Carnerox
The one and only.
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Did you look at my hero.
Akuma
Draenei Seer
Intelligence
Ranged: 625
==Stats==
Strength: 15 + 1.8
Agility: 17 + 2.07
Intelligence: 23 + 3.2
Akum a once powerful draenei seer in the Manaist Tribe. It was until the war over the homeland of the Manaist, the invading demons used their demonic powers to drain the life away of Akuma's brothers and whipping away their power, but Akuma was lucky enough of having to use his shield of mana to protect him from most of the harmful demonic powers used against them, now Akuma looks nothing as he was before just an old elder roaming the lands slaying any demonic foe that crosses his path with his death diffing magic, that can shock the energy from an enemy and damage them or create a barrier around him self blocking damage or capture hordes of evil and crush them and aid his allies with his Manaist Tribal power past down from Seer to Seer.
Mana Burst - 90 mana, 13 cooldown.
Akuma sends a bolt of damaging mana at an enemy unit that deals damage to the amount of mana drained.
Level 1 - Drains up to 125 mana.
Level 2 - Drains up to 185 mana.
Level 3 - Drains up to 245 mana.
Level 4 - Drains up to 314 mana.
Mana Shield - 10 mana, 9/8/7/6 cooldown.
Akuma creates a mana infused shield around him the absorbs an amount of damage by using his mana, also gives him an ability which allows him to deal damage in a area of effect.
Level 1 - Absorbs 25% damage per 1 mana point, each attack made burst dealing Akuma's current damage in a 200 area of effect, but drains 10 mana per attack.
Level 2 - Absorbs 35% damage per 2 mana point, each attack made burst dealing Akuma's current damage in a 250 area of effect, but drains 18 mana per attack.
Level 3 - Absorbs 45% damage per 3 mana point, each attack made burst dealing Akuma's current damage in a 300 area of effect, but drains 26 mana per attack.
Level 4 - Absorbs 55% damage per 4 mana point, each attack made burst dealing Akuma's current damage in a 350 area of effect, but drains 34 mana per attack.
Mana Cage - 105 mana, 35/30/25/20 cooldown.
Akuma un-leaches ropes of mana that captures 4 nearby enemy heroes that holds them for 3 seconds and deals damage over time.
Level 1 - Deals 25 damage per second.
Level 2 - Deals 45 damage per second.
Level 3 - Deals 65 damage per second.
Level 4 - Deals 85 damage per second.
Manaist Power - 135 mana, 90 second cooldown.
Akuma channels his mana for 2 seconds, then releases a nova that damages enemy units that come in range of the release mana, each unit hit by the nova has their mana drained by 75 which is then saved up until the released mana returns to Akuma then is added to his current mana pool.
Level 1 - Deals 175 damage.
Level 2 - Deals 250 damage.
Level 3 - Deals 325 damage.
Active Ability
Szkra hurls a part of herself to a target area, dealing damage equal to 5/10/15/20% of Szkra's current hitpoints, and slowing down the movement speed of units in the area by x%. Szkra looses 5% of her current hitpoints when she uses Sludge Bomb.
Sludge FormPassive Ability+Active Ability
Every 30/25/20/15 seconds Szkra's boiling body lets out an unintelligent spawn. These spawn can move and attack where Szkra wants them too, and share Szkra's Sludge Form ability. Each spawn can maintain it's shape for 45 seconds, before dissolving into slime that slows down enemy units that pass over it. Alternatively Szkra can eat the slime to regain some hitpoints.
Slime Feast
Szkra eats a slime, regaining x% hitpoints. These hitpoints can push her standard hitpoint limit to up to 120%, however, she looses the extra hitpoints at a rapid rate.
Passive Ability
Made completely out of moving, non solid matter, attacks made against Szkra by normal weapons are ineffective, reducing x amount of damage every hit. Furthermore, any attack made against Szkra leaves a part of her on the attacker dealing x damage over y seconds.
Passive Ability
Whenever Szkra attack's she shoots some slime onto a unit. If Szkra manages to deal the finishing blow to a unit she bulks up for 15/20/25 (50/60/70 for heroes) seconds, and gains a bulk up counter. These counter's stack up to 10 and provide different abilities.
Every Counter Gives Szkra 1% more hitpoints
Every Second Counter Spawns a free Slime Child
If she reaches 10 counters Szkra overloads and Shoots 4 Sludge Bombs at random areas around her, dealing 10% of her max hitpoints in damage and slowing down the movespeed by x%.
Strike of the RunebladeActiveDeep energies enter the blade and toss the blade at the speed of light in an area around, crippling the units.
All units in 300 AOE range will have 20 + (10 X level of ability)% reduced attack and (10 X level of ability)% movement speed.
Lasts for 2 + (1 X level of ability) seconds.
Cooldown : 20/25/30
Mana cost : 150/160/170/180
Icy SoulPassiveHis soul becomes stronger with every hit against him and releases a nova when its maximised.
Everytime a unit attacks Frost Armour, it will be kept in a variable until it hits 50/25/12 hits. After hitting the limit, a 100 + (100 X level of ability) damage nova will be released. ( No slow effect, etc.)
FearPassiveHis eyes strike fear into nearby units causing them to have weakened damage and defence.
All units in 300/400/500 AOE Range have 20%/25%/30% reduced damage and 10%/15%/20% armour.
Solar EclispeActive/UltimateUnleashes the dark power from within to block out the sun, giving him enhanced senses.
Changes time of day to night. ( Increases vision )
Increase armour by 30 + (20 X level of ability), increases movespeed by 50 + (30 X level of ability).
Lasts for 20 + (10 X level of ability) seconds.
Cooldown : 45/55/65
Mana cost : 100/115/130
This hero is really a support player. It can definitely survive alone and definitely can kill when alone, but is much better for a team. He needs a team to kill fast, and the team needs him as a great tank."Who said tanks can't kill?"
He said no custom models.Frost ArmourA new hero arises from the depths. No one knew his real name, but he is known as the Frost Armour for his tough and impenetrable armour. Adept at tanking and Ice-based skills.
Melee
Strength : 22.0 + 3.0Agility : 17.0 + 1.5
Intelligence : 15.0 + 1.0
(Special note: Higher vision at night than normal heroes)
Base movespeed : 350
This hero is really a support player. It can definitely survive alone and definitely can kill when alone, but is much better for a team. He needs a team to kill fast, and the team needs him as a great tank.
Credits : Thehiveworkshop for models and icons.
Model
Icon for the model
Strike of the Runeblade
Icy Soul
Fear
Solar eclispe
Walking Bomb
Places a sadistic, demonic curse upon a foe. As long as the curse is active, the enemy unit will explode upon death, dealing damage as well as having a small chance of placing the curse upon a nearby unit. Only one unit can be affected at a time.
Level 1 - Deals 140 damage to nearby enemy units. 20% chance to spread to a nearby unit.
Level 2 - Deals 170 damage to nearby enemy units. 26% chance to spread to a nearby unit.
Level 3 - Deals 200 damage to nearby enemy units. 32% chance to spread to a nearby unit.
Level 4 - Deals 230 damage to nearby enemy units. 38% chance to spread to a nearby unit.
Magical Outburst
Creates a circle around the caster. After 2 seconds it detonates, dealing damage to enemy units as well as transfering a per centage of affected units mana to Lexivus. Wastes all of Levixus' current mana.
Level 1 - Deals 50% of Levixus' current mana as damage. Transfers 19% of enemy units current mana to Levixus. Max 50% of maximum mana can be restored.
Level 2 - Deals 65% of Levixus' current mana as damage. Transfers 23% of enemy units current mana to Levixus. Max 58% of maximum mana can be restored.
Level 3 - Deals 70% of Levixus' current mana as damage. Transfers 27% of enemy units current mana to Levixus. Max 64% of maximum mana can be restored.
Level 4 - Deals 85% of Levixus' current mana as damage. Transfers 31% of enemy units current mana to Levixus. Max 72% of maximum mana can be restored.
Death Syphon - Passive
Grants Levixus the ability to siphon a per centage of maximum mana of a nearby enemy unit killed by any of his spells.
Level 1 - Siphons 66% of maximum mana. Unit has to be within a 900 AoE.
Level 2 - Siphons 72% of maximum mana. Unit has to be within a 950 AoE.
Level 3 - Siphons 78% of maximum mana. Unit has to be within a 1000 AoE.
Level 4 - Siphons 84% of maximum mana. Unit has to be within a 1050 AoE.
Astral Orb - Passive
Creates an orb circling around Levixus. The orb acts both as a shield and as a way to amplify Levixus' spells. If an enemy unit touches the circling orb, it will explode, dealing damage as well as stun it for a period of time. Increases the max numbers of units allowed to bear the Walking Bomb curse. Allows Magical Outbust to reduce maximum mana of affected enemy units as well.
Level 1 - Orb deals 23% of Lexivus' max health and stuns for 1 second. Takes 6 seconds for orb to reappear. Max 2 units can bear the Walking Bomb curse. Magical Burst also decreases maximum mana of affected units by 30% for 10 seconds.
Level 2 - Orb deals 30%% of Lexivus' max health and stuns for 1.45 seconds. Takes 5 seconds for orb to reappear. Max 3 units can bear the Walking Bomb curse. Magical Burst also decreases maximum mana of affected units by 35% for 10 seconds.
Level 3 - Orb deals 37% of Lexivus' max health and stuns for 1.9 seconds. Takes 4 seconds for orb to reappear. Max 4 units can bear the Walking Bomb curse. Magical Burst also decreases maximum mana of affected units by 40% for 10 seconds.
Fiery Leap
Grants Scar the ability to leap about a certain amount of times, dealing damage both where he takes off and lands, as well as a minor damage over time to affected enemy units. After the last leap, nearby friendly units gain a movement speed bonus that lasts for 5 seconds. Cannot attack or cast spell while leaping.
Level 1 - Can leap 2 times, each impact deals 2.5 x Agility damage, 2 x Intelligence damage overtime. 28% movement speed bonus to nearby friendly units.
Level 2 - Can leap 3 times, each impact deals 2.75 x Agility damage, 2.25 x Intelligence damage overtime. 36% movement speed bonus to nearby friendly units.
Level 3 - Can leap 4 times, each impact deals 3 x Agility damage, 2.5 x Intelligence damage overtime. 44% movement speed bonus to nearby friendly units.
Level 4 - Can leap 5 times, each impact deals 3.25 x Agility damage, 2.75 x Intelligence damage overtime. 52% movement speed bonus to nearby friendly units.
Lightning Bolt
Creates a certain amount of lightning orbs around Scar, each containing a charge of lightning bolts. While at least one charge remains, Scar passively gains an attack damage bonus depending on his strength. Lightning orbs can only activate once every 2 seconds.
Level 1 - 2 charges. Each bolt deals 2 x Agility and Intelligence to a nearby enemy unit. Grants 1.5 x Strength as attack damage.
Level 2 - 3 charges. Each bolt deals 2.25 x Agility and Intelligence to a nearby enemy unit. Grants 1.6 x Strength as attack damage.
Level 3 - 4 charges. Each bolt deals 2.5 x Agility and Intelligence to a nearby enemy unit. Grants 1.7 x Strength as attack damage.
Level 4 - 5 charges. Each bolt deals 2.75 x Agility and Intelligence to a nearby enemy unit. Grants 1.8 x Strength as attack damage.
Shadow Rush
Scar enters a dark rage, granting him complete immunity to pysichal damage, slow effects and significally increasing movement speed but instead taking increased damage from spells. Deals damage to nearby enemy units. Disables attack and spells while active. Lasts 6 seconds.
Level 1 - Increases movement speed by 50% and deals 2 x Agility damage to nearby enemy units.
Level 2 - Increases movement speed by 57% and deals 2.25 x Agility damage to nearby enemy units.
Level 3 - Increases movement speed by 64% and deals 2.5 x Agility damage to nearby enemy units.
Level 4 - Increases movement speed by 71% and deals 2.75 x Agility damage to nearby enemy units.
Overwhelm
Scar lets out a roar, giving courage to nearby friendly units and bringing fear to enemy units, whereafter he leaps upon a target, completely immobilizing it as well as reducing its armor while shredding the victim to pieces.
Level 1 - Increases friendly units attack damage by 31%, reduces enemy units attack damage by 31%. Deals 1.5 x Strength, Agility and Intelligence over 3 seconds and reduces targets armor by 3.
Level 2 - Increases friendly units attack damage by 37%, reduces enemy units attack damage by 37%. Deals 1.75 x Strength, Agility and Intelligence over 3 seconds and reduces targets armor by 3.5.
Level 3 - Increases friendly units attack damage by 43%, reduces enemy units attack damage by 43%. Deals 2 x Strength, Agility and Intelligence over 3 seconds and reduces targets armor by 4.
Ancestral Claws :
Garnal's claws are imbued by shamanic magic.With each attack, Garnal has a chance to deal instant damage, reduce speed and additionnal damage for 10 second.
Level 1 - 10% chance, 30 Damage, 5 damage/sec, 15% move speed reduction
Level 2 - 15% chance, 40 Damage, 10 damage/sec, 20% move speed reduction
Level 3 - 20% chance, 50 Damage, 15 damage/sec, 25% move speed reduction
Level 4 - 20% chance, 60 Damage, 15 damage/sec, 30% move speed reduction
Manacost : Passive
Cooldown : N/A
Casting time : Instant
Earth Shield :
Garnal create enchanted orbs in a friendly unit.Each orb increase the armor by 1 and gives 2/hp sec.If the target is attacked, it is stunned for 2 second at the cost of 1 orb.Cannot happen more than 1 time in 10 second
Level 1 - 2 orbs
Level 2 - 3 orbs
Level 3 - 4 orbs
Level 4 - 5 orbs
Manacost : 80/100/110/110
Cooldown : 15 second
Casting time : Instant
Spirit Watcher :
Plant a special invisible ward that provide vision and truesight.If a nearby invisible come next to the ward, a wolf spirit appear next to the ward and attack the hero for 5 second.Cannot happen more than 1 time in 30 second.
Level 1 - Max of 3 Wards
Level 2 - Max of 4 Wards
Level 3 - Max of 5 Wards
Level 4 - Max of 6 Wards
Manacost : 60
Cooldown : 30
Casting time : Instant
Chain Lightning Rope :
Conjure a lighting rope that bounce throught 3 targets.The targets take damage and cannot move until the chaman stop channeling
Level 1 - 30 Damage/sec
Level 2 - 50 Damage/sec
Level 3 - 70 Damage/sec
Manacost : 125
Cooldown : 15 second
Casting time : Channeled for 5 second
Ensnare :
Gar'thuk throws a net to to the target unit, disabling movement for a short duration
Level 1 - 3 second
Level 2 - 4 second
Level 3 - 5 second
Level 4 - 6 second
Manacost : 80
Cooldown : 10
Casting time : Instant
Howl of Might :
Gar'thuk's Wolf emits a encouraging howl which increases the damage of allies as well the movement speed of Gar'thuk for 10 second.
Level 1 - 10% damage bonus, 15% movespeed
Level 2 - 20% damage bonus, 20% movespeed
Level 3 - 30% damage bonus, 25% movespeed
Level 4 - 40% damage bonus, 30% movespeed
Manacost : 125
Cooldown : 25 second
Casting time : Instant
Slicing Strike :
Gar'thuk's blades slices throught nearby enemies, causing them damage as well as the main target.
Level 1 - 3 targets, 15% damage
Level 2 - 3 targets, 25% damage
Level 3 - 3 targets, 30% damage
Level 4 - 4 targets, 40% damage
Manacost : N/A
Cooldown : N/A
Casting time : Passive
Berserk :
Gar'thuk and his wolf go in berserk.Increasing the attack speed, damage for 10 second.Howl of might causes enemy to be unable to cast spell for 5 second
Level 1 - 15% attack speed, 10% damage
Level 2 - 20% attack speed, 20% damage
Level 3 - 40% attack speed, 25% damage
Manacost : N/A
Cooldown : 60 second
Casting time : Instant
Rabid Strike
Witherfang slashes his claws on an unsuspecting foe, inflicting the victim with the lycanthropy curse. The curse increases the victims attack damage and speed but takes more damage for a period of time. If struck while stealthed, the damage is increased by 50%. Lasts 12 seconds.
Level 1 - Deals 4x STR + AGI initial damage. The curse increases victims attack damage by 13% and speed by 18% but takes 31% more damage.
Level 2 - Deals 4.1x STR + AGI initial damage. The curse increases victims attack damage by 16% and speed by 21% but takes 36% more damage.
Level 3 - Deals 4.15x STR + AGI initial damage. The curse increases victims attack damage by 19% and speed by 24% but takes 41% more damage.
Level 4 - Deals 4.2x STR + AGI initial damage. The curse increases victims attack damage by 22% and speed by 27% but takes 46% more damage.
Howl
Witherfang lets out a strong and terrifying howl, stunning nearby enemy units as well as slowing their movement speed. If used at night, Witherfang also gains a boost to his attributes for a period of time.
Level 1 - Stuns nearby enemy units for 1 second and dazing them for 3 seconds, reducing their movement speed by 40%. Gains a 13% boost to attributes if used at night for 11 seconds.
Level 2 - Stuns nearby enemy units for 1.5 second and dazing them for 3 seconds, reducing their movement speed by 55%. Gains a 16% boost to attributes if used at night for 11 seconds.
Level 3 - Stuns nearby enemy units for 2 second and dazing them for 3 seconds, reducing their movement speed by 70%. Gains a 19% boost to attributes if used at night for 11 seconds.
Level 4 - Stuns nearby enemy units for 2.5 second and dazing them for 3 seconds, reducing their movement speed by 85%. Gains a 21% boost to attributes if used at night for 11 seconds.
Feral Prowess - Passive
Allows Witherfang to slip into the shadows of the trees as long he is within a certain radius of a tree but also reduces his movement speed. First strike dealt while hidden incapitates the target as well.
Level 1 - Transition time 2.5 seconds. -40% movement speed, 300 AoE. First strike stuns for 1.5 seconds.
Level 2 - Transition time 2.25 seconds. -35% movement speed, 350 AoE. First strike stuns for 1.75 seconds.
Level 3 - Transition time 2 seconds. -30% movement speed, 400 AoE. First strike stuns for 2 seconds.
Level 4 - Transition time 1.75 seconds. -25% movement speed, 450 AoE. First strike stuns for 2.25 seconds.
Keen Senses - Passive
Witherfang has overtime become a natural hunter, llowing him to gain several different benefits, such as sensing any hidden enemies nearby. Also increases agility gained per level as well as reducing transition time on Feral Prowess.
Level 1 - Detects hidden enemy units within a 400 AoE, gains 0.07 agility per level. Transition time is reduced by 0.2 seconds.
Level 2 - Detects hidden enemy units within a 475 AoE, gains 0.09 agility per level. Transition time is reduced by 0.25 seconds.
Level 3 - Detects hidden enemy units within a 550 AoE, gains 0.11 agility per level. Transition time is reduced by 0.3 seconds.
Nether Bolt
Zilasha throws a nether bolt at a target, increasing damage taken from spells, the bolt then jumps to additional nearby enemy units. The nether bolt grows stronger for each jump, increasing its effect as it goes. Lasts 6 seconds.
Level 1 - Increases magical damage taken by 25% to the first target and +2% for each additional unit. Can jump to max 4 units.
Level 2 - Increases magical damage taken by 29% to the first target and +3% for each additional unit. Can jump to max 5 units.
Level 3 - Increases magical damage taken by 33% to the first target and +4% for each additional unit. Can jump to max 6 units.
Level 4 - Increases magical damage taken by 37% to the first target and +5% for each additional unit. Can jump to max 7 units.
Demi
Summons a black orb that rapdily descends towards the ground. Upon impact it drains health from nearby enemy units each second for a period of time, storing it into the nether realm for later use. Lasts 4 seconds.
Level 1 - Drains 3% of max health per second, for each 5% health drained, stores 1% of it in the nether realm.
Level 2 - Drains 4% of max health per second, for each 4.5% health drained, stores 1.5% of it in the nether realm.
Level 3 - Drains 5% of max health per second, for each 4% health drained, stores 2% of it in the nether realm.
Level 4 - Drains 6% of max health per second, for each 3.5% health drained, stores 2.5% of it in the nether realm.
Total Chaos
Zilasha lets loose total chaos in an area, disorienting everyone affected. Renders units unable to tell friend from foe and silences heroes. Damage stored from Demi is also let loose, dealing damage depending on stored damage. Completely depletes all damage stored.
Level 1 - Deals 70% of total damage stored to all units. Disorientation lasts 3 seconds.
Level 2 - Deals 80% of total damage stored to all units. Disorientation lasts 3.5 seconds.
Level 3 - Deals 90% of total damage stored to all units. Disorientation lasts 4 seconds.
Level 4 - Deals 100% of total damage stored to all units. Disorientation lasts 4.5 seconds.
Cheating Death - Passive
Zilasha is able to temporarily cheat death, bringing her spirit back to her body for a short period of time to take vengeance on her killer. While under effect, her spells powers are increased by 15%.
Level 1 - Resurrected for 5 seconds, spells cost 25% less mana.
Level 2 - Resurrected for 6 seconds, spells cost 40% less mana.
Level 3 - Resurrected for 7 seconds, spells cost 55% less mana.