1. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  2. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  3. The Lich King demands your service! We've reached the 19th edition of the Icon Contest. Come along and make some chilling servants for the one true king.
    Dismiss Notice
  4. The 4th SFX Contest has started. Be sure to participate and have a fun factor in it.
    Dismiss Notice
  5. The poll for the 21st Terraining Contest is LIVE. Be sure to check out the entries and vote for one.
    Dismiss Notice
  6. The results are out! Check them out.
    Dismiss Notice
  7. Don’t forget to sign up for the Hive Cup. There’s a 555 EUR prize pool. Sign up now!
    Dismiss Notice
  8. The Hive Workshop Cup contest results have been announced! See the maps that'll be featured in the Hive Workshop Cup tournament!
    Dismiss Notice
  9. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

[Role Playing Game] Create New Heroes for Purpleshine!

Discussion in 'Idea Factory' started by stan0033, Nov 2, 2017.

  1. stan0033

    stan0033

    Joined:
    Jun 27, 2010
    Messages:
    1,635
    Resources:
    14
    Models:
    4
    Packs:
    1
    Skins:
    2
    Maps:
    6
    Spells:
    1
    Resources:
    14
    Hello people on the forum, today I decided that it would be a good idea to get some ideas from you for heroes that I will put inside my map, Purpleshine 1.5. You are free to to think of any hero. However, let it be somewhat creative, unique and eye candy and balanced. For third set of circles of power I can add 10 heroes for each attribute. (30 total) If i like your idea for 1.6 your idea will be inside + credit in bundle and link to post + 4 reputation! Usually 1 hero/idea per person is enough, but you can give more if you want! You can also suggest new models of units, sfx, skins, icons, spells.
    The normal abilities are abilities with which the hero starts and that automatically increase level with hero level.
    ALL abilities can be 1.simple or complex, 2.dependent on each other, or independent. No limit.
    Comment here with the following pattern:
    Please put the idea in hidden brackets to save space and look neat-
    <hero class>
    Your idea here

    ------------------------------------
    Hero name:
    Hero class:
    Brief history/description:
    Main attribute: intelligence/strength/agility
    Main role: tank/damage/healer
    Secondary role; tank/damage/healer (can also be used as)
    Attack range is: melee/short range/long range
    Attack speed is:slow/medium/fast
    Attack type is: normal/magic
    Normal ability 1: name+descr
    Normal ability 2:
    Hero ability 1:
    Hero ability 2:
    Hero ability 3:
    Ultimate ability:
    Additional mechanics: for example constantly decreasing mana/health/ cannot regenerate mana/health/has fixed mana/no mana/area attack/attack has bonus against/weak against/classification of unit, can attack only land or air/can attack trees, cannot be affected by mana Potion/can walk on water etc etc
    Your comment on the hero:
    (new) suggested resources: (models of units/sfx/icons/skins/spells)

    ------------------------------------
    NOTE:
    1. if the hero is a tank as main role then Normal ability 1 has to be Taunt.
    2.If the hero is tank as secondary role then the Taunt has to be additional effect of one of his hero abilities or even ultimate.
    ------------------------------------


    Ideas so far:
    10/10 agility
    10/10 intelligence
    10/10 strength

    If you are stuck take idea from here

    Ability is: Active/passive/ active with autocast/active - activate-deactivate
    Ability drains mana: yes/no
    Cast: instant/unit target/point target/unit or point target
    Applies to others::friend/enemy/friend and enemy/
    Applies to self : yes/no
    Spell is channeled : yes/no
    Effect:invisibility/buff/curse/morph/summon/spawn from corpse/utility/teleportation/resurrect/stun/sleep/damage/ physical/magic damage reduction/absorb/immune to/ immobilize/silence/heal/multiply damage/healing done/taken /.
    Expands to: nearby enemies/ friends/both/no expand
    Damage type: instant/over time/instant+ over time/no damage
    Duration: limited/permanent
     
    Last edited: May 5, 2018
  2. Sharkarsh

    Sharkarsh

    Joined:
    Jun 11, 2017
    Messages:
    78
    Resources:
    7
    Models:
    1
    Icons:
    5
    Skins:
    1
    Resources:
    7
    Probably only able to give some rough idea, but here we go anyway :

    Reploid
    Hero name : C-Que
    Hero Class : Reploid
    Brief/History : C-Que came from altered dimension of another world, when god decide a fate to skip fantasy world and bring future and more mech to his universe that he made. C-Que is a cop that slay any robot that meant for evil purpose, and bring peace to her city so the citizen feel safe and secure. C-que summoned to where a requester use a summon magic to summon a person that can bring back the purple shine to its glory, and of she go to realm of another universe, to save not only her city, but a whole new world
    MainAttribute : Agi
    MainRole : Dmg
    Secondary Role : none, I imagine her to be pure damage, but feel free to modify to satistify your need
    Hero is : Short Range
    AttackSpeed : Medium
    AttackType : Normal
    NormalAbillity : Laser Struck Give % to cause ministun for X second (balance as needed)
    NormalAbillity 2 : Jet Morph Enable Flying with jet for short Time, give more X sight range and speed for X second
    HeroAbillity : Rapid Buster Enabling rapid fire mode for X second to give Maximum attack speed
    HeroAbillity 2 : High Pressure Buster Shot High pressure buster damage + x.agi and stun any enemy on area
    HeroAbillity 3 : Recharge Increase Mana regeneration for short period of time, dispel when damaged
    Ultimate : Ultimate Buster Sacrifice X Health battery to shot a buster that knock, stun and damage + x.agi to any enemy on area
    Additional mechanics : i'm not sure what to put
    Your Comment on the hero : I want this hero just go pew - pew on the map

    here's the model idea
    Scarab

    feel free to use or not use the idea.
     
    Last edited: Nov 5, 2017
  3. cleavinghammer

    cleavinghammer

    Joined:
    Apr 6, 2010
    Messages:
    2,498
    Resources:
    0
    Resources:
    0
    Alchemist

    Hero name: Theophrastus of Newtown
    Hero class: Alchemist
    Brief history/description: An alchemist who has thoroughly studied the mysteries of each element in search for the legendary Philosopher's Stone. His studies have made him a master of each, but only one element's power may be accessed at a time.
    Main attribute: Intelligence
    Main role: Damage
    Secondary role: Healer
    Hero is: short range
    Attack speed is: medium
    Attack type is: normal
    Additional mechanics: All elemental spells have roughly the same main effect (summon/damage/healing) but a different side effect. Thus the alchemist gives up a spell slot for the ability to have several different effects at hand.

    Normal ability 1: Cycle: Cycles the hero to the next element (Fire->Water->Earth->Wind->Fire). Has Incinerate/Cold Attack/Bash/Critical Strike depending on current element.
    Normal ability 2: Craft potion: Creates a random potion (healing, mana, invisibility, etc.), costing mana and the potion's sell price in gold. At higher hero levels, the potions become more powerful (Potion of Greater Healing, etc.) and cost half the potion's sell price.

    Hero ability 1: Elemental Servant (Summon)
    * Fire Elemental: Summons a fire elemental with Immolation.
    * Water Elemental: Summons an amphibious Water Elemental with Crushing Wave.
    * Earth Elemental: Summons an Earth Elemental with Taunt.
    * Wind Elemental: Summons a flying Wind Elemental with Evasion.

    Hero ability 2: Strike (AoE)
    * Arson: Sets all enemies on fire, dealing X DoT.
    * Evaporate: Dehydrates all enemies in the area, dealing X damage per level and slowing them.
    * Quake: Shakes the ground in the area, dealing X damage per level.
    * Gale: Pushes all enemies back from the caster's location, distance increases with level.

    Hero ability 3: Restoration (AoE Heal+buff):
    * Ardent: Heals X HP per level, Frenzy
    * Quench: Heals X HP per level, Regeneration
    * Protect: Heals X HP per level, Scroll of Protection
    * Refresh: Heals X HP per level, Abolish Magic

    Ultimate ability: Magnum Opus (Active, drains mana): While active, the Alchemist gains a small amount of gold with every attack. If he kills a unit while under the effect, the unit will drop a small gold coin.



    Psion

    Hero name: Project 197
    Hero class: Psion
    Brief history/description: The sole survivor of a mad wizard's experiments with mass-producing magically-gifted individuals, the man who knows himself solely as Project 197 seeks purpose in life, strengthening his considerable mental abilities all the while.
    Main attribute: Intelligence
    Main role: Damage (Crowd Control)
    Secondary role: Tank (sort of)
    Hero is: short range
    Attack speed is: slow
    Attack type is: magic

    Normal ability 1: Force Cage: Erects several temporary unattackable walls of force in an octagon around the Psion, either keeping enemies out or trapping them inside with him. Using the ability before the cooldown is finished dispels the walls. The walls' duration is the same as the cooldown.
    Normal ability 2: Strangle (Channeling): Attempts to close off the target's windpipe at a distance. The target suffers Dizziness and dies if the spell is not interrupted (adjust for enemies that don't need to breathe or bosses who can be slowed but not killed). Spell duration is proportional to the target's HP.

    Hero ability 1: Force Wall: Creates a temporary unattackable wall of force at the target location perpendicular to the Psion's facing. Using the ability before the cooldown is finished dispels the wall. Use to block off chokepoints, delay enemy reinforcements, etc. Wall's duration is the same as the cooldown.

    Hero ability 2: Hover (Drains mana, lessens per level): While active, the Psion floats above the ground, immune to melee weapons. However, he also exposes himself to ranged weapons (Taunts on liftoff).

    Hero ability 3: Ravage Mind (AoE): Targets an area. Enemies inside the area receive a random debuff as the Psion interferes with their brains (more powerful effects available as level increases):
    * Curse, Sleep, Slow
    * Cripple, Dizziness, Target runs away from the Psion
    * Target is forced to attack an enemy

    Ultimate ability: Control Mind (Channeling): Gains temporary control of a target enemy unit. Duration changes with the difference in levels (increases when the Psion is a higher level than the target, decreases if at a lower level, fixed short duration for bosses). The idea being to disrupt bosses and tough enemies by making them waste a spell, stop attacking a nearly dead ally, go somewhere else, walk on a trap or stay in a spell's AoE, etc.



    Gelatinous Mass

    Hero name: (Unpronounceable)
    Hero class: Gelatinous Mass
    Brief history/description: Pressed for space, an unscrupulous gravedigger opted to dissolve the bodies left in his care in a vat of leftover solutions purchased cheaply from the mage's college. Over the years, a conscience formed in the ooze, until it lurched forth from its vat and into the world. What its motivations are, no one can say.
    Main attribute: Strength
    Main role: Tank
    Secondary role: Damage
    Hero is: melee
    Attack speed is: medium
    Attack type is: normal
    Model: Sludge Monstrosity

    Normal ability 1: Crystalline State: The Gelatinous Mass stiffens its outer layer, increasing its resistance to physical damage. Taunts and has increased armor and reduced HP regeneration while in this state.
    Normal ability 2: Amorphous State: The Gelatinous Mass relaxes its bonds, matter flowing freely within it. Decreased armor and greatly increased HP regeneration while in this state.

    Hero ability 1: Smother: The Gelatinous Mass wraps itself around a target unit (ally or enemy), slowly breaking it into its component molecules. If an engulfed unit is fully devoured, the Gelatinous Mass regains a large amount of HP.

    Hero ability 2: Spit up: The Gelatinous Mass regurgitates one of the innumerable half-digested corpses still within it, dealing damage, DoT, and slow to the horrified target.

    Hero ability 3: Slime Trail (Passive): Should it stay too long in one place, the Gelatinous Mass leaves a mucus trail behind it that clings to enemies and eats away at their skin. Gives the Gelatinous Mass a Corrosive Slime (Disease Cloud) effect and creates a pool of slime (Disease Cloud ward) whenever the Gelatinous Mass uses Stop.

    Ultimate ability: Replication: The Gelatinous Mass spawns a lesser slime for every fraction of lost HP (i.e., at 75, 50 and 25%; 80, 60, 40, and 20%; etc.). Slimes can be fused with each other to form a stronger Slime (lesser -> ordinary -> greater -> giant).
     
    Last edited: Nov 4, 2017
  4. stan0033

    stan0033

    Joined:
    Jun 27, 2010
    Messages:
    1,635
    Resources:
    14
    Models:
    4
    Packs:
    1
    Skins:
    2
    Maps:
    6
    Spells:
    1
    Resources:
    14
    I will modify the ultimate:
    Replication - summon a slime spawn for the cost of 25% health. They can also taunt enemies and can devour each other to increase in size, forming greater spawns. Can also fuse again with its creator to restore hit points. Cannot have more than 3 of any kind at a time.
     
  5. deepstrasz

    deepstrasz

    Map Reviewer

    Joined:
    Jun 4, 2009
    Messages:
    11,192
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Tereshnahm (support+attacker)
    Hero class: shamanic hunter
    There is a time when warriors need to learn ways of wisdom and magic in order to face different foes. Brute force only works for so long. Such, is the fate of Tereshnahm who from a daily skilled spear fighter and hunter in his barbaric tribe, also became a shaman and witch doctor by heeding the tribe's wise elders. As he aged, he ensured this new tradition of mixed old ones would be spread to the young and tribe offspring. Not long after had the tribe the duty to repel a force which used magicks unknown to them. Curses and diseases became a thing of the day and, so, only the elders and the new taught shamanic warriors were able and were willing to use their own natural magicks. Those other who didn't and fought blindly against their use, shortly turned to the immaterial. The dark settlers were driven away with strength whilst their dark magicks had little effect on the nature charmed tribe. Over the years, Treshnahm went off in search of wisdom of other places, be it physical or mental martial arts.
    Main attribute - agility/strength
    Range: short (spear, 250 max)
    Attack speed: average
    Attack type: hero?, if not piercing
    Normal ability 1 (Nature's Charm - active): casts a shield on himself or an allied hero which protects against spells and lasts 10 seconds. When Tereshnahm has the charm on, any active positive ability cast by allies on him will result in rejuvenation of 10% mana and HP. If cast on an enemy it makes that enemy take more magic damage.
    Normal ability 2 (Natural Discharge - passive): each damage the hero takes spreads out to allies as healing (5%-10%).
    Hero ability 1 (Piercing Amok - active): deals 125 damage to a single target knocking it back for not more than 600 range distance while also dealing 50 damage to nearby enemies hit by the knocked unit. Slows the movement and attack speed of the target by 20% and also poisons it for that duration making it take 10 damage per second. The hero gains 5 armour during this time. If the target has Nature's Charm on, it will be stunned for 2 seconds at the end of the slow+poison duration.
    Hero ability 2 (Potion of Disarray - active): Throws a concoction in an area which makes enemy units gain a 25% chance to miss, disables their ability to cast spells and deals 150 damage to them for 5 seconds.
    Hero ability 3 (Mental Strike - passive): each attack replenishes mana of allies by 10%.
    Ultimate ability (Spirits of the Ancestors - active): The friendly dead join with the hero's spirit and that of his allies regenerating their hp while draining the enemy's by 50 and mana by 30 per second for 8 seconds. Enemies also have their armour reduced by 4. The hero also gains bonus damage based on his intelligence (3x).
    Additional mechanics: the hero only attacks ground units unless he carries an item which enables air attack. Deals bonus damage to undead, demons and magicians based on main hero attribute.
     
  6. cleavinghammer

    cleavinghammer

    Joined:
    Apr 6, 2010
    Messages:
    2,498
    Resources:
    0
    Resources:
    0
    Ghost Pirate

    Hero name: Cap'n Deadbeard
    Hero class: Ghost Pirate
    Brief history/description: No one remembers the name of the dreadful apparition known as Deadbeard, but he was once the scourge of the seas, pillaging merchantmen and men'o'war alike. None escaped the cruel attentions of his cutthroat crew, and if he ever left a survivor it was to better spread the news of his approach. Entire ports were destroyed under the onslaught of his flagship's guns, and it is said that he scuttled the Queen Maggie himself rather than let her fall into the hands of his killers. Yet even the deeps could not hold him for long, and now the skeletal shade of Deadbeard continues to sail the earth in search of treasure and riches.
    Main attribute: Strength
    Main role: Damage
    Secondary role: Looting
    Hero is: melee (can't find a pistol-wielding pirate skeleton model)
    Attack speed is: fast
    Attack type is: normal

    Normal ability 1: Turtle Island Grog: Heals the Captain and gives him both Drunken Haze and Drunken Master. Alternately, applies those effects to all units in the target area. Heal depends on Intelligence.
    Normal ability 2: Hook Line and Sink'er!: Fires a grappling hook at a target point/unit. If a unit (ally or enemy) was targeted, drags the unit to the Captain's location, briefly stunning it. If a point was targeted, the Captain hurls himself to the point, stunning nearby units (ally or enemy). Damage depends on Strength and Agility.

    Hero ability 1: Brace Of Pistols: Fires X shots into the target area, dealing damage to all units. A cloud of smoke forms at the shooter's location, giving Evasion to all units in the cloud. Damage depends on Intelligence, smoke duration depends on Agility.

    Hero ability 2: Loot An' Plunder (Passive): Gives a chance to spawn a small gold coin or item (healing/mana potion, etc.) when dealing a death blow. Agility and Intelligence gives a minor boost.

    Hero ability 3: All 'ands On Deck!: Summons the Queen Maggie's crew to their Captain's aid. The crew are permanent summons, but cannot be replenished until they've all been killed. Their HP, damage and attack speed depend on the Captain's own Strength, Intelligence and Agility.
    * Mr. Ribbs: melee, Command Aura, Loot an' Plunder
    * Lookout: ranged, True Sight, Brace of Pistols
    * Sawbones: melee, Essence of Blight, Loot an' Plunder
    * Chaplain: ranged, Unholy Aura, Brace of Pistols
    * Bosun: melee, Bash, Loot an' Plunder
    * Gunner: ranged, Trueshot Aura, Brace of Pistols

    Ultimate ability: Queen Maggie's Revenge: Designates an area to be bombarded by the off-map Queen Maggie's guns, dealing enormous damage and knockback to all units in a huge area. Damage, knockback, and number of projectiles depends on Strength and Intelligence, with an extra projectile for every member of the crew that's been killed and are now manning the guns (two projectiles for the gunner).

    Additional Mechanics: As no self-respecting pirate would be ever be considered trustworthy, Cap'n Deadbeard's abilities affect both allies and enemies. The Cap'n and his crew are amphibious.



    Expurgator

    Hero name: Hector Quemada
    Hero class: Expurgator
    Brief history/description: Victor and Hector Quemada were both raised in the Order of the Divine Presence, a sect that considers all magic to be a gift from on high. Quemada is one of the most efficient and dedicated agents of his faith, and his skill in extracting information from rebels and unbelievers is second to none. His greatest failure is his brother's experimentation in magic, a field specifically forbidden by the Order who consider it to be meddling with the Divine itself. Though the two brothers are able to tolerate each other's presence in battle, their opposing philosophies put great strain on each other's mind.
    Main attribute: Agility
    Main role: Healer
    Secondary role: Magekiller
    Hero is: melee
    Attack speed is: fast
    Attack type is: normal

    Normal ability 1: Interrogate (Channeling, melee range): By interrogating a target enemy, Quemada can learn their weaknesses. The target is stunned during the channeling. After the spell is cast, the target is damaged and Crippled, while all units of that type in an AoE around Quemada have reduced armor.

    Normal ability 2: Faith Healer (Active): Heals units around the hero for half Quemada's current mana, and costs half of Quemada's current mana.

    Hero ability 1: Tempered Zeal (Active): While active, deals increased damage but lowers attack speed. Also removes accuracy-lowering debuffs from himself.

    Hero ability 2: Defender of Faith (Passive): Allies around Quemada regain a minor amount of health when casting a spell.

    Hero ability 3: Burn the Heretic (Active): While active, Quemada's attacks destroy mana on every hit. A unit killed under this effect causes the loss of X mana in surrounding enemies.

    Ultimate ability: Bonfire of Vanities (Active, does not drain mana): Engulfs Quemada in holy fire, dealing damage every second and removing all buffs from enemies that attack him.

    Additional mechanics: Has very high mana regeneration to represent his boundless belief. However, if his mana ever reaches zero, Quemada suffers a crisis of faith and is stunned until his mana reaches half of maximum. Mana-damaging effects are multiplied when used against him, and he loses mana for every attack against a spell-immune enemy.


    Wild Mage

    Hero name: Victor Quemada
    Hero class: Wild Mage
    Brief history/description:Victor and Hector Quemada were both raised in the Order of the Divine Presence. But where his brother found strength in the order's teachings, Victor found them stifling and broke away from his masters as soon as he could. He lost no time in investigating the very heresies they sought to destroy, believing that mortals could master magic and improve it themselves. They lost lost sight of each other reunited in the dungeon, and though the two brothers have decided to tolerate each other's presence in battle, their opposing philosophies put great strain on each other's mind.
    Main attribute: Intelligence
    Main role: Damage
    Secondary role:
    Hero is: medium range
    Attack speed is: medium
    Attack type is: magic

    Normal ability 1: Analysis (Active): All forms of magic fascinate Victor, and he never wastes an opportunity to study it in detail. While the effect is active, Victor accumulates magic resistance for every enemy spell cast near him.

    Normal ability 2: Quickcast (Autocast): Victor enchanted his own book of spells to act as a guardian, casting spells at whatever enemy he wishes destroyed. Unfortunately, the enchantment is not powerful enough to select its spells, and has been known to shield and heal the enemy as often as it freezes and burns. Fires off a randomly chosen (harmful or beneficial) spell from Victor's Spellbook at Victor's current target as long as the autocast is active.

    Hero ability 1: Spellbook: Victor's spellbook is continuously enriched by his research. Contains up to 11 offensive or defensive spells (gaining more after every bossfight, such as a weakened version of a spell used by the boss).

    Hero ability 2: Haywire (Passive): Every spell cast by Victor has a chance of casting an AoE spell (Blizzard, Flame Strike, Rain of Fire, etc.) that damages friend and foe on the target location/unit.

    Hero ability 3: Meditate (Channeling): Meditates on the next spell, increasing its damage by a multiple of Victor's Intelligence.

    Ultimate ability: Explosive Transfusion (Active): Forces X of Victor's mana into the target unit. After a delay, the unused mana explodes (if the target already had mana, it can cast spells with the mana given), dealing high damage to all units around the target and the target.

    Additional mechanics: Victor and Hector suffer from each other's abilities, such as losing mana whenever the other casts a spell. If Victor ever reaches zero mana he is Crippled until he reaches half his maximum mana. Spell-immune enemies also deal increased damage to Victor.
     
    Last edited: Nov 4, 2017
  7. Lord_Earthfire

    Lord_Earthfire

    Joined:
    Oct 5, 2008
    Messages:
    310
    Resources:
    1
    Spells:
    1
    Resources:
    1
    I will first try your map for a few runs so i get a feeling which abilities look fitting for it. Possibly i come up with some ideas at the end of the week.
     
    Last edited: Nov 2, 2017
  8. stan0033

    stan0033

    Joined:
    Jun 27, 2010
    Messages:
    1,635
    Resources:
    14
    Models:
    4
    Packs:
    1
    Skins:
    2
    Maps:
    6
    Spells:
    1
    Resources:
    14
    Use your imagination and creativeness.

    Take example from @cleavinghammer look how creative he is.
     
    Last edited: Nov 5, 2017
  9. Svetli

    Svetli

    Joined:
    Sep 12, 2015
    Messages:
    787
    Resources:
    7
    Maps:
    4
    Template:
    3
    Resources:
    7
    Lava Mage

    Hero name: Ascanitor Redlight
    Hero class: Lava Mage
    Brief history/description: Once a great and humble wizard of the Kirin Tor. He wasn't well respected and his anger led him to the idea to use his powers to summon the Burning Legion. He used a Volcano in which the Legion helped him summon a Gate Portal and eventually bring them to Azeroth.

    Main attribute: Intelligence
    Main role: Damage
    Secondary role: Healer
    Attack range is: Long Range
    Attack speed is: Medium
    Attack type is: Magic
    Normal ability 1: Summon Lava Spawn
    Normal ability 2: Lavaball
    Hero ability 1: Meteor Stunner
    Hero ability 2: Firewave
    Hero ability 3: Healing Heat Aura
    Ultimate ability: Fire Whirl
    Additional mechanics: Cannot be hit by a fire spell

    My comment on the hero: I thought of this Hero as a Boss in my map Underground Volcano, used in the Mini-Mapping Contest 14: Stealth. Hope you find it useful. :)

    suggested resources: Skin: HeroArchmage.BLP and Icon: BTNLavaMage
     
    Last edited: Nov 7, 2017
  10. The Panda

    The Panda

    Icon Reviewer

    Joined:
    Jun 2, 2008
    Messages:
    7,702
    Resources:
    345
    Icons:
    281
    Packs:
    16
    Maps:
    48
    Resources:
    345
    Dakori

    Hero name: Dakori (The beast hunter) = BeastMasterHero
    ~~~~~~~~~~~~~~~~~~~~~~~
    Hero class: Beast Hunter
    ~~~~~~~~~~~~~~~~~~~~~~~
    Brief history/description: Once apart of the deadwood clan of hunters, Dakori was betrayed by his on clansman. Dakori set off on his own, apart from his once masterful clan too the black forest. He found his inner strength and began to work on new abilities, for one day he will return to deadwood too deal with his betrayal. (Can add more if you wanna)
    ~~~~~~~~~~~~~~~~~~~~~~~
    Main attribute: Strength/Agility
    ~~~~~~~~~~~~~~~~~~~~~~~
    Main role: Tank/Damage
    ~~~~~~~~~~~~~~~~~~~~~~~
    Secondary role: Tank
    ~~~~~~~~~~~~~~~~~~~~~~~
    Attack range is: Melee
    ~~~~~~~~~~~~~~~~~~~~~~~
    Attack speed is: "Fast" or "Slow" somewhere in between there.
    ~~~~~~~~~~~~~~~~~~~~~~~
    Attack type is: Normal
    ~~~~~~~~~~~~~~~~~~~~~~~
    Normal ability 1: Hunters Aspect: Gives 10% chance to deal damage to multiple targets around the area of the main target. ("Pulverize") or (Cleave)
    ~~~~~~~~~~~~~~~~~~~~~~~
    Normal ability 2: Hunters Blessing: Dakori regains 4% health every 2 seconds.
    ~~~~~~~~~~~~~~~~~~~~~~~
    Hero ability 1: Throwing Axe: Throws a large axe at a location dealing 100 damage to nearby enemy's.
    ~~~~~~~~~~~~~~~~~~~~~~~
    Hero ability 2: Inner Strength: When activated, gives Dakori increased attack speed and movement speed for a short period of time.
    ~~~~~~~~~~~~~~~~~~~~~~~
    Hero ability 3: Sharpened Blades: (Passive) Gives a 10% chance that Dakori can have extra damage on an attack.
    ~~~~~~~~~~~~~~~~~~~~~~~
    Ultimate ability: Tracker: Puts a tracker on an enemie giving Dakori vision of that target for a short period of time.
    ~~~~~~~~~~~~~~~~~~~~~~~
     
    Last edited: Nov 8, 2017
  11. cleavinghammer

    cleavinghammer

    Joined:
    Apr 6, 2010
    Messages:
    2,498
    Resources:
    0
    Resources:
    0
    Keeper of the Grave

    Hero name: Jian Si
    Hero class: Keeper of the Grave
    Brief history/description: The Keepers of the Grave claim to be the original practicers of necromancy, and that its near-universal association with disease and necrophagia outbreaks are due to the inherent sadism of deviant mages and not the magic itself. Having sworn never to twist the dead into shambling parodies of life like their misguided brethren, the Gravekeepers apply their magic to the battlefield, seeking to appease the restless dead and undo the damage done by ignorant meddlers in the shadowy arts.
    Main attribute: intelligence
    Main role: healer
    Secondary role; anti-undead
    Attack range is: medium range
    Attack speed is: medium
    Attack type is: magic


    Normal 1: Appease Spirits: The first calling of the Gravekeepers is to bring rest to spirits bound to the material plane, ending their aggression for a time. Stuns all enemy summons in an area. Chance to instantly kill undead summons.

    Normal 2: Speak With Dead: The Keepers of the Grave can persuade the dead to reveal their secrets more easily than what pain or fear could achieve in life. Targets an enemy corpse. Reveals the location of all enemies in a very wide radius around the corpse (including invisibles).

    Hero 1: Avenger: Though they seek to bring spirits to rest, sometimes only their thirst for vengeance prevents them from moving on. Targets a friendly corpse and creates a very large circle around it(marked by wisps or other effects). As long as there are enemies inside the area, the Keeper has increased damage, movespeed and attackspeed. Effect lasts until all enemies in the area are dead. If an enemy or the Keeper leaves the area, she suffers penalties to those instead as the spirit takes out its frustrations on her.

    Hero 2: Communion (Channeling): The Gravekeeper entreats the spirits around her to give what aid they can to the living. Restores X*Y HP and mana to friendly units around the caster. X is fixed with level, Y is the number of friendly corpses in the area.

    Hero 3: Inspiring Martyrs: By using their fallen comrades as an example, the Gravekeepers can spur survivors into avoiding their fate. Targets an area. Every friendly corpse in the area creates a temporary shade of the unit it was in life that cannot move or attack and gives it a random beneficial aura (Devotion, Command, Endurance, etc.). Number of shades increases with level.

    Ultimate: The Eternal Legion: Touched by the Gravekeepers' dedication to their eternal mission, some ghosts chose to remain bound to the planeto aid them, showing up when needed most. Summons invulnerable phantoms that attack enemies at random. Each phantom attacks a limited number of times before vanishing.

    Additional mechanics: Does double damage to undead units and triple damage to undead summoned units. Any corpse targeted by a Gravekeeper's spell becomes unuseable.



    Siegemaster

    Name: Snorri Rockbreaker
    Class: Siegemaster
    Backstory: The dwarves of the northern mountains have long mastered steam engines to greatly improve their mining output. Only recently did one of their siegemasters think to bring steam power to the battlefield in an armored monstrosity known as the Juggernaut.
    Main attribute: intelligence
    Main role: damage
    Secondary role;
    Attack range is: medium
    Attack speed is: slow
    Attack type is: siege

    Normal 1: Repair: Repairs mechanical units at a high rate and no resource cost, including self.

    Normal 2: Retrofit (Channeling): Makes modifications to the Juggernaut to better suit the battlefield:
    * Scout: Has greatly increased LoS, movespeed and True Sight. Boosts Agility, reduces Intelligence.
    * Protector: Has increased HP, armor, and Hardened Skin. Boosts Strength, reduces Agility.
    * Ravager: Has increased damage and attackspeed, can target multiple units. Boosts Strength, reduces Intelligence.
    * Bombard: Has greatly increased range, splash damage and Burning Oil. Cannot move. Boosts Intelligence, reduces Agility.
    * Carrier: Can carry up to ten passengers, is amphibious and has Resistant Skin. Carried units slowly heal. Carried units are automatically unloaded if the Juggernaut changes form again. Boosts Strength.
    * Whirlwind: Becomes a flying unit with an anti-air attack (all abilities now affect air units only) and Evasion. Boosts Agility, reduces Strength.
    * Juggernaut: Returns to base form.

    Hero 1: Ram (Channeling): Builds up steam, then lurches towards a target location at high speed (and keeps going if there are no units in the way), dealing high damage to any units in the area and moderate damage to self. All units including the Siegemaster are stunned afterwards. Damage dealt increases with Strength and Agility, speed increases with Agility, damage taken lowers with Intelligence and increases with Agility. Disabled in Bombard, not recommended in Scout and Whirlwind.

    Hero 2: Sap: Sapping enemy fortifications has always been a specialty of the dwarves, who can create impromptu earthworks at a moment's notice. Creates a trench between the Siegemaster and the target point. The trench can be filled with water (slows enemies), spikes (briefly stuns stuns enemies) or flammable liquid (burns enemies). If the trench goes under an enemy building, it takes heavy damage. Range increases with Intelligence. Disabled in Whirlwind.

    Hero 3: Live Steam: Vents excess steam all around the Siegemaster, blinding and horribly scalding enemies along with reducing their armor. The Siegemaster cannot move for a short duration (reduces with Agility).

    Ultimate: Overdrive: Gives the Siegemaster a temporary boost to all stats at the cost of negative HP regen.


    Additional mechanics:
    * The Siegemaster is a mechanical unit.
    * Possible mechanic: being steam powered, the Juggernaut consumes lumber every time it uses an ability. Alternately, it suffers negative mana regen (and stops moving at 0 mana). Using fire spells on it restores mana.



    Blood Knight

    Hero name: Ulfric
    Hero class: Blood Knight
    Brief history/description: A fighter from the cold north, Ulfric lives to fight and fights to live, seeking ever more heads to collect to show his prowess. His greatest skill lies in threatening and insulting enemies until they throw caution and strategy to the winds, seeking only to kill him.
    Main attribute: Strength
    Main role: damage
    Secondary role: draw aggro
    Attack range is: melee
    Attack speed is: fast
    Attack type is: normal

    Normal 1: Face Me! (Active): Ulfric delivers an unescapable challenge to a target in their own tongue, be it that of man, beast or demon, causing them to attack Ulfric and only him, their combat skills degraded by their rage (gives the target a Marked debuff). The debuff stacks: the first cast gives Curse, the second adds Silence and the third adds Cripple. Works on magic-immune units, while non-permanently ethereal units are forced back to a corporeal state. If Ulfric attacks another enemy while the Mark is active, the debuffs are tranferred to him instead. Applies the debuffs to Ulfric if used on an enemy with no attack.

    Normal 2 (Passive): Trophy Rack: When Ulfric kills an enemy for the first time, all enemies of that type (e.g., Kobold Geomancer, Sea Giant Hunter, Nerubian Spiderling, etc.) across the map lose damage. Damage lost increases with level, not with number of units killed.

    Hero 1: Giantslayer (Drains Mana): Giant monsters are one of Ulfric's least-preferred targets, mostly because he cannot carry their heads as proof of his deeds. While active, every attack Ulfric makes also deals damage equal to the unit's total armor. Mana cost decreases with level and Intelligence.

    Hero 2: Clear Off!!!: If anything angers Ulfric more than an enemy running away, it is others interfering in a battle to the death. Deals damage and knockback (based on Strength) to all enemies and allies around Ulfric except the Marked target.

    Hero 3: Berserkergang: The legendary fury of the northern madmen inhabits Ulfric's veins, and played no small part in his reputation as a slayer of men and beasts. Greatly increases Ulfric's attack speed based on Agility.

    Ultimate: It's Between You And Me!: Through strange magics he himself is unaware of, Ulfric is able to ensure both he and his victim will be able to kill each other in peace and quiet. Teleports Ulfric and the Marked target to an unreachable location, where both stay until one is dead (teleports the winner, the corpse and all dropped items back). Possibly has a timer for bosses.

    Additional mechanics: Possibly some kind of attack boost for having killed one of every type of non-boss enemy in an area.


    Boombringer

    Hero name: Wursput Fizzdakka
    Hero class: Boombringer
    Brief history/description: Many alchemists go mad from the fumes and products they work with every day. The young goblin Wursput was blessed with insanity before he even entered the lab, and emerged with an obsession with explosives that has made him one of the most infamous mercenaries in existence, dreaded by friend and foe alike.
    Main attribute: agility
    Main role: damage
    Secondary role:
    Attack range is: medium
    Attack speed is: slow
    Attack type is: siege

    Normal 1: Minelayer (Autocast, restores mana on cast): Due to Wursput's peculiar mindset, the sheer joy of crafting explosive death gives him the peace of mind to focus on even bigger projects. Drops a visible explosive every X seconds with a short fuse. Deals damage to all nearby units on death.

    Normal 2: Explosives Of Doom (Passive): Improves the Boombringer's spells, increasing damage, range, and cooldown rates for all spells.

    Hero 1: Boomdiver (Active): Despite his madness, Wursput still knows how to use combustibles in ways that don't explode, most notably his dorsal rocket. Targets a point. The Boombringer flies to that point, dealing perpendicular knockback to all units along the way and dropping mines in his wake.

    Hero 2: Present For Ya! (Channeling): If there's anything Wursput likes to see, it's a good explosion, rarely moving until he sees the looks on the enemy's face. Lobs a high explosive at a target point, dealing damage to all units in the area, channeling ends when the bomb explodes.

    Hero 3: Fire! Fire! Fire!: Wurspurt's trusty flamethrower (so useful for lighting fuses from a distance) has proven to be just as effective against enemies. Targets an area and sets it on fire, causing all enemies inside to take damage over time and have a chance to miss their attacks in the smoke.

    Ultimate: Biggerest Boom Ever!: Drains all mana to create a huge pile of explosives at the Boombringer's location on a short fuse. When they explode, deals catastrophic damage and knockback to all units in a wide area. Surviving units have greatly reduced armor and Dizziness, units in twice the blast area have Dizziness.


    Eternal Student

    Hero name: Bao
    Hero class: Eternal Student
    Brief history/description: Raised alongside warrior monks, Bao soon realized his thirst for martial knowledge would never be satisfied with a single way's teachings. He wanders the world seeking to improve his mind and his body, though he has never forgotten his vows to protect those weaker than him.
    Main attribute: Strength
    Main role: tank
    Secondary role:
    Attack range is: melee
    Attack speed is: fast
    Attack type is: normal
    Model: Some kind of Pandaren

    Normal 1: To protect the weak is a noble goal, but requires considerable skill to avoid becoming another victim. Changes to the next Stance and Taunts.
    * Stance of the Cautious Snake: Increases Agility, gives Evasion
    * Stance of the Stone Lion: Increases Strength, gives Hardened Skin
    * Stance of the Alert Crane: Increases Intelligence, gives Resistant Skin

    Normal 2: Hot Tea: As he was leaving to face the world, Bao took with him some of the tea leaves grown on the Blue Mountain, said to fortify body and spirit. Target unit regenerates HP and mana (non-combat).

    Hero 1: Coils of the River Dragon (Channeling, melee range): Inspired by the sight of a river dragon wrapping itself around a boat, Bao came up with an inescapable grappling hold. Target enemy is stunned during the duration of the channeling.

    Hero 2: Trickery of the Blind Bandit (Active): From a woman blessed by the Earth Mother, Bao learned to turn the very ground into a weapon. Damages and slows nearby enemies and reduces their attack.

    Hero 3: Rebuke of the Monkey (Active, Drains mana): Many martial artists have fallen to projectiles, until Sun the Trickster devised a technique to return them to their owners. While active, increases speed and has a 75% chance to bounce back Piercing, Magic and Siege attacks.

    Ultimate: Guardian Beasts: The guardian spirits took interest in Bao early in his career, waiting until he was worthy to manifest themselves. Temporarily summons a white tiger (Devotion Aura), a red hawk (Endurance Aura), a blue dragon (Trueshot Aura), a black turtle (Thorns Aura) and a golden dragon (Command Aura).
     
    Last edited: Nov 12, 2017
  12. stan0033

    stan0033

    Joined:
    Jun 27, 2010
    Messages:
    1,635
    Resources:
    14
    Models:
    4
    Packs:
    1
    Skins:
    2
    Maps:
    6
    Spells:
    1
    Resources:
    14
    Wow, mate, you are a true idea machine.
     
  13. cleavinghammer

    cleavinghammer

    Joined:
    Apr 6, 2010
    Messages:
    2,498
    Resources:
    0
    Resources:
    0
    Tamer

    Hero name: Greki Wolf-master
    Hero class: Tamer
    Brief history/description: The orcs are famed for their skill in taming ferocious wolves, but none moreso than Greki Wolf-master, who has broken in wolves of every climate. He rides to battle accompanied by his three best charges, letting them decide how best to rip out the enemy's throat.
    Main attribute: Strength
    Main role: damage
    Secondary role:
    Attack range is: melee
    Attack speed is: fast
    Attack type is: normal
    Model: Raider


    Wolf mechanics: All hero abilities are summons. Summons are under a neutral player's control (moving/attacking/patrolling wherever Greki goes, stopping/holding position whenever he stops), with his normal spells used to exercize limited control over them. Wolf stats depend on Greki's.

    Normal 1: Sic 'em!: Targets an enemy. All wolves are ordered to attack the target.

    Normal 2: Heel!: All wolves move to Greki's position. When all are within spell range, they heal X HP.
    Possible mechanic: On the leaderboard, add a "Meat" counter that goes up by 1 every time an enemy is killed (except enemies such as skeletons, ghosts, robots...) and goes down by 1 everytime the Heel! spell is used. At zero meat, the spell damages Greki (those wolves are hungry).

    Hero 1: Snowfang (Frost Wolf, improves with Intelligence)
    * Cold Attack, Wander, True Sight
    * Evasion
    * Frost Nova

    Hero 2: Bloodhowl (Fel Stalker, improves with Strength)
    * Feedback, Wander, True Sight
    * Evasion
    * Mana Burn

    Hero 3: Nightstalker (Dire Wolf, improves with Agility)
    * Slow Poison, Wander, True Sight
    * Evasion
    * Frenzy

    Ultimate: Grond: To catch the legendary Hellwolf would be the crowning glory of any tamer's career, though the beast will never obey those it deems unworthy. Targets an area. Casts Flame Strike on the area, then Grond appears at the target point. Grond is Neutral Hostile, with his stats depending on Greki's at the time of the summon. Every time Grond is defeated, Greki gains a point in a random stat. Once he has reached the final level, Grond will become allied like the other wolves. If attacked by Greki, Grond permanently turns Neutral Hostile again (and no longer gives a stat boost when killed). Has Permanent Immolation, Devour, Cleaving Attack, and Resistant Skin.
     
  14. stan0033

    stan0033

    Joined:
    Jun 27, 2010
    Messages:
    1,635
    Resources:
    14
    Models:
    4
    Packs:
    1
    Skins:
    2
    Maps:
    6
    Spells:
    1
    Resources:
    14
    The idea of entirely pet hero is cool. More op than the beast master.
     
  15. cleavinghammer

    cleavinghammer

    Joined:
    Apr 6, 2010
    Messages:
    2,498
    Resources:
    0
    Resources:
    0
    Witch Doctor

    Hero name: Ray'jin
    Hero class: Witch Doctor
    Brief history/description: Ray'jin was the witch doctor of a great swamp-dwelling troll tribe. After he failed to prevent the tribe from wiping itself out by the chieftain's sons' infighting, he took to the wandering life along with his faithful swamp dragon Bigfang.
    Main attribute: Intelligence
    Main role: healer
    Secondary role:
    Attack range is: medium
    Attack speed is: normal
    Attack type is: magic

    Normal 1: Good Voodoo: Targets a unit. Target gets greatly increased damage (say 50%), Frenzy, and greatly increased armor (say +50) for X seconds, at which point the spell wears off and it drops to 1HP, 0 mana and has Dizziness. Used on bosses... I dunno, maybe have it work but the buff lasts a lot longer.

    Normal 2: Summon Bigfang (Snap Dragon or Crocodile): Early in his training, Ray'jin found and raised a swamp dragon, both to enhance his mystique and discourage thieves from raiding his hut.
    * Devour, Pick Up Corpse (limited to one corpse, disabled while Devour is in use and vice-versa), Drop Corpse, Submerge.
    * Cannibalize
    * Hardened Skin

    Hero 1: Healin' Stew: Best not to ask what the Witch Doctor puts in his stew, but it's the tastiest ever. Creates a temporary cauldron with Store Corpses (up to 4) that heals HP and mana to allied units around it (regen increases the more corpses are in the cauldron, but it only works with at least one corpse).

    Hero 2: Voodoo Doll: Selects a target and creates a voodoo doll belonging to the target's owner. Damage taken by (and healing done to) the voodoo doll is doubled and applied to the target. Doll health and armor increases with level.
    Side note: I don't know if it's possible to make the doll look like the unit it targets, but that would be awesome.

    Hero 3: Swampgas: No one know how to use swamp plants better than Ray'jin, or what happens when they're boiled in swamp dragon dung for three nights. Targets an area. Throws a bottle of swampgas at the area, stunning all non-mechanical units.

    Ultimate: Bad Voodoo: The practice of bringing a corpse to a parody of life is one of the most difficult to achieve, and only the greatest witch doctors can use it without losing their soul in the process. Reanimates a corpse as an undead minion that has no spells or abilities. No limit to the amount or level of the target, but zombies have reduced damage and the Witch Doctor has reduced mana regen the more zombies there are.

    Additional mechanics: If a Keeper of the Grave is one of the heroes, each loses mana when the other casts a corpse-related spell.
     
    Last edited: Nov 15, 2017
  16. stan0033

    stan0033

    Joined:
    Jun 27, 2010
    Messages:
    1,635
    Resources:
    14
    Models:
    4
    Packs:
    1
    Skins:
    2
    Maps:
    6
    Spells:
    1
    Resources:
    14
    That's a good one
     
  17. cleavinghammer

    cleavinghammer

    Joined:
    Apr 6, 2010
    Messages:
    2,498
    Resources:
    0
    Resources:
    0
    An idea: Werebeasts that have only normal abilities in their humanoid form, different normal and hero abilities in their beast form, and they automatically transform at nightfall/daybreak until they're a high enough level to control it. Or is that too problematic?
     
  18. stan0033

    stan0033

    Joined:
    Jun 27, 2010
    Messages:
    1,635
    Resources:
    14
    Models:
    4
    Packs:
    1
    Skins:
    2
    Maps:
    6
    Spells:
    1
    Resources:
    14
    No, it's OK. Can be made with timer and adding/removing morph ability.

    However, a day in Purpleshine passes for 2 hours, so it's pointless.
     
  19. cleavinghammer

    cleavinghammer

    Joined:
    Apr 6, 2010
    Messages:
    2,498
    Resources:
    0
    Resources:
    0
    Werebear

    Hero name: Teren
    Hero class: Werebear
    Brief history/description: The elves of the forests are known for their deeper understanding of the beasts of the wilds, some even gaining the ability to take their forms. Teren was a warrior who sought to emulate the bear's natural fury in battle, a goal he achieved through years of harsh training.
    Main attribute: Strength
    Main role: Tank
    Secondary role:
    Attack range is: melee
    Attack speed is: fast
    Attack type is: normal
    Model: Druid of the Claw (both)

    Elf Form:

    Normal 1: Bear Shirt: Increases attack speed and damage taken.
    Normal 2: Wild Life (Passive): Gives Hardened Skin and Resistant Skin.
    Normal 3: Taunt
    Normal 4: Transform

    Bear Form: - X Intelligence

    Normal 1: Lost in Instinct (Passive): Switches control to Neutral Hostile. The Werebear cannot be controlled, but gains extra Strength and damage while the effect is active (can be dispelled). Chance to trigger when attacked that increases the lower the Werebear's HP. Spell becomes active once the Ultimate is learned, automatically triggering when below 25% HP.

    Normal 2: Transform

    Hero 1: Bite (Active, melee range): Bites down hard on the target, permanently reducing its damage and movement speed. Stacks at a diminishing rate.

    Hero 2: Hibernate: Falls into a healing sleep. Gets the Sleep and the Regeneration de/buffs. Attacking the Werebear removes both, and causes the Werebear to retaliate against the attacker with increased damage (depends on Strength) for a single attack.

    Ultimate: Great Bear Spirit (Active): Teren enters communion with the Father of Bears, channeling its strength and ferocity. While active, gains increased HP, attack and attackspeed, and every attack has a chance to cast Thunderclap.



    Werecrow

    Hero name: Eles the Windcharmer
    Hero class: Werecrow
    Brief history/description: There are many mages who look to nature for inspiration, many losing themselves to their totem's base urges. Eles has gone further than most in his investigations, unlocking the secret to turn himself into his chosen beast while retaining his intelligence.
    Main attribute: Intelligence
    Main role: damage
    Secondary role:
    Attack range is: medium
    Attack speed is: fast
    Attack type is: magic
    Model: Medhiv (both)

    Human form:
    Normal 1: Illusion: Creates two illusions of the target unit.
    Normal 2: Wind Spirits (Active): Gives surrounding allied units increased move speed.
    Normal 3: Windwall (Active): Creates a wall of tornadoes that blocks all units from passing.
    Normal 4: Transform

    Crow Form: Flying, - X Strength.

    Normal 1: Lost in Instinct (Passive): Switches control to an allied AI. The Werecrow cannot be controlled, but flees straight away from the enemy, gaining extra move speed and a Mana Shield while the effect is active. Chance to trigger when attacked that increases the lower the Werecrow's HP. Spell becomes active once the Ultimate is learned, automatically triggering when below 25% HP.

    Normal 2: Transform

    Hero 1: Go For The Eyes! (Active, melee range): Targets an enemy. Target has a permanent 50% chance to miss. Casting it again on the same unit gives the target a permanent 95% chance to miss.

    Hero 2: Carrion: Cannibalizes a corpse to regain HP but gets the Disease Cloud debuff.

    Hero 3: Bird Scout (Channeling): Sends an uncontrollable bird spirit in a straight line. All enemies spotted (in visual range) by the bird have reduced armor while the bird lasts. Distance and range depends on Intelligence.

    Ultimate: Blessing of the Thunderbird (Active): Blessed by the lord of all birds, Eles can summon the power of the storm while in his preferred form. While active, gains increased HP, attack and movespeed. A dummy unit casts Monsoon on the Werecrow's position.
     
  20. disruptive_

    disruptive_

    Joined:
    Mar 19, 2017
    Messages:
    149
    Resources:
    0
    Resources:
    0
    Hero name: Hagred
    Hero class: Ruffian
    Brief history/description: A basic dwarf dude that drinks too much and will surely kick your ass.
    Main attribute: Strength
    Main role: Tank
    Secondary role: Damage
    Attack range is: melee
    Attack speed is: normal
    Attack type is: normal
    Model: A sturdy dwarf (Mountain King works)
    Phylosophy: Drink your ale, then leap upon the enemies, kick/provoke/blind one, push another, don't forget to challenge the most tough. Then drink some more. If you are still alive, repeat. Or just drink even more.

    Normal Ability 1 - Challenge: Target unit (enemy), taunts the target for some seconds. While active both you and the target take 50% less damage from each other. Lasts 5 seconds.
    Taunt effect can't be bypassed or cancelled by any means.
    Has long cooldown.

    Normal Ability 2 - Skullduggery: Target unit (enemy); based on the distance from the target, you will:
    a) Distance is less than 200: deal damage to the unit while knocking it back (a dirty kick).
    b) Distance is 201 - 500: blind the target for 3 seconds (throw some dust in the eye).
    c) Distance is 501 - 1000 (actual max range of the ability): taunts the target for 3 seconds (provoke).

    Hero 1 - Leap: Target point area; jumps to the target point dealing damage to all enemy units in a 300 AoE. Enemies struck will be severly slowed for 3 seconds. Range and damage scales with level.

    Hero 2 - Brawler's Special: Target unit (allies or enemies); push target unit towards your facing angle for 1.5 seconds. The first unit it collides with will be stunned and take damage. If the primary target was an enemy it will also be stunned and take damage upon collision.
    Stun lasts 2 seconds. Push speed (and thus the push maximum range) and damage scales with level.

    Hero 3 - Second Wind (passive): Grants 2/3/4/5 bonus mana regeneration. Bonus is increased by 1.5 for each enemy that is attacking you.

    Ultimate: Dwarven Ale (Active): (Disclaimer: think of this ability as a 3 charged ability):
    - Instantly restore 100 hp, providing +30/+50/+55% damage reduction and 10/30/70% chance to miss your attacks.
    - Lasts 20 seconds. Cooldown is 50 seconds (the hangover).
    - Cooldown starts only after you are affected by this spell 3 times in succession. Effect doesn't stack but simply will refresh with the better version.
    - Example: i use dwarven ale one time; getting a 100 hp heal plus 30% dr and 10% chance to miss, lasting 20 seconds. Should i use this spell again while already "drunken" i will get the next bonus (in this case a 100 hp heal, 50 dr and 30 chance to miss), up to the third bonus. I could also choose to drink moderately, waiting those 20 seconds.