Hey all
I finally finished the first "group" of heroes for my map.
Now i wanna know your opinion about these heroes/spells. And yes i know its a long text but pls read it^^
Do you like them?
Why you like them? Why not? Or what exactly do you like?
Which hero/spell you would change and why?
Which Hero you prefer?
Are the heroes well made/godlike/rubbish?
Tell me your opinion. And please don't just post wow....really good! or shit. .... tell me why you think this way so i can change that or keep that for the other heroes.
and now the heroes/spells :
I finally finished the first "group" of heroes for my map.
Now i wanna know your opinion about these heroes/spells. And yes i know its a long text but pls read it^^
Do you like them?
Why you like them? Why not? Or what exactly do you like?
Which hero/spell you would change and why?
Which Hero you prefer?
Are the heroes well made/godlike/rubbish?
Tell me your opinion. And please don't just post wow....really good! or shit. .... tell me why you think this way so i can change that or keep that for the other heroes.
and now the heroes/spells :
Warrior
Bladewhirlwind damaging...
Priest
Firemage
the 4 burning wheels firing at some units
Start of the explosion...
End of the spell....big explosion^^
Witch
Mana explosion ring ^^
Nature Mage
Nature's Revenge (right after casting)
Nature' Revenge (some seconds later)
Defender
Out of the ground spikes are raising?! Oo
Icy Beast
Ice Age in action ^.^
Tinker
Venom Spider
Archer
Water Spirit
Dark Magican
Demon Soldier
Vampiress
Ghost
Flesh Giant
Cursed Beast
War Mage
Casting Hammerfall...
Hammers flying around ^^
Shadow Walker
Assassin
Javelin Thrower
Dead Commander
Slime
Primary Attribute : Strength
Specialized on : Melee damaging
1. Meditation(Active, self disabling)
The Warrior rests in the motion he is and restores HP over time. He is unable to attack, cast spells or even move no matter whether hes attacked or not.
2. Burning Muscles(Active)
The Warrior concentrates all his strength in his arms and legs to move and attack much faster but this is so sustained that he loses HP over the duration.
3. Stamina(Active)
No matter whether he is perished or not when he concentrates his stamina he attacks stronger.
4. Blade Whirlwind(Active)
The Warrior let his sword rotates over his head with all his power so a whirlwind appears. With this whirlwind he damages all units in range. When he moves a bit it could be that a little whirlwind breaks out and moves away from the Warrior. It's not long lasting but as fatal as the big one.
Specialized on : Melee damaging
1. Meditation(Active, self disabling)
The Warrior rests in the motion he is and restores HP over time. He is unable to attack, cast spells or even move no matter whether hes attacked or not.
2. Burning Muscles(Active)
The Warrior concentrates all his strength in his arms and legs to move and attack much faster but this is so sustained that he loses HP over the duration.
3. Stamina(Active)
No matter whether he is perished or not when he concentrates his stamina he attacks stronger.
4. Blade Whirlwind(Active)
The Warrior let his sword rotates over his head with all his power so a whirlwind appears. With this whirlwind he damages all units in range. When he moves a bit it could be that a little whirlwind breaks out and moves away from the Warrior. It's not long lasting but as fatal as the big one.
Bladewhirlwind damaging...
Priest
Primary Attribute : Intelligence
Specialized on : Holy Magic
(Replaced Silence)
Healing Stream(Active)
Heal a friendly unit immedeatly.
(Replaced Blessing Ward)
Holy Shielding(Active, AOE buff)
Grants the Priest and all allies in 400 range a massive armor bonus for a short period of time.
3. Rain of Light(Active)
The Priest calls down pillars of holy light healing all friendly units and damaging all enemy units around him.
(Replaced Holy Stars)
Dark Side of the Light(Active)
The Priest concentrates pure light magic into a little ball and throws it onto the target. The target is fully healed but is blinded and burned by the power of light damaging it every second and reducing its accuracy until it dies...or the Priest.
Specialized on : Holy Magic
(Replaced Silence)
Healing Stream(Active)
Heal a friendly unit immedeatly.
(Replaced Blessing Ward)
Holy Shielding(Active, AOE buff)
Grants the Priest and all allies in 400 range a massive armor bonus for a short period of time.
3. Rain of Light(Active)
The Priest calls down pillars of holy light healing all friendly units and damaging all enemy units around him.
(Replaced Holy Stars)
Dark Side of the Light(Active)
The Priest concentrates pure light magic into a little ball and throws it onto the target. The target is fully healed but is blinded and burned by the power of light damaging it every second and reducing its accuracy until it dies...or the Priest.
Firemage
Primary Attribute : Intelligence
Specialized on : Fire Magic
1. Lava Soldiers(Active)
The Firemage summons soldiers made in the earth's core to help him. The better the spell in learned the more powerful soldiers come and help him.
2. Spew Fire(Active)
The Firemage takes a deep breath and transforms it into fire that he spews out like a dragon.
(replaced Concentrated Fire)
Heat up(Active)
The Firemage heats up his feet setting the ground he walks over on fire. This fire damages every unit in it.
4. Wheels of Fire(Active)
The Firemages creates 4 burning wheels surrounding him. These wheels throw burning balls of lava at enemies in range damaging them. Also the fire burns all enemies coming near them. After the duration the Firemage calls massive explosions damaging all enemies in range. Because of the extreme effort the Firemage isn't able to cast any spell for 45 seconds after casting this spell.
Specialized on : Fire Magic
1. Lava Soldiers(Active)
The Firemage summons soldiers made in the earth's core to help him. The better the spell in learned the more powerful soldiers come and help him.
2. Spew Fire(Active)
The Firemage takes a deep breath and transforms it into fire that he spews out like a dragon.
(replaced Concentrated Fire)
Heat up(Active)
The Firemage heats up his feet setting the ground he walks over on fire. This fire damages every unit in it.
4. Wheels of Fire(Active)
The Firemages creates 4 burning wheels surrounding him. These wheels throw burning balls of lava at enemies in range damaging them. Also the fire burns all enemies coming near them. After the duration the Firemage calls massive explosions damaging all enemies in range. Because of the extreme effort the Firemage isn't able to cast any spell for 45 seconds after casting this spell.
the 4 burning wheels firing at some units
Start of the explosion...
End of the spell....big explosion^^
Witch
Primary Attribute : Intelligence
Specialized on : Mana Magic
1. Spirit Ravens(Active)
The witch calls 7 spirit ravens. These ravens fly around in a region around the Witch destroying the mana of enemies in range. This mana destroying damages the enemies the same amount as the burned mana.
Witch using Spirit Ravens and Mana Barrier
2. Ancient Witchcraft(Passive)
Every 10 seconds its possible that an ancient witchcraft absorbs all mana of enemies in range and fullfils the mana of the Witch.
3. Mana Barrier(Active)
The Witch creates a shield of pure mana that absorbs all damage the Witch should get but this protection casts mana per a certain amount of damage.
4. Mana Explosion(Active)
The Witch concentrates all her mana in 8 waves of pure mana flying away from her. Every unit hit by one of the waves get damaged in the same amount the Witch's mana was at the moment of spell casting.
Specialized on : Mana Magic
1. Spirit Ravens(Active)
The witch calls 7 spirit ravens. These ravens fly around in a region around the Witch destroying the mana of enemies in range. This mana destroying damages the enemies the same amount as the burned mana.
Witch using Spirit Ravens and Mana Barrier
2. Ancient Witchcraft(Passive)
Every 10 seconds its possible that an ancient witchcraft absorbs all mana of enemies in range and fullfils the mana of the Witch.
3. Mana Barrier(Active)
The Witch creates a shield of pure mana that absorbs all damage the Witch should get but this protection casts mana per a certain amount of damage.
4. Mana Explosion(Active)
The Witch concentrates all her mana in 8 waves of pure mana flying away from her. Every unit hit by one of the waves get damaged in the same amount the Witch's mana was at the moment of spell casting.
Mana explosion ring ^^
Nature Mage
Primary Attribute : Intelligence
Specialized on : Nature Magic
1. Nature Ball(Active)
The Nature Mage throws a ball of pure nature power on a targeted enemy stunning and damaging him. If Nature Ball is shot on a rooted unit enemies in 350 range of the target get rooted too.
2. Thorned Roots(Active)
The Nature Mage calls thorned root to immobilize and damage a targeted enemy.
3. Fossiled Bark(Passive)
Some parts of the bark of the Nature Mage gets fossiled. These fossiled parts can avoid some damage.
4. Nature's Revenge(Active)
The Nature Mage asks the forest to help him. Therefore poisonous bees, omnivorous locusts and tree soldiers, the warrior of the forest with blades of pure nature power, appear and fight by the side of the Nature Mage.
Specialized on : Nature Magic
1. Nature Ball(Active)
The Nature Mage throws a ball of pure nature power on a targeted enemy stunning and damaging him. If Nature Ball is shot on a rooted unit enemies in 350 range of the target get rooted too.
2. Thorned Roots(Active)
The Nature Mage calls thorned root to immobilize and damage a targeted enemy.
3. Fossiled Bark(Passive)
Some parts of the bark of the Nature Mage gets fossiled. These fossiled parts can avoid some damage.
4. Nature's Revenge(Active)
The Nature Mage asks the forest to help him. Therefore poisonous bees, omnivorous locusts and tree soldiers, the warrior of the forest with blades of pure nature power, appear and fight by the side of the Nature Mage.
Nature's Revenge (right after casting)
Nature' Revenge (some seconds later)
Defender
Primary Attribute : Strength
Specialized on : Tanking
Standard spell : Taunt - Forces every unit in 450 range to attack the Defender.
Defensive Training(Passive)
The more the Defender trains his tanking skills the more his defense raises.
(Replaced Magical Defense)
Force Back(Active)
The Defender hits the ground dealing damage and forces the units backwards.
(Replaced Powerful Punch)
Defending Punch(Passive)
The Defender has the chance to deal X% of the damage dealt as bonus damage and knocking the damaged unit bachwards.
Earth Spikes(Active)
The Defender punches the ground with all his power and spikes of stone raise out of the ground throwing enemies in the air, damaging and stunning them.
Specialized on : Tanking
Standard spell : Taunt - Forces every unit in 450 range to attack the Defender.
Defensive Training(Passive)
The more the Defender trains his tanking skills the more his defense raises.
(Replaced Magical Defense)
Force Back(Active)
The Defender hits the ground dealing damage and forces the units backwards.
(Replaced Powerful Punch)
Defending Punch(Passive)
The Defender has the chance to deal X% of the damage dealt as bonus damage and knocking the damaged unit bachwards.
Earth Spikes(Active)
The Defender punches the ground with all his power and spikes of stone raise out of the ground throwing enemies in the air, damaging and stunning them.
Out of the ground spikes are raising?! Oo
Icy Beast
Primary Attribute : Strength
Specialized on : Frost Magic and Damage
Ice Totems(Active)
The Icy Beast summons Totems of pure ice at the targeted position. These totems shoot with icy missles damaging the target and slows it too.
(Replaced Shattering Ice)
Block of Ice(Active)
Covers the Icy Beast in a thick block of ice making it invurnable for ashort period of time. If the Icy Beast attacks somethings before the spell ends it gets vurnable again.
Frozen Claws(Passive)
Every attack the Icy Beast has the chance to freeze the hit unit.
Ice Age(Active)
All enemies around the Icy Beast get frozen to the ground. They can still attack but are unable to move. Because of the cold ice around them they got damaged all the time until they are free again.
Specialized on : Frost Magic and Damage
Ice Totems(Active)
The Icy Beast summons Totems of pure ice at the targeted position. These totems shoot with icy missles damaging the target and slows it too.
(Replaced Shattering Ice)
Block of Ice(Active)
Covers the Icy Beast in a thick block of ice making it invurnable for ashort period of time. If the Icy Beast attacks somethings before the spell ends it gets vurnable again.
Frozen Claws(Passive)
Every attack the Icy Beast has the chance to freeze the hit unit.
Ice Age(Active)
All enemies around the Icy Beast get frozen to the ground. They can still attack but are unable to move. Because of the cold ice around them they got damaged all the time until they are free again.
Ice Age in action ^.^
Tinker
Primary Attribute : Agility
Specialized on : Techniques & Electronic
(Replaced Suicide Bomb)
Suicide Robot(Passive)
After learning this spell the Tinker begins to create Suicide Robots inside of him. Every 30 seconds one is finished. If one is finished there's the chance upon being attacked to drop it . The robot moves to a random point in 450 range and explodes dealing damage to enemy units 250 range.
Repair Troup(Active)
The Tinker sommons a troup of repairing units repairing the Tinker as long as they exist.
Electric overcharge(Passive)
Whenever the Tinker has less than 30% of his HP his eletric goes crazy. Because of this it could be that some lightnings jump towards enemy units whenever he casts a spell.
Producing Factory(Active)
The Tinker creates a factory producing little machines rapidly. These little machines attack enemies and explode when they die.
Specialized on : Techniques & Electronic
(Replaced Suicide Bomb)
Suicide Robot(Passive)
After learning this spell the Tinker begins to create Suicide Robots inside of him. Every 30 seconds one is finished. If one is finished there's the chance upon being attacked to drop it . The robot moves to a random point in 450 range and explodes dealing damage to enemy units 250 range.
Repair Troup(Active)
The Tinker sommons a troup of repairing units repairing the Tinker as long as they exist.
Electric overcharge(Passive)
Whenever the Tinker has less than 30% of his HP his eletric goes crazy. Because of this it could be that some lightnings jump towards enemy units whenever he casts a spell.
Producing Factory(Active)
The Tinker creates a factory producing little machines rapidly. These little machines attack enemies and explode when they die.
Venom Spider
Primary Attribute : Strength
Specialized on : Poison Attacks
Impragnate(Passive)
Whenever the Venom Spider kills a Non-Hero unit there a chance that a spideregg appears at the position of the killed unit and after a few seconds if the egg wasn't killed a little spider gets born and fights on the side of the Venom Spider.
Mana Poison(Passive)
The Venom Spider passivly destroys mana every attack. DOES NO DAMAGE!
Poison Spitting(Active)
The Venom Spider spits poison at a unit. The unit gets damaged over time and slowed down.
Blood Bite(Active)
The Venom Spider bites the targeted unit and drinks the blood of that unit. Therfore the Spider gets healed and the targeted unit get damaged.
Specialized on : Poison Attacks
Impragnate(Passive)
Whenever the Venom Spider kills a Non-Hero unit there a chance that a spideregg appears at the position of the killed unit and after a few seconds if the egg wasn't killed a little spider gets born and fights on the side of the Venom Spider.
Mana Poison(Passive)
The Venom Spider passivly destroys mana every attack. DOES NO DAMAGE!
Poison Spitting(Active)
The Venom Spider spits poison at a unit. The unit gets damaged over time and slowed down.
Blood Bite(Active)
The Venom Spider bites the targeted unit and drinks the blood of that unit. Therfore the Spider gets healed and the targeted unit get damaged.
Archer
Primary Attribute : Agility
Specialized on : Arrows
Hide(Active)
The Archers hides himself and runs faster. Also he does a little bonus damage if he attacks someone while hiding.
Barbed Arrows(Autocast)
The Archer shoots with barbed arrows remaining in the targets body. Therefore the target moves slower until the arrows are gone.
Hunter's Mark(Active)
The Archer just aims the targeted unit for the next time. While being the only target of the archer the target is slower than normal.
Elemental Arrows(Passive)
The Archer passivly shoots a random elemental arrow (poison, shadow, fire or ice) onto a random enemy unit in range.
Specialized on : Arrows
Hide(Active)
The Archers hides himself and runs faster. Also he does a little bonus damage if he attacks someone while hiding.
Barbed Arrows(Autocast)
The Archer shoots with barbed arrows remaining in the targets body. Therefore the target moves slower until the arrows are gone.
Hunter's Mark(Active)
The Archer just aims the targeted unit for the next time. While being the only target of the archer the target is slower than normal.
Elemental Arrows(Passive)
The Archer passivly shoots a random elemental arrow (poison, shadow, fire or ice) onto a random enemy unit in range.
Water Spirit
Primary Attribute : Agility
Specialized on : Water Skills & Spells
Duplicate(Active)
The Water Spirit splits himself to make a duplicate of himself dealing damage and getting damage.
Vaporize(Passive)
The Water Spirit has the chance to vaporize parts of his body to avoid attacks.
Rainy Day(Active)
The Water Spirit let it rain. Therefore it moves faster and does bonus damage as long as it rains.
Water Ball(Active)
The Water Spirit creates a ball of pure water which attacks enemys around. If it dies it splits into 2 lower balls.
Specialized on : Water Skills & Spells
Duplicate(Active)
The Water Spirit splits himself to make a duplicate of himself dealing damage and getting damage.
Vaporize(Passive)
The Water Spirit has the chance to vaporize parts of his body to avoid attacks.
Rainy Day(Active)
The Water Spirit let it rain. Therefore it moves faster and does bonus damage as long as it rains.
Water Ball(Active)
The Water Spirit creates a ball of pure water which attacks enemys around. If it dies it splits into 2 lower balls.
Dark Magican
Primary Attribute : Intelligence
Specialized on : Dark Magic
Portal to Hell(Active)
The Dark Magican opens a portal to hell. Therefore a random number of hell creatures can escape from hell and fight by the side of the Dark Magican.
Anguish(Passive)
Every unit attacked by the Dark Magican falls in agony. Therefore it gets damaged all the time and if it dies under the effect of Anguish the soul collases, explodes and damages units around.
Shadow Attack(Active)
Throws a magic ball forcing the shadow of the target to attack it's owner.
Raising Dead(Active)
Raises invurnable corpses in a small region around the Dark Magican.
Specialized on : Dark Magic
Portal to Hell(Active)
The Dark Magican opens a portal to hell. Therefore a random number of hell creatures can escape from hell and fight by the side of the Dark Magican.
Anguish(Passive)
Every unit attacked by the Dark Magican falls in agony. Therefore it gets damaged all the time and if it dies under the effect of Anguish the soul collases, explodes and damages units around.
Shadow Attack(Active)
Throws a magic ball forcing the shadow of the target to attack it's owner.
Raising Dead(Active)
Raises invurnable corpses in a small region around the Dark Magican.
Demon Soldier
Primary Attribute : Strength
Specialized on : Melee Fighting
Cleave(Passive)
The Demon Soldier hits damn hard. Therefore he damages enemies around the target.
Unholy Frenzy(Active, self buff)
Raises the attackspeed by 75% but reduces the HP as long as the spell duration is.
Demon Call(Active)
Calls an infernal to targeted position. The impact deal more damage each level.
Triple Wave(Active)
The Demon Soldier calls 3 shockwaves to the targeted position. Each wave deals the same damage but is called with a bit delay.
Specialized on : Melee Fighting
Cleave(Passive)
The Demon Soldier hits damn hard. Therefore he damages enemies around the target.
Unholy Frenzy(Active, self buff)
Raises the attackspeed by 75% but reduces the HP as long as the spell duration is.
Demon Call(Active)
Calls an infernal to targeted position. The impact deal more damage each level.
Triple Wave(Active)
The Demon Soldier calls 3 shockwaves to the targeted position. Each wave deals the same damage but is called with a bit delay.
Vampiress
Primary Attribute : Strength
Specialized on : Blood- & Sufferingspells
Blood Drops(Passive)
The Vampiress get drops of blood onto her skin while fighting. Her skin absorbs them regenerating her HP.
Pay(n) Back(Active)
Creates a stream of blood and pain dealing damage equal X% of the damage the vampiress got till now.
Heart-Stopper-Aura(Passive)
The cold-hearted Vampiress fears enemys around. Therefore their heart beats irregular damaging them.
Back to the Crypt!(Active)
2 possiblities : Target an enemy -> enemy get catched in the crypt and damaged over time until the crypt is destroyed or the duration is over.
Target yourself -> you go and hide in the crypt and regenerate yourself until the crypt is destroyed or the duration is over.
Specialized on : Blood- & Sufferingspells
Blood Drops(Passive)
The Vampiress get drops of blood onto her skin while fighting. Her skin absorbs them regenerating her HP.
Pay(n) Back(Active)
Creates a stream of blood and pain dealing damage equal X% of the damage the vampiress got till now.
Heart-Stopper-Aura(Passive)
The cold-hearted Vampiress fears enemys around. Therefore their heart beats irregular damaging them.
Back to the Crypt!(Active)
2 possiblities : Target an enemy -> enemy get catched in the crypt and damaged over time until the crypt is destroyed or the duration is over.
Target yourself -> you go and hide in the crypt and regenerate yourself until the crypt is destroyed or the duration is over.
Ghost
Primary Attribute : Intelligence
Specialized on : Armor reducing & Damage Avoiding
Sleep(Active)
Makes the target sleep for a while.
Ghostworld Escape(Autocast)
The Ghost switches to the ghostworld at the moment he's attacked to avoid the damage.
Haunt(Active)
The ghost goes straight to the target and when its 500 range away from the target it gets invisible. The target armor and movementspeed is reduced when the ghost gets invisble. The attack of the ghost gives additional damage.
(If the ghost walks away from the unit or casts a spell it gets visible again.)
Astral-Aura(Passive)
Astral-Aura effects allys and enemies. Allys get bonus armor and enemies get reduced armor and damaged over time.
Specialized on : Armor reducing & Damage Avoiding
Sleep(Active)
Makes the target sleep for a while.
Ghostworld Escape(Autocast)
The Ghost switches to the ghostworld at the moment he's attacked to avoid the damage.
Haunt(Active)
The ghost goes straight to the target and when its 500 range away from the target it gets invisible. The target armor and movementspeed is reduced when the ghost gets invisble. The attack of the ghost gives additional damage.
(If the ghost walks away from the unit or casts a spell it gets visible again.)
Astral-Aura(Passive)
Astral-Aura effects allys and enemies. Allys get bonus armor and enemies get reduced armor and damaged over time.
Flesh Giant
Primary Attribute : Strength
Specialized on : Strength effecting spells
Strength of the Dead(Active)
The Flesh Giant eats a corpse in range and regenerates a percentage of his HP immediately and has a chance to get strength permanent.
Throw Body Parts(Passive)
The Flesh Giant cuts a human being out off his body and throws it onto the targeted enemy. It loses strength doing this.
Stealing Blood(Active)
Creates a vein of rotten flesh between the Flesh Giant and his target pumping blood to the Flesh Giant healing him.
Power of 100 men(Active)
When activated the Flesh Giant uses the power of the men he made off increasing his damage massively.
Specialized on : Strength effecting spells
Strength of the Dead(Active)
The Flesh Giant eats a corpse in range and regenerates a percentage of his HP immediately and has a chance to get strength permanent.
Throw Body Parts(Passive)
The Flesh Giant cuts a human being out off his body and throws it onto the targeted enemy. It loses strength doing this.
Stealing Blood(Active)
Creates a vein of rotten flesh between the Flesh Giant and his target pumping blood to the Flesh Giant healing him.
Power of 100 men(Active)
When activated the Flesh Giant uses the power of the men he made off increasing his damage massively.
Cursed Beast
Primary Attribute : Strength
Specialized on : Small AOE spells & spike spells
Stomp(Active)
The Cursed Beast stomps on the ground with all his strength slowing and damaging enemies around.
Spike Bash(Active)
The Cursed Beast throws spikes made under his fur around him dealing damage to every enemy around.
Thorny Coat(Passive)
The Cursed Beast fur is like little diamonds cutting the skin of enemy attacking him.
Double Slash(Active, self buff)
The Cursed Beast hits with both of his spikes for the next X seconds.
Specialized on : Small AOE spells & spike spells
Stomp(Active)
The Cursed Beast stomps on the ground with all his strength slowing and damaging enemies around.
Spike Bash(Active)
The Cursed Beast throws spikes made under his fur around him dealing damage to every enemy around.
Thorny Coat(Passive)
The Cursed Beast fur is like little diamonds cutting the skin of enemy attacking him.
Double Slash(Active, self buff)
The Cursed Beast hits with both of his spikes for the next X seconds.
War Mage
Primary Attribute : Intelligence
Specialized on : Spells creating weapons
Futuristic Weapon(Active)
The War Mage calls a weapon of the future damaging and stunning enemies in the targeted area.
BOOM!(Active)
Creates a mine at the targeted position exploding if an enemy runs over it.
Magic Swords(Active)
Summons swords attacking enemys around.
Summoned Magic Swords hanging around with the War Mage^^
Hammerfall(Active)
Summons 5 hammers flying around the Warmage. Whenever an enemy unit comes in range the hammers call a chain lightning damaging each unit hitten by the same amount. Whenever one of the hammers hit an enemy unit it gets stunned and damaged. After duration the hammers just disappear.
Specialized on : Spells creating weapons
Futuristic Weapon(Active)
The War Mage calls a weapon of the future damaging and stunning enemies in the targeted area.
BOOM!(Active)
Creates a mine at the targeted position exploding if an enemy runs over it.
Magic Swords(Active)
Summons swords attacking enemys around.
Summoned Magic Swords hanging around with the War Mage^^
Hammerfall(Active)
Summons 5 hammers flying around the Warmage. Whenever an enemy unit comes in range the hammers call a chain lightning damaging each unit hitten by the same amount. Whenever one of the hammers hit an enemy unit it gets stunned and damaged. After duration the hammers just disappear.
Casting Hammerfall...
Hammers flying around ^^
Shadow Walker
Primary Attribute : Agility
Specialized on : Shadow Spells
Shadow Cripple(Autocast)
The Shadow Walker learned how to handicap aiming of enemy by crippling his shadow.
Shadow Step Trap(Active)
For the next 12 seconds the Shadow Walker leaves a shadow footprints every 200 range he walks. After the 12 seconds a circle of those footprints appear around the last created one. If an enemy enters this circle it is trapped in the shadows and moved to every footprint created and damaged when he reached the last one.
Cut Shadows(Passive)
The Shadow Walker now uses his knowledge to cut off the shadows of the units he kills and saves up to certain amount in him.
Shadow Warriors(Active)
Summons all cut shadows as invurnalbe shadow warriors fighting for you.
Specialized on : Shadow Spells
Shadow Cripple(Autocast)
The Shadow Walker learned how to handicap aiming of enemy by crippling his shadow.
Shadow Step Trap(Active)
For the next 12 seconds the Shadow Walker leaves a shadow footprints every 200 range he walks. After the 12 seconds a circle of those footprints appear around the last created one. If an enemy enters this circle it is trapped in the shadows and moved to every footprint created and damaged when he reached the last one.
Cut Shadows(Passive)
The Shadow Walker now uses his knowledge to cut off the shadows of the units he kills and saves up to certain amount in him.
Shadow Warriors(Active)
Summons all cut shadows as invurnalbe shadow warriors fighting for you.
Assassin
Primary Attribute : Agility
Specialized on : No Specialization / Hybrid Build
Poison Net(Active)
The Assassin throws a net soaked in poison.
Paralyzer Trap(Active)
After years the Assassin learned to use metal and electricity to work for him. Therefore he created a trap using electricity to stun enemys around and destroy wards.
Wound Healing Lotion(Active)
The Assassin uses a self-made wound healing lotion to heal himself or an ally over time.
Assassin's Rage(Passive)
Everytime the Assassin is damaged there's a chance that the Assassin boost his attackspeed for 3 seconds.
Specialized on : No Specialization / Hybrid Build
Poison Net(Active)
The Assassin throws a net soaked in poison.
Paralyzer Trap(Active)
After years the Assassin learned to use metal and electricity to work for him. Therefore he created a trap using electricity to stun enemys around and destroy wards.
Wound Healing Lotion(Active)
The Assassin uses a self-made wound healing lotion to heal himself or an ally over time.
Assassin's Rage(Passive)
Everytime the Assassin is damaged there's a chance that the Assassin boost his attackspeed for 3 seconds.
Javelin Thrower
Primary Attribute : Agility
Specialized on : Javelin spells/Ranged spells
Javelin Rampage(Active, self buff)
The Javelin Thrower gets increased attackspeed but reduced accuracy for 20 seconds.
Fire Bomb Javelin(Active)
Throws a javelin with a napalm bottle tied to it to the targeted point. When it reaches his destination point the napalm bottle crushes and sets the ground on fire dealing damage per second to all enemy units in it.
Piercing Javelin(Active)
The Javelin Thrower throws a big and sharp javelin with such a power that it hurt every unit in his way. Travels 1250 range.
Berserker Blood(Active, self buff)
The Javelin Thrower uses an old troll technique to strengthen himself. (Increases HP and Attackspeed)
Specialized on : Javelin spells/Ranged spells
Javelin Rampage(Active, self buff)
The Javelin Thrower gets increased attackspeed but reduced accuracy for 20 seconds.
Fire Bomb Javelin(Active)
Throws a javelin with a napalm bottle tied to it to the targeted point. When it reaches his destination point the napalm bottle crushes and sets the ground on fire dealing damage per second to all enemy units in it.
Piercing Javelin(Active)
The Javelin Thrower throws a big and sharp javelin with such a power that it hurt every unit in his way. Travels 1250 range.
Berserker Blood(Active, self buff)
The Javelin Thrower uses an old troll technique to strengthen himself. (Increases HP and Attackspeed)
Dead Commander
Primary Attribute : Strength
Specializied on : Summoning
Attention!(Active)
Summons several Dead Soldiers in front of you.
Draw the Bows!(Active)
Summons several Dead Archers behind you.
Commander's Motivation(Passive)
Adds bonus damage to the Dead Archers and the Dead Soldiers.
War Victims(Active)
Kills all living Dead Soldiers and Dead Archers healing the Dead Commander by 1/2/3/4/5% per unit.
Specializied on : Summoning
Attention!(Active)
Summons several Dead Soldiers in front of you.
Draw the Bows!(Active)
Summons several Dead Archers behind you.
Commander's Motivation(Passive)
Adds bonus damage to the Dead Archers and the Dead Soldiers.
War Victims(Active)
Kills all living Dead Soldiers and Dead Archers healing the Dead Commander by 1/2/3/4/5% per unit.
Slime
Primary Attribute : Strength
Specialized on : Surviving
Poison Shield(Activatable)
Covers the Slime in a shield made of poison contaminates every unit in 200 range. Also deals damage to every unit in 200 range every second.
Supersonic Scream(Active)
The Slime "speech" is much higher than normal. Therefore if he screams the sound handicaps units around. (reducing damage by X for Y seconds)
(Replaced Devour)
Slime Wave(Active)
The Slime copies itself X times and each copy shoots acid slime towords the targeted point dealing damage to each unit hit.
Field of Death(Active)
Creates a field of destructive matter around the Slime. Damges every unit in it every second. !Even the Slime!
Specialized on : Surviving
Poison Shield(Activatable)
Covers the Slime in a shield made of poison contaminates every unit in 200 range. Also deals damage to every unit in 200 range every second.
Supersonic Scream(Active)
The Slime "speech" is much higher than normal. Therefore if he screams the sound handicaps units around. (reducing damage by X for Y seconds)
(Replaced Devour)
Slime Wave(Active)
The Slime copies itself X times and each copy shoots acid slime towords the targeted point dealing damage to each unit hit.
Field of Death(Active)
Creates a field of destructive matter around the Slime. Damges every unit in it every second. !Even the Slime!