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[Legacy] Modders Idea Factory

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Level 12
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W00t seems like I could do it :D


Zen'Zin Da Primal - [Agility / Strength][r]
Abilities:

Primal Rage - [Passive]
The longer the fight is, the more enraged Zan'Zin is. Every one of his attacks increases his attack speed is increased by X. This ability stacks up to 10 times and the charges can be used up.

Cougar's Agility / Bear's Stance - [Toggle]

Cougar's Agility: Zen'Zin gains passively X agility and movement speed and his primary attribute becomes Agility. When he has 10 charges of Primal Rage this ability is replaced by Swift Slash.
Bear's Stance: Zen'Zin's primary stat becomes Strength. He gains X bonus damage for each charge of Primal Rage. When he has 10 charges of Primal Rage, this ability is replaced by Maul.

Swift Slash - [No Target]: Passively gives the same bonus as Cougar's Agility. When activated, Zen'Zin uses up his Primal Rage charges, dealing [Y depending on Primal Rage level] damage to every unit in front of him, while jumping forward. For some seconds after using this ability he gains X% dodge chance.

Maul - [Unit Target]: Passively gives the same bonus as Bear's Stance. Deals [Y depending on Primal Rage level] damage to the target unit and causes him to bleed, suffering X damage and taking X% extra damage over 5 seconds.

Berserking Strike - [Area Target]
Zen'Zin ignores his body, and hits as hard as he can, even if it hurts him. He deals X damage to every unit around in the target area with a powerful slash, but to hit all of them with one he has to suffer X damage for each of them.

Wild Strike - [Unit Target]
Zen'Zin hits the target the way he can from his current position, dealing random damage between X and X. He also applies on of these effects:
-nothing
-X second stun
-X second silence
-X second bleeding, dealing X damage.

Ultimate:
Primal Power - [No Target]
Takes on the form of the current animal empowerment, giving extra bonuses for X seconds. During this time he can't change the currently selected form.

Cougar Form: Has X% chance to deal double damage and has X% bonus attack and movement speed. Zen'Zin also gains X% dodge during the time.

Bear Form:Zen'Zin gains X% bonus damage and X% bonus max life and X bonus armor. He also regains X% of the damage as life he deals during this time.

Ultimate:
Ancient Bloodlust
Zen'Zin uses the ancient ritual on himself, with which he can release all the inner bloodlust in him. It removes all the animal bonuses from him, but gives him a massive X% life steal. When he kills an enemy, he gains a bloodlush charge. For each charge he deals X more damage. When the ability ends he lets loose all of the bloodlust in a single warcry which freezes even the most horrific monsters for 0.25s for every charge he has.

Thanks
 
Level 19
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Jan 22, 2011
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3,968
Hi there, no i am not here for a chance :)B) i am here for a request:
Number of Heroes: 20
Number of Heroes with Intelligence Primary Attribute: ?
Number of Heroes with Strength Primary Attribute: ?
Number of Heroes with Agility Primary Attribute: ?
Map Theme: RPG
Map Kind: RPG/RPS
Number of Spells Per Hero: 5
Number of Normal Spells Per Hero 3
Number of Ultimates Per Hero: 2
notice: i am not puting any attribute because i want the heros per race and not per attribute so please divide them by races. +rep to the creator :B
 
Level 5
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So I'm seeing this pattern:

Person submits request, person taking request asks the one who submitted the request to be more descriptive about what they want, repeat, repeat, etc.

To make this somewhat easier, it would be nice if the format had an additional section where the requester can briefly describe what it is that they need/want. For instance, some people want AoS heroes that are themed for different sides, but stuff like this hasn't come to light until after the one doing the request asks about it.

This suggestion isn't needed, but I can see how convenient it could be.
 
Level 15
Joined
Oct 18, 2008
Messages
1,588
So I'm seeing this pattern:

Person submits request, person taking request asks the one who submitted the request to be more descriptive about what they want, repeat, repeat, etc.

To make this somewhat easier, it would be nice if the format had an additional section where the requester can briefly describe what it is that they need/want. For instance, some people want AoS heroes that are themed for different sides, but stuff like this hasn't come to light until after the one doing the request asks about it.

This suggestion isn't needed, but I can see how convenient it could be.
A sidenote - I already suggested this and he rejected it the same way :D
 
Level 15
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Messages
1,588
I'll start uploading them, here is the first one, I stil keep uploading but it takes time ;)



Kayliana, the Nature's Elementalist - Intelligence[r]
Abilities:


Nature's Closeness - [Passive]

Kayliana gains X% bonus mana regeneration if she stand on grass or close to a tree.


Shrieking Wind - [No Target]

Kayliana causes the wind to blow with a shrieking sound around her, dealing X damage to enemies within 500 range. She also gains a +X sight range for 5 seconds as the sound lets her identify her surroundings better.


Avalanche - Point Target

The ground rapidly freezes from Kayliana's location to the target point. Any enemy standing on this ground will take X damage and gets frozen for X seconds (only once). The ground will remain frozen for 1 second.


Shocking Power - [Unit Target]

Kayliana causes a lightning to struck the target allied unit, dealing X damage to it and X (more than the first) damage to nearby enemies. For 10 seconds the unit deals X damage to every enemy around him when he deals damage.


Ultimate:

Frozen Burst - [Point Target]
Shoots balls of ice at every direction, they deal X damage to every enemy they hit and slow them by X% for 2 seconds. After they reach their maximum range, they switch direction and move towards the target location, dealing damage to enemies and slowing them again. (At the center a unit can be hit once by every shard) When they all collide, they fly at all directions, dealing X damage to all enemies within X range of the impact. The max distance of the target point is the maximum range of the shards.




Tanet, the Elven Vanguard - Agility[r]
Abilities:


Ambush Tactics - [Aura]

After 20 seconds out of combat, every unit within X range gains the Ambush buff, which remains active for 10 seconds after leaving the aura. The next strike of these units will deal a bonus X damage.


Spirit Ambush - [No Target]

Tanat dissolves the dead body of every ally (up to X of them). For each dissolved ally, he gains X% of their damage for his next attack.

blink.gif

Blink - [Point Target]

Do I have to describe? Cooldown decreases with ability level.


Mass Tactics - [Passive]

For each nearby ally, Tanat's attacks deal 1 bonus damage up to X damage.


Ultimate:

Command: Ambush!
Tanat causes allied units within X range to be invisible and gain X movement speed for X seconds.




Kht'tar, the Living Mountain - Strength[r]
Abilities:


Brute Power - [Passive]

Kht'tar deals X bonus damage when he hits a target. This bonus decreases by X every time he hits the same target for that target, and is only restored if he doesn't attack the unit for 10 seconds.


Stomp - [No Target]

Kht'tar stomps, dealing X damage to the surrounding units and knocking them into the air for 1 second. For that second, they count as an aerial unit.

slam.gif

Air-Hit - [Unit Target]

Hits the target aerial unit, dealing X damage to it and knocking it back by X. If it hits a tree or a wall, then it crashes into the ground and gets stunned for X seconds.


Trembling Jump - [Area target]

Jumps to the target area, dealing X damage to every unit in it.


Ultimate:

Stone Storm - [No Target]
Kht'tar dislocates his body, letting the stones it's build from fly around by the magic which should hold them together. Every enemy unit standing in the storm is damaged by X every second. This ability lasts 5 seconds, when it ends, Kht'tar is rebuilt.




Dyana, the Enchanted Archer - Agility[r]
Abilities:


Enchanted Arrow - [Passive]

Dyana's arrows have a nasty effect - they causes her prey to suffer if they get away. Causes enemies hit by Dyana to take up to X damage if she doesn't hit them again within 10 seconds. Damage depends on the distance between Dyana and the target.


Arrows of Flame Wall - [Point Target]

Shoots 5 arrows in a line perpendicular to direction they are shot at. Every unit takes X damage if they are touched by the arrows. When the middle one reach the target point, they stop there, and become a ball of flame. Every unit who touches these balls take X damage every second. The size of these balls increase over 3 seconds, then they explode, dealing X damage to every enemy within X range and knocking the ones within the range of the balls when they were the biggest back.


Suprise Arrow - [Point Target]

Dyana shoots an arrow upwards, so noone can tell except her where it will land. After 2 seconds, the arrow land at the target point, crashing into the ground which explodes, dealing X damage to and stunning units for X seconds within 300 range of it.


Multi-Shot - [No Target]

For 10 seconds, Dyana's normal attacks hit up to X enemy. Cooldown: 1 minute.


Ultimate:

Arrow of the Blowing Wind - [Point Target]
Dyana releases an arrow towards the target direction, knocking back and dealing X damage to any enemy close to it. When it reaches it's destination, it blows up, kocking all enemy back and dealing X damage to them, while it releases X tornado in the area, which deal damage to enemies around them. The tornadoes last for 10 seconds.



Xarak, the Lightning Tamer - Intelligence[r]
Abilities:


Shocking Web - [Area Target]

Xarak causes lightnings to engulf the target location, causing every enemy unit in it to be stunned and take X damage every half second. This applies to units entering the area. This effect lasts 3 seconds.


Shocking Presence - [Aura]

Every 5 seconds a random every unit around Xarak is hit by a lightning dealing X damage to it and it's allies withim 200 range.


Lightning Archs - [Point Target/Area Target] - [Channeled]

Xanak channels, causing a lightning to struck from him at the target point/area at a random angle between -30 and 30 degrees. Every unit struck by a lightning like this take X damage and is stunned for X second. The channelling lasts for up to 5 seconds.


Chain Lightning - [Unit Target]

Casts a chain lightning which deals X damage and bounces up to X times. It can hit a unit infinitely many times.


Ultimate:

Ride Lightning - [Point Target]
Xarak instantly moves to the target location, no matter how far away it is. He leaves a trail of lightning between his previous and current position, dealing X damage and stunning for X seconds every unit on his path.



Halean, the Ascendant of Light - Intelligence[r]
Abilities:


Light Substance - [Passive]

Halean's body is mostly made out of light, decreasing physical damage he takes by X%. He also gains X bonus life regeneration at day and a bonus X sight range at night. However, due to his light enemies can see him from X distance.


Lights of Honor - [No Target]

For X seconds, every time an ally is hit within X range of Halean, the ally gains bonus sight range equal to X% of the damage he took until the effect wears off. The units can be seen from the same distance the sight range they gain. When this ability's effect wears off, all of the lights will leave the body of their host in the form of orbs of light, flying fast to the point above Halean, where they merge - this process takes 1 second. After that, the giant orb explodes, dealing X damage to every enemy around Halean, and revealing the location and it's surroundings (area depending on the total damage) for every player.


Judgement of Light - [Area Target]

A beam of light erupts the center of the target location, and after a second delay, it suddenly gets so strong it burns everything in the area. causing every enemy in it to take X damage and X damage over 3 seconds.


Rejection of Light - [Area Target]

Halean absorbs every light from the target area, causing units in it to lose their sight range. After 3 seconds, he lets the absorbed light out as a strong beam towards the target location, dealing up to X damage to every unit in it's path. Total range is 1000, dealt damage decreases with range.


Ultimate:

Ascension - [No Target]
Halean leaves his half-physical form and enters his ascended form, causing him to be ethereal, not taking any damage from physical sources. His abilities and attacks deal X times (recommended: 1/1.25/1.5) the damage they originally do, and his attacks are ranged. When this effect ends, he takes on his half-physical form again, causing the energies of his ascended form to explode, dealing up to X damage to surrounding enemy units. Damage depends on the time left of this form. Lasts for 10 seconds or until reactivating.




Nikhtra, the Hemomancer - Intelligence[r]
Abilities:


Demonic Pact - [Passive]

Nikhtra made a pact with a blood-fiend, so he has to sacrifice some blood for the demon. This way he loses X life every time he attacks, but as the pact says, the demon has to lend some of his powers to Nikhtra, causing him to deal X more damage. If an enemy is killed by Nikhtra, he regains X% of that enemy's total life.


Blood Pool - [No Target]

Cost: X Life
Nikhtra uses some of his blood to invoke all the blood around him, and cause it to flow wildly around in the air. Deals X damage every second for each dead body around him at that second. Lasts 3 seconds.


Drain Blood - [Area Target]

Dissolves every body at the target location. For every body dissolved this way, Nikhtra gains X life.


Blood Nova - [Small Area Target]

If there is no dead body at the target location, this ability can not be cast. It randomly selects a dead body in the target area and uses it's blood to cause an explosion of it, utterly destroying the body. Deals X damage to every enemy around the body within X range.


Ultimate:

Curse of the Burning Blood - [Unit Target]
Marks the target enemy with the Curse of the Burning Blood, causing it to lose X life each second while Nikhtra gains the same amount, leaving a trail of blood between them. Any unit stepping on("in" would be better I guess in this case) the trail will take X damage and Nikhtra gains that amount. If the unit dies during the effect of this curse, he causes every ally of him within X range to lose X life as it's drained into his body, then Nikhtra gains this life too. If Nikhtra dies while the curse is active, he can possess the body of the victim for X(recommended: 4/5/6) seconds.




Thrar, the Lord of Undead - Intelligence[r]
Abilities:


Necromancy - [Passive]

Thrar is an exceptional necromancer, this way he's able to use the life force of the recently died beings. For every unit that dies within 300 range of him, he gains X armor for 7 seconds. This effect can stack.


Essence of Death - [Unit Target]

Marks the target enemy with the essence of death, causing him to transform to one of the following undeads depending on his class:
Mages -> Undead Lich (moderate damage, low life, low armor, can summon skeletons from bodies)
Soldiers -> Skeleton Knight (low damage, high life, high armor)
Ranged Units -> Skeletal Archer (high damage, moderate life, moderate armor)


Undead Warrior - [No Target - Summon]

Summons an undead unit. The type of the unit depends on the level of ability. The undead lasts for 1 minute. Cooldown: 30 seconds.
Level 1:Skeleton Warrior
Level 2:Skeleton Knight - Can use defend to reduce incoming piercing damage at the cost of movement speed
Level 3:Deadknight - Can use cripple
Level 4:Undead Overlord - Can use cripple and drain life


Spirit Swarm - [No Target]

Summons X spirits which flies around the hero at random directions. When they touch a target, it loses X life. Lasts for 10 seconds. When it ends, the spirits explode, dealing X damage to every enemy close to them.


Ultimate:

Unholy Ritual - [No Target - Channel]
Around the hero within 500 range when a unit dies, it's resurrected as a skeleton owned by the hero's owner which's power depends on the level of this ability. The skeletons will stay alive if they don't go away 1000 units range from the hero. For every skeleton summoned this way, the hero loses X mana, and he can only summon new skeletons if he has enough mana to pay the cost. The channelling lasts for up to 30 seconds or until interrupted / stopped.
(Range is only to show the proportion of the two ranges)




Shalak, the Soul Reaper - Agility[r]
Abilities:


Soul Scythe - [Passive]
Shalak's scythe not only harms the body, but the soul too. It means that his target loses X life and mana every time he attacks. He also slashes with his scythe, dealing X% of the damage he deals to the enemies around his target, and applying this ability's mana and life damage effect.


Soul Empowerment - [Unit Target - Autocast]
The target ally's soul becomes stronger, thus it's bonds to the mortal plane too. Gives X armor and X damage to the target. The target also regains X mana and life over the duration. Lasts 8 seconds.


Soul Reap - [Unit Target, Melee Range]
Shalak removes a part of the target's soul, and gives it a living form - generally copying the original. It has X% the life and damage of the original and serves Shalak. Shalak has to sacrifice X% of his life in the process to give form to the soul fragment. This ability can target both friend and foe. The clone lasts X seconds.


Soul Cry - [No Target]
Every mortal can hear the cry of the dead during the duration of this spell. For X seconds, every non-undead unit takes 5% of the max life of the dying units.


Ultimate:
Soul Siphon - [No Target - Channel]
During the effect of this spell, every dying unit's soul will fuel Shalak's power, causing them to move to Shalak. When they reach him, they dissolve, leaving their soul force as an explosion which damages all the living within 500 range of Shalak. Lasts for up to 30 seconds.


EDIT: This is for today, I'll make more tomorrow
 
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Level 19
Joined
Jan 22, 2011
Messages
3,968
i am to noob for that powers :B
EDIT:Arrows of flame ( or that) and Frozen burst are the powers that i dont now how to make, and i dont have understand them.
Thanks for the icons XD
EDIT2: Stomp and air-hit: stomp makes unit ´´aerial``(that means it flies for 1 sec?) and air-hit hits aerial(that means i can hit every flying unit?),stone storm: i really hadn´t work whit powers that destroy and reform the caster at this point.
 
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Level 15
Joined
Oct 18, 2008
Messages
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Arrows - imagine a simple volley. Now, those arrows stop at the target location and becomes balls of fire which gets bigger and bigger then they explode.

Frozen Burst - imagine a nova. Then that nova goes backwards, but not to the caster but to the target point, then when they reach it, it becomes a normal nova again ;)

You can ask triggerers to make them tough^^
 
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Level 15
Joined
Oct 18, 2008
Messages
1,588
I really like the last one, Halean :D

EDIT: BTW Paillan, what's with your old project? you already got like 10 heroes from DJ before

EDIT2: pallian, temporarily removing a unit can be done by adding him to a unit group, the using Unit - Hide, and activating a trigger with some effect on the target area
And Air-Hit can hit any air unit ;) And I think making a ground unit aerial is not that easy, so I suggest using OR -> unit is air OR in the unit group AERIAL, so only he will be able to target that unit as an air unit, but it would work ^^
 
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Level 19
Joined
Apr 10, 2010
Messages
2,789
So far, its nice :).
Just one suggestion. Maybe spell name is BELOW the icon. Makes it look more presentable.

Some suggestions:
1. Kayliana's hero name is loong. Could be shortened. Maybe like Natural Mage or Elemental Sage

2. As said, spell names below icons.

3. I think Aura is the same with Passive.

4. Lightning Tamer sounds kewl.

5. I dunno really what is a Hemomancer :D
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Code:

Primary Attribute: Strength
Map Theme: Medieval
Map Kind: AoS
Number of Spells: 4
Number of Normal Spells 3
Number of Ultimates: 1

Hero Type: Gladiator

Request:



Gladiator - STR[r]
Abilities:

Battle Scream - No Target
Gladiator screams, giving all nearby friendly units bonus attack and all enemy units lowered armor. Lasts x seconds.

Sword Rush - Point Target
Rushes into the target point, swinging his sword violently. Deals x damage per slash. Drains x mana per second/slash.

Knockout Hit - Unit Target
Strikes the target unit with immense force, stunning it. Stun lasts x seconds. Deals x damage.

Ultimate:
Battle Rage - Channeling
Slams the ground multiple times. Deals AoE damage. AoE increases after every slam. Slamming stops if the caster is hit x times. Deals x damage multiplied by x per slam. If a unit is hit, it is stunned. Stun lasts x seconds.


Well, I want a Tardish model for my "Are you a Retard" Map.

No off-topic. Please
 
Level 9
Joined
Apr 30, 2010
Messages
324
Number of Heroes: 4
Number of Heroes with Intelligence Primary Attribute: 1
Number of Heroes with Strength Primary Attribute: 1
Number of Heroes with Agility Primary Attribute: 1
Map Theme: Medieval/Ancient
Map Kind: RPG
Number of Spells Per Hero: 12
Number of Normal Spells Per Hero 12
Number of Ultimates Per Hero: 0
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
12? Thats a lot.
But long time no request. I am taking this.

Also, one quick question, check this out:
Number of Heroes: 4
Number of Heroes with Intelligence Primary Attribute: 1
Number of Heroes with Strength Primary Attribute: 1
Number of Heroes with Agility Primary Attribute: 1

Thats just three heroes. Should I just make three or add one?
 
Level 9
Joined
Apr 30, 2010
Messages
324
12? Thats a lot.
But long time no request. I am taking this.

Also, one quick question, check this out:
Number of Heroes: 4
Number of Heroes with Intelligence Primary Attribute: 1
Number of Heroes with Strength Primary Attribute: 1
Number of Heroes with Agility Primary Attribute: 1

Thats just three heroes. Should I just make three or add one?


lol, my bad.. Correction "Number of Hero = 3" :ogre_haosis:
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Oh ok. Thanks for making it clearer.
EDIT:

Your request:




Thunder Dwarf - STR[r]
Abilities:

Hammer Time - On/Off Target
When this ability is activated, every time the caster attacks, the caster gets x percent bonus damage. Drains x mana from the caster per second. Stops if the casters mana is below x percent.

Mountain Roar - No Target
Makes all nearby enemy units within x range x percent attack reduction for x seconds.

Thunder Call - Channeling
Channels a thunder bolt to hit the target unit. If the caster is hit, it deals no damage and adds x Thunder Energy to the casters Thunder Pool. If an enemy is hit, it deals x damage. Deals x splash damage and x second stun.

Hammer Bash - Unit Target
Throws a thunder hammer to the target enemt unit. Deals x damage and x second/s slow. Uses x Thunder Energy from the casters Thunder Pool. If the caster doesnt have enough Thunder Energy, mana is used instead.

Lightning Blows - Passive
When the caster is about to deal damage, there would be an x percent chance to make the attack with Thunderous Energy. It deals x bonus damage and x second/s stun. When this takes effect, x Thunder Energy is added to the casters Thunder Pool.

Chain Lightning - Unit Target
The caster sends forth a lightning bolt which bounces up to x times. Deals x damage. After the final bounce, the lightning bolt hits the caster and gives x Thunder Energy to the casters Thunder Pool depending on the number of units hit. May not cost any mana for the cost of x Thunder Energy.

Absorption - Channeling
The caster channels and absorbs nearby energy and turns them into Thunder Energy to the casters Thunder Pool. Absorbs x Thunder Energy every x second/s. Stops if the caster is attacked. Cannot be casted if there are no nearby enemy units.

Burst - Channeling
The caster channels and creates small electrical burst/s on nearby enemy units randomly. Deals x damage and x second/s stun. Costs x Thunder Energy per burst. May not be casted with a minimum amount of x Thunder Energy.

Lightning Drag - Passive
If Chain Lightning or Hammer Bash is activated, there would be an x percent chance to drag the target unit/s nearby the caster. Deals x damage per second if the target unit/s is/are dragged.

Thunder Gods Intercession - No Target
For the cost of x Thunder Energy, the caster would have doubled movement speed, attack speed and attack damage. Also all passive abilities take effect immediately. All abilities mana cost would be halved. Lasts x seconds. After it is over, the caster is left with 1 hp and no mana.

Thunder Roar - No Target
For the cost of x Thunder Energy, the caster roars and deals x damage to all nearby units and gives them x seconds stun.

Storm Calling - Area Target
After Thunder Roar is casted, this spell maybe casted. For the cost of all the Thunder Energy of the caster, he creates a wandering thunder could which travels around the map and strikes thunder to all units. The thudner strike deals x damage and x seconds stun.




Rogue - AGI[r]
Abilities:

Shadow Melt - No Target
Allows the caster to become invisible for x seconds. The caster is revealed if the caster attacks. Gives the caster x percent movement speed reduction.

Shocking Strike - Unit Target
The caster suddenly lunges to the target unit and slices it. Deals x damage. Out of shock the target unit is stunned for x second/s.

Dark Glare - Unit Target
The caster makes a glare which strikes fear to the target unit. Gives the target unit x percent armor reduction.

Semmingly Hit - No Target
The following attack/s would deal no damage to the caster. Gives the caster x percent movement speed bonus after. Dodges x attack/s.

Fury Attack - Unit Target
Strikes the target with great force, creating damage to its armor. Deals minimal damage and x percent armor reduction.

Backstab - Unit Target
Swiftly moves to the target units back and stabs it. Deals x damage and x second/s stun.

Snatch - Unit Target
Snatches an item from the target enemy unit. Picks a random item and places it to the inventory of the caster. The item is just dropped it the caster may not equip it or if the caster does not have backpack space. Deals x damage. May only be targeted to a unit with inventory.

Dizzy Hit - Unit Target
The caster strikes a dizzying hit to the target enemy unit, making it stunned for x second/s. Deals minimal damage.

Backwarp - Passive
If the caster is about to be attacked, there would be an x percent chacne for the caster to swiftly evade the attack and "warp" to the attackers back.

Bloody Stab - Unit Target
Immediately stabs the target unit. Deals x damage. Deals more damage if the caster is at the target enemy units back.

Growing Fear - Unit Target
The caster does an even more terrifying glare which makes the target unit frequently not land attacks. Lasts x seconds. The more time has past, the more fear is stricken to the target unit.

Multiply - Unit Target
The caster creates duplicates of himself and they all attack a single unit. These duplicates have a x second/s timed life. If the target unit is killed, all duplicates and the caster attack a nearby random unit. The target unit becomes stunned for teh first x second/s of the attack.




Chronomancer - INT[r]
Abilities:

Forsee - Passive
There qould be an x percent chance that the caster would forsee an icoming attack and sucessfully dodge it.

Freeze Time - Unit Target
Pauses a target unit, making it not attack, move, or do anything. Lasts x seconds.

Damage Repeat - Passive
If a random nearby enemy unit is attacked by the caster or a friendly unit, there would be an x percent chance for that attack to repeat again, causing the same damage to the target unit.

Time Bending - Point Target
The caster bends time, making him immediately teleporting into the target point.

Time Pillar - Area Target
All units inside the target area are trapped by time. Whenever they try to exit, they teleport into the middle of the target area. Lasts x seconds.

Chronoblast - Unit Target
Fires a ball of time. When it hits the unit, it deals x damage per second. Lasts x seconds.

Slow - Unit Target
Slows a target unit with time, reducing its movement speed and attack speed by x percent. Lasts x seconds.

Speed Up - Unit Target
Speeds up the target friendly unit, making its movement speed and attack speed doubled. Lasts x seconds.

Damage Healing - Passive
If the caster is attacked, there would eb an x percent chance for him to speed up the recovery of his wounds, healing himself x hp.

Ball of Life - Point Target
Creates a ball full of time energy, whigh "rewinds" the nearby corpses of friendly units and revives them. Does not work on heroes. Costs x mana per revival. Does not work on mechanical units and structures.

Ball of Decay - Point Target
Summons a ball which speeds up the growth of all nearby units and destructibles, dealing x damage over time to them. Does not work on mechanical units and structures. Drains x mana per second.

Beam of Decay - Point Target
The caster fires a beam of time which extremely speed up the growth of all units nearby and on the path of the beam. Deals massive damage to them or might even kill them. Only works on regular units. After casting, the caster rests of x seconds.

 
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