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[Altered Melee] Need Ideas for Lizard Man Hero spells

Level 8
Joined
Mar 15, 2007
Messages
230
I need some ideas for spells and abilities for the following heroes for the Lizard Man faction in my map, Barbarians: The Dark Ages. [Altered Melee] - Barbarians: The Dark Ages
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Warlord - Strength Hero, adept at stunning and damaging enemy troops. Has Thunder Clap and Bash.
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Royal Guard - Agility Hero, adept at defense and making sport of killing enemy heroes. Has Windwalk.
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High Priest - Intelligence Hero, adept at supporting troops in battle. Has Rejuvenation.
 
Level 28
Joined
Apr 6, 2010
Messages
3,107
Warlord:

Shed (Active): loses a small amount of armor but becomes immune to magic for the duration of the spell.

Fury of the Ancestors (Active): (Storm, Earth and Fire): Replaces the hero with a Thunder Lizard (with Devotion Aura), Salamander (with Command Aura), and Snap Dragon (with Evasion).


Royal Guard:

Tail Chop (Active): Loses X HP to create a Lizardman Tail with X HP that immediately casts Taunt. Max HP is reduced by X until the spell's cooldown is up.

Chameleon Crawl (toggled): While active, nearby friendly units becomes invisible when not moving and gain 50% Evasion, but movement speed is halved.

Clever Girl (active): Creates an illusion of a target unit that can attack but deals no damage. If an enemy unit approaches the illusion, the caster can use the ability again to teleport to that unit, dispelling the illusion and dealing high damage to the hero. If caster was under Windwalk, the unit is also stunned.


High Priest:

Scaledkin Blessing (Active): Gives a different buff to nearby allied units with every casting:
  • Turtle: Scroll of Protection
  • Skink: Scroll of Speed
  • Crocodile: Roar

Sunblood (Passive): During the day, gives Endurance Aura. At night, gives all nearby units Ultravision.

Constriction (Active): Targets an enemy. Enemy units around the target are Entangled, lasting longer on the main target.
 
Last edited:
Level 27
Joined
Nov 25, 2021
Messages
481
Ability ideas can be wild and far beyond, so I'm just gonna based off your description, without using too many triggers.

Warlord:
Q - Battle Howl: Roars at a target enemy unit, dealing low damage and stunning them. Enemy units in that area, including the initial target, will be Feared, moving and attacking slower for a longer period. (Drunken Haze + Storm Bolt)
W - Warzone: Plants a battle standard at a target location, dealing decent AoE damage. Allied units around the banner will deal bonus melee damage and gain bonus melee lifesteal. (Sentry Ward + Command Aura + Vampiric Aura)
E - Corruption Aura: Reduces armor of nearby enemy units.
R - Endless War: Can be revived instantly. Upon revival, he will immediately teleport to the rally-point and stun all enemy units around it and gains a temporary armor boost.

Royal Guard:
Q - Wind Walk: Gains movement speed, attack speed, and evasion chance, while also ignoring unit collision. (Wind Walk with Transition Time set to -1 and trigger the rest)
W - Smokescreen: Summons a cloud of smoke, increases armor and evasion chance of ally units inside. (Triggered Cloud)
E - Primal Play: Each attack deals poison damage over time. Poisoned enemy heroes below a certain health threshold will also deal less damage, and loses mana over time.
R - Deathwatch: Reveals all enemy heroes on the map for a short period. (Use Faerie Fire but without the armor reduction on everyone.)

High Priest:
Q - Rejuvenative Therapy: Heals an ally unit over time. While under this effect, the target takes less damage from attacks (Hardened Skin)
W - Cleanse: Dispels positive buffs from enemy units and dispels negative from ally units in an area.
E - Regeneration Aura: Increases life regeneration for nearby friendly organic units.
R: Orb of Tranquility: Channels an Orb that wanders around, casting Healing Wave or Inner Fire to random ally units in range. (Tornado)
 
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