[Need]Hero - Ideas

avalya

New Member
Reaction score
37
Didn't say they were blind, was going to base an ability of emitting soundwaves that increases vision and reveals nearby invisible units and that stuff.
 

Archideas

Active Member
Reaction score
32
Taragian
Annihilator
Melee/Strength

Intelligence - Low
Strength - High
Agility - Low

images


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Power Boost

The Annihilator puts a part of his own life essence to temporarily boost his own attack force, enabling him to deal devastating damage to his enemies for a period of time.

Level 1 - Drains 16% of max health, increases attack damage for the next attack by 35%.
Level 2 - Drains 15% of max health, increases attack damage for the next attack by 50%.
Level 3 - Drains 14% of max health, increases attack damage for the next attack by 65%.
Level 4 - Drains 13% of max health, increases attack damage for the next attack by 80%.

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Diabolical Warfare

An Annihilator's nature is best displayed in the battlefield. Usually leading its own army against as heavily armed and powerful foes, the Annihilator drains the essence of his own armies to boost hismself.

Level 1 - Sacrifices an allied unit to boost strength by 20% for 13 seconds.
Level 2 - Sacrifices an allied unit to boost strength by 28% for 13 seconds.
Level 3 - Sacrifices an allied unit to boost strength by 36% for 13 seconds.
Level 4 - Sacrifices an allied or enemy unit to boost strength by 44% for 13 seconds.

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Demonic Veins - Passive

A demon's body is a very interesting thing. The Annihilator's body in particular is capable of astounding features. By pumping it's own blood throughout it's body at a faster rate, it can increase its own capacity in battle without suffering from a shortened lifespan. Adds bonuses on each level.

Level 1 - Increases health by 25 for each level of ability.
Level 2 - Increases health and mana regeneration by 65%.
Level 3 - Increases strength gained per each level by 0.25.
Level 4 - Increases previous attribute improvements by 25%.

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Ultimate Power - Passive

Being a true and natural barbaric, the Annihilator becomes more deadly the more damage he suffers. Absorbing his own spilled blood into his weapon, he's capable of sending out powerful shockwaves with each attack on random occasions, depending on how much damage he's suffered.

Level 1 - For each 15% of max health missing, sends out a short range shockwave dealing 35 damage.
Level 2 - For each 14% of max health missing, sends out a medium range shockwave dealing 40 damage.
Level 3 - For each 13% of max health missing, sends out a large range shockwave dealing 45 damage.
 

l3loodKnight

New Member
Reaction score
2
Here's one of my old suggestions for DotA.

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Model: Firelord (You can change it to fire spawn if it's overused.
Name: Firelord
Proper Name: Ragepyre
Base Attribute: Strength
Attack Range: 100 (melee)


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Hellpyre Vulcan - Ragepyre channels for a second. Then, depending on how long he actually channeled, he will rapidly shoot out fire at the target enemy. Lasts 5 seconds. Shoots fire every 0.17 seconds. However, if Ragepyre and the target are 300 units away from eachother then the spell is canceled.

Level 1 - Deals 4 damage for each 0.25 seconds channeled.
Level 2 - Deals 5 damage for each 0.25 seconds channeled.
Level 3 - Deals 6 damage for each 0.25 seconds channeled.
Level 4 - Deals 7 damage for each 0.25 seconds channeled.
Level 5 - Deals 8 damage for each 0.25 seconds channeled.



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Unquenchable Flames - Each time the Firelord deals damage, he will gain a "lava charge". Once he obtains a certain amount of lava charges, he releases a concentrated burst of energy, dealing damage and stunning nearby enemies. Can toggle this ability to deal damage per second to nearby enemies (like immolation) at the cost of the original effect. (and vice versa)

Level 1 - Requires 12 lava charges. Releases a burst of energy that deals 45 damage and stuns for 0.6 seconds. When toggled, deals 50 damage to nearby enemies every second.
Level 2 - Requires 10 lava charges. Releases a burst of energy that deals 90 damage and stuns for 0.7 seconds. When toggled, deals 60 damage to nearby enemies every second.
Level 3 - Requires 8 lava charges. Releases a burst of energy that deals 135 damage and stuns for 0.8 seconds. When toggled, deals 80 damage to nearby enemies every second.
Level 4 - Requires 6 lava charges. Releases a burst of energy that deals 180 damage and stuns for 0.9 seconds. When toggled, deals 90 damage to nearby enemies every second.
Level 5 - Requires 4 lava charges. Releases a burst of energy that deals 180 damage and stuns for 1 second. When toggled, deals 100 damage to nearby enemies every second.



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Agonizing Flames - Each time the Firelord deals damage, he has a 30% chance to release a pulse of heat, causing them to recieve a debuff that causes them to recieve more damage taken. Resets the duration each time it procs. Can stack up to 5 times.

Level 1 - Deals 4% more damage. Lasts 4.00 seconds.
Level 2 - Deals 5% more damage. Lasts 4.75 seconds.
Level 3 - Deals 6% more damage. Lasts 5.50 seconds.
Level 4 - Deals 7% more damage. Lasts 6.25 seconds.
Level 5 - Deals 8% more damage. Lasts 7.00 seconds.



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Flamespite - Curses an enemy. Every time the target enemy is attacked, the curse will create a shard of fire at the target's location. After a short delay, the shard explodes, dealing damage and slowing nearby enemies. Slows stack up to 60%.

Level 1 - Each time the target recieves damage, it will create a shard of fire at the target's location. The shard explodes after 0.4 seconds, dealing 20 damage to nearby enemies and slowing them by 3%.
Level 2 - Each time the target recieves damage, it will create a shard of fire at the target's location. The shard explodes after 0.3 seconds, dealing 30 damage to nearby enemies and slowing them by 5%.
Level 3 - Each time the target recieves damage, it will create a shard of fire at the target's location. The shard explodes after 0.2 seconds, dealing 40 damage to nearby enemies and slowing them by 7%.
 

Archideas

Active Member
Reaction score
32
Sinthia
Frost Wyrm
Ranged/Intelligence

Intelligence - Medium
Strength - Medium
Agility - Low

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Once a proud and noble Blue Dragon, Sinthia was killed and reanimated by the Scourge to serve their evil purposes.
Still having a free will, Sinthia broke the shackles binding her to the Scourge and fled.


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Devour

Sinthia locks onto a prey and devours it. While devoured, the devoured units suffers damage overtime which in turn heals Sinthia. Also enables the spell Spit.

Level 1 - Deals and heals 5 damage per second. Spit deals 130 damage in a 350 AoE.
Level 2 - Deals and heals 7 damage per second. Spit deals 160 damage in a 350 AoE.
Level 3 - Deals and heals 9 damage per second. Spit deals 190 damage in a 350 AoE.
Level 4 - Deals and heals 12 damage per second. Spit deals 220 damage in a 350 AoE.

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Default
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Spit

Sinthia spits out the devoured target, dealing damage depending on Devour's level.

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Hailstorm

Sinthia draws the heat surrounding her, converting it to frosty air. Further manipulating it, she can enshroud herself or an ally with the ice, creating a protective tornado of ice around the target. The tornado absorbs damage intended for the target and upon breaking, small ice shards are sent out flying in random directions, dealing damage and stunning for a period of time.

Level 1 - Absorbs 140 damage, shards deal 80 each and stuns for 0.75 seconds.
Level 2 - Absorbs 170 damage, shards deal 100 each and stuns for 0.90 seconds.
Level 3 - Absorbs 200 damage, shards deal 120 each and stuns for 1.05 seconds.
Level 4 - Absorbs 230 damage, shards deal 140 each and stuns for 1.20 seconds.

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Sinthia's Core - Passive

Further imbueing her frosty core, Sinthia gains the ability to literally freeze her targets on the spot, rendering them unable to act for 3 seconds.

Level 1 - The core is refreshed every 21 seconds.
Level 2 - The core is refreshed every 19 seconds.
Level 3 - The core is refreshed every 17 seconds.
Level 4 - The core is refreshed every 15 seconds.

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Ice Combustion

Sinthia focuses on the air surrounding an enemy unit and intensifies it. Deals heavy damage to main target and medium damage to nearby enemy units as well as granting a passive chance to stun nearby casting enemy units.

Level 1 - Deals 180 damage to target, 90 to nearby enemy units. 20% chance to stun casting enemy units.
Level 2 - Deals 260 damage to target, 130 to nearby enemy units. 24% chance to stun casting enemy units.
Level 3 - Deals 320 damage to target, 160 to nearby enemy units. 28% chance to stun casting enemy units.

Here's the reworked concept of Sinthia. Hope ya like it.
 

black.sheep

Active Member
Reaction score
24
Remake for the banshees Possesson ability

Controling Scream (Needs a better name, but W/E)
Channeling ability
The banshee starts screaming uncontrolably, crippling the minds of all effected units, forcing them to serve the banshee will. While in this state, units cannot cast spells, they also have a reduced damage. Does not effect units below 15% HP, if any unit leaves 800 range, the control will be removed. Units that enter the control area are slowed by 40%
Less gay than possess, amirite?
 

Carnerox

The one and only.
Reaction score
84
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Anubis'ra
Strength
Melee
Once a proud warrior of the Nerubian kingdom that fell to the wrath of the Lich King. Anubis survived by burrowing into the ground, using his spikes to reflect damage, or his mighty claws to smash the enemy and infect the enemy with his deadly poison.​

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Spiked Barrier - Passive

Each attack dealt to Anubis'ra, has a chance to reflect all damage dealt to him back to the attacker and adds bonus damage for a short period.

Level 1 - has a 13% chance to reflect all damage, and gain 15+ bonus damage for 8 seconds.
Level 2 - has a 17% chance to reflect all damage, and gain 25+ bonus damage for 10 seconds.
Level 3 - has a 22% chance to reflect all damage, and gain 35+ bonus damage for 12 seconds.
Level 4 - has a 27% chance to reflect all damage, and gain 45+ bonus damage for 14 seconds.

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Slicing Claws - 90 mana, 16 seconds cooldown.

Anubis'ra smashes his mighty claws against a unit, dealing damage and reducing their armor for 10 seconds.

Level 1 - Deals 90 damage, reduces armor by -4.
Level 2 - Deals 140 damage, reduces armor by -6.
Level 3 - Deals 190 damage, reduces armor by -8.
Level 4 - Deals 240 damage, reduces armor by -10.
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Deadly Poison - Passive

On each attack Anubis'ra deals to an enemy unit infects them with his deadly poison which slows their movement speed by 25% and deals damage for 3 seconds.

Level 1 - Deals 15 damage.
Level 2 - Deals 25 damage.
Level 3 - Deals 35 damage.
Level 4 - Deals 45 damage.

Movement Speed and Damage buff does not stack per attack.

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Burrow Strike - 120 mana, 110/100/90 second cooldown.

Anubis'ra burrows underground and randomly un-burrows near a hero within 600 range of him and then impales them dealing damage, if there is no enemy within the range Anubis'ra can move freely around till he comes in range of a hero but his movement speed is slowed by 20%.

Level 1 - Deals 190 damage, stuns for 1.5 seconds.
Level 2 - Deals 250 damage, stuns for 2.5 seconds.
Level 3 - Deals 310 damage, stuns for 3.5 seconds.
(When he un-burrows use the animation *attack, throw*)

Slicing Claws - http://www.hiveworkshop.com/forums/...rden-146097/?prev=search=critical&d=list&r=20

Deadly Poison - http://www.hiveworkshop.com/forums/icons-541/btncriticalpoison-94266/?prev=search=poison&d=list&r=20
 

Archideas

Active Member
Reaction score
32
Archideas
Blood Mage
Ranged/Intelligence

Intelligence - Medium
Strength - Medium
Agility - Low

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Archideas is a very powerful and wicked renegade enchanter. Having tapped into demonic magic,
Archideas is capable of manipulating the blood in his own body as well as enemies to perform devastating spells.
But using your own blood for magic comes at a heavy price, thus shortening ones lifespan.


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Blood Beam

Channels magic towards a destined point, whereafter a beam of Archideas' own blood is shot out. Anyone caught in the blood beam is poisoned by the blood and suffers damage over time as well as a chance to miss on attack. Lasts 8 seconds.

Level 1 - Deals 15 damage per second, 40% chance to miss.
Level 2 - Deals 20 damage per second, 48% chance to miss.
Level 3 - Deals 25 damage per second, 56% chance to miss.
Level 4 - Deals 30 damage per second, 64% chance to miss.

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Enhanced Weapon

Archideas taps his own blood and binds it to a friendly or foe's weapon, either enhancing or crippling the wielder's weapon. Lasts 14 seconds.

Level 1 - Grants Cleave to friendly units, reduces attack damage and attack speed for enemies by 18%.
Level 2 - Grants Improved Cleave to friendly units, reduces attack damage and attack speed for enemies by 24%.
Level 3 - Grants Greater Cleave to friendly units, reduces attack damage and attack speed for enemies by 28%.
Level 4 - Grants Perfect Cleave to friendly units, reduces attack damage and attack speed for enemies by 32%.

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Blood Control - Active/Passive

Years of training has taught Archideas how to more effectively manipulate blood magic, reducing the blood needed for his spells. Life Orbs drain 0.5 mana each per second.

Level 1 - Spells drain 7% less health. When activated, creates 1 Life Orb to circle around Archideas, regenerating 0.5 health per second.
Level 2 - Spells drain 10% less health. When activated, creates 2 Life Orbs to circle around Archideas, regenerating 1 health per second.
Level 3 - Spells drain 13% less health. When activated, creates 3 Life Orbs to circle around Archideas, regenerating 1.5 health per second.
Level 4 - Spells drain 16% less health. When activated, creates 4 Life Orbs to circle around Archideas, regenerating 2 health per second.

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Blood Explosion

Archideas channels his own blood around a target for a full 2 seconds before crushing the foe with it. During the channel the foe's movement speed is slowed. If the targets health is low enough, it will outright kill it.

Level 1 - Slows movement speed by 30%, deals 36% of targets max health. Kills instantly if target has less than 10% health left.
Level 2 - Slows movement speed by 40%, deals 39% of targets max health. Kills instantly if target has less than 13% health left.
Level 3 - Slows movement speed by 50%, deals 42% of targets max health. Kills instantly if target has less than 16% health left.

Instead of relying on mana, this hero uses his own health to execute his spells. Health required for each spell requires a certain % of max health.

Blood Beam:

1 second casting time during which his Spell animation is played.

Enhanced Weapon:

Cleave - 35% damage
Improved Cleave - 55% damage
Greater Cleave - 75% damage
Perfect Cleave - 100% damage

Blood Control:

Creates 1/2/3/4 orbs circling around him, each healing 0.5 health per second to him.

Blood Explosion:

His ultimate drains X% of his max health every 0.2 second until finished or cancelled. It can also kill him if you're not careful.

Resources:

http://www.hiveworkshop.com/forums/icons-541/btnsupernova-139069/?prev=search%3Dblood%2520mage%26r%3D20%26d%3Dlist%26page%3D8
http://www.hiveworkshop.com/forums/icons-541/btnunholypower-107110/?prev=search%3Dunholy%26d%3Dlist%26r%3D20
http://www.hiveworkshop.com/forums/icons-541/btncrbloodtap-111257/?prev=search%3Dblood%26d%3Dlist%26r%3D20
http://www.hiveworkshop.com/forums/icons-541/btnbloodcurse-117244/?prev=search%3Dblood%26d%3Dlist%26r%3D20
http://www.hiveworkshop.com/forums/skins-552/undead_hero_bloodelf-61635/?prev=search%3Dblood%2520mage%26d%3Dlist%26r%3D20

Zul'rij
Crazed Alchemist
Ranged/Agility

Intelligence - Medium
Strength - Low
Agility - Medium

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Zul'rij is an alchemist who has dwelled too deep and too long in dangerous chemicals.
Gradually twisting his personality and mind, Zul'rij is now a complete madman.


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Toy Soldier

Zul'rij lets loose a toy peon that walks to its destinated point. Upon reaching its destination, it explodes, releasing a toxic gas. The gas has a chance every second to sleep all units coming in contact with it, during which it deals additional damage overtime. The gas lasts 10 seconds.

Level 1 - Deals 100 initial damage. 30% chance to sleep, 60 damage overtime if slept.
Level 2 - Deals 150 initial damage. 36% chance to sleep, 100 damage overtime if slept.
Level 3 - Deals 200 initial damage. 42% chance to sleep, 140 damage overtime if slept.
Level 4 - Deals 250 initial damage. 48% chance to sleep, 180 damage overtime if slept.

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Bottled Chemicals

Zul'rij throws a bottle full of chemicals at either a friend or foe, giving different effects varying on target. If friend, puts the target in a frenzy, increasing attack damage and speed but takes more damage. If foe, burns the targets armor overtime, reducing armor each second. Lasts 7 seconds.

Level 1 - If friend, increases attack damage and speed by 20% but takes 11% more damage. If foe, reduces armor by 1 each second.
Level 2 - If friend, increases attack damage and speed by 27% but takes 13% more damage. If foe, reduces armor by 1.5 each second.
Level 3 - If friend, increases attack damage and speed by 34% but takes 15% more damage. If foe, reduces armor by 2 each second.
Level 4 - If friend, increases attack damage and speed by 41% but takes 17% more damage. If foe, reduces armor by 2.5 each second.

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Voodoo Curse

Zul'rij also has some knowledge in voodoo. Manipulating a voodoo doll of his victim, Zul'rij is capable of incapitating it, rendering it unable to move. But during this time, Zul'rij is unable to move as well.

Level 1 - The curse lasts for 3 seconds.
Level 2 - The curse lasts for 3.75 seconds.
Level 3 - The curse lasts for 4.5 seconds.
Level 4 - The curse lasts for 5.25 seconds.

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Toy Monster

Zul'rij smashes a bottle of toxic wastes on the ground, releasing a toxic gas that deals damage to all nearby enemies. Also releases an abomination that grows to its full size overtime. When it has reached its full size, it'll go on a mad rampage, attacking all enemies in sight. Abomination knows Plague Cloud and Fortified Skin.

Level 1 - Gas deals 40 damage per second. Takes 3 seconds for the abomination to grow to full size.
Level 2 - Gas deals 75 damage per second. Takes 2.5 seconds for the abomination to grow to full size.
Level 3 - Gas deals 100 damage per second. Takes 2 seconds for the abomination to grow to full size.

This guy is basically a pretty heavy DoT hero. Combining Bottled Chemicals, Toy Soldier, Toy Monster and Voodoo Curse at once, it's a pretty safe way to kill someone if you have enough mana for it.

Toy Monster:

Basically creates an abomination in front of Zul'rij. Grows to full size overtime, whereafter it's able to attack and move. Plague Cloud deals damage overtime to enemies around him and Fortified Skin reduces spell and normal damage taken. The gas lasts as long as it takes for the abomination to grow to full size.

Resources:

http://www.hiveworkshop.com/forums/icons-541/btnclockworkpeon2-148034/?prev=search%3Dpeon%26d%3Dlist%26r%3D20
http://www.hiveworkshop.com/forums/icons-541/btnfirebombd3-125531/?prev=search%3Dbottle%26r%3D20%26d%3Dlist%26page%3D2
http://www.hiveworkshop.com/forums/icons-541/btnvoodoocurse-139440/?prev=search%3Dvoodoo%26d%3Dlist%26r%3D20
http://www.hiveworkshop.com/forums/icons-541/btnabominationteddy-143427/?prev=search%3Dtoy%26d%3Dlist%26r%3D20
http://www.hiveworkshop.com/forums/skins-552/heroshadowhunter-60947/?prev=search%3Dblood%2520mage%26r%3D20%26d%3Dlist%26page%3D4
 

Archideas

Active Member
Reaction score
32
Models already in use for heroes.

Humans:

Paladin (Completed)
Blood Mage (Not started yet)
Sylvanas (Not started yet)

Orcs:

Grunt (Completed)
Spirit Wolf (Completed)
Shadow Hunter (Not started yet)

Undead:

Banshee (Completed)
Frost Wyrm (Not started yet)
Sylvanas (Not started yet)

Night Elves:

Mountain Giant (Completed)
Avatar of Vengeance (Completed)

Creeps:

Blue Dragonspawn (Completed)
Centaur Archer (Not started yet)
Dire Mammoth (Completed)
Fel Beast (Not started yet)
Infernal (Not started yet)
Mur'gul (Completed)
Revenant (Not started yet)
Sasquatch (Completed)

I'll keep this updated as good as possible. I'll add and remove models when necessary. Keep the ideas coming, people!
 

xan029

New Member
Reaction score
2
He was my hero idea in playdota

http://www.playdota.com/forums/76024/str-scourge-garthok-blood-orc-testmap/

Proper Name - Gar'Thok
Class/Attribute - the Blood Orc
Model/Soundset - Fel Grunt
Story - Ravenous for the blood of man and creature alike, Gar'Thok grew demented since his resurgence from the Lich King. But with an extent unknown, he has grown infamous into the esteem of the Scourge, disowning his previous allegiance to the feeble-minded turned-enemy. Only the foolish dare this enraged behemoth, as many have doubted Gar'Thok, cognitively thinking his will to live has ended, only defrauding them to their malicious death as he strikes with no caution with his jagged Axe. Joining the heresy of the Scourge, he seeks his never-ending hunt to the inevitable downfall of his proclaimed abandonment by the Sentinel


Skill I - Essence Bond (active)
Creates a bond with a target, the Gar'Thok will suffer as the target suffers.

Level 1 - Gar'Thok absorbs 15% of damage taken by the target. Cap of 200 absorbed damage.
Level 2 - Gar'Thok absorbs 30% of damage taken by the target. Cap of 300 absorbed damage.
Level 3 - Gar'Thok absorbs 45% of damage taken by the target. Cap of 400 absorbed damage.
Level 4 - Gar'Thok absorbs 60% of damage taken by the target. Cap of 500 absorbed damage

Cooldown - 40 seconds
Duration - 20 seconds


Skill 2 - Visceral Rage (passive)
Whenever Gar'Thok feels tremendous pain, he throws himself into a maddened rage. Whenever he receives 100 damage from a single hit/spell, he gets a charge.

Level 1 - Maximum of 3 charges.
Level 2 - Maximum of 6 charges.
Level 3 - Maximum of 9 charges.
Level 4 - Maximum of 12 charges.

* Each charge gives 15 damage.

* Charges reset whenever Gar'Thok dies. -1 charge for every 20 seconds not any taking damage.

* Triggers when you received 100 damage on a single hit/nuke

* If you received, 300 damage with damage reducted, you will get 3 charges.


Skill 3 - Bloodline - Active, Buff
Through manipulation of blood, Gar'Thok afflicts nearby enemy units with Bloodline, a curse that allows Gar'Thok to drain blood from every damage dealt by his enemies. After a certain amount of time, enemy units who fail to suppress Gar'thok's thirst for blood will have their bodily composition destroyed by Bloodline, tearing them apart..

Level 1 - Chains nearby 3 enemy units and afflicts them the Bloodline debuff.
Level 2 - Chains nearby 3 enemy units and afflicts them the Bloodline debuff.
Level 3 - Chains nearby 4 enemy units and afflicts them the Bloodline debuff.
Level 4 - Chains nearby 4 enemy units and afflicts them the Bloodline debuff.

Bloodline - Debuff

1 - When ever unit under the spell attacks units except Gar'Thok, they will give 10% of their damage in healing to Gar'Thok. If they fail to drain 100hp to Gar'Thok they will be damaged for 200 hp. If they deal 200 hp to Gar'Thok the curse will be removed.

2 - When ever unit under the spell attacks units except Gar'Thok, they will give 12% of their damage in healing to Gar'Thok. If they fail to drain 150hp to Gar'Thok they will be damaged for 275 hp. If they deal 250 hp to Gar'Thok the curse will be removed.

3 - When ever unit under the spell attacks units except Gar'Thok, they will give 14% of their damage in healing to Gar'Thok. If they fail to drain 200hp to Gar'Thok they will be damaged for 350 hp. If they deal 300 hp to Gar'Thok the curse will be removed.

4 - When ever unit under the spell attacks units except Gar'Thok, they will give 16% of their damage in healing to Gar'Thok. If they fail to drain 250hp to Gar'Thok they will be damaged for 425 hp. If they deal 350 hp to Gar'Thok the curse will be removed.

Cooldown - 30/25/20/15
Manacost - 100/105/110/115

Ulti - Hemorrhage, active single hero

Gar'Thok creates havoc upon his opponents oppressed life, dealing a percentage of Gar'Thok's damage received in the last 3 seconds.

Level 1 - Deals 200 damage + 50% of the damage you received in the last 3 seconds. Cap of 400 damage

Level 2 - Deals 275 damage + 75% of the damage you received in the last 3 seconds. Cap of 550 damage

Level 3 - Deals 350 damage + 100% of the damage you received in the last 3 seconds. Cap of 700 damage

Actually he had a testmap, but animations arent too good

Click Here
 

Summoned

New Member
Reaction score
51
Archideas
Unholy Enchanter
Ranged/Intelligence

Intelligence - Medium
Strength - Medium
Agility - Low
As usual, health-based heroes can be pretty cool. The main question I have is: why is he Intelligence based if none of his abilities use mana?

Maybe make Blood Control into a semi-active ability. Still has the passive, but when activated, uses 10 mana and creates an orb that drains 0.5/1/1.5/2 mana per second for 10 seconds, converting it to health. Effect stacks up to 10 times (each stack increases the orb's size?) and has a minor cooldown. Or something to that effect.
 

azareus

And you know it.
Reaction score
63
Archon
Permanently morphed

Model: Dog/Blood elf liteunant

Melee/Strength

Intelligence: Low
Agility: Medium
Strength: High

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Archon was once a very powerful warrior, but once he walked past the house of an evil witch. She turned him permanently into a dog, until he could find the secret formula to become human.
While being a dog Archon knows alot of tricks and methods, that he learned in dogfights, and on the warrior school.


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Bite

Archon powerfully bites an enemy, thus damaging it and decreasing its weapon capabilities.


Active


Level 1: 50 damage and 10% lower attack speed for 10 seconds.
Level 2: 100 damage and 25% lower attack speed for 15 seconds.
Level 3: 200 damage and 30% lower attack speed for 25 seconds.

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Sausage!

Archon uses his incredible nose to find a sausage and eats it to gain life.


Active


Level 1: Heals 10 life every second for 10 seconds.
Level 2: Heals 25 life every second for 9 seconds.
Level 1: Heals 40 life every second for 8 seconds.

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Hypersensitive

By training for years, Archon have reached a great sensivity to sounds and smells.

Passive


Level 1: 10% chance to evade an attack and 5% bigger area of sight.
Level 2: 20% chance to evade an attack and 10% bigger area of sight.
Level 3: 30% chance to evade an attack, 15% bigger area of sight and can "smell" (see) invisible units.

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The magic word

Archon has finally discovered the magic word. He still is a bit doggish though...

Active

Level 1: Morphs into a human for 10 seconds, adding 10% to all stats. (Including attackspeed, damage, mana, etc.)
Level 2: Morphs into a human for 20 seconds, adding 25% to all stats. (Including attackspeed, damage, mana, etc.)
Level 3: Morphs into a human for 30 seconds, adding 40% to all stats. (Including attackspeed, damage, mana, etc.)
 

StormLOrd

New Member
Reaction score
4
Proper Name:Saldorn Name:Storm Lord Attributes:Strenght:low;Primary-Agility:high;Intelligence:medium
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Storm Sphere:The Storm Lord creates a sphere of lightning at a target point.The sphere cannot be attacked and will cast chain lightning at random nearby enemies.The number of chain lightings increases with level.
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Electrical Charge:Saldorn charges his blade with electricity.Each attack on the same enemy will make the Storm Lord attack faster and the enemy move slower.The effect stack multtiple times if attaking the same unit.If the enemy isnt attack for a few seconds the buff dissapears.
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Lightning Bolt:Saldorn calls a bolt of lighting from the sky to strike a target area.Each enemy unit that is in the eye of the storm will get damaged and stunned.Each enemy outside the center but close to it will get damaged and dazed.
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Storm Guardian:The Storm Lord calls upon his lighting powers,creating a mistycal thunder dragon to protect him.The dragon is elusive and cannot be attacked or damaged by spells.The dragon will fly over Saldorn and move with him as the hero walkes.The thunder guardian will attack nearby enemies,if an enemy attackes the Storm Lord the dragon will purge the attacker,slowing his movement and attack speed as well as removing a positive buff from it.
Skin: http://www.hiveworkshop.com/forums/skins-552/young-illidan-61391/?prev=search=young&d=list&r=20
Icons: http://www.hiveworkshop.com/forums/icons-541/btnballlightning-56035/?prev=search=ball&d=list&r=20 http://www.hiveworkshop.com/forums/icons-541/btncharge-109842/?prev=search=charge&d=list&r=20 http://www.hiveworkshop.com/forums/...975/?prev=search=lightning&r=20&d=list&page=3 http://www.hiveworkshop.com/forums/...070/?prev=search=lightning&r=20&d=list&page=3 Comment:this hero is good for damaging groups of enemies.His spells deal high damage and hit multiple targets,wich makes him a string opponent.He can also turn-around the battle with his Electrical Charge or Storm Guardian,and can make alot of enemies to flee.His ultimate is very powerfull and the Storm Lord should be avoided during the spell.(the Storm Guardian spell could reduce the armor of Saldorn if its too imba)I hope you like this hero and that he will be good enough to be made in the map. ;)
 

xan029

New Member
Reaction score
2
I'm too lazy too find icons

Proper Name:Idontknow Name:the VampireAttributes:Strenght:high;Primary-Agility:medium;Intelligence:medium

Malicious Bite:Hero name bites a target, he will lose 4/6/8/10% of his max hp per second but he gains 5/15/25/35% lifesteal

Duration: 4

Fear of the Vampire: Slows enemy units by 6% for every 10% hp missing. Cap of 12/18/24/30% slow.

Passive

Hemophilic: +0.04/0.06/0.08/0.10% hp regen/sec for every 1% hp lost.

Passive

made this hero idea out of pure boredom, just think of an ulti, ill edit it later
 

StormLOrd

New Member
Reaction score
4
Proper Name:Maldrasil Name:Druid Attributes:Strenght:low;Agility:medium;Primary-Intelligence:high;

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One with the Forest:The Druid becomes one with the enviorment around him by transforming into a tree,a rock,a bush or another random doodad.While in this form he cannot attack and regenerates his health.If he moves he breakes the transformation.He doesnt apear as an enemy to the enemy players.He can get attacked by using the "Attack" ability instead by right-clicking on the Druid.
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Nature Shock:Maldrasil targets an enemy unit and creates a ball of nature energy that moves towards the target unit.As the ball travels it can heal ally units by moving trough them.When the ball reaches the target enemy,the enemy will get a damage over time buff.
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Treant Protector:Summons a treant protector.The treant protector has alot of health and armor.Has bash,hardened skin and magic imunity,it learns a new spell by each level of the ability.As long as the treant protector stays near a tree,he will gain a regeneration and attack speed bonus.
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Spirit of Nature:The Druid turns into a wisp.While in this form he will be invisible,but can attack,move and cast spells without breaking the invisibility.

Comments:I hope that his first spell can be made,but if it cant than it should be replaced with a "Hide" ability:The hero becomes invisible and regenerates faster,if he moves he breakes the invisibility.He can use his treant protector as a tank,and can hel him with his DOT.This hero can escape from combat or suprising his enemies,as well as healing himself with the regeneration from first spell and healing his summon with his second spell. :thup:


 
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