Hero/Spell Ideas

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
Well, anything really. So long as all its spells fit with one of its animations, I'm perfectly fine. I've used the following models, so hopefully no repeats: Orc Warlock (Green), Eredar Diabolist, Blood Mage and Hippogryph.
 

Necrach

You can change this now in User CP.
Reaction score
62
What about a Scarab hero? (Carrion Beetle model) with spells like these

Burrow - To make this not unbalanced on a hero, give it a huge cooldown so that he cannot burrow fast again after burrowing and unburrowing. Also, the regeneration bonus should be small but increase with level (and the cooldown should of course decrease, slightly)

Beetle Bless - Exactly like a scroll of protection!

Crypt insects - Summons 3/4/5 etc units that looks like the Crypt lord hero (but small), with a short duration but with the Feedback ability. Their movement speed should be high, hit points and mana burned increases with levels (not damage)

Sun Scale - Ulti. For 20 seconds, the Scarab gets +6 armor, +200 hp and 50% spell damage reduction. In addition to this, when cast, the Scarab flashes brightly blinding all nearby enemies (like a Howl of Terror but with different animations ;))
 

Ignitedstar

New Member
Reaction score
1
This is a beetle hero concept that I made years ago for an AoS. He never got made as the team quit (due to real life), so here it comes, rising through the ashes of forgotten AoS heroes. The original concept was to be a "reckless" strength hero that could tank. It went much farther than that.

Gehnoch
Terran Long Horn
(Yes, he is a beetle.)

Attributes: Strength > Agility > Intelligence

1st Skill: Chaos Spike Ally/Enemy Unit Target, Melee Cast Range
  • Assaults the target unit by hooking them onto his enormous horn and rocketing them into the air, landing [X] distance behind the Terran Long Horn. When the victim lands, they take [X] damage and stun ALL surrounding units in a [X] AoE for one second. Affected units that are allies do not take damage.
2nd Skill: Dust Plow Point Target, 700 Cast Range
  • The Terran Long Horn readies his six legs and rampages towards his destination, dealing [X] damage to any enemy in his path. Any unit that is within [X] of the Terran Long Horn's collision radius are dragged as he charges towards the target point. Dragged allies do not take damage. As he proceeds, he kicks behind him clouds of dust that temporarily blind enemies in a 350 AoE, having a 20% chance to miss upon attacking. The dust clouds last for 5 seconds.
3rd Skill: Gaea Arms Self Only, On/Off Toggle
  • The Terran Long Horn covers himself in plates made from the planet's bedrock, significantly increasing his armor by [X]. However, this defensive measure greatly reduces the Terran Long Horn's movement speed by 50%. Drains [X] mana per second.
Elite Skill: Dune Raid No Target, Instant, Not Channeling
  • The Terran Long Horn will swipe the ground every [X] seconds for [X] seconds, causing it to become a thick haze of dust. Every cloud of dust generated by this ability reduces the morale of surrounding enemies in a 250 AoE by [X] and decreases their movement speed by 20% for 3 seconds.
Ultimate: Terra Homing Point Target, At-Point Cast Range
  • The Terran Long Horn musters his strength into the earth, crushing the surface from below to reveal a dark abyss. ALL units within a 500 AoE fall into the hole and take [X] damage every [X] seconds as they are crushed by falling debris and have their movement speed reduced by 50% for the duration of the spell. After [X] seconds, the shattered earth returns to normal height, sending all affected units skyward, dealing [X] damage to all enemies. Allies do not take damage, but are still slowed.
 
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