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Spell ideas fitting these roles

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Hello! As some of you may already know from my previous posts, I'm working on a pokemon themed gladiator arena map. Since I got so great responses to my previous thread, I decided to ask for more advice. I've made some heroes, but some spells don't fit in their roles, so I'm looking for better alternatives. Here's what I have:


Pikachu
Role: magical/melee damage dealer (a little like a shaman)
Spells:
Thundershock: Modified chain lightning
Thunderpunch: Modified bash. Could be changed to something more creative.
Charge: Immolation. This could also be changed.
Thunderball: Summons a ball which attacks enemies with lightning.

Scyther
Role: Quick melee damage dealer (like a blademaster)
Spells:
Double Team: Mirror image, but illusions deal a little damage.
Slash: Critical strike.
False Swipe: Decreases nearby enemy units' armor.
Fury Cutter: increases attack speed and deals INT bonus damage.
Notes: Slash could be replaced with another passive called (also) fury cutter. It would increase damage until the hero changes target. But in that case I'll need a new ultimate.


Abra
Role: Support caster (like a druid)
Spells:
Confusion: Deals small AOE damage and slows enemies' attack and movement speed.
Wish: Some time after casting, nearby allies are healed.
Calm Mind: Brilliance aura (could be changed, because gaining mana is already a bit too easy)
Substitute: Summons an avatar. While the avatar lives, the caster is invulnerable. When the caster stops channelling, avatar dies.

Hitmonchan
Role: Melee warrior, balanced between offence and defence
Spells:
Mach Punch: Gives maximum attack speed for a short time.
Counter: Passive, gives a chance to block an attack and deal back equal amount of damage.
Protect: Gives bonus armor and regeneration to allies. Could be replaced.
Vacuum Wave: Deals instant area damage in a large area. Must be replaced, because doesn't really fit in role.

Onix
Role: Defensive hero
Spells:
Rock Throw: like hurl boulder.
Harden: Reduces all damage by a set amount.
Sandstorm: Creates a sandstorm (not channelling), which slightly damages and slows enemies.
Bulk Up: Avatar.
Note: Doesn't require changes.

Pidgey
Role: Ranged damage dealer
Spells:
Gust: Increases attack damage but drains mana.
Agility: Endurance aura.
Brave Bird: Charges at target point, damaging and knocking back enemies. Can be used for attack or escape.
Whirlwind: (Channelling) Greatly slows enemies in a large area and damages them periodically.
Note: Doesn't require changes.

Bulbasaur
Role: Melee supporter
Spells:
Leech Seed: Drains damage from target unit over time and restores it to random ally.
Growth: bloodlust.
Vinewhip: Bash with 0 damage and long stun. Should be replaced with another passive.
Solar Beam: Hero charges for up to 10 seconds and the releases a beam which damages enemies and heals allies. Damage and heal are greater if the hero charged longer.

Charmander
Role: Melee magical damage dealer
Spells:
Flamethrower: Damages enemies in a cone instantly and over time.
Fire Punch: Gives a chance to damage nearby enemies on attacks.
Smokescreen: reduces enemy unit's accuracy.
Fire Spin: Tornado, which damages nearby enemies.
Note: Doesn't require changes.

Squirtle
Role: melee, defensive but a bit magic oriented
Spells:
Withdraw: Greatly increases armor for a short time.
Spikes: Returns a portion of taken damage back to melee attackers.
Water Gun: Shoots a stream of water. When it collides with an enemy, it will splash and deal area damage.
Hydro Pump: Hero shoots multiple blasts of water to air. When they land, they damage nearby enemies. Could be changed.

Articuno
Role: Legendary, ranged, offensive
Spells:
Frost Breath: For a short duration adds bonus damage and AOE to attacks. Could be changed.
Mist: Passively reduces nearby enemies' accuracy.
Frost Ball: Frost armor. Should be changed.
Ice Beam: Deals damage in a line and freezes enemies for a short time. This should be changed to regular spell and a new ultimate will be needed.

Entei
Role: Legendary, melee, offensive
Spells:
Fireblast: Shoots a fireball to a target point. Then the fireball explodes, shooting smaller fireballs to directions in *-shape.
Lava Plume: Gives a chance that an attacking enemy will be burned for 10 seconds.
Roar: roar.
Eruption: Shoots 10 waves of molten rocks into air, damaging enemies when they land. Deals more damage when hp is high.
Note: Doesn't require changes.

Raikou
Role: Legendary, melee, offensive
Spells:
Volt Tackle: Hero charges to target point dealing area damage.
Light Screen: Decreases damage taken from spells and ranged attacks. Should be changed, because almost all enemies are melee.
Extremespeed: Increases attack and movement speed for a long duration.
Thunder: Channelling, Calls down bolts of lightning to damage enemies.

Suicune
Role: Legendary, melee, defensive/support
Spells:
Aurora Beam: Channelling, deals damage and reduces attack damage.
Mirror Coat: Blocks portion of damage and converts it to mana. Should be changed, because this hero has a lot of mana anyway.
Whirlpool: Damages enemy units slightly and pulls them to the center.
Rain Dance: Tranquility.

Lugia
Role: Legendary, melee, support
Spells:
Aeroblast: Damages enemies in a line and knocks them back.
Extrasensory: Gives a chance to deal AGI bonus damage, restore STR health or restore INT mana on attacks. Int effect should be changed, because this hero has a lot of mana.
Ancient Power: Increases random stat of nearby allies for a short dduration.
Psych Up: Passively increases allies' spell damage. Should be replaced with some active ability


I have underlined spells which require change. All ideas are welcome.

EDIT: Are there some roles that are totally missing?
 
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Level 6
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Looks good, but you should add more normal pokemon (no more legendaries, or even remove them), also to fit some other roles (pure support, hero that sacrifices health for massive damage, summoner heroes, etc.)

Here are my ability changes ideas:


Pikachu:
Thunderpunch -> Volt Tackle - Deals damage in melee range and causes paralysis, slowing the target's movement.
Charge -> Agility - When used, increases movement speed and grants an evasion chance for a short period.

Scyther:
Slash -> Focus Energy - When activated, the next attack will be a critical hit for X% bonus damage.
False swipe -> Slash - Deals damage and reduces the target's armor.
Fury Cutter -> Fury Cutter - Every attack has a chance to greatly increase Scyther's attack speed for a few seconds.

Abra:
Calm Mind -> Helping Hand - Channels to increase the targeted ally's attack power. Does not interrupt Substitute.

Hitmonchan:
Protect -> Detect - Damage taken is reduced to a minimum for a few seconds. Has a high cost/cooldown to compensate for the great power of this ability.
Vacuum Wave -> Endure - All enemies nearby are forced to attack Hitmonchan for X seconds. For the duration of the taunt, Hitmonchan's HP cannot drop below 1. (sounds like a very defensive skill, but can prove quite powerful offensively thanks to Counter)

Bulbasaur:
Vine Whip -> Sleep Powder - Stuns enemies close by Bulbasaur for a short time. (if you want it passive, make it activate on chance when attacked or with a cooldown once you drop below a certain % of HP)

Squirtle:
No need for change, IMO.

Articuno:
Frost Breath -> Blizzard - Deals damage and slows in waves in a certain area. Channeled.
Frost Ball -> Frost Breath - Deals damage and slows in a cone area.
Ice Beam -> Fly - Takes to the skies for a short time. Increases attack damage and the range of attacks and abilities, but reduces HP.

Raikou:
Light Screen -> Reflect - Creates a small area in which allies have additional armor.

Suicune:
Mirror Coat -> Roar - Deals some damage in a line and pushes enemies away.

Lugia:
Extrasensory -> Dragon Pulse - After a short casting time, all nearby enemies take damage and have their damage slightly reduced.
Psych Up -> Calm Mind - When allies cast spells, they have a chance of gaining some mana and a bonus to attack damage.


Good luck!
 
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Charge: Channels electrical energy for a few seconds, continuously damaging nearby enemies. Once fully charged, can either be discharged in a massive bolt or used to enhance other abilities.
Thunderpunch: Melee attack that deals one second stun. If Charge is on, does area damage and stun with a thunderbolt.

Slash: Strong attack that leaves a bleeding effect with a high chance of critting.
Fury Cutter: The next five attacks deal 1x,2x,3x... AGI as bonus damage, but have a high chance of missing.

Calm Mind: Resistance to Magic damage increased by INT, damage done by caster's spells increased by INT.

Protect: ... Divine Shield.
Vacuum Wave: deals damage in a line, and drags enemy units into the wave's wake.

Vine Whip: Passively attacks random targets within short range.

Hydro Pump: Channels before unleashing a massive blast of water that deals damage and knockback in an area. Units caught in the wave are dizzied.

Frost Breath: Slows all units in an area.
Ice Beam: Gathers ice before firing it in a straight line, slowing all units caught in the beam.
Frost Ball: creates a Frost Ball with a short timer at a location. If not destroyed, units around it are frozen for a short while: immune to normal attacks, but spells do extra damage.

Light Screen: Surrounding enemy units are likely to miss when attacking and their damage is reduced.

Mirror Coat: While active, causes all magic attacks to bounce back (without changing its speed).

Extrasensory: cast spells have a chance to deal bonus INT damage.
Psych Up: All negative buffs on the caster are transferred to surrounding enemy units, all positive buffs from surrounding enemy units are applied to the caster.
 
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Level 10
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Looks good, but you should add more normal pokemon (no more legendaries, or even remove them), also to fit some other roles (pure support, hero that sacrifices health for massive damage, summoner heroes, etc.)

True, I should have more roles. For example making a summoner hero requires some creativity though, because original pokemon abilities don't have summoning at all. There will be legendaries, but there will also be different difficulty levels. My goal is that the hardest level is hard even for legendaries. Also obtaining legendaries won't be easy.

Big thanks for both your ideas! I especially liked endure, it really fits well as it can be used both offensively and defensively. :thumbs_up:
 
Level 23
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Here's my suggestions.


Pikachu
Thunderpunch: Stuns the target in melee range. After the stun duration, the target (and possibly enemy units around it) will suffer damage every second for 3 seconds.
Charge: Channels for xx seconds. For every second pikachu channels, his next attack/spell will deal bonus xx damage.

Scyther
Slash: Chance to deal more damage and slow the enemy's attack and movement speed.
Fury Cutter: greatly increases attack speed and increases the chance to do a slash

Abra
Calm Mind: Whenever abra casts a spell, he has xx% chance to enhance the spell's effect.
  • More damage and increased slow.
  • lesser casting time and more heal
  • stronger avatar

Hitmonchan
Protect: Makes the caster and his allies invulnerable (cannot be damaged but can be atacked) for xx instance of damage.
Vacuum Orb: Summons a pulsating orb that will travel towards the direction of the target point. Nearby enemy units will be pulled (slowly) towards the orb and will suffer damage per second while being pulled. Affected enemy units will have their armor reduced by xx for xx seconds.

Bulbasaur
Regenerating Powder: Constantly releases powder that will heal and regenerate the mana of nearby allies.

Squirtle
Hydro Pump: Shoots a beam of water towards the direction of the target point. any enemy unit caught in the water will be knocked back and will suffer damage. Enemy caught at the side of the water beam will be knocked back to the side and will suffer minimal damage. Enemy units caught directly in the path of the water beam will be knocked back towards the water beams end and will suffer maximum damage.

Articuno
Frost Breath: Adds a stacking slow (MS and AS) to articuno's attacks. Any enemy unit hit by frost breath 5 times (Frost breath has stacked for 5 times) will become frozen for xx seconds, suffering DPS and will not be able to move, attack or cast spells.
Frost Shard: Launches a shard of ice towards the target point. Damaging enemy units in the area and adding a stack of Frost Breath to the affected unit.
(The regular spell) Ice Beam: Deals damage in a line and adds a stack of frost breath to affected enemy units.
(The new ultimate) Blizzard: xx shards of ice fall from the sky hitting random areas around articuno for xx seconds. (for shard effect, refer to frost shard. Each frost shard will still apply a frost breath stack.)

Raikou
Lightning Shield: Increases armor and deals xx damage to nearby enemy units. If raikou dies with lightning shield still active, the shield will burst, slowing nearby enemy units and dealing damage.

Suicune
Mirror Coat: Blocks xx% of damage and deals it to nearby enemy units. Damage dealt to enemy units is equal to blocked damage. Lasts for a set duration.

Lugia
Extrasensory: Gives a chance to deal INT bonus damage, restore STR health or add bonus AGI attack speed.
Psych Up: Increases a target ally's spell damage for a set amount of duration.
 
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Summoner moves:

Substitute: (already covered)
Beat Up: Multiple attacks are made unsing a variety of projectiles)
Baton Pass: Transfers all positive buffs on the caster to the target and teleports to the target away from the enemy.
Morning Sun/ Moonlight: Summon a timed Solrock/Lunatone with a fast regeneration aura for allied units. Also maintains the time at day/night until expired/killed.

And a few random move ideas:

Ancient Power: throws a rock at the enemy for damage, and a small chance to get a +1/3/5 boost to all stats.

Secret Power: Deals status debuffs depending on the terrain the caster is standing on.
* Rock: Stun
* Grass: Poison
* Sand/Dirt: Accuracy loss
* Ice: Slow
* Blight: Cripple

Amnesia: All cooldowns are reset, but increases armor and greatly reduces magic damage.

Hyper Beam: Channels, then deals devastating damage and knockback the enemy units in a (very long and wide) straight line. Caster is stunned for five seconds afterwards.

Sky Attack: Channels, rising in the air (and becomes targeted as Flying) before dealing AoE damage in the targeted area.
 
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