[Heroes] Spell Ideas

Archideas

Active Member
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Cutting the crap, I need some ability ideas for my heroes. Preferably synching with each other. Details for each heroes are below.

FemurtheCursed2.png

Role: Tank
Abilities:

th_BTNRottenFlesh.png

Rotten Flesh - Passive

Femur's rotten flesh gives away a strong odor. The stench is so unholy that nearby enemy units will lose health overtime and lose movement and attack speed.

Level 1 - Drains 4 health every second and decreases movement speed by 10% and attack speed by 5%.
Level 2 - Drains 6 health every second and decreases movement speed by 15% and attack speed by 10%
Level 3 - Drains 8 health every second and decreases movement speed by 20% and attack speed by 15%

BTNRegenerationAura.png

Vengeful Blight - Passive - Ultimate

Femur's unholy presence intensifies as he suffers battle wounds. Increases the effects of Rotting Flesh by 45% and adds a 35% chance to block incoming damage. When Femur blocks an attack, the blight violently explodes from his body, dealing 65 damaging to nearby enemies. Only triggers when Femur is at or below 60% health.

Bloodbeak.png

Role: Tank
Abilities: None

RhytahlLilth2.png

Role: Damage Dealer
Abilities:

th_BTN_Wraith_ColdTouch2.png

Submittal Strike - Active/Target Unit

Strikes an enemy unit with a swift and deadly strike, dealing damage and reducing its armor for a period of time.

Level 1 - Strikes an enemy unit with a swift and deadly strike, dealing 50 initial damage plus 2 times Rhy'tahl's Agility and reducing its armor by 2.
Level 2 - Strikes an enemy unit with a swift and deadly strike, dealing 75 initial damage plus 2.25 times Rhy'tahl's Agility and reducing its armor by 3.
Level 2 - Strikes an enemy unit with a swift and deadly strike, dealing 100 initial damage plus 2.5 times Rhy'tahl's Agility and reducing its armor by 4.

BTNSlowPoison.png

Lethal Poison - Passive

Imbues Rhy'tahl's daggers with a lethal poison, inflicting damage and reducing both attack and movement speed for 5 seconds.

Level 1 - A poison attack that deals 4 damage per second, and slows the target enemy's movement by 40% and attack by 15% for 5 seconds.
Level 2 - A poison attack that deals 5 damage per second, and slows the target enemy's movement by 50% and attack by 20% for 5 seconds.
Level 2 - A poison attack that deals 6 damage per second, and slows the target enemy's movement by 60% and attack by 25% for 5 seconds.

th_BTNEvadeNE.png

Juxtapose (In lack of better name) - Passive

Allows Rhy'tahl to create copies of herself by using the blood drawn from her enemies in combat. Illusions deal 20% damage and take 200% increased damage. Lethal Poison stacks with each illusion.

Level 1 - 3% chance upon attack to create an illusion that deals 20% damage and takes 200% increased damage. Lethal Poison stacks with each illusion.
Level 2 - 6% chance upon attack to create an illusion that deals 20% damage and takes 200% increased damage. Lethal Poison stacks with each illusion.
Level 2 - 9% chance upon attack to create an illusion that deals 20% damage and takes 200% increased damage. Lethal Poison stacks with each illusion.

Zulrokh2.png

Role: Damage Dealer
Abilities:

BTNBerserkForTrolls.png

Berserker - Passive

Mastering the arts of berserking, Zul'rokh enters a permant stage of frenzy, passively increasing his attack speed, damage and enhances his abilities.

Adds 15% attack speed and 10% attack damage.

SerenaSerpus2.png

Role: Support/Damage Dealer
Abilities:

BTNTranquility.png

Siren's Call - Active/Target Unit

Known for their skills of seduction, Serperus is able to temporarily seduce enemy units to turn on their allies.

Level 1 - Adds 10% attack damage to seduced target. Lasts 6 seconds.
Level 2 - Adds 15% attack damage to seduced target. Lasts 9 seconds.
Level 2 - Adds 20% attack damage to seduced target. Lasts 12 seconds.

These are the spells I currently have for these heroes, they're all replaceable except for Lethal Poison, Juxtapose and Siren's Call. Let your imagination run wild! +rep to anyone who brings good and usable ideas. Credits will be given in my map, The Imperial Prison.

*EDIT* 23/02/2010

Updated Femur's abilities. Those two are now irreplacable. Thanks to SafeFail for the idea!
 

Jimpy

The Invisible Observer
Reaction score
277
Cutting the crap, I need some ability ideas for my heroes. Preferably synching with each other. Details for each heroes are below.

Bloodbeak.png

Role: Tank
Abilities: None

Barkskin / Thick Fur / Something to do with something coating him being 'heavy' (passive):

Consecutive attacks against Bloodbeak slow the attacking units attack speed and damage (both by a small factor, something like this would be cumulative and add up over time).


Gouge/peck/something beak related (could probably use the animation that he leans forward semi abruptly, it would look like he's headbutting people with a beak):

High damage, perhaps armor penetration and reduction, as well as a chance to deal bonus damage based on the slow factor from Barkskin.


Screech/howl/something birdy chirp related:

Proximity based damage and stacks the barkskin debuff, while empowering Bloodbeak. +Move speed or attack or some generic buff that will be temporary.


Ultimate: Bloodbeaks Rage/Anger/Spite/Something fury related:

Bloodbeak becomes enraged and gains bonuses while attacking debuffed units. The more debuffs on the target, the more bonus' he gains. Could be damage, move speed and random orb effects or something tossed in.


I think this set would syncronize rather nicely and make him a target you don't really want to hit, which would provide nicely for his tanking ability. It would likely make him strong damage wise aswell. If anything unclear I can elaborate.
 

SafeFail

New Member
Reaction score
4

Juggernaut's Resolve - Instant/Active

Femur's unholy resolve renders him nearly impervious to attacks, significantly increasing total armor. If Hysteria is active, increases maximum health as well. Lasts 12 seconds.

Rank 1 - Femur's unholy resolve renders him nearly impervious to attacks, increasing total armor by 15. If Hysteria is active, increases maximum health by 10%.
Rank 2 - Femur's unholy resolve renders him nearly impervious to attacks, increasing total armor by 20. If Hysteria is active, increases maximum health by 20%.
Rank 3 - Femur's unholy resolve renders him nearly impervious to attacks, increasing total armor by 25. If Hysteria is active, increases maximum health by 30%.


Vengeful Blight - Passive

Femur's unholy presence intensifies as he suffers battle wounds. Increases the effects of Rotting Flesh. When Femur blocks an attack, the blight violently explodes from his body damaing nearby enemies. Only triggers when Femur is at or below 60% health.

Rank 1 - Femur's unholy presence intensifies as he suffers battle wounds. Increases the effects of Rotting Flesh by 15%. When Femur blocks an attack, the blight violently explodes from his body causing 35 damage.
Rank 2 - Femur's unholy presence intensifies as he suffers battle wounds. Increases the effects of Rotting Flesh by 30%. When Femur blocks an attack, the blight violently explodes from his body causing 50 damage.
Rank 3 - Femur's unholy presence intensifies as he suffers battle wounds. Increases the effects of Rotting Flesh by 45%. When Femur blocks an attack, the blight violently explodes from his body causing 65 damage.


Deadlock - Instant/Active

Femur enters a deadlock with the target. Femur has a chance of succeeding the deadlock, granting a set amount of attacks to be parried. Increases attack speed as well if affected by Hysteria. Lasts 8 seconds.

Rank 1 - Femur enters a deadlock with the target. Femur has a 33% chance of succeeding the deadlock, parrying the next 2 attacks against him. Increases attack speed by 12% if affected by Hysteria.
Rank 2 - Femur enters a deadlock with the target. Femur has a 66% chance of succeeding the deadlock, parrying the next 3 attacks against him. Increases attack speed by 24% if affected by Hysteria.
Rank 3 - Femur enters a deadlock with the target. Femur has a 100% chance of succeeding the deadlock, parrying the next 4 attacks against him. Increases attack speed by 36% if affected by Hysteria.

Plague Coil - Instant/Active

Femur hurls an infected bolt of plagued mass. The bolt splashes upon impact, causing damage plus total Strength over time. Each time the debuff causes damage, it has a 10% chance to spread to another target, refreshing its duration. Causes additional damage if the target suffers from Rotting Flesh. Lasts 10 seconds.

Rank 1 - Femur hurls an infected bolt of plagued mass. The bolt splashes upon impact, causing 100 damage plus total Strength over time. Causes 10 additional damage per second if the target suffers from Rotting Flesh.
Rank 2 - Femur hurls an infected bolt of plagued mass. The bolt splashes upon impact, causing 130 damage plus total Strength over time. Causes 15 additional damage per second if the target suffers from Rotting Flesh.
Rank 3 - Femur hurls an infected bolt of plagued mass. The bolt splashes upon impact, causing 160 damage plus total Strength over time. Causes 30 additional damage per second if the target suffers from Rotting Flesh.





Primal Might - Instant/Active

Zul'rohk's enters a berserking state. Increases all damage caused and grants his attacks and abilities a chance to apply a single stack of Oozing Wounds for 6 seconds. Oozing wounds causes damage equal to 50% of Zul'Rohk's Agility and stacks up to 3 times. Lasts 8 seconds.

Rank 1 - Zul'rohk's enters a berserking state. Increases all damage caused by 10% and grants his attacks and abilities a 15% chance to apply a single stack of Oozing Wounds.
Rank 2 - Zul'rohk's enters a berserking state. Increases all damage caused by 15% and grants his attacks and abilities a 25% chance to apply a single stack of Oozing Wounds.
Rank 3 - Zul'rohk's enters a berserking state. Increases all damage caused by 20% and grants his attacks and abilities a 35% chance to apply a single stack of Oozing Wounds.

Bloodletting - Passive

Zul'rohk's deadly strikes force the target to bloodlet. Creates a stacking bleed debuff which causes a fraction of Zul'rohk's weapon damage plus Strength. Stacks up to 5 times. Lasts 8 seconds.

Rank 1 - Zul'rohk's deadly strikes force the target to bloodlet. Creates a stacking bleed debuff which causes 23% of Zul'rohk's weapon damage plus 15% of his Strength.
Rank 2 - Zul'rohk's deadly strikes force the target to bloodlet. Creates a stacking bleed debuff which causes 46% of Zul'rohk's weapon damage plus 30% of his Strength.
Rank 3 - Zul'rohk's deadly strikes force the target to bloodlet. Creates a stacking bleed debuff which causes 70% of Zul'rohk's weapon damage plus 45% of his Strength.

Collateral Damage/Trauma - Passive

Zul'rohk's' abilities grant his next attack to stun the target for a duration. All attacks made within 6 seconds after stunning the target cause additional damage. If berserking, increases movement speed as well.

Rank 1 - Zul'rohk's' abilities grant his next attack to stun the target for 2 seconds. All attacks made within 6 seconds cause 8 additional damage. If berserking, increases movement speed by 8%.
Rank 2 - Zul'rohk's' abilities grant his next attack to stun the target for 2.5 seconds. All attacks made within 6 seconds cause 12 additional damage. If berserking, increases movement speed by 16%.
Rank 3 - Zul'rohk's' abilities grant his next attack to stun the target for 3 seconds. All attacks made within 6 seconds cause 16 additional damage. If berserking, increases movement speed by 24%.

Primal Rend/Laceration - Active/Instant

Zul'rohk rends his target with primal force. Causes damage over time plus total Strength and heals Zul'Rohk based on an amount of the damage caused. Lasts 6 seconds.

Rank 1 - Zul'rohk rends his target with primal force. Causes 90 damage over time plus total Strength and heals Zul'Rohk based on 33% of the damage caused.
Rank 2 - Zul'rohk rends his target with primal force. Causes 135 damage over time plus total Strength and heals Zul'Rohk based on 66% of the damage caused.
Rank 3 - Zul'rohk rends his target with primal force. Causes 180 damage over time plus total Strength and heals Zul'Rohk based on 100% of the damage caused.

Thirst for Blood/Bloodthirst - Active/Instant

Zul'rohk thirsts for blood. Causes all bleed effects to restore health based on damage done and increases their durations by 100%. Refreshes all existing bleed effects. If berserking, increases all healing recieved.

Rank 1 - Zul'rohk thirsts for blood. Causes all bleed effects to restore health based on 50% of the damage done. If berserking, increases all healing recieved by 10%.
Rank 2 - Zul'rohk thirsts for blood. Causes all bleed effects to restore health based on 100% of the damage done. If berserking, increases all healing recieved by 20%.
Rank 3 - Zul'rohk thirsts for blood. Causes all bleed effects to restore health based on 150% of the damage done. If berserking, increases all healing recieved by 30%.

Primal Instinct - Passive

When Zul'rohk is healed or causes damage with a bleed effect, there is a chance he gains primal instinct. Makes Zul'Rohk invisible for 4 seconds and causes his next ability or attack that applies a bleed effect cause additional damage.

Rank 1 - When Zul'rohk is healed or causes damage with a bleed effect, there is a 5% chance he gains primal instinct. Makes Zul'Rohk invisible for 4 seconds and causes his next ability or attack that applies a bleed effect cause 25% additional damage.
Rank 2 - When Zul'rohk is healed or causes damage with a bleed effect, there is a 10% chance he gains primal instinct. Makes Zul'Rohk invisible for 4 seconds and causes his next ability or attack that applies a bleed effect cause 50% additional damage.
Rank 3 - When Zul'rohk is healed or causes damage with a bleed effect, there is a 15% chance he gains primal instinct. Makes Zul'Rohk invisible for 4 seconds and causes his next ability or attack that applies a bleed effect cause 75% additional damage.

Hunger for Blood - Ultimate/Active

Zul'rohk enters a vicious frenzy. Increases the effects of all bleed effects by 30% and grants them a 20% chance when they cause damage to cause double damage instead. If Zul'Rohk is already in a berserking state, Bloodletting affects 2 nearby targets in addition to the primary target. Requires a bleed effect on the target to activate.

That's all I have in mind at the moment.
 

Archideas

Active Member
Reaction score
32
Wow, really nice ones, guys! I'll see to it at least some of them makes it into the map. +rep :thup:
 

Archideas

Active Member
Reaction score
32
Right, happened to forget to set the roles for most of the heroes, that has been fixed.

*Bump*

As well.
 

Nenad

~Choco Coronet~ Omnomnom
Reaction score
137
Alluring Song - Active, Point Blank AoE or just AoE

Serpus sings an alluring song which makes the enemies lose interest in fighting. Enemies attacks get disabled, and they suffer an armor penalty.

Level 1-3 - Enemy attacks are disabled and they lose 2/3/4 armor for x amount of seconds.

Eh, 1 spell ^^ kinda hungry, maybe i'll think of something good afterwards ^^
 

Viikuna

No Marlo no game.
Reaction score
265
I just repost my old Wildkin hero ideas I gave you here:


Wildkin sounds like a slow moving and durable guy to me.

That one of his stand animations where he plays chicken, wpuld be perfect for some taunt spell and since he is a tank like hero, he could use some taunt thingy, for example:

You, Chicken!: Forces target enemy unit to attack you for X seconds. This spell incereases targets attackspeed by Y, but also reduces targets attack damage by Z ( Or whatever stuff you need to make it look like target is really mad. This spell should also play some chicken voice or something. )

I tend to think abilities for these non custom model heroes from their animations. In his another stand animation, he bends down to smell something on the ground, so he obviously needs some tracking ability:

I Smell Blood: Wildkin bends down and smells the blood left by nearby bleeding enemies. Gives him vision over all enemies in X range who have less than Y% of their maximum health for Z seconds. Also incereases Wildkins attack damage when attacking any of these revealed enemy units.

He could also have some protective ability, since he seems to be so tough guy.

Owlbears Hide: Reduces all damage dealt by all attacks to Wildkin by X and deals same amount of damage back to attackers if they are inside melee range. ( So, it returns ranged damage too, but only if target is close enough )

I dont really know, but some frenzy like ability would maybe fit for ulti. Hes attack animations kinda look like he could slash enemies with some intense attackspeed or something.

Some Really Intense Bloody Frenzy Rage Pwnage: When activated, Wildkin receives X bonus attack and move speed to slash enemies with some intense speed. For each point of damage dealt to him during the spell duration he also receives Y extra attackspeed for some extra pwnage.



-Now since your map is a PvE map, I smell Blood -ability obviously needs some remaking.
Maybe it should reveal enemies, no matter how much health they have, so you can scout ahead for enemies with this spell?
It would of course still give bonus damage against revealed units who have less than X% of max health.

- You, Chicken! could also be AoE spell. It kinda depends whether your map has many "loads of weak enemies attacking you" -situations, when taunting only one unit would be kinda useless.

- I smell Blood deffinetly needs few red "sniff, sniff" -texttags for ultimate smelling experience. You, Chicken! needs both chicken voice effect and yellow ! over Owlbears head.



edit. Had some damn cool ideas for troll guy, but they were more like player vs player spells. Ill try to think something different.
 

Archideas

Active Member
Reaction score
32
Oh yeah, completely forgot about that thread. >.<

Still, thanks alot for your ideas, guys! Keep 'em coming.
 

Viikuna

No Marlo no game.
Reaction score
265
Ye, but that thread was only for this owlbear guy. Gonna think some other ideas too. Should be easier, since I now know that its for PvE map. ( Taunts and such should work pretty nicely, so )


Was thinking that this troll could be some kinda weak and fast regenerating guy. He could have kinda weak but fast attacks and shit like that. Play style something like: Attack damnably fats for few secs, retreat to cool your spells down and regenerate and come back few seconds later.

Like some hit and run guy who is always on move.


Going to think some cool troll regeneration/frenzy spells for him. Stay tuned.


edit. Ability idea for Femur:

That Bitch Just Doesnt Die.

"It was said that even the Devil himself always disliked the political neccesities that made him and Femur enemies".

( lols )

When Femur lived he was so nice guy that even the Satan himself liked that fellow, and so even after Femurs death he sometimes gets touched by Femurs selflessness and kindness and sheds a one tear for the coolest guy on earth, remembering that he is everything but innocent to Femurs agony...

-When Femur dies, there is a 50% chance that he instantly comes back to life.

It should play skeletons death animation reversed, as soon as the actual death animation ends. It should look pretty cool.

Femur should probably get full health, but his mana should remain unchanged. This way, if without mana, he would still be pretty useless bcause he cant use his spells and so he would probably die again if enemy is really overpowering those guys.
 

Rare_Yeoman

Cool Member
Reaction score
1
I had few ideas;

Femur
-Shield Bash- Femur slams his shield into his opponent, dealing damage and briefly stunning them.

Serena
--Beauty--passive-- The enchantments that surround the siren make her appear both beautiful and harmless. Attackers unwiittingly "hold back" from attacking her, taking a penalty to attack speed and damage. (Sry the the spell name isn't any good)

Zul'Rokh
(I had trouble thinking of a good set of abilities for him, so I just made seperate spells that you can choose from)

-Toned Body- (passive) His body is in perfect condition, and he can utilize it to its full potential. For every 7 strength points, he recieves +100 range on his attacks. For every 7 agility, he recieves +1% to critical. For every 7 inteligence points, he recieves +1% chance to hit.

-Rage-(could be passive or active) Zul'Rokh flys into a rage, increasing atk speed, health, damage, but also decreasing his armor and silencing him. *note- if it was passive just make it chance when hit

Stop in their Tracks- He throws a spear with such a force that when it hits the target, it knocks them backwards.

Frenzy- Zul'Rohk becomes stirred into a frenzy increasing his atack speed (stacks up to 3 times). Whenever he kills a unit the stack increases and the buff's duration is renewed.

Double Throw- Simular to the vikings, Zul'Rohk has mastered the art of throwing two spears. Two spears move out in the selected direction and come to a stop when they hit something and deal damage (not homing)


Well, I hope these ideas can help you. If you need anything clarified just ask.
 

SafeFail

New Member
Reaction score
4
SerenaSerpus2.png

Silent Paranoia - Passive
The mere presence of Serena invokes fear in the hearts of the enemy. Whenever Serena recieves damage from a direct source, the target has a chance to run helplessly in fear for a short duration. Targets running in fear suffer 20% additional damage from Serena's attacks and spells.

Rank 1: Whenever Serena recieves damage from a direct source, the target has a 6% chance to run helplessly in fear for 3 seconds.
Rank 2: Whenever Serena recieves damage from a direct source, the target has a 9% chance to run helplessly in fear for 4 seconds.
Rank 3: Whenever Serena recieves damage from a direct source, the target has a 12% chance to run helplessly in fear for 5 seconds.

Tidal Implosion - Instant/Active
Serena implants a enchanted scale on the target, causing damage over time. After 8 seconds or when the target suffers more than a set amount of damage, the scale releases a powerful explosion of water that quickly draws back to the host, damaging surrounding enemies caught in the blast and pulling them to the location of detonation. Units dragged back to the host move 35% slower for 6 seconds.

Rank 1: Implants an enchanted scale on the target, causing 150 damage over time. If the target recieves more than 400 damage, an explosion is followed that causes 180 damage to nearby enemies.
Rank 2: Implants an enchanted scale on the target, causing 180 damage over time. If the target recieves more than 450 damage, an explosion is followed that causes 220 damage to nearby enemies.
Rank 3: Implants an enchanted scale on the target, causing 210 damage over time. If the target recieves more than 500 damage, an explosion is followed that causes 260 damage to nearby enemies.

Rising Tide - Instant/Active
A rising tide emerges around the area, enveloping all targets in a wide radius. The tide improves the life regeneration of friendly targets, increasing over time and improving Serena's movement speed. Enemy targets take damage per second and move 25% slower.

Rank 1: A rising tide floods the area, restoring 10 hit points per second that increases by 15% per second for friendly targets. Increases Serena's movement speed by 30%. Causes 40 damage per second to enemy targets. Lasts 8 seconds.
Rank 2: A rising tide floods the area, restoring 12 hit points per second that increases by 20% per second for friendly targets. Increases Serena's movement speed by 35%. Causes 45 damage per second to enemy targets. Lasts 9 seconds.
Rank 3: A rising tide floods the area, restoring 14 hit points per second that increases by 25% per second for friendly targets. Increases Serena's movement speed by 40%. Causes 50 damage per second to enemy targets. Lasts 10 seconds.

I'm starting to lose ideas, again, at the moment. Will be back some other time.
 

Happysmiley

New Member
Reaction score
22
For Femur

Since he is a tank and I didn't see any taunt, here is one I think syncs good with his second ability :)

Tormenting Roar
Active

Draws all nearby enemies to the Forsaken Knight, forcing them to attack him and applying the buff Hardened Bones.

Level 1 - Pulls all enemy units within 250 yards to the Forsaken Knight, forcing them to attack him for 2 seconds.
Level 2 - Pulls all enemy units within 300 yards to the Forsaken Knight, forcing them to attack him for 2.5 seconds.
Level 3 - Pulls all enemy units within 350 yards to the Forsaken Knight, forcing them to attack him for 3.5 seconds.

Hardened Bones - Increases armor by 1/2/3 every time the unit is hit, stacking up to 5 times. Each application lasts 2/2.5/3.5 seconds.


Cooldown - 20/18/15 seconds.
Mana Cost - 70/80/95 mana.
 

Archideas

Active Member
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32
All your ideas are quite neat, but I'd love to see them a little more complicated. I got a very good triggerer on my team at the moment who'd love a challenge! :thup:
 

Happysmiley

New Member
Reaction score
22
For Femur

Plague Presence
Active

Spreads disease on the battlefield. For every hit a diseased unit makes he will suffer even more, inevitably bringing him closer to death.

Level 1 - When activated, all nearby enemy units will be affected with plague for 5 seconds, giving every subsequent attack a 5% chance to miss. If target misses an attack and if Femor has learnt the ability, it will trigger Vengeful Blight. Stacks 5 times.
Level 2 - When activated, all nearby enemy units will be affected with plague for 6 seconds, giving every subsequent attack a 10% chance to miss. If target misses an attack and if Femor has learnt the ability, it will trigger Vengeful Blight. Stacks 5 times.
Level 1 - When activated, all nearby enemy units will be affected with plague for 7 seconds, giving every subsequent attack a 15% chance to miss. If target misses an attack and if Femor has learnt the ability, it will trigger Vengeful Blight. Stacks 5 times.

Cooldown - 30/25/20 seconds.
Mana Cost -
90/100/120 mana.
 

HellCraft

Member
Reaction score
19
Bloodbeak.png

Electric Vortex:
Creates an electric vortex at the target point, pulling nearby units into that point, those units also get purged(and maybe damaged?)

Hurricane:
A hurricane surrounds Bloodbeak, dealing damage per second to whoever is within the AOE of the hurricane. Units that are in the AOE of hurricane are given a buff, if a unit with the hurricane buff attacks the Stormseeker, it will take X damage. Lasts for Y seconds.
Think Druid's Hurricane in Diablo II

Blood Link:
Creates a blood link between Bloodbeak and the target. Whenever the target takes damage, Bloodbeak heals himself equal to the amount of damage the target took. Whenever Bloodbeak takes damage, the target heals himself equal to the amount of damage Bloodbeak took(probably 100% damage as healed can be too poweful, in that case it can be lesser like 50-60%).

Overload:
Every time Bloodbeak is damaged, he gets 1 charge. When Bloodbeak has 5 charges, the next instance of damage done to bloodbeak will be negated and reflected back to the damager, slowing the damager by X%.

Its like this: One guy casts storm bolt on you, you gain 1 charge. Then he attacks you 4 times, now you have a total of 5 charges. The next attack of the enemy inflicts 300 damage. So instead you take no damage, but the enemy takes the 300 damage.

Synergies:
Electric Vortex and Hurricane:
Pull everyone nearby you so that they are in the AOE of hurricane and they take damage.

Hurricane and Blood Link:
Deal damage and heal yourself.

Blood Link and Overload:
You get healed by the reflected damage.

So overall, this is a tank with AOE damage spells.
 

HydraRancher

Truth begins in lies
Reaction score
197
Bloodbeak.png


Blood Fury

After years of captivity, Bloodbeak's hunger has grown and grown, in fact, it is so powerful, that without killing, Bloodbeak suffers from slow death. When killing, he will enter a blood rage, adding a staggering life regeneration bonus (as well as a little extra!) and increasing its speed. Time of the buff, Life Regen, and the other buffs stack.

Level 1 - -3HP per 3 Seconds. Kill adds +10 HP. +5 HP per 5 seconds +2% Movement Speed. +2% Attack Speed. Lasts 2 Seconds (Stacks).

Level 1 - -2HP per 3 Seconds. Kill adds +15 HP. +5 HP per 4 seconds +3% Movement Speed. +3% Attack Speed. Lasts 2.5 Seconds (Stacks).

Level 1 - -1HP per 3 Seconds. Kill adds +20 HP. +5 HP per 3 seconds +4% Movement Speed. +4% Attack Speed. Lasts 3.5 Seconds (Stacks).

Level 1 - -1HP per 4 Seconds. Kill adds +25 HP. +5 HP per 2 seconds +6% Movement Speed. +6% Attack Speed. Lasts 4 Seconds (Stacks).

Level 1 - -1HP per 5 Seconds. Kill adds +30 HP. +5 HP per second +10% Movement Speed. +10% Attack Speed. Lasts 5 Seconds (Stacks).




Maul Combo
After a certain number of succesful hits in a row on a particular enemy (without killing), the wildkin will learn the enemies weak points. He will rip at the enemy with a much faster attack speed and a huge damage bonus (Attacks from "Maul" will not count to the kill rage) with a number of hits. The last hit will tear through the armor of the unit, knocking them far away causing them to faint (play death) and lose control and bleed until having a number of life left.

Level 1 - 5 Hits in a row. 2x Attack Speed +20 Damage. Last hit knocks 300 units, and bleed 5% life per second until left with 15%.

Level 2 - 5 Hits in a row. 2x Attack Speed +30 Damage. Last hit knocks 350 units, and bleed 7% life per second until left with 12%.

Level 3 - 4 Hits in a row. 3x Attack Speed +40 Damage. Last hit knocks 450 units, and bleed 9% life per second until left with 8%.

Level 4 - 3 Hits in a row. 3x Attack Speed +50 Damage. Last hit knocks 450 units, and bleed 12% life per second until left with 6%.

Level 5 - 3 Hits in a row. 4x Attack Speed +70 Damage. Last hit knocks 500 units, and bleed 15% life per second until left with 2%.




Eaten Alive
Used on a non hero unit with low life left, the wildkin will pick up the enemy and begin eating it (Blood special effect everywhere? :thup:) which will kill the unit. If the unit is not consumed by the time the wildkin dies, it will let go of the unit. The drop of the fall, however, kills the unit from the immense height of the wildkin.

Level 1 - 5% Life Left. Killing takes 10 seconds. Regains 5 life per second.

Level 2 - 7% Life Left. Killing takes 8 seconds. Regains 7 life per second.

Level 3 - 10% Life Left. Killing takes 5 seconds. Regains 12 life per second.

Level 4 - 12% Life Left. Killing takes 3 seconds. Regains 25 life per second.

Level 5 - 15% Life Left. Killing takes 2 seconds. Regains 50 life per second.






Chuck
Bloodbeak has learnt to examine his soroundings and put them to good use. He is capable of picking up simple items such as rocks, to weapons such as swords and throw them at the enemy. Durability of the item depends on what it is, some may be throwable unlimited times, some only once.


Level 1 - 70% throw damage (Of original damage the item can deal). Maximum 600 range.

Level 2 - 85% throw damage (Of original damage the item can deal). Maximum 650 range.

Level 3 - 110% throw damage (Of original damage the item can deal). Maximum 700 range.

Level 4 - 145% throw damage (Of original damage the item can deal). Maximum 700 range.

Level 5 - 170% throw damage (Of original damage the item can deal). Maximum 850 range.
 

SafeFail

New Member
Reaction score
4
Giving another shot at Femur.


Chill of the Grave - Instant/Active
Femur envelops himself in a ruthless winter, reducing the movement and attack speed of all nearby targets. Disables the damage component of Vengeful Blight and Rotten Flesh, but grants Femur's attacks a chance to shatter his target for a short duration. Shattered targets have reduced armor and cause damage recieved to also affect nearby enemy targets. Lasts 12 seconds. Every second, affected targets have a 10% chance per second to instantly become entombed in a prison of ice for 2 seconds. Femur is rendered immune to Chill of the Grave.

Rank 1: Femur envelops himself in a ruthless winter, reducing the movement and attack speed of all nearby targets by 50%. Disables the damage component of Vengeful Blight and Rotten Flesh, but grants Femur's attacks a 20% chance to shatter his target for 4 seconds. Shattered targets have 33% reduced armor.
Rank 2: Femur envelops himself in a ruthless winter, reducing the movement and attack speed of all nearby targets by 60%. Disables the damage component of Vengeful Blight and Rotten Flesh, but grants Femur's attacks a 25% chance to shatter his target for 4.5 seconds. Shattered targets have 66% reduced armor.
Rank 3: Femur envelops himself in a ruthless winter, reducing the movement and attack speed of all nearby targets by 70%. Disables the damage component of Vengeful Blight and Rotten Flesh, but grants Femur's attacks a 30% chance to shatter his target for 5 seconds. Shattered targets have 100% reduced armor

Morbid Awakening - Instant/Active
Femur blasts the area around him with unholy energy, causing a powerful blight to erupt from the ground that causes damage every second to enemy targets. If a corpse is present in the blighted ground, it has a chance every second to become reanimated for 15 seconds. Intensifies the damage component of Vengeful Blight while active. Lasts 10 seconds.

Rank 1: Femur blasts the area to cause a powerful blight to erupt from the ground that causes 12 damage every second to enemy targets. Has a 4% chance every second to reanimate. Intensifies the damage component of Vengeful Blight by 17%.
Rank 2: Femur blasts the area to cause a powerful blight to erupt from the ground that causes 16 damage every second to enemy targets. Has a 8% chance every second to reanimate. Intensifies the damage component of Vengeful Blight by 34%.
Rank 3: Femur blasts the area to cause a powerful blight to erupt from the ground that causes 20 damage every second to enemy targets. Has a 12% chance every second to reanimate. Intensifies the damage component of Vengeful Blight by 50%.


Grim Plague - Instant/Active
Femur infects an enemy target, causing damage over 12 seconds and reducing its movement speed and damage caused. Infected targets damaged by Vengeful Blight cause the disease to violently explode as well, instantly causing damage equal to a certain duration of the disease and reseting their durations. When the disease fades, Femur is healed based on the damage caused.

Rank 1: Femur infects an enemy target, causing 140 damage over time and reducing its movement speed and damage caused by 10%. Instantly causes damage equal to 4 seconds of the disease, reseting their durations. When the disease fades, Femur is healed 33% of the damage caused.
Rank 2: Femur infects an enemy target, causing 170 damage over time and reducing its movement speed and damage caused by 20%. Instantly causes damage equal to 6 seconds of the disease, reseting their durations. When the disease fades, Femur is healed 66% of the damage caused.
Rank 3: Femur infects an enemy target, causing 200 damage over time and reducing its movement speed and damage caused by 30%. Instantly causes damage equal to 8 seconds of the disease, reseting their durations. When the disease fades, Femur is healed 100% of the damage caused.
 

Chaos_Knight

New Member
Reaction score
39
Ive got an idea for the Siren.

Charm of the Elements:
The Siren start to sing ot a beautiful song that charm all enemies in an area. If the unit is a water creep or earth creep they will take damage and get stunned.

Level 1: Sings(its the channel) out for 1 second and charms in an area of 200. Damages 30 and stuns for 0.45 sec.
Level 2: Sings out for 1.5 seconds and charms in an area of 250. Damages 40 and stuns for 0.70.

etc...

//Chaos_Knight
 
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