Alrighty then. Let's get going.
Demolisher
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.
Abilities:
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.
Mutologist
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.
Abilities:
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.
Elementalist
Weak and fragile, Elementalist's strength lies within his summons. 3 of his spells are based off Tornado (channeled summon).
Model: Archmage
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).
Abilities:
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.
Elemental's abilities:
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%.
Elemental's abilties:
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%.
Elemental's abilties:
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.