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Time related abilities

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Level 9
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Sep 20, 2015
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385
Hello, i am making a map with different elements one of them is time.

I need some ideas for abilities based on time.

A hero with time element active already has these two

Time attack : slow enemies attack speed

Time aura : Increase move speed for allies and slow enemies speed

I need some active abilities.

I already thought of something liek time pause, where all units are stopped for a short time.

The map is PvE.
 
Level 14
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Nov 17, 2010
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1,266
You could make a blink like ability that transports your unit forward in time to the enemy where it can quickly attack and then move back to where it was.
You could make an ability where all units in a certain area of effect (maybe use a force field model) are frozen in time. Any unit that enters the bubble (allies or enemies) also become frozen until the ability is over.
 
Level 45
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(@cleavinghammer)

Renewal - Passive - Being close to allies speeds up their healing process. Allied units gain increasing health regen the closer they are to this unit.

Not Yet! - Passive - X% of damage is taken as a bleed effect over Y seconds. Or X% of damage taken is dealt after a delay of Y seconds.

Stasis Bubble - Unit target - Target unit becomes immune to damage for X seconds, instead storing that damage in a battery up to a cap of Y damage. When the spell ends or the cap is reached the unit receives Z% of the stored damage, though this cannot kill it directly (leaves it with 1 hp minimum). If the stored damage reached the cap, nearby enemies are stunned for W seconds.

Double Team - No target - Summon a copy of yourself from a future timeline to fight as an uncontrollable ally (basically an uncontrollable mirror image) for X seconds. This copy takes Y% reduced damage and taunts nearby enemies into attacking it every Z seconds.

Time Spiral - Point target - Create an orb at target location (with a minimum radius), dealing moderate damage and stunning units in a small area. The orb then orbits counterclockwise in an inward spiral toward the caster (decreasing radius over time) until it reaches the center point, where the same damage and stun are applied. Units touched by the orb during its spiral have their movement and attack speeds slowed.

No Time to Waste - Passive - Every X seconds spent not attacking increases the damage of the next attack by Y%, which then resets the counter. This effect stacks up to a maximum effect of Z% bonus.

Borrowed Time - No target - Gain a large amount of attack speed for X seconds. When this effect wears off, attack Y% slower for Z seconds. (Attack more now to sacrifice damage later.)

Time Goblins - No target - Randomly summon N out of M possible time goblins, each with a unique autocastable/passive ability. Goblins have low health, moderate attack damage/speed, and an average summon timer. Possible goblin effects include:
- Attacks drain attack speed from the attacked unit and give it to the goblin
- High Lifesteal
- Autocast Bloodlust (but time themed)
- Autocast Curse (but time themed)
- Explode on death
- Autocast Slow
- Feedback
- others you think of

Beyond - Unit target - Send target unit beyond the confines of space and time to live uncountable eons that take X seconds of real time (pause and hide from the map for the duration). Upon returning the unit will be harrowed, slowing its movement speed and turning it ethereal for Y seconds.

Time Wake - Point target - Dash to target location in medium range, dealing damage to all enemies in your path. A temporal copy of you repeats the dash X times, one every Y seconds, dealing the same damage each time.

Time's Up - Doom, but time themed.
 
Level 30
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3,219
"You called my name, puny lich, and I have come."

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Let's Try That Again (Active): When first used, stores the position, current health and mana of the caster. When ability is used again within X seconds, instantly restores the caster to that position, HP and mana. If the ability is not used within X seconds, the ability resets to its previous state.

Temporal Anchor (Active, Summon): When used, the caster places a marker on the ground that records his physical state at the moment of casting: health, mana and items. (All ability cooldowns must be at zero for it to work). When used again, the caster is instantly moved to that point, and his health, mana and items reset to what they were on casting (if any new items were acquired, they drop at his feet). The marker can only be used once, it must be recast to work again. The marker is invisible, but can be destroyed. If destroyed, the marker must be placed again, with the caster's current stats and items.

Accelerate Growth (Active): Targets a stump. Spawns a tree and places an invisible wisp to harvest from the tree at an increased rate, but kills the tree after X lumber is harvested from it (X being the quantity normally contained in the tree).

Worker Warp (Passive, Aura): When in X range of the caster, workers move faster and harvest additional resources with every trip.

Freeze Time (Active, Ultimate): Pauses all units on the map (except the caster and those with a buff involving accelerated time) for X seconds.

Accelerate Metabolism (Active, costs food): Targets a unit. Target unit has greatly increased attack and movespeed, HP regen, mana regen and cooldowns, but the target's owner gains a dummy unit costing 5 food until the buff is dispelled.

Time Flies (Active, Drains Mana): Accelerates the passage of game time while active.

Compressed Time (Passive, Aura): All units in X range of the caster have increased attackspeed, but also have negative HP regen.

Deathwatch Beetles (Channeling): Targets a building. Building loses 2% of its life every second until channeling is done.

Rust (Active): Targets an area. Al units in the area have increased attackspeed and a stacking debuff that lowers their attack and armor.

Reverse Time Flow (Channeling): Targets a hero. Target hero is replaced with a level 1 version while the channeling lasts.

Thief of Time (Active): Targets an area containing both friendly and enemy units. Up to X friendly units have their attack and movespeed multiplied by ([1 + 1/X]) for Y seconds, and up to X enemies have the same stats divided by the same amount for the same duration. If there are no enemy units, the targeted units are accelerated for ten seconds and then slowed down for the same duration.

Time Capsule (Channeling): Targets an area. All units in the area are removed from the game for Y seconds, then are returned with the Dizziness buff as soon as the channeling stops.

Extended Perception (Active): Targets a unit. That unit's attack and movespeed are reduced by a factor of 3, but mana regeneration and cooldowns are accelerated by the same factor.

Senescence (Active): Targets a Hero. Target hero has a Tome of Retraining effect applied to it.

Help From The Future (Active): Targets an area. Three friendly non-hero units in the area are instantly copied for X seconds. When the timer is up, the original units disappear and the copied units remain. If any of the original units die, the resulting temporal paradox stuns every unit around it for five seconds and kills the corresponding future unit.

Stasis (Channeling): Targets a single unit. Target unit becomes invulnerable but stunned for the duration of the spell.

Bullet Time (Active): Targets a single unit. Target unit's attack and movespeed are doubled for X seconds and gains 50% evasion.

Clock Roaches (Active): Summons a swarm of NH flying Clock Roaches, one appearing and attacking near each unit with a time-based buff or debuff.

Time Bomb (Active, Summon): Targets a point. Places a visible bomb with timed life at the target point. If the bomb's timer runs out, it deals very heavy damage to all units in X range. If killed, it only deals half damage.
** Alternately: Bomb is visible, has 1 life and is permanent, exploding on death (but can be detonated by the owner). Explosion radius is 500.

Time Portal (Channeling): Creates a portal with timed life. While portal is active, randomly spawns NH animals from different eras (Storm Wyrms, Mammoths, Zerglings, etc.)
 
Level 45
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Power Surge - No target - Gain massively increased mana regen for X seconds. During this time spells cost Y% more mana and their effects are amplified.

Splitcast - Passive - Every Xth spell cast will be copied and cast for free on an additional target randomly chosen near the original target. Non-targeted spells will be cast on a nearby ally. Ultimates cannot be copied but do not use up the copy charge.

The Windup - Unit target - Affected unit gains increasing movement and attack speed, up to X% (very large number), over Y seconds. Upon reaching the cap, the unit explodes dealing damage to nearby enemies.

Honesty Zilean’s time bomb ability in LoL is a great choice if you don’t mind plagiarism.

Stasis Ward can easily be time themed.

Bridge - Point Target - Open a portal from just in front of you to target point. Units entering one portal are transported to the other. The bridge collapses after X seconds or when the caster traverses it, dealing Y damage to enemies along the line between the portals.
 
Level 3
Joined
Aug 3, 2018
Messages
30
What about abilities that can only be used at certain times during the day and night? Kinda like how the Night Elves can only use shadow meld at night. Like what about an ability called "high noon" for a gunslinger type hero where an ability to critical hit enemies comes out around noon in game time? This could be a passive skill or an active nuke. Or a necromancer/witch hero that can only summon demons and other monsters at night and must hide during the day when the powers of darkness are at their weakest?
 
Level 25
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1,800
@Pyrogasm >if you don't mind plagiarism
Everyone here is *Cough* original, what do you mean?

Master of the Hour (passive) - Each spell cast grants 1 charge of Master of the hour, granting increased Damage but increased mana costs as well.
At 5 stacks you gain the ability Break, stunning nearby units and yourself for X seconds and removing all stacks of master of the hour.

Rewind - Consume all stacks of Master of the Hour, healing for a portion based on amount of stacks consumed

(Ac/De)celerate- Target unit becomes a focal point, nearby of the opposing faction, will have their time modified by gaining a stack of (Time Manipulation), the initial target's movement speed is modified by 15% + 2.5%, the modification depends on the affiliation of the target, if allied the modification results in an increase, or decrease if an enemy, recasting on the same target will refresh the modification on the initial target but increase the stack of (Time Manipulation). (Time Manipulation) Target has increased(Allies)/decreased(enemies) movement speed by ( 5% * Stack )

Synchronize - Targets an area, units affected by (Time Manipulation) or (Ac/De)celerate, removes the effect and healing(Allies)/damaging(Enemies) based on (Time Manipulation) stacks or Intensity of (Ac/De)celerate.

Chronoshift - blink to a target point, removing all stacks of master of time, gaining attack speed based on stacks consumed.

Chronobolt - Fire a bolt of time energy a target dealing minor damage and applying (Time Manipulation), can cast up to five times before going on cooldown.
- Kills directly resulting from this ability will add a new charge.
- casting rewind restores

Clockblock - Form a barrier out of residual time, blocking the next 80 damage, each stack of Master the hour increases this barrier by 20%. The shield lasts for 4 seconds or 2 seconds when below 40% health
 
Last edited:
Level 7
Joined
Nov 17, 2019
Messages
224
"You called my name, puny lich, and I have come."

-

Let's Try That Again (Active): When first used, stores the position, current health and mana of the caster. When ability is used again within X seconds, instantly restores the caster to that position, HP and mana. If the ability is not used within X seconds, the ability resets to its previous state.

Temporal Anchor (Active, Summon): When used, the caster places a marker on the ground that records his physical state at the moment of casting: health, mana and items. (All ability cooldowns must be at zero for it to work). When used again, the caster is instantly moved to that point, and his health, mana and items reset to what they were on casting (if any new items were acquired, they drop at his feet). The marker can only be used once, it must be recast to work again. The marker is invisible, but can be destroyed. If destroyed, the marker must be placed again, with the caster's current stats and items.

Accelerate Growth (Active): Targets a stump. Spawns a tree and places an invisible wisp to harvest from the tree at an increased rate, but kills the tree after X lumber is harvested from it (X being the quantity normally contained in the tree).

Worker Warp (Passive, Aura): When in X range of the caster, workers move faster and harvest additional resources with every trip.

Freeze Time (Active, Ultimate): Pauses all units on the map (except the caster and those with a buff involving accelerated time) for X seconds.

Accelerate Metabolism (Active, costs food): Targets a unit. Target unit has greatly increased attack and movespeed, HP regen, mana regen and cooldowns, but the target's owner gains a dummy unit costing 5 food until the buff is dispelled.

Time Flies (Active, Drains Mana): Accelerates the passage of game time while active.

Compressed Time (Passive, Aura): All units in X range of the caster have increased attackspeed, but also have negative HP regen.

Deathwatch Beetles (Channeling): Targets a building. Building loses 2% of its life every second until channeling is done.

Rust (Active): Targets an area. Al units in the area have increased attackspeed and a stacking debuff that lowers their attack and armor.

Reverse Time Flow (Channeling): Targets a hero. Target hero is replaced with a level 1 version while the channeling lasts.

Thief of Time (Active): Targets an area containing both friendly and enemy units. Up to X friendly units have their attack and movespeed multiplied by ([1 + 1/X]) for Y seconds, and up to X enemies have the same stats divided by the same amount for the same duration. If there are no enemy units, the targeted units are accelerated for ten seconds and then slowed down for the same duration.

Time Capsule (Channeling): Targets an area. All units in the area are removed from the game for Y seconds, then are returned with the Dizziness buff as soon as the channeling stops.

Extended Perception (Active): Targets a unit. That unit's attack and movespeed are reduced by a factor of 3, but mana regeneration and cooldowns are accelerated by the same factor.

Senescence (Active): Targets a Hero. Target hero has a Tome of Retraining effect applied to it.

Help From The Future (Active): Targets an area. Three friendly non-hero units in the area are instantly copied for X seconds. When the timer is up, the original units disappear and the copied units remain. If any of the original units die, the resulting temporal paradox stuns every unit around it for five seconds and kills the corresponding future unit.

Stasis (Channeling): Targets a single unit. Target unit becomes invulnerable but stunned for the duration of the spell.

Bullet Time (Active): Targets a single unit. Target unit's attack and movespeed are doubled for X seconds and gains 50% evasion.

Clock Roaches (Active): Summons a swarm of NH flying Clock Roaches, one appearing and attacking near each unit with a time-based buff or debuff.

Time Bomb (Active, Summon): Targets a point. Places a visible bomb with timed life at the target point. If the bomb's timer runs out, it deals very heavy damage to all units in X range. If killed, it only deals half damage.
** Alternately: Bomb is visible, has 1 life and is permanent, exploding on death (but can be detonated by the owner). Explosion radius is 500.

Time Portal (Channeling): Creates a portal with timed life. While portal is active, randomly spawns NH animals from different eras (Storm Wyrms, Mammoths, Zerglings, etc.)

nice ideas
 
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