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The Idealists Challenge #2 "Mythical Creatures"

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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.


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challenge.jpg

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A fairly simple contest where your hero ideas could be recognized and possibly realized in an actual game or could benefit others that would use your ideas. Anyone can join and anyone could win. All you have to do is to create a hero idea based on the theme. Any mapmaker can use the hero as long as they give credit to the author. The map we will be basing is DotA/DotA 2

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.

pegasus_and_sky.jpg


rules.jpg

• 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.

Required Details
» Hero Name
» Lore/History
» Damage Base
» Attack Range
» Attack Rate
» Projectile
» Defense Base
» Movement Speed
» Attributes
» 4 Unique Spells



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
Judging.jpg
DescriptionPoints
CONCEPTIs the hero idea valid with the chosen theme? Is the concept original and/or well modified?10 points
LOREIs the lore compatible with the hero? Does the lore paint a clear picture of the hero? Is the lore specific enough in terms of origin of the hero? Does the lore fit with the overall map theme lore?
10 points
PRESENTATIONAre the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)? Did the author use enough graphic material to represent his or her hero idea to the fullest? 15 points
MECHANICSHow does the hero mechanics work with each other? Are the spells synergistic between each other? How difficult this hero's play style would seem for an average player? 20 points
COMPLEXITYAre the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?
10 points
BALANCEIs the hero balanced for the chosen map theme? Are the abilities, stats or attributes shown break the balance in some way? Is the hero in a playable state as described or it needs rework? If yes, what needs to be changed and why?25 points
IMPLEMENTATIONCan this hero be created into the chosen map? If yes, what is the complexity required for a playable state? Approximately how long would an average creator need to create this hero?10 points
TOTAL100 points

* The winner shall be known with 25 % Public Poll and 75% Judges' Scores

Chaosy's Scores



Chaosy's review on Atryxar the Archfiend

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

BALANCE

IMPLEMENTATION

TOTAL



10 POINTS

Is the hero idea valid with the chosen theme? Is the concept original and/or well modified? 10 POINTS


The creature itself (bat) is clearly not a mythical creature. However, since it's affected by some kind of mysterious soul manipulation I'd say it's acceptable. Otherwise, the skillset suits very well with the hero roll and its model.
9/10




10 POINTS

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


This is what ruins this entry. Firstly, the corruption of the bat is unexplained. it also fails to tell how it ended up serving either the Undead of the Elves in DotA. However you manage to describe the thrill of the hunt experience the hero gives. Either way, while well written I just fail to find it very interesting.
6/10




15 POINTS

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


Close to perfection. This is a wonderful layout, I doubt anyone would give this less than max points. I am just happy that you included more info than needed. TL;DR nice lookin', very informative.
15/15




20 POINTS

How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


There's synergy between two of the spell which should work quite nicely. The hero got some skill based mechanics to keep the player interested while still keeping it on a relative simple level. Really good design.
20/20




10 POINTS

Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


Rather simple spells, making use of simple mechanics but still manage to give the abilities some depth and complexity.
10/10




10 POINTS

Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


This hero actually seems somewhat weak, even at max rank all spells got over 10 second cooldown. W lifesteal bonus also seems weak, lifesteal on one attack only? then the lifesteal should be more like 200% of the damage done with that attack. Lastly, the ultimate uses health as a factor to deal damage which is a little odd on an assassin type hero.
5/10




25 POINTS

Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


Armor reduction could prove to be tricky but otherwise this should be rather simple to implement.
22/25



CONCEPT (9/10)
LORE (6/10)
PRESENTATION (15/15)
MECHANICS (20/20)
COMPLEXITY (10/10)
BALANCE (5/10)
IMPLEMENTATION (22/25)

TOTAL (87/100)



Chaosy's review on Chiron, Centaur Grand Hunter

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

Unexpected tab 6



10 POINTS

Is the hero idea valid with the chosen theme? Is the concept original and/or well modified? 10 POINTS


Definitely a mythical creature, not exactly a unique kind though even exists in Warcraft already. Also the ability concept is weird, first you got a bow skill and then a melee skill and then support skill.
9/10




10 POINTS

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


While I feel that this guy seems really OP in the lore, it is still well written and tells what it needs to. His origin, his abilities and how he ended up where he is. Using real mythical characters is a good choice.
9/10




15 POINTS

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


Very informative choice of layout. This is what I'd call a structured layout, however it somehow lacks the charm of some other entries. But not bad by any means.
13/15




20 POINTS

How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


Simple until it comes down to the ultimate. Otherwise straight forward abilities and lacks synergy.

10/20




10 POINTS

Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


Every spell is rather simple other than the ultimate which takes some time to read though, but the mechanic itself is not advanced. The hero lacks depth, meaning the abilities could do different things depending on something. If a unit is being knocked backwards while hit by Q he could take 50% bonus damage. This is actually very hard to explain without writing a wiki page. Send me a message if you need information about that.
5/10



[tab][tabheader]BALANCE[/tabheader]

10 POINTS

Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


I think the character leans towards being too weak but manages to be somewhere in the middle. I see no issues with the balance here.
10/10


[/tab]
[tab][tabheader]IMPLEMENTATION[/tabheader]

25 POINTS

Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


Not much to say, simple. Full score.
25/25

[/tab]
[tab][tabheader]TOTAL[/tabheader]

CONCEPT (9/10)
LORE (9/10)
PRESENTATION (13/15)
MECHANICS (10/20)
COMPLEXITY (5/10)
BALANCE (10/10)
IMPLEMENTATION (25/25)

TOTAL (81/100)

[/tab]



Chaosy's review on Gor'thir'hel the Blood of Gore

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

BALANCE

IMPLEMENTATION

TOTAL



10 POINTS

Is the hero idea valid with the chosen theme? Is the concept original and/or well modified? 10 POINTS


Normal wolf with some super power, not exactly original, but clearly suits the theme. The general concept of the hero is almost identical to LoL's Warwick. Warwick is a werewolf that excels in sustain survival with lifesteal. Blood Hunger is an almost identical copy of Warwicks W, the only difference is that Warwick's W is AOE and no only self.
6/10




10 POINTS

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


Very interesting way to write the lore, while it's hard to understand at some points, it got some charm to write it like a poem. It fails to tell how he ended up in the DotA map though.
8/10




15 POINTS

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


Clean and informative, good choice of colors. While being very structured it lacks charm. As said, good looking, definitely not bad.
12/15




20 POINTS

How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


There's synergy between two spells. There's a few interesting abilities that are simple but can clearly be good looking and fun if done correctly. One skillshot too. Pretty simple abilities, anyone should be able to pick this up quickly.

18/20




10 POINTS

Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


The abilities got some good use of simple mechanics to make the hero fun while not being too complex. However it lacks depth, the critical chance of the ultimate is the only thing that can be changed depending on conditions. For example, if Blood Hunger is active during Dancing Hell, Dancing hell attacks procs faster.
8/10




10 POINTS

Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


Seems pretty balanced, you might not want to go versus this hero one on one though, very strong in that aspect.
9/10




25 POINTS

Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


Simple overall, nothing to add, this is about as simple as it gets without getting very dull.
25/25



CONCEPT (6/10)
LORE (8/10)
PRESENTATION (12/15)
MECHANICS (18/20)
COMPLEXITY (8/10)
BALANCE (9/10)
IMPLEMENTATION (25/25)

TOTAL (86/100)



Chaosy's review on Gor'thir'hel the Blood of Gore

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

BALANCE

IMPLEMENTATION

TOTAL



10 POINTS

Is the hero idea valid with the chosen theme? Is the concept original and/or well modified? 10 POINTS


Definition of a mythical creature. I recall the hydra being in some Greekish tale. The concept clearly shows that is a tank focused hero. However a hydra is not really unique.. it even exists in wc3.
9/10




10 POINTS

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


This is lore done right. Based on real myths. Really good and well written, nothing to add.
10/10




15 POINTS

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


Structured, informative, nice color usage, however the above-middle part looks a little odd with a new every three words. Also it lacks some charm. Yet not not bad.
12/15




20 POINTS

How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


There's synergy between two spells. One skillshot mechanic, the ultimate works well with Blessing of Hera too, not sure if I should call it direct synergy though. This is a somewhat simple hero since there are two passive'ish spells that you don't need to worry a lot about. However two of the spells requires you to position correctly.

18/20




10 POINTS

Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


The abilities bring interesting mechanics and depth to the table while not being too advanced. Nothing to add.
8/10




10 POINTS

Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


I see no big balance issues here, neither good nor bad. But I think the hero leans a little more towards being weak.
9/10




25 POINTS

Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


The ultimate and proper cone detection could be a little tricky, but otherwise this shouldn't be hard to add into the map for a decent triggerer.
21/25



Personal note from Chaosy: I reviewed this once and deleted it by mistake so I had to re-do it. Since I wasn't too happy about this, I made it as short as I could. And by doing so I might have missed something in the hurry. If you feel like something went wrong, please contact me and I might be able to change my judgement if I admit that I reviewed something higher.

CONCEPT (9/10)
LORE (10/10)
PRESENTATION (12/15)
MECHANICS (18/20)
COMPLEXITY (8/10)
BALANCE (9/10)
IMPLEMENTATION (21/25)

TOTAL (87/100)



Chaosy's review on Malendis, Creature of Darkness

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

BALANCE

IMPLEMENTATION

TOTAL



10 POINTS

Is the hero idea valid with the chosen theme? Is the concept original and/or well modified? 10 POINTS


The concept for the hero is fully valid and suits the theme fairly good. However "creature of darkness" is very vague and not explained in the lore either. It fails to strike as very unique too, naot saying it's common either, but something in-between.
6/10




10 POINTS

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


The lore is written very nicely, it really creates a fantasy like feeling while reading. The lore perfectly describes the hero's background and it's origin, however it fails to give the hero a personality/character which is very important. Other than being forced to kill everything, we know nothing about this creature. I also want to point out that I find it very interesting that you used greekish mythology as the base of the story, but if someone isn't aware of the gods' names they wouldn't understand that. I highly suggest that you're telling such details in the future. This section had so high potential, but due lack of details I had to lower the score.
7/10




15 POINTS

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


Looks very nice and clean. I got absolutely no complains with the layout.
15/15




20 POINTS

How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


There wasn't a lot of synergy. There's synergy between the ultimate and Dark Isolation, but that's about it. However we're using night/day as a really important mechanic which suits the the lore. In terms of difficulty I'd say it's a very simple hero. There are no skillshots or need for combos, however you might want to keep an eye on your mana.
16/20




10 POINTS

Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


The hero uses more advanced spells than the default heroes while mostly keeping it on a acceptable level before being too complicated. However I think it lacks in terms of enjoyment, there aren't really any really fun spells other than possibly Wraith Form.
7/10




10 POINTS

Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


The base damage seems to be way too high. The mana used by wrath form is way too low during the night, if you 300 mana you can be unkillable for 200 seconds which is just absurd for a spell with basically no cooldown. Other than that I don't see any big issues.
8/10




25 POINTS

Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


The hero should be somewhat simple to create if it wasn't for Spell Negation which reduce all crowd control to 0,1 seconds. It's impossible to judge how long it would take since I got no idea how good the average person is. But it shouldn't take much more than the average hero due the lack of complexity.
18/25



CONCEPT (6/10)
LORE (7/10)
PRESENTATION (15/15)
MECHANICS (16/20)
COMPLEXITY (7/10)
BALANCE (8/10)
IMPLEMENTATION (20/25)

TOTAL (77/100)



Chaosy's review on Mandalgor Frostblaze, The Dragon Overlord

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

BALANCE

IMPLEMENTATION

TOTAL



10 POINTS

Is the hero idea valid with the chosen theme? Is the concept original and/or well modified? 10 POINTS


Valid but boring, Dragon is pretty most the most boring thing you could've come up with in terms of creativity. The abilities suit well with said hero, but I just feel like the general impression I got from the hero was rather bad.
4/10




10 POINTS

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


This the type of lore I love the most, not three row rubbish. Personally I think you had the most potential for telling a story. However you failed due multiple reasons.Firstly there are quite a few grammar mistakes. Secondly, it's a wall of text without any empty rows. Thridly, you use a lot of names of persons that we know literary nothing about, this is only confusing and nothing else. And lastly, you try to tell a rather long story, but you make it too simple, it just lacks everything reminding of charm.
3/10




15 POINTS

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


The upper half started of quite good, and then it was just.. gone.. after scrolling down just a little. Bad is really misleading, but I just feel like it fails to interest me in the slightest. Icons for abilities is a really good way to do this for example. The layout for showing the abilities in general felt really clumsy and it was really confusing to read through.
7/15




20 POINTS

How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


I think you managed to add a fair share of good mechanics to your hero. Due having more abilities than the average champion, he is obviously harder to play as well.
16/20




10 POINTS

Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


Multiple use of semi-simple mechanics to keep the gameplay entertaining. I got nothing to complain about here.
10/10




10 POINTS

Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


Wrath of Flame duration seems to be insanely high. 31 * 19 to all nearby units if they stand close for the entire duration. (max rank)
9/10




25 POINTS

Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


More abilities = longer time, semi-advanced mechanics.
19/25



CONCEPT (4/10)
LORE (3/10)
PRESENTATION (7/15)
MECHANICS (16/20)
COMPLEXITY (10/10)
BALANCE (9/10)
IMPLEMENTATION (19/25)

TOTAL (77/100)



Chaosy's review on Merlinae, the Fairy Sorceress

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

BALANCE

IMPLEMENTATION

TOTAL



10 POINTS

Is the hero idea valid with the chosen theme? Is the concept original and/or well modified? 10 POINTS


The idea for the hero is something I'd call a classical fantasy creature, yet I don't think I've ever seen a fairy hero in a Warcraft III map. However, I think the hero is somewhat poorly designed in various ways. The details will be given bellow in the other sections.
7/10




10 POINTS

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


Big 0 due missing lore.
0/10




15 POINTS

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


While it doesn't look bad, it lacks style in the ability section. Pain Haze and Transcendence Spirits are also badly explained, Pain Haze doesn't explain if it's a target ability or if it spawns at the hero's location. Transcendence Spirits doesn't explain how the spirits assist, do they heal? do they attack like normal units? do the deal damage each second by just being close? . Some parts are colored while other are not. Additionally, the stats could be displayed in a table or by using images. Lastly, by showing a picture of the model in question will expand the table you use, making it look better.

8/15




20 POINTS

How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


I find no synergy between the spells at all. However the hero is very easy since there is only one spell that you even need to target something with.
8/20




10 POINTS

Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


THe utlimate could prove tricky to trigger depending on how it works. (it remains unclear by only judging the tooltip) Otherwise it's fairly simple, giving it a 9.
9/10




10 POINTS

Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


40-58 damage for a support hero is insanely high at level 1. Otherwise it's a little hard to judge due lack of info (mana for example and duration on Pain Haze). However from what I can tell, the hero seems rather weak, even for a support. But once again I find it really hard to judge this entry.
6/10




25 POINTS

Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


Most of these spells can be done by anyone who got above basic knowledge, as said before the ultimate might prove hard, but I really can't tell.
20/25



CONCEPT (7/10)
LORE (0/10)
PRESENTATION (8/15)
MECHANICS (8/20)
COMPLEXITY (9/10)
BALANCE (6/10)
IMPLEMENTATION (20/25)

TOTAL (58/100)



Chaosy's review on Morikk the Dwarven Prodigy

CONCEPT

LORE

PRESENTATION

Unexpected tab 4



10 POINTS

Is the hero idea valid with the chosen theme? Is the concept original and/or well modified? 10 POINTS


Suits the theme, it isn't that unique. There are indeed no Dwarven mages, so the person himself is technically unique lore wise, but concept wise, not so creative. The concept of being extra strong versus other magic users is a pretty nice idea.
7/10





10 POINTS

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


I personally dislike this lore a little more than I should just because it doesn't exactly tell a story (according to me). You point out the fact that there are no Dwarven mages, and then he runs of to fight for the Elves. Not really a story in my eyes. But even so, you describe his origin, who he is and how he end up helping the elves. What you fail to describe though, is his personality in any way.
6/10




15 POINTS

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


This is a very good presentation, everything here is well done, but I got two complains. Firstly the lore text is not in
tags which makes it looks a little more boring than it should. Secondly I think you're using too many colors that doesn't suit with the rest. Purple and blue are fine but then comes green and pink and the default color. Not too big of a deal though. This is one of the best presentations BB code wise.

13/15



[tab][tabheader]MECHANICS[/tabheader]

20 POINTS

How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


I don't see any synergy between the spells other than possibly using a combo with Discharge Energy and Power Torrent which slows them down making Discharge Energy easier to hit. Same goes with Arcane barrage actually. We got many interesting mechanics in this entry, they are not too advanced but somewhere in the middle. The hero use three skillshots and seems to be weak versus non-spell casters due his passive ability. Because of that he should be a bit above average to master.
18/20


[/tab]
[tab][tabheader]COMPLEXITY[/tabheader]

10 POINTS

Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


Good spells with some depth and fun factor in them. This is a really good example of how to create spells that aren't simple nor advanced. Full score, no complains.
10/10


[/tab]
[tab][tabheader]BALANCE[/tabheader]

10 POINTS

Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


I fail to see any issues here. Seems pretty solid.
10/10


[/tab]
[tab][tabheader]IMPLEMENTATION[/tabheader]

25 POINTS

Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


The first spell is the only one who could cause real trouble in terms of triggering. Discharge Energy is also tricky, not because of the spell itself, but because you have to detects stun / silence in order to make it interruptable.
20/25

[/tab]
[tab][tabheader]TOTAL[/tabheader]

CONCEPT (6/10)
LORE (7/10)
PRESENTATION (13/15)
MECHANICS (18/20)
COMPLEXITY (10/10)
BALANCE (10/10)
IMPLEMENTATION (20/25)

TOTAL (84/100)

[/tab]



Chaosy's review on Raza'rr

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

BALANCE

IMPLEMENTATION

TOTAL



10 POINTS

Is the hero idea valid with the chosen theme? Is the concept original and/or well modified? 10 POINTS


The hero concept on this one is clearly a fitting character. It's a humanoid version of a gryphon. However, his abilities fail to follow the wind theme that he has indirectly chosen by picking a bird-like model. Additionally the title "Blade tempest" should refer to a windy tempest taking model into account? Even so, good choice.
8/10





10 POINTS

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


The lore on this hero was really short and gives us a rough image on what kind of a person Raza'rr is. However, since we're more or breeding a race here and not a specific character, rather than focusing on personal information, the lore could refer a little to his race. We know nothing of the attributes of him. Can he fly? where does his kin come from? and so on
6/10




15 POINTS

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


This one gotta be the best one in this contest. I'd be dammed if this doesn't score full.
15/15




20 POINTS

How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


There's synergy between two spells, and that's it. The hero is also rather straight-forward. There are no difficult abilities to land. However the rng-element on the Hawk Drive makes him a little unstable.
16/20




10 POINTS

Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


This hero would have scored flawless here, if it wasn't for the ultimate. It's super advanced. There's just so much you have to 'turn off'. Rather than blocking a good chunk of minor stuff, you could let it be and buff the duration a little to make up for the loss.
8/10




10 POINTS

Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


The base damage seems to be way too high. The mana costs on some spells seems to insane too! Since the hero got no synergy with mana, the mana pool should be pretty low. And then you become out of mana after using 3 spells. This would be fine if you consider one ability really strong and want it to limit it a little. However, all activate abilities cost over 100 mana which makes me think it's flaw since Hawk Drive and Altar of Faith don't seem to be good enough for such high mana costs. But otherwise it seems good to me.
9/10




25 POINTS

Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


As said before, flawless until the ultimate comes in. That one is hard to implement. I wont repeat what I said earlier.
18/25



CONCEPT (8/10)
LORE (6/10)
PRESENTATION (15/15)
MECHANICS (16/20)
COMPLEXITY (8/10)
BALANCE (9/10)
IMPLEMENTATION (18/25)

TOTAL (80/100)



Chaosy's review on Romagus, the Time Elf

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

BALANCE

IMPLEMENTATION

TOTAL



10 POINTS

Is the hero idea valid with the chosen theme? Is the concept original and/or well modified? 10 POINTS


I fail to consider this to be a mythical creature. Mythical can be roughly translated to fantasy character, however that's not correct. He is basically a normal elf mage in the Warcraft universe, Warcraft is not considered to be a mythical story, but a fantasy story. Otherwise, the concept in general is not that unique either, he seems like a bronze dragon in their human form. (because they are the only ones that can controll time if you're really picky of Warcraft lore)
4/10




10 POINTS

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


I think the lore is some lamely explained. You explain his origin, his powers and abilities, how he ended up where he is. Basically everything that needs to be in the story section of a hero. However, as said, the simple use of the language ruins it.
5/10




15 POINTS

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


The BB code itself is about average, however you provide a lot of useful information that many other entires didn't. But even if you did something good by adding a picture of models used as effects, the images are not transparent and they look bad in the overall layout. Bad choice of colors, the dark blue on is unreadable and it hurts my eyes to read the text. The only way I managed to review this was by selecting the text with my mouse which make the text color white.
8/15




20 POINTS

How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


There's plenty of synergy between the spells. The abilty mechanics themselves are also pretty simple to understand.. once you've read all of them.
15/20




10 POINTS

Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


We're talking about extremely complex stuff here. I can understand what you want to make your hero interesting and unique by adding a lot of stuff and mechanics to your hero. However, you've taken it way to far. I've had to read most of the tooltips more than once just to get a hand of everything it did. There are way too many factors in most of those spells.
4/10




10 POINTS

Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


Overpower is the only word I can come up with to describe this hero. Three out of gour abilties are completely out of hand. At max rank Fate Denial got 5 seconds cooldown, and heals for 40% of their max health.. imagine comboing that with a tanky hero. It's just absurd. And right after that.. Time Lock gives 3 seconds of damage immunity WHILE proccing a new verion of Fate Denial even if it is on cooldown. Basically you can get healed for 80% of your hp while being immune to all damage. Time Mastery is also rather strong since it buffs both your defences by a lot (as a mage!) while buffing every single ability offensively and supporively.
3/10




25 POINTS

Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


Due said complexity, this is really hard to trigger.
10/25



CONCEPT (4/10)
LORE (5/10)
PRESENTATION (8/15)
MECHANICS (15/20)
COMPLEXITY (4/10)
BALANCE (3/10)
IMPLEMENTATION (10/25)

TOTAL (49/100)



Chaosy's review on Zeineia, the Mistress of Hell

CONCEPT

LORE

PRESENTATION

MECHANICS

COMPLEXITY

BALANCE

IMPLEMENTATION

TOTAL



10 POINTS

Is the hero idea valid with the chosen theme? Is the concept original and/or well modified? 10 POINTS


Clearly fitting, Zeineia's former master is a jewish character. Making the character's lore prove that it's highly a mythological creature. Not exactly unique though as the 'race' succubus exist in Warcraft 3 already. Also I think it's a little odd that you designed a succubus without using some kind of charm-ish spell and only focusing on blood magic. Also while you're creating a hero that seems to be focused around movement and hunting down weak targets, a wild spell that increase health and reduce damage taken appears!
7/10




10 POINTS

Is the lore compatible with the hero? Does the lore paint a clear picture of the hero?
Is the lore specific enough in terms of origin of the hero?
Does the lore fit with the overall map theme lore?


The story here tells all it needs to, you get to know their origin, their master, what they do, what happend to them, how/why the character ended up where it is. However there were a few grammar errors and I think that the lich king mind controll was a little lame somehow. But you should know this wasn't bad at all.
8/10




15 POINTS

Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)?
Did the author use enough graphic material to represent his or her hero idea to the fullest?


Way above average, but it somehow lacks some of the charm that some (very few) had, but you'll get almost full score from me here, imformative layout, good coice of color, suiting images and so on.
13/15




20 POINTS

How does the hero mechanics work with each other? Are the spells synergistic between each other?
How difficult this hero's play style would seem for an average player?


Unless I missunderstood, there are synergy between the first two spells. So that's a start. The hero is extremely simple, two passive and two activates. The order of the two spells depend on the situation though so you might need to use your brain and not blindly pressing Q>W for (technical) optinal damage.
17/20




10 POINTS

Are the hero mechanics as complex as necessary?
Does the complexity level of the hero provide fun and interesting gameplay? If yes, why?


Simple spells. Flawless.
10/10




10 POINTS

Is the hero balanced for the chosen map theme?
Are the abilities, stats or attributes shown break the balance in some way?
Is the hero in a playable state as described or it needs rework?
If yes, what needs to be changed and why?


My, my. This is the firs time while reviewing so far that I have been shocked by looking at the numbers. Blood Boil increase damage by 30% (at max tank) physical damage to all nearby enemies is completely insane. Additionally Blood Screm's dot is also completely out of hand. 12% (at max rank) of the casters max health per second over 5 seconds.. do the math. 12 * 5 = 60. That means that she deals 60% of her max health too all enemies. So if she stacks health she can oneshot most range enemy heroes.
4/10




25 POINTS

Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state?
Approximately how long would an average creator need to create this hero?


You'd need a good DDS for the physical damage increase, but other than that it should be easy for most people to add the skillset.
21/25



CONCEPT (8/10)
LORE (6/10)
PRESENTATION (13/15)
MECHANICS (17/20)
COMPLEXITY (10/10)
BALANCE (4/10)
IMPLEMENTATION (21/25)

TOTAL (79/100)


[tr]

[tr][TD]
thepanel.jpg
[/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.


race_gnome_female.jpg


Participants

spell_holy_sealofmight.jpg


Judges

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WIP's

inv_misc_toy_04.jpg


Finished


[td]
avatar138485_1.gif
jopi
avatar206796_72.gif
chaosy

[td]
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

Furnace : The Missing One
Hero Model: Firelord
Hero Icon: Firelord
Other Models Stuff: -
Hero Range: 125 (Range)
Hero Projectile: Firelord
Hero Lore: Furnace the Missing One is the brother of Doomlord, he is missing since he is small and when Furnace is teen, he figured out how to control his demon power. And now he is the king of Doom.
Hero Sound Set: Firelord
Damage Base: 43 - 47
Attack Cooldown: 1.64
Defense Base: 2
Attributes
Strength- 18
Intelligence- 14
Agility- 21 [Main]
Movement Speed Base: 295
Spells:

Flaming Shield

Doom Sight

Furnace Heat

Doomlord

Furnace activate the Flaming Shield to damage nearby enemy unit for 11/22/33/44 damage per second, increasing the magic resistance him self by 8%. Shield last for 7 seconds.

Manacost: 90/100/110/120
Cooldown: 18/16/14/12
Furnace passively gains bonus 45/85/125/165 attack range. When Furnace he creates a explosion, damaging nearby 300 AoE enemies by 100 + (5% x Max Hp of Enemy) and applies a 120 units knockback
Whenever Furnace casts a spell or item, he will passively gain a 5/10/15/20 bonus damage for 14 seconds. Damage bonus do stacks.
Furnace transform himself to his brother, Doomlord. Increasing the attack speed by .25/.5/.75, hitpoint regenerations by .25/.35/.45 following with a 30/40/50% bonus damage for 20 seconds.

Manacost: 45
Cooldown: 60/70/80
Darko_Darkking

BTNIDNGaruda.jpg

Garuda, the Mythical Bird
IDNGarudaSnapshot.jpg

Info

Attributes

Spells

History:
"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:

Strength

Weakness

Garuda is good when :
  • High armor, good for tanking.
  • Flying heroes, only take damage from ranged heroes and could pass the trees
Garuda is weak when :
  • Greatly reduced eyesight at night
  • Each time he cast a spell, his will have a recoil
  • Slow at night
Strength
strength-c.jpg
19.00 + 2.75
Agility
agility.jpg
13.00 + 1.5
Intelligence
intelligence.jpg
15.00 + 1.75
[tr]


[td]

IDEALIST CHALLENGE #2 ENTRY


[td]
exclamation_octagon_fram.png
Images of custom resources found in this submission may be clicked for their sources.
exclamation_octagon_fram.png
[td]
Malendis
Creature of Darkness
[td]
[/td]
[/TD]
[/TD]


ATTRIBUTES

[TD]
strength-c.jpg
[td] Strength : 25 + 2.4

[/TD]

[TD]
intelligence.jpg
[/TD][td] Intelligence : 20 + 2.0 [/td]
[TD]
agility.jpg
[/TD][td] Agility : 17 + 1.7 [/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 Range : 128 (Melee)[TD]Attack Cooldown : 1.30 Attack/Sec
Hero Sound Set : Any Demon SoundsetDefense Base : 4
Damage Base : 54-60Movement Speed Base : 300
[/TD]
[/TD]
SPELLS (Hotkeys : Legacy/QWER)

Wraith Form (W/Q)



[TD]

Unnamed tab 1

Spell Negation (E/W)

Dark Isolation (R/E)

Blades of Torment (T/R)

Wraith Form
No Target, Toggled Spell
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.
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 :
- Any buffs or debuffs will be removed upon activation.
- Wraith Fom is just the original model with 50% transparency.


[TD]
Spell Negation
No Target, Active Spell
[/TD]
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.
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.


[TD]
Dark Isolation
Unit Target, Active Spell
[/TD]
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.
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 :
- 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.


[TD]
Blades of Torment
Unit Target, Auto-Cast Spell
[/TD]
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.
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.
[/TD]
[/TD]



icons_9868_btn.jpg


Jhesh'Nu
Guardian of the Underworld

models_3503_screenshot_tnb.jpg


Model Link
Icon Link


AttributesStatisticsLore


[TD]
strength-c.jpg
Strength: 22 + 2.1 [TD]
agility.jpg

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

Rsrc_TN_001369.jpg

"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.
Agility: 15 + 1.3
[TD]
intelligence.jpg
[/TD] Intelligence: 17 + 1.6
[/td]

Fire Breath (Q, Active)

Blessing of Hera (W, Passive)

Tainted Blood (E, Passive)

Gaze of Hades (R, Active)


spell_fire_burnout.jpg


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

ability_monk_soothingmists.jpg


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

spell_yorsahj_bloodboil_black.jpg


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

inv_misc_eye_02.jpg


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


icon.jpg
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]

Chiron : Centaur Grand Hunter

General Information

[TD]
[TD]
centuararcher.gif

Unnamed tab 1

Abilities

Affiliation:Sentinel / Radiant
Movement Speed:290
Attack Range:650
Attack Rate:1.2 second attack cooldown
Defense Base:3 armor
Projectile Art:Basic arrows
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.

Attributes (Primary : INT)
Agi:
17 + 2
Str:
21 + 1.5
Int:
27 +2.7
[/TD]

Skill 1

Skill 2

Skill 3

Skill 4

[TD]
[TD] [/TD]
[/TD][TD]
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.
[/TD]
LevelDurationCooldownMana CostRangeArea Of EffectEffect
13 seconds of minor dps and slow after which the 0.5 second stun occurs.271202000 max distance of arrow. (Arrow speed is 1800)100 around the arrow20% slow in movement and attack and deals 25 dps.
23 seconds of minor dps and slow after which the 1 second stun occurs.211202000 max distance of arrow. (Arrow speed is 1800)100 around the arrow24% slow in movement and attack and deals 30 dps.
33 seconds of minor dps and slow after which the 1.5 second stun occurs.171202000 max distance of arrow. (Arrow speed is 1800)100 around the arrow28% slow in movement and attack and deals 35 dps.
43 seconds of minor dps and slow after which the 2 seconds stun occurs.131202000 max distance of arrow. (Arrow speed is 1800)100 around the arrow32% slow in movement and attack and deals 40 dps.
[TD]
[TD] [/TD]
[/TD][TD]
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.
[/TD]
LevelDurationCooldownMana CostRangeArea Of EffectEffect
1Knockback lasts for 1.5 seconds20100300 knockback distance150 in front of the heroDestroys trees, Deals 75 damage to affected units and stuns them during the knockback process. Knockback pierces spell immunity but damage doesn't.
2Knockback lasts for 1.5 seconds20100400 knockback distance150 in front of the heroDestroys trees, Deals 100 damage to affected units and stuns them during the knockback process. Knockback pierces spell immunity but damage doesn't.
3Knockback lasts for 1.5 seconds20100500 knockback distance150 in front of the heroDestroys trees, Deals 125 damage to affected units and stuns them during the knockback process. Knockback pierces spell immunity but damage doesn't.
4Knockback lasts for 1.5 seconds20100600 knockback distance150 in front of the heroDestroys trees, Deals 150 damage to affected units and stuns them during the knockback process. Knockback pierces spell immunity but damage doesn't.

[TD]
[TD] [/TD]
[/TD][TD]
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.
[/TD]
LevelDurationCooldownMana CostRangeArea Of EffectEffect
1Knockback lasts for 1.5 seconds20100350 knockback distance150 behind the heroDestroys trees, Deals 125 damage to affected units and stuns them during the knockback process. Knockback pierces spell immunity but damage doesn't.
2Knockback lasts for 1.5 seconds20100500 knockback distance150 behind the heroDestroys trees, Deals 185 damage to affected units and stuns them during the knockback process. Knockback pierces spell immunity but damage doesn't.
3Knockback lasts for 1.5 seconds20100650 knockback distance150 behind the heroDestroys trees, Deals 245 damage to affected units and stuns them during the knockback process. Knockback pierces spell immunity but damage doesn't.
4Knockback lasts for 1.5 seconds20100800 knockback distance150 behind the heroDestroys trees, Deals 305 damage to affected units and stuns them during the knockback process. Knockback pierces spell immunity but damage doesn't.
[TD]
[TD] [/TD]
[/TD][TD]
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.
[/TD]
LevelDurationCooldownMana CostRangeArea Of EffectEffect
1IndefiniteN/AN/AN/AN/A15% of int as bonus damage. If target enemy is not moving, his attacks never miss and deals 30% of his int as bonus damage.
2IndefiniteN/AN/AN/AN/A17% of int as bonus damage. If target enemy is not moving, his attacks never miss and deals 34% of his int as bonus damage.
3IndefiniteN/AN/AN/AN/A19% of int as bonus damage. If target enemy is not moving, his attacks never miss and deals 38% of his int as bonus damage.
4IndefiniteN/AN/AN/AN/A21% of int as bonus damage. If target enemy is not moving, his attacks never miss and deals 42% of his int as bonus damage.
[TD]
[TD] [/TD]
[/TD][TD]
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.
[/TD]
LevelDurationCooldownMana CostRangeArea Of EffectEffect
15 seconds before damage is dealt to Chiron instead. 11 seconds with Aghanims Scepter45. 25 with Aghanims Scepter100600 cast range. 1000 with Aghanims ScepterSingle targetRestores 75+ 25% of missing health. Deals the same amount of damage to Chiron or the enemy target. Increases percentage by 10% with Aghanims Scepter
27 seconds before damage is dealt to Chiron instead. 13 seconds with Aghanims Scepter45. 25 with Aghanims Scepter100600 cast range. 1000 with Aghanims ScepterSingle targetRestores 100+ 37% of missing health. Deals the same amount of damage to Chiron or the enemy target. Increases percentage by 10% with Aghanims Scepter
39 seconds before damage is dealt to Chiron instead. 15 seconds with Aghanims Scepter45. 25 with Aghanims Scepter100600 cast range. 1000 with Aghanims ScepterSingle targetRestores 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]
[tr]

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[TD]

Abilities

Author's Notes

Credits

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[/TD]

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Credits and Links

Credits to: Kimbo, darkdeathknight and DOTA

Morikk the Dwarven Prodigy
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Lore
The Dwarves are usually incapable of conducting magic due to their heritage; however, there are those who've studied long and hard - conducting tedious research and vile experimentation, the result is something truly fierce and incredibly rare. A dwarf by the name of Morikk was the first to discover this and was heralded as 'the Dwarven Prodigy' due to his tremendous achievement. After hearing of the Scourge invasion Morikk had decided to put his talents and research into purging the filth from his beloved homeland; before the infection could spread to his kin.
Hero Attributes

[TD]
strength.jpg
[td] Strength: 19 (+1.65)

[TD]
agility.jpg
[/TD][td] Agility: 16 (+1.30)[/td]
[TD]
intelligence-c.jpg
[/TD][td] Intelligence: 24 (+2.30)[/td]
[/TD]
Miscellaneous Information

Basic Hero Statistics

Art Assets

| 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 |
Affiliation: Sentinel / Radiant
Hero Model: http://www.hiveworkshop.com/forums/models-530/dwarfarchmage-174691/?prev=search=Mage&d=list&r=20

Hero Icon:
Kl8Aoqd.jpg

(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

ieRtUYW.jpg

(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)

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(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

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(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

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(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]
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ATTRIBUTES

[TD]
strength-c.jpg
[td] Strength : 47 + 2.92
Mandalgor Frostblaze
The Dragon Overlord
[td]
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[/td]

[/TD]

[TD]
intelligence.jpg
[/TD][td] Intelligence : 32 + 1.30[/td]
[TD]
agility.jpg
[/TD][td] Agility : 39 + 2.10[/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
Attacks Range : 156(Melee) and 565(Missile) with any Fire Dragon projectile [TD]Attacks Cooldown : 1.75 Attack/Sec(Melee) and 1.92 Attack/Sec(Missile)
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
[/TD]
[/TD]

»»»»»»»»»»»»»»»»»»»»UNIQUE SPELLS««««««««««««««««««««
[td]
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This hero have 10 spells (5 Unmorph+5 Morph)
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[/td]


[TD]
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Wrath of Flame
No Target, Instant Spell
[/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​
Level 3 : Deals 31 damage/second.
- Mana Cost: 443
- Cooldown: 20 seconds
- Duration: 19 seconds
- Range: 312​


[TD]
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Flame Breath
Unit Target, Instant Spell
[/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]
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Storm Roar
No Target, Instant Spell
[/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]
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Flying Mode
No Target, Toggled Spell
[/TD]

Mandalgor will fly.
Level 1 : Deals no damage.
- Mana Cost: 0
- Cooldown: 51 seconds
- Duration: Until Mana Points runs out
- Range: 125


[TD]
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Ultimate Blast
Point Target, Instant Spell
[/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​

»»»»»»»»»»»»»»»MORPH UNIQUE SPELLS«««««««««««««««


[TD]
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Flame Breath (Ranged)
Unit Target, Instant Spell
[/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]
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Wings of Fan
Point Target, Instant Spell
[/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]
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Dragon Vision
Point Target, Instant Spell
[/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: 32
- Cooldown: 12 seconds
- Last for: 6 Second
- Range: 750


[TD]
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Land Mode
No Target, Toggled Spell
[/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​

*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]

Model Link
Templassassin

Merlinae, The Fairy Sorceress Knight
icons_16046_btn.jpg

239573-albums7576-picture93739.png

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
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Spells

First Skill

Second Skill

Third Skill

Fourth Skill


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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

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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

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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

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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
[tr][TD]

Romagus the Time Elf
Images of custom resources can be clicked to view the resources

Hero Lore:Romagus is an elf of Quel'thalas, one of Anastrian Sunstrider's former grand generals. He has the power of time, able to summon waves of time, denies the fate of his comrades, even lock a person in time. He put a brave stand to aid Silvermoon from destruction, but he failed. He escaped at the last second with his time magic, escaping to an alternate world where he found that Sentinel and Scourge are facing each other for the sake of the world. Romagus, wishes to make Scourge pays for what they have done to his comrades, set to the battlefield.
Hero Range: 550
Hero Roles:
  1. Carry
  2. Support
  3. Nuker
Hero Projectile: Druid of the Talon Projectile
Hero Sound Set: Druid of the Talon
Damage Base: 18-25 {excludes main attribute bonus}
Attack Cooldown: 1.75
Defense Base: 0 {before Agility bonus}
Movement Speed Base: 310
Affiliation : Sentinel/Radiant
Attributes :

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14 + 1.5

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18 + 1.9

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22 + 2.1

Time Wave {W}

Fate Denial {E}

Time Mastery {R}

Lock Time {T}

Type : Active, Offense-Support, Point Target
Spell & Buff Icon :

Projectile Model :

Mana Cost : 100/110/120/130 mana
Cooldown : 15/14/13/12 seconds
Target : Point Target
Description : Romagus fires a wave of time essence. Allies in the wave recovers 20/30/40/50 hit points and damage enemies in the wave by 50/100/150/200 damage, also adds Time Magic buff for 10/15/20/25 seconds to all hit by the wave. Has 500/550/600/650 range.
Type : Active, Support, Unit Target [Hero]
Spell & Buff Icon :

Buff Model :

Mana Cost : 75/100/125/150 mana
Cooldown : 84/81/78/75 seconds
Target : Allied Hero
Description : Romagus denies the fate of an allied Hero by placing a special time magic. When allied Hero down to 10/15/20/25% health with the buff active, allied Hero will recover 10/20/30/40% of their health and remove the Fate Denial buff. Heroes with Time Magic buff also recovers an additional 2/4/6/8% health when Fate Denial triggered. Fate Denial also renders the affected Hero immune to death. Last 5/6/7/8 seconds.
  • Fate Denial causes affected Hero becomes immortal from death during the effect, ex. Hero has 500 health, affected by Level 4 Fate Denial and take 600 damage, the Hero will survive the attack and recover 40% health, which is 200 hit points.
  • Fate Denial health recovery can be Nulled by Recovery Nullifier (such as Ancient Apparition's Ice Blast).

Type : Passive, Enhancement
Spell Icon :

Spell Model :

Mana Cost : N/A
Cooldown : N/A
Target : Passive
Description : Romagus uses his time mastery study to great effect, increasing the effectivity of his time magic and powers.
Others : Increase Romagus health by 50/100/150/200 and defense by 1/2/3/4.
All : Romagus gets Time Magic buff whenever he cast a spell.
Time Wave : 5/10/15/20% chance to bring another time wave after one wave (2 waves in one cast), but the second wave heals/deal 70/80/90/100 health/damage based on Time Mastery level. The first wave also deals/heals additional 25/50/75/100 damage/health to all enemies/allies with Time Magic buff.
Fate Denial : Heals additional 2/3/4/5% health for instant recovery. Allied Hero with Time Magic buff also recovers 75/125/175/225 additional health and 2/4/6/8x Intelligence mana when instant recovery triggered.
Lock Time [Allied] : Gains 20/30/40/50 extra movement speed and 10/20/30/40% extra attack speed for 10/12/14/16 seconds after locked time is over.
Lock Time [Enemy] : Loss 20/30/40/50 movement speed, and loss .25/.5/.75/1x Intelligence mana per second for 2/3/4/5 seconds after locked time is over.
  • Intelligence includes bonuses from Attribute Bonus and Items
Type : Active, Ultimate, Unit Target [Hero]
Spell and Buff Icon :


Spell Model :

Mana Cost : 350/375/400
Cooldown : 150/140/130
Target : Instant
Description : Locks an allied or enemy hero in time, rendering it immune to all sort of attacks and spells, but frozen and unable to do anything. If an allied hero is locked, he/she will get Fate Denial and additional 0.1/0.2/0.3x Romagus Intelligence as All Stat Bonus for 10/15/20 seconds, the stat bonus amount is doubled if allied is affected with Time Magic buff prior to cast, and applies after the lock is over. If an enemy is locked, he/she takes 100/200/300 + 1/2/3x Intelligence damage, which increases by 50% if Time Magic buff is present, and get Returning to Present negative buff which increase all spell damage taken by 100% for 10/15/20 seconds when the lock is over. Locked for 3 seconds.

Scepter Upgrade : Improve mana cost and Cooldown.

Aghanim Scepter Upgrade :
Mana Cost : 350/375/400 -> 300/315/330
Cooldown : 150/140/130 -> 145/130/115

  • If Romagus don't learn Fate Denial, allied hero will receive a level 1 Fate Denial.
  • This skill execution is similar to Astral Imprisonment by Obisidian Destroyer, thus the target is totally void of all attacks.
  • Returning to Present negative buff can be dispelled with negative buff dispelling items and skills.


Strength

Weakness

  • Romagus can keep an enemy lane under attack if not taken seriously, especially with Time Wave + Time Mastery combo to damage enemies and heal allies.
  • Romagus can provide allied tankers with additional tanking power with Fate Denial and Frozen Time.
  • Romagus Ultimate can quickly turn the tide of a fight, either buffing allies or weaken enemies.
  • Romagus have too much mana, having troubles with mana breakers (ex. Magina).
  • Romagus health is quite low, making hero killers have quite easy time cutting his health to death when he don't have chance for Fate Denial.
  • Being a carry hero, Romagus needs his item set completed to reach maximum effect for his spells, especially his Ultimate.

CryptBeastIcon.jpg
[size="+1"]-Breken-[/size]

-Vile Fiend-

CryptBeast.jpg


Introduction

Abilities



[size="+2"]Lore:
[/SIZE]
[r]

Blagh.jpg
[r]

Experimental #9457: Breken was originally a cloning experimental spider because his species is near extinct. Unfortunately experiment was failed. Breken was mutated and lab was destroyed, causing almost all scientist was killed. However his existence was unknown until a year when human's villages was destroyed by mutated spider. A month after attack many disease appears in villages, towns, even in countries because a newly discovered species of spider. Surprisingly, all of the disease come from same toxins from that newly discovered species of spider. Meanwhile, there are many rumors that the cause of all this is a "Experimental #9457: Breken".


Hero Range:
435 (Ranged)

Hero Projectile:
Crypt Fiend's Missile

Hero Sound Set:
Crypt Fiend

Damage Base:
48 - 56

Attack Cooldown:
1,7 seconds

Defense Base:
2.8

Movement Speed Base:
305

Affiliation:
Scourge


strength.jpg

Strength
16 + 1.8
agility.jpg

Agillity
21 + 1.9
intelligence-c.jpg

Intelligence
26 + 2.3

ConjuringWebsBTN.jpg
Electro Web(W)
Hurls a giant electric web that caused by failed experiments to target location. Any unit that enters it become paralyzed by electric forces and is unable to move for some time.

VenomDrench.jpg
Venom Drench(E)
Breken drench enemy units with odd poisonous liquid. Reduce armor and slows target.

Ability_creature_disease_04.jpg
Toxic Wave(T)
Breath a large deadly poisonous gas to deals damage to all units in a straight line and slowing them.

AttackOrder.jpg
Attack Order(R)
Calls the swarm of Virulent Clones. Virulent Clones failed experimental that mutated with Breken, they are long ranged attacker that have deadly poison attack and also can bounce their attack.


ConjuringWebsBTN.jpg
Electro Web(W)
Hurls a giant electric web that caused by failed experiments to target location. Any unit that enters it become paralyzed by electric forces and is unable to move for some time.

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

Mana Cost:
100/130/145/160

Cooldown:
18/16/14/12 seconds

Casting Range:
800

Duration:
1.5/2/2.5/3.0 seconds

AoE:
300

Skill Type:
Active

VenomDrench.jpg
Venom Drench(E)
Breken drench enemy units with odd poisonous liquid. Reduce armor and slows target.

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.

Mana Cost:
50

Cooldown:
12 seconds

Casting Range:
1400

Duration:
25

AoE:
300

Skill Type:
Active

Ability_creature_disease_04.jpg
Toxic Wave(T)
Breath a large deadly poisonous gas to deals damage to all units in a straight line and slowing them.

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.

Mana Cost:
85/105/125/145

Cooldown:
10 seconds

Casting Range:
700

Duration:
4 seconds

AoE:
125

Skill Type:
Active

AttackOrder.jpg
Attack Order(R)
Calls the swarm of Virulent Clones. Virulent Clones failed experimental that mutated with Breken, they are long ranged attacker that have deadly poison attack and also can bounce their attack.

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.

Mana Cost:
160 (100*)

Cooldown:
175/155/125 (100*)

Casting Range:
900

Duration:
35 seconds (45 seconds*)

AoE:
N/A

Skill Type:
Active
BTNCryptFiend.jpg

[size="+2"]Virulent Clones[/size]


CryptFiend.jpg

[size="+1"]-Stats:[/size]


Range:
900 (Ranged)

Attack Projectile:
Crypt Fiend's Missile

Sound Set:
Crypt Fiend

Attack Damage Base :
58 - 63

Attack Cooldown:
1,7 seconds

Defense Base:
4

Movement Speed Base:
435

Max Hit Point
550/675/800

[size="+1"]-Spells:[/size]

SkullVirus-2.jpg
Virus Swarm (Available at LVL.1)
Virulent Clones sends out two attacks.
icons_5589_pas.jpg
Slow Poison (Available at LVL.2)
Deals 25 (30*) damage per second and slows for 15% (25%*)
Notes:
-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

Mythic

[TD]
HeroDataArchfiend.jpg

LoreArchfiend.jpg

ArchfiendAbilities.jpg

TipsAndInfo.jpg
[/TD]

IDEALIST CHALLENGE #2
MYTHICAL CREATURES
[tr]
[TD]
Demoness.jpg

[tr]
[tr][TD]



DevilBatIcon.jpg
Zeineia, The Mistress of Hell
[tr][TD]


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."
[tr]
[tr][TD]

Zeineia
Hero Attributes
DemonessPortrait.jpg
intelligence.jpg
agility-c.jpg
Agility - 21+2.5
strength.jpg
Strenght - 16+1.5
[TD]
Intelligence - 18+1.0
[/TD] [tr]
[tr]

Skill Set

Special Tab


scream.jpg
Blood Scream
Zeineia shouts a very loud screech that slows enemy unit's movement of speed and damaging them per second.
ThickBloodpas.jpg
Compact Blood
Zeineia's blood is very thick, reducing both magical and physical damages dealt to her and increasing her max hitpoints.
PASBloodLust.jpg
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]
Bloodboil.jpg
[/TD][TD] Boiling Blood
Zeineia sacrifices her own blood to deal damage to her enemies.[/TD]

[tr]
[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
[TD] Credits: [/TD]
[tr]
[TD]GOODLUCK TO EVERYONE!![/TD]



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
[tr][/td]
[tr]

Boiling Blood

Blood Scream

Compact Blood

Blood Lust

Bloodboil.jpg

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
[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]
bleed.jpg
Bleed

[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]
scream.jpg

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
[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]
ThickBloodpas.jpg

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
[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]
PASBloodLust.jpg

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
[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]


:goblin_jawdrop:RESULTS FOR IC #2 MYTHICAL CREATURES:goblin_boom:

202025-albums7692-picture94497.png


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


prizess.jpg
[/TD][/tr][TD]



Rewards
1st Place+20 ReputationScored most points in the contest
2nd Place+15 ReputationScored second most points in the contest
3rd Place+10 ReputationScored third most points in the contest
Judge+10 ReputationParticipated as a judge in the contestParticipant+5 ReputationParticipated in the contest but didn't get into top 3
[tr]
[/TD][/tr][tr][TD]
deadline.jpg
[/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]
 
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sentrywiz

S

sentrywiz

ALL CHANGES MADE TO THE MAIN THREAD WILL GO HERE

Updated the main thread. Added The Panel Table (12/16/2014)
Fixed the final date to show 2015 instead of 2014 (12/17/2014)
Learned how to upload WIP's... (12/18/2014)
Hero Entries converted from Pastebin to Hidden Tags (12/19/2014)
Added Judge/Participant Reference Table to Judging (12/21/2014)
Remade / Updated Rewards Table (12/25/2014)
Added Participants / Judges Icons & Tables (12/29/2014)
Changed Judging Parameters (12/31/2014)
 
Last edited by a moderator:

sentrywiz

S

sentrywiz

Yes, the contest started already. :) Nice thread BTW.

Thanks. Don't forget to PM me your hero ideas and WIP's.

Also a verification of your participation would be nice so that I can make a list.
 

sentrywiz

S

sentrywiz

OK, boss. I have to construct my hero about now. Anyway so you are only hosting? No sidelines or what so ever?

I am hosting it because nobody else wanted to but you guys wanted the contest. So I took the responsibility. Also because ~Nightmare has to deal with typhoons and what not.

Maybe I'll join too.

The deadline is 2 days before my birthday...

The deadline is a month away from now. You have exactly 30 days.
And if enough people request it, the deadline can be moved.

Subscribing. I like the font. :)

I might join.

Okay, glad to have you if you want to join.


Okay to make matters simpler and clearer. When you send me a WIP, I'll add your hero to the list (anonymously ofc)
 

Chaosy

Tutorial Reviewer
Level 40
Joined
Jun 9, 2011
Messages
13,183
Apparently we're in a same country and the typhoon had leave already. Maybehe has personal problems, I suppose.

Possible. I recall another reason being given somewhere..

OT: I just hope that the this contest will have a wider selection of heroes. Was a lot of stuff in common in the last one.
 

sentrywiz

S

sentrywiz

Apparently we're in a same country and the typhoon had leave already. Maybehe has personal problems, I suppose.

well I didn't see that. Doesn't matter

Possible. I recall another reason being given somewhere..

OT: I just hope that the this contest will have a wider selection of heroes. Was a lot of stuff in common in the last one.

Indeed. I ever saw one hero who was just Light.

Everything was heroes that were both light and dark.
 

sentrywiz

S

sentrywiz

Good luck with this.

Thanks.

I'll be joining. I'll hand my WIP this afternoon.

Oh, and btw, I think Dawn said she'd join a few days ago, I'm not sure if she still want to.

Sure, PM the WIP to me.

I don't know who Dawn is, but if she wants to join, its all good. She can send me a WIP too.
 

sentrywiz

S

sentrywiz

Chaosy

Tutorial Reviewer
Level 40
Joined
Jun 9, 2011
Messages
13,183
May I suggest that awards be only kept for the last contest, so contestants have to compete from time to time to get them back?

That's like removing the trophy from winning Champions League the next year. The reward should be a proof of your victory, no? it's not like you deserve it less later on..

edit: another thing I came to think about was this: "Then we can remove the rep given to those who win/join after a set amount of time, then they will have to come back in order to get their rep again."
 
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sentrywiz

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sentrywiz

I love that you choose hammer of justice as the judge icon xD

The great Hammer of Infinite Scores now lies in your hands. Use it wisely, to reward those that use a spell check and smite all those that dare enter without it.

J/k, it just felt appropriate.

May I suggest that awards be only kept for the last contest, so contestants have to compete from time to time to get them back?

That's like removing the trophy from winning Champions League the next year. The reward should be a proof of your victory, no? it's not like you deserve it less later on..

edit: another thing I came to think about was this: "Then we can remove the rep given to those who win/join after a set amount of time, then they will have to come back in order to get their rep again."

I'm also against removing the awards. This is a contest, and winners get rep and a small icon. What's the point of taking it away after a while? This isn't a gladiator arena where you only keep your glory until the next challenger.
 

Moy

Moy

Level 49
Joined
Jan 25, 2011
Messages
2,382
Please put a note on the badge saying "The reward icon will not shown into the winner's profile, I'll be making a sig for the idealists challenge wherein I will put the badges there"

@sentrywiz
For the wips, put the html code I have given to you just cnp it. And put it on the second post or in a pastebin entry.
 
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sentrywiz

S

sentrywiz

@sentrywiz
For the wips, put the html code I have given to you just cnp it. And put it on the second post or in a pastebin entry.

cnp it? I already replied to you via PM, we can discuss it there.

I've been waiting for so long and this is it, an Idealist Contest! But sadly, I'm not sure if I'll join.

Anyway, good luck to the participants!

Not sure what prevents you from sending me a WIP and joining anyway. You have a month to make a hero, which in my opinion isn't that much work, even if you are a perfectionist and want to detail it as much as possible.

Just post the idea here?


Read through the entire thread because it is wise to take a template and edit it as you wish. Of course I don't expect it to be done, so you can just post a WIP (Work In Progress) and send it to me so I can post it in the main thread.

Keep it anonymous, don't add your hive name anywhere in the hero idea because judges need to judge your concept based on YOUR design, not who you are on hive.
 
Level 10
Joined
Aug 30, 2007
Messages
270
@ukn0wnD3str0y3r: No, as Mythic stated, there is NO coding whatsoever needed. This contest is only about a hero idea, and its presentation to some point. The goal is to make an idea for a hero that would fit into the map DotA/ game DOTA 2 (in terms of style, balance, creativity and so on...).

If you're still not sure what you are ment to do in this contest, just take a look at the previous one:Idealists Challenge #1

Also this contest is anonymous to some point, as you do not post your wips and entries here but send a pastbin link with the BBcode to the contest's host (sentrywiz), and he will post it to the OP then.

Semi-off-topic: I'm currently working on a Hero presentation template (BBcode) that is inspired by the layout that playdota.com uses to present them. At the moment I'm stuck with the position of things inside table fields. So if you're skilled in BBcode and want to help me, feel free to send me a PM.
 

sentrywiz

S

sentrywiz

Sorry im not skill in bbcode but im skill in suggestions and ideas xD

Use a template then. You can find a link in the main thread, close to the top.

You're telling me I have to read the first post?!?! you're asking for too much.

You must be bored since you're picking a fight over a thing not meant for you :p
 

sentrywiz

S

sentrywiz

The competition will be... hot? I don't know. Haha

The problem I'll face is the BB Code design. (or not at all)

For now there are 6 participants including me.

That's 2 less than the previous contest. However, more might join and this might turn into what you say "hot competition". Already I'm seeing hero presentations that are far superior in both quality and design to the first contest.

So yeah, I believe it will be a contest that's better in quality. But that doesn't mean that presentation is all, it isn't. I've also designed the judge ruleset so presentation might give lot of points, but its far from the only thing you have to design for.

Either way, this time me and you aren't judges so let's see how everything goes.
 
Level 10
Joined
Aug 30, 2007
Messages
270
Am I free to comment on the WIPs so far, even if I'm judge?
This obviously won't be a rating in any form, but just some ideas for possible changes, pointing out flaws.

EDIT: Also are you ok with me also posting a hero idea to the theme? Obviously I would post it after the poll starts so nobody will be influenced by it? Or do you think this will effect my raitings as I will compare the entries to mine?
 
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