I could use more character/hero concepts (credit will be given if used)

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Hi all,

In short, I'm making a MOBA (I have no delusions of it getting big/getting rich or famous off this; it's just something that my friends and I might play some day) and I could use more character concepts.

Here are two example characters I've made:

Note: all healing and damage scales with one of a character's attribute (intelligence, for all of these abilities)

Q: Fires a projectile that collides with the first enemy unit hit, dealing damage and stuns them for a brief duration

W: Heals an allied unit over time

E: Turns an allied unit invisible

R (Ultimate): Instantly heals all allied heroes

And the other:

R (Ultimate): Empowers the next ability used within 8 seconds; this character starts with 1 point in their ultimate at level 1 and can upgrade it at level 6

Q: Fires a bolt of light that collides with the first enemy hit, damaging and blinding (Curse spell) them for a few seconds
Empowered: Deals bonus damage

W: Creates a tether between the caster and a unit (either allied or enemy). So long as the tether remains unbroken (the units stay within a set distance), a tethered ally is healed or a tethered enemy is damaged.
Empowered: Deals bonus damage/healing and speeds up the caster when used

R: Creates a protective barrier around a target that absorbs the next X incoming damage within 6 seconds (barrier scales with intelligence)
Empowered: Grants a speed boost to the shield recipient

I hope that this gives a general idea of my triggering skill level, but I'm definitely willing to learn, so throw out your most ambitious ideas and I'll do my best to make them happen!

If I do use your idea in the game, I'll be sure to credit you (your username, unless you would prefer something else).

Thanks!

Edit: Also, I apologize if this isn't the right forum to post this. If you direct me to the right place, I'll be sure to delete and repost it there. Thanks!
 
[Hero Name], The Leech
Specialist (Anti-healer), Support
Concept
: Prevents healing from becoming too dominant in any meta.
Important: The hero has no natural life regeneration. Otherwise abilities will probably be too strong.

Tactics: Cast Symbiosis on friendly carry, Parasitic Influence on enemy carry, then cast life drain to damage enemy and heal ally. If big team fight cast Negatives Sphere before or after cast. If many enemies is precent, the passive effect of Parasitic influence might be more effective than the active effect.

Balance: Make sure the hero is only viable if the enemy actually picks a dedicated healer hero. A concept like this can become op very fast if it can survive on enemy life regeneration / pots alone.

---
Parasitic Influence [Q].
Passive: (5/7/9/..)% of all enemy healing done (Including pots and life regeneration) around [hero name], heals [hero name] instead of the original target. [Hero name] receives 25% less healing from aoe healing, but the healing is reduced for the same amount. This passive is deacivated when Parasitic Influence is on cooldown.

Active: Fire a bolt of negative energy at target enemy hero. 25/35/45/..% of healing recieved is trasfered to [hero name] instead.

(Note: Gives enemies a debuff and/or make the aura aoe visible, so enemies can see when they are affected.)
---
Life Drain [W]:
Drains the life of target unit over time. See Life drain.
--

Symbiosis [E]:
Shields target ally. 35/45/55/..% of healing [Hero name] receives is transferred to the shielded hero instead.
--
Negatives Sphere [R] -- Ultimate:
The [hero name] channels for up to 15 seconds. All healing enemies receive within 400 AOE is inverted. (The leech still Recieves healing from the health they would normally have gained). Enemies lose life instead of healing. Max Damage from heal effects for each hero during the channeling 250/300/450/...


(Note: Gives enemies a debuff and/or make the aura aoe visible, so enemies can see when they are affected.)
 
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CleavingHammer, that's a good question and I should've included that in the OP.

It's a standard fantasy MOBA (think League of Legends). I'm generally not using any custom models or anything; just the base ones in WC3: Reforged. A character with the Rifleman or Mortar Team model will probably be the highest tech character.

Some current character models include: Sorceress, Emissary, Ancient of Lore, Poison Treant

The_Silent, that's a really cool concept! I'm a bit busy at the moment but I'll be sure to give it a solid look through and do some work on it later. Thanks!
 
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Shield of the Realm (Swordsman):

Defender of Faith (Active, Drains Mana): Reduces all incoming damage while active, but slows attack and movement speed.

Sacrifice (Active): While active, all units around the caster have increased armor (proportional to Strength) but decreases the caster's armor.

Armor of Righteousness (Passive): Has a chance to reflect melee damage on an attacker and stun them (increases with Intelligence).

Pure of Heart (Active): While active, increases Strength and increases the damage and HP of nearby friendly units proportionally to Strength).



Great Khan (Centaur Khan):

Feigned Retreat (Active): Causes all allied non-Hero units in X range of the caster to Move towards their starting base with increased speed. When used again (or X seconds have passed, resetting the ability), the same units Attack-Move to the enemy base.

Lead By Example (Passive): Nearby allied units have increased damage in the Great Khan's presence. Damage increases proportionally to the lower the Great Khan's health.

Price of Failure (Active): Kills a nearby allied non-hero unit. All surrounding units are buffed/debuffed (if they're friendly/hostile).

Razer of Walls (Active): While active, gains Siege damage, extra damage equal to total Strength, and increases the damage of allied siege units across the map. Allied ranged units gain Flaming Arrows and Liquid Fire.
 
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Slime (Sludge Monstrosity)

Pseudopods (Toggle): While active, the Slime has 100% Cleaving Attack but deals lower damage. Damage reduction is lowered with levels but never exceeds half damage.

Absorb Nutrients (Passive): When within X range of a corpse, the corpse is removed and restores HP and mana to the Slime.

Goo Bomb (Active): Targets an area. Hurls a glob of slime at the area, slowing the movement speed of all units in the area by increasing amounts (10% for 5 seconds, 25% for another 5 seconds, etc).

Engulf (Active): Targets a unit. Devours the unit but takes DOT proportional to the unit's remaining health. The spell can be cancelled, leaving the targeted unit Dizzy.



Old Man Of The Forest (Jungle Stalker)

Mossy Hide (Passive): Has permanent invisibility when in X range of a tree. Replaces Invisibility with Evasion when in 2X range, Evasion increases with level.

Smash (Channeling): While active, deals continuous damage and slows surrounding enemy units.

Throw Big Rock (Active): Targets an area. Throws an enormous rock at the area, dealing high damage and stunning units in the area. Damage is double if ability is cast while standing on rocky terrain.

Jade Colossus (Active, drains mana): While active, has Resistant Skin, gains armor eual to Strength, attacks deal 100% stun against non-hero units. Disables Mossy Hide.
 
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[Hero Name], Portal Master
Assassin

Dislocation [Q]:
Causes all enemies in a targeted circle to teleport to it's center, then deals 65/100/135/... force damage. If only one hero is targeted, the ability deals double damage. If the center is occupied by an impassible object, the targets is moved to the closest position to the center and all targets is stunned for 1 second.

If this is casted on a portal, the effect will take place at the opposite portal, but teleport the targets to the portal it was casted on.

Open Portal [W]:
Opens a portal at target location and a portal where the hero is currently standing.

The enemy cannot attack the portal. The portal lasts 30 seconds. If new portals is summoned the old ones is dispelled.

The hero can attack the portal, if he/she does, the other portal will fire a bolt that causes 120% damage to the nearest enemy hero, and if no is available, then the closest enemy unit. This does not dispel the portal.

The hero or an ally can walk through the portal (non-attack left click), teleporting to the other portal. This destroys both portals immediately.

Foreign Energies [E]:
Passive: All enemies within a close distance to the [hero name] or any portal, has movement speed and attack speed reduced by 15/25/35/..%. Is disabled while Foreign Energies is on cooldown.

Activate: Stun all units affected by Foreign Energy for 1 second and deal 75/100/125 damage to them.

Dimensional Collapse [R]:
Fire a bolt from the hero and every portal to closest enemy heroes with a medium range. Deals 125/175/225 damage per bolt. Bolts will focus the lowest health target available to them.
This dispels all portals. If a target dies, then Open Portal and Dislocation cooldown is reset.
 
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Aberrant Mutation (Dalaran Reject)

Mutate Cells (Autocast): Targets a unit. The target takes damage over time, has decreased damage, and if killed under the effect spawns a Lesser Mutation. Lesser Mutation can be reabsorbed to heal the Aberrant Mutation for its current HP and mana.

Corroding Mucus (Active): Targets a point. Spews corrosive slime in a cone at the target point, dealing damage over time, reducing armor and slowing movement speed of all units in the cone.

Adaptive Surface (Active): While active, armor type is randomly turned into a different type that gives different stat bonuses (e.g. Light gives extra Agility and speed, Heavy gives Strength and damage, Divine reduces stats, etc.)

Redundant Nuclei (Passive): On losing X% HP, spawns a Lesser Mutation (smaller Reject) with total X% HP and timed life (e.g. spawns at 75/50/25% or at 80/60/40/20% HP, etc.). Can be reabsorbed to heal the Aberrant Mutation for its current HP and mana. If the Aberrant Mutation dies, a Lesser Mutations can turn into a cocoon to the Aberrant Mutation and dies once it revives.



Bombardiers (Mortar Team)

Shoot & Scoot (Active): While active, greatly increases range, damage, and move speed, but greatly decreases attack speed.

Flashbang (Active): Targets an area. All enemy units in the area have greatly decreased accuracy and attack speed.

Grapeshot (Passive): Increases the radius and damage of splash of regular attacks.

Barrage (Channeling): Targets a wide area. Fires a flare at the area, causing explosions at random points in the area. Buildings take double damage.
 
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Hovering Machine (Gyrocopter)

Turbine Blender (Active): Targets a point. When in X distance from target point, moves in a straight line towards it, dealing high damage to all ground units along the way.

Jump Jets (Active): Targets a point. Jumps to the point, dealing damage and stun to any ground units around the point.

Retrorockets (Passive): Gives Evasion and reduces damage from melee attacks.

Flight (Active, Toggle): Becomes a flyer, reducing armor and granting a melee-range attack against ground targets. Abilities remain the same, but now only affect air units.



Thunderer (Kodo Beast)

Peal of Thunder (Active): Greatly slows the movement and attackspeed of all enemies around the Thunderer.

Signal Drums (Passive, Toggle): Gives different auras depending on the rythm being played. Disabled if hit by a Silence spell.
* Heavy Iron: Increases allied attack and armor.
* Song of Storms: Causes a raincloud to fly over the Thunderer. Enemy units in range have decreased accuracy. Lightning strikes a random enemy in range every 10 seconds.
* Berserker Beat: All surrounding non-mechanical units have greatly reduced armor but have doubled attack speed.
* Ear Worm: Causes negative mana regen in surrounding units. Has an X% chance to interrupt nearby channeling every 10 seconds.

Chew & Spit (Active): Targets an enemy unit. Devours the unit. Using this ability again while a unit is ingested spits out the unit at the new target, dealing damage to all enemies in the area. Devoured unit continues to take damage over time from stomach juices. Ability resets once target is fully digested.

Blood And Thunder (Active): Becomes temporarily possessed by spirits of war, turning green and gray skin to red and purple. Increases damage, HP, and attack range, doubles the range of Signal Drums, and casts Roar and Howl of Terror simultaneously.
 
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Bear-Shirt (Druid of the Claw)

Climb Tree (Active): Targets a tree. Lifts the hero to the top of the tree, granting greatly increased sight range before returning to earth. If ordered to attack an enemy within X range of the tree, drops the hero on the unit, dealing AoE damage.

Maul (Active): Targets an enemy. Stuns the enemy at melee range but cannot be controlled or do anything but attack the target with increased attackspeed for X seconds.

Hibernate (Passive, Non-combat regen): Falls asleep whenever the hero is Stopped or Holds Position for more than X seconds, granting increased mana regen.

Beast Totem (Active, drains mana): Turns into a bear, granting greatly increased health regen, damage, armor and gives Cleaving Attack. Mana regen becomes negative in this form even when hibernating.




Looter (Bandit)

Scavenge (Active): Targets a corpse. Gives a small amount of gold and provides +1 to a random stat (stat bonuses capped at X x [the ability's level]). If the hero dies, the stat bonuses are lost and he has to loot equipment from corpses again to regain them. Has a small chance to produce small utility items (potion of healing, ring of protection...)

Misericordia (Active): Targets a unit. Deals [1-5] damage x [number of debuffs on the target +1] / [number of buffs on the target] at melee range.

Sneak (Passive): Gives increased movement speed when not under attack.

Fence (Active): Targets a(n enemy) hero. Removes a random item from the hero's inventory (removes from game, not drop) at melee range and gives 3/4 of its value to the caster.
 
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disembodied spirit (whisp)
[intelligence hero]


haunt (passive): aura that lowers enemy attack.

afterlife(active): hero becomes ethereal,invisible (and possibly no collision size) for x time.

spirit gate (active): target individual units. when unit under this affect dies, disembodied spirit gets the exp and gold or maybe gets health/attack boost.

possess (active -ult): possess enemy hero for 10/15/20 sec (too much?). this hero reappears when possesed hero dies/duration ends.
 
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Cataphract (Siege Engine)

Cluster Missile Launch (Active, Drains Mana): While active, fires missiles at up to three random targets every X seconds.

Plated Armor (Passive): Reduces damage taken and increases armor.

Live Steam (Active): While active, deals heavy damage every second to all units around the caster, but cannot move.

Overclock (Active): Greatly increases movement, damage and attack speed while active.


Ourunner (Dwarven Car)

Barrage (Active): Targets an area. Sprays an area with machine-gun fire, dealing damage to all units inside.

Nitrous (Active) While active, increases speed to maximum, gives Evasion and a Spell Shield.

Gunner Crew (Passive): Damages a random enemy unit in a narrow cone in front of the caster every X seconds.

Ramming Speed! (Channeling): Targets a point. Builds up steam then rushes towards the target point, destroying trees and destructibles, dealing moderate damage to units along the way and pushing them to the sides, and dealing very heavy damage to units around the target point. Buildings take double damage.
 
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Cultist (Necromancer)

[Sear Flesh] - target an area, after a brief delay enemies are seared with a foreboding rune dealing minor spell damage, non-hero units take 250% damage, while heroes, for the next 30 seconds while in 1800 range of the Cultist the target takes 3% increased damage stacking up to 4 times, upon reaching 4 stacks the dubuff cannot be removed until the hero leaves the radius or the debuff is consumed by one of the cultist's abilities, casting on a target with 4 stacks will additionally deal 6% of the target's missing health and refresh the duration.

[Chains of Lyth, Mistress of Regret], releases a projectile in the target direction dealing major damage and slowing them for 1.5 second, if they have at least 1 stack of sear flesh they are instead stunned and each stack increased the stun duration by .30. Target hero's with 4 stacks of Seared Flesh hit by this ability Summon Lyth with slowing attacks, Lyth lasts for 5 seconds, but each auto attack on a hero increases her lifetime by 2 seconds to a maximum of 15 seconds.

[Maw of Gel'thaz, The Devourer] Upon activation the area around the Necromancer slows nearby enemy targets for 3 seconds, nearby units that remain in range for the total duration they will receive a large amount of damage over 5 seconds. If an afflicted hero with 4 stacks of Seared Flesh is hit, the Cultist will restore a portion of all units hit by the spell and a drag the units hit back to the center of where the spell ended.

[Umbilical Cord of Queen Zaz, Dark Matron]
After a brief delay, launch a projectile to a target location, Heroes hit will begin rapidly spawning Darklings over 10 seconds, the darklings deal minor damage but their stats are based off the stats of the cultist, Heroes with 4 stacks of sear will enrage the Darklings, increasing their attack speed & movement speed.


Automaton - (Metal Golem)

[Mana Stone Battery] [Starting Passive]- The Automaton runs off of mana, his mana reserves do not regenerate and slowly deplete over time , upon reaching zero mana The Automaton is stunned for 3 second, rapidly regenerating 75% of his maximum mana, during this time he gains 20% damage reduction.
Additionally, The Automaton restores (40 + 5 per lvl) + (6% of missing mana) mana when near a unit casting a spell, this can occur one every 5 seconds

[Magic Residue Recycler] Units in a large aoe around the Automaton that cast abilities leave behind Magical Residue (represented by a blue tinted dark orb item, lasting 30 + 5 seconds per lvl) Activating in melee range will grant a stacking Spell shield that blocks 40 spell damage that lasts until destroyed, the shield can stack up to 10% maximum health of the Automatons.
Activating this ability onto a distance Magic Residue will instead teleport the Automaton to the location consuming it in the process and damaging nearby enemies, damaging a Hero with this ability resets the cooldown.

[Mananites] Activating instantly consume 30% of current mana to restore health equal to (80 X LVL) + 10/15/20/25/30% of the mana consumed, as well as regenerating the same amount over 10 seconds, nearby enemy units are also afflicted with manaites dealing 50% of the mana consumed as spell damage over 5 seconds. The Automaton Restores (20 + 5 per lvl) + (6% of missing mana) per hero infected, or 1/5th the effectiveness on non hero units.

[Bio Fuel Conversion] Launched a laser in the target direction, latching onto the first hero hit, dealing damage based on the target's maximum health overtime, restoring the Automatons mana at a reduced rate, if the Automaton is under the effects of Mananites the attached hero becomes infected.

[Self Destruct] Upon Activation the Automaton gains a movement and attack speed boost and rapidly consumes mana, Upon reaching 0 the Automaton will gain 30% of the stored mana as a shield, blasting nearby enemies for major damage and a portion of the stored mana.
 
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Here are some hero ideas I had a long time ago for a project that was called off. I'm not really sure they're applicable for your map, but here goes;

Mark of the Wild: Marks target enemy unit. You and your pet deals 10/12/14/16/18% increased damage to marked target.


Call of the Wild: Summons an uncontrollable raptor that damages nearby enemy units. Marked targets has priority. Instantly attacks target as soon as you mark a target. Automatically follows the hunter when not attacking. If attacking a unit and the hunter runs away, stops attacking when the distance between hunter and raptor is more than 1000 and starts following the hunter instead. Raptor is permanent. This ability will be unavailable as long as the raptor lives.
Casts the following abilities on different levels:
1 - Bite. Deals 2x of normal attack damage.
2 - Decaying claws. Deals 1.5x attack damage, poisons target enemy unit, reducing their armor by 5.
3 - Detects hidden units. Deals 2x damage to hidden units if not attacking a marked target.
4 - Rapture. Applies a bleed effect to target.
5 - Rapid attack. Attacks 6 times extremely rapidly, dealing 1.2x damage per attack.


Volley: Fires 5/6/7/8/9 rapid arrows in a straight line, damaging 40/45/50/55/60 damage per arrow. Deals 1.2x damage to targets afflicted by decaying claws (raptor ability).


Mount (Ultimate): Mounts the raptor (Have to target the raptor, melee range). Renders the hunters and raptors abilities unavailable (use hero passive transformation). The raptor/hunter unit has increased movement speed + armor + health, and has two abilities. Lasts 15 seconds, then the hunter and raptor is separated. If the hunter/raptor dies the hero and raptor is separated, and the raptor dies leaving only the hero with reduced HP.
Ability 1: Leap. Leaps to target and instantly damages 300/350/400.
Ability 2: No name. Can only be used within 2 seconds of Leap. Shoots 3 arrows rapidly at the target of leap, dealing 50/75/100 per arrow and applying a poison that damages 15/20/25 per second over 5 seconds.

The hunter and raptor model needs to be combined into one model with the above ability. If you're not able to do this then I can think up something else.


Passive:
Escape plan. Once every 3 minutes, if the hunter is dealt lethal damage, the damage is instead redirected to the raptor and the hunter gains 300% movement speed for 5 seconds.



Can use the following models if you can optimize them and make their animations look OK in Warcraft 3:
This or this or this for hunter.
This for raptor.

Healer/DPS:



Unnamed - Heals target friendly unit 150/200/250/300/350 HP. Healing done is increased by 10/15/20/25/30% if target is below 10% health.

Unnamed Shadow form - Damages target enemy unit 150/200/250/300/350 HP. Damage done is increased by 10/15/20/25/30% if target is below 10% health.

--------------------------

Spheres of Hope - Summons three rotating orbs around the healer. When active, each orb increases all healing done by 5,8,11,14,17%. If the spheres comes into contact with friendly units they heal 75/100/125/150/175 per sphere, and the sphere that came into contact with the friendly unit is consumed.
(If this spell was active when you used shadow form the remaining orbs turns into shadow orbs)

Spheres of Damnation (shadow form) - Summons three rotating orbs around the healer. When active each orb increases all spell damage done by 5,8,11,14,17%. If the spheres comes into contact with enemy units they damage 75/100/125/150/175 damage, and the sphere that came into contact with the target disappears.
(If this spell was active when you revert from shadow form the remaining orbs turns into holy orbs)

--------------------------

Toggleable ability:

Unnamed - Auto attacks heals friendly units. Costs mana per attack.

Unnamed Shadow Form - Auto attacks drains HP. Costs mana per attack.

--------------------------

Ultimate:
Shadow Form - Changes all the healers spells. No cooldown.

--------------------------

Passive:
Unnamed - Every time the healer heals a target to full HP, it creates a holy explosion around the target. The explosion heals nearby friendly units and damages nearby enemy units the excess healing done.

Passive Shadow form - Every time the healer kills a target enemy unit it creates an explosion around the target, dealing overkill damage to nearby enemy units.

Witch doctor. Uses this model.

First ability.
Spirit Healer: Channels negative energies into target unit, damaging x/x/x/x/x per second. All friendly units in 300 range of target unit is healed for x/x/x/x/x HP per second.


Second ability.
Devour Essence: Debuffs all enemy units in target area. Deals x/x/x/x/x damage multiplied by the amount of units caught in the initial buff area. If any of the affected units dies while still having the debuff, all other living units that also has this debuff will be dealt x/x/x/x/x damage.


Third ability.
Voodoo Doll: Targets enemy unit or friendly unit.

If target is an enemy: Creates a controllable copy of target enemy hero. The copy has no abilities, but has 100% of targets current health and deals 100% weapon damage. When the copy is dealt damage the target is dealt x/x/x/x/x% of the damage that was dealt to the copy. If the voodoo doll dies before it expires the target is dealt x/x/x/x/x damage. Lasts 30 seconds.

If target is friendly: Creates a controllable copy of target friendly hero. The copy has no abilities, but has 100% of targets current health and deals 100% weapon damage. When the target friendly hero is dealt damage the copy absorbs x/x/x/x/x% of the damage. If the voodoo doll dies before it expires the friendly target is healed for x/x/x/x/x% of total damage the copy took. The copy is unhealable. Lasts 30 seconds.


Ultimate.
Restless spirits: Shoots a spirit into target enemy unit or friendly unit.

If targeted unit is an enemy: It deals x/x/x/x/x damage and afflicts unit with a deuff that deals damage over time. Damage is increased by x/x/x/x/x every 3 seconds. To get rid of the debuff the target enemy unit have to run within melee range of a friendly (friendly to the target) hero. The buff will then be transferred to the new hero, and the damage over time increase will be reset. If the buff is changed from hero to hero like this for at least x/x/x/x/x times the debuff will disappear. If it's not changed at all it will last for 30 seconds.

If targeted unit is a friendly unit: It heals x/x/x/x/x HP and gives them a buff that heals over time. Healing is increased by x/x/x/x/x HP every 3 seconds. If the target friendly unit is healed to full HP the spirit will jump to the friendly unit within 400 range with the lowest HP. The healing per second increase is then reset. Lasts 30 seconds or until the healing has jumped x/x/x/x/x times.


Passive.
Voodoo heart: Every 5 times you deal spell damage you get a buff that mirrors the next incoming damage and returns 50% of it to its source. Lasts 5 seconds.
 
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Sorry for not replying to all of these ideas for a while; my attendance on these forums has been sporadic as of late, but I think that they all look really good!

I was taking a break from the project, but I recently restarted work on it, so I'll let you all know if I use any of these (although it'd be a little while from now cause I'm not prioritizing hero development at this point).
 
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