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Random Hero Ideas

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I looked and didn't find any specific thread in which people came to for hero ideas, unless that's in request a resource, I didn't check there.

Here's my current list of random heroes that just popped into my head, it's only six for now as those are all that have come to me in the past few days, but I plan to regularly update with hero ideas as they come.


Bold text indicates an ultimate ability
Red text indicates a note.
Asterisks (The little star thingy: *) indicate a footnote.
Bosses can be considered as hero units for AoS/Arena, or Boss units for any kind of team battle/rpg.

Construct:
In ancient times the mages created stone golems, constructs to do battle for them, despite their immense power they were used only for protection, but when a few renegade mages with a lust for blood fled the mage city with the knowledge of the constructs, they created an army of metallic golems. A great war was waged on the renegade mages, as the armies of flesh and scale fought against the war machines, they destroyed all of the constructs and ruthlessly executed the renegade magi, however, one construct managed to escape destruction, it was possessed by a sentient being and now is an instrument of defense like it's stone predessecors.

Abilities:
Deconstruct, Discharge, Field Repair, War Machine

Deconstruct:
Splits into three lesser golems; A stone golem being the bulkhead of his power, a smaller battle golem, creating the pinnacle of his defenses and a powerful elemental golem that is the spirit that controls him. Lasts for sixty seconds.

Discharge:
When attacked, the automated defenses of the construct have a chance to send an electrical current out, having one of three possible effects:
-The target is struck by chain lightning, which bounces five times, hitting a total of six targets.
-nThe target is hit by forked lightning, which deals significantly more damage to three targets.
- A thunder clap is released at the construct, dealing considerable damage to nearby enemies.
Note: Discharge may trigger once every six seconds.

Field Repair:
When activated, mechanisms inside the construct begin to repair sustained damage, regenerating health quickly over time, field repair may begin automatically if idle for more than five seconds at less than twenty percent of maximum life. Field repair will restore up to twenty-five percent of maximum life.
Note: Damage taken will interrupt the effect.

War Machine:
The construct is created to do battle, when activated, War Machine gives a large boost to attack speed and a two percent chance to deal an extreme amount of damage, when slain in battle, the construct will ressurect once every five minutes.


Ravager:
Reborn from mangled corpses by the will of a powerful necromancer, the ghoul wreaks havoc amongst the living, a fearsome, deadly fighter, the Ravager can consume enemies to grow stronger. Rending flesh with his razor sharp claws, he can tear through the toughest armor with ease.

Abilities:
Rend Flesh, Consume, Scent of Blood, Frenzy

Rend Flesh:
Rends the target open, causing them to bleed over time, damage is based on ability level and current health of the target.

Consume:
Devours the target.
- If the target is at less than fifteen percent health, it will be killed instantaneously, two percent of the current health of the target at the time of being consumed will be used to heal the Ravager.
- If the target is at more than fifteen percent health, it will be swallowed and take damage over time for thirty seconds.
Note: Does NOT work on bosses.
- Will deal damage equal to twenty seconds of digestion to bosses.

Scent of Blood:
When a living creature dies, the Ravager is empowered, he receives a small damage increase which stacks up to five times, lasts for twelve seconds.

Frenzy:
The Ravager enters a frenzied state, increasing his attack speed drastically and giving him slight life steal.


Darkhunter:
A creature of terrible power, the Darkhunter relishes in fear and pain of others, creating twisted phantasms and illusions, it is said that the Darkhunter can strike the very soul of it's target to deliver unimaginable pain.

Abilities:
Phantasmal Clone, Split Self, Dark Manifestations, Soul Fragment

Phantasmal Clone:
Creates a copy of the target, the clone lasts for thirty seconds, phantasm is almost harmless.

Split Self:
Creates multiple copies of the Darkhunter, the copies are significantly weaker but help to create much chaos, they last for ninety seconds.

Dark manifestations:*
Phantasmal Clone:
- Lasts for an additional fifteen seconds
- Deal ten percent more damage
- Receive thirty-five percent less damage
Split Self:
- Creates one extra copy
Soul Fragment:
- Mana to damage ration increased by a coefficient of .2
* Dark manifestations after the first level will provide a feedback effect which will grow stronger.

Soul Fragment:
Unleashes all of your mana to deal an incredible amount of damage.*
- If mana is between zero and fifteen percent, the target will take (1.(percent of mana))Damage
- If mana is between sixteen and fourty-five percent, the target will take (1+((Percent of mana + .3)))Damage
- If mana is between fourty-six and eighty-five percent, the target will take
(1+((Percent of mana + .75)))Damage**
- If mana is between eighty-six percent and full, the target will take damage equal to (5+(Percent of Mana))+Damage, and will explode dealing damage in an aoe equal to half the damage received.
* Denotes that the variable "Damage" changes with level of ability
** Denotes that the one will carry over to form a coefficient of greater than one, for example (1+(.45 + .75)) = 2.20


Frost Revenant:
A spirit lost to the frozen wastes of northrend, the frost revenant was bound to it's armor when it's physical form fell, commanding chilling powers from beyond the grave, the frost revenant can entomb it's enemies in ice.

Abilites:
Frost Orb, Crystaline Armor, Absorb Energy, Frozen Core

Frost Orb:
Fires a ball of frost at the target direction, as the orb moves toward the target direction it fires off shards of frost in random directions that explode, dealing frost damage in a slight area, when the orb reaches the target location it will also explode, dealing twice the damage of the shards.

Crystaline Armor:
Encases the Revenant in ice, passively increasing armor and giving an active'frost sphere' effect, which creates a shield of ice negating damage, the ice shield will shatter at the end of it's duration, dealing damage to all neaby enemies.
- The damage is calculated at (Total Damage Taken / Number of enemies)
- If the shield receives no damage, it will simply do nothing
- If the shield is broken by damage, it will deal ((1.5(Total Damage Taken))/(Number of Enemies))

Absorb Energy:
The Revenant can create a barrier around itself, absorbing all spell damage for a very short duration. Damage absorbed is converted to mana for the Revanant.
- If the mana gained exceedes maximum mana, a feedback is shot to the caster, dealing half the remaing damage.

Frozen Core:
The core of the Revenant is so cold that it chills enemy units that are close, as a unit gets closer it begans to feel the effects of the cold and slows down, if a unit strays too close, there is a thirty-percent chance each second that it will become frozen in a solid block of ice and take damage for five seconds.
- Damage taken is calculated by (300/Distance) + DAMAGE*
- Can occur only once every seven seconds on the same target.
- Max range is 700 units, the frozen effect begins at 300, the interval for aura strength is 200 units.
* DAMAGE is a variable that is determined by ability level.


Ice Troll Shadow Priest:
Hailing from the distant north, Ice trolls are brutal, cunning and intelligent, despite the popular media of them being simpletons and dull, much like the orcs are depicted. They have great practice in shadow magics, they use their powerful natural regeneration with their twisted voodoo and alchemy to make them unstoppable forces of battle.

Abilities:
Shadow Tap, Frozen Mojo, Voodoo Spirits, Touch of Shadow and Frost

Shadow Tap:
Taps into the horrific shadow energies that swirl about, dealing damage to the target unit.
- Damage taken is calculated by; (((Max health/Current Health)+(Max Mana/Current Mana))+DAMAGE*)
* DAMAGE is a variable that is determined by ability level.

Frozen Mojo:
Passively increases the troll's health regeneration, when damage is taken, the mojo will release a blast of frost energy around the troll, damaging units.
- When damaged to below ninety-eight percent, the blast is relatively weak and the frost effect only lasts two seconds.
- When damaged below seventy-three percent, the blast is at twenty-three percent increased strength, the frost effect lasts for three seconds.
- When damaged below fourty-eight percent, the blast is at fourty-six percent increased strength, the frost effect lasts for four seconds.
- When damaged below twenty-four percent, the blast is at seventy percent increased strength, the frost effect lasts for five seconds.
- When killed, the blast deals double damage and freezes all nearby enemies for three seconds, rendering them helpless.

Haunting:
A voodoo spirit haunts the target, decreasing hit capablities, life regeneration, mana regeneration, movement speed, attack speed, attack damage and armor for ten seconds, also on spell cast, the haunted unit has a high chance to be silenced for three seconds.

Touch of Shadow:
Shadow energy grips the target, dealing damage and converting fourty-five percent of the damage dealt into mana for the shadow priest.
Touch of Frost:
Frost energy grips the target, dispersing mana and converting twenty percent of the mana burned into health for the shadow priest.


Mutation:
When the city of mages fell, everything was subjected to twisted, dark magic, as local vermin became saturated with the magic, they began to mutate, one of which mutated so violently that it consumes everything it touches with a highly toxic, highly acidic membrane.

Abilities:
Sludge, Enzymes, Dissolve, Grow

Sludge:
Flings sludge into the area, dealing damage and slowing enemies caught within the sludge for several seconds.

Enzymes:
Powerful toxins are contained within the sludge, any unit that is hit has a high chance to suffer great damage every second for three seconds, any unit that gets caught in sludge will take less damage over time than if hit directly for three seconds.

Dissolve:
Any unit that attacks the mutation has a high chance to have it's attacks disolved in the powerful enzymes, the attack of an enemy affected by this is greatly reduced for five seconds, if a unit is caught in the sludge it will have recuded armor for fifteen seconds.

Grow:
Consumes an enemy unit at two percent health or less, any successful consumption results in increasing the health and size of the mutation, health gained is determined by ability level, stacks five times, if killed then all stacks of grow will be lost.


These units are not balanced, they are simply set at percentages or coefficients of what I would use had I implemented them in an rpg/dungeon crawler type map with pvp options, feel free to use these any way you wish and to alter them as you see fit, you do not need to give credit.

Edit: Added another hero, the Snap Dragon.
Snap Dragon:
In the deepest places of the ocean the snap dragons make their dens, they fiercely destroy any intruder that apporaches their home, on land they are great hunters, using their natural defenses they make the most formidable opponents.

Abilities:
Ridge Fin, Tail Spike, Mithril Scales, Dragon's Blood

Ridge Fin:
The snap dragon extends the dorsal fins along the top of it's spine, spraying poisonus quills in every direction, the quills release a powerful toxin into units that are hit, this toxin targets the muscles, as a unit moves it will take damage, the further it goes, the more damage it will recieve. The poison effect wears off after four seconds.

Tail Spike:
Flings a barb from the tip of the tail of the snap dragon, the barb will stab into the first unit in it's path, this unit will be injected with a powerful poison that deals great damage over time, if the barb hits no units it will form a puddle of acid, wearing away the armor and movespeed of units who linger, as they remain the effect becomes stronger, the damage remains constant.
- The poison lasts for fifteen seconds if it hits a single unit.
- The pool of acid lasts for ten seconds.

Mithril Scales:
The scales of the dragon are harder than steel, they resist damage and magical effects.
- Increases spell resistance slightly
- Reduces damage taken by a moderate amount
- Blocks one incoming spell once every three minutes

Dragon's Blood:
Though not fully draconic, the snap dragon still has a great deal of dragon in it and thus, the more of it's blood is spilled, the more the dragon's blood takes over, healing wounds quickly and giving the snap dragon great strength.
- Every twenty percent, the snap dragon gains an increase in regeneration, with a light bonus at full.
- At seventy percent the snap dragon gains an ability (preferably a breath weapon of sorts), and every thirty percent futher lost increases the power of this ability.
Note: If above percentile marks, then the effect will return to lower levels, if the snap dragon is below five percent health and gets healed, the effects will linger for ten seconds.
 
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