Need ability idea

Xofthebest

New Member
Reaction score
1
I need an ability idea for a necromancer hero. It could either be a passive ability, or a unit target ability. Can't come up with any good idea myself. I prefer if it's hard to code, since I need training.
+rep for the idea I use.

Thanks! :thup:
 

Nappe

New Member
Reaction score
5
Corruption (bad and unoriginal name, me knows):
A dot that is cast upon enemy unit, deals moderate damage. If the unit dies under effect of this debuff, its corpse will explode and deal AoE damage depending on its max hp (or then it could be static amount, up to you).
 

DBZ-123

TH.net Regular
Reaction score
19
Sacred Death

Covers the unit with tons of skulls holding him in for xxx seconds dealing xxx dmg
 

Firezy

New Member
Reaction score
14
Soul Banishment

Lowers targets armor for xx seconds and deals xx damage/second for xx second

Collective Pain
xx% to deal xx% of the necromancers health missing on attack, if unit has soul banished deal 2x damage

dunno you could trigger spellbook so that one is doesnt show if you only want 1 ability :p
 

Dinowc

don't expect anything, prepare for everything
Reaction score
223
Bone shield
Summons bones around targeted allied unit protecting him from the next 4/5/6 attacks (both physical and spell attacks)
Cripple (channeling)
Starts cursing an enemy unit making him rot. It get's slowed and has reduced damage and armor. After 10 seconds it turns into a zombie. After 15 seconds it turns into ghoul. After 20 seconds it's completely crippled, turned into a dead skeleton.
The channel drains mana per second.
Dread force (channeling)
Attempts to suck target enemy hero's soul out of his body, giving you control of the hero for short duration also damaging him. In addition, the hero will be weaken and silenced for 4/5/6 seconds.
 

lindenkron

You can change this now in User CP
Reaction score
102
Evil bound
connects the souls of the target and the necromancer. This bound pulls them closer to eachother, and while this is happening the necromancer inflicts damage to himself. Because the two souls are connected, any damage taken by the necromancer will also be taken by the target. Lasts 5 seconds.
Level 1 - Cast range: 500. Damage dealt per second 50.
Level 2 - Cast range: 750. Damage dealt per second 75.
Level 3 - Cast range: 1000. Damage dealt per second 100.

Gl, and enjoy :thup:,
-Lindenkron
 

Randor244

Active Member
Reaction score
34
Evil bound
connects the souls of the target and the necromancer. This bound pulls them closer to eachother, and while this is happening the necromancer inflicts damage to himself. Because the two souls are connected, any damage taken by the necromancer will also be taken by the target. Lasts 5 seconds.
Sounds like a really weak spell :p I mean, are there any positive effects at all, the necromancer is damaged as much as the target...
 

Momentai

New Member
Reaction score
2
make the evil bound a spell that switches damage done to the units. so damage done to unit A is actually done to unit B and vice versa. that'd be more useful. you could cast it and then have an ally beat the @#$% out of you :p
 

AlExAlExAlEx

Member
Reaction score
7
Strike of god
A powerfull force is hitting a unit dealing 200/400/1000 damage.
(i don't know how to say it in english..it's that blue/white light that comes from the clouds when rain is on)
 

lindenkron

You can change this now in User CP
Reaction score
102
Sounds like a really weak spell :p I mean, are there any positive effects at all, the necromancer is damaged as much as the target...

Can we agree that if the necromancer have 500 hp and the target have 200 the person with the lowest hp will die first, ending the spell? :rolleyes:
 

Randor244

Active Member
Reaction score
34
Can we agree that if the necromancer have 500 hp and the target have 200 the person with the lowest hp will die first, ending the spell?
Yeah but the the necromancer wold have lost 200hp, it just seems not worth it :D
 

Pokesam94

New Member
Reaction score
0
Yeah but the the necromancer wold have lost 200hp, it just seems not worth it :D

well maybe you could make it that it lasts 20 sec and both units cannot be attacked at that time... it would make this unit a powerful assist hero. lets say you have low att but high hp and your versing an offencive hero, you could kill it much easier or atleast weaken it to finish it afterwards.

My spell idea: Madness Cloud, makes all units in an area attack anyone (ally, enemy or creep) or a set duration. at a lower level it makes ally units go mad too but when upgraded it only affects enemy units
 

Thanatos_820

Death is Not the End
Reaction score
91
Death's Embrace
Protects the Necromancer in a veil of death, causing damage based on the amount recieved and reduces damage taken while it's active. Lasts 120 seconds or until 20 attacks or spells land.

Necrotic Pressence
The Necromancer emits a necrotic pressence, causing healing spells to deal damage instead equal to the amount healed. Affects only enemy targets.

Eternal Damnation
Banishes the target that jumps to others, rendering invulnerable but cannot take any action for the duration. Banished targets take damage over time and lose mana periodically.

Unholy Blessing
Blesses the target with Unholy Power, increasing its attack speed and damage significantly if it's a melee or ranged target, or reducing the mana cost of all abilities if it's a caster target.

Forsaken Conviction
Whenever the Necromancer is damaged, there is a chance that he will teleport forward and leave a cloud of poison, causing damage over time in the area while slowing them down.
 
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