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Angel and Trickster Abilities

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For my map, I'm creating additional races to play as. One of them is Angel and one of them is Trickster. Both races have only 1 unit (an Angel and a Trickster), which use spellbooks to have more abilities than usual 4-6. But I can't think of any unique abilities.
Both units should have AoE abilities, so they can stand up to 20 enemies.
Angel should have holy spells, but mostly offensive, with only 1 or 2 healing spells.
Trickster should be like Loki. For those who don't know who Loki is: The unit should have prankster-styled abilities, for not only fighting enemies, but also getting other player mad.
 
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Trickster:

Switch: All enemy units in the AoE have their HP percentage switched with the Trickster's, with the Trickster's HP taking the highest value (i.e. Trickster is at 10% HP and surrounded by enemies, the healthiest at 70% HP, the spell restores the Trickster to 70% HP and all enemies are now at 10% HP).

Missed!: Targets an area. All units in AoE have a 50% chance to miss.

Buddy Box: Summons a random creature to the Trickster's aid, anything from a humble spider to a storm wyrm.

Civil Warcraft: Targets an area. Half the enemy units in the area become neutral hostile for a short amount of time before being returned to their owner.

Neener Neener Neener!: Targets a unit. Unit becomes Berserk and misses 100% of its attacks for a short while.

BAMF: While this ability is active (drains mana), every time the Trickster takes damage he is blinked in a random location, while the attacker takes a small amount of damage.

Shell Game: Hides the Trickster and creates three neutral bunkers with no attack. Two of the three bunkers are trapped and explode if attacked, the third reveals the Trickster and stuns him for a short while. The bunkers die after a while, during which the Trickster's regeneration is greatly increased.
For extra fun, the bunkers can move and blink around for a few seconds.

Funhouse: Creates illusory copies of the Trickster, each of which starts to cast a random spell he knows (after casting the spell, the Trickster casts one as well). The copies do no damage either with spell or attacks.

Presents!: The Trickster creates 4+ item boxes around him. Some are fake, some are very valuable, some explode, and the item cannot be dropped until the Trickster's death.

Fake Death: The Trickster appears to die, but returns a few seconds later (leaving no indication that he's being reincarnated).

And of course, any and all spells being cast should cause a great big trollface to flash on the screen.
 
Level 5
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Jun 21, 2013
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Trickster:

Switch: All enemy units in the AoE have their HP percentage switched with the Trickster's, with the Trickster's HP taking the highest value (i.e. Trickster is at 10% HP and surrounded by enemies, the healthiest at 70% HP, the spell restores the Trickster to 70% HP and all enemies are now at 10% HP).

Missed!: Targets an area. All units in AoE have a 50% chance to miss.

Buddy Box: Summons a random creature to the Trickster's aid, anything from a humble spider to a storm wyrm.

Civil Warcraft: Targets an area. Half the enemy units in the area become neutral hostile for a short amount of time before being returned to their owner.

Neener Neener Neener!: Targets a unit. Unit becomes Berserk and misses 100% of its attacks for a short while.

BAMF: While this ability is active (drains mana), every time the Trickster takes damage he is blinked in a random location, while the attacker takes a small amount of damage.

Shell Game: Hides the Trickster and creates three neutral bunkers with no attack. Two of the three bunkers are trapped and explode if attacked, the third reveals the Trickster and stuns him for a short while. The bunkers die after a while, during which the Trickster's regeneration is greatly increased.
For extra fun, the bunkers can move and blink around for a few seconds.

Funhouse: Creates illusory copies of the Trickster, each of which starts to cast a random spell he knows (after casting the spell, the Trickster casts one as well). The copies do no damage either with spell or attacks.

Presents!: The Trickster creates 4+ item boxes around him. Some are fake, some are very valuable, some explode, and the item cannot be dropped until the Trickster's death.

Fake Death: The Trickster appears to die, but returns a few seconds later (leaving no indication that he's being reincarnated).

And of course, any and all spells being cast should cause a great big trollface to flash on the screen.

Thanks, I'm definitely gonna use some of them, if not all.
 
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Angel

Flaming Sword: While active (drains mana), increases attack, deals splash damage and DOT.

Holy Fire: Targets an area. Undead units in the area take very high damage every second.

Repentance: Targets a unit. The unit takes damage proportional to the number of buffs on it and loses the buffs.

Redemption: Turns a target enemy corpse into a smaller soul that fights for the Angel.

Trumpets of Jericho: If there any any walls in the area, they are destroyed. Enemy units are stunned for one second and their armor is greatly reduced for a while.

Justice: Targets an area. All units in the area are brough to 50% HP.

Judgement: Targets a unit. The targeted unit takes damage equal to its number of kills x the Angel's intelligence.

Fires of Truth: Targets an area. Creates a pillar of fire at the target location. Enemy units close to it take damage, and reveals any invisible units.

Ray of Light: Heals self and provides regeneration.

Flight: The Angel's wings grant it the ability to fly:
* At ground level (height at ground level, targeted as ground unit but moves as a flyer, has a strong melee attack)
* Above the ground (height at standard flyer level, targeted as air, has a weaker ranged attack and a strong anti-air melee attack)
* In the heavens (height at maximum, can only be targeted by magic, has an even weaker ranged attack)

Divine Intervention: Summons a random angel to cast a spell once per cooldown.
* Duma: Casts Silence on all enemy units.
* Sandalphon: Deals high damage to all flying enemies (not included if there are no flying enemies).
* Jehoel: Stuns all enemy units.
* Gabriel: Casts Roar on all allied units.
* Michael: Casts Scroll of Protection on all allied units.
* Raphael: Casts Holy Light on all allied units.
* Uriel: Casts Inner Fire on all allied units.
* Azrael: Deals high damage to all enemy units and destroys all corpses.
 
Civil Warcraft
Good joke. :p Your suggestions are nice.

Here's an idea; Trickster Ability, "Backstab". When the Trickster is attacked there is a small chance that he teleports to the attacker's back and deals a critical strike before going back to his original position. Invulnerable while under this spell.
 
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