- Joined
- May 24, 2016
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Just spitting some ideas I have on how to seriously spice up the Undead race. Everything, 100% of these ideas can be achieved without requiring any kind of custom models or icons. However, some minor triggering might be needed.
Many of these ideas are meant to be taken as "for fun" or for a custom campaign, there's no way any of this is fair, balanced or fit for competitive gameplay.
Necopolis/Halls of the Dead/Black Citadel:
Graveyard:
Crypt
Gargoyle Spire
Slaughterhouse
Nerubian Ziggurat
Many of these ideas are meant to be taken as "for fun" or for a custom campaign, there's no way any of this is fair, balanced or fit for competitive gameplay.
Necopolis/Halls of the Dead/Black Citadel:
- A "Lift-off" ability, similar to night elves' Uproot. Lets the necropolis take off and slowly fly around. Can only be targeted as air unit and leaves behind a thin trail of blight underneath it.
- "Soul Seekers" ability that releases a Carrion Swarm reskinned as Spirit missiles, becomes stronger with each building tier.
- "Gargoyle Swarm" ability for Black Citadel. Allows you to load up to 4 Gargoyles into the Black Citadel, similar to loading Peons into a Burrow. For each Gargoyle loaded, the Black Citadel gains an unselectable Gargoyle that will automatically swarm around it in circles and lash out against any attacker within a certain range (similar to a Starcraft 2 Carrier's interceptors, except invincible)
- "Soul Seekers" ability that releases a Carrion Swarm reskinned as Spirit missiles, becomes stronger with each building tier.
- "Gargoyle Swarm" ability for Black Citadel. Allows you to load up to 4 Gargoyles into the Black Citadel, similar to loading Peons into a Burrow. For each Gargoyle loaded, the Black Citadel gains an unselectable Gargoyle that will automatically swarm around it in circles and lash out against any attacker within a certain range (similar to a Starcraft 2 Carrier's interceptors, except invincible)
Graveyard:
In addition to Attack/Armor upgrades, can now additionally train 3 types of Skeletons and houses upgrades for them;
Skeleton Warrior - 235HP, 14-15 normal dmg 2.00 sec, 1 armor heavy
Upgrade: "Hollow Interior" - Causes Skeleton Warriors to take 35% reduced damage from piercing attacks.
Skeleton Archer - 180HP, 11-14 piercing dmg, 1.50 sec, 0 armor medium
Upgrade: "Dead-eye" - Causes Skeleton Archer's attacks to have a 15% chance to deal triple damage.
Skeleton Mage - 160HP, 7-8 piercing dmg, 1.60 sec, 0 armor small
Upgrade: "Dark Embrace" - Turns the Skeleton Mage's attack type to Magic, gives them 50 points of Mana and the "Dark Mend" ability.
Dark Mend: 15 Mana to Restore 30 HP over 3 sec to a friendly undead or deal 15 dmg over 3 sec to a living enemy. (Auto-cast)
Skeleton warrior costs 85 gold, archer 95 and mage 105 gold. Each cost only 1 food and each take just 12,13,14 seconds to train.
Skeleton Warrior - 235HP, 14-15 normal dmg 2.00 sec, 1 armor heavy
Upgrade: "Hollow Interior" - Causes Skeleton Warriors to take 35% reduced damage from piercing attacks.
Skeleton Archer - 180HP, 11-14 piercing dmg, 1.50 sec, 0 armor medium
Upgrade: "Dead-eye" - Causes Skeleton Archer's attacks to have a 15% chance to deal triple damage.
Skeleton Mage - 160HP, 7-8 piercing dmg, 1.60 sec, 0 armor small
Upgrade: "Dark Embrace" - Turns the Skeleton Mage's attack type to Magic, gives them 50 points of Mana and the "Dark Mend" ability.
Dark Mend: 15 Mana to Restore 30 HP over 3 sec to a friendly undead or deal 15 dmg over 3 sec to a living enemy. (Auto-cast)
Skeleton warrior costs 85 gold, archer 95 and mage 105 gold. Each cost only 1 food and each take just 12,13,14 seconds to train.
Crypt
- No longer trains Crypt Fiends and Gargoyles.
- Instead, only trains Ghouls and 3 unique types of Zombies
- Cannibalize now has a second research level called "Endless Hunger"
- Ghoul Frenzy is replaced with "Crypt Frenzy" and also has a second research level called "Unending Rage"
"Cannibalize" unlocks cannibalize.
"Undending Hunger" raises the Max HP of Ghouls, Abomination and all zombie types by 10% and gives their attacks 15% lifesteal.
"Crypt Frenzy" raises the attack rate of Ghouls by 15%. Raises the attack rate of Abomination and all zombie types by 5% and adds 15 flat movement speed to all mentioned.
"Unending Rage" raises the attack rate bonus for Ghouls to 25%. Raises the attack rate bonus of Abomination and all zombie types to 10%. Increases the movement speed bonus to 30. Additionally, Abomination gets a 25% cleaving attack effect, Ghouls get a harvest speed bonus and Zombies gain an extra 20 points of movement speed at night.
Gaper - 260HP, 10-11 normal dmg, 1.35 sec, 0 armor medium
Basic light combat unit. Can learn Cannibalize.
100 gold, 1 food, 14 sec
Lobber - 190HP, 7-9 siege dmg, 1.45 sec, 0 armor medium
Light ranged unit that lobs pieces of its own flesh, dealing siege damage. Suffers 8-12 points of self-inflicted bleeding damage over 4 seconds after each attack it launches. After all of its flesh has been shed (HP reaches 0), continues fighting as a lesser skeleton warrior for up to 20 seconds. Can't attack air units, does deal splash damage.
Lesser Skeleton Warrior has 135HP, 8-9 normal dmg, 2.00 sec, 0 armor heavy, does benefit from "Hollow Interior" upgrade.
115 gold, 1 food, 16 sec
Plaguer - 155HP, 7-8 normal dmg, 1.35 sec, 0 armor medium
Light melee unit with slower than average movement speed. Has the Infected Claws passive that deals 3 poison dmg/sec and turns enemies that die within 5 seconds after being struck into full HP Plaguers. Also benefits from the Disease Cloud and Abominable Infestation upgrade (but both nerfed).
130 gold, 1 food, 18 sec
- Instead, only trains Ghouls and 3 unique types of Zombies
- Cannibalize now has a second research level called "Endless Hunger"
- Ghoul Frenzy is replaced with "Crypt Frenzy" and also has a second research level called "Unending Rage"
"Cannibalize" unlocks cannibalize.
"Undending Hunger" raises the Max HP of Ghouls, Abomination and all zombie types by 10% and gives their attacks 15% lifesteal.
"Crypt Frenzy" raises the attack rate of Ghouls by 15%. Raises the attack rate of Abomination and all zombie types by 5% and adds 15 flat movement speed to all mentioned.
"Unending Rage" raises the attack rate bonus for Ghouls to 25%. Raises the attack rate bonus of Abomination and all zombie types to 10%. Increases the movement speed bonus to 30. Additionally, Abomination gets a 25% cleaving attack effect, Ghouls get a harvest speed bonus and Zombies gain an extra 20 points of movement speed at night.
Gaper - 260HP, 10-11 normal dmg, 1.35 sec, 0 armor medium
Basic light combat unit. Can learn Cannibalize.
100 gold, 1 food, 14 sec
Lobber - 190HP, 7-9 siege dmg, 1.45 sec, 0 armor medium
Light ranged unit that lobs pieces of its own flesh, dealing siege damage. Suffers 8-12 points of self-inflicted bleeding damage over 4 seconds after each attack it launches. After all of its flesh has been shed (HP reaches 0), continues fighting as a lesser skeleton warrior for up to 20 seconds. Can't attack air units, does deal splash damage.
Lesser Skeleton Warrior has 135HP, 8-9 normal dmg, 2.00 sec, 0 armor heavy, does benefit from "Hollow Interior" upgrade.
115 gold, 1 food, 16 sec
Plaguer - 155HP, 7-8 normal dmg, 1.35 sec, 0 armor medium
Light melee unit with slower than average movement speed. Has the Infected Claws passive that deals 3 poison dmg/sec and turns enemies that die within 5 seconds after being struck into full HP Plaguers. Also benefits from the Disease Cloud and Abominable Infestation upgrade (but both nerfed).
130 gold, 1 food, 18 sec
Gargoyle Spire
- Trains two units. Gargoyles and "Swarmgoyles".
- Swarmgoyles are half as expensive as normal Gargoyles but only have equal to 40% of the Hitpoints and DPS as their full counterpart.
- Swarmgoyles are trained in packs of 4 at a time (pay 4x gold cost and 4 food, but 4 Swarmgoyles come out when finished).
- Stoneform has two research tiers. The first unlocks standard Stoneform. The second level increases the regeneration rate from 8 to 12Hp/sec and turns their armor type while in Stoneform from Unarmored to Fortified and their regular armor type from Unarmored to Heavy.
- Regular Gargoyles are 1.10x bigger and Swarmgoyles like 0.85x scale and vertex-colored to 190/190/190 or something to tell them apart.
- Also, just generally boost their anti-ground dps and nerf some of their anti-air dps. You know you want it.
- Swarmgoyles are half as expensive as normal Gargoyles but only have equal to 40% of the Hitpoints and DPS as their full counterpart.
- Swarmgoyles are trained in packs of 4 at a time (pay 4x gold cost and 4 food, but 4 Swarmgoyles come out when finished).
- Stoneform has two research tiers. The first unlocks standard Stoneform. The second level increases the regeneration rate from 8 to 12Hp/sec and turns their armor type while in Stoneform from Unarmored to Fortified and their regular armor type from Unarmored to Heavy.
- Regular Gargoyles are 1.10x bigger and Swarmgoyles like 0.85x scale and vertex-colored to 190/190/190 or something to tell them apart.
- Also, just generally boost their anti-ground dps and nerf some of their anti-air dps. You know you want it.
Slaughterhouse
- Trains Abomination, Meat Wagons, Lurkers (4th Zombie type) and Engorged Bletchers
- Meat Wagons requires (and spends) loaded corpses in order to launch their Siege attack, otherwise, they have a 26-30 damage Melee attack that deals Normal damage with 2.20 sec atk spd
- Has the Meat Wagon Plating, Abominable Infestion, Disease Cloud and Potent Disease Cloud upgrades.
- Trains Lurker zombies
Engorged Bletcher - 380HP, no attack, 2 medium armor.
Smaller abomination stuffed to the brim with bile and plague. Serves as a fast-moving kamikaze unit.
Deals 75 damage in it's direct vicinity and 50 splash damage in a medium area. Also automatically explodes upon HP reaching 0. Upon death, spawns a plague cloud, 1 random zombie type and 1 random skeleton type that last 20 seconds each. In addition to those, also spawns 3 Ferocious Maggots if Abominable infestation is researched.
Lurker - 440HP, 17-19 normal dmg, 3.00 sec, 1 armor medium
Melee melee combatant. Is nearly blind, very slow and rapidly loses HP during day, but becomes fast and deadly at night.
(150 mov spd at day, 300 at night. 3.00 sec atk spd at day, 1.50 sec at night. -22 HP/sec at day.)
Meat Wagon Plating (upgrade) - Reinforces the Hull of the Meat Wagon, making it more suitable for melee combat. Adds +200 HP and +1 armor per tier of Unholy Armor upgrades researched at the Graveyard.
Abominable Infestation (upgrade) - Causes Abomination, Engorged Bletcher and certain zombie types to release Ferocious Plague Maggots on death. (4 for abomination and Engorged Bletcher, 1 for Plaguer zombie).
Ferocious Plague Maggot - 100HP (-5/sec), 4-5 normal dmg, 0.70 sec, 0 armor medium
Very fast critters that rapidly lose hitpoints as soon as they leave their host, however, they don't have a timed life duration and prolong their duration by feasting on living flesh.
(they lose 5hp/sec, their attacks have 300% life steal.)
Disease cloud - Regular Disease Cloud (120 dmg over 120 sec), for Plaguer zombie type its 30 dmg over 30 sec.
Virtuous Disease Cloud - Now deals 90 dmg over 60 seconds instead and can actually be lethal and units that die from it infect other nearby units. Plaguer Zombies, Engorged Bletchers and Abomination now leave behind a special virtuous Disease Cloud that in addition to infecting units also deals 8 dmg/sec to all living enemy units in it.
Spawns a medium cloud for Abomination and Engorged Bletcher that lasts for 12 sec. Plaguer zombies and living enemies that die spawn a smaller one that lasts 6 sec.
Any infected unit that dies within a cloud turns into a full HP Plaguer zombie.
- Meat Wagons requires (and spends) loaded corpses in order to launch their Siege attack, otherwise, they have a 26-30 damage Melee attack that deals Normal damage with 2.20 sec atk spd
- Has the Meat Wagon Plating, Abominable Infestion, Disease Cloud and Potent Disease Cloud upgrades.
- Trains Lurker zombies
Engorged Bletcher - 380HP, no attack, 2 medium armor.
Smaller abomination stuffed to the brim with bile and plague. Serves as a fast-moving kamikaze unit.
Deals 75 damage in it's direct vicinity and 50 splash damage in a medium area. Also automatically explodes upon HP reaching 0. Upon death, spawns a plague cloud, 1 random zombie type and 1 random skeleton type that last 20 seconds each. In addition to those, also spawns 3 Ferocious Maggots if Abominable infestation is researched.
Lurker - 440HP, 17-19 normal dmg, 3.00 sec, 1 armor medium
Melee melee combatant. Is nearly blind, very slow and rapidly loses HP during day, but becomes fast and deadly at night.
(150 mov spd at day, 300 at night. 3.00 sec atk spd at day, 1.50 sec at night. -22 HP/sec at day.)
Meat Wagon Plating (upgrade) - Reinforces the Hull of the Meat Wagon, making it more suitable for melee combat. Adds +200 HP and +1 armor per tier of Unholy Armor upgrades researched at the Graveyard.
Abominable Infestation (upgrade) - Causes Abomination, Engorged Bletcher and certain zombie types to release Ferocious Plague Maggots on death. (4 for abomination and Engorged Bletcher, 1 for Plaguer zombie).
Ferocious Plague Maggot - 100HP (-5/sec), 4-5 normal dmg, 0.70 sec, 0 armor medium
Very fast critters that rapidly lose hitpoints as soon as they leave their host, however, they don't have a timed life duration and prolong their duration by feasting on living flesh.
(they lose 5hp/sec, their attacks have 300% life steal.)
Disease cloud - Regular Disease Cloud (120 dmg over 120 sec), for Plaguer zombie type its 30 dmg over 30 sec.
Virtuous Disease Cloud - Now deals 90 dmg over 60 seconds instead and can actually be lethal and units that die from it infect other nearby units. Plaguer Zombies, Engorged Bletchers and Abomination now leave behind a special virtuous Disease Cloud that in addition to infecting units also deals 8 dmg/sec to all living enemy units in it.
Spawns a medium cloud for Abomination and Engorged Bletcher that lasts for 12 sec. Plaguer zombies and living enemies that die spawn a smaller one that lasts 6 sec.
Any infected unit that dies within a cloud turns into a full HP Plaguer zombie.
Nerubian Ziggurat
-
- Buildable from Acolytes like any other building, has no tech requirement and similar cost/build time as crypt.
- Trains Broodguard, Crypt Fiend, Darkweaver, Obsidian Statue and Underlord
- Building can be upgraded for 240 gold / 140 wood to gain a 27-32 damage AoE attack that inflicts slowing frost effect (requires black citadel)
- Houses many, many upgrades (I'll go over them first)
Drain Vigor - [Upgrade]
Has two levels, first tier requires Halls of the Dead, second tier needs Black Citadel + Tomb of Relics.
Allows Crypt Fiends attacks to drain vigor from their foes, restoring 1 hit point for every 8 damage dealt and 1 mana for every 4 damage. Also raises their mana capacity from 0 to 150.
On tier 2 of this upgrade, restores 1 HP per 6 damage and 1 mana per 3 damage. Also raises their mana capacity from 150 to 250.
Necrotic Incubation - [Upgrade]
Causes Broodguard and Darkweaver to spawn a Hatchling upon death. Enables Crypt Fiends to use their accumulated mana to birth eggsacs or spawn additional Hatchlings when perishing. Causes Underlords to spawn 2 Carrion Beetles.
Birth Eggsac costs 125 Mana. The Crypt Fiend spawns 1 guaranteed Hatchling on death and 1 extra for every 75 mana it has at the point of perishing.
Eggsacs are wards that have 200HP and lose 10HP per second once placed. They bring forth 1 Hatchling every 4 seconds until their HP runs out.
Hatchling - [Summoned Unit]
140HP, 6-7 normal dmg (1.00 sec), 1 heavy armor. (doesnt benefit from regular atk/armor upgrades)
Lasts 20 seconds. Has a tiny collision size and fast movement speed. Benefits from Spiked Carapace.
Spiked Carapace - [Upgrade]
Outfits Broodguard, Crypt Fiend, Darkweaver, Hatchling, Underlord and Carrion Beetle with a spikey carapace that reduces damage taken from all melee attacks by 2 and hurts melee attackers for 4 points damage with each successful attack they land.
Special: This effect synergizes with the Crypt Fiend's Drain Vigor.
Broodguard - [Unit]
190 gold, 3 food, 26 sec train time
An undead Nerubian warrior with high defense, but has less potent offensive capabilities. Particularly effective when surrounded by large quantities of Hatchlings.
580 HP, 14-15 normal damage (1.80 sec), 1 heavy armor.
Special: Broodguards passively gain +1 point of armor and +2 HP regen/sec for every Hatchling (owned by the same player) around it within a radius of 500.
When a Hatchling within 500 range perishes for any reason, the Broodguard temporarily gains +10% attack damage, +5% attack and movement speed for 8 seconds, stacking up to 5 times. Whenever a stack of this effect is gained, the overall duration is extended to 8 seconds.
Darkweaver - [Unit]
Requires Temple of the Damned.
210 gold, 45 wood, 3 food, 32 sec train time
Medium supportive spellcaster that can infest living enemies, place damaging wards and heal friendly undead.
400HP (440/480 with caster training), 9-17 magic damage (1.75 sec), 0 heavy armor. 200/325/450 mana (training)
Infest - [Q]
50 Mana, autocast. Has a melee cast-range.
The Darkweaver creeps up an enemy living unit and plant an egg, infesting the unit.
Deals 2 damage to the affected unit per second, or 4 damage if the target is standing on blighted ground.
If the unit perishes while infested, a Hatchling will rise from its corpse.
Infest lasts 15 seconds.
Mending Blight - [W]
125 Mana, 7 sec cooldown, requires Adept training.
The Darkweaver creates a small circle of blighted ground in a target location. All friendly units within the affected area gain the Mending Blight buff, increasing their regeneration rate by 5 additional points while standing on blighted ground for 20 seconds. (only works on blight).
Soularium Crystal - [E]
200 Mana, 30 sec cooldown, requires Master training.
The Darkweaver deploys a Soularium Crystal on the battle-field (same crystal floating above spirit towers).
The Crystal is a ward that has 250HP and lasts up to 45 seconds.
On its own, it does nothing. But whenever any living unit within a 700 range of the Crystal dies, the Crystal will absorb the dying unit's spirit and suck it into the Twisting Nether.
For each collected soul, the Crystal will immediately fire a dark missile that either deals 60 spell damage to a random living enemy unit or restores 60HP to a random friendly undead unit. Maximum cast-range for this is 700.
Underlord - [Unit]
380 Gold, 100 wood, 5 Food, 58 sec train time. Requires Black Citadel and Crypt Lord hero.
Underlords serve as the personal elites to guard or accompany the mighty Crypt Lords. They possess a large health-pool, high defense and the ability to summon their own Carrion Beetles and release swarms of Locus.
850 HP, 34-42 normal damage, 2.00 sec, 4 heavy armor. Has 150 mana
Carrion Beetle - [Q]
40 mana, 6 sec cooldown, autocast
Raises a corpse into a Carrion Beetle for 45 seconds. Benefits from Skeletal Longevity. Can have up to 2 per Underlord.
Locust Swarm - [W]
100 mana, 25 sec cooldown
Releases up to 6 locust for 20 seconds. Each Locust will attempt to drain 8-12 hit points from an enemy every 3 seconds. When the duration of the spell is over, all Locust return to the Underlord and restore him for half of the damage they dealt.
Special: Underlords only generate Mana when accompanied by a Crypt Lord hero at a rate of 2 mana/sec and their Carrion Beetle spell no longer requires a corpse to be cast. Has to be within 800 range to take effect.
Each Underlord within the effective 800 range will redirect and absorb 10% of the damage dealt against the Crypt Lord onto itself.
- Massive changes to Necromancers and Banshee
- Rather than house a ton of different new units, Temple of the Damned unlocks various units elsewhere as techtree requirement
- Allows Darkweavers to be trained at the Nerubian Ziggurat and allows Acolytes to upgrade themselves/morph into Cultists
- Also trains Lichborn and Necromaster
First, MAJOR changes to Raise Dead:
Necromancers will have a spellbook with 3 different variations of Raise Dead. Raise Dead only raises 1 skeleton from a corpse, either a Warrior, Archer or Mage. The player can choose which within the spellbook and set the desired variation of auto-cast.
All 3 skeletons are unlocked from the start, but they got very special attributes and mechanics.
Skeletons no longer have timed life, at all. They are permanent. But each Necromancer can only raise one minion, raising a second will replace the first.
However, when a skeleton is over 1200 range away from its summoner, its HP will start to decay at 4%/sec.
Skeleton Warrior has 235HP, 14-15 normal dmg 2.00 sec and 1 heavy armor
When summoned, the warrior is Soul Linked to its master to absorb/redirect 40% of the damage taken by its master onto itself. This link is severed when the master is over 1200 range away from its minion. Skeleton warrior also takes 35% reduced damage from piercing damage.
Skeleton Archer - 180HP, 11-14 piercing dmg, 1.50 sec, 0 medium armor
When summoned, the Archer starts to emit a single-target aura that raises its master's attack damage by 5 points. This aura is destroyed when master and minion are over 1200 range apart. Also, the attacks of the Skeleton Archer have a 15% chance to deal triple damage.
Skeleton Mage - 160HP, 7-8 magic dmg, 1.60 sec, 0 small armor and 50 mana.
When summoned, a pact is cast between the mage and necromancer. When the Necromancer is struck by a fatal blow, the Skeleton Mage will sacrifice itself, instantly destroying the skeleton mage and adding its current HP and 50% of its mana to the Necromancer in an attempt to prevent his death.
Does not work if 1200 range away.
Skeleton mage can also use its mana to cast "Dark Mend"
15 Mana, 4 sec Cooldown, Auto-cast
Restore 30 HP over 3 sec to a target friendly undead. Can also be cast on enemy living units instead to deal 15 damage over 3 seconds. Each point of damage dealt this way will restore 1 point of mana to the necromancer who summoned the mage, but this doesnt work if 1200 range away.
Researching the Skeletal Mastery Upgrade that usually unlocks mages now instead allows each Necromancer to summon an additional skeleton without the first being replaced.
Effects of each skeleton type will stack and synergize.
- 2 Skeleton Warriors will redirect 80% of damage taken by the necromancer, equally split between the two
- 2 Skeleton Archers will increase the Necromancer's attack damage by 10 points
- 2 Skeleton Mages will both sacrifice at the same time
Skeletal Longevity will grant skeletons +1 Hp/sec while in 1200 range of its summoner that stacks with On-blight regeneration.
Secondly, Unholy Frenzy is also MASSIVELY changed:
Unholy Frenzy is now a channeled ability. Costing 40 mana to start casting and then cost 8 mana/sec to maintain. Has a cast-range of 500 and a "leash" range of 900.
Throws a target non-heroic unit into a self-destructive frenzy, raising attack rate by 125% and movement speed by 25%. The affected unit takes equal to 4% of its max hp every second as long as the necromancer remains channeling.
Can also be cast offensively on enemies to destroy them with the 4% hp/sec damage, but they will benefit from the attack rate and movement speed boost just as much.
Necomancers are unable to move or attack while channeling and any form of stun, silence, moving out of the leash range, running out of mana, ect will instantly sever the effect and force the necromancer to pay the 40 mana 'start-up fee' again.
Cannot, under any circumstance be cast on heroes.
Special: When Unholy Frenzy is cast on a Necromancer's minion it doesnt need to be channeled (still consumes 40 mana) and instantly grants the 125% attack rate and 25% movement speed boost for 8 seconds (saves 64 mana). Also only damages their minion for 1%hp/sec instead of 4.
Lastly, Cripple.
Cripple remains largely the same, except for a synergizing effect with Unholy Frenzy.
If the Necromancer channels Unholy Frenzy on an enemy unit already affected by Cripple, the duration of Cripple is extended by 1 sec for every second the Necromancer spends channeling and during this time, Cripple can also no longer be dispelled. The attack rate and movement speed boost from Unholy Frenzy is entirely negated and to maintain the channeling of Unholy Frenzy will only cost the Necromancer 4 mana/sec instead of 8.
Banshee
I hate banshees. Curse is lame, magic shield is too situational and possession punishes you with an increase in food usage. But thats just my opinion, they are probably one of my least favorite units. So here's how, in my eyes at least, they become fun, enticing and interesting.
When a Banshee is trained, they will enter the battlefield ethereal (invisible, cant attack) just like Tauren Spirit Walkers. They have different abilities while ethereal and a different set when corporeal.
(in Ethereal form)
Haunt - [Q]
The banshee flies over a target enemy unit and haunts it. Even if revealed, the banshee counts as a flying air unit while in this state. The banshee is always above the unit, even if it moves. (Imagine like a Huntress' sentinel above a tree, but the tree is moving) Haunt doesnt cost mana, but prevents the banshee from literally performing any other action until Haunt is manually cancelled.
Haunted targets deal 25% reduced damage and receives 25% more from all sources.
A banshee can only haunt one target and cannot haunt heroes.
(in Corporeal form)
Deafening Screech - [Q]
50 mana, 5 sec cooldown
Silences a target enemy for 10 seconds. Cannot be cast on Heroes.
Special: When cast of an actively Haunted unit, the unit is also stunned for 3 seconds.
Mana Shield - [W]
25 Mana, 10 sec cooldown
Surrounds the Banshee with a magical barrier that absorbs 75% of incoming damage, but burns 1.5 point of mana for each point of prevented damage.
Special: When out of mana (mana shield breaks) the banshee will automatically attempt to fade into Ethereal form, turning invisible over 4 seconds.
Possession - [E]
250 mana, default possession
EXCEPT, the possessed unit will always cost 2 food, regardless of what its original food cost.
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