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Time manipulation hero

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Level 5
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Jun 21, 2013
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116
I need ideas for simulating time manipulation and super speed superpowers on a hero.

Of course, blink is a must (slowed down time and moved to target point seemingly instantly).
AoE movement speed and attack speed buffs/debuffs.

However, I need more creative ideas than these. Any ideas from you, guys?

Note: Hero shouldn't be able to move units through time or anything like that. He can just slow down time for himself and speed it back up. Like Flash or Quicksilver if you are into comics.
 
Level 11
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Jun 26, 2014
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500
I'll give it a shot
1st spell - Create a project of yourself at your current position. After X time the hero will go back in time to his project position. If any HP or mana is lost before going back he will gain some of his HP and mana back.

2nd spell - Slow down time greatly around you making everyone move extremely slow and miss every attack. (Including allies)

3rd spell - Throw a bomb/missile which upon explosion deals damage to all enemies and stops/pauses all units in it.

4th spell - Concentrate all of your power in one point making a small black hole which drags in nearby enemies and deals damage over time. After the full cast the black hole will combust dealing damage to all enemies in it and throwing them away in random directions. If the caster is stopped while casting the black hole he will lose control over his magic, exploding and dealing damage to himself and all nearby units.

5th spell - Create a time portal which has a random chance of spawning different creatures from different time periods.

These are the ones I could come up with. They are not that good but you could work out something better from them.
 
Level 28
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Apr 6, 2010
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Stasis: Enters stasis for 1 minute, becoming invulnerable to all damage and spells (including allies), along with preventing health and mana regeneration.

Hurried Healing (Channeling): Greatly increases health and mana regeneration, but hero is Purged once both are full.

Let's Try That Again (Passive): Phases out of existence when a strong attack is about to hit and is teleported to a random location.

Overclock (drains mana): While active, greatly increases attack and movespeed but drains health and mana.

Flow Faster (Passive): Reduces speed of all cooldowns and time needed to resurrect.

Time Stands Still (Ultimate): Pauses all units for a few seconds.
 
Level 39
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What kind of a map? What makes a good kit for a hero kind of depends on the framework of the map.
Let's Try That Again (Passive): Phases out of existence when a strong attack is about to hit and is teleported to a random location.
Most unique spell idea I've seen in months! A+ 11/10

Soul Link: Summon an uncontrollable copy of the last unit non-hero unit this hero killed. Its health rapidly depletes over the duration and it will automatically attack what the hero targets.

Boost: Link with an allied hero/unit. As long as you stay within X range of each other you both gain Y increased movement (or attack?) speed.

Regret: Any unit that attacks the hero is stunned for X seconds. This effect can only occur every Y seconds per unit.

(Instead of a blink spell) Time Wake: Dash to a target location. After X seconds a shockwave travels the same path dealing Y damage to all enemies along the line. Enemies the hero previously collided with on their dash take Z% increased damage from the shockwave.

Time Quake: The hero becomes invulnerable and begins running in a circle around target area, draining mana per second and damaging enemy units inside each time they complete a lap. Every X laps an untargetable time clone of the hero is summoned which also runs in circles and deals damage, up to Y clones. If the maximum number of clones is reached a timequake is released and enemy units inside are stunned for Z seconds. Can be cancelled at any time or when the hero runs out of mana.
 
Level 28
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Apr 6, 2010
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Dynamic Balance: Targets a unit, unit is slowed by X % while caster is accelerated by the same percentage (increases with level). If target has a slowing buff, the effect is multiplied by the amount of buffs. If target is a timed summon (or is in a timed transformation), lowers the amount of time left and heals the caster.

Senility: Targets a unit. Whenever the target casts a spell, there is a chance it will not cast.
 
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