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Hero Brainstorm

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hey i need some brainstorming here i need 8 heros with a list of spells they learn like Nature wraith ect....

ive gotton 2 working on 3 heros done but i nd 8 more D: AND I CANT THINK OF ANYTHING :( idc wat race they are cause there mercanaries with orcs ^^

Eg.
Bender - Single Unit Chain Unit Mage
Spells: -
1. Water Wheel - makes water out of a trees destorying that tree and creating a 1 shot damage spell. a unit patrolls around the caster untill the water attacks a enemy then disapears
2. Chain Entangleing roots - like chain lightning only it entagnles them inside roots
3. Rock Spires - that undead spell that makes units fly into the air
4. Air Sheild - Blocks off a area dealing massive damage for 2 seconds and unblocks the area.

kk get the idea good start making hero ideas ITS UP TO YOU NOW ^^

oh yah forgot to mension the name
From The Horde Custom Campaign!
 
Level 12
Joined
Feb 7, 2008
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Hero name: Orkuz and Morkuz.
Type: 2 heroes in 1 (equals power of 1 normal hero), melee warrior (orkuz) and shaman (Morkuz).

Orkuz' Spells:
1st spell: Iron Barrier.
Effect: Gives Orkuz bigger armor by (3/5/8). At level 3, he gains spikes in the armor, reflecting 20% of the damage back to the attacker (melee only). Based on the cryptlord spiked carapace-skill.

2nd spell: Throw Axe.
Effect: Orkuz throws his axe at the enemy, dealing (100/200/300) damage and stunning for (2/3/4) seconds. Based on hurl boulder skill.

3rd spell: Commander Aura.
Effect: Gives (10%/20%/30%) more damage to everyone nearby. Based on Command Aura.

Ultimate: Grunt Championship.
Effect: Gives Orkuz +30 dmg, +3 armor, +30% attack speed and +40% movement speed. Based on normal attribute bonuses (4 different skills)

Morkuz Skills.
1st spell: Storm Ward.
Effect: Spawns a ward in selected area wich casts Moonsoon (make it customly) near it, dealing (50/100/150) damage by each bolt.

2nd spell: Shamanic Wave.
Effect: Heals allies by (200/400/600) hp and bounces 5 times, each time healing less HP. Can bounce to enemies, dealing (100/200/300) damage per enemy (decreases each bounce).

3rd spell: Magic Bolts.
Effect: At level 1, shoots normal firebolt, dealing (100) damage and stunning for 2 seconds. At level 2, shoots both firebolt and frostbolt, dealing (300) damage and stunning for 4 seconds. At level 3, shoots firebolt, frostbolt and deathcoil, dealing (700) damage and stunning for 6 seconds.

Ultimate: Storm Earth and Fire.
Effect: Causes a moonsoon, dealing (50/100/150 dmg, depending on storm totems level) dmg, causes a Earthquake, dealing damage to nearby buildings (100 per second) and slowing units by (30%). And shoots firebolts randomly on enemies (2s delay), dealing (100) dmg per bolt, stunning for (1) second. Lasts 30 seconds.
 
Level 14
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Jul 16, 2009
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1,568
Gaz Boomstrike - A goblin that has joined the Horde.

First Spell: Boom! - Sets up a barrel of explosive stuff at the target point, exploding after 5 seconds, dealing 200 damage.

Second Spell: Upgrade to KAHBOOM! - Upgrades Boom! spell to Kaboom! adding 200 more damage to the bomb.

Third Spell: Heartseeker Rocket - Shoots a rocket that follows the target. When the rocket hits, it will blow up doing 200 damage to target and 100 damage at 400 AoE.

ULTIMATE: Armageddon Bomb - Tosses 8 barrels at target area, trapping enemy units inside them. The bombs will explode after 5 seconds doing 1000 damage inside the ring, and 300 damage outside the ring.
 
Level 12
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Argadal the Doomguard.

Story: Argadal was just a normal Doomguard, when he got bored and went to a walk. During it, he slaid 6 human females and 10 human males. When he saw a helpless orc child, he was ready to swing and kill it, but he stopped. He dropped his sword and fell on his knees. Afterwards he wandered in the orc lands, looking for someone to train him, until his master Gra'G found him and trained him. Now Ardagal is the most fierce warrior of the Orcs, but it was never found out, what made him turn his back on his former leaders...

Spell Nr.1: Weapon Mastery.
Description: As Argadal gets more and more experience, he will start to be able to hand more and more powerful weapons.
Level 1: A huge axe, giving +50 damage but -10% att speed.
Level 2: A huge blade, giving +55 damage, -5% att speed and 50% cleave.
Level 3: Normal doomguard blade, giving +70 damage and 50% cleave. Leaves the enemy hit burn in agony.
Level 4: The Blade of Mannoroth (doublesided), able to hit 360%, giving 100% cleave and +100 damage, but -15% att speed.

Spell Nr. 2: Orcish Magic Training (if picked, cant pick Spell Nr. 3 anymore).
Description: Argadal learned the Orcish adventages on fight and uses them.
Level 1: Gives Chain Lightning.
Level 2: Gives Healing Wave.
Level 3: Gives War Stomp.
Level 4: Gives Mirror Image (takes 150% damage and deals 50% damage).
Level 5: Gives Hex, improves Chain Lightning.
Level 6: Gives Big Bad Voodoo, improves Healing Wave.
Level 7: Gives Reincarnation, improves War Stomp.
Level 8: Gives Master Orcish training, improving CL by 1 lvl, HW by 1 lvl, WS by 1 lvl, MI by 1 lvl, Hex by 2 lvls, Big Bad Voodoo by +20s lenght and Reincarnation by -30s cooldown.

Spell Nr. 3: Demonic Magic Training. (cant get Orcish Training if picked)
Description: Argadal uses the Demonic Trainings he got in the other world.
Level 1: Gives Rain of Fire.
Level 2: Gives Life Leech (dark ranger skill).
Level 3: Gives Howl of Terror.
Level 4: Gives Dark Portal.
Level 5: Gives Inferno, improves Rain of Fire.
Level 6: Gives Charm, improves Life Leech.
Level 7: Gives Doom, improves Howl of Terror.
Level 8: Gives Demonic Mastery, increasing Rain of Fire with 2x wider AoE and dmg, Improves Life Leech to Multi-Leech (steals both life and mana), improves Howl of Terror to give dmg bonus to allies, Improves Inferno to spawn 2 infernals (rain of chaos), Improves Charm to controll up to lvl 8 foes, Improves Doom to kill enemies double as fast, last double longer and -30s cooldown.

Ultimate: Inner Rage.
Description: Increases Argadals power the more damage he receives.
Level 1: at 75% hp, gives double attack speed. At 50% hp, gives double armor and damage. At 25%, gives doubled everything.
Level 2: At 75% hp, gives double att speed & dmg. At 50% gives double armor and stats.
Level 3: At 50% gives doubled everything.
 
Level 12
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Drenzagal the Warrior Demon
A note: this is like Argadal but a slightly better skills

Story: Drenzagal was an elite warrior of a demonic army, but nobody knows for sure, how or why he joined with the orcs. Some people say he fell in love with an orc female, others say that he wanted to learn the brutish fighting styles of Orcish Horde, but nobody knows for real...

Hero Description: A Strenght based hero, master of melee combat. Has alot of passive skills to himself, making him very strong fighter. Recommended for people who likes to Hack 'n Slash instead of cast 'N Run.

Spells:

Nr 1: Equipment Mastery.
Description: Each level gives a new equipment or upgrades existing one.
Level 1 (automaticly at startup): Gives a normal sword, armor and leggings. (+10 dmg, +5 armor)
Level 2: Gives a helm and shoulderpads. (+3 armor)
Level 3: Gives another sword, gives Gloves and Boots. (another +10 dmg, +15% att & mov. speed)
Level 4: Upgrades helm, shoulderpads and starting weapon (+2 armor, +15 damage)
Level 5: Upgrades armor and leggings. (+3 armor)
Level 6: Upgrades the other hand sword, gloves & boots (+10 dmg, +15% att & mov. speed)
Level 7: Upgrades both swords. (+20 dmg)
Level 8: Removes all equipment and gives whole new models to them. (+2000 HP, 33% cleave)

Total ammounts:
Level 1-2 = 10 dmg, 8 armor.
Level 1-3 = 20 dmg, 8 armor, +15% att/mov speed.
Level 1-4 = 35 dmg, 10 armor, +15% att/mov speed.
Level 1-5 = 35 dmg, 13 armor, +15% att/mov speed.
Level 1-6 = 45 dmg, 13 armor, +30% att/mov speed.
Level 1-7 = 65 dmg, 13 armor, +30% att/mov speed.
Level 1-8 = 65 dmg, 13 armor, +2000 HP, +30% att/mov speed, 33% cleave.

Nr. 2: Trick Master.
Description: Drenzagal starts to remember his old skills, making him more faster and clever.
Level 1 = 10% evasion, 10% critical, 5% bash.
Level 2 = 20% evasion, 17% critical,10% bash.
Level 3 = 30% evasion, 24% critical, 15% bash.
Level 4 = 40% evasion, 30% critical, 20% bash.

Nr 3: Bittersweet Revenge.
Description: When Drenzagal dies, he will have a evil revenge.
Level 1 = Deals 20% of the killers max HP, drains 50% mana.
Level 2 = Deals 20% of the killers max HP, drains 50% mana, drains 10% of nearby enemies HP.
Level 3 = Deals 40% of the killers max HP, drains 75% mana, drains 20% of nearby enemies HP.
Level 4 = Deals 40% of the killers max HP, drains 75% mana, drains 20% of nearby enemies HP, cripples nearby enemies for 10 seconds.

Ultimate: Unleash
Description: Drenzagal unleashes all his powers at once, nearly killing him.
Level 1: Deals Drenzagals remaining HP + MP x 2 dmg to enemies in area of 1000.
Level 2: Deals Drenzagals remaining HP + MP x 2 dmg to enemies in area of 1500.
Level 3: Deals Drenzagals remaining HP + MP x 3 dmg to enemies in area of 2000, also kills every critter/neutral unit who are under level 6 in area of 4000.
 
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Level 8
Joined
Dec 7, 2008
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363
Malar
Devout Troll
Malar is devoted to the ways of the spirits and darkness. He can't be called a priest, but he isn't quite a warlock, Malar has mastered both the ways of good and evil to aid him in battle, though the different magic has conflicts if used together.

Nr 1 - Priesthood
Malar learns more about the spirits and light, giving him healing and hinderance spells.
Lvl1 - Holy Light
Lvl2 - Blink
Lvl3 - Spirit Summon (two ethereal spirits with attack)
Lvl4 - Blinding Star (AOE slow and causes enemies to miss on attack)
Lvl5 - Release Spirit (releases a spirit from a corpse, healing allies around it)

Nr2 - Path of Shadow
Malar learns more about the shadows, giving him damage and destruction spells.
Lvl1 - Shadow Bolt
Lvl2 - Life Void (AoE damage)
Lvl3 - Nightmare wave (Sleep spell in a line)
Lvl4 - Terrify (creates an evil spirit that scares off enemies from the area)
Lvl 5 - Condemn spirit (destroys a spirit of a corpse, damaging enemies around it)

Nr3 - Ethereal Conflict
When Malar acitvates dark and spirit spells in close succesion, a great explosion occurs that pushes enemies and allies away from Malar.
Lvl 1 - 2 seconds dif
Lvl 2 - 3 seconds dif
Lvl 3 - 4 seconds dif
Lvl 4 - 5 seconds dif
(By seconds, I mean the amount of time allowed between conflicting spells for the effect to occur)

Ultimate - Dangerous Concoction
Malar begins channeling spirit and darkness at the same time, releasing a swarm of ghosts and ghouls out onto the earth. All units (ally or enemy) that a ghost or ghoul pass through are damaged. If a ghost meets a ghoul, they detonate, slowing and damaging enemies and allies in the area around the detonation.
Lvl1 - channels for 10 seconds, slow lasts 2
Lvl2 - channels for 20 seconds, slow lasts 4
Lvl3 - channels for 30 seconds, slow lasts 6
 
Level 8
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Regar
Orc Pillager
Role - Combat control, Support

Nr1 - Rocky Collapse
Regar can use shamanism to shake the earth, dealing minor damage and slowing units in the AoE. Random units in the Collapse will be stunned for 1 second.
Lvl1 - lasts 5 seconds, 5% slow
Lvl2 - lasts 10 seconds, 10% slow
Lvl3 - lasts 15 seconds, 15% slow
Lvl4 - lasts 20 seconds, 20% slow
Lvl5 - lasts 25 seconds, 25% slow
Authors comment - a simple minor damage skill used to slow down enemies to let allies escape, buy more time, etc

Nr2 - Raiders torch
Regar strikes in the middle of the night, sword in one hand, flame in the other. When he activates the raiders torch, he and nearby allies gain increased vision and attack speed while Regar is slowed and has a mana drain keeping the torch lit.
Lvl1 - 5% attack speed increase
Lvl2 - 10%
Lvl3 - 15%
Lvl4 - 20%
Lvl5 - 25%
Authors comment - His support skill. Drains mana and slows him to allow his allies to get a boost in attack.

Nr3 - Pillage!
Regar is an expert pillager, so whenever he kills an enemy or razes a building, he loots the enemies possesions for a hearty profit.
Lvl1 - 5 gold
Lvl2 - 10
Lvl3 - 15
Lvl4 - 20
Lvl5 - 25
Authors comment - an unusual skill at that. Due to his lack of damage and mana sapping abilities, he requires gold to buy items to give him an edge.

Ultimate - Burn, Raze, Destroy
Regar can unleash a unique ability of his that has helped him destroy many a village. He channels shamanistic sulpher that slowly expands outwards, setting enemies on fire and throwing them into the air when they touch it. Flaming enemies take damage over time and are slowed.
Lvl1 - 100 damage over time.
Lvl2 - 200 damage over time.
Lvl3 - 300 damage over time.
(NOT per second)
Authors comments - a slow, damage over time and a ministun. Rocky collapse some enemies, run over, use this and it will be hard to avoid. If allies are with you, activate torch and beat them into the dirt!
 
Level 8
Joined
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Metek
Forge Troll

Nr1 - Forge Weapons
Metek can forge many new projectiles for him to fire, allowing him to produce great effects.
Lvl1 - Iron Spike (+attack, +attackspeed)
Lvl2 - Bloodsteel Javelin (above +range)
Lvl3 - Poisonveil Spear (above +Dot)
Lvl4 - Flamestar Pike (above +slow, +splash damage)
Lvl5 - Voodoo Lance (above +bash, +vampric)

Nr2 - Forge Spell
Metek knows the ways of the spirits and well as the furnace, so using magic he can forge spells from the depths of his forge. All of his spells deal damage, slow and give a DoT.
Lvl1 - Flashball (unit target with splash)
Lvl2 - Firetrail (point/unit target, like shockwave)
Lvl3 - Flamecall (point/unit target, returns to metek)
Lvl4 - Forgestrike (AoE target, two blasts)
Lvl5 - Furnaceslam (Nova of flamecalls and forgestrikes all around him)

Nr3 - Melt Attackers
Metek can use the might of the forge to hinder enemies by melting their equipment.
Lvl1 - Armour (-defence)
Lvl2 - Armour, Weapons (-defece, -attack)
Lvl3 - Armour, Weapons, Boots (-defence, -attack, -speed)
Lvl4 - Armour, Weapons, Boots, Gloves (-defence, -attack, -speed, -attackspeed)
Lvl5 - Armour, Weapons, Boots, Gloves, Helmet (-defence, - attack, -speed, -attackspeed, stun and silence)

Ultimate - Enchanted Knight
Metek uses his magical powers to channel life into a suit of armour. All of Metek's items and skills (except forge weapons) are transfered to the knight. The knight has a melee attack, but has a higher attack and defence and a cleaving attack. If Metek is killed while enchanting the knight, his items will return to him but he will suffer magical whiplash, being silenced for 10 seconds. Knight lasts 120 seconds before falling to peices.
Lvl1 - Knight has 150% of his attack, 30% cleave
Lvl2 - Knight has 200% of his attack, 60% cleave
Lvl3 - Knight has 250% of his attack, 90% cleave
 
Level 4
Joined
Mar 23, 2008
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Mur'kul - Murloc Champion

Acid Cloud - Mur'kul releases poisonous fumes in the air which infect the nearby enemy units giving them X dmg per second and XX -armor

Bigga Net - Mur'kul throws a gigantic net over his enemies who get entangled by it and won't be able to move for X seconds and reducing their damage by XX (they get so entangled they can't attack so well)

Throw Spear - Mur'kul throws a spear at his enemies knockbacking them and giving X dmg and XX -attackspeed.

Mur'kul ANGRY!!!(ultimate) - Mur'kul gets so angry at his enemies that when he gives in to his rage he gets twice as big and just starts running in random directions so that he tramples all units beneath him knocking them back and stunning them for a short period of time. Getting trampled damages X dmg and every hit that he deals damages him for XX. His health will be boosted by XXX while angry.
 
Level 14
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Tom - Master Engineer

Construct Catapult
Tom construcs a catapult, and then fires himself to the target. When Tom lands, the smash will deal 300 damage, knockbacking and stunning enemies. Tom will get damaged by 50 damage, and getting slowed.

Build Tower
Tom builds a tower, that deals 50 damage to everyone in 700 range of it. However, Tom must be inside it in order it to work. Tower's attack has 1 second cooldown, Piercing damage.

Professional Builder (Passive)
Bob is professional, having better IQ than most people. Gives 5+ Intelligence.

ULTIMATE: Construct Lazor of Doom
Bob builds a huge cannon that will fire a big lazer to the target. Deals 400 damage in a line.
 
Level 8
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Dec 7, 2008
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Krona
Tauren Prophet
Role: Support

Nr1 - Natural Fury
Summons a powerful creature that fights for Krona.
Lvl1 - Wisp
Lvl2 - Wolf (critical strikes)
Lvl3 - Bear (bash, critical strikes)
Lvl4 - Sasquach (bash, critical strikes, devotion aura)
Lvl5 - Ancient (bash, critical strikes, devotion aura, thorns aura)

Nr2 - Clouds of Vision
Grants vision of an area, plus an additional effect.
Lvl1 - Cloud (just vision)
Lvl2 - Dark cloud (reduces sight of enemies)
Lvl3 - Rain cloud (above, heals allies)
Lvl4 - Thunder cloud (above, slows enemies)
Lvl5 - Storm cloud (above, hurts enemies)

Nr3 - Astral Cage
Traps the spirits of enemies in an area. The further the bodies get from the spirits, the slower they become. If they reach the maximum distance, the spirit detonates, silencing the enemy and dealing damage.
Lvl1 - very long distance
Lvl2 - long distance
Lvl3 - medium distance
Lvl4 - small distance
Lvl5 - tiny distance
(By distance, I mean how far the enemies can get from their spirits before the effects come into play)

Ultimate - Hand of Fate
Creates a hand of fate over an area, causing enemies to be trapped under it, unable to attack, leave the hands shelter or cast spells. The enemies under the hand take damage over time.
Lvl1 - 50 damage over time
Lvl2 - 75 damage over time
Lvl3 - 100 damage over time
 
Level 8
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Dec 7, 2008
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Gontash
Kodo Alpha
Role: Damage

Nr1 - Roar of the Kodo
Gontash roars, scaring enemies and inspiring allies. Decreases enemies defence and increases allies attack.
Lvl1 - +5 attack, -1 defence
Lvl2 - +10 attack, -2 defence
Lvl3 - +15 attack, -3 defence
Lvl4 - +20 attack, -4 defence
Lvl5 - +25 attack, -5 defence

Nr2 - Stampede!
Gontash runs through an enemy, trampling it into the ground. The trampled enemy suffers an armour reduction and is stunned for 2 seconds.
Lvl1 - 50 damage
Lvl2 - 100 damage
Lvl3 - 150 damage
Lvl4 - 200 damage
Lvl5 - 250 damage

Nr3 - Warmarch
Whenever Gontash attacks an enemy, there is a chance the warmarch will begin. The warmarch causes all allies around Gontash to stun on their next attack and have double speed for a certain amount of time.
Lvl1 - 2 seconds
Lvl2 - 4 seconds
Lvl3 - 6 seconds
Lvl4 - 8 seconds
Lvl5 - 10 seconds.

Ultimate - Summon the Herd
Gontash summons some members of his herd into battle with him, each one having half the health and attack damage Gontash. The herd cannot get too far away from Gontash, else they will automatically return to his side. When Gontash orders a stampede, all of his remaining herd will run to the enemy, dealing half normal damage to it. All of his herd have warmarch.
Lvl1 - 3 members of the herd join him
Lvl2 - 4 members of the herd join him
Lvl3 - 5 members of the herd join him
 
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