[Need]Hero - Ideas

NoobImbaPro

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Hero Name:Rene

Agility hero, Mid Range(220) knife projectile
Str 4 +1
Agi 23 +2.7
Int 18 +1.3


First Skill: Rene's Fade (Active)[Self Position]
Rene now can become stealth and strike opponents without a second thought! CD:10 sec MCost:0
Lvl1: Invisible until move/attack, +50 range, +25 damage for first strike, 0.5 mana per sec consume
Lvl2: Invisible until 1 sec after move/attack, +100 range, +50 dmg for first strike, 0.9 mps consume
Lvl3: Invisible until 1.5 sec after move/attack, +150 range,+100 dmg for 2 strikes, 1.3 mps consume
Lvl4: Invisible until 2 sec after move/attack,+200 range,+150 dmg for 2 strikes, 1.7 mps consume

Second Skill: Might (Passive)[Self, Allies]{400 range}
The mighty Rene can use now more strength in battles affecting her allies too
Lvl1: +50 range(Self)|+5 damage, +3 Strength, +2 hp regen
Lvl2: +100 range(Self)|+10 damage, +7 Strength, +3 hp regen
Lvl3: +150 range(Self)|+15 damage, +11 Strength, +4 hp regen
Lvl4: +200 range(Self)|+20 damage, +15 Strength, +5 hp regen

Third Skill: Chakra Steal (Active)[Self Position]{Area 600}
Every corpse leaves some of hin spirit on it that can easily be manipulated. Rene can steal mana from every corpse nearby. CD:16 seconds
Lvl1: +18 mana from every corpse, +0.5 mana regen (xCorpseCount) for 10 seconds MCost:51
Lvl2: +27 mana, +0.75 mr (xCC) for 10 secs MCost:64
Lvl3: +36 mana, +1 mr (xCC) for 15 secs MCost:77
Lvl4: +45 mana, +1.5 mr (xCC) fo 15 secs MCost:90

UltimateSkill: Knife Risk (Toggle On/Off)[Effect Enemies]
Rene uses magics on her knifes but they rarely have effect on it, but some casts are successful and help her damaging more her opponents.
Lvl1: 7 mana per hit, 16% chance to success and damage 1.2 times more the enemies rendering them disarmed for 1.2 seconds
Lvl2: 14 mana per hit, 18% chance to success and damage 1.85 times more the enemies rendering them disarmed for 1 second
Lvl3: 28 mana per hit, 20% chance to success and damage 2.5 times more the enemies rendering them disarmed for 0.8 seconds
 

Doom-Bringer

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Cho'gorm
blademaster.gif
Illusionist​
Intelligence : 16 + 1/level
Agility : 18 + 1.5/level
Strenght : 12 + 0.95/level

Spell_Nature_MirrorImage.gif

Mirror Images :
Cho'gorm create perfect copies of himselves. The Illusions deal 20% of Cho'grom's damages and takes 180% damages. They last permanently or until they die
Level 1 - 1 Illusion
Level 2 - 2 Illusions
Level 3 - 3 Illusions
Level 4 - 4 Illusions

Manacost : 125
Cooldown : 30
Casting time : Instant

Spell_Frost_WindWalkOn.jpg

Phantom Move :
When Activated, the Illusionist become insivible after creating an illusion. Cost 60 mana each time.
Level 1 - Invisibility last 3 seconds
Level 2 - Invisibility last 4 seconds
Level 3 - Invisibility last 5 seconds
Level 4 - Invisibility last 7 seconds

Manacost : N/A
Cooldown : N/A
Casting time : Activable

manaburn.gif

Phantom Bomb :
The Illusionist cause each one of his illusion to explode, dealing damage to enemies nearby the illusions
Level 1 - 50 Damage
Level 2 - 75 Damage
Level 3 - 100 Damage
Level 4 - 125 Damage

Manacost : 125
Cooldown : 40
Casting time : Instant

massteleport.gif

Phantom Switch :
The Illusionist switch position with one of his illusion. When the illusionist and his illusion finish switching, nearby unit take some damage in 200 AOE. Has unlimited range and 2 second casting time.
Level 1 - 100 Damage
Level 2 - 150 Damage
Level 3 - 200 Damage

Manacost : 125
Cooldown : 25 second
Casting time : 2 Second

For balance purpose, this hero should have low health, medium mana and high mana-cost :)
 

Necrach

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Reaction score
62
Arcane mutant

Description: Supportive hero, adept at surviving massive amounts of damage. Attack land units (melee)
Model: Abomination, with a lot of orb target attachments (like shadow orb - left hand, fire orb- right hand, corruption orb - head)
Primary attributes:
Strength: 19 (+2.2/level)
Agility: 14 (+1/level)
Intelligence: 18 (+2.5/level)

Abilities:

Spike Spell - Spikes burts out from the body of a target friendly unit (can target the Mutant itself) damaging it but gives melee damage return and increasing its armor for 20 seconds.
Level 1 - Deals 45 damage, 25% damage return, +2 armor
Level 2 - Deals 30 damage, 40% damage return, +3 armor
Level 3 - Deals 15 damage, 55% damage return, +4 armor

Cannibalize - Enables the Mutant to eat from corpses, regenerating hp and mana every second.
Level 1 - 10 hp/second, 5 mana/second
Level 2 - 20 hp/second, 10 mana/second
Level 3 - 30 hp/second, 15 mana/second

Mutant aura - Increases nearby unit's hit point regeneration
Level 1 - Moderately increases hp regeneration
Level 2 - Heavily increases hp regeneration
Level 3 - HUGELY increases hp regeneration

Arcane Flesh - Works like Rejuvenation (Druid of the Claw) but with double amount of hit points/second and with a 15 second cooldown. Costs 70 mana.
 

Doom-Bringer

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Goram
felguard.gif
Fire Knight​
Intelligence : 12 + 0.5/level
Agility : 15 + 0.8/level
Strenght : 22 + 1.5/level

images

Burning Orb :
Goram summons burning orbs that deal 5 Damage/sec each.
Level 1 - 1 Orb, respawn a orb in 17 second
Level 2 - 2 Orb, respawn a orb in 14 second
Level 3 - 3 Orb, respawn a orb in 11 second
Level 4 - 4 Orb, respawn a orb in 8 second

Manacost : N/A
Cooldown : N/A
Casting time : Passive

Flame_Strike.gif

Flame Strike :
Goram throws his burning orb at the target area. Instantly deal 15 damage/orb and periodic damage in 5 second. Consumes all the current orbs
Level 1 - 5 damage/sec for each orb
Level 2 - 7 damage/sec for each orb
Level 3 - 9 damage/sec for each orb
Level 4 - 12 damage/sec for each orb

Manacost : 125
Cooldown : 25
Casting time : Instant

greatcleave.gif

Burning Cleave :
Goram's attack cause some of the damage dealt to nearby enemies.
Level 1 - 8% Damage
Level 2 - 10% Damage
Level 3 - 14% Damage
Level 4 - 19% Damage

Manacost : N/A
Cooldown : N/A
Casting time : Passive

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Fire Rain :
Goram create a rain of fire to burn his enemy. Deal damage to the enemies in the area, depending on the number of Orbs. 6 waves. Non-channeled
Level 1 - 30 Damage/orb
Level 2 - 40 Damage/orb
Level 3 - 45 Damage/orb

Manacost : 280
Cooldown : 40 second
Casting time : Instant
 

Carnerox

The one and only.
Reaction score
84
I think a suggestion for your names could be.

Burning Orb

- Orb of Fire
- Orb of Ignis

Flame Strike

- Scorch Earth

Burning Cleave

- Flame Strike
- Cleave

Fire Rain

- Rain of Fire
- Rain of Chaos
 

mapguy

New Member
Reaction score
46
KAKASHY, the copy ninja.

- sharingan (active) (target enemy or ally)
increases the attack speed and movement speed of kakashy and gives him a chance to evade attacks for some seconds. It also gives Kakashy a weaker copy of the last spell used by the target. buffs and copied spell lasts for 10 seconds.

- Void (active) (target ground)
creates a vaccum at target location dealing damage to all nearby enemies and pushing them to the center, those units becomes silenced for some seconds.

- kunay (active) (target ground)
throws a ninja knife in target direction, if it hits an enemy the target takes a small amount of damage and is slowed by 5%. If an enemy is hit by a kunay when it stills under effect of the last one the kunay damage increases by 25% and the unit is slowed by more 5%. (stacks up to 10 times).

- Shadow copy (active) (no target)
kakashy creates a copy of himself, this copy takes double damage and it's attack damage is reduced by 50%. The copy can use Void and Kunay. lasts for a good time.
 

mapguy

New Member
Reaction score
46
what's the matter?
it's cool, don't you think?

------------------------------------------------------------
name: lehrar
Class: savage archer
model: elven archer.

Code:
Ferocity (active)
Increases the attack damage of the archer by 40% but reduces armor by 10. Lasts 8 seconds.
Code:
Hunter (Passive)
summons a permanent strong spirit wolf to help the archer, the wolf cannon be touched which means it's invulnerable, but it also can't be controlled (it's a locust unit), the wolf deal 30 damage per attack, it's attack rate is 1.00 second, movement speed is 425. The wolf will always attack the unit that the archer is attacking, but if someone makes an agression against the archer the wolf gains 50% increased attack damage for 4 seconds and will attack that enemy.
Animal instinct (active)
increases the attack speed of the archer by 40% and movement speed by 15%. She also gains 25% chance to evade attacks and 20% resistance to spells. Lasts 10 seconds. During the effect of this spell the archer can receive more bonuses based on her actions:
If she attacks an enemy that's below 30% health she gains extra 25% attack speed and 5% movement speed.
If her health is below 30% she gains 10% extra chance to evade and 5% bonus spell resistance.
Code:
Feral form (active)
The archer releases the beast inside herself shapeshifting into a giant wolf. The feral form have 50 bonus attack damage, 400 extra hitpoints and 30 increased movement speed. The feral form takes 10 damage per second and 1 extra damage per second for each second in feral form. Lasts until the archer dies or kills an enemy.
 

Carnerox

The one and only.
Reaction score
84
Naruto is pretty dumb(no offence, so don't start raging at me.)

Also it would be better if you made a better format for your Hero Suggestion cause there kinda hard to read. Should make proper description of spells, your hero, attributes, icons, damage. Not just tell what it does.
 

mapguy

New Member
Reaction score
46
Naruto is pretty dumb(no offence, so don't start raging at me.)

Also it would be better if you made a better format for your Hero Suggestion cause there kinda hard to read. Should make proper description of spells, your hero, attributes, icons, damage. Not just tell what it does.

I'm only giving hero ideas, I'm not creating the hero for the man.
he should decide the attributes based on his own idea of his map.
 

Carnerox

The one and only.
Reaction score
84
Thats not very helpful then.. It would make his job, implementing heroes into his map if he knew the health, stats, damage etc.. Even icons to the suggested hero..
 

Furby

Current occupation: News poster
Reaction score
144
Undead.Cow is right. I don't even know what hero model should I use. =/
 

Chaos_Knight

New Member
Reaction score
39
Death's Shadow

Attack Type: Death

Damage: 31-43

Model:
models_2228_screenshot.jpg

Death

Life: 320'

Abilities:
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Aura of Darkness:
The Death's Shadow has always been close to the rotten and dark, hell. This aura makes all units in a range feel the pain of Hell's wrath, taking damage and moving slower.

Level 1: Takes 5 damage per second. 2% Movement speed reduction.
Level 2: Takes 10 damage per second. 4% Movement speed reduction.
Level 3: Takes 15 damage per second. 6% Movement speed reduction.
-----------------------------------------------------------------

icons_2861_btn.jpg

Total Darkness

This ability turns on the powers of the dark, removing all debuffs from yourself, dealing damage to all around you, and getting some Movement speed.

Level 1: Deals 50 damage. 5% Movement Speed. Lasts 10 seconds.
Level 2: Deals 70 damage. 10% Movement Speed. Lasts 15 seconds.
Level 3: Deals 90 damage. 15% Movement Speed. Lasts 20 seconds.
-----------------------------------------------------------------

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Dagger of Death

The Death's Shadow releases his dagger at his enemy, inflicting shadow damage, and adds a Mark of Darkness to them.

Level 1: Takes 80 damage. 1 Mark of Darkness.
Level 2: Takes 100 damage. 3 Mark of Darkness.
Level 3: Takes 120 damage. 5 Mark of Darkness.
----------------------------------------------------------------
ULTIMATE
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Storm of Darkness

Releasing his dark powers, the Death's Shadow removes all Mark of Darkness at those who have them, dealing damage for each Mark of Darkness they have. If they have more than 10 MoDs they will be instantly killed.

Level 1: Deals 100* MoDs on the targets.
Level 2: Deals 200* MoDs on the targets.
Level 3: Deals 300* MoDs on the targets.

This is what i came up with.

Hope you enjoy.

//Chaos_Knight
 

Archideas

Active Member
Reaction score
32
Nethral
Chonomancer
Melee/Intelligence

Intelligence - Medium
Strength - Low
Agility - High

BTNEvilIllidan.gif


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Stop - [Q]

Surrounds the targets feet with sludge from the time realm, disabling it from moving more than 150 units from it's current spot.

Level 1 - Lasts 2.75 seconds.
Level 2 - Lasts 3.5 seconds.
Level 3 - Lasts 4.25 seconds.
Level 4 - Lasts 5 seconds.

icons_3298_btn.jpg

Warpshot - [W]

Nethral shoots out magical missiles compressed with time magic within each of them. Any target it hits are sent back a few steps and dealt damage to. If the missiles hits a target or obstacle, they ricochet. Lasts 6 seconds.

Level 1 - 2 missiles, deals 115 damage and sends unit back 100 units.
Level 2 - 2 missiles, deals 165 damage and sends unit back 125 units.
Level 3 - 3 missiles, deals 215 damage and sends unit back 150 units.
Level 4 - 4 missiles, deals 265 damage and sends unit back 175 units.

_______________________________________________________________

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Warp - [Z]

Instantly teleports Nethral to a missile.
_______________________________________________________________

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Slow - Passive

Imbues Nethral's weapons with time itself, allowing him to steal his enemies speed. Stacks up to 6 times.

Level 1 - Steals 2% of his enemies movement speed with each attack and attack speed by 1%.
Level 2 - Steals 3% of his enemies movement speed with each attack and attack speed by 2%.
Level 3 - Steals 4% of his enemies movement speed with each attack and attack speed by 3%.
Level 4 - Steals 5% of his enemies movement speed with each attack and attack speed by 4%.

icons_570_btn.jpg

Time Compression - [R]

Slows time around the whole battlefield, seemingly making all enemy units move in slow motion. But as time cannot be completely stopped, affected units will temporarily gain a movement and attack speed bonus as the effect wears off.

Level 1 - Stops all enemy units on the battlefield, slowly regaining their natural speed over 3 seconds. Affected units gain 30% attack and movement speed bonus for 4 seconds.
Level 2 - Stops all enemy units on the battlefield, slowly regaining their natural speed over 4 seconds. Affected units gain 30% attack and movement speed bonus for 3 seconds.
Level 3 - Stops all enemy units on the battlefield, slowly regaining their natural speed over 5 seconds. Affected units gain 30% attack and movement speed bonus for 2 seconds.
 

NoobImbaPro

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Reaction score
60
Hero Name: Phantasm
nevermore.gif

Intelligence hero
Str 25+1.8
Agi 12+0.9
Int 23+2.3
Attack range: 500
Slow attack speed
High Damage dealt


Spells:
1st: Dark Phobia [Passive]
Anyone who comes near Phantasm feels the dark in the depths of his heart making him terrified and slower.Friendly units are unaffected from time change near the hero.If any unit is killed under the effect, phantasm minions are spawned with 60 seconds timed life(melee attack).Up to 6 minions.
1:at 300 range any enemy sees night, slowed by 9% ms/as, 1 minion spawned, has 250 life, 7-12 damage and 1.8 attack delay
2:at 400 range any enemy sees night, slowed by 11% ms/as, 1 minion spawned, has 300 life, 12-17 damage and 1.7 attack delay
3:at 500 range any enemy sees night, slowed by 13% ms/as, 2 minions spawned, have 350 life, 17-22 damage and 1.6 attack delay
4:at 600 range any enemy sees night, slowed by 15% ms/as, 2 minions spawned, have 400 life, 22-27 damage and 1.5 attack delay


2nd: Hollowing Illusions [Active(standing point)]
Phantasm hollows all the surroundings cursing every enemy hero creating illusions of himself.
Illusions have the passive of dark phobia.Illusions are spawned near enemies and attack them for 5 hits, and then disappear.600 range effect
1: They deal 25% of hero's damage, they are unaffected from every attack.
2: They deal 30% of hero's damage, they are unaffected from every attack.
3: They deal 45% of hero's damage, they are unaffected from every attack.
4: They deal 60% of hero's damage, they are unaffected from every attack.


3rd: Shadow Storm [Active(Target Point)]
Phantasm calls the judge of Nyx (ancient greek god: night) to destroy its preys.....moohahahahaha!!!
900 cast range.
1: 2 random place Shadow bolts are fallen at ground dealing 40 damage each at 150 range, 2 rounds
2: 2 random place Shadow bolts are fallen at ground dealing 40 damage each at 150 range, 3 rounds
3: 4 random place Shadow bolts are fallen at ground dealing 20 damage each at 150 range, 4 rounds
4: 4 random place Shadow bolts are fallen at ground dealing 20 damage each at 150 range, 5 rounds

Description: You can use rain of fire, but making a custom one is better, the random places that shadow bolts are fallen have maximum offset from target point 300 range.Ultimate increases every bolt damage


4th: Black Heart [Passive]
Phantasm has absorbed some of the powers of Nyx and he deals more damage to the cursed with fear units nad he has a low change to blacken their hart instantly killing them.
1: Physical/Spell Attacks to target with Phobia effects are enchanted by 5 damage(same for minions/illusions). There is 0.5% chance to kill instantly a hero and 5% for creeps(only hero attacks).
2: Physical/Spell Attacks to target with Phobia effects are enchanted by 7 damage(same for minions/illusions). There is 1% chance to kill instantly a hero and 10% for creeps(only hero attacks).
3: Physical/Spell Attacks to target with Phobia effects are enchanted by 9 damage(same for minions/illusions). There is 1.5% chance to kill instantly a hero and 15% for creeps(only hero attacks).





Was my other hero Rene good?
 

mapguy

New Member
Reaction score
46
Undead.Cow is right. I don't even know what hero model should I use. =/

for kakashy uses draenei seer.
for werewolf archer use archer model (night elf)
for werewolf form use the model used in the map (werewolf transyvania)
 

mapguy

New Member
Reaction score
46
Hero Name: Blademaster [use blademaster, du'h]
Agility hero
Str 20+1.2
Agi 24+2.4
Int 15+1.0
Attack range: 100


Spells:
1st: Wind blade [Passive]
When the blademaster attacks an enemy or casts a spell he gains 2 agility points and 1% increased movement speed for a few seconds.
1:Lasts 20 seconds, stacks up to 10 times.
2:Lasts 25 seconds, stacks up to 15 times.
3:Lasts 30 seconds, stacks up to 20 times.
4:Lasts 35 seconds, stacks up to 25 times.


2nd: Wind strike [Active(Target Point)]
The blademaster cuts the air with his sword creating a vaccum blade that damages all enemyes in a line. Enemies hit by the blade have their attack speed and movement speed reduced by 50% for 3 seconds.
1: Deals 50 + agility in damage. cooldown 20 seconds.
2: Deals 75 + agility in damage. cooldown 16 seconds.
3: Deals 100 + agility in damage. cooldown 12 seconds.
4: Deals 125 + agility in damage. cooldown 8 seconds.


3rd: Air fall [Active(Target area)]
The blademaster jumps very high becoming invulnerable and then falls in the center of target area dealing great damage and stunning enemies for a few seconds.
1: 60 + agility in damage, 1 second of stun. 500 cast range. cooldown 15.
2: 90 + agility in damage, 1.3 second of stun. 650 cast range. cooldown 13.
3: 120 + agility in damage, 1.6 second of stun. 800 cast range. cooldown 11.
4: 150 + agility in damage, 2 seconds of stun. 950 cast range. cooldown 9.



4th: Hurricane [Active (no target)]
The blademaster starts spinning very fast dealing damage to nearby enemies and slowing their movement speed by 25%. The blademaster can attack and use spells when spinning. The spin lasts 5 seconds and when it ends the blademaster throws a powerfull hurricane in the direction he's looking.
1: Deals agility in damage per second. Hurricane deals 150 damage with range 600. Cooldown 40 seconds.
2: Deals 10 + agility in damage per second. Hurricane deals 250 damage with range 700. Cooldown 35 seconds.
3: Deals 20 + agility in damage per second. Hurricane deals 350 damage with range 800. Cooldown 30 seconds.
FOR THIS SPELL DONT USE BLADESTORM, USE A DUMMY SPELL AND ACTIVE A PERIODIC TRIGGER LIKE 0.03 seconds that causes blademaster to make SPIN animation.




Good for you?
 

denmax

You can change this now in User CP.
Reaction score
155
I've already quit map-making anyway, so I guess I should give you some ideas.

Just get every spell you're interested in from this map
http://www.thehelper.net/forums/showthread.php?t=75964

Go ahead and take the codes and ideas from the map, rest assure they are all original (and GUI). :p

But heck, it has been a really long time, and I'm not sure what improvements people have already made in creating triggers.

At best, put your interest on the Voodoo Magician, seeing as he is the only thing I am actually proud of even though some other heroes have more complex triggers XD

But it must be tiring for you, but I doubt I'll ever be coming back to the forums. So there's no need for you to go in and look at how lame my skills are.
 

Furby

Current occupation: News poster
Reaction score
144
Thank you denmax, +rep(which you probably don't even need :D). :)
 

Archideas

Active Member
Reaction score
32
Hale'tanis
Royal Adjudicator
Ranged/Intelligence

Intelligence - High
Strength - Medium
Agility - Low

url


th_Guidance.png

Guidance - [Q]

Calling to the holy beings for guidance, Hale'tanis' prayers are heard, granting him or his allies bonus damage depending on their current health. Lasts 9 seconds.

Level 1 - Grants 10% of base damage for every 20% of max health missing.
Level 2 - Grants 15% of base damage for every 17% of max health missing.
Level 3 - Grants 20% of base damage for every 14% of max health missing.
Level 4 - Grants 25% of base damage for every 11% of max health missing.

icons_10836_btn.jpg

Prejudice - [W]

Going against his basic principles, Hale'tanis sets a prejudiced illusion on an allied unit, forcing enemy units to attack it for a period of time. Grants bonus armor to the targeted unit based on numbers of units attacking it.

Level 1 - Grants 3 armor for each unit attacking. Lasts 2.25 seconds.
Level 2 - Grants 4 armor for each unit attacking. Lasts 2.75 seconds.
Level 3 - Grants 5 armor for each unit attacking. Lasts 3.25 seconds.
Level 4 - Grants 6 armor for each unit attacking. Lasts 3.75 seconds.

th_Authoritarianpng.png

Authoritarian - Passive

Under the guidance of Hale'tanis, nearby friendly units gain a chance to parry melee attacks, reducing the incoming damage by 50%.

Level 1 - 8% chance to parry an attack.
Level 2 - 11% chance to parry an attack.
Level 3 - 14% chance to parry an attack.
Level 4 - 17% chance to parry an attack.

icons_2212_btn.jpg

Judgement - [R]

Marking an enemy unit, Hale'tanis places judgement upon it and its nearby allies. Deals damage based on the affected units current damage. The effect is doubled if the judged units have more than three buffs.

Level 1 - Deals 75 damage plus the affected units current minimum damage. Covers a small area.
Level 2 - Deals 125 damage plus the affected units current minimum damage. Covers a medium area.
Level 3 - Deals 175 damage plus the affected units current maximum damage. Covers a medium area.
 
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