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[Role Playing Game] Create New Heroes for Purpleshine!

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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-
Your idea here

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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)

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


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
 
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Level 10
Joined
Jun 11, 2017
Messages
77
Probably only able to give some rough idea, but here we go anyway :

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.
 
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Level 28
Joined
Apr 6, 2010
Messages
3,105

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.




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.




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).
 
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deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,806
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.
 
Level 28
Joined
Apr 6, 2010
Messages
3,105

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.




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.



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.
 
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Level 11
Joined
Sep 12, 2015
Messages
649

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
 
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The Panda

Icon Reviewer
Level 57
Joined
Jun 2, 2008
Messages
8,912

Hero name: Dakori (The beast hunter) = BeastMasterHero
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Hero class: Beast Hunter
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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)
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Main attribute: Strength/Agility
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Main role: Tank/Damage
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Secondary role: Tank
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Attack range is: Melee
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Attack speed is: "Fast" or "Slow" somewhere in between there.
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Attack type is: Normal
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Normal ability 1: Hunters Aspect: Gives 10% chance to deal damage to multiple targets around the area of the main target. ("Pulverize") or (Cleave)
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Normal ability 2: Hunters Blessing: Dakori regains 4% health every 2 seconds.
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Hero ability 1: Throwing Axe: Throws a large axe at a location dealing 100 damage to nearby enemy's.
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Hero ability 2: Inner Strength: When activated, gives Dakori increased attack speed and movement speed for a short period of time.
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Hero ability 3: Sharpened Blades: (Passive) Gives a 10% chance that Dakori can have extra damage on an attack.
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Ultimate ability: Tracker: Puts a tracker on an enemie giving Dakori vision of that target for a short period of time.
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Level 28
Joined
Apr 6, 2010
Messages
3,105

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.




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.




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.



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.



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).
 
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Level 28
Joined
Apr 6, 2010
Messages
3,105

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.
 
Level 28
Joined
Apr 6, 2010
Messages
3,105

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.
 
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Level 28
Joined
Apr 6, 2010
Messages
3,105

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.




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.
 
Level 8
Joined
Mar 19, 2017
Messages
248
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.
 
One from me:


METAPHORIST (Skyheart) (tank)(intelligence)
- Taunt
- Perfume of Life - causes a friendly unit to absorb fatal attacks that would otherwise kill it. Lasts X(pink disease cloud, turn off healer helper
)
1. Sea of Grief - channel corrupting energy in an enemy unit, slowing it and nearby enemy units (lightning effect+mana aura ontarget pudhing outwards)
2. Ice Cold Heart - causes friendly unit to have increased att speed and deal critical strikes but take damage every second. Lasts x(effect overhead)
3. Seeds of Wisdom - put a magical seed on the ground- when friensly unit picks it get 100% dodge and mana regen increase for X secs
4.words as weapons - the mrtaphorist gained so much knowledge in his art that he can transform into a magic-powered version of himself. In this form his attacks also burn mana, stun the enemy unit, and make it move slower. Lasts X(overhead effect of divine weapon with label and variations)
 
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Level 11
Joined
Sep 12, 2015
Messages
649

Hero name: Dimitrius Lightcloak
Hero class: Exorcist
Brief history/description: The high priest of the kingdom of Lordaeron, God gives him powers to heal the wounded and revive dead units.
Main attribute: Intelligence
Main role: Healer
Secondary role: Damage
Attack range is: Long Range
Attack speed is: Medium
Attack type is: Normal
Normal ability 1: Holy Wave
Normal ability 2: Rain of Lights
Hero ability 1: Sacred Aura
Hero ability 2: Summon Angel
Hero ability 3: Power of Divinity
Ultimate ability: Mass Resurrection
Additional mechanics: Invulnerable to curses and black magic
 
Level 25
Joined
Jul 30, 2013
Messages
2,678

Hero Name: Harantha
Hero Class: Witch
Brief History/Description: Hailing from a witch coven hell-bent on knowing the secrets of life and death, Harantha was sent to this land in search of useful knowledge. She is expert in applying deadly curses to her enemies and supporting those she deem worthy of helping her expand the coven's power.

Main attribute: Intelligence
Main Role: Damage
Secondary Role: Healer

Attack Range: Long Range
Attack Speed: Medium
Attack Type: Magic

Normal Ability 1: Wicked Curse - Applies a curse on an enemy which causes it to have 10% chance to miss its attack and lose 15% health within 10 seconds.
Normal Ability 2: Healing Boon - Applies a boon on an ally which increases its damage by 10% and heal 15% health within 10 seconds.
Hero Ability 1: Coven's Delicacy - Sprays a dangerous liquid in front of Harantha, dealing medium amount of damage within 3 seconds.
Hero Ability 2: Bewitched Hounds - Summons two hounds which attacks Harantha's enemies. Each basic attack restores Harantha's mana by a 5%. Lasts 60 seconds
Hero Ability 3: Witch's Eye - Summons a Witch's Eye in a target location, applying Wicked Curse and Healing Boon to all enemies and allies nearby, respectively and the effects are also increased by 20%. Lasts 30 seconds
Ultimate Ability: Effigy - Summons an Effigy in a target location, slowing enemies by 70% and reduces their armor by 20%. Also drains their health over the duration. Lasts 8 seconds.

Additional Mechanics: Harantha's basic attack and abilities can target air units. The hounds summoned by Bewitched Hounds can only attack land units, however.

Suggested Resources: Old Witch for Harantha and Demon Hound for the Bewitched Hounds.
 
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Level 28
Joined
Apr 6, 2010
Messages
3,105

Hero name: Euryale
Hero class: Gorgon
Brief history/description: One of the three Gorgons seeking to avenge the murder of her sister Medusa and reclaim her head.
Main attribute: Intelligence
Main role: Damage
Secondary role: none
Hero is: medium range
Attack speed is: medium
Attack type is: normal
Model: Naga Sea Witch (there was this one skin where she's made of stone)


Normal 1: Living Hair (Passive): Units attacking the Gorgon at melee range cause short-lived poisonous snakes to spawn near her.

Normal 2: Hateful Stare (Channeling): Targets an enemy. If the target is facing the Gorgon (facing within +/- 15° of the Gorgon's facing), the target is stunned for the duration of the spell. Spell fails for enemies that don't have eyes.

Hero 1: Seavenom Arrows (Active): The next 5 shots put a poisoned buff on the target. Buff stacks if the same target is attacked more than once.

Hero 2: Shriek (Active): All allies within range attack faster.

Hero 3: Petrify (Passive): When attacking an enemy, has a chance to temporarily turn part of its body into rock (can't move / can't attack / can't cast spells, gains very high Fortified armor in all three cases). Chance doubles if enemy is stunned.

Ultimate: Stolen Cap of Hades (Active): Becomes invisible, but cannot attack or cast spells. When the invisibility wears off or is switched off, all units facing the Gorgon (facing within +/- 45° of the Gorgon's facing) are stunned. Spell fails for units that don't have eyes.
 
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One from me

Hero name: Noreluss McArch
Hero class: Happy Camper
Brief history/description: The assasin Noreluss McArch took the path of the light and combined it with the art of assassination. While he had almost no support from anyone for his bizarre choice of destiny, Dalaran decides to hire him an let him prove his unique style. The light makes him happy while he is camping noobs!
Main attribute: Agility
Main role: damage
Secondary role; healer
Attack range is: melee
Attack speed is: fast
Attack type is: magic
Normal ability 1: Light Envelope - Turn invisible an move at the maximum possible speed. Backstab damage is X. Mana and health regeneration is increased.
Normal ability 2: Daydream - makes an enemy units to daydream, stunning him for X. Does not work against bosses and mechanicals.
Hero ability 1: Vengeance - Enhances your attack, increasing damage by 300% for X secs
Hero ability 2: Dance of Light - create a circle with concentrated holy magic. Inside friendly units get increases attack and movement speed. Enemy units inside are dizzy and get reduces movement and attack speed. Healing inside is increased by 100%. Does not affect bosses and mechanicals.
Hero ability 3: Divine Blessing - Makes a friendly unit invulnerable for X secs
Ultimate ability: Crown The King - Converts a friendly unit into a holy god, increasing his size, speed and damage for X secs.
Additional mechanics: Regenerates mana only when stealthed!
Your comment on the hero: rogue with holy light hybrid!
suggested resources: none for now






Hero name: Carla Burn

Hero class: Atomic Blonde

Brief history/description: The swift Carla Burn specialized in fire and explosive magic. She took insporation from the goblins, and she hunts enemies until the end.

Main attribute: Agility

Main role: damage

Secondary role; none

Attack range is: melee

Attack speed is: medium

Attack type is: magic

Normal ability 1: Corruption of fire – corrupt enemy unit with magical fire that will burn him for 0,5% of health every second for every 200 distance away from you.


Normal ability 2: Rising Fire – stun enemy unit for 5 seconds. If the unit dies during that period it will be raised again as your minion for X seconds that will attack your enemies and be able to explode like your clones.


Hero ability 1: Fire Artist – Teleport near an ally, triggering explosion on your former location that deal instant X and another X over X secs,

Hero ability 2: Firegasm – summon a copy of you that attacks enemy units and explodes when it dies or expires. Can also be ordered to instantly explode.

Hero ability 3: Fireworld(Passive) - nearby allies take fire shield that burns the attackers. EAch time an enemy unit is burned it leaves a trail of fire.
Ultimate ability:

Living Fire – transform into a fire elemental with permanent immolation. Five consequentive strikes on any enemy unit result in explosion.

Additional mechanics:

Your comment on the hero: melee fire spellcaster!

suggested resources: none for now

 
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Level 28
Joined
Apr 6, 2010
Messages
3,105

Hero name: Ranalf
Hero class: Demon Slayer
Brief history/description: Demon Slayers are dedicated to paying evil unto evil, and are known to use any means necessary to fight the demonic threat. Ranalf's method was deemed unorthodox even by these extremists, for he deliberately summoned a demon and trapped it within his own weapon, using its tremendous power against its own kind and those Ranulf deems unworthy of life.
Main attribute: Strength
Main role: Damage
Secondary role: none
Hero is: melee
Attack speed is: medium
Attack type is: normal
Model: A model with an empty hand, and a cool-looking sword model to use as an attachment and a unit.
Other mechanics:
* If Ranalf is killed, the demon escapes the sword and manifests as an extremely tough neutral hostile enemy (stats increase with Ranalf's).
* Kills make attacks more powerful and are required to use hero abilities.

Normal 1: Dodge! (Active): Demon Slayers have honed their reflexes through constant battle, dodging projectiles with barely any conscious thought. Instantly blinks the Demon Slayer to one side in 200 range.

Normal 2: Feed Me! (Passive): The imprisoned demon will gladly inflict destruction even in its captive state, but demands souls to sustain itself. All kills made by Ranalf are counted and add +1 damage, but are reduced by one every time he uses an ability (hero abilities are disabled if there are no souls).

Hero 1: Corruption (Active, drains mana): The demon's malicious influence seeps through the blade, corroding whatever it touches. While active, decreases target armor with every attack (stacks with every attack up to a limit). Mana drained decreases with Intelligence.

Hero 2: Hellfire (Active): The demon summons a cloud of hellfire on its enemies. The fire continues to burn the ground and clings to them, dealing continuous damage them. Damage increases with Strength.

Hero 3: Tempt (Active): The demon attempts to reach out to the mind of an enemy who might free him from the sword. Target enemy gets a speed boost and is forced to move to Ranalf's position. Cooldown decreases with Agility.

Ultimate: Throw and Release (Active): Ranalf allows the demon free rein, hurling it at the target's throat (removing the sword attachment from the hero model). The target takes high damage and is stunned, and the sword then flies around the battlefield, dealing damage to every unit it passes through as it tries to stab Ranalf and keeps going. If Ranalf dodges all its charges when the spell ends, the sword can be picked up by walking over it. If it hits Ranalf before the spell ends, Ranalf takes high damage and is stunned (and gets the sword back). Souls are reset to zero after using this ability, other hero abilities are disabled during the spell.
 
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Hero name: Affario Zahandir
Hero class: Exiled One
Brief history/description: A former guardian of the world. When one of his friends was betrayed by his subordinate, he set to rescue them. However, the betrayal was planned well that it caused Affario to be the one considered as traitor. As he was judged for his 'deeds', a former friend rescued him and allowed him to escape to the mortal world.
Main attribute: agility
Main role: damage
Secondary role; none
Attack range is: melee
Attack speed is: fast
Attack type is: normal
Normal ability 1: Razor Lightning
  • Fires a powerful lightning bolt for up to 2000 range and stun the main target of the spell. The lightning also deals damage to enemies in a line. While stunned, the main target takes additional damage. Damage increase with Intelligence.
Normal ability 2: Sudden Attack
  • Blinks behind a target enemy and strike them with powerful blow. Has 900 range. If the target has been struck by Razor Lightning prior to get blinked and still under stun, he can instantly blink regardless of range. Damage dealt increased by Agility.
Hero ability 1: Seals of Light
  • Bind an enemy to their position from 800 range for a decent duration. Duration increases with intelligence.
Hero ability 2: Light Shield
  • Emits a barrier in front of Affario, negating any incoming damage and repel them in equal amount for up to a certain amount. Barrier power increases with strength. Affario cannot be hit by any negative effect while this shield is active.
Hero ability 3: Binding Chains
  • Summons mystical chains that completely immobilize all opponents and sap their mana slowly in a small area. Duration increases with intelligence.
Ultimate ability: Heavenly Fire Arrows of Destruction
  • Channels an incantation for a powerful spell. As multiple arrows appeared out of nowhere, they slowly become bigger until the channel finishes. After that, he fires the arrows at designated position, dealing high damage to all enemies in a medium radius.
Additional mechanics:
  • Cannot regains mana naturally, but capable via item or ability (or fountain).
  • Healing effect is reduced to 75% of normal value.
  • Have higher attack damage than normal heroes.
  • Has hidden 20% evasion while not using ultimate.
Your comment on the hero:
Kind of based from an anime character for the concept. Affario is an annoying long range hitter than slaughter once he's on close combat without a chance for any retaliation. Since most of his spell disables his opponent, he's more of basic attack build type, so any item for him would be better to improve the basic attack instead of his stats, as the ability doesn't benefit much from it anyway. His ultimate, albeit very destructive, takes a long channel time and prone to stuns from opponent. In order to allows it to actually fire, you need to properly trap the opponent with first and third spell (use first spell on spell resistance foes as priority due to higher duration) with second spell active. However, once the spell fires, most enemy will easily lost most if not all of their health anyway.
In team fights, he can easily initiate a battle with his Razor Lightning and kill enemy's damage dealer while under stun effect.
 
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Hero name: Faralon Zarixus
Hero class: Treacherous Trickster
Brief history/description: Faralon is the real schemer that put many of his allies in danger in the past. His powers allowed him to get undetected with his work and continue to serve the guardians. After his defeat once he betrayed the guardian, he was forced to become a mortal with most of his power stripped away. He however, still has his unique blade to help him to redeem himself.
Main attribute: agility
Main role: damage
Secondary role; tank
Attack range is: melee
Attack speed is: medium
Attack type is: normal
Normal ability 1: Crack : Eye of Life
  • Putting his sword in battle stance, Faralon inflicts 'under hypnosis' buff to all opponents with eye vision within sight range of his sword. Does not affect enemy without an eye.
  • While 'under hypnosis', Faralon takes 50% reduced damage from their attack and has 50% chance to avoid their attack.
Normal ability 2: Eye Tricked
  • Put a powerful aura that disrupt enemy thought and sees Faralon as a powerful threat to dispose. Faralon slips at the same moment into the light/darkness (becomes unseen) and slips a fake version of himself to be targeted by all enemies (taunted).
  • Faralon first attack on any enemy will instantly dispels the illusion created, but deals very high damage to the target. Target 'under hypnosis' takes double damage.
Hero ability 1: Thunder Cannon
  • Faralon fires a powerful thunder ball toward his opponent. Deals damage upon first unit it impacts with. Damage is area of 200 radius.
  • If casted at point-blank toward an opponent (200 range or less), the damage is increased to three times.
Hero ability 2: Presence Illusion
  • Activates Eye of Life's power, causing illusion of Faralon to appear in front of every enemy and engage them, lasts 5 seconds.
  • Deals 40% damage.
Hero ability 3: Death Coffin
  • Unleashes a powerful coffin that imprisons an opponent inside it for 5 seconds.
  • Once finished, deals heavy damage to the opponent and cause them to bleed, losing health for a few seconds.
Ultimate ability: Shatter : Eye of Life
  • Targets an opponent and switches position with them.
  • After switching, everyone with 'under hypnosis' will target the switched opponent. They are stuck in this effect until the target or they themselves are dead.
Additional mechanics:
  • Has hidden 30% evasion
  • Has higher than average movement speed
  • Cannot regain mana naturally
Your comment on the hero: The one causing Affario's 'deeds'. His strategy is about putting enemy focus toward him and then screw them up from behind. With this merciless nature, he can easily engage multiple enemies and keep sustaining himself by not actually attacking at all. When dealing with him, be sure that you are dealing with the right man or you might end killing your allies.
 
Level 13
Joined
Oct 12, 2016
Messages
769
The Grey Guardian:
Hero name: Wastrel
Hero class: Grey Wizard
Description:
Pacifists by nature, the grey guardians' sole purpose is to manipulate events from the shadows. Whether for hire or for the greater good, these masters of arcane and shadow focus on stealing secrets, controlling the tides of battle, or simply tricking the common man into believing what they think they see. What they lack in physique or skill at arms is more than matched with their quick wit.

Main Attribute: Agility and/or Intelligence
Main Role: Tank-ish (control based, not damage absorption)
Secondary role: Healer (by preventing damage)
Attack Range: Medium
Attack Speed: Medium
Attack Type: Magic

Normal ability 1:
Smoke and Mirrors -
Passive: The Grey Wizard has a chance to reflect physical damage back to its source, causing it to harm itself.

Normal ability 2:
Slow -
Slows down a target unit's attack and movement speed.
If the target unit is caught in a time warp, this freezes them instead. (2 second stun)

Hero ability 1:
Umbral Pendulum -
A razor-sharp, arcane pendulum swings through the target damaging mind, body, and soul.
Deals %health based damage if the target is not attacking or casting spells.
If the target is casting a spell, deals no damage and silences the target.
If the target is attacking, binds the target and prevents attacks, dealing no damage.
Lasts X seconds.

Hero ability 2:
Banish Conundrum -
Dispels all negative buffs from allies and all positive buffs from enemies in an area.
Heals allies for each negative buff removed, and damages enemies for each positive buff removed.

Hero ability 3:
Fade -
Basically, mirror images + the caster goes invisible. Illusions take less damage per level, but deal no damage.

Ultimate ability:
Time Warp -
Enter an ethereal form outside the bounds of space and time, becoming immune to physical damage, but unable to attack.
Speeds up time for nearby allies, increasing their attack speed, movement speed, and health regeneration.
Slows down time for enemy units, decreasing attack and movement speed. If enemy units are slowed, this spell will freeze them and remove slow. (2 second stun)

Suggested Resources:
A grey version of Direfury's Generic Wizards, or the standard rogue wizard on a horse.
 
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Hero name: Azarus Michael
Hero class: Mysterious Butler
Brief history/description: A mysterious butler that serves one of the world's richest person. This butler is very well versed in combat and stops at nothing to obey his master's command.
Main attribute: Agility
Main role: Damage
Secondary role: Tank
Attack range is: Melee
Attack speed is: Fast
Attack type is: Normal
Normal ability 1: Spin Strike (Active, Instant)
Spins 360 degrees, dealing X damage to all enemies within 200 radius. The enemy is knocked away up to 600 range, depending on Azarus' strength.
Normal ability 2: Demonic Knives (Active, Target)
Azarus throws multiple knives at his facing direction, dealing X damage upon impact to ANY unit and cause bleeding. Demonic Knives will not damage ally under Contract effect. If used within 2 seconds after Spinning Table, the knives will launch at all directions but deals 30% less damage.
Hero ability 1: Demon Aura (Passive)
Azarus mere presence demoralizes his opponents. Reduces enemy maximum health by X for enemies in Y range.
Hero ability 2: Contract (Active, Unit Target)
Azarus binds himself to a target ally. Whenever the ally is attacked, Azarus is automatically teleported to the ally's side in 1 second delay if he's above Y range away. Azarus deals additional damage based on his distance to the contracted ally which increases the nearer he is (up to X%). Only 1 contract at a time, future contract devoid the last one. Using this ability on an already applied Contract will teleport Azarus. Contract is permanent until a new one is created.
Hero ability 3: Provocative Comment (Active, Unit Target)
Azarus provokes an opponent, increasing their damage by X and reduces their defense by Y. The target then locked to Azarus and any damage inflicted on them is amplified by Z% where Z increases with each attack or spell the target uses on Azarus. Lasts N seconds.
Ultimate ability: Demonic Form (Active, Instant)
Azarus unleashes a demonic surge of energy, voiding vision of all units within X range and render them immobile. Azarus gains additional Y health, Z damage and W armor and attacks much faster in melee range. Provocative Comment is replaced by Demonic Punishment. Contract cannot be used while in Demonic Form. Instantly heals Azarus upon activation. Lasts for a short duration.
[Demonic Punishment]
Azarus strikes in a violent force, dealing an extreme amount of damage. The damage increases with each Azarus missing health point prior to his transformation.
Additional mechanics:
  • Weak against Light based abilities (250% effect)
  • Resistant against Dark based abilities (50% effect)
  • While not under Contract, Azarus gains 50% extra movement speed and 25% additional damage, but lose 1 mana per second and lose health upon losing all mana.
Your comment on the hero: A team player yet a selfish killer. Inspired from Black Butler, his abilities are meant to deal his opponent punishing amount of damage for fighting him in close range. His Demon Aura will make enemies with tons of health easier to beat, while his Contract and Provocative Comment allows him to support others. His ultimate is a VERY SELFISH ability, focused on making him so powerful for a brief moment.
A simple combo against normal opponents would be approach the middle of mobs, use Spin Strike followed by a quick Demonic Knives. In case of a dangerous opponent, Provocative Comment is a good tool to take aggro away from others. Make sure to always binds a contract to an ally to keep mana.
 
Level 28
Joined
Apr 6, 2010
Messages
3,105

Hero name: the Kinetic
Hero class: Speed Entity
Brief history/description: The Kinetic is known to be the result of a rogue mage experimenting with Time itself, the resulting disaster requiring the full mobilization of six nations, five mage orders and two religions to contain. The entity referred to as "the Kinetic" in recovered notes indicates that it is somehow made of speed and can manipulate space-time to its own benefit.
Main attribute: Agility
Main role: DPS (low damage, high speed)
Secondary role: none
Hero is: short range
Attack speed is: fast
Attack type is: normal
Move speed is: fastest
Model: Wisp with a speed line effect (Spirit Tower missile?)
Other mechanics: The Kinetic loses mana when stopped, asleep, stunned, or otherwise not moving. If hit with a slowing debuff (cold, Slow, Cripple, Purge, etc.) it will take damage until the debuff is removed.

Normal 1: Ricochet (Passive): The Kinetic strikes multiple targets in the blink of an eye. Attacks bounce to another target, weakening with every bounce (number of bounces equal to hero level).

Normal 2: Gift of Speed (Active): The Kinetic can spread its essence over multiple individuals at the cost of its main self. Causes surrounding units to move faster for X seconds but slows the Kinetic by the same amount (and takes damage).

Hero 1: Velocitous Raptor (Active): The Kinetic's mastery of speed is such that it can steal it from others. Targets an area. All units in the area are slowed by a small amount, giving the Kinetic 1% attack speed per unit affected.

Hero 2: True Movement (Active, Drains mana): Various spells and magical limiters bind the Kinetic to this plane, though it can temporarily life some of them. While active, the Kinetic instantly teleports to the location it was ordered to Move to / between the locations it was ordered to Patrol between / to within it's attack range of a target it was told to Attack. Mana drained is proportional to distance traveled.

Hero 3: Accelerator (Active, two-stage attack): The Kinetic creates a projectile and pushes it into a pocket dimension where it does nothing but gain speed. When the ability is next used, the projectile (same as the Kinetic's regular attack) returns to the material plane in a catastrophic impact that increases the longer it spends accelerating. Damage and AoE is a function of the time between both castings, limited either by the amount of mana during second casting or by using a logarithmic function for diminishing returns.

Ultimate: Enter the Matrix: (Active): For a brief moment, the Kinetic becomes faster than thought. All units over the map are slowed by 99% while the Kinetic is slowed by 10%. Kinetic gains 90% Evasion. Lasts 10 seconds.
 
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Hero name: Eyyron
Hero class: Glyph Master
Brief history/description: The curious glyph master Eyyron studied a lot of hours glyph magic during his time in the academy, turning his back on traditional magic, resulting in his expel. Years later, becoming the best glypher there is, Purpleshine summons him as they witnessed his feats alone.
main attribute: intelligence
Main role: damage
Secondary role; none
Attack range is: melee
Attack speed is
: medium
Attack type is: magic
normal abilities:
Glyphs of Power - summon invulnerable moveable glyphs from corpses for 30 seconds. Limit 5 .They can be transformed permanently into one of the several glyphs:
glyph of tremor - reduced the attack of nearby enemies by 20%.
glyph of potency - increases the attack fo nearby allies by 20%
glyph of protection - increases the armor of nearby friends by 5.
Glyph of Blood - gives 20% lifesteal
Glyph Of Purity - pulses, dispelling negatives buffs.
Glyph Of Revenge - returns 20% damage
Glyph of Wisdom - gives 3 mana/s regen
Glyph Of Youth - gives 5hp/sec regen.
Glyph of Nightmares - summon a glyph that can keep an enemy unit stunned for up to 20 seconds. does not work on bosses.
Hero abilities:
Paper Bomb - Glue a paper bomb onto an enemy unit thet will explode after 5 seconds dealing X and stunning him for 5 seconds.
Arcane Empowerment - Glue a paper inscription onto a friednly unit that will empower the next 5 attacks by 100%.
Summoning Circle - draw some glyphs on the ground, which allow the Scribbler to summon one unit. When a unit is summoned it releases arcane energy around, damaging enemy units for X.
Arcane Drawings - The Scribbler can draw shapes in the air and turn them into living minions under his command.

additional mechanics: can walk on water
your comment on the hero: a magician working with glyphs.
 
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Level 28
Joined
Apr 6, 2010
Messages
3,105

Hero name: Vallug Bowbeast
Hero class: Hunter Shaman
Brief history/description: Vallug was apprenticed to his tribe's shaman, but never fully mastered harmony with the spirits as he much preferred to spend his days hunting. He was able to use both skills to become a reknowned mercenary.
Main attribute: Agility
Main role: Damage
Secondary role: none
Hero is: long range
Attack speed is: fast
Attack type is: normal
Move speed is: fast
Model: Gnoll Poacher

Normal 1: Winged 'im! (Passive): Attacks against flying enemies deal extra damage.

Normal 2: Specialist Arrow (Active): Can choose which type of arrow to fire.
** Arrow: Fires a standard arrow. High attack speed.
** Quarrel: Fires a crossbow arrow that has a chance to stun. Slow attack speed.
** Bolt: Fires a ballista arrow that deals line damage. Very slow attack speed, but gets a damage bonus.

Hero 1: Fire Net (Active): Throws a net woven from salamander sinews over the target enemy, preventing it from moving or attacking and taking damage every second.

Hero 2: Magic Arrow (Autocast, Spellbook): Infuses arrows with an elemental spirit.
** Fire: Deals extra damage.
** Ice: Slows movement speed.
** Wind: Slows attack speed.
** Ether: Attacks destroy mana.
** Earth: Reduces armor.

Hero 3: Grappling Hook (Active): Fires a grappling hook at a target point or unit, pulling Vallug there.

Ultimate (Active): Phantoms of Kressy: Summons ghosts of gnolls from the battle of Kressy, each firing an arrow at a random point within the spell's AoE. Every arrow has a very small splash radius.
 
Level 28
Joined
Apr 6, 2010
Messages
3,105

Hero name: Gurron Coward-Hero
Hero class: Ogre Rockthrower
Brief history/description: Gurron is an ogre who has always preferred to throw rocks at his enemies rather than club them to death, earning him the unflattering nickname of "Coward". When a baby dragon attacked his village and he was the only one able to do something about it, this was amended to Coward-Hero.
Main attribute: Strength
Main role: Damage
Secondary role: none
Hero is: short ranged (ground and air)
Attack speed is: slow
Attack type is: siege
Move speed is: average
Model: Ogre
Other mechanics: All ability ranges increase with Strength.

Normal 1: So angry! So hungry... (Active): Gurron can never quite concentrate properly unless he's eating. Devours an enemy unit, giving Gurron a Bloodlust buff until he finishes digesting. If the buff is removed, the shock makes him regurgitate the unit.

Normal 2: Grow Stronger, Throw Harder (Passive): Gurron's range increases by +50 for every 10 Strength, starting at 100 range.

Hero 1: Jeeollurjee (Active): Gurron has spent enough time throwing big rocks at things to know what types of rocks are good for throwing and which ones aren't. Targets a small area. Units in the AoE are debuffed depending on the type of terrain Gurron is standing on.
** Sand or dirt: Curse
** Rock or tile: Stun
** Lava: Incinerate (Gurron takes damage as well)
** Ice or snow: Frost attack
** Grass: No effect

Hero 2: Rolling Stone (Active): Gurron rolls a big rock along the ground, pushing all units in its way backwards until it reaches the target location or hits a wall or obstacle.

Hero 3: Really Big Rock (Channeling): Gurron grabs an enormous chunk of rock under him and pulls at it until he can throw it at the enemy, dealing AoE damage and stun. Channeling time reduces with Strength.

Ultimate (Active): Fastball Special: After years of training, Gurron has finally mastered the art of throwing things other than rocks. Throws a random nearby unit or destructible at the target area, damaging all units inside including the thrown unit. Damage and radius depend on unit's HP and Gurron's Strength. Ability fails if there are no suitable units nearby.
 
Level 28
Joined
Apr 6, 2010
Messages
3,105

Hero name: Snorri Smithsbane
Hero class: Warbreaker
Brief history/description: Snorri was apprenticed to a smith, but his fiery temperament prevented him from achieving any great success. He achieved considerable fame when he killed a knight clad head to toe in armor, and it was then that he found his true calling.
Main attribute: Strength
Main role: Damage
Secondary role: none
Hero is: melee
Attack speed is: slow
Attack type is: variable, hero
Move speed is: average
Model: Melee Dwarf
Other mechanics:

Normal 1: Hymir's Finger (Passive): Snorri's weapon is made of the melted-down armors of his foes, and only gets bigger with every enemy felled. Every time Snorri kills a unit with Heavy armor, his damage increases permanently.

Normal 2: Smithsbane (Active): Snorri's damage type changes to the one most effective against the targeted unit (Siege against Fortified, Magic against Heavy, etc.). Using it on himself reverts his damage to Hero.

Hero 1: If At First You Don't Succeed... (Passive): When Snorri is ordered to attack a specific unit, the unit's armor drops by X with every hit. The effect stacks with itself. Removed armor increases with level.

Hero 2: Imbue Weapon (Active): Targets a unit (including himself), giving the unit a random orb effect (Fire, Venom, Frost, etc.). Number of possible orbs increase with level (e.g. Fire, Lightning or Venom at level 1, add Darkness or Slow at level 2, add Frost at level 3...).

Hero 3: Dropping the Hammer (Channeling): Snorri concentrates his might into a single devastating strike. All units around him are knocked back, have reduced armor, and are stunned for a short while.

Ultimate (Active): Slow and Steady: Greatly increases Snorri's damage and grants him extra armor, HP and magic immunity, but decreases his movement and attack speed.
 
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