The First Assault Information

Waaaaagh

I lost all my rep and my title being a jerk
Reaction score
70
Unit Name: Black Hand Guardian

Propour Name: Stygiaus

Primary Attribute: Intelligence

Skill One: Affliction; Curses all enemies in the target area so that they lose health every second. They amount of health lost is initially high, but diminishes quickly, fading out over a long period of time.
1.Small Area; 30 starting damage
2.Small Area; 45 starting damage
3.Medium Area; 65 starting damage
4.Medium Area; 90 starting damage

Skill Two: Beacon of Degeneration; Heals a target friendly unit or damages a target enemy unit for X health. If cast on a friend, this will jump to only friends, bouncing Y times, or, if cast on an enemy, it will jump to only enemies, bouncing Y times. Each jump heals/deals less damage.
1.80 damage, 3 jumps
2.105 damage, 4 jumps
3.130 damage, 5 jumps
4.155 damage, 6 jumps

Skill Three: Pandemic; Every time the Black Hand takes damage, he has an X% chance to transfer 65% of the damage to a nearby friendly creep.
1.20%
2.35%
3.50%
4.65%

Skill Ult: Corruption; Gives an X% chance that whenever the Black Hand attacks an enemy creep, that enemy will be converted to the Black Hand's cause (his creep's cause, that is). Units converted in this manner take Y damage per second until they die.
1.2%, 34 dps
2.5%, 26 dps
3.8%, 18 dps


The Black Hand Guardian is tough, with moderate strength, low agility and moderate intelligence. He is a tank, that draws his strength from nearby creeps. He is adept at staying in combat, destroying enemy pushes. His theme is fairly 'plague', with most of his spells involving green sickness. All of his FX are green. That's pretty much the size of it.
 

Hero

─║╣ero─
Reaction score
250
You can feel free to use any of the heros I have created in the past.
 

Oninuva

You can change this now in User CP.
Reaction score
221
UnitName: Great Defender

ProperName: Algius the Valorous (I'm terrible at names)

PrimaryAttribute: Strength

Skill1: Slay (15 second cooldown)
Rank 1: Hits nearby enemies in front of you with a crushing blow, dealing 70 damage and stunning the enemies for two seconds. (Melee range)
Rank 2: Hits nearby enemies in front of you with a crushing blow, dealing 100 damage and stunning the enemies for three seconds. (Melee range)
Rank 3: Hits nearby enemies in front of you with a crushing blow, dealing 130 damage and stunning the target for four seconds. (Melee range)
Rank 4: Hits nearby enemies in front of you with a crushing blow, dealing 180 damage and stunning the enemies for five seconds. (Melee range)

Skill2: Spirit of the Defender (30 second cooldown)
Rank 1: For 15 seconds, the defender bolsters himself with spirit, increasing damage done by 5, defense by 10, and HP by 50. Also grants immunity to spells.
Rank 2: For 20 seconds, the defender bolster himself with spirit, increasing damage done by 8, defense by 12, and HP by 100. Also grant immunity to spells.
Rank 3: For 25 seconds, the defender bolsters himself with spirit, increasing damage done by 12, defense by 15, and HP by 150. Also grants immunity to spells.
Rank 4: For 30 seconds, the defender bolsters himself with spirit, increasing damage done by 15, defense by 20, and HP by 250. Also grants immunity to spells.

Skill3: Valorous Shout (18 second cooldown)
Rank 1: Up to 10 enemies within the range of 250 are forced to attack the defender.
Rank 2: Up to 13 enemies within the range of 350 are forced to attack the defender.
Rank 3: Up to 16 enemies within the range of 450 are forced to attack the defender.
Rank 4: Up to 20 enemies within the range of 600 are forced to attack the defender.

SkillUltimate: Great Defense (Can be activated and deactivated at will)
Rank 1: The defender assumes a defensive position, having 30% chance to deflect piercing attacks, and taking only 50% of normal damage, but moving at 40% of normal speed.
Rank 2: The defender assumes a defensive position, having 50% chance to deflect piercing attacks, and taking only 35% of normal damage, but moving at 45% of normal speed.
Rank 3: The defender assumes a defensive position, having 70% chance to deflect piercing attack, and taking only 20% of normal damage, but moving at 50% of normal speed.

Description: As an honorable knight who fights for justice, Algius serves to smite evil and protect his allies. Learns Slay, Spirit of the Defender, Valorous Shout and Great Defense.

My idea of this hero is that he has quite a bit of HP and defense, but not remarkably high damage. The primary ability would probably be Spirit of the Defender, followed by Valorous Shout; Especially Valorous Shout combined with Great Defense would be a common tactic. My thought of a model would be the Captain, perhaps with Uther the Lightbringer's soundset or something like that.

Simple yet creative.
 
T

Tubba

Guest
UnitName: Soulrender

ProperName: Khazar the Dreaded

PrimaryAttribute: Intelligence

Skill1: Life Magnet (This one will be a bit complicated and require a bit of triggering)
The Soulrender inflicts a wound in himself, and creates a magic torrent, draining life from the target unit. That unit then drains life from the nearest unit, and returns a large amount of the damage dealt, and a small percentage back to Khazar. Targets both friendlies and enemies.

Level 1: 50 damage to Khazar. 35 initial healing and damage, then a 5 damage drop per jump. 50% of the jump damage is healed to Khazar. Maximum of 3 jumps.
Level 2: 80 damage to Khazar. 50 initial healing and damage, then a 4 damage drop per jump. 65% of the jump damage is healed to Khazar. Maximum of 4 jumps.
Level 3: 120 damage to Khazar. 80 initial healing/damage, then a 3 damage drop per jump. 75% of the jump damage is healed to Khazar. Maximum of 5 jumps.
Level 5: 180 damage to Khazar. 120 inital healing/damage, then a 2 damage drop per jump. 90% of the jump damage is healed to Khazar. Maximum of 7 jumps.

Yeah, probably confusing. Basically, imagine 3 footmen standing in front of Khazar. Khazar casts Life Magnet on one of them. He takes 35 damage, and Khazar is healed for that. The next footman takes 30 damage, of which 15 is healed to Khazar, and 15 to the first footman. The third footman takes 25 damage, of which 12 is healed to Khazar, and 18 to the second footman. You could base it of Chain Lightning. I'm not sure how you would trigger it, though, and it'd probably be troublesome. I think you could use arrays to work it out, though.

Skill2: Mind Rend

Khazar drains mana and life from a number of friendly units to restore his own.

Level 1: Three friendlies max, 50 health and 25 mana max per target.
Level 2: Four friendlies max, 75 health and 40 mana per target.
Level 3: Five friendlies max, 100 health and 55 mana per target.
Level 4: Seven friendlies max, 140 health and 75 mana per target.

This would require a small bit of triggering, but not as much as the other.
Base it off Forked Lightning (Obviously)

Skill3: Soul Shield
Khazar sacrifices an ally to protect him with it's soul. This, however, drains his mana over time. Lasts until Khazar runs out of mana, the shield breaks or after a period of time. The amount of damage absorbed is equal to the ally's health.

Level 1: 4% mana per second, 20 seconds max.
Level 2: 3% mana per second, 25 seconds max.
Level 3: 2% mana per second, 30 seconds max.
Level 4: 1% mana per second, 40 seconds max.

SkillUltimate: Health Sap
Khazar links his soul to units in an area, draining their life. Khazad will slowly restore his own health by draining theirs, and some of the damage dealt to him will be taken by them. The catch is that when they take damage, Khazad will also take damage.

Level 1: Drains 1 HP per second. Khazar takes 10% of any damage dealt to affected units, and vice versa.
Level 2: Drains 2 HP per second. Khazar takes 8% of any damage dealt to affected units, and affected units take 15% of any damage dealt to Khazar.
Level 3: Drains 3 HP per second. Khazar takes 5% of any damage dealt to affected units, and affected units take 25% of any damage dealt to Khazar.

Description: The Soulrender is feared both among allies and enemies, as he shows no remorse to either. Especially adept at dealing with large amounts of weaker enemies and restoring his own health. Learns Life Magnet, Mind Rend, Soul Shield and Health Sap.

He'd obviously have major problems earlygame, but that's not the problem, it's rather that he'd be vastly overpowered lategame... But I don't think it's imbalanceable. I don't know exactly how your map works, either (Gotta test it). It'd also be quite hard to trigger his abilities, but not impossible. For stats, he'd have low-ish HP but high mana. For Model, try Eredar Sorcerer or Lich.
 
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