Hero Ideas!

Laiev

Hey Listen!!
Reaction score
188
I suggest you to link the map, fast to people know what are your project
 

X-maul

AKA: Demtrod
Reaction score
201
Ability idea for your vampire: You can add an ability which drains an amount of blood from the victim, sending a orb of blood to the caster healing him on impact.

Dont know if you have played LoL but the spell is from there, it is from the character named Vladimir and is named Transfusion - but that was justto make you understand it a little better.
 

aki15

New Member
Reaction score
5
Ability idea for your vampire: You can add an ability which drains an amount of blood from the victim, sending a orb of blood to the caster healing him on impact.

Dont know if you have played LoL but the spell is from there, it is from the character named Vladimir and is named Transfusion - but that was justto make you understand it a little better.

Nice spell.
I will need full hero idea :p
 

X-maul

AKA: Demtrod
Reaction score
201
Tidal Baron


Tide Baron

Diggestive Spit
The Tide Baron spits a load of diggestive masses on a targeted enemy unit, making the target take damage upon impact, aswell as getting slowed and take damage every second, for X seconds.
Tidal Rush
The Tide Baron merges into water and rushes forward, dealing damage to all enemy units hit.
Rage
AS he loses damage he gains strength.

For ech 5 percent hp missing he gains 3% bonus damage.
Gaysers - Ultimate
summons a load of gayser in a targeted area, making them fly into the air and take damage upon landing
 

aki15

New Member
Reaction score
5
:thup::thup: Everything is nice, but i will think about making a RUSH abillity, becouse it will be like blink and easy run with flag :p !
 

hopy

Active Member
Reaction score
64
:)

Right, I'll start of with some ideas for abilities for your current heroes that you still need abilities for (according to the other thread anyways), and one of my own heroes afther that. Let me know what you think and what abilities you do/don't like and why so I can post another hero here afther that, and maybe edit it a bit to what you like. :)

Everything that's written between () is either to show if an ability is passive or active, an alternative name (usualy not very serious... ) or some aditional information about the ability/effect.

Frost Slayer:
- Frozen Hearth (Passive): Reduces magic damage gained by the Frost Slayer by 7/14/21%, and everytime the Frost Slayer kills and enemie he will gain the Cruelty buff increasing his attack power by 10/20/30% for 5 seconds.
- Shatter: Freezes a target enemie unit in ice making it unable to act for 4 seconds, afther this duration the ice will shatter into hundreds of ice shards dealing x damage to all enemie units close to the frozen target.
- Frozen Flames: Blue cold flames surround the Frost Slayer creating a circle of blue flames around him dealing x damage to all units standing in the flames.
- Frost Cleave: Deals x damage to units in front of the Frost Slayer and freezes them in spot for 3 seconds making them unable to move. If a unit is hit while under effect of Shatter the Shatter Ice will break and units damaged by the Shattering ice will also be frozen.

Warlord:
- Juggernaut: Rushes at a target enemie unit at high speed knocking it down (death animation) for 5 seconds, while the unit is knowckeddown it will gain double damage from all attacks from the Warlord.
- Pulverizing Roar (For the Horde!) (Berserkers Rage): Roars, encouraging nearby friendly units (increases attack power by 8/16/24%), and strikes fear into nearby enemie units (Decreasing movement speed by 20/35/50% and attack speed by 10/15/20%).

Deadeye:
- Doom Shot: Deadeye charges an arrow for 1 second and releases it when at full strenght, the arrow passes through all enemies dealing 2/3/4*argility damage and causes units hit to bleed for 3 seconds. This shot is so powerfull it throws Deadeye back for xrange when he releases the shot.
- No escape (When you have to shoot, shoot; don't talk(*whistles*)): Blinks behind a target (about 300 range) firing an arrow into the back of the target dealing x damage, this ability deals 20% increased damage against Un-, light-, or medium armored units.
- Killing Streak (Lock 'n Load): Increases the attack speed of Deadeye by 20/40/60% for 8 seconds, everytime he kills a unit while Kill Streak is active the duration gets increased by 4 seconds.
- Final Shot (Destroyer of Hope) (Never know what hit them shot) (Improved Doom shot, mark-2) (All your health points are belong to us shot): Fires a special shadow arrow into a target dealing x damage and y (low) damage every second, this lasts until the target is dispelled or dies. When a unit dies while under the effect of Final Shot all health drained by the DoT effect of Final Shot will be added to Deatheye (up to a maximum of z health).

Dragon Slayer:
- Annihilate (Finishing Touch) (Sealed Fate): Deals x (high) damage to a target enemie unit. If the target unit of this ability DOESN'T get killed by this ability the Dragon Slayer will get y% reduced attack and movement speed.

Just so you know I haven't realy thought about the multiple combinations of abilities this hero can use, or how this will work in practise. :p

Satyr, READ THIS FIRST!: this is a melee hero that has different abilities, effects and playing style depending on night or day. The main design was for him to be Stealthy and uses trickery at night, while he's a bit of a Blademaster at day (high damage, fast). Most (not all) of his ability effects are quite short (6-10 seconds), but they have strong effects and when combined right should make for a pretty annoying hero to fight. :p
- Calculated strike: Deals x damage and (Day: Casts Faerie fire on the target decreasing armor by 1/3/5 for 25 seconds and revealing the target) or (Night: Decreases the enemies chance to hit on attack by 30/50/70%).
- ---blades: Dealing x damage and (Day: Reflective Blades: gives the Satyr a buff that reflects 10/20/30% of spell damage for 6 seconds). or (Night: Shadow Blades: Unbalances a target decreasing movement speed and makes the target unable to dodge attacks).
- (Name changes with day/night): (Day: Seal Fate: (This name again? :O) Causes x damage on a target enemie unit and reduces all healing on the target unit by 100% for 8 seconds). (Night: Assassination: Deals x damage, this damage gets increased in % by the amount of % of life the target unit misses (If the unit has 99% of its health this ability wil deal 101% damage, and if the target only has 20% of its life this ability will deal 180% of the damage, make sure the base damage isn't too high)).
Ulti: - (Name changes with day/night) (passive): (Day: Neverending Battle: Gives the Satyr a 10/15/20% chance to critical hit on attack dealing 50% increased damage, the Satyr will gain 75% of the damage dealt as health). (Night: Shadow Walker: Permanently makes the Satyr invisible less when attacking or revealed, has a 5 second duration before he can disapear into the shadows).

So, let me know what you think about it and I'll try to come up with some more if you want. :)

========EDIT========
Omg! I almost forgot your Vampire hero. :O
- Corrupting Plague: Hits the target with a plagued strike causing the unit to feel very, very, ill. (Not just very, but very, very). Decreases the units movement speed, attack speed, attack power, chance to hit, mana regeneration by x% and deals y damage over time (Don't make the effects too high, should be a low/medium decrease on everything).
- Leech: Spawns 4 Leeches (low attack, low health). The Leeches drain blood from the target on attack storing it in their bodies, when a Leech dies it gets released healing the Vampire for the amount of damage they've done.
========/EDIT========
 

Necrach

You can change this now in User CP.
Reaction score
62
Cloud Witch

A normal spellcaster, which should be good if you can control it.
Primary attribute: Intelligence

abilities:
Invisibility - Target cast, like Sorceress' original spell. Can be cast at self or allies. Shouldn't last too long, though!

Thunder mark - This spell works exactly OPPOSITE to Frost Shield (Lich). It is cast on an enemy, and that unit's armor is decreased, as well as any melee unit attacking the marked unit have its speed increased! Have some electrical/thunder effect and maybe deal minor damage on cast.

Tornado - Like Sea Witch ulti, however the time the units are up in the air should be very short (increasing with levels, though)

Cloud - Clouds the senses of an enemy hero. Temporary grants a % chance of missing attacks, and PERMANENTLY decreases the unit's Intelligence by 1. The miss chance should increase heavily with levels, as the Intelligence decreased must stay 1 point for balance reasons :eek:
 

mapguy

New Member
Reaction score
46
Name: Trinistack
Class: supresser

Oblivion circle:
Creates a circle of anti magic in a region which causes enemies inside it to lose 4% of their health and mana per second. Double life and mana loss for creeps and summons. 400AOE
Level 1: Lasts 3 seconds (+1 per level)

Trinisphere:
Spells cast by nearby enemies costs 50% more mana to cast.
Level 1: 300 AOE (+100 per level)

Armageddon:
Creates a pulse of catastrofic energy which slows nearby enemies movement and attack speed by 40% and reduces their mana to zero. Enemies affected by the pulse will slowly recover their speed and mana over time.
Level 1: Restores speed and mana over 2.5 seconds (+0.6 seconds per level).

Stack: ULTIMATE (CHANNELING)
Evokes dark energy around trinistack dealing 100 damage per second to himself and all nearby enemies. Enemies inside the Stack will also lose 40 mana points per second. Lasts 6 seconds.
Level 2: 150 damage per second and 60 mana loss per second.
 

DioD

New Member
Reaction score
57
I will post this again until someone makes this hero. Ormus Maiden will be part of Warcraft III!

My battle.net forum thread was deleted I think because of some cruel posters. Let's not do those things here.

The Ormus Maiden is derived from the Orc Blademaster statistics with only two strength weaker then the Blademaster but two intelligence stronger then the Orc Blademaster to make her more caster like (similar to the Warden from the Demon Hunter). She rivals to the Paladin, the Mountain King and the Demon Hunter when being as Orgulla (her true self) and using her default abilities: Medica (heal lots of hit points to a single target) and Zombie Bomb (turns recovery into damage), using it against an enemy Hero. Also can protect and recovery health and mana for nearby allies using Reversing Dew.

She is a Hero Killer Hero, particularly being an Anti-Blademaster Hero while being in Eryu personality; able to deal massive damage quickly using Specter Bomb. Use Specter Bomb and combo it up with a Hero Killer spell or use another Specter Bomb to double or even triple up the damage!! Eryu is also able to reveal and permanently share a unit's or a Hero's vision using Glare Flare (also used for scouting like the Zerg's Parasite ability). Using Blood Dancer on herself or a another Hero, allowing it to recover mana the more mana points being spent and deal astronomical damage if heavily injured, surpassing even the mighty Blademaster's damage himself! Unless it is used on a Blademaster, then that would be very horrid to the enemy!

Being as Manes can absolutely disable an enemy Hero from using Scroll of Town Portal using Cyclone if you know you're going to win! Using Whirl Veil on Mortar Teams to grant them a "Wind Walk" like status effect and sneak into an enemy town without using Sorceresses to destroy the town hall! And using Hurricane can allow you to do a divide and conquer tactic, helping to even the odds or turn the tables in your favor if you're evenly matched!

Drusilla the fourth and last personality can use Confusion (similarly using Hex) on a enemy unit or Hero. Using Psycho Steal ables you to steal an enemy Hero's experience points or steal the Hero's item using the same spell! If you use Domination to control the enemy's Hero for a few seconds, you can use the controlled enemy Hero to drop all the items on the ground and you steal all the goodies or an ally, use the Hero's spells against the enemy and/or even kill the enemy's Hero! Buying and finding items that increases mana capacity prolongs the use of Domination but may also render for the Ormus Maiden to pick up some stolen items.

Not every spell may be the best for every situation so switch to different spells when you can.

The drawbacks using the Ormus Maiden is that you can only switch to one personality every once a short while and may can't switch them exactly the way you want them to. Her major weaknesses are her low spell levels and lack of mana, so suck her mana out with the Demon Hunter's Mana Burn spell, the Blood Mage's Siphon Mana and/or Zombie Bomb to really cause havoc. Or use Silence and/or Soul Burn on her! And she is also a fan of using lots of buffs that can be dispelled, including: Cyclone, Whirl Veil (if detected) and Confusion, so perhaps getting some anti-casters like Dryads, Priests, Walkers, etc might be a good idea.

Buy up items such as Potions of Mana as she does uses lots of mana in some forms or Potions of Health to help keep her alive and to prolong the use of the Blood Dancer passive skill while she's in Eryu's personality. Having just one Periapt of Vitality item while having Blood Dancer effect on your Hero adds 150 damage to that Hero's attack if damaged by 150 hit points! Keeping the Hero alive with invulnerability potions will be all the more useful to maintain high damage output while under the effects of Blood Dancer! Having a Pendant of Energy increases her mana supply by 150 (especially useful for prolonging the use of Domination)! If you like to keep switching personalities while she has a low level, buy Tomes of Retraining to make her more flexible and more respond-able to a wide variety of situations, to use the right Hero Abilities at the right time! Basically almost any items can be used to further enhance the Ormus Maiden's power.

Ormus Maiden Orgulla
(Her True Self, Eye Color: Teal): Warrior Hero, adapt at healing, assassination and switching to
different personalities. Can learn Medica, Zombie Bomb, Awakening Mode and Reversing Dew.

(S1.) Medica: Healing magic that can heal an ally or enemy target. Similar to the Paladin's Holy Light spell, except that it deals no damage to a enemy living or Undead unit and Hero unless it has been 'zombied' or 'reversed'. May or may not be used on herself. Cannot heal "Invulnerable" units and Heroes.
Level 1: 75 MP, Heals 200 Hit Points or 200 Zombie and Reverse Damage,
5 Seconds Cooldown, 800 Cast Range.
Level 2: 75 MP, Heals 400 Hit Points or 400 Zombie and Reverse Damage,
5 Seconds Cooldown, 800 Cast Range.
Level 3: 75 MP, Heals 600 Hit Points or 600 Zombie and Reverse Damage,
5 Seconds Cooldown, 800 Cast Range.

(S2.) Zombie Bomb: Takes damage from health and mana recovery and overtime regeneration once or will blow up for a set amount of health and mana damage. Does not get dispelled until the target reaches a certain point. Cannot be dispelled. Does not stack with Specter Bomb. If the target has the Specter Bomb status, it then get replaced by Zombie Bomb instead. Can also be cast on self or a friendly target.
Level 1: 75 MP, 100% Health or Mana Damage Once or Detonates In 6 Seconds To Deal 75 Health and Mana Damage or 75 Health and/or 75 Mana Dispel Damage Limit, 5 Seconds Cooldown.
Level 2: 75 MP, 100% Health or Mana Damage Once or Detonates In 6 Seconds To Deal 150 Health and Mana Damage or 150 Health and/or 150 Mana Dispel Damage Limit, 5 Seconds Cooldown.
Level 3: 75 MP, 100% Health or Mana Damage Once or Detonates In 6 Seconds To Deal 225 Health and Mana Damage or 225 Health and/or 225 Mana Dispel Damage Limit, 5 Seconds Cooldown.

(S3.) Awakening Mode: (Has 2 Buttons (W & O)) Switches to a different personality and set of abilities. Note: Spells and abilities that are in the corresponding command slots are automatically learned with the corresponding spell or ability level of Orgulla. All Ultimate spells' cooldown are shared among each other. Personality change lasts until it is changed again.
Level 1: 30 MP, 30 Seconds Cooldown, Can awaken Eryu personality.
Abilities: Specter Bomb, Glare Flare and Blood Dancer.
Level 2: 15 MP, 15 Seconds Cooldown, Can also awaken Manes personality.
Abilities: Cyclone, Whirl Veil and Hurricane.
Level 3: 10 MP, 10 Seconds Cooldown, Can also awaken Drusilla personality.
Abilities: Confusion, Psycho Steal and Domination.

(U4.) Reversing Dew: 150 MP, 10 Seconds Duration, 180 Seconds Cooldown, 1000 Area of Effect Radius. Health and mana recovery and damage or expenditure are reversed. Reversed healing "damage" and "expenditure" ignores Spell Immunity. Cannot be dispelled in any form. This spell works like Roar except you must choose a target first. If you choose a friendly target, it will only effect friendlies. If you choose an enemy target, it will only effect enemies. -1 HP/MP = +1 HP/MP!

Ormus Maiden Eryu (Orgulla's Second Personality, Eye Color: Green): Warrior Hero, adapt at assassination, scouting and switching to different personalities. Can learn Specter Bomb, Glare Flare, Awakening Mode and Blood Dancer.

(S1.) Specter Bomb: Increases spell damage and is dispelled after it has been chained with a damage spell or will blow up for a set amount of damage. Casting Specter Bomb again on the same target twice adds up to 200% spell damage or twice as much detonation damage and the third cast adds up to 300% spell damage or three times as much detonation damage. Double or triple Specter Bomb combo resets detonation timer. Has a triple combo maximum limit. Cannot be dispelled. Does not stack with Zombie Bomb. If the target has the Zombie Bomb status, it then get replaced by Specter Bomb instead. Can be cast on self/friendly target. Stacks with Reversing Dew.
Level 1: 75 MP, +100% Spell Damage or
Deals 100 Single/200 Double/300 Triple 6 Sec Detonation Damage, 0 Cooldown.
Level 2: 75 MP, +100% Spell Damage or
Deals 200 Single/400 Double/600 Triple 6 Sec Detonation Damage, 0 Cooldown.
Level 3: 75 MP, +100% Spell Damage or
Deals 300 Single/600 Double/900 Triple 6 Sec Detonation Damage, 0 Cooldown.

(S2.) Glare Flare: Increases physical and spell damage taken, as well as health and mana recovery and permanently gives vision of that target. Cannot be dispelled in any form until the marked target dies. Spell does not stack.
Level 1: 100 MP, +25% Increase to all Damage Taken,
Health & Mana Recovery, Permanently Shares Vision.
Level 2: 50 MP, +50% Increase to all Damage Taken,
Health & Mana Recovery, Permanently Shares Vision.
Level 3: 33 MP, +75% Increase to all Damage Taken,
Health & Mana Recovery, Permanently Shares Vision.

(S3.) Awakening Mode: (Has 2 Buttons (W & O)) Switches to a different personality and set of abilities. Note: Spells and abilities that are in the corresponding command slots are automatically learned with the corresponding spell or ability level of Orgulla. All Ultimate spells' cooldown are shared among each other. Personality change lasts until it is changed again.
Level 1: 30 MP, 30 Seconds Cooldown, Can awaken Eryu personality.
Abilities: Specter Bomb, Glare Flare and Blood Dancer.
Level 2: 15 MP, 15 Seconds Cooldown, Can also awaken Manes personality.
Abilities: Cyclone, Whirl Veil and Hurricane.
Level 3: 10 MP, 10 Seconds Cooldown, Can also awaken Drusilla personality.
Abilities: Confusion, Psycho Steal and Domination.

(U4.) Blood Dancer: (Autocast On Self) 75 MP, Lasts 120 Seconds, 90 Seconds Cooldown, cannot be dispelled. Casts a spell unto herself or an ally target to deals more attack damage the more it is injured as well as increased mana recovery the more the expenditure. -1 HP/MP = +1 Damage/MP!


Ormus Maiden Manes
(Orgulla's Third Personality, Eye Color: Blue): Warrior Hero, adapt at using wind spells and switching to different personalities. Can learn Cyclone, Whirl Veil, Awakening Mode and Hurricane.

(S1.) Cyclone: Tosses a non-mechanical unit into the air, rendering it unable to move,
attack or cast spells, and stopping others from attacking or casting on it.
Level 1: 150 MP, 20(5) Seconds Duration, 5 Seconds Cooldown, 600 Cast Range.
Level 2: 150 MP, 40(10) Seconds Duration, 5 Seconds Cooldown, 600 Cast Range.
Level 3: 150 MP, 60(15) Seconds Duration, 5 Seconds Cooldown, 600 Cast Range.

(S2.) Whirl Veil: Makes units around Eryu to become invisible and increase
the movement speed of all nearby allies by 100% temporary. Units under the effects of
Rose Storm can phase through units. Also effects mechanical units. Does not affect
Spell Immune units. This is a buff and can be dispelled if detected.
Level 1: 55 MP, 10 Seconds Duration, 1 Second Cooldown,
500 Area of Effect, +100% Increase to Movement and Invisibility.
Level 2: 55 MP, 20 Seconds Duration, 1 Second Cooldown,
500 Area of Effect, +100% Increase to Movement and Invisibility.
Level 3: 55 MP, 30 Seconds Duration, 1 Second Cooldown,
500 Area of Effect, +100% Increase to Movement and Invisibility.

(S3.) Awakening Mode: (Has 2 Buttons (W & O)) Switches to a different personality and set of abilities. Note: Spells and abilities that are in the corresponding command slots are automatically learned with the corresponding spell or ability level of Orgulla. All Ultimate spells' cooldown are shared among each other. Personality change lasts until it is changed again.
Level 1: 30 MP, 30 Seconds Cooldown, Can awaken Eryu personality.
Abilities: Specter Bomb, Glare Flare and Blood Dancer.
Level 2: 15 MP, 15 Seconds Cooldown, Can also awaken Manes personality.
Abilities: Cyclone, Whirl Veil and Hurricane.
Level 3: 10 MP, 10 Seconds Cooldown, Can also awaken Drusilla personality.
Abilities: Confusion, Psycho Steal and Domination.

(U4.) Hurricane: Deals minor damage to all organic and mechanical enemies and blows them away
at a great distance around the Ormus Maiden. Ignores spell immunity and disrupts spell channeling.
90 MP, 40 Full Damage, No Damage Cap, 1000 Area of Effect, 6 Seconds Cooldown,
Ignores Spell Immunity and Disrupts Spell Channeling.


Ormus Maiden Drusilla
(Orgulla's Fourth Personality, Eye Color: Red): Warrior Hero, adapt at mental domination, thievery and switching to different personalities. Can learn Confusion, Psycho Steal, Awakening Mode and Domination.

(S1.) Confusion: Confuses an enemy target to be
uncontrollable temporary and does a random action per second.
Level 1: 100 MP, 20.01(3.01) Seconds Duration, 6 Seconds Cooldown.
Level 2: 75 MP, 40.01(5.01) Seconds Duration, 6 Seconds Cooldown.
Level 3: 50 MP, 60.01(7.01) Seconds Duration, 6 Seconds Cooldown.

The uncontrollable target does the following:
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(For Both units and Heroes)
- Disrupts spell channeling when just inflicted.
- Disrupts spell channeling per second (very high probability).
- Cannot control the affected unit or Hero while confused temporary.
- Cast spells and items that otherwise can only be casted unto allies.
- A Command Slot or Inventory Slot (for Heroes only) that is unusable or is empty
will be skipped and automatically chooses the next random command.
- This spell can be used as a unit or Hero killer!
--------------------------------------------------------------------------------------------------------------------------------------------
(For Confused Unit)
Confused Move Command: 10% chance of action that the confused unit will move automatically to the closest target (enemy or ally or neutral) until it has reached the target and automatically chooses the next random action. (10%/100%)

Confused Stop Command: 10% chance of action that the confused unit will stop instantly for a very short brief and automatically chooses the next random command. (20%/100%)

Confused Hold Position Command: 10% chance of action that the confused unit will hold position instantly for a very short brief and automatically chooses the next random command. (30%/100%)

Confused Attack Command: 10% chance of action that the confused unit will attack the closest target indiscriminately (friend and foe alike, as well as neutral target and structures) until it has attempted to hit once and automatically chooses the next random command. (40%/100%)

Confused Patrol Command: 10% chance of action that the confused unit will patrol to the closest target. May not choose the next random command while patrolling the target unless stunned. (50%/100%)

Confused Spell or Ability Command: 10% chance of action that a spell or ability will automatically be used on itself or the closest target. If the spell chosen automatically happens to be a healing spell, it might be used on itself or the closest target. If it is the Paladin's Holy Light or the Death Knight's Death Coil spell, it will automatically be used on the nearest possible target regardless if it is an enemy or an ally. If it is a area of effect spell automatically be used like Blizzard, Flame Strike, Rain of Fire, Healing Spray, Lightning Shield (closest target only), Sentry Ward, Stasis Trap, Healing Ward, etc, it will cast it on itself indiscriminately. If it is just a target spell, it will automatically cast it on the closest target. And if it is a self one click spell like Divine Shield, Chemical Rage, Berserk, etc, it will automatically be used. If it happened to be a automatic spell or ability that has an automatic function or is chosen an empty Command Slot, it will be skipped and automatically chooses the next random command. After a spell or an ability is used completely or the spell channeling is interrupted prematurely, the confused unit will automatically chooses the next random command. A confused unit may still be able to use a spell channeling spell if chances will allow the unit to use it (in this case, any disrupting spell can be used to stop the spell channeling). (10% x 5 = 50% chance that a regular spell or ability will automatically be used.) (100%/100%)
--------------------------------------------------------------------------------------------------------------------------------------------
(For Confused Hero)
Confused Move Command: 5% chance of action that the confused Hero will move automatically to the closest target (enemy or ally or neutral) until it has reached the target and automatically chooses the next random action. (5%/100%)

Confused Stop Command: 5% chance of action that the confused Hero will stop instantly for a very short brief and automatically chooses the next random command. (10%/100%)

Confused Hold Position Command: 5% chance of action that the confused Hero will hold position instantly for a very short brief and automatically chooses the next random command. (15%/100%)

Confused Attack Command: 5% chance of action that the confused Hero will attack the closest target indiscriminately (friend and foe alike, as well as neutral target and structures) until it has attempted to hit once and automatically chooses the next random command. (20%/100%)

Confused Patrol Command: 5% chance of action that the confused Hero will patrol to the closest target. May not choose the next random command while patrolling the target unless stunned. (25%/100%)

Confused Hero Abilities Assigning Command: 5% chance of action that an unused point will be used once and a spell or an ability will be randomly selected and automatically chooses the next random command. If there is no point to be automatically used randomly, it will skip this confused command and automatically chooses the next random command.
(Out of Four = 25% chance, Out of Three = 33% chance, Out of Two = 50% chance and only one = automatic.) (30%/100%)

Confused Spell or Ability Command: 6% chance of action that a spell or ability will automatically be used on itself or the closest target. If the spell chosen automatically happens to be a healing spell, it might be used on itself or the closest target. If it is the Paladin's Holy Light or the Death Knight's Death Coil spell, it will automatically be used on the nearest possible target regardless if it is an enemy or an ally. If it is a area of effect spell automatically be used like Blizzard, Flame Strike, Rain of Fire, Healing Spray, Lightning Shield (closest target only), Sentry Ward, Stasis Trap, Healing Ward, etc, it will cast it on itself indiscriminately. If it is just a target spell, it will automatically cast it on the closest target. And if it is a self one click spell like Divine Shield, Chemical Rage, Berserk, etc, it will automatically be used. If it happened to be a automatic spell or ability that has an automatic function or is chosen an empty Command Slot, it will be skipped and automatically chooses the next random command. After a spell or an ability is used completely or the spell channeling is interrupted prematurely, the confused Hero will automatically chooses the next random command. A confused Hero may still be able to use a spell channeling spell if chances will allow the Hero to use it (in this case, any disrupting spell can be used to stop the spell channeling). (6% x 4 = 24% chance that a regular spell or ability will automatically be used.) (54%/100%)

Confused Ultimate Spell Command: 10% chance of action that the ultimate spell will automatically be used on itself should it be any automatic one-click spell like Avatar, Metamorphosis, Resurrection, Phoenix, Starfall, Tranquillity, etc or should it be an area of effect spell to be cast on itself indiscriminately like Inferno, Death And Decay, Earthquake, etc, or should it be a target spell like Mass Teleport, Doom, Charm, Transmute, etc, it will automatically cast it on the closest target. If it happened to be a automatic spell or ability that has an automatic function like Reincarnation or Blood Oath or is automatically chosen an empty Command Slot, it will be skipped and automatically chooses the next random command. Affected Command Slot 12 or the bottom right corner of the Command Card. (64%/100%)

Confused Inventory Item Command: 6% chance of action that a random item will be automatically used and the double click function may be used as well (this is for Scroll of Town Portal item). If an item is randomly selected that has a passive function or if it is an empty slot, it will be skipped and automatically chooses the next random command. (6% x 6 = 36% chance that an item with a charge will automatically be used.) (100%/100%)

(S2A.) Psycho Steal: Drains experience points from a enemy Hero. Note: Based on from Siphon Mana and Life Drain averaged together and is "doubled powered" afterwards, with cooldown being exception.
Level 1: 85 MP, Steals 40 EXP Per Second (280 EXP Total), 7 Seconds Duration, 7 Seconds Cooldown.
Level 2: 85 MP, Steals 70 EXP Per Second (490 EXP Total), 7 Seconds Duration, 7 Seconds Cooldown.
Level 3: 85 MP, Steals 100 EXP Per Second (700 EXP Total), 7 Seconds Duration, 7 Seconds Cooldown.

(S2B.) Psycho Steal: (Autocast Mode Only) When it is on autocast mode (only), it does not steal experience points but instead is used solely to steal a Hero's item (or an enemy creep's item) at the cost of extra mana. The extra cost of mana varies greatly depending on the sell value of gold of the item being stolen. The spell will automatically prioritize steal the strongest item first to the weakest item from a Hero's Inventory. If the spell is interrupted before the 7 seconds channeling duration, the item cannot be stolen. Has a 7 Seconds Duration and 7 Seconds Cooldown.

Level 1:
No Items = No Effect and wasted mana points.
Hero's/Caster's Full Inventory = Item is dropped next to the Hero/caster.
0-50 Gold Sell Value Item =
-10 Initial MP + -10 MP/Sec Totaling 80 MP Used, 100% Chance to Steal.
51-100 Gold Sell Value Item =
-10 Initial MP + -20 MP/Sec Totaling 150 MP Used, 100% Chance to Steal.
101-150 Gold Sell Value Item =
-10 Initial MP + -30 MP/Sec Totaling 220 MP Used, 100% Chance to Steal.
151-200 Gold Sell Value Item =
-10 Initial MP + -40 MP/Sec Totaling 290 MP Used, 100% Chance to Steal.
201-250 Gold Sell Value Item =
-10 Initial MP + -50 MP/Sec Totaling 360 MP Used, 100% Chance to Steal.
251-300 Gold Sell Value Item =
-10 Initial MP + -60 MP/Sec Totaling 430 MP Used, 100% Chance to Steal.
301-350 Gold Sell Value Item =
-10 Initial MP + -70 MP/Sec Totaling 500 MP Used, 100% Chance to Steal.
351-400 Gold Sell Value Item =
-10 Initial MP + -80 MP/Sec Totaling 570 MP Used, 100% Chance to Steal.
401-450 Gold Sell Value Item =
-10 Initial MP + -90 MP/Sec Totaling 640 MP Used, 100% Chance to Steal.
451-500 Gold Sell Value Item =
-10 Initial MP + -100 MP/Sec Totaling 710 MP Used, 100% Chance to Steal.

Level 2:
No Items = No Effect and wasted mana points.
Hero's/Caster's Full Inventory = Item is dropped next to the Hero/caster.
0-50 Gold Sell Value Item = -5 Initial MP + -5 MP/Sec Totaling 40 MP Used, 100% Chance to Steal.
51-100 Gold Sell Value Item = -5 Initial MP + -10 MP/Sec Totaling 75 MP Used, 100% Chance to Steal.
101-150 Gold Sell Value Item = -5 Initial MP + -15 MP/Sec Totaling 110 MP Used, 100% Chance to Steal.
151-200 Gold Sell Value Item = -5 Initial MP + -20 MP/Sec Totaling 145 MP Used, 100% Chance to Steal.
201-250 Gold Sell Value Item = -5 Initial MP + -25 MP/Sec Totaling 180 MP Used, 100% Chance to Steal.
251-300 Gold Sell Value Item = -5 Initial MP + -30 MP/Sec Totaling 215 MP Used, 100% Chance to Steal.
301-350 Gold Sell Value Item = -5 Initial MP + -35 MP/Sec Totaling 250 MP Used, 100% Chance to Steal.
351-400 Gold Sell Value Item = -5 Initial MP + -40 MP/Sec Totaling 285 MP Used, 100% Chance to Steal.
401-450 Gold Sell Value Item = -5 Initial MP + -45 MP/Sec Totaling 320 MP Used, 100% Chance to Steal.
451-500 Gold Sell Value Item = -5 Initial MP + -50 MP/Sec Totaling 355 MP Used, 100% Chance to Steal.

Level 3:
No Items = No Effect and wasted mana points.
Hero's/Caster's Full Inventory = Item is dropped next to the Hero/caster.
0-50 Gold Sell Value Item = -5 Initial MP + -3 MP/Sec Totaling 26 MP Used, 100% Chance to Steal.
51-100 Gold Sell Value Item = -5 Initial MP + -6 MP/Sec Totaling 47 MP Used, 100% Chance to Steal.
101-150 Gold Sell Value Item = -5 Initial MP + -9 MP/Sec Totaling 68 MP Used, 100% Chance to Steal.
151-200 Gold Sell Value Item = -5 Initial MP + -12 MP/Sec Totaling 89 MP Used, 100% Chance to Steal.
201-250 Gold Sell Value Item = -5 Initial MP + -15 MP/Sec Totaling 110 MP Used, 100% Chance to Steal.
251-300 Gold Sell Value Item = -5 Initial MP + -18 MP/Sec Totaling 131 MP Used, 100% Chance to Steal.
301-350 Gold Sell Value Item = -5 Initial MP + -21 MP/Sec Totaling 152 MP Used, 100% Chance to Steal.
351-400 Gold Sell Value Item = -5 Initial MP + -24 MP/Sec Totaling 173 MP Used, 100% Chance to Steal.
401-450 Gold Sell Value Item = -5 Initial MP + -27 MP/Sec Totaling 194 MP Used, 100% Chance to Steal.
451-500 Gold Sell Value Item = -5 Initial MP + -30 MP/Sec Totaling 215 MP Used, 100% Chance to Steal.

(S3.) Awakening Mode: (Has 2 Buttons (W & O)) Switches to a different personality and set of abilities. Note: Spells and abilities that are in the corresponding command slots are automatically learned with the corresponding spell or ability level of Orgulla. All Ultimate spells' cooldown are shared among each other. Personality change lasts until it is changed again.
Level 1: 30 MP, 30 Seconds Cooldown, Can awaken Eryu personality.
Abilities: Specter Bomb, Glare Flare and Blood Dancer.
Level 2: 15 MP, 15 Seconds Cooldown, Can also awaken Manes personality.
Abilities: Cyclone, Whirl Veil and Hurricane.
Level 3: 10 MP, 10 Seconds Cooldown, Can also awaken Drusilla personality.
Abilities: Confusion, Psycho Steal and Domination.

(U4.) Domination: Temporary controls an enemy unit or Hero until the channeling is
interrupted or out of mana. Can also control any level of creep. Can disrupt channeling spells.
0 MP (Initially), 30 MP Per Second, 600 Cast Range, 700 Area of Effect, 45 Seconds Cooldown.



Tell me if you are interested in joining this TEAM!

Here is my facebook: http://www.facebook.com/Vex.Kasrani

this is *great* hero, make it!
 

NoobImbaPro

You can change this now in User CP.
Reaction score
60
Jungle troll
(known model ofc)
Melee
Base Stat: Strength

First Ability:
Lance of Fury
Active
"Troll becomes very angry and throws a spear with great force to enemy. The enemy get's major bleed"

Damage: 50(+25 per level)
Damage per Second:10(+5 per level) 4 seconds
Critical chance(only ability damage):10%(+2.5% per level) (x1.5/1.75/2)

Second ability
Iron Body
Active
"Troll Becomes enraged and that makes him not feel the pain"

Defense: +10(+7.5 per level)
Hp Regen: +5
Chance to miss an attack: +5%(+2.5% per level)
Lasts 10 seconds

Third ability
Bless of nature
Passive
"Troll gets blessed from every spirit that trees have"

Area of effect:600(+200 per level)
Damage bonus:+3 per tree
Defense bonus:+2 per tree
Critical chance Bonus(doesn't affect first ability's chance):+1% per tree (x3)

Ultimate ability
Engulf the spirit
"Troll destructs every tree in 2000 radius and absorbs the spirits of them. Then he evolves into a new enchanted form for a limited time with great combat abilities"
(Make him x1.5 bigger and add a black effect at his chest (my opinion)

Third ability is disabled, second becomes passive, and first has 100% critical chance
Furthermore:
Damage bonus:+10 per absorbed spirit (I mean tree :p)
Movement speed:+5 per absorbed spirit
Attack speed:+4% per absorbed spirit
Critical chance bonus:+3% per absorbed spirit
Lasts 20 seconds
 

fiendfyre912

New Member
Reaction score
2
Here's a hero I made for my own map, but not using at the moment.

Guard Captain
Theme: Melee disruption

Smite
Instant Cast

Quickly tackles enemies in front of self, knocking them back and dealing damage.

Level 1 - 80 damage, 200 knock back over 0.5 seconds.
Level 2 - 120 damage, 250 knock back over 0.5 seconds.
Level 3 - 180 damage, 300 knock back over 0.75 seconds.


Backblow
Single-target Enemy Unit

Grabs target and throws it behind self. Deals damage and slows upon landing.

Level 1 - 50 damage, 300 toss range. 25% slow, decreasing over 3 seconds.
Level 2 - 75 damage, 350 toss range. 35% slow, decreasing over 4 seconds.
Level 3 - 100 damage, 400 toss range. 45% slow, decreasing over 5 seconds.


Untamed Might
Passive

Passively increases damage dealt by spells.
Level 1 - Increases damage by 50% of Str.
Level 2 - Increases damage by 75% of Str.
Level 3 - Increases damage by 100% of Str.


Fling
Single-target Unit, Point

Grabs target and throws it to target point. Deals damage and stuns enemies caught in the AoE.
Level 1 -200 damage, 700 cast range. Stuns for 1.5 seconds.
Level 2 - 300 damage, 800 cast range. Stuns for 2 seconds.

*Note - After choosing a target unit, a skill replaces Fling, which allows the player to target a point to where the target will be flung. Will not fling if target is farther than 300 units from caster. Can target ally or enemy units.
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
Since I have no idea the average damage/health of the units in your map, I'll let you customize the damage/health yourself. Please do balance the unit with your map or other units.

Stealth Hunter (Ignacy)

icons_1506_btn.jpg


Atrritbute Base + gain(E.g. Agility 15 + 1.5)
Agility Average + High
Intelligence Average + Average
Strength High + low


Type of hero:
Support/Chase/Runner/melee

Pros/Cons:
Very fast, high evasion. With invisibility and able to slow and amplify damage to units. Good against physical/melee units but very weak against spellcasters. Very low life force.

This young hunter that has lived in the jungles all his life has finally been called out, and asked to serve for his country. Not skilled in any aspect of battle, but one with nature. Donning his father's black robes, he aspired to be as great.



Deadly Vines [Active - Point target]

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Years of studying the biology of the jungle, Ignacy discovered an instant growing vine that quickly grasp around whatever support it has.
When placed on the ground, enemies that walk pass will be slowed and physical attacks will be enhanced against the target.
Slowed by 30%/40%/50%/60%
Physical attacks enhanced by 10%/20%/30%/40%
Lasts for 3 seconds.
Limit of vines placed 7/9/11
Cooldown 50/40/30



Fade [Passive]

icons_12135_btn.jpg


Ignacy is able to blend between trees after hunting in the jungle for years.
Ignacy automatically fades whenever he is near trees. Movement does not disrupt but attacking and casting spells disrupt his invisibility.
Fade time 4.5/3/1.5 seconds
Note: Recommended to either not have trees in opponent's base or a tower of truesight in the base.


Nature's sight [Active - Unit Target]

icons_6859_btn.jpg


Ignacy has mastered communication of the wild and is able to call upon help from Nature when he deems fit.
Ignacy is able to summon an uncontrollable hawk that is ordered to follow a unit. The hawk is invisible and invulnerable. (Units will not know they are being followed, only if they have item that gives truesight. Hawk cannot be killed.)
Lasts for 20/35/50 seconds.


Skilled hunter [Passive - Ultimate]

icons_10422_btn.jpg


Ignacy is able to improve reflexes over time after battle at the own cost of his health.
Ignacy can increase his movement speed, attack speed and evasion at the cost of his life.
Increases attack speed by 5%/10%/15%
Increases movement speed by 5%/7.5%/10%
Increases evasion by 10%/20%/30%
Reduces health permanently by 250/500/750

Credits:
TheHiveWorkshop
Model
Icon
Fade
Deadly Vines
Nature's sight
Skilled Hunter
 
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