sentrywiz
S
sentrywiz
I just want to say that even though I'm hosting this, it was all ~Nightmare and the community's idea for this contest.



If you're having trouble designing your hero OR you just need some stats/data to measure against, visit the Dota Heroes link to see.
You can use the same submission template from the last contest. For those that are looking for a template, visit this Template link
Mythical Creatures
Select any Mythical Creature from any fictional story or mythology, and create an entirely unique and creative hero idea.
Select any Mythical Creature from any fictional story or mythology, and create an entirely unique and creative hero idea.

![]() | • No submission may violate any of the site rules. • All entries must obey the theme. • One Hero per contestant. • All entries must be posted on the pastebin. Participants who are done must post the link of their entry via PM to the HOST. • Posting WIPs or spoilers of your work directly (or revealing other authors) before the public voting has finished is strictly prohibited. Posting one will cause you to be disqualified. If you want to post WIPs of your work for whatever reason, send a link of your pastebin entry to the host and will be posted it anonymously in the contest thread. • Your submission must be PM'ed to the host before the deadline • Judges may not participate. • All entries must have the following details.
Use of spell check is mandatory! Your submission score will be reduced for broken grammar, horrible sentences and lack of punctuation marks. Use any of the tools below to fix your submissions before saying they are finished: http://www.grammarly.com/ http://www.jspell.com/public-spell-checker.html http://www.internetmarketingninjas.com/online-spell-checker.php | |||||||||||||||||||||||||||||||||||||||||||||||||
![]() | ||||||||||||||||||||||||||||||||||||||||||||||||||
* The winner shall be known with 25 % Public Poll and 75% Judges' Scores Chaosy's Scores
|
[tr][TD]
[/td][/tr][tr][TD]
Due to recent chat with Ralle
I was informed that I do not use the pastebin for hero entries.
WIP's and Finished Ideas will now be placed in hidden tags
in the main panel table, visible to everyone.
[/td]
[/TD]
[/TD]
[/TD]
[TD]
[/TD][td]
Intelligence :
20 + 2.0
[/td]
[TD]
[/TD][td]
Agility :
17 + 1.7
[/td]
[/TD]
[/TD]
[/TD]
[/TD]
[/TD]
Agility: 15
+ 1.3
[TD]
[/TD]
Intelligence: 17
+ 1.6
[/td]
80/90/100/110 Mana
17/15/13/11 Seconds Cooldown
Target Enemy or Point
550 Cast Range
350 Area Range
The middle head of Jhesh'Nu releases its fiery breath in a cone, burning enemies in the flame's
line of fire. If an enemy affected by Tainted Blood is burned, the fire will ignite the toxins inside the
blood, dealing bonus magic damage to that enemy and will release poisonous fumes at 600 area range
around that enemy, affecting each other enemy with the Tainted Blood debuff.
Level 1 - 85 Magic Damage, 25 Bonus Magic Damage
Level 2 - 125 Magic Damage, 35 Bonus Magic Damage
Level 3 - 165 Magic Damage, 45 Bonus Magic Damage
Level 4 - 205 Magic Damage, 55 Bonus Magic Damage
♦ Igniting an enemy with the debuff doesn't reset its duration
♦ Only enemies affected by poisonous fumes start with full duration debuff
♦ Applies the same level of Tainted Blood as the enemy that spread the debuff
Buff, Self
Chance when Attacked
On Death While Buff is Active
Cutting off a head from Jhesh'Nu only causes two more to grow back, causing each attack by an
enemy hero against the hydra to have a 15% chance to bestow Blessing of Hera on Jhesh'Nu
for the next 12 seconds, increasing armor and health regeneration. If the hydra is killed while
Blessing of Hera is active, it will heal all allies at 800 range around it for 15% of its max health.
Level 1 - 2 Armor, 4 Health per Second
Level 2 - 4 Armor, 8 Health per Second
Level 3 - 6 Armor, 12 Health per Second
Level 4 - 8 Armor, 16 Health per Second
♦ If chance procs while buff is active, its duration is refreshed
♦ Allies are instantly healed
Debuff, Single Enemy
When Dealt More than X Damage
Cutting off a head from Jhesh'Nu spills the acidic blood of the beast on the enemy that slayed it.
Each time Jhesh'Nu takes damage, the damage stacks until the required amount is being dealt.
The enemy that dealt the remaining damage is afflicted with the Tainted Blood debuff.
The afflicted enemy is dealt magic damage per second and has reduced damage for 10 seconds.
Level 1 - When dealt more than 150 Damage, 9 Magic Damage per Second, -15% Damage
Level 2 - When dealt more than 125 Damage, 11 Magic Damage per Second, -20% Damage
Level 3 - When dealt more than 100 Damage, 13 Magic Damage per Second, -25% Damage
Level 4 - When dealt more than 75 Damage, 15 Magic Damage per Second, -30% Damage
♦ Damage taken accounts for both spell and attack damage
♦ The damage meter is reset when a debuff is applied
100/150/200 Mana
50/60/70 Seconds Cooldown
All Enemies
500/750/1000 Area Range
The eye of Hades gazes in the souls of those that dare attack his guardian,
silencing them and causing the hydra to taunt each enemy around it, forcing
them to attack only Jhesh'Nu for the duration. Jhesh'Nu cannot move while
Gaze of Hades is active, but it can cast spells and attack enemies in range.
Level 1 - 2.5 Seconds Duration
Level 2 - 3 Seconds Duration
Level 3 - 3.5 Seconds Duration
Aghanim's Scepter
Gaze of Hades Duration +0.5 Seconds
Gaze of Hades now also reduces the damage of affected enemies by 50% while active
♦ Casting Force Staff / Ghost Scepter on the affected unit breaks the taunt and silence
[/TD]
[/TD]
[TD]
[/TD][TD]
[/TD]
[TD]
[/TD][TD]
[/TD]
[TD]
[/TD][TD]
[/TD]
[TD]
[/TD][TD]
[/TD]
[TD]
[/TD][TD]
[/TD]
[/TD][tr]
[TD]
[/TD]
[TD]
[/TD][td]
Agility:
16 (+1.30)[/td]
[TD]
[/TD][td]
Intelligence:
24 (+2.30)[/td]
[/TD]
(Image by Darkfang: http://www.hiveworkshop.com/forums/icons-541/btnarcaneblast-186603/?prev=search=arcane&d=list&r=20)
Tosses a bolt of arcane towards the targeted enemy unit that deals 60/90/120/150 spell damage upon initial contact. The bolt of arcane will split into two additional smaller bolts that will bounce to nearby enemies dealing 50% of the damage of the bolt that spawned it. This effect can happen 2/3/4/5 times.
(Manacost: 120/155/190/225 - Cooldown: 25)
Notes:
*Each bolt spawned from the initial hit will have its own seperate "lifetime" of 2/3/4/5 bounces
*Bolts can hit a single unit multiple times during its "lifetime"
*Bolts may travel within a 500 radius span while bouncing between targets
*Bolts bounce towards random targets within their radius (as opposed to the closest target)
(Image by Revolve: http://www.hiveworkshop.com/forums/...146412/?prev=search=purple&r=20&d=list&page=3)
The Dwarven Prodigy channels all of his energy into an incredibly powerful blast of magical energy for 1.5/1.5/1.25/1.25 seconds before releasing all of the energy into a single beam that projects from him in a cone in front of him dealing 35/55/75/95 spell damage every second for 4 seconds. The Dwarven Prodigy can move while channeling this spell but stuns, mini-stuns, and silences will interrupt its effect.
Additionally; Discharge Energy deals a bonus 5/7.5/10/12.5 damage for every 125 mana the Dwarven Prodigy currently has left inside of his reserves.
(Manacost: 200/225/250/275 - Cooldown: 20)
Notes:
*The cone spans a 600 radius at a 120 degree angle and projects from the front of the Hero for it's duration
*Damage is dealt even if units within the radius are not visible to the Dwarven Prodigy
*Does not harm trees
(Image by Blizzard Entertainment: http://www.hiveworkshop.com/forums/icons-541/btnarcaneblast-131118/?prev=search=arcane&d=list&r=20)
Due to the Dwarven Prodigy's heritage he is able to shrug off even the mightiest of magical invocations - better yet; he's able to benefit from them!
Dwarven Prodigy takes 5%/10%/15%/20% less spell damage from all sources and gains mana equal to 20%/30%/40%/50% of the damage dealt after all reductions are taken into account.
Passive
Notes:
*All magic resistances from items stack multiplicatively
*The mana regen component of this ability takes spell resistance into account
*If the damage is absorbed in some way; the Dwarven Prodigy does not benefit from the mana regen component of this ability
(Image by Hellx-Magnus: http://www.hiveworkshop.com/forums/...221625/?prev=search=arcane&r=20&d=list&page=6)
Morikk conjures a powerful torrent of arcane energies that manifest within the targeted area; these energies swirl and slowly gravitate nearby enemy units around the vortex created by the torrent. Enemies caught within the vortex will suffer a 25%/50%/75% movement speed penalty, however, allies and enemies will both deal and receive 25%/30%/35% additional damage from spells while within the Power Torrent. This torrent will last 8 seconds before exploding; dealing 250/350/450 spell damage to all enemies still caught within the vortex.
Scepter Upgrade:
*Power Torrent also prevents units from using basic attacks while within the vortex. (both allied and enemy units)
*Increases torrent duration to 10 seconds.
*Increases torrent explosion damage to 325/500/625
(Manacost: 300/350/400 - Cooldown: 120)
Notes:
*400 radius from the cast point
*Units within 500 radius of the vortex will slowly be pulled to the center of the cast point (this is incredibly slow effect, even with the 75% movement penalty it's fairly simple move out of its area of effect)
*The damage component will harm trees
[/TD]
[td]
[/td]
[/TD]
[TD]
[/TD][td]
Intelligence :
32 + 1.30[/td]
[TD]
[/TD][td]
Agility :
39 + 2.10[/td]
[/TD]
[/TD]
[/TD]
[td]
This hero have 10 spells (5 Unmorph+5 Morph)
[/td]
[/TD]
[/TD]
[/TD]
*Notes: The different between normal landing and land mode ability is; if Mandalgor flies and his mana runs out he will automatically land but the unit(s) that get near him will take no damage
Model Link
Templassassin
[tr][TD]
Mythic
[TD]
[/TD]
[tr]
[tr][TD]
[tr][TD]
[tr]
[tr][TD]
[TD]
[tr]
[TD]
[/TD][TD]
Boiling Blood
Zeineia sacrifices her own blood to deal damage to her enemies.[/TD]
[tr]
[tr][tr]
[TD]
Credits:
[/TD]
[tr]
[TD]GOODLUCK TO EVERYONE!![/TD]
[TD] Attack
Damage: [/TD] 40 - 46 [TD] Attack
Range: [/TD] 550 (range) 1.70 2
[tr] Archmage 290
[tr] Harpy The Scourge
[tr][/td][tr]
[TD] Casting Range: [/TD] 500 range [TD] Area of Affect: [/TD] 1 115/120/125/130 12/12/11/10 seconds [tr] Q Active
[tr][/td][tr]
[TD]
Zeineia sacrifices her own blood to damage enemy units, She will lose 5%/6%/7%/8% of her current life. She splashes her burning blood upon a target enemy unit that burns through their flesh dealing 20/40/60/80 damage and making them bleed for over 7 seconds.
[/TD]
[TD] When a unit have this buff, They will be more vulnerable at physical attacks. They will deal 12%/18%/24%/30% more damage at any physical attacks.
[/TD]
[/td][tr]
[TD] Casting Range: [/TD] instant [TD] Area of Affect: [/TD] 300 125 18/17/16/15 seconds [tr] W Active
[tr][/td][tr]
[TD] Zeineia shouts a very loud screech around her that slows enemy unit's movement of speed by 20% and damaging them by 6%/8%/10%/12% of Zeineia's max life per second for over 4/4/5/5 seconds.
When an effected units is bleeding the bleeding's duration will reset. [/TD]
[TD] Casting Range: [/TD] N/A [TD] Area of Affect: [/TD] 1 N/A N/A [tr] E Passive
[tr][/td][tr]
[TD] Zeineia's blood is very thick that reduces 11%/16%/21%/26% both physical magical damage dealt to her and increasing her max hitpoints, adding a total of 40/60/80/100 hitpoints.
[/TD]
[TD] Casting Range: [/TD] N/A [TD] Area of Affect: [/TD] 1 N/A N/A [tr] R Passive
[tr][/td][tr]
[TD] When Zeineia's life is below 40% her lust for blood will overcame her giving her 20% more attack speed and 10% more movement of speed, 1%/2%/3% faster health regeneration and 3/4/5 bonus armor and for every 5% of her life gone, it will increase her attack speed and movement of speed by 5%.
Notes:
* For every 5% of her life gone, 5% is added to both of her attack speed and movement of speed, ONLY when her life is 40% below.
* When her life becomes 40% above, all of the bonuses will vanish.
[/TD]
[/td]
[/TD]
RESULTS FOR IC #2 MYTHICAL CREATURES
Grats to ~Nightmare for 1st place and pulling the biggest desperation move with hacks. Its true people. ~Nightmare is a beater lol j/k
[/TD][/tr][TD]
[/TD][/tr][tr][TD]
[/td][/tr][TD]
The contest and poll are closed.
Thank you all for your participation. Awaiting the judges scores now
so we can declare the top 3 winners
IC#2 Poll Vote
[/TD][/tr][tr][TD]
[/td][/tr]

Due to recent chat with Ralle
I was informed that I do not use the pastebin for hero entries.
WIP's and Finished Ideas will now be placed in hidden tags
in the main panel table, visible to everyone.
![]() Participants | ![]() Judges | ![]() WIP's | ![]() Finished | |||||||||
The following users and their WIP's are no longer valid for competing for top 3 because they didn't submit final works. Thank you for participation, you get rep for that ukn0wnd3str0y3r
InfoAttributesSpellsHistory:
"He was a bird with great strength that love to travel with his wing. He stop when he find another beautiful Garuda. He was happy when he is married with her, and had a son from her. He is happy for this. But, the happiness end. His wife is death, and his son is death too. He found out that the human does that. His anger released, many of them died, but he still angry. Until the elves come and nice to him. With that, he is promise to the elves, he will destroy all of the elves' enemies. He is returned as nature's guard. He love anyone who guard the nature, and will kill anyone who disturb the nature's balance." About Hero: StrengthWeaknessGaruda is good when :
Garuda is weak when :
|
|
[/TD]
[TD]

[TD]

LORE |
Nyx is the night—not merely the daily interval of darkness but the great darkness that preceded all creation. She is immensely powerful and greatly feared. Zeus himself reverences and consults her and she speaks from her own oracles in Stygian caves. However, one day, an act Zeus committed greatly angered Nyx. The Thunderer's unnatural act of losing immortality and power merely to engage in a battle between mortals is something that shall be severely punished. To do so, Nyx created a being of immense power. A being capable of negating powerful magics and redirecting them to their source. Blessed by the the darkness, it only becomes stronger and more agile at night. A being the terrified mortals have named, Malendis the Creature of Darkness. Its sole objective is to punish the mortal Zeus in the name of Nyx. Anyone or anything that dares to stand in its way shall perish. |
HERO DETAILS | |||
|
Hero Sound Set : | Any Demon Soundset | Defense Base : | 4 |
Damage Base : | 54-60 | Movement Speed Base : | 300 |
SPELLS (Hotkeys : Legacy/QWER) |
Unnamed tab 1
Spell Negation (E/W)
Dark Isolation (R/E)
Blades of Torment (T/R)
|
Mana Cost : 100
Cooldown : 5/4/3/2 seconds upon deactivation
Duration : Until mana runs out
Malendis loses his physical form, allowing him to move freely among the battle field as well as preventing it from being affected by any spells or attacks whether from an ally or an enemy. This also prevents Malendis from attacking, casting spells, or using any item and as well as reducing his vision to 300 if skill is being used in daylight.
Cooldown : 5/4/3/2 seconds upon deactivation
Duration : Until mana runs out
Malendis loses his physical form, allowing him to move freely among the battle field as well as preventing it from being affected by any spells or attacks whether from an ally or an enemy. This also prevents Malendis from attacking, casting spells, or using any item and as well as reducing his vision to 300 if skill is being used in daylight.
Level 1 : Allows Malendis to phase through units. Drains 40 (30 at night) mana per second. 2.5 (2.0 at night) seconds to fade in/out.
Level 2 : Allows Malendis to phase through units. Drains 34 (24 at night) mana per second. 2.0 (1.5 at night) seconds to fade in/out.
Level 3 : Allows Malendis to phase through units. Drains 28 (18 at night) mana per second. 1.5 (1.0 at night) seconds to fade in/out.
Level 4 : Allows Malendis to phase through units. Drains 22 (12 at night) mana per second. 1.0 (0.5 at night) seconds to fade in/out.
Notes : Level 2 : Allows Malendis to phase through units. Drains 34 (24 at night) mana per second. 2.0 (1.5 at night) seconds to fade in/out.
Level 3 : Allows Malendis to phase through units. Drains 28 (18 at night) mana per second. 1.5 (1.0 at night) seconds to fade in/out.
Level 4 : Allows Malendis to phase through units. Drains 22 (12 at night) mana per second. 1.0 (0.5 at night) seconds to fade in/out.
- Any buffs or debuffs will be removed upon activation.
- Wraith Fom is just the original model with 50% transparency.
- Wraith Fom is just the original model with 50% transparency.
Mana Cost : 120/110/100/90
Cooldown : 20 seconds
Duration : 4 /5/6/7 (5/6/7/8 at night) seconds
Reduces all incoming spell damage by half and returns part of the damage to the source. The duration of any stun, disable, slow or silence that will affect Malendis while under the effect of this spell will be reduced to 0.10 seconds. Passively grants spell damage reduction if not active nor in cooldown.
Cooldown : 20 seconds
Duration : 4 /5/6/7 (5/6/7/8 at night) seconds
Reduces all incoming spell damage by half and returns part of the damage to the source. The duration of any stun, disable, slow or silence that will affect Malendis while under the effect of this spell will be reduced to 0.10 seconds. Passively grants spell damage reduction if not active nor in cooldown.
Level 1 : Returns 30% of the original damage back to its source. Passively grants 5% magic damage reduction when not active nor in cooldown.
Level 2 : Returns 40% of the original damage back to its source. Passively grants 7% magic damage reduction when not active nor in cooldown.
Level 3 : Returns 50% of the original damage back to its source. Passively grants 9% magic damage reduction when not active nor in cooldown.
Level 4 : Returns 60% of the original damage back to its source. Passively grants 11% magic damage reduction when not active nor in cooldown.
Level 2 : Returns 40% of the original damage back to its source. Passively grants 7% magic damage reduction when not active nor in cooldown.
Level 3 : Returns 50% of the original damage back to its source. Passively grants 9% magic damage reduction when not active nor in cooldown.
Level 4 : Returns 60% of the original damage back to its source. Passively grants 11% magic damage reduction when not active nor in cooldown.
Mana Cost : 110
Cooldown : 25/21/17/13 seconds
Duration : 1/1.5/2/2.5 seconds on heroes, 5/6/7/8 seconds on creeps.
Surrounds the target in darkness while slowly draining its mana per second, transferring the mana to Malendis.
Cooldown : 25/21/17/13 seconds
Duration : 1/1.5/2/2.5 seconds on heroes, 5/6/7/8 seconds on creeps.
Surrounds the target in darkness while slowly draining its mana per second, transferring the mana to Malendis.
Level 1 : Drains 5% (6.5% at night) of max mana per second.
Level 2 : Drains 6.5% (8% at night) of max mana per second.
Level 3 : Drains 8% (9.5% at night) of max mana per second.
Level 4 : Drains 9.5% (11% at night) of max mana per second.
Notes : Level 2 : Drains 6.5% (8% at night) of max mana per second.
Level 3 : Drains 8% (9.5% at night) of max mana per second.
Level 4 : Drains 9.5% (11% at night) of max mana per second.
- Adds a black filter to the owner of the affected unit.
- 0.25 fade time for the filter.
- The target's model will turn black for the duration.
- 0.25 fade time for the filter.
- The target's model will turn black for the duration.
Mana Cost : 20/30/40 (10/15/20 at night)
Cooldown : No Cooldown
Duration : 3 seconds
The weaker the target is, the stronger Malendis' attacks become. Increases Malendis' damage and slows the enemy unit, the more the mana it has spent.
Cooldown : No Cooldown
Duration : 3 seconds
The weaker the target is, the stronger Malendis' attacks become. Increases Malendis' damage and slows the enemy unit, the more the mana it has spent.
Level 1 : Increases Malendis' damage by 10 + 2 (4 at night) for each 75 missing mana from the target as well as slowing the target by 5% (10% at night) + 1% for each 0.65% mana missing.
Level 2 : Increases Malendis' damage by 15 + 3 (6 at night) for each 60 missing mana from the target as well as slowing the target by 5% (10% at night) + 1% for each 0.55% mana missing.
Level 3 : Increases Malendis' damage by 20 + 4 (8 at night) for each 45 missing mana from the target as well as slowing the target by 5% (10% at night) + 1% for each 0.45% mana missing.
Level 2 : Increases Malendis' damage by 15 + 3 (6 at night) for each 60 missing mana from the target as well as slowing the target by 5% (10% at night) + 1% for each 0.55% mana missing.
Level 3 : Increases Malendis' damage by 20 + 4 (8 at night) for each 45 missing mana from the target as well as slowing the target by 5% (10% at night) + 1% for each 0.45% mana missing.
![]() Jhesh'Nu Guardian of the Underworld ![]() Model Link Icon Link
![]() |
Base Damage: 51 - 57 Base Armor: 1.57 Base Movespeed: 285 Base Attackspeed: 1.8 Attack Range: 160 (Melee) Sight Range: 1300 / 900 (Day / Night) Attack Animation: 1.5 Seconds Cast Animation: 1.5 Seconds Soundset: AncientHydra Health Regen: 0.50 Mana Regen: 0.01 | ![]() "And third again she Ekhidna bore the grisly-minded Lernaian Hydra, whom the goddess white-armed Hera nourished because of her quenchless grudge against the strong Herakles. Yet he, Herakles, son of Zeus, of the line of Amphitryon, by design of Athene the spoiler and with help form warlike Iolaos, killed this beast with the pitiless bronze sword." ~SECOND LABOUR OF HERACLES After the demise of the Lernaian Hydra, Hades took the deceased stoic watcher of his domain and threw the body of the leviathan in the deepest volcano inside the abyss. From its ashes, a new beast was born, fiercer than its predecessor and deadlier as well. Hera took a liking to the new incarnation of her beloved pet and bestowed even more of her might. Hades, placed one of his very own eyes inside the immortal middle head of the beast so it can always see what his guardian sees. The beast, now called Jhesh'Nu, "Shield of the Abyss", born with molten skin and emerald eyes once again guards the entrance of the Underworld, below the lake of Lerna. Under the sentry of Hades, born with the beauty of Hera and bestowed upon its genesis both fire and blight, it patiently waits ... for the next hero. |
[TD]

Fire Breath (Q, Active)
Blessing of Hera (W, Passive)
Tainted Blood (E, Passive)
Gaze of Hades (R, Active)

80/90/100/110 Mana
17/15/13/11 Seconds Cooldown
Target Enemy or Point
550 Cast Range
350 Area Range
The middle head of Jhesh'Nu releases its fiery breath in a cone, burning enemies in the flame's
line of fire. If an enemy affected by Tainted Blood is burned, the fire will ignite the toxins inside the
blood, dealing bonus magic damage to that enemy and will release poisonous fumes at 600 area range
around that enemy, affecting each other enemy with the Tainted Blood debuff.
Level 1 - 85 Magic Damage, 25 Bonus Magic Damage
Level 2 - 125 Magic Damage, 35 Bonus Magic Damage
Level 3 - 165 Magic Damage, 45 Bonus Magic Damage
Level 4 - 205 Magic Damage, 55 Bonus Magic Damage
♦ Igniting an enemy with the debuff doesn't reset its duration
♦ Only enemies affected by poisonous fumes start with full duration debuff
♦ Applies the same level of Tainted Blood as the enemy that spread the debuff

Buff, Self
Chance when Attacked
On Death While Buff is Active
Cutting off a head from Jhesh'Nu only causes two more to grow back, causing each attack by an
enemy hero against the hydra to have a 15% chance to bestow Blessing of Hera on Jhesh'Nu
for the next 12 seconds, increasing armor and health regeneration. If the hydra is killed while
Blessing of Hera is active, it will heal all allies at 800 range around it for 15% of its max health.
Level 1 - 2 Armor, 4 Health per Second
Level 2 - 4 Armor, 8 Health per Second
Level 3 - 6 Armor, 12 Health per Second
Level 4 - 8 Armor, 16 Health per Second
♦ If chance procs while buff is active, its duration is refreshed
♦ Allies are instantly healed

Debuff, Single Enemy
When Dealt More than X Damage
Cutting off a head from Jhesh'Nu spills the acidic blood of the beast on the enemy that slayed it.
Each time Jhesh'Nu takes damage, the damage stacks until the required amount is being dealt.
The enemy that dealt the remaining damage is afflicted with the Tainted Blood debuff.
The afflicted enemy is dealt magic damage per second and has reduced damage for 10 seconds.
Level 1 - When dealt more than 150 Damage, 9 Magic Damage per Second, -15% Damage
Level 2 - When dealt more than 125 Damage, 11 Magic Damage per Second, -20% Damage
Level 3 - When dealt more than 100 Damage, 13 Magic Damage per Second, -25% Damage
Level 4 - When dealt more than 75 Damage, 15 Magic Damage per Second, -30% Damage
♦ Damage taken accounts for both spell and attack damage
♦ The damage meter is reset when a debuff is applied

100/150/200 Mana
50/60/70 Seconds Cooldown
All Enemies
500/750/1000 Area Range
The eye of Hades gazes in the souls of those that dare attack his guardian,
silencing them and causing the hydra to taunt each enemy around it, forcing
them to attack only Jhesh'Nu for the duration. Jhesh'Nu cannot move while
Gaze of Hades is active, but it can cast spells and attack enemies in range.
Level 1 - 2.5 Seconds Duration
Level 2 - 3 Seconds Duration
Level 3 - 3.5 Seconds Duration

Gaze of Hades Duration +0.5 Seconds
Gaze of Hades now also reduces the damage of affected enemies by 50% while active
♦ Casting Force Staff / Ghost Scepter on the affected unit breaks the taunt and silence
Chiron : Centaur Grand Hunter | |
General Information
|
Unnamed tab 1
Abilities
|
Lore
|
Though most centaurs were wild, quarrelsome, and violently destructive, Chiron was a friend to man, wise and skilled in hunting, music and medicine. He has tutored great heroes namely Aesculapius, Jason, Hercules, and Achilles. He has helped mortals in curing diseases that is incurable in the eyes of the mortal healers. However, during Hercules' fight with the centaurs, Chiron was accidentally struck by one of Hercules' poisoned arrows that cannot be cured by any earthly medicine. Since Chiron was immortal, this would mean never-ending pain. Moved by pity and the desire to repay Chiron for his great deeds, the gods decided to help out, but with a couple of conditions. The first is that Chiron must surrender his immortality and give it to someone else. The second and last condition is that he must help the mortal Zeus in achieving his goals in the earthly battle field. Chiron agreed to the conditions, giving his immortality to Prometheus. The gods removed the poison coursing through his veins and sent him to where Zeus was. |
Skill 1
Skill 2
Skill 3
Skill 4
Stun Arrow Point Target, Active Spell |
Shoots a special type of arrow that travels in a straight line. The first hero it encounters will be hit and become affected by Chiron's poison. This poison slows and deals dps for a few seconds before it stuns the affected hero. |
Level | Duration | Cooldown | Mana Cost | Range | Area Of Effect | Effect |
1 | 3 seconds of minor dps and slow after which the 0.5 second stun occurs. | 27 | 120 | 2000 max distance of arrow. (Arrow speed is 1800) | 100 around the arrow | 20% slow in movement and attack and deals 25 dps. |
2 | 3 seconds of minor dps and slow after which the 1 second stun occurs. | 21 | 120 | 2000 max distance of arrow. (Arrow speed is 1800) | 100 around the arrow | 24% slow in movement and attack and deals 30 dps. |
3 | 3 seconds of minor dps and slow after which the 1.5 second stun occurs. | 17 | 120 | 2000 max distance of arrow. (Arrow speed is 1800) | 100 around the arrow | 28% slow in movement and attack and deals 35 dps. |
4 | 3 seconds of minor dps and slow after which the 2 seconds stun occurs. | 13 | 120 | 2000 max distance of arrow. (Arrow speed is 1800) | 100 around the arrow | 32% slow in movement and attack and deals 40 dps. |
Centaur Kick (Front) No Target, Active Spell |
First part of Chiron's centaur kick. Chiron kicks the enemy units in his front side, sending them flying across the battle field. Enemy units in the 150 AoE in front of Chiron will be damaged and knocked back. |
Level | Duration | Cooldown | Mana Cost | Range | Area Of Effect | Effect |
1 | Knockback lasts for 1.5 seconds | 20 | 100 | 300 knockback distance | 150 in front of the hero | Destroys trees, Deals 75 damage to affected units and stuns them during the knockback process. Knockback pierces spell immunity but damage doesn't. |
2 | Knockback lasts for 1.5 seconds | 20 | 100 | 400 knockback distance | 150 in front of the hero | Destroys trees, Deals 100 damage to affected units and stuns them during the knockback process. Knockback pierces spell immunity but damage doesn't. |
3 | Knockback lasts for 1.5 seconds | 20 | 100 | 500 knockback distance | 150 in front of the hero | Destroys trees, Deals 125 damage to affected units and stuns them during the knockback process. Knockback pierces spell immunity but damage doesn't. |
4 | Knockback lasts for 1.5 seconds | 20 | 100 | 600 knockback distance | 150 in front of the hero | Destroys trees, Deals 150 damage to affected units and stuns them during the knockback process. Knockback pierces spell immunity but damage doesn't. |
Centaur Kick (Back) No Target, Active Spell |
Second part of Chiron's centaur kick. Chiron kicks the enemy units in his back side, sending them flying across the battle field. Enemy units in the 150 AoE behind of Chiron will be damaged and knocked back. |
Level | Duration | Cooldown | Mana Cost | Range | Area Of Effect | Effect |
1 | Knockback lasts for 1.5 seconds | 20 | 100 | 350 knockback distance | 150 behind the hero | Destroys trees, Deals 125 damage to affected units and stuns them during the knockback process. Knockback pierces spell immunity but damage doesn't. |
2 | Knockback lasts for 1.5 seconds | 20 | 100 | 500 knockback distance | 150 behind the hero | Destroys trees, Deals 185 damage to affected units and stuns them during the knockback process. Knockback pierces spell immunity but damage doesn't. |
3 | Knockback lasts for 1.5 seconds | 20 | 100 | 650 knockback distance | 150 behind the hero | Destroys trees, Deals 245 damage to affected units and stuns them during the knockback process. Knockback pierces spell immunity but damage doesn't. |
4 | Knockback lasts for 1.5 seconds | 20 | 100 | 800 knockback distance | 150 behind the hero | Destroys trees, Deals 305 damage to affected units and stuns them during the knockback process. Knockback pierces spell immunity but damage doesn't. |
Bow Mastery Passive Spell |
Chiron is exceptional in wielding bow type weapons. He deals more damage and never misses his target when it isn't moving. |
Level | Duration | Cooldown | Mana Cost | Range | Area Of Effect | Effect |
1 | Indefinite | N/A | N/A | N/A | N/A | 15% of int as bonus damage. If target enemy is not moving, his attacks never miss and deals 30% of his int as bonus damage. |
2 | Indefinite | N/A | N/A | N/A | N/A | 17% of int as bonus damage. If target enemy is not moving, his attacks never miss and deals 34% of his int as bonus damage. |
3 | Indefinite | N/A | N/A | N/A | N/A | 19% of int as bonus damage. If target enemy is not moving, his attacks never miss and deals 38% of his int as bonus damage. |
4 | Indefinite | N/A | N/A | N/A | N/A | 21% of int as bonus damage. If target enemy is not moving, his attacks never miss and deals 42% of his int as bonus damage. |
Leechcraft Unit Target, Active Spell |
Using unique and powerful techniques, Chiron can utilize leeches to heal an ally's wounds and transfer the pain onto an enemy unit. The damage is dealt to Chiron instead if he fails to transfer it on to another enemy unit within a few seconds. Once the spell is used to heal an ally, it will be replaced by a new spell to transfer the damage. If the damage spell is left unused, Chiron will take the damage, the spell will go on cooldown and will be replaced by the healing on after its cooldown completes. |
Level | Duration | Cooldown | Mana Cost | Range | Area Of Effect | Effect |
1 | 5 seconds before damage is dealt to Chiron instead. 11 seconds with Aghanims Scepter | 45. 25 with Aghanims Scepter | 100 | 600 cast range. 1000 with Aghanims Scepter | Single target | Restores 75+ 25% of missing health. Deals the same amount of damage to Chiron or the enemy target. Increases percentage by 10% with Aghanims Scepter |
2 | 7 seconds before damage is dealt to Chiron instead. 13 seconds with Aghanims Scepter | 45. 25 with Aghanims Scepter | 100 | 600 cast range. 1000 with Aghanims Scepter | Single target | Restores 100+ 37% of missing health. Deals the same amount of damage to Chiron or the enemy target. Increases percentage by 10% with Aghanims Scepter |
3 | 9 seconds before damage is dealt to Chiron instead. 15 seconds with Aghanims Scepter | 45. 25 with Aghanims Scepter | 100 | 600 cast range. 1000 with Aghanims Scepter | Single target | Restores 125+ 49% of missing health. Deals the same amount of damage to Chiron or the enemy target. Increases percentage by 10% with Aghanims Scepter |
![]() |
![]() |
[TD]
Abilities
Author's Notes
Credits






[/TD]
![]()
![]()
Credits and Links
Credits to: Kimbo, darkdeathknight and DOTA
Morikk the Dwarven Prodigy
| ||||
![]()
|
[TD]

[TD]

Miscellaneous Information
| ||||||||||
|
| Damage (Level 1): 43-52 | | Base Attack Cooldown: 1.65 | |
| Hero Range: 600 | | Projectile Speed: 850 | |
| Defense (Level 1): 3.72 | | Movement Speed: 285 | |
| Cast Point: 0.5 | | Cast Backswing: 0.75 | |
| Sight Range (Day): 1800 | | Sight Range (Night): 800 | |
Hero Model: http://www.hiveworkshop.com/forums/models-530/dwarfarchmage-174691/?prev=search=Mage&d=list&r=20
Hero Icon:
(Image by Mr.Goblin: http://www.hiveworkshop.com/forums/icons-541/btnhunter-113321/?prev=search=Dwarf&d=list&r=20)
Hero Projectile: Abilities\Spells\Undead\OrbOfDeath\AnnihilationMissile
Hero Sound Set: HeroMountainKing
Hero Icon:

(Image by Mr.Goblin: http://www.hiveworkshop.com/forums/icons-541/btnhunter-113321/?prev=search=Dwarf&d=list&r=20)
Hero Projectile: Abilities\Spells\Undead\OrbOfDeath\AnnihilationMissile
Hero Sound Set: HeroMountainKing
(Q or R) Arcane Barrage
(W or D) Discharge Energy
(E or A) Assimilate Magic
(R or W) Power Torrent

(Image by Darkfang: http://www.hiveworkshop.com/forums/icons-541/btnarcaneblast-186603/?prev=search=arcane&d=list&r=20)
Tosses a bolt of arcane towards the targeted enemy unit that deals 60/90/120/150 spell damage upon initial contact. The bolt of arcane will split into two additional smaller bolts that will bounce to nearby enemies dealing 50% of the damage of the bolt that spawned it. This effect can happen 2/3/4/5 times.
(Manacost: 120/155/190/225 - Cooldown: 25)
Notes:
*Each bolt spawned from the initial hit will have its own seperate "lifetime" of 2/3/4/5 bounces
*Bolts can hit a single unit multiple times during its "lifetime"
*Bolts may travel within a 500 radius span while bouncing between targets
*Bolts bounce towards random targets within their radius (as opposed to the closest target)

(Image by Revolve: http://www.hiveworkshop.com/forums/...146412/?prev=search=purple&r=20&d=list&page=3)
The Dwarven Prodigy channels all of his energy into an incredibly powerful blast of magical energy for 1.5/1.5/1.25/1.25 seconds before releasing all of the energy into a single beam that projects from him in a cone in front of him dealing 35/55/75/95 spell damage every second for 4 seconds. The Dwarven Prodigy can move while channeling this spell but stuns, mini-stuns, and silences will interrupt its effect.
Additionally; Discharge Energy deals a bonus 5/7.5/10/12.5 damage for every 125 mana the Dwarven Prodigy currently has left inside of his reserves.
(Manacost: 200/225/250/275 - Cooldown: 20)
Notes:
*The cone spans a 600 radius at a 120 degree angle and projects from the front of the Hero for it's duration
*Damage is dealt even if units within the radius are not visible to the Dwarven Prodigy
*Does not harm trees

(Image by Blizzard Entertainment: http://www.hiveworkshop.com/forums/icons-541/btnarcaneblast-131118/?prev=search=arcane&d=list&r=20)
Due to the Dwarven Prodigy's heritage he is able to shrug off even the mightiest of magical invocations - better yet; he's able to benefit from them!
Dwarven Prodigy takes 5%/10%/15%/20% less spell damage from all sources and gains mana equal to 20%/30%/40%/50% of the damage dealt after all reductions are taken into account.
Passive
Notes:
*All magic resistances from items stack multiplicatively
*The mana regen component of this ability takes spell resistance into account
*If the damage is absorbed in some way; the Dwarven Prodigy does not benefit from the mana regen component of this ability

(Image by Hellx-Magnus: http://www.hiveworkshop.com/forums/...221625/?prev=search=arcane&r=20&d=list&page=6)
Morikk conjures a powerful torrent of arcane energies that manifest within the targeted area; these energies swirl and slowly gravitate nearby enemy units around the vortex created by the torrent. Enemies caught within the vortex will suffer a 25%/50%/75% movement speed penalty, however, allies and enemies will both deal and receive 25%/30%/35% additional damage from spells while within the Power Torrent. This torrent will last 8 seconds before exploding; dealing 250/350/450 spell damage to all enemies still caught within the vortex.
Scepter Upgrade:
*Power Torrent also prevents units from using basic attacks while within the vortex. (both allied and enemy units)
*Increases torrent duration to 10 seconds.
*Increases torrent explosion damage to 325/500/625
(Manacost: 300/350/400 - Cooldown: 120)
Notes:
*400 radius from the cast point
*Units within 500 radius of the vortex will slowly be pulled to the center of the cast point (this is incredibly slow effect, even with the 75% movement penalty it's fairly simple move out of its area of effect)
*The damage component will harm trees
|
|
|

[/TD]
[TD]

[TD]

LORE/HISTORY |
Oxadius, The King of Destruction wanted to create a new evil dragon, well his experiment was a success, but the result is not what Oxadius hoped. He hoped that this dragon will be his servant and his pet. But, the dragon is cute and cuddly. Because of that, he tortured the dragon with no mercy. But the dragon fly away with a scar on his chest, wings, back, tail, almost every part of his body but Oxadius freed him because he have a plan. 2 days later, he is starving doesn't know how to get a food and after awhile, he is really weak then he is unconscious. But then, he founded by the Royal Knights of Astrean Gallanaex in Zevalitia, the royal knights report and bring the dragon to Maecry Ragenbion, The Supreme Emperor of Zevalitia. He heals the dragon and give him some food. Now the dragon is owned by Maecry and named to "Mandalgor Frostblaze", "Mand" means Light, "Algor" means Bringer, then a unit asked "Why Frostblaze? Why not just Hellfire or Fireblaze?" Then Maecry answers "Frost because you all found him in the snowy field. And, Blaze because he is a fire dragon". Maecry take care of him pretty well, then 12 years later his friendship between Maecry and Mandalgor ended with the lies of Oxadius, Mandalgor whispered and corrupted by the lies of Oxadius through his energy from his scars. Mandalgor is told by Oxadius that Maecry doesn't love him because Maecry only cares humans and he don't need to obey Maecry, because he is big and strong. For an instant he destroyed his house that created by Maecry, he destroyed some part of the fort, this is the plan of Oxadius 12 years ago. Until, Maecry comes and making him unconscious. The next day Mandalgor wakes up and see nothing but a beautiful island with his kind. After that, he fight with the leader and in an instant Mandalgor killed the leader and become The Dragon Overlord and also servant of Oxadius! |
HERO DETAILS | |||
|
Hero Sound Set : | Hero Crypt Lord(Remove sound "I serve only The Frozen Throne") | Defense Base : | 58 |
Attacks Damage Base : | 81-150(Melee) and 86-129(Missile) | Movement Speed Base : | 390 |
»»»»»»»»»»»»»»»»»»»»UNIQUE SPELLS«««««««««««««««««««« |


[TD] ![]() |
|
Mandalgor calls a meteor shower with his flame aura on his entire body And anything that goes near him, will get burn, knockback, and smash by a period of time.
Level 1 : Deals 21 damage/second.
- Mana Cost: 226
- Cooldown: 13 seconds
- Duration: 16 seconds
- Range: 261
Level 2 : Deals 26 damage/second.
- Mana Cost: 336
- Cooldown: 19 seconds
- Duration: 19 seconds
- Range: 296
- Mana Cost: 226
- Cooldown: 13 seconds
- Duration: 16 seconds
- Range: 261
Level 2 : Deals 26 damage/second.
- Mana Cost: 336
- Cooldown: 19 seconds
- Duration: 19 seconds
- Range: 296
Level 3 : Deals 31 damage/second.
- Mana Cost: 443
- Cooldown: 20 seconds
- Duration: 19 seconds
- Range: 312
- Mana Cost: 443
- Cooldown: 20 seconds
- Duration: 19 seconds
- Range: 312
[TD] ![]() |
|
Mandalgor releases his fiery breath to the targeted units. Making the targeted units burn and take a lot of damages.
Level 1 : Deals 137 damage.
- Mana Cost: 423
- Cooldown: 31 seconds
- Range: 163
Level 2 : Deals 217 damage.
- Mana Cost: 490
- Cooldown: 35 seconds
- Range: 169
Level 3 : Deals 237 damage.
- Mana Cost: 563
- Cooldown: 43 seconds
- Range: 183
Level 4 : Deals 257 damage.
- Mana Cost: 635
- Cooldown: 49 seconds
- Range: 193
[/TD]
Mandalgor unleashes his roar and rage, making anything that goes near him will get dizzy and take a lot of damage.
- Mana Cost: 423
- Cooldown: 31 seconds
- Range: 163
Level 2 : Deals 217 damage.
- Mana Cost: 490
- Cooldown: 35 seconds
- Range: 169
Level 3 : Deals 237 damage.
- Mana Cost: 563
- Cooldown: 43 seconds
- Range: 183
Level 4 : Deals 257 damage.
- Mana Cost: 635
- Cooldown: 49 seconds
- Range: 193
[TD] ![]() |
|
Mandalgor unleashes his roar and rage, making anything that goes near him will get dizzy and take a lot of damage.
Level 1 : Deals 47 damage.
- Mana Cost: 611
- Cooldown: 31 seconds
- Duration: 13 Seconds
- Range: 235
Level 2 : Deals 57 damage.
- Mana Cost: 684
- Cooldown: 37 seconds
- Duration: 12 Seconds
- Range: 253
[/TD]
Mandalgor will fly.
- Mana Cost: 611
- Cooldown: 31 seconds
- Duration: 13 Seconds
- Range: 235
Level 2 : Deals 57 damage.
- Mana Cost: 684
- Cooldown: 37 seconds
- Duration: 12 Seconds
- Range: 253
[TD] ![]() |
|
Mandalgor will fly.
Level 1 : Deals no damage.
- Mana Cost: 0
- Cooldown: 51 seconds
- Duration: Until Mana Points runs out
- Range: 125
[/TD]
Mandalgor blast a big area with his supreme power. Causing a unit in the targeted area dies in a blink, but this only works for units not heroes.
- Mana Cost: 0
- Cooldown: 51 seconds
- Duration: Until Mana Points runs out
- Range: 125
[TD] ![]() |
|
Mandalgor blast a big area with his supreme power. Causing a unit in the targeted area dies in a blink, but this only works for units not heroes.
Level 1 : Deals 926 damage for heroes, and make unit instantly dies.
- Health Cost: 560
- Mana Cost: 600
- Cooldown: 70 seconds
- Range: 831
- Health Cost: 560
- Mana Cost: 600
- Cooldown: 70 seconds
- Range: 831
»»»»»»»»»»»»»»»MORPH UNIQUE SPELLS««««««««««««««« |
[TD] ![]() |
|
Mandalgor releases his fiery breath to the targeted units. Making the targeted units burn and take a lot of damages.
Level 1 : Deals 137 damage.
- Mana Cost: 423
- Cooldown: 31 seconds
- Range: 163
Level 2 : Deals 217 damage.
- Mana Cost: 550
- Cooldown: 35 seconds
- Range: 169
[/TD]
Mandalgor use his wings to drag and knockback its enemies in the targeted area, the winds are really sharp making any unit (even allied units) can be wounded badly. The winds are really strong making any units can be dragged.
- Mana Cost: 32
- Cooldown: 12 seconds
- Last for: 6 Second
- Range: 750
[/TD]
Mandalgor will land and slams the ground. Making a unit goes near him will take damage.
- Mana Cost: 423
- Cooldown: 31 seconds
- Range: 163
Level 2 : Deals 217 damage.
- Mana Cost: 550
- Cooldown: 35 seconds
- Range: 169
[TD] ![]() |
|
Mandalgor use his wings to drag and knockback its enemies in the targeted area, the winds are really sharp making any unit (even allied units) can be wounded badly. The winds are really strong making any units can be dragged.
Level 1 :
- Mana Cost: 412
- Cooldown: 40 seconds
- Last for: 13 Second
- Damage/Second: 45 Dmg/Sec
- Range: 482
Level 2 : - Mana Cost: 512
- Cooldown: 50 seconds
- Last for: 15 Second
- Damage/Second: 55 Dmg/Sec
- Range: 490
[/TD]
Mandalgor uses his eyes to see far things.
- Mana Cost: 412
- Cooldown: 40 seconds
- Last for: 13 Second
- Damage/Second: 45 Dmg/Sec
- Range: 482
Level 2 : - Mana Cost: 512
- Cooldown: 50 seconds
- Last for: 15 Second
- Damage/Second: 55 Dmg/Sec
- Range: 490
[TD] ![]() |
|
Mandalgor uses his eyes to see far things.
Level 1 : Deals no damage.
- Mana Cost: 20
- Cooldown: 9 seconds
- Duartion: 5 Second
- Range: 580
Level 2: Deals no damage.- Mana Cost: 20
- Cooldown: 9 seconds
- Duartion: 5 Second
- Range: 580
- Mana Cost: 32
- Cooldown: 12 seconds
- Last for: 6 Second
- Range: 750
[TD] ![]() |
|
Mandalgor will land and slams the ground. Making a unit goes near him will take damage.
Level 1 : Deals 30 damage.
- Mana Cost: 0
- Cooldown: 51 seconds
- Duration: 5 Seconds
- Range: 125
- Mana Cost: 0
- Cooldown: 51 seconds
- Duration: 5 Seconds
- Range: 125
*Notes: The different between normal landing and land mode ability is; if Mandalgor flies and his mana runs out he will automatically land but the unit(s) that get near him will take no damage
[rainbow]This might not win... But I enjoy while creating this 
Good Luck Everyone =D[/rainbow]
Good Luck Everyone =D[/rainbow]
Model Link
Merlinae, The Fairy Sorceress Knight
|
![]() ![]() Hero Model http://www.hiveworkshop.com/forums/models-530/faerie-96995/ Hero Projectile http://www.hiveworkshop.com/forums/models-530/butterfly-barrage-221958/ Hero Soundset Sorceress Soundset Hero Data -Damage- 40-58 -Armor- 1 -Speed- 300 -Range- 650 -Missle Speed- 890 Hero Attributes ![]()
Spells
First SkillSecond SkillThird SkillFourth Skill![]() Pain Haze Merlinae will make a haze that will hurts any enemies nearby and within Level 1 - Deals 15 damage every seconds. The haze lasts for 3 seconds Level 2 - Deals 15 damage every seconds. The haze lasts for 5 seconds Level 3 - Deals 20 damage every seconds. The haze lasts for 5 seconds Level 4 - Deals 30 damage every seconds. The haze lasts for 5 seconds ![]() Pixie Potion Merlinae will throw a bottle of useful potion to a friendly hero. The potion will increase it's mana and health regeneration Level 1 - Increases 10% of mana and health regeneration. The effect lasts for 10 seconds Level 2 - Increases 15% of mana and health regeneration. The effect lasts for 10 seconds Level 3 - Increases 15% of mana and health regeneration. The effect lasts for 15 seconds Level 4 - Increases 25% of mana and health regeneration. The effect lasts for 20 seconds ![]() Tejhanah's Blessing Great Queen Tejhanah bless Merlinae with a greater power: "Simbe'lendo par kiteri, biste vrunn Qeremun ste tobleoss" ("May your power, can empower the Queen's army") Level 1 - Gives nearby allies 15% more speed and +1 damage Level 2 - Gives nearby allies 20% more speed and +2 damage Level 3 - Gives nearby allies 20% more speed and +3 damage Level 4 - Gives nearby allies 30% more speed and +3 damage ![]() Transcendence Spirits Merlinae will call her fallen Fairy fellows spirits to assist her by rampaging through the battlefield Level 1 - Rampaging for 10 seconds Level 2 - Rampaging for 10 seconds. The spirits is 25% stronger Level 3 - Rampaging for 15 seconds. The spirits is 30% stronger |
![]() IntroductionAbilities
Level 1: Deals 100 damage and ensnares enemies in the target area Level 2: Deals 150 damage and ensnares enemies in the target area Level 3: Deals 200 damage and ensnares enemies in the target area Level 4: Deals 250 damage and ensnares enemies in the target area
Level 1: Reduces armor by 3, 25% attack and movement speed slows. Level 2: Reduces armor by 4, 30% attack and movement speed slows. Level 3: Reduces armor by 5, 35% attack and movement speed slows. Level 4: Reduces armor by 6, 40% attack and movement speed slows.
Level 1: 80 damage 30% attack and movement speed slow. Level 2: 140 damage 30% attack and movement speed slow. Level 3: 200 damage 30% attack and movement speed slow. Level 4: 260 damage 30% attack and movement speed slow.
Level 1: Summons 2 (3*) Virulent Clones with 550 HP. with Virus Swarm. Level 2: Summons 2 (3*) Virulent Clones with 675 HP. with Virus Swarm and Slow Poison. Level 3: Summons 2 (3*) Virulent Clones with 800 HP. with Virus Swarm and Slow Poison.
-Can be improved by Aghanim's Scepter (* shows the improved values). -All Virulent Clones spells are passive spells. -Virulent Clones needs an attack order for Virus Swarm ability to activate. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[size="+1"]Inspiration[/size]: -Breken the Vile from Adventure Quest Worlds [size="+1"]Credits[/size]: Blizzard Entertainment, b17rider, Tickles, The Panda, Golden-Drake, Love Seeker, -Berz-, Darkfang, Traxamillion |




IDEALIST CHALLENGE #2
|
MYTHICAL CREATURES
[tr][TD] ![]() |
![]() |
Zeineia, The Mistress of Hell
|
Lore/History
|
"The Demon Goddess Lilith sent out these succubus from Hell to spread nightmares to the world to both men and women. Every night these succubus fly and find preys to eat, When they found a certain unfortunate prey it will not see the sun again. When dawn arrives they hastily go to their perspective hidings and wait for the sunset to move again. But then, when humans agreed to kill these flying beasts. Every night they watched their homes with the new technologies and weapons arrived recently, they killed the flying beasts one by one. Many succubus was slaughtered, the events overturned, now the succubus are the prey. Their Mistress Zeineia managed to went to her hidings but her severe wounds almost killed her but she heeded a cold voice from her, whispering. When she found out that it was the Lich King toying with her, she tried to fight him but she was too weak to move, she collapsed. Unknowingly to Zeineia the Lich King used his mind control powers to make Zeineia his servant and he managed to restore her powers. The Mistress of Hell awakened and her wounds was healed and she was now more fierce and powerful than ever, empowered by the Lich King and now she only serve the scourge."
|
Zeineia
|
Hero Attributes
|
![]() | ![]() |
![]() |
Agility - 21+2.5
| ![]() |
Strenght - 16+1.5
|
Intelligence - 18+1.0
[/TD]
[tr]Skill Set
Special Tab
![]() | Blood Scream Zeineia shouts a very loud screech that slows enemy unit's movement of speed and damaging them per second. | ![]() | Compact Blood Zeineia's blood is very thick, reducing both magical and physical damages dealt to her and increasing her max hitpoints. | ![]() | Blood Lust When Zeineia's life is hanging on the line, Her attack speed and movement of speed will increase, She will regenerate hitpoints faster and giving her bonus armor. |
[TD]

Zeineia sacrifices her own blood to deal damage to her enemies.[/TD]
[tr]
[tr]
StygianHarlot images by 67chrome StygianHarlot's icon by 67chrome Spell_Shadow_BloodBoil by Blizzard Entertainment CRBLOOD by CRAZYRUSSIAN HarpyScream by Stanakin CRBLOODpool by CRAZYRUSSIAN Darkhand by Darkfang |
Hero Details
|
Attack Rate: | Defense Base: | Projectile Missile: | Movement of Speed: | Sound Set: | Affiliation (side): |
[TD] Attack
Damage: [/TD] 40 - 46 [TD] Attack
Range: [/TD] 550 (range) 1.70 2
[tr] Archmage 290
[tr] Harpy The Scourge
Boiling Blood
Blood Scream
Compact Blood
Blood Lust
![]() Boiling Blood |
Mana Cost: | Cooldown: | Hotkey: | Status: |
[TD] Casting Range: [/TD] 500 range [TD] Area of Affect: [/TD] 1 115/120/125/130 12/12/11/10 seconds [tr] Q Active
![]() |
[TD] When a unit have this buff, They will be more vulnerable at physical attacks. They will deal 12%/18%/24%/30% more damage at any physical attacks.
[/TD]
![]() Blood Scream |
Mana Cost: | Cooldown: | Hotkey: | Status: |
[TD] Casting Range: [/TD] instant [TD] Area of Affect: [/TD] 300 125 18/17/16/15 seconds [tr] W Active
[TD] Zeineia shouts a very loud screech around her that slows enemy unit's movement of speed by 20% and damaging them by 6%/8%/10%/12% of Zeineia's max life per second for over 4/4/5/5 seconds.
When an effected units is bleeding the bleeding's duration will reset. [/TD]
![]() Compact Blood |
Mana Cost: | Cooldown: | Hotkey: | Status: |
[TD] Casting Range: [/TD] N/A [TD] Area of Affect: [/TD] 1 N/A N/A [tr] E Passive
[TD] Zeineia's blood is very thick that reduces 11%/16%/21%/26% both physical magical damage dealt to her and increasing her max hitpoints, adding a total of 40/60/80/100 hitpoints.
[/TD]
![]() Blood Lust |
Mana Cost: | Cooldown: | Hotkey: | Status: |
[TD] Casting Range: [/TD] N/A [TD] Area of Affect: [/TD] 1 N/A N/A [tr] R Passive
[TD] When Zeineia's life is below 40% her lust for blood will overcame her giving her 20% more attack speed and 10% more movement of speed, 1%/2%/3% faster health regeneration and 3/4/5 bonus armor and for every 5% of her life gone, it will increase her attack speed and movement of speed by 5%.
Notes:
* For every 5% of her life gone, 5% is added to both of her attack speed and movement of speed, ONLY when her life is 40% below.
* When her life becomes 40% above, all of the bonuses will vanish.
[/TD]
[/td]



Grats to ~Nightmare for 1st place and pulling the biggest desperation move with hacks. Its true people. ~Nightmare is a beater lol j/k

|

The contest and poll are closed.
Thank you all for your participation. Awaiting the judges scores now
so we can declare the top 3 winners
IC#2 Poll Vote
[/td][/tr]
Last edited by a moderator: