current hp.
Level 4: 25% chance. Stun for 1.25 seconds. Takes 7% of full hp.


3. WEAKEN AURA
Nearby enemy units have chance to miss on attack and have reduced armor.

Level 1: 15% chance to miss. -2 armor (for your map this can be -20 armor).
Level 2: 20% chance to miss. -5 armor.
Level 3: 25% chance to miss. -8 armor.
Level 4: 30% chance to miss. -11 armor.


4. BLESSING AURA
Gives all nearby allied units chance to critical strike, attack and movement speed.

Level 1: 15% chance to critical strike, +15% attack and 5% movement.
Level 2: 18% chance to critical strike, +20% attack and 10% movement.
Level 3: 21% chance to critical strike, +25% attack and 15% movement.
Level 4: 25% chance to critical strike, +30% attack and 20% movement.


5. WAR AID - Ultimate
During fight if 1 allied unit has lower than 50% hp the spirit can take form of the unit for few seconds and swap positions (same model, hp, mana, armor, spells and items, it can attack and cast spells ofc). The attacker doesn't know that hes actually attacking the spirit. If the spirit dies during the changed form, it will explode dealing massive damage in an area and restoring hp, mana and coolldowns of swapped allied unit.

Level 1: Takes form for 5 seconds. Deals 500 damage to minor area (5000 damage or more for your map).
Level 2: Takes form for 7 seconds. Deals 1000 damage to medium area (20000 damage or more for your map).
Level 3: Takes form for 9 seconds. Deals 1500 damage large area (50000 damage or more for your map).
Level 4: Takes form for 11 seconds. Deals 2000 damage to huge area (100000 damage or more for your map).

EDIT: Ups, I made 4 levels for the ultimate, silly me :p
well I guess that wont be a big problem

YAY! 100. REPLY! :D
 
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