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FBF Hero Idea Contest

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Level 24
Joined
May 15, 2013
Messages
3,782

Smaug - The Aspect of Chaos

General Information

Abilities

Explanation


th
icons_12943_btn.jpg
There were rumours of an ancient dragon that flawn in the Northern Dark Mountains were there are only darkness. This creature has
a scale of a smoking poison that the North Mountains became dark. It was Smaug, the Aspect of Chaos. A corrupted dragon that was reborn as an evil entity after creation. Smaug hunts the mountains like a smoke of fire that burns. Destroying anything that breaths. Kingdoms that were near the Mountains were burned, leaving only ashes of ruins. Anything that sees his eyes turns into stones and becomes ash. His heart is only filled with Destruction, Malice, Chaos and Anger. His affiliation were none. He's only desire is to bring the world into a blazing smoke of ashes.

Smaug was formerly one of the 5 Guardians of the world. He was left with a power to guard the Underworld. shaping the continents, create mountains and nurture the ground. But something made him like he was never before. He suddenly heard a voice, it telled him of what the Titan's secret. It made his heart sank with Anger, the voice corrupted him. And attack the other Guardians. He was defeated and imprisoned in the Underworld. The darkness of his anger is so strong that the prison broke him out and head to the surface. And there he waits in the Dark Mountain, conserving his energy. Waiting to get his Revenge.

Affiliation: None
Role: Damage Dealer/Tanker
Race: Dragons (Firedrake)
Gender: Male
Primary Attribute: Strength = 24 + 2.5 Agility = 18 + 1.8 Intelligence = 14 + 1.5

Movement Speed: 275
Attack Range: Range (650) Attack Cooldown: 1.30s

icons_16465_btn.jpg

Ability Name: Trail of Chaos
Ability Type: Active, Single Point Target, Trail
Ability description: "Smaug roar's with his anger, burning everything in its path and reduce it to ashes"

All enemies that its in the path will burn, dealing great damage to any units and stunned. Heroes deals medium damage from the fire and has short duration.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
2.00 (1.30) s15 s125 N/A750EnemiesTrail or Path, 175 D (125 D - Heroes), Stunned (2.00 - U)(1.30 - H), 50 DPS (Last 3 s)

2
2.00 (1.30) s15 s130 N/A775EnemiesTrail or Path, 185 D (185 D - Heroes), Stunned (2.00 - U)(1.30 - H), 65 DPS (Last 3 s)

3
2.00 (1.30) s15 s130 N/A775EnemiesTrail or Path, 195 D (195 D - Heroes), Stunned (2.00 - U)(1.30 - H), 75 DPS (Last 3 s)

4
2.00 (1.30) s15 s130 N/A775EnemiesTrail or Path, 205 D (205 D - Heroes), Stunned (2.00 - U)(1.30 - H), 85 DPS (Last 3 s)

4
2.00 (1.30) s15 s130 N/A775EnemiesTrail or Path, 225 D (225 D - Heroes), Stunned (2.00 - U)(1.30 - H), 95 DPS (Last 3 s)
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Ability Name: Flaming Carapace
Ability Type: Active, No Target, AoE Effect
Ability description: "Smaugs great armor burns and releases a shockwave, All of them will be ashes."

Activates the burning armor. Each enemy attacks turns into AoE and has a chance to return all the damage to the attacker but drains mana per second
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
8 s10 s10 per sN/A225Enemies60 AoE, 15% chance to return all normal or perceing attacks.

2
8 s10 s10 per sN/A250Enemies70 AoE, 17% chance to return all normal, perceing or magic attacks.

3
8 s10 s10 per sN/A275Enemies80 AoE, 20% chance to return all normal, perceing, magic or hero attacks.

4
8 s10 s10 per sN/A300Enemies90 AoE, 23% chance to return all normal, perceing, magic, hero or chaos attacks.

5
8 s10 s10 per sN/A325Enemies100 AoE, 25% chance to return all normal, perceing, magic, hero, chaos or siege attacks.

0QR7r3K.png

Ability Name: Fury of the Aspect
Ability Type: Passive, Aura
Ability description: "Feel my Fury."
Smaugs hateful aura slows enemy units down and swaps an armor of a unit if there's a positive buff or an item that gains units or heroes bonus armor to him according to armor reduce but will swap again to the unit or hero if out of range.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
N/AN/AN/A500N/AEnemiesSlows 20% of the enemy units speed , reduces armor by 1 and swaps the armor of a positive buff or an item according to armor reduce to Smaug.

2
N/AN/AN/A500N/AEnemiesSlows 23% of the enemy units speed , reduces armor by 1.30 and swaps the armor of a positive buff or an item according to armor reduce to Smaug.

3
N/AN/AN/A500N/AEnemiesSlows 26% of the enemy units speed , reduces armor by 2 and swaps the armor of a positive buff or an item according to armor reduce to Smaug.

4
N/AN/AN/A500N/AEnemiesSlows 28% of the enemy units speed , reduces armor by 2.30 and swaps the armor of a positive buff or an item according to armor reduce to Smaug.

5
N/AN/AN/A500N/AEnemiesSlows 30% of the enemy units speed , reduces armor by 3 and swaps the armor of a positive buff or an item according to armor reduce to Smaug.
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Name of Ultimate: Armageddon
Ability Type: Active, Area of Effect Target, Cast when health is 80% above
Ability description: "When the Firedrake flies so high, the time of Armaggedon will come."
Smaug flies high to the skies and crashes in the ground, creating a huge shockwave the deals huge amount of damage. Any units in the area will also be damage per second and slow their movement speed. But will cost 60% of Smaugs health and can only be cast when health is above 80%.

LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
15 s225 s2507001000All units and buildings except for SmaugDeals 250 impact damage to units, 300 to heroes, 275 to buildings, 50 DPS to units, 25 DPS to heroes, Lasts 6 s. 50% of movement speed, 60% of Smaugs health will lose and can only be cast if health is above 80% .

1
15 s215 s2457001000All units and buildings except for SmaugDeals 275 impact damage to units, 315 to heroes, 290 to buildings, 50 DPS to units, 25 DPS to heroes, Lasts 8 s. 65% of movement speed, 60% of Smaugs health will lose and can only be cast if health is above 80%.

1
15 s200 s2357001000All units and buildings except for SmaugDeals 300 impact damage to units, 325 to heroes, 300 to buildings, 65 DPS to units, 45 DPS to heroes, Lasts 10 s. 75% of movement speed, 60% of Smaugs health will lose and can only be cast if health is above 80%.

Explanation of Gameplay role, intended playstyle, strengths, weaknesses, your thoughts about the ability choices.

Smaug is a very powerful Damage Dealer. He is also can tank big creep waves, take minimal damage since hes in air, he can quickly destroy he's enemies with his Trail of Chaos, and an enemy hero can die first with his Flaming Carapace.

Smaug can also take the Tanker role, by equipping the appropiate items that can quickly regenerate he's health. He can take out a wave of creeps alone by using he's Trail Chaos. He's Flaming Carapace can strongly be useful to any Damage Dealers, returning their damage to their own.

The Fury of the Aspect is useful when units or heroes chases you when running out of hp. And also useful when there's a bonus armor of a positive buff or an item. Also, you need a lots of items that can regenerate your health, Not only your health, but your mana aswell. Smaug's abilities can quickly drain he's mana, So make sure you had also an item that can regenerate mana.

As you know, Smaug is totally weak againts siege attacks and has only a medium attack ranges, when the enemy units mass in while siege units is behind them, It's totaly good enough to use your Armageddon, but you can also use the Trail of Chaos to open a path to the siege units. You are to be careful with the Armageddon as it well might end your life. When you finish casting Armageddon, you need to get out of any heroes and siege units while regenerating your health .

It can also be dangerous if you are in Tank role as it might drain your life. As a Damage Dealer's role might be good, you can destroy a base alone providing that you had an item that can regenerate health and mana.


Summed up:
Strengths
+ High Strength value and gain
+ Normal Agility value and gain for a Strength class hero
+ Tanky against large amounts of enemies except for siege
+ Versatile
+ Strong Damage Dealer
+ Chaos attack are reduce when attacking Smaug
+ Cab dodge attacks since he's airborne


Weaknesses
- Can easily be killed by a siege units when casting Armaggedon
- Each ability drains it mana (Needs INT items)
- Very weak against siege units
- Low intelligence value and gain
- Very dependant on items when health and mana is low (needs lots of health and mana regen items)
- Has moderate health regen but not enough



Credits
http://www.hiveworkshop.com/forums/icons-541/btndeathwing-186057/?prev=search%3DDeathwing%26d%3Dlist%26r%3D20 by XenoStalker
http://www.hiveworkshop.com/forums/icons-541/btndragonfire-235558/?prev=search%3DDragon%2520Fire%26d%3Dlist%26r%3D20 by MasterTrainer
http://www.hiveworkshop.com/forums/icons-541/btndragonfire-170329/?prev=search%3DFire%2520Carapace%26r%3D20%26d%3Dlist%26page%3D3 by 67chrome
http://www.hiveworkshop.com/forums/icons-541/btnfirecomet-172684/?prev=search%3DMeteor%26d%3Dlist%26r%3D20 by Apheraz Lucent



----------------------------------------------------------------
Is this good enough
(Won't tell you where i got the story)

EDIT: Edited the Fury of the Firedrake and rename it Fury of the Aspect and done an editing on Summary
 
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Level 23
Joined
Oct 20, 2012
Messages
3,076
@Edge45 I think you should change the concept of your third skill since your hero can be easily shut down by auras. If EVERY enemy heroes has an AoE aura that can affect nearby allies or even just themselves, then they already have something to give them good buffs, protect themselves, and fry your hero at the same time. That skill doesn't give you much benefit either. :/

BTW, i've already updated my hero submission with new icons a few days ago but it seems that my 4th skill and I_am_Death's hero submission's 1st skill has the same icon. Should I change mine or is it fine the way it is? My Hero Submission : I_am_Death's Hero Submission
 
Disaster Hermit

Tata Lino - Disaster Hermit

General Information

Abilities

Explanation


Tata Lino was once known as a great philosopher in the town of Haiyan which one day got overrun and destroyed by dark forces while Tata Lino was out on a spirit walk.
Nobody knows really where Tata Lino comes from, it is believed that he is the son of the great Typhoons.
He knows all there is to know about the forces of nature, he uses his spell oracles to control the weather and can make the most beautiful day into a storm of the likes you have never seen before.
He can be a bit impatient, but is very intelligent, strict and loves tampering with the weather.

After his town was destroyed he became a hermit living in the wild. Any kind heart who is lucky enough to cross path with him will have the opportunity to get a taste of his wisdom as he loves to teach and share his knowledge of the winds. But he can also be fierce, among the monsters who live in the mountain he is known to be the master of storms and many of them worship him for his great power.

Affiliation: Orc
Role: Slayer, Supporter, Magician
Race: Orc
Gender:
Strength = 16 + 1.5 Agility = 14 + 0.80 Intelligence(Primary Attribute) = 25 + 3.90

Movement Speed: 250 (average)
Attack Range: 500Attack Cooldown: 2.5 s


Nimbus:
Ability Type: Target Point/AOE
Creates a disturbing cloud to the target point, causing the unit in an area will disarmed and takes a damage per second
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
6 s30 s85600200Ground/Air/EnemyDisarm enemies and takes 10 damage per second

2
6 s30 s95600300Ground/Air/EnemyDisarm enemies and takes 12 damage per second

3
6 s25 s100600350Ground/Air/EnemyDisarm enemies and takes 15 damage per second

4
8 s20 s120600400Ground/Air/EnemyDisarm enemies and takes 15 damage per second

5
10 s20 s150600500Ground/Air/EnemyDisarm enemies and takes 20 damage per second

Gale:
Ability Type:Target point/AOE
Sends a strong wind to the target that tear their skin to deal a damage.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
N/A40 s100600300Air/Ground/Enemy/Structure/Mechanical100 damage

2
N/A35 s110600300Air/Ground/Enemy/Structure/Mechanical120 damage

3
N/A30 s120600300Air/Ground/Enemy/Structure/Mechanical130 damage

4
N/A25 s130600300Air/Ground/Enemy/Structure/Mechanical140 damage

5
N/A20 s140600300Air/Ground/Enemy/Structure/Mechanical150 damage

Thunder Storm:
Ability Type: AOE
Tata Lino calls the thunder storm to damage enemy units and structures in the entire map and stunning the ground units up to 2.50 seconds.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
2.50 s80 s100N/A99999Air/Ground/Enemy/Structures/NeutralsDeals 100 damage to the ground units, 50 damage to structures and stun.

2
2.50 s80 s120N/A99999Air/Ground/Enemy/Structures/NeutralsDeals 120 damage to the ground units, 60 damage to structures and stun.

3
2.50 s80 s130N/A99999Air/Ground/Enemy/Structures/NeutralsDeals 130 damage to the ground units, 70 damage to structures and stun.

4
2.50 s80 s150N/A99999Air/Ground/Enemy/Structures/NeutralsDeals 140 damage to the ground units, 80 damage to structures and stun.

5
2.50 s80 s170N/A99999Air/Ground/Enemy/Structures/NeutralsDeals 150 damage to the ground units, 85 damage to structures and stun

Hurricane Force (Ultimate):
Ability Type: AOE/Channeling
Tata Lino channels a great hurricane that surrounds to him . All enemies that is in the area will take a damage per second, slow and has a chance to toss in the air for 10 seconds .

LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
3 s300 s300N/A900Air/Enemy/Ground/Mechanical/StructureDeals 20 damage per second, slow and 15% chance to toss in the air

2
5 s300 s350N/A1000Air/Enemy/Ground/Mechanical/StructureDeals 25 damage per second, slow and 20% chance to toss in the air

3
8 s300 s370N/A1100Air/Enemy/Ground/Mechanical/StructureDeals 30 damage per second, slow and 25% chance to toss in the air

Gameplay Role:
Slayer, Supporter, Setter, Disturber, Demolisher .

Playstyle:
The control of this hero is not easy as you think (because of the deadly ability), you need a strategy and fast hands . This hero is not for "tanking" . This is for slaying, setting a clash, disturbing hero and supporting a brute allies.

Strenghts :


-Good for disturbing enemies
-Violent Killer
-Good support
-Appropriate abilities
-Fast mana regen
-Demolisher


Weaknesses

-Low HP
-Low Agility
-Slow movement and attack speed
-Expensive abilities
-Slow cooldown of Ultimate skill .
-Low armor

Few Guides on the ability

Since, the ability was very deadly . You need to use it wisely . Don't join to the clash when your mana is too low, You may use some potions to regenerate your MP . All 3 abilities can used at early game, You have a freedom to choose a starting ability but always remember that you able to use it wisely . In making a great combo , first, you may use nimbus, this ability will disturb the enemies from attacking and they will take a damage, then second use the thunderstorm, this will stun the enemies and you have a chance to cast the ultimate skill . If someone has a low HP, now you need to use the Gale to finish. You may also use the thunderstorm for running low hp hero . But remember, you need to use your brain on casting an ability to make it perfect !

Credits
http://imagedrop.co/ for uploading the images .
Peekay
Jolly_jumper
 
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I'd like to remind everyone to read at least the pieces of lore in the Main Thread and look through the Hero Database on the website. Having good concepts fail in the Lore and Uniqueness categories would be sad for all of us.

Concerning re-use of Icons: We will not judge similarities between concepts, except obvious and glaring copies, which will be disqualified. Do not worry if someone else is using the same icon as you do, we've actually had that happen once with our heroes, too.

Happy Winter Solstice or religiously appropriated versions of it.
 
Level 6
Joined
May 9, 2010
Messages
127
I'm glad you're doing such a contest guys. I'll update this post, I have a couple heroes on my own map I could clash to make a pretty good contester. I looked at your own heroes, some were pretty unique. I'd play them myself.

Good luck to any contesters !


Here's my entry :

Arcane Sentry

General Information

Abilities

Explanation

Biography

Items


WaWC3.gif
warden.gif
Lanas the Arcane Sentry, her enemies usually literally ends up at her feet and confused
by her charms as she laughs rushing away...
Don't fear her smile but her desire to end your last breaths.

Affiliation: Infidel
Role: Supporter
Race: Elves
Gender: Female
Strength = 24 + 2 (Mark Primary)Agility = 22 + 2Intelligence = 20 + 2

Movement Speed: 320
Attack Range: 600 (Missile)Attack Cooldown: 2 s


detonate.gif

Ability Name: Arcane Torrent
Ability Type: Target Ground
Hotkey : Q
Ability description

The Sentry changes form to take the one of a magical projectile. She tosses
herself in target direction increasing damage of all allies (including spells) she
touches in her rush.

LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
5 s9 s259999200Allied HeroesIncreases damage by 10%

2
5 s8 s259999200Allied HeroesIncreases damage by 15%

3
5 s7 s259999200Allied HeroesIncreases damage by 20%

4
5 s6 s259999200Allied HeroesIncreases damage by 25%

5
5 s5 s259999200Allied HeroesIncreases damage by 30%

(Distance is always 200. The range is 9999 because you're choosing the
direction rather than destination point.)

BTNManaFlareOff.png

Ability Name: Arcane Wires
Ability Type: Channel with no target with Spell Slam animation
Hotkey : W
Ability description

The Arcane Sentry spins on herself throwing Arcane Wires on enemies in the
area dealing damage and reducing their damage (spell damage included) for 5
seconds.
Adds the ability Pull Wires to the hero for 5 seconds.

LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
5 s15 s100\500Enemy HeroesDeals 50 damage, reduces damage by 10%

2
5 s15 s100\500Enemy HeroesDeals 75 damage, reduces damage by 13%

3
5 s15 s100\500Enemy HeroesDeals 100 damage, reduces damage by 16%

4
5 s15 s100\500Enemy HeroesDeals 125 damage, reduces damage by 19%

5
5 s15 s100\500Enemy HeroesDeals 150 damage, reduces damage by 22%

manaflare.gif

Ability Name: Pull Wires
Ability Type: Channel with no target with Spell Slam animation
Hotkey : F
Ability description

Pulls wired targets that are still within 500 range to the Arcane Sentry and
remove the reduced damage debuff from targets.

Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

\
\\\500Wired TargetsPulls the Wired units to the caster and remove the Damage Debuff


advancedmoonarmor.gif

Ability Name: Magical Barrier
Ability Type: Passive with Active
Hotkey : E
Ability description

Passively enhances your attack to magically steal armor from enemy heroes
for a short duration.
(Works with Any Damage, even spells and items)

Can be activated to interupt (stuns for 0.01 s) an enemy target dealing minor damage.

InformationLevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

Passive
13 s\\\\Enemy HeroesSteal 3 Armor from enemy heroes attacked. Maximum of 6 maximum Armor for yourself

Active
10.01 s5 s15350\Enemy HeroesDeals 15 damage and stuns for 0.01 second

Passive
23 s\\\\Enemy HeroesSteal 3 Armor from enemy heroes attacked. Maximum of 9 maximum Armor for yourself

Active
20.01 s5 s15350\Enemy HeroesDeals 20 damage and stuns for 0.01 second

Passive
33 s\\\\Enemy HeroesSteal 3 Armor from enemy heroes attacked. Maximum of 12 maximum Armor for yourself

Active
30.01 s5 s15350\Enemy HeroesDeals 25 damage and stuns for 0.01 second

Passive
43 s\\\\Enemy HeroesSteal 3 Armor from enemy heroes attacked. Maximum of 15 maximum Armor for yourself

Active
40.01 s5 s15350\Enemy HeroesDeals 30 damage and stuns for 0.01 second

Passive
53 s\\\\Enemy HeroesSteal 3 Armor from enemy heroes attacked. Maximum of 18 maximum Armor for yourself

Active
50.01 s5 s15350\Enemy HeroesDeals 35 damage and stuns for 0.01 second

(I know it seems high amount of armor, but while checking your items, I
noticed how much each item gives and I thought removing 1 armor wasn't
such a big deal so I changed them according to your items)

orboflightning.gif

Ability Name: Orb of Disorientation
Ability Type: Target Point
Hotkey : R
Ability description

Throw an orb at target location, enemy heroes in the area of the orb are
desoriented and slowed down.

LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
5 s20 s100300500Enemy HeroesSlows by 10% and when the enemy hero is given a move or attack/move order, the order is switched for the opposite direction

2
6 s20 s100300500Enemy HeroesSlows by 15% and when the enemy hero is given a move or attack/move order, the order is switched for the opposite direction

3
7 s20 s100300500Enemy HeroesSlows by 20% and when the enemy hero is given a move or attack/move order, the order is switched for the opposite direction



Support is to me the strongest of any role in any game. You have to be aware
of what's happening since you're not there to deal or take damage. It's more
about reacting and countering what's incoming. This hero can react and can
also engage fights without instantly dieing even by being a support character.
It is a good ally to have as a damage dealer and it offers a good amount of
CC for teamfights aswell.

= Playstyles =
Laning : Harrassing the enemy, stopping them from farming, increasing the
damage of your allies to make sure they deal a good amount of damage at the
right moment.

Ganking : At level 6, her ultimates and the interupt can be just enough to
gank. At first, enemy players might be confused with what's happening but as
soon as they understand the mechanic under her ultimate they will do better
at fleeing away.

Teamfighting : Poking with autoattack and increasing damage to allies with
Arcane torrent until you see an opportunity to Arcane Wires enough enemies
to reduce their damage a bit and gain some armor for herself. If needed,
interupting a spellcaster that is channeling (such as the Dark Ranger with her
Snipe ability). She can arcane torrent towards allies or enemies to Pull Wires
them back to herself. Her ultimate can also be used to create an engage
opportunity.

= Strength =
The strength of this hero resides into its power to steal some armor from
poking in order to engage for its team.
She has good CCs to control teamfights but when it gets hot she has to get
out of there which she can also do with Arcane Torrent.


= Weakness =
She won't be a good damage dealer even at high level, she won't be such a
huge tank either.
Her stats make her pretty much neutral, gaining equally each stats and having
just a slight more strength at level 1 places her into a situation where the
players playing her will get better everytime they play her.
She might be hard to master for new players, but that's not a bad thing in the end.

= Abilities =
I like my designed heroes to have special and unique abilities. I hate passives
without any active. I feel like it's like taking away a chance to make a
chracter harder to play thus decreasing its possibilities. Don't get me wrong, I
like passives with actives on them.

This hero really fun to play with for me. It has fun actives on low cooldowns
without being overpowered spells. I'd rather have a buff that lasts for 3
seconds but recharges in 6 over a 15 seconds buff that recharges in 30.
Makes the game more action packed.

This is why I did a 20 seconds ultimate which isn't that strong since you can
counter it with mouse ;)

The mana cost of the spells aren't too high cuz I want the signature skills to
be use a lot more than 2 times before having to regain mana.
As mentionner before, I like the games to be action packed and having low
mana cost encourages players to use them. They don't become "ho shit"
buttons like some MobAs out there.

= My background =

I like balance in games, but I know how hard it is to get there (and how
impossible it is). I'm a Magic The Gathering player and a Guild Wars 1 gamer. I
really like PvP when it doesn't evolve around pay to win but rather about be
good and talented to win. I did very little on Hive sadly, but I did help a
couple people here and there. I'm interested mostly in arenas and if you check
out my own maps, you'll notice that's all I did upload here.

I hope you like this hero as much as I do and thanks for reading.

Lanas discovered her powers very early during her youth. Her parents sent
her into a magic school where she learned a lot about them. Her powers
seemed to be getting stronger and stronger with years passing. One of her
teacher, the priest Mikoa tought her about combat magic and the benifits of
controlling people around her over destruction. She managed to find her own
combat style over the years and made it into the Bastion's Royal Guards.
Lanas vowed her devotion to the crown when they made her a Sentry.
Wielding her Enchanted Scythe and her greenish armor. She was ready to
take over any attacks.


She might be difficult to catch, but when she's the one that catches you,
you might not survive very long. She's trained to not kill you, because her
archers and footmen will do it for her. If you wanted to run away, you should
have started running 10 seconds ago since she runs very fast.

I looked at your items and selected some that would make it to her wanted
list as her core build. Didn't really know if any of them were Infidels only or
Undead only. So here's the list !

Speed Up Potions
- A fair price for a good engage.
Invulnerability Potion
- if anything turns bad, you still have this to get out.

Kodo Boots
- Excellent for Engaging speed and Enhanced Damage Aura.
Warden Chackram
- Awesome for getting that maximum Armor bonus even of just a
few enemies as well as harassing damage and attack speed.
Defensive Charm
- Good to initiate and lasts long enough for a teamfight.

Dragon Ring
- When you need a bit more interupts against certain team composition.
 
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Chaosy

Tutorial Reviewer
Level 40
Joined
Jun 9, 2011
Messages
13,182
Level 11
Joined
Nov 15, 2007
Messages
781
I hope you don't already have a treant hero planned. I absolutely love this model, every AoS needs an ancient protector hero. Sorry if the explanation tab is a little lengthy, I try to get as in depth as possible with my designs and writing down my thoughts in detail helps me analyze if I accomplished my goals and revise things.

Ironbark - Woodland Avatar

General Information

Abilities

Explanation


ancientprotector.gif
BTNTreant.png
There are few things in this world that consider the undead plague a more bitter enemy than those that dwell in the forests. The great woodlands of the world are the center of all life, places of growth where the element of nature is at its strongest. The twisted powers of undeath represent the greatest contradictions to growth, to life, and to nature itself by the mere existence of beings that defy the natural cycle of life and death. Things that thrive without growth; things that were born of magic, and not of nature; things that have died, yet now live.

It took such a twisted perversion as this to wake Ironbark from his long slumber. After feeling the pain of a thousand trees felled and a thousand acres of land despoiled and blighted, the great tree realized he could stay idle no longer. He'd been given life long ago, in a time before recorded history, tasked as protector of the great woodlands that once reigned lush across the world - and the long peace had lulled him into a contented rest for countless years. It was the threat of the Forsaken that finally brought the ancient treant from his home after thousands of years, a threat that could spell the end not just to his beloved woodlands, but to life itself.

"To your roots, I give freedom; freedom from the ground, to be not constrained and left to wither and wilt here.
To your trunk, I give strength; strength to withstand the strike of an axe or the heat of a flame without bending or breaking.
To your limbs, I give power; power not to destroy, but to protect - to help whenever you can, and harm only when you must.
And to your leaves, I give life; life long sleeping within, may it now radiate in every scrap of your greenery.
All that I ask in return for these gifts is one thing be given back to these woods that are our home: hope."

-A translation of the ancient and faded runes carved into the Avatar's trunk; a long lost enchantment giving sentience to what was once a simple tree.

Affiliation: Infidel
Role: Defender
Race: Elf(/Tree)
Gender: Male
Strength = 28 + 3.8 (Primary)Agility = 8 + .8Intelligence = 16 + 1.6

Movement Speed: 270 (x)
Attack Range: MeleeAttack Cooldown: 2.2

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Ability Name: Woodland Protectors
Ability Type: Channeling, No Target
Sacrificing some of his own life essence, the Avatar can heal the land, sprouting a small forest which will come to life when fully grown to aid in reclaiming it.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
3s (channel)/30s20s70N/A800N/ADrains 150 HP and grows 4 trees near the Avatar.

2
3s (channel)/30s20s85N/A900N/ADrains 225 HP and grows 6 trees near the Avatar.

3
3s (channel)/30s20s100N/A1000N/ADrains 300 HP and grows 8 trees near the Avatar.

4
3s (channel)/30s20s115N/A1100N/ADrains 375 HP and grows 10 trees near the Avatar.

5
3s (channel)/30s20s130N/A1200N/ADrains 450 HP and grows 12 trees near the Avatar.
Notes: The trees sprout at random locations within range of the hero while the ability is being channeled (if the channeling is cancelled or ended early, already sprouted trees will remain), growing gradually in size for a few seconds before being animated into Woodland Protectors. While in tree form they have high armor but low health, and are thus vulnerable to being destroyed by spells, particularly AoE - but once they're animated, they spawn as full health Protectors regardless of damage taken.
BTNTreantNatureSign.png.png

Ability Name: Wildfire
Ability Type: Toggle
The Avatar releases a burst of energy, igniting leaf and limb, and turning himself into a walking wildfire. While ablaze, the Avatar moves and attacks faster, while burning himself and everything around him. Any Woodland Protectors nearby will also be ignited as long as they stay in range.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
N/AN/A25N/A300Enemies, Self, Woodland ProtectorsDeals 30 damage per second to self and nearby enemies while gaining 20% bonus attack speed and 5% bonus movement speed. Nearby Woodland Protectors take 10 damage per second while gaining 12% bonus attack speed and 5% bonus movement speed.

2
N/AN/A25N/A300Enemies, Self, Woodland ProtectorsDeals 45 damage per second to self and nearby enemies while gaining 30% bonus attack speed and 7.5% bonus movement speed. Nearby Woodland Protectors take 15 damage per second while gaining 18% bonus attack speed and 7.5% bonus movement speed.

3
N/AN/A25N/A300Enemies, Self, Woodland ProtectorsDeals 60 damage per second to self and nearby enemies while gaining 40% bonus attack speed and 10% bonus movement speed. Nearby Woodland Protectors take 20 damage per second while gaining 24% bonus attack speed and 10% bonus movement speed.

4
N/AN/A25N/A300Enemies, Self, Woodland ProtectorsDeals 75 damage per second to self and nearby enemies while gaining 50% bonus attack speed and 12.5% bonus movement speed. Nearby Woodland Protectors take 25 damage per second while gaining 30% bonus attack speed and 12.5% bonus movement speed.

5
N/AN/A25N/A300Enemies, Self, Woodland ProtectorsDeals 90 damage per second to self and nearby enemies while gaining 60% bonus attack speed and 15% bonus movement speed. Nearby Woodland Protectors take 30 damage per second while gaining 36% bonus attack speed and 15% bonus movement speed.
Notes: The self damage is non-fatal to prevent the Avatar from being able to deny himself, but the damage to enemies and Protectors is fatal. Self damage is also magical and can thus be effected by anything that reduces spell damage - or increases it.
BTNAcorn.png

Ability Name: Seed Bomb
Ability Type: Active, Point Target
The Avatar hurls a volatile acorn at a target point which bursts on contact, releasing strangling vines to damage and slow nearby enemies. Direct hits will deal even more damage and entangle the target.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
2s (slow)/1s (root)9s60800250 (full)/100 (direct)EnemyDeals 75 damage to units in the area of effect and slows their movement and attack speed by 30% for 2 seconds. Enemies in the center of the area take an additional 50 damage and are entangled for 1 second.

2
3s (slow)/1.5s (root)9s70800250 (full)/100 (direct)EnemyDeals 125 damage to units in the area of effect and slows their movement and attack speed by 30% for 3 seconds. Enemies in the center of the area take an additional 75 damage and are entangled for 1.5 seconds.

3
4s (slow)/2s (root)9s80800250 (full)/100 (direct)EnemyDeals 175 damage to units in the area of effect and slows their movement and attack speed by 30% for 4 seconds. Enemies in the center of the area take an additional 100 damage and are entangled for 2 seconds.

4
5s (slow)/2.5s (root)9s90800250 (full)/100 (direct)EnemyDeals 225 damage to units in the area of effect and slows their movement and attack speed by 30% for 5 seconds. Enemies in the center of the area take an additional 125 damage and are entangled for 2.5 seconds.

5
6s (slow)/3s (root)9s100800250 (full)/100 (direct)EnemyDeals 275 damage to units in the area of effect and slows their movement and attack speed by 30% for 6 seconds. Enemies in the center of the area take an additional 150 damage and are entangled for 3 seconds.
BTNRejuvenation.png

Overgrowth (Ultimate):
Ability Type: Transformation
In a final effort to reclaim the land, the Avatar roots himself on the spot. While active, the Avatar gains a long range attack and the earth around him begins to sprout with growth which heals the Avatar and his allies by an increasing amount while slowing and eventually immobilizing enemies. The ability can be cancelled early by the Avatar and its effects automatically end if the Avatar dies. If Wildfire is active, its effects spread across the entire overgrown area.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
8s120s150N/A800Friend, Enemy, SelfRoots the avatar in place, granting him an 800 range attack with a base cooldown of 2 seconds and 15 bonus damage. Vegetation then sprouts in a wide area around the Avatar, healing allies for 25% of the Avatar's strength per second channeled and slowing enemies' movement speed by 20% per second. After 5 seconds, enemies are completely immobilized.

2
9s105s200N/A900Friend, Enemy, SelfRoots the avatar in place, granting him a 900 range attack with a base cooldown of 1.85 seconds and 30 bonus damage. Vegetation then sprouts in a wide area around the Avatar, healing allies for 30% of the Avatar's strength per second channeled and slowing enemies' movement speed by 20% per second. After 5 seconds, enemies are completely immobilized.

3
10s90s250N/A1000Friend, Enemy, SelfRoots the avatar in place, granting him a 1000 range attack with a base cooldown of 1.7 seconds and 45 bonus damage. Vegetation then sprouts in a wide area around the Avatar, healing allies for 35% of the Avatar's strength per second channeled and slowing enemies' movement speed by 20% per second. After 5 seconds, enemies are completely immobilized.
Notes: The slow is applied every half-second at 20/30/40/50/60/70/80/90% strength, and from the 5th second immobilizes every half-second; thus if the Avatar dies or the enemy leaves the area, even after becoming immobilized, the effect will not be reapplied - while conversely, if an enemy enters the area it's afflicted by the current strength of the ability, so if for example it enters after 3 seconds, it will be slowed by 70/80/90% and then immobilized instead of starting at 20%. The healing also increases every half-second, i.e. 12.5/25/37.5/50% of the Avatar's strength will be restored on the first/second/third/fourth tick, and follows the same rules - if an ally enters the area just as it's about to end and is only healed by the last tick (8 seconds), it'll still receive the 200% heal.

Ironbark is a tank in the classical sense of the role which in today's gaming world seems only to be used in RTS games and Pokemon. He isn't a damage soaking sponge that does nothing but take hits, but he isn't the most immediately threatening guy around either. He doesn't force you to attack him - his abilities come together to generate enough of a threat that players will want to direct fire towards him, or just run the hell away.

Woodland Protectors serves Ironbark's purposes in a couple of ways. First and foremost, it provides a big meat shield by spawning a lot of units. Just the sight of a dozen treants heading at you can make a player react immediately by blasting them with some AoE, effectively putting abilities on cooldown that would otherwise be used on something else. This is most effective when the Avatar summons his treants before coming into a fight - but because their duration isn't especially long and they move at an average rate, this isn't always optimal.

The second notable attribute is the way the treants are spawned. They don't pop out of the ground all at once - they spawn over time and then grow from harmless trees into treants that want to punch you in the face. The Avatar also has to perform a lengthy channel to spawn all of them. This will give players several counterplay options when dealing with an Avatar trying to spawn trees in range of them - they can attempt to cancel the channeling by targeting the Avatar with valuable stuns or silences and likely still have a few trees to contend with, they can attempt to kill the trees with their spells before they spawn (because they are clumps of low health high armor units and thus particularly vulnerable to area of effect magic), or they can simply ignore them and let the treants come. The channel is short, but still long enough to let players weigh their options and give a meaningful gameplay choice.

Wildfire generates threat directly from the Avatar himself, but in a way that also threatens the Avatar. Because of his high health pool and the ability's area of effect, using it generally means doing more relative damage to the enemy than himself, so it will encourage enemies to stay away from the Avatar and possibly discourage a melee enemy from helping out his ally when the Avatar is beating on them. It also provides the primary source of the Avatar's damage and synergizes with the rest of his abilities either directly (buffing Protectors, spreading with Overgrowth) or indirectly.

Thematically, while it may seem odd for a tree to set itself on fire, fire is just another of the elements of nature. A power and will to ignite himself in such a manner and the strength to endure it are a testament to the Avatar's mastery of nature and resilience to the elements. It's also just awesome - what's scarier than a giant, blazing tree running at you in a frenzy?

Seed Bomb is perhaps the least interesting ability in the Avatar's kit, but one of the most important elements to his character. It's a skillshot ability with a relatively cheap cost and low cooldown, and it has a fairly decent range on top of that. Without Seed Bomb, the Avatar would be easily kited and his initiation would be weak. Seed Bomb allows the Avatar to chase, disable enemies, deal large amounts of damage and combo with allies (it's easy to land a direct hit on enemies who are disabled by an ally). It also makes enemies inherently more cautious around the Avatar, because if they stand still for too long they're liable to eat a direct hit seed, dealing a hefty amount of damage and disabling their ability to move and attack. Even with its simple nature, it still has a few noteworthy synergizes in the Avatar's kit - particularly the ability to surround an entangled enemy with Protectors, making it difficult for them to escape without killing off a couple of the Protectors in the process, and potentially keeping them in place long enough to chain into another seed bomb.

And of course Overgrowth, being the hero's ultimate, is the Avatar's most potent and potentially game-changing ability. As a tank, the effects of the Avatar's ultimate are carefully crafted to not win a fight on their own, but to greatly inhibit enemies so that it's more easily won for the Avatar's team. The Avatar's high base attack team and low movement speed means the transformative property of the ultimate makes his attacks far, far more threatening, especially coupled with the buff from Wildfire. The healing starts off low, but scales up quickly. If the Avatar has 100 strength, his level 3 ultimate starts off with a modest 35 health per second to himself and his allies - but let him survive for the full duration and the total healing will be a whopping 1,915. To make matters worse, running away from a well-placed Overgrowth quickly becomes impossible as the spreading roots slow and then immobilize your team; and all the while the Avatar will be smacking you, overwhelming you with rapidly healing Protectors and burning you with Wildfire.

Enemies confronted with an Overgrown Avatar will want to kill him quickly, kill his team quickly, or just run the hell away until the effects of the ultimate end. Because Overgrowth takes a while to really set in, powerful counter-initiation will greatly diminish its effect on the fight either by killing members of the enemy team before the healing becomes a major factor or killing the Avatar himself, further contributing to his role as a tank. Of course, due to the nature of the ultimate, if the enemy lacks something to lock you down you will generally be able to escape from the area before the ability immobilizes anyone and thus wait it out safely, so baiting Overgrowth with mobile heroes is another valid option.

The final thing that makes Overgrowth work so well in the Avatar's kit is giving the hero a clear and concise build path. Between Overgrowth and Wildfire, the Avatar can dish out quite a bit of autoattack-based punishment - and because his key abilities cost health to use, his autoattacks scale with strength, and Overgrowth's heal is based on strength, he'll want to pack on as much strength as possible. This doesn't diminish the importance of armor, intelligence and perhaps even agility items (given the Avatar's very low agility), but it lets the hero optimize his itemization without having any conflict with his role or his abilities.

Credits
BTNTreantNatureSign/Wildfire Icon by JollyD
 
Happy new year, everyone. I'd like to remind you that our contest is now in the final week. Time to put the final polish to all abilities. Some points to consider:

  • Proper Affiliation and Race. For all too lazy to check our main thread, the undead faction is named Forsaken, and the opposing factions are the Second Regnum, the Bel'Trama and the Order of the Moon (plus Neutrals).
  • Giving credits to all things not your own. If you have created own icons, attach them as png, so we have them in good quality, not blurry jpg.
  • Check the balance. Look that all abilities scale in strength approximately linearly with the level and that the hero is more or less the right strength for a melee game.
  • Read over descriptions again to see if everything is clarified. When you find something that isn't, explain.
  • Those few who haven't done it yet, I'd again ask you to use the template we provided. Yes, we'll judge the hero if you don't, but we might be in a slightly bad mood while judging it.
 
Level 1
Joined
Jan 1, 2014
Messages
2

Venge - The Pale Rider

General Information

Abilities

Explanation


xBJp9c5.jpg
LNsWVUE.jpg
In his desperation, Caligo attempted to bring a prophecy to the surface: Summoning the four riders of apocalypse. With their power and intent to bring catastrophe in the world, Caligo fathomed that an alliance could be formed between them. The four riders surely came, but not as what he expected. They said that the battle between Forsaken and Infidel is just a piece of the true apocalypse. But they found that investing their power to Caligo might be beneficial for their purpose in the future. So, the four created a minion who has a little power of the four. Caligo was surely disappointed, but he might underestimate what this minion can be.

Affiliation: Forsaken
Role: Hunter
Race: Undead
Gender: Male
Strength = 19 + 1.6Agility = 24 + 2.6 (Primary)Intelligence = 18 + 1.8

Movement Speed:300 (Fast)
Attack Range: MeleeAttack Cooldown: 2

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Ability Name: Pestilence
Ability Type: Active, No Target
He gains maximum MS for 2 seconds and passes through units. He emits a cloud of plague that inflicts DPS for 5 seconds. Duration also ends after attacking.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
2s, cloud lasts for 1s12s80N/A150Air, Ground, Enemy75 damage over 5 seconds.

2
2s, cloud lasts for 1s12s100N/A150Air, Ground, Enemy125 damage over 5 seconds

3
2s, cloud lasts for 1s12s120N/A150Air, Ground, Enemy175 damage over 5 seconds.

4
2s, cloud lasts for 1s12s140N/A150Air, Ground, Enemy225 damage over 5 seconds.

5
2s, cloud lasts for 1s12s160N/A150Air, Ground, Enemy275 damage over 5 seconds.
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Ability Name: War
Ability Type: Active, Target
Inflict berserk to the target, target's player loses control of the hero rampaging at the battlefield and won't use any spells, but increases his AS and MS during the duration by 5 seconds. Targeted enemy also receives damage amplification.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
5s15s140700N/AAir, Ground, Ally, EnemyTarget goes rampage, receiving 10% additional MS and AS, also receiving 10% damage amplification to targeted enemy.

2
5s15s140700N/AAir, Ground, Ally, EnemyTarget goes rampage, receiving 15% additional MS and AS, also receiving 15% damage amplification to targeted enemy.

3
5s15s140700N/AAir, Ground, Ally, EnemyTarget goes rampage, receiving 20% additional MS and AS, also receiving 20% damage amplification to targeted enemy.

4
5s15s140700N/AAir, Ground, Ally, EnemyTarget goes rampage, receiving 25% additional MS and AS, also receiving 25% damage amplification to targeted enemy.

5
5s15s140700N/AAir, Ground, Ally, EnemyTarget goes rampage, receiving 30% additional MS and AS, also receiving 30% damage amplification to targeted enemy.
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Ability Name: Famine
Ability Type: Passive, Self
Extra damage depending on how many buffs and debuffs the attacked target has.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
N/AN/AN/AN/AN/ASelf5 extra damage for each buff or debuff.

2
N/AN/AN/AN/AN/ASelf10 extra damage for each buff or debuff.

3
N/AN/AN/AN/AN/ASelf15 extra damage for each buff or debuff.

4
N/AN/AN/AN/AN/ASelf20 extra damage for each buff or debuff.

5
N/AN/AN/AN/AN/ASelf25 extra damage for each buff or debuff.
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Demise (Ultimate):
Ability Type: Active, Target
Within it's period, targeted enemy dies if it's hp reach the % of his current hp.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
10s80s150700N/AAir, Ground, EnemyDuring the effect, target dies if it's hp reach 25% of his current hp.

2
10s80s200700N/AAir, Ground, EnemyDuring the effect, target dies if it's hp reach 33% of his current hp.

3
10s80s250700N/AAir, Ground, EnemyDuring the effect, target dies if it's hp reach 40% of his current hp.

With Pestilence, this hero is able to chase enemy, or to escape. I make it AoE so that he also can farm easily. It has no CT.

With War, he is able to enhance ally's or his own power, or hook enemy. It's quite risky, but I think it'd be fun.

As for Famine... I hope I'm not breaking the rule, but I can't think any better than a passive skill to support this hero. As you observe, this hero relies on debuffs a lot.

Demise is the key to this hero's usefulness at late game, as this spell kills target by percentage of hp.

I believe this hero's best quality comes from originality and story concept, as his skill's name even is the same as the 4 riders. Well, I hope it's not hard to be implemented.



Credits
Sin'dorei300 for the model
jigrael for model's icon
Mr. Goblin for Pestilence's icon
Berz for War's icon
Destructor [DoR] for Famine's icon
morbent for Demise's icon

 
Level 30
Joined
Jan 31, 2010
Messages
3,551
Finished, use this one, please.

I decided to keep the base idea of the Hero, being a single unit slayer and offensive support, but reworked it to be more, well, useful.
I changed the Invigoration Aura to Unstoppable Invigoration, from movement bonus (which wouldn't be quite useful in here) to attack speed bonus, plus anti AoE enemies.
And since the ultimate was linked to early aura, I've reworked it as well, adding a contrast skill to her first one, which would prevent disables and even more secure her role of single unit slayers.
I've also changed the entire iconset.

Leliandra Moonchant, the Moon Rose

General Information

Abilities

Explanation


Sentinel.gif
huntress.gif
"Hailing from the never-ending Silverpine Woods, Leliandra is said to be an everlasting legend among the Night Elves. From the young ages, she could find ways to harness greater amounts of lunar powers, but at the cost of projecting them in different ways that the other warriors. She may not be able to call down waves of star fragments to crush her enemies, and she may not be quite a threat with a bow and arrow, but she does have courage yet unmatched, strength empowered with lunar grace, and leadership skills that could lead an army against the whole world. Blessed by Elune herself, the Moon Rose dances with her blade through enemies, quickly eliminating any threat to her allies and her homelands.
One thing is certain about this beautiful huntress: she is a heartening sight upon any battlefield."

Affiliation: Infidel
(Order of the Moon)
Role: Offensive Support/Hunter
Race: Night Elf
Gender: Female
Strength = 17 + 1.8Agility (Primary Attribute) = 24 + 2.8Intelligence = 14 + 1.4

Movement Speed: 300
Attack Range: 128 (melee)Attack Cooldown: 1.9 s

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Dual Rush:
Ability Type: Active, Target Single Enemy
Leliandra connects herself and the nearest allied hero with lunar powers, charging them both towards a single enemy, and providing them with a one-time bonus to attack damage once they reach the target. If no allies are nearby, the Moon Rose will charge alone, and recieve 50% increased bonus.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1.
+Damage Bonus: 3 seconds if unused16 seconds75Cast Range: 700Get Allied Hero: 450Enemies, Organic+20% damage bonus (+30% if alone)

2.
+Damage Bonus: 3 seconds if unused15 seconds95Cast Range: 700Get Allied Hero: 450Enemies, Organic+30% damage bonus (+45% if alone)

3.
+Damage Bonus: 3 seconds if unused14 seconds115Cast Range: 700Get Allied Hero: 450Enemies, Organic+40% damage bonus (+60% if alone)

4.
+Damage Bonus: 3 seconds if unused13 seconds135Cast Range: 700Get Allied Hero: 450Enemies, Organic+50% damage bonus (+75% if alone)

5.
+Damage Bonus: 3 seconds if unused12 seconds155Cast Range: 700Get Allied Hero: 450Enemies, Organic+60% damage bonus (+90% if alone)
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Million Pulse:
Ability Type: Instant-Cast
The Moon Rose unleashes an encouraging shout around herself, and replicates the shout on every allied Hero on global range. Each shout slightly increases attack damage of the caster and affected units, for a short duration, and stacks with itself.
Every unit that is affected by a shout will also chain another shout, further improving damage bonus, and further chaining allied units. A single unit can only chain one shout per cast of this skill, and acquire bonus from up to 10 shouts.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1.
7 seconds (From last shout)30 seconds90250 (Initial Shouts)200 (Secondary Shouts)Allied, Organic+10% damage (First), +2.5% (Per Mini-Shout)

2.
7 seconds (From last shout)28 seconds105250 (Initial Shouts)200 (Secondary Shouts)Allied, Organic+12% damage (First), +2.7% (Per Mini-Shout)

3.
7 seconds (From last shout)26 seconds120250 (Initial Shouts)200 (Secondary Shouts)Allied, Organic+14% damage (First), +2.9% (Per Mini-Shout)

4.
7 seconds (From last shout)24 seconds135250 (Initial Shouts)200 (Secondary Shouts)Allied, Organic+16% damage (First), +3.1% (Per Mini-Shout)

5.
7 seconds (From last shout)22 seconds150250 (Initial Shouts)200 (Secondary Shouts)Allied, Organic+18% damage (First), +3.3% (Per Mini-Shout)
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Unstoppable Invigoration:
Ability Type: Passive, Aura
Induces lunar energy into nearby allied units, increasing their attack speed. Every time a unit under the effect of this aura dies, it's vengeance will still live, projecting a moon missile that will strike the killer. Slain heroes deal triple damage.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1.
////600 (Aura)Allied, Organic+7% attack speed, missile deals 20 damage.

2.
////680 (Aura)Allied, Organic+13% attack speed, missile deals 30 damage.

3.
////760 (Aura)Allied, Organic+19% attack speed, missile deals 40 damage.

4.
////840 (Aura)Allied, Organic+25% attack speed, missile deals 50 damage.

5.
////920 (Aura)Allied, Hero+31% attack speed, missile deals 60 damage.
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Irresistible Call (Ultimate):
Ability Type: Active, Target Single Enemy
The Moon Rose focuses her energy upon the field, breaking the laws of polarity and gravity, which causes a single enemy to be irresistibly dragged towards her. The enemy is disabled while pulled, and when reaching the Moon Rose, will take damage based on how far it has traveled.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1.
Drags over 2 seconds.80 seconds150Cast Range: 950/Enemy, OrganicDeals 35% of distance in damage.

2.
Drags over 2 seconds.70 seconds175Cast Range: 950/Enemy, OrganicDeals 50% of distance in damage.

3.
Drags over 2 seconds.60 seconds200Cast Range: 950/Enemy, OrganicDeals 65% of distance in damage.

Note: The GIF used as a model preview features an own companion, which is not present on a ladder wc3 Watcher model. The Hero is designed for the ladder model, without an owl. It was just the fact that I couldn't find a GIF image without an own, which is good enough, so I used this one.

Total MSI (Map Size Increase): from 32kb to 48kb
-4 BTN Icons
-4 DISBTN Icons


Leliandra Moonchant is a hybrid hero, who specializes at buffing up allied units, and taking down single enemies. She is an all-round hero, but she lacks defensive power when facing troubles alone, and if she can't slash them down quickly enough.

In early game, she relies heavily on supporting and buffing allies, and wears off that role as time passes by, only to replace it with more offensive and solo type of playing. She has no direct damage skills other than her ultimate skill (which is situational), making itemcrafting focused on attack damage and attack speed. She is a perfect candidate for roaming around the map.

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Skills:
I - Dual Rush - provides her with a quick get-to (or possibly, get-away) tool, and also with a great side effect that she can save, or hurry up another slow hero, making her an ideal partner for slow allies that can't get too close.
Serves for quickly getting close to lone targets, or escaping.
II - Million Shout - a very useful tiny skill, which can stack up a lot of damage for an entire team (1 hero and 4 creeps, skill level 1, 10% + 4 x 2.5% damage = 20% damage to every affected unit (at level 5, 18% + 4 x 3.3% = 31% damage)). This skill serves for stacking up damage to entire team, before ganking, or to force allied creeps into better stats.
III - Unstoppable Invigoration - a useful skill which secures allied units with slightly better stats against enemy minions, and a defensive tool against AoE killers, forcing them to go back forth, healing.
IV - Irresistible Call - in most cases, secures an easy kill, if the target is disabled by another ally. Since the enemy is pulled over 2 seconds, at any distance, running away will increase the damage output. I was thinking about making it a one-time bonus to attack damage instead of pulling, which would add up a lot more to her versatility (pull weak enemy, ally kills it, charge to full HP enemy and devastate it with huge dmg output), but I thought it would be quite hard to balance. Oh, and this skill should break upon blink or teleport skills.

Skill Combo:
Million Shout + Unstoppable Invigoration = A stack of attack damage and attack speed, which gives an amazing advantage in terms of offensive psychical attack, to entire team.
Dual Rush + Irresistible Call = If enemy is disabled or silenced, this secures it to stay close to you for at least 2-4 seconds, which is more than enough to secure a kill.
Irresistible call + Teleportation Skills = S

Pros:
+Can easily take down lone targets
+High attack buffs to masses of allies at once
+Can prevent enemy from getting too far away

Cons:
-Doesn't do a great job with masses of enemies
-Quickly taken down if disabled

The concept is based around the name of Moon Rose, which is a heroine able to use lunar powers to directly affect battle capabilities (unlike other night elves).
So, I've created this entry by selecting a model I like very much, and browsing around your Heroes list to check what's the least used category - which turned out to be a Hunter. And since I wanted the hero to have some versatility, but to not stray away too much from the role of being offensive, I've decided to make it a Leader, which buffs allies. All in one, I've created a Hero which is a Hunter, but much more available to aid when in team fights.


Credits
Dual Rush - Apheraz Lucent, for "Twilight" color variation of her http://www.hiveworkshop.com/forums/...ades-218771/?prev=status=a&u=Apheraz%20Lucent
Million Pulse - Darkfang, for his http://www.hiveworkshop.com/forums/icons-541/btnmoonskin-193508/?prev=search=moon%20skin&d=list&r=20
Unstoppable Invigoration - PeeKay, for his http://www.hiveworkshop.com/forums/icons-541/btncloakofshadows-209834/?prev=search=cloak&d=list&r=20
Irresistible Call - Apheraz Lucent, for her http://www.hiveworkshop.com/forums/icons-541/btntwilightburstv2-218765/
 
Last edited:
Level 15
Joined
Oct 18, 2008
Messages
1,588
Ohkay so here is my submission:
(Also, DJ, yes I know being an ex-Hero Factory worker on variable status may just as well count as cheating :D)

Ryole - The Bloodseeker

General Information

Abilities

Explanation


succubus.gif
BTNDemoness.png
They say demons and vampires do not meddle with each other, not to mention arch-vampires with demon lords or having children. Contrary to this was the miracle-like birth of Ryole, who soon turned out to be a god-of-war-like entity with immense thirst for blood. As a half-demon, she has no need for blood to live, as she can regenerate her own mana, but her vampiric heritage combined with her demonic side left her as a being of cunning destruction.

She left her world in order to sate her bloodthirst, and fought in an endless amount of battles, where she often killed the army both sides. This is the way she ended up in the endless battle between the Forsaken and the Infidel. As the undead blood can not satisfy her, she joined the Forsaken to shed the blood of the living.

Affiliation: Forsaken
Role: Defender / Magician
Race: Demon-Vampire hybrid
Gender: Female
Strength = 12 + 1.6Agility = 18 + 0.8Intelligence = 24 + 3.6 (Primary)

Movement Speed: 305 (x)
Attack Range: 450Attack Cooldown: 1.9 s

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Bloodhunt:
Ability Type: Active, No Target
Boils the blood of nearby enemies debuffing them, dealing moderate damage over the duration while slowing and revealing them. Recasting refreshes the duration on those already affected.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
3 s10 s50N/A500Enemy Units90 total damage
10% movement speed slow

2
3.5 s8 s65N/A550Enemy Units150 total damage
12.5% movement speed slow

3
4 s6 s80N/A600Enemy Units210 total damage
15% movement speed slow

4
4.5 s4 s95N/A650Enemy Units270 total damage
17.5% movement speed slow

5
5 s2 s110N/A700Enemy Units330 total damage
20% movement speed slow

Vampire blood:
Ability Type: Passive
The bloodseeker gains power as her enemies are weakened, gaining damage for her attacks and spells depending on her Int and reducing damage taken for every enemy affected by bloodhunt. Also, when the bloodseeker is out of mana, she may still cast spells from her life pool instead.

Note: Ability needs tuning to average amount of units in a fight and end-game int. Estimated with 5 units in a wave + heroes and 300 Int at endgame GC build.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
N/AN/AN/A300300Self1+(Int / 10) damage per enemy
6 damage reduced per enemy

2
N/AN/AN/A325325Self2+(Int / 10) damage per enemy
12 damage reduced per enemy

3
N/AN/AN/A350350Self3+(Int / 10) damage per enemy
18 damage reduced per enemy

4
N/AN/AN/A375375Self4+(Int / 10) damage per enemy
24 damage reduced per enemy

5
N/AN/AN/A400400Self5+(Int / 10) damage per enemy
30 damage reduced per enemy

Blood whirl:
Ability Type: Active, Area Target
Deals damage to every enemy unit in the target area, while also removing and dealing the remaining damage from their bloodhunt duration. Heals the bloodseeker depending on the amount of intelligence and strength she has.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
N/A18 s70600220Enemy Units120 base damage
Heals (Int*1.0)+(Str*0.6) life

2
N/A15.5 s90600240Enemy Units180 base damage
Heals (Int*1.4)+(Str*0.8) life

3
N/A13 s110600260Enemy Units240 base damage
Heals (Int*1.8)+(Str*1.0) life

4
N/A10.5 s130600280Enemy Units300 base damage
Heals (Int*2.2)+(Str*1.2) life

5
N/A8 s150600300Enemy Units360 base damage
Heals (Int*2.6)+(Str*1.4) life

Avatar of Blood (Ultimate):
Ability Type: Active, No Target
The bloodseeker releases her bloodthirst, dealing damage every second of the duration to nearby enemies and healing every time an enemy in range is damaged by any source, inlcuding this ability. Ticks gain damage from Vampire Blood.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
10 s120 s100300300Enemy Units5 base damage
Heals 5 life

2
12 s105 s150350350Enemy Units10 base damage
Heals 10 life

3
15 s90 s200400400Enemy Units15 base damage
Heals 15 life

Ryole is a hybrid-type character with the main emphasis on int, however she can also majorly benefit from strength. To emphasize this, I've given her both intelligence and strength modifiers as to force a choice between them (otherwise players would just play her with pure strength). She starts out with low strength and low base life, however building her strength and life benefits her greatly, but the healing received from strength pales in comparison to her intelligence benefits. This means she can be both built as a glass-cannon magician and a sturdy, life-leeching defender (though this aspect of her may need some fine-tuning, since her stat multipliers may be too high).

While I don't know exactly how high the stats go in an average game (and thus correctly setting the numbers is a pain, and if I underestimate them, which is likely, they need to be lowered), the key point is that the player may either choose to go with a max-int build, dealing a huge amount of damage but suspect to being bursted down by a hunter before his real damage kicks in, plays a hybrid type character with emphasis on int becoming a tanky mage, or a hybrid type with emphasis on str, becoming a life-steal based tank with relatively high damage and a moderate slow so still forcing the enemies to focus her.

Her low range is a key point to controlling her power, as she needs to get pretty close to the fights and hunters may kill (or at least severely damage) a glass cannon bloodseeker before she gets into range, as she lacks mobility as well. However, if, for whatever reason she gets into range of the entire enemy team...

Her low range and enemy count based empowerment also means that she is a quite bad duelist, unless there are minions to support her ultimate and passive.

Pros:
  • High damage
  • High sustain
  • Easily adapts to game progress
  • Empowered by enemy count
Cons:
  • Can kill herself when out of mana
  • Low range
  • High mana costs
  • Weak duelist

Credits
Vampire Blood icon by CRAZYRUSSIAN
Blood Whirl icon by CRAZYRUSSIAN
Avatar of Blood icon by CRAZYRUSSIAN
 
Level 15
Joined
Oct 18, 2008
Messages
1,588
Hola! Just dropping by because Kanadaj here reminded me that I am a judge here. Good luck to you folks!

Also kanadaj, I think you have a fetish for blood being boiled or blood in general. Just sayin'

Yea I love every form of blood, especially if freshly... "extracted" from maidens :grin:

Tho another, more shadowy idea came up as well, was damn hard to decide...
 
Level 16
Joined
Dec 15, 2011
Messages
1,423
Hey guys. Judge dropping by here. I would like to thank you everyone for participating in our contest. Good luck to all and may the best entry win!

Only a few more days until the deadline so everyone should revise their entries one last time so that you will not regret not having done so in the future (I am speaking from experience). Once again, good luck :)
 
Level 6
Joined
Jun 29, 2011
Messages
181

Metamorphosis Demon Hunter

General Information

Abilities

Explanation


az_gc_metamorph.jpg
metamorphosis.gif
Fighting vs the Darkness power since he got the Metamorphosis power, the M. Demon Hunter is one of the most powerful hero in FBF scenario.
The M. DH is not known by his strength (which isn't that bad) but for his speed. If he becames in rage mode, human eyes can't follow his movements.
His relationship with his brother (http://www.hiveworkshop.com/forums/2458396-post66.html) isn't that good in recent times but they still "like" each other.
He throws (Chaos Damage) green fireballs on normal mode and Black-shadow with thunders ones on rage mode (Dark Fury Ab).

Affiliation: Night Elves when he isn't mad (Alliance)
Role: Rapes everything on rage mode
Race: Night Elf Demon
Gender: Male
Strength = 20 + 1.8Agility = 30 + 3(Primary Attribute)Intelligence = 17 + 1.7

Speed: Normal mode: Average - Rage mode: Unknown
Attack Range: 500Attack Cooldown: 1'5 s

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Ability Name: Power Eater
Ability Type: Active
The basic ability. He is in calm mode, he can't move when he is making this spell. Basicaly what it does is to steal mana and heal from the enemy.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
Until it moves/no mana10 s50200N/AEnemyTakes 3% mana/hp / s

2
Until it moves/no mana10 s100200N/AEnemyTakes 5% mana/hp / s

3
Until it moves/no mana10 s150200N/AEnemyTakes 7% mana/hp / s

4
Until it moves/no mana10 s200200N/AEnemyTakes 11% mana/hp / s

5
Until it moves/no mana10 s215200N/AEnemyTakes 13% mana/hp / s
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Ability Name: Dark Fury (Rage mode)
Ability Type: Passive
This ability starts when the M.DH's life is under X % hp. It increases every kind of attribute and power. He becomes bigger and he gets a dark red aura.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
N/AN/AN/AxxSelfWhen hp is lower than 5%, Increases all physical attributes (strength, agi, int) by 3%. Increases all other abilities damage (when used) by 3%. 5% chance of your allies becoming enemies too during this time (so you have to attack your enemies manually otherwise auto target will hit closest hero).

2
N/AN/AN/AxxSelfWhen hp is lower than 7%, Increases all physical attributes (strength, agi, int) by 5% Increases all other abilities damage (when used) by 5%. 4% chance of your allies becoming enemies too during this time (so you have to attack your enemies manually otherwise auto target will hit closest hero).

3
N/AN/AN/AxxSelfWhen hp is lower than 11%, Increases all physical attributes (strength, agi, int) by 7% Increases all other abilities damage (when used) by 7%. 3% chance of your allies becoming enemies too during this time (so you have to attack your enemies manually otherwise auto target will hit closest hero).

4
N/AN/AN/AxxSelfWhen hp is lower than 13%, Increases all physical attributes (strength, agi, int) by 11% Increases all other abilities damage (when used) by 11%. 2% chance of your allies becoming enemies too during this time (so you have to attack your enemies manually otherwise auto target will hit closest hero).

5
N/AN/AN/AxxSelfWhen hp is lower than 15%, Increases all physical attributes (strength, agi, int) by 13% Increases all other abilities damage (when used) by 13%. 1% chance of your allies becoming enemies too during this time (so you have to attack your enemies manually otherwise auto target will hit closest hero).
52ba6ea23cbcd.png

Thunder Shell:
Ability Type: Active
It reduces any kind of enemy attack while it's active. It also makes damage to all enemies around M. DH.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
Until no mana/deactivate0 s30/sClose enemies (melee)Close enemies (melee)Self/EnemiesReduces enemy's attack in (physical - 1% | magic - 1%). Makes damage to close enemies (melee area) 1% of enemy's life.

2
Until no mana/deactivate0 s25/sClose enemies (melee)Close enemies (melee)Self/EnemiesReduces enemy's attack in (physical - 3% | magic - 3%). Makes damage to close enemies (melee area) 2% of enemy's life.

3
Until no mana/deactivate0 s20/sClose enemies (melee)Close enemies (melee)Self/EnemiesReduces enemy's attack in (physical - 5% | magic - 5%). Makes damage to close enemies (melee area) 3% of enemy's life.

4
Until no mana/deactivate0 s15/sClose enemies (melee)Close enemies (melee)Self/EnemiesReduces enemy's attack in (physical - 7% | magic - 7%). Makes damage to close enemies (melee area) 5% of enemy's life.

5
Until no mana/deactivate0 s10/sClose enemies (melee)Close enemies (melee)Self/EnemiesReduces enemy's attack in (physical - 11% | magic - 11%). Makes damage to close enemies (melee area) 7% of enemy's life.
icons_7486_btn.jpg

Rain of Death (Ultimate):
Ability Type: Active
This rain of dark fireballs exterminates everything on the area range targeted by M. DH.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
15 s100 s250200Normal mode: circle area 100? - Rage mode: circle area 200?Everything-less dmg to alliesEverything located on the area range of this spell gets magic damage of 15% hp /s (allies 10%/s). The M. DH reduces all his physical attributes while making this spell by 10%

2
25 s85 s250200Normal mode: circle area 100? - Rage mode: circle area 200?Everything-less dmg to alliesEverything located on the area range of this spell gets magic damage of 20% hp /s (allies 7%/s). The M. DH reduces all his physical attributes while making this spell by 7%

3
35 s70 s215200Normal mode: circle area 100? - Rage mode: circle area 200?Everything-less dmg to alliesEverything located on the area range of this spell gets magic damage of 30% hp /s (allies 5%/s). The M. DH reduces all his physical attributes while making this spell by 5%

M. DH is a strong and fast tank. He likes to be always at the front of the battles, becoming the first on taking the fight. He can survive way longer than other heroes due to his rage mode when he is close to death.

M. DH starts with a lot of Agi and Strength and with no so much intel but during the game, his agi and streght gain is not that fast as his int gain.

You better run if you are under his fire because he is one of the strongest heroes.

Pros:
- Really strong start & end.
- Can be used as damage maker from back or like a tank.
- Gains a lot of intelligence while leveling.
- His main gain of agi-strength happens on last 3 levels.
- He becomes balanced on the 3 last levels (good start, bad growing).
- Good tank at early and late game (not so good at mid).
- Good mid game dps.

Cons:
- Hard to manage it in middle game (weaker) due to slow agi-str increase.
- No stunning, slowing etc ability. So enemies can run away.
- Pretty useless when silenced.
- Not so much mana at start, but it increases hard during game.

Credits
Hell_Master for his creation Zeph
 
Last edited:
Level 6
Joined
Jun 29, 2011
Messages
181
chusrubi2, rework your ultimate. As I said earlier, blatant copying will get you disqualified.

It's not a copy, Im just basing the story of this hero with "his brother" (Inherited ability). So it's like they both have same ability but with very few differences. I could rewrite it but I like how it is... I'll take the risk.
 
Level 3
Joined
Oct 19, 2010
Messages
58
wanted to try to make a suggestion too, but first would like to get some more informations...like which stats do u get if u get 1 str/agi/int, means how much hp, how much agi needed for an armor and so on
and is it possible to add stats bonus dmg to the skills, as example with x1,5 int bonus dmg? and how much stats does the items give if u are full equipped lategame


thx in advance
 
wanted to try to make a suggestion too, but first would like to get some more informations...like which stats do u get if u get 1 str/agi/int, means how much hp, how much agi needed for an armor and so on
and is it possible to add stats bonus dmg to the skills, as example with x1,5 int bonus dmg? and how much stats does the items give if u are full equipped lategame


thx in advance

The stat bonuses are the same as in melee, and for the items, how about checking our website?
 
Level 25
Joined
Jul 30, 2013
Messages
2,678

Krom'gar - The Master Shaman

General Information

Abilities

Explanation




Farseer2.gif
icons_2948_btn.jpg


The Bel'trama have practiced shamanism or nature worshipping. The ones that used shamanistic magic are called shamans, one of them is Krom'gar, the last son of Gromutar. He studied shamanism for years, and now, He became a Master Shaman and He is now the greatest shaman of Bel'Trama.

As one of the best spellcasters of The Alliance, He can control the elements, He also have the power of nature that lets him survive battles.

Affiliation: Infidel (Bel'Trama)
Role: Magician
Race: Orc
Gender: Male
Strength = 12 + 2.0 Agility = 20 + 1.0Intelligence = 19 + 3.0 (Primary Attribute)

Movement Speed: 302 (Fast)
Attack Range: 450Attack Cooldown: 2.00 s

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Ability Name: Earth Shield
Ability Type: Active/No Target/Self/Shield
Creates a shield that protects Krom'gar from spells for a long duration. After that duration, the barrier will explode and will release boulders that will hit nearby enemies and deals a average damage to them.
LevelDuration Cooldown Mana Cost Range Area of EffectAllowed TargetsEffect

1
20 s10 s40N/AN/ASelfShields Krom'gar from spells for 20 seconds and boulders deal 80 damage

2
30 s12 s40N/AN/ASelfShields Krom'gar from spells for 30 seconds and boulders deal 85 damage

3
40 s14 s45N/AN/ASelfShields Krom'gar from spells for 40 seconds and boulders deal 90 damage

4
50 s16 s45N/AN/ASelfShields Krom'gar from spells for 50 seconds and boulders deal 95 damage

5
60 s18 s50N/AN/ASelfShields Krom'gar from spells for 60 seconds and boulders deal 100 damage
icons_680_btn.jpg

Ability Name: Lightning Bolt
Ability Type: Active, Unit Target
Krom'gar summons a lightning to immediately strike an enemy unit or hero.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
N/A8 s80700N/AEnemy, Organic, Neutral60 damage

2
N/A9 s80700N/AEnemy, Organic, Neutral70 damage

3
N/A9 s90700N/AEnemy, Organic, Neutral80 damage

4
N/A10 s90700N/AEnemy, Organic, Neutral90 damage

5
N/A10 s100700N/AEnemy, Organic, Neutral100 damage
icons_9722_btn.jpg

Ability Name: Healing Rain
Ability Type: Active, Area Target
Calls forth a healing rain to a selected area. Every unit in the area are healed.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
10 s40 s60700400Enemy, Organic, Neutral, Ally, SelfHeals 15% per second

2
10 s40 s65700400Enemy, Organic, Neutral, Ally, SelfHeals 20% per second

3
10 s40 s70700400Enemy, Organic, Neutral, Ally, SelfHeals 25% per second

4
10 s40 s75700400Enemy, Organic, Neutral, Ally, SelfHeals 30% per second

5
10 s40 s80700400Enemy, Organic, Neutral, Ally, SelfHeals 35% per second
icons_16984_btn.jpg

Ability Name(Ultimate): Wrath of the Elements
Ability Type: Active, Area Target
Krom'gar releases a powerful shock to a target area, slowing, stunning and dealing great damage to enemies in the area.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
N/A40 s200600280Enemy, Organic, Neutral10 seconds slow, 1.0 seconds stun and 300 damage

2
N/A60 s200600280Enemy, Organic, Neutral10 seconds slow, 1.2 seconds stun and 400 damage

3
N/A80 s200600280Enemy, Organic, Neutral10 seconds slow, 1.4 seconds stun and 500 damage

Krom'gar is an Intelligence hero, he depends on spells, but his spells can deal great damage to enemies, but this may be annoying to enemies. His first skill protects him from spells, and will be destroyed after a duration and will release boulders. His second skill, Lightning Bolt, has an average damage, It's good for finishing off enemies. His Third skill can be good for allies.....even to enemies, so careful casting it. His Ultimate is just so strong and can slow and stun enemies. Just remember, "using spells carefully can lead to victory!" Haha! that made me laugh.

Credits
BTNOrcMage by Leopard
BTNElementalTrine by Blood Raven
BTNNatureBarrierSphere by JollyD
BTNSpell_Lightning_LightningBolt01 by Blizzard
BTNrain by inhuman89
 
Last edited:
Level 23
Joined
Oct 20, 2012
Messages
3,076
So it's like they both have same ability but with very few differences. I could rewrite it but I like how it is... I'll take the risk.

That's still copying dude.

And that's not a risk, that's already certain death since copying will get you disqualified.
blatant copying will get you disqualified.
 

Chaosy

Tutorial Reviewer
Level 40
Joined
Jun 9, 2011
Messages
13,182
@13lackace
nither I or A@S know that. I will let you know once I see pred online on skype.

@contest
anyway since the contest is nearly finished I want to remind you once again that if your entry is not on this list it hasnt be approved as an acceptable entry (check rules). You still have time to rework your idea tho!
http://www.hiveworkshop.com/forums/2462788-post113.html
 
I don't know what I expected in the Explanations. What I hoped for was that they'd be used for everything not fitting into the other parts of the template, like:
  • Little details about the spells that don't really fit in the tooltip and would blow up the effects tab.
  • Your reasoning behind the hero concept, why they need those abilities, how that represents the intended playstyle, and so on.
  • What makes that hero special, and not just some cardboard cutout
  • As I can't stress that point enough, what your vision was when you designed that hero. Your thoughts, inspirations, resonings behind abilities, etc.
Yes, that point is important enough for me to be mentioned twice. Why? Because that not only helps us to judge your hero now, but also allows us to stay true to your vision in the future, should we notice any problems that force us to change spells.
 
Level 3
Joined
Oct 19, 2010
Messages
58

Bramil - The Wise Tank

General Information

Abilities

Explanation


models_10882_screenshot_tnb.jpg
icons_16960_btn.jpg
Story
Bramil was once a King in a Far Away Land named Brushtaa. Since his Childhood he was interested in Magic rather than than climb the throne. At the Age of 17 his Father was murdered by Assassins of the Enemy Kingdom Rashtaa. Consumed by Rage he took over the Crown and fought in a Battle against Rashtaa for 4 Years. His folk however wanted Piece, and so they Murdered him in a Peaceful Night. He Swore Revenge on all who Betrayed him at his deathbed.

Affiliation: Undead
Role: Defender/Magician
Race: Undead
Gender: Male
Strength = 16 + 3.0Agility = 25 + 0.0 (Primary)Intelligence = 16 + 3.0

Movement Speed: 275 (Average)
Attack Range: MeleeAttack Cooldown: 1.6 s

icons_1563_btn.jpg

Ability Name: Damned Shield
Ability Type: Active/AoE/Instant/No Target/Self/Shield
Ability description
Bramil Surrounds himself with a Shield that Blocks all Damage. Is the Shield not Destroyed in the Duration it Last, it will Deal Damage to Everything around him.(Allies too)
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
6 s20 s180N/A500SelfShield has 200 HP. After Duration if not Destroyed Deals 100 + (Str x 0.6)

2
6 s18 s200N/A500SelfShield has 300 HP. After Duration if not Destroyed Deals 150 + (Str x 0.7)

3
6 s16 s220N/A500SelfShield has 400 HP. After Duration if not Destroyed Deals 200 + (Str x 0.8)

4
6 s14 s240N/A500SelfShield has 500 HP. After Duration if not Destroyed Deals 250 + (Str x 0.9)

5
6 s12 s260N/A500SelfShield has 600 HP. After Duration if not Destroyed Deals 300 + (Str x 1.0)
icons_8076_btn.jpg

Ability Name: Flaming Rune - Fireball
Ability Type: Active/AoE/Instant/Unit Target/Multiple Targets
Ability description
Bamril uses A Flaming Rune to throw a Mighty Fireball at the Enemy, dealing instant Damage on the Target and a Burn effect in AoE around the Targeted Enemy.(Burn Effect Hits Self, Allies and Enemy)
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
416 s150500350Enemy160 Instant Damage at Target, 10 + (Agi x 0.2) Burn Damage each Second.

2
415 s175500350Enemy220 Instant Damage at Target, 15 + (Agi x 0.4) Burn Damage each Second.

3
414 s200500350Enemy280 Instant Damage at Target, 20 + (Agi x 0.6) Burn Damage each Second.

4
413 s225500350Enemy340 Instant Damage at Target, 25 + (Agi x 0.8) Burn Damage each Second.

5
412 s250500350Enemy400 Instant Damage at Target, 30 + (Agi x 1.0) Burn Damage each Second.
icons_14614_btn.jpg

Ability Name: Leaking Rage
Ability Type: Passive, Toggle On/Off
Ability description
Bramil's Rage is so Enormous that it Leaks out of his Body into the Minds of Others. The Rage gives Everyone a Damage Boost, but Drains HP for it in Exchange.(Self, Allies and Enemys)
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
N/AN/AN/AN/A500Self, Allied, EnemyBoosts Damage by 6%, however it Deals 10 + (Int x 0.2) Damage every Second.

2
N/AN/AN/AN/A500Self, Allied, EnemyBoosts Damage by 12%, however it Deals 20 + (Int x 0.4) Damage every Second.

3
N/AN/AN/AN/A500Self, Allied, EnemyBoosts Damage by 18%, however it Deals 30 + (Int x 0.6) Damage every Second.

4
N/AN/AN/AN/A500Self, Allied, EnemyBoosts Damage by 24%, however it Deals 40 + (Int x 0.8) Damage every Second.

5
N/AN/AN/AN/A500Self, Allied, EnemyBoosts Damage by 30%, however it Deals 50 + (Int x 1.0) Damage every Second.
icons_12730_btn.jpg

Ability Name Ultimate: Former King
Ability Type: Passive
Ability description
Bramil was the King of Brushtaa and was in many Battles, even though he is Dead, he still learned alot in the Time he was alive. Thanks to this experience, he is harder to kill.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
N/AN/AN/AN/AN/ASelfBramil gets 6 Bonus Stats, 6 Armor and 12% Spell Damage Reduction

2
N/AN/AN/AN/AN/ASelfBramil gets 12 Bonus Stats, 12 Armor and 24% Spell Damage Reduction

3
N/AN/AN/AN/AN/ASelfBramil gets 18 Bonus Stats, 18 Armor and 36% Spell Damage Reduction

Explanation
Bramil is a Hero which can be Played as a Full Tank, as a Damage Dealer or as a Caster, even in a mixed Build he should still be a Good Hero. I did create him in the Mind to have an Hero which can distinguish himself in each Game, means you can play him in the First Game as Tank to leanr him, after that you can try your Luck as a Slayer or Magician.

All his Active Abilitys Hurt the Own Team too, so it takes a lot of Skill to master him so you doesnt Kill your own Team with his Skills. His Ultimate is a Passive that Should allow him to Endure a Lot of Damage even if he doesnt go Full Tank, so he wont die after using one Ability.

Another subject is his Mainstat with no Bonusgain. I did choose that so he wont get too strong, a Tank shouldnt be able to Deal lots of AutohitDamage, so his Itembuild is Really Important too, if you want to make Damage with Autohits, you need to Buy Agility sine he doesnt get Agility with each Level and that helps to distinguish him further.


I Hope you like the Hero the same as i do, i would really like to play him;)


Skill Discription


Damned Shield should cast a preferable Red Manashield or something else that looks like a Bubble around him and for the Explosion i am open to the Devs Team, since i dont know much about making spells i dont want to write something what is too difficult to make, hope u all understand.

Flaming Rune - Fireball should cast a fireball and if possible on the sametime a red/flaming symbol under his feet/behind him/in front of him, depending on how big and how visible it is if its behind/in front of him

Leaking Rage should emit from Bramil and should be in a red color

Each LvL of Former King should make Bramil a bit Bigger if possible, so that Enemys see a difference between a Bramil without Ulti and with ultimate.


Credits
Undead Fire Mage by -Grendel
BTNOstarion by -Grendel
BTNFireShield by Mc !
BTNFlamingrune by Dmazzz
BTNFairyFire by PeeKay
BTNGoldenCrown3 by PeeKay
 
Last edited:
Level 3
Joined
Oct 19, 2010
Messages
58
13lackace, ur Hero's agility gain is 0.0??? Is this a mistake or u really mean to let ur Hero gain 0 agility each level? I strongly believe u did a mistake...

nope its no mistake, u saw it right, he doesnt get any agi even though its his main attribute. thats just so he wont be too op, since he can be played as tank, as a damage dealer(thats why agi his mainattribute) or as a mage or even a hybrid build. and as Chaosy already wrote in the first post, "Game Balance is a fickle thing, so you won't loose many points if you're unsure about some numbers for the abilities and give estimates. Every number changes at least once during Beta testing anyway.", i would rather balance him in beta test than making him already too op.


but good seeing some1 did read it;)
 
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