Alrighty then. Let's get going.
Highly unstable and dangerous hero. He's friendly in his heart, but it only adds a new meaning to the phrase "friendly fire".
Model: Goblin Sapper
Main Attribute: Intelligence
Very slow ranged attack (range 500); I'd use some grenade missile from the site, but Drunken Haze missile + explosion effect at end would work as well. Damage goes splash and can damage allies, if they are close to Demolisher's target.
Keg of Powder - hides a keg of gunpowder on the ground, with a lighted fuse. after 10 seconds the keg explodes, dealing X damage to all nearby units.
Nitroglicerine - tosses a bottle of nitroglicerine at target location, which explodes, dealing X damage to all nearby units, if:
a) there are any units in area of effect (otherwise it lies there as a unit)
b) it is hit
c) anyone passes nearby
d) an explosion (including Demolisher's auto-attack attack!) occurs near it.
Pyromanic Glee - Passive. Restores X mana to the Demolisher when he kills something with an explsion (well, that means any of his attacks =)). With Y% chance (Y is approx. 4% on rank 1 and 16% on rank 4) resets all cooldowns for Demolisher.
Experimental Explosive - Ultimate - Dangerous thing. Never know what will happen. What may happen:
10% - the Demolisher explodes in a fascinating fountain of blood;
15% - the Demolisher deals X damage to everything within 700 range;
15% - the Demolisher unleashes a wave of fire, dealing Y damage to everything in front of him, up to 1000 away.
7% - The new explosive not only works, but it also appears to posses some magical qualities... Every enemy within 1000 range vanishes in a spectacular explosion.
15% - Dud. Nothing happens.
15% - The chunk of explosive falls apart, and the Demolisher quickly puts the smaller chunks into his explosive bottles. Demolisher's attack damage is increased by 100% for 15 seconds.
20% - Unbelievable! It works! The Demolisher manages to toss the explosive before it goes off in his hand, dealing X damage to a random enemy within 700 range and all enemies around it.
2% - The Demolisher is launched into the sky (acidentaly) and slams at random point, dealing Z damage to everything within 700 range of the landing point.
1% - The Demolisher and anything within 1000 range vanish in a tremendous mushroom-shaped explosion.
Another unstable Hero, but of different kind. Also, this one is sci-fi.
Model: Marine (or Witch Doctor, if you keep it fantasy)
Main Attribute: Intelligence
Attack speed is average, hits in melee.
Regenerate - Heals target for X and additional X over 10 seconds.
Virulent Mutagen - Deals Y bonus damage to the target. If target dies, it turns into Mutated Spawn (the Spawn hasn't got multiple levels, like Dark Minion). Auto-cast, based off Black Arrows.
Enhancing Mutation - Increases random attribute of the target Hero by 1. Loooong cooldown and huuuuge mana cost.
Prototype Genes - Ultimate. With 33/50% (on ranks 1 and 2 respectively) chance turns the target Hero into a killing machine of doom (not literally) for 30 seconds. With 33/25% turns the Hero into Mutated Spawn.
The thing about Mutologist, is that all his spells only have 60% chance to work as intended. Genetics are a delicate thing. So:
60% - spell works as intended.
5% - in a surge of regenerative mutation target is restored 100% health.
5% - in surge of enhancive mutation target's attributes are increased by 1 each. If target is not a Hero, nothing happens.
5% - target loses 50% health from a noxious mutation.
5% - target dies.
5% - target turns into a Mutated Spawn.
5% - target turns into a hostile Mutated Spawn.
5% - nothing happens.
5% - target becomes invulnerable for 10 seconds, with 100% increased damage and endless mana. After that it dies.
Weak and fragile, Elementalist's strength lies within his summons. 3 of his spells are based off Tornado (channeled summon).
Main Attribute: Agility
Low health, slow and weak melee attack, he is not made for combat. High movment speed only proves that (he who runs away, lives to fight another day).
Fire Elemental - Summons a fire elemental (lava spawn model), with powerful long-ranged (800) attack. The Elementalist gains a damage shield for the duration of the summon, dealing damage equal to Elementalist's total health to anyone who hts him.
Incinerating Surge - blasts enemies in front of the elemental with hungering flames, dealing X damage per target. Maximum range 1000. (Based off Forked Lightning, with Spirit Link lighting)
Living Flame - Passive. Deals X damage to anyone attacking the elemental.
Firestorm - Deals Y damage per second to all enemies within 700 range. Based off Starfall.
Water Elemental - summons a water elemental with a powerful short-ranged (400-500) splash attack. The Elementalist gains a frost shield for the duration fo the summon, rooting in place anyone who hits him and reducing their attack speed by 200%.
Waterfall - deals X damage to all enemies within 500 range and stuns them for 1 second. Deals double damage and double stun to enemies in the Elemental.
Tidal Wave - unleashes a tidal wave, dealing Z damage to all enemies in its path and healing allies for same amount. Has short range (500) but wide AoE.
Healing Waters - Passive. Periodically heals all allies that stand in the Elemental. (the elemental has no collision size)
Earh Elemental - summons an earth elemental (Mountain Giant model), with stunning melee attack and very large collision size. The Elementalist gains a shield for the duration of the summon, reducing all damage he takes by 95%.
Stone Shatter - the elemental sacrifices 5% health to summon a Stone Elemental (golem model), which has a bunch of hp, small damage and stunning attack.
Earthquake - mix of Thunder Clap, Howl of Terror and Taunt.
Rock and Stone - Passive. Reduces all damage taken by the Elemental by X. Based off hardened skin.
Air Elemental - Ultimate. Summons an elusive air elemental, which assumes a viage of the Elementalist (Ghost Antonidas model). This spell is not based off Tornado. Air Elemental has all three elemental summon spells (rank 2 of each on rank 1, rank 4 of each on rank 2), allowing two elementals up simultaneously. Elementals' shields affect only the original Elementalist and same shields do not stack. Air Elemental has a 95% chance to totally negate any damage taken (based off hardened skin), but only 1 hp.