Character Hero Creation Ideas

Hero and Skin Suggestions
After my Rework Ideas, i'll be trying to Recreate some Characters!!

It will be mostly Warcraft, but if suggested, i'll try one!!!

WARNING: If there's a Negative reaction to this, please ignore instead of spreading negativity, I'm open to constructive criticism so I'll understand... Thank you so much!!
NOTE: I'll be asking some questions, feel free to answer and what you guys think!! Thanks a bunch!!!

Look only here, if there are any other more questions to ask so Thanks!!

OLD: Hey guys I need help, What do you call Rokhan's Weapon back in Warcraft 3? "NOT ANSWERED"

OLD: And any suggestions for his Hero Trait? Condition: His weapon must have a role in his Hero Trait. "NOT ANSWERED"

OLD: Will it be ok to somehow combine the capabilities of a Naga Siren and a Naga Witch? Yes or No and why? if possible... "NOT ANSWERED"
Lady Vashj: The Naga Sea Witch
A Ranged Attacking Unit

Talent: Priests of The Tides - The Naga Siren will now mimic a weaker version of Lady Vashj's Heroic Abilities upon cast with a 10% of its power.

Class - Support or Specialist

Hero Trait

Mystic Protection: Activate and Creates a mystical scaly shield that absorbs 50% of the incoming damage in exchange for her mana, and also reduces the cooldown of Stuns, DoT, and etc. that she recieves by 25%.

Primary Abilities

Forked Lightning: Calls forth a cone of lightning for 180 damage to enemies. Hits a maximum of 4 units.

Whirlpool: Vashj creates a short burst of whirling sea water around her, dealing 25 Damage to nearby enemies, has a +2 Damage Over Time per second, reduces the Attack Damage of Foes by 8% and Reveals that both last for 5 seconds. If any of the Enemy Unit dies while the debuff still on effect, a Naga Siren and a Watery Minion will emerge from it once until killed, last for 2.5 Seconds.

Frostfathom Shots: Shots a singular arrow and splits, it hits with a 35+15 bonus damage each, and slows all target enemy unit's 22.5% attack rate and 22.5% movement speed.

Heroic Abilities

Twister: Summons a fierce controllable Twister that reduces enemy and gains unit's all armor by 15%, randomly tosses enemy units into the air and damages enemy buildings. The Twister does 10 damage per second to enemy units and structures under it, and 5 damage per second to buildings in its general vicinity. Lasts for 8 Seconds.

Song of Sirens: All enemies in range of Lady Vashj are put into a magical stasis where they cannot act or be attacked last for 4 Seconds. Damaging and Healing Units by 50 per second.
Rokhan: The Shadow Hunter
A Ranged Attacking Unit

Talent: Drek'thar's Spellbook - Plus Intelligence, increasing Mana pool by 5% and allows Rokhan to teleport short distances.

Class: Support

Hero Trait

Darkspear Sabre: Rokhan has a Low Mana Pool and Regens less than other heroes, Each Rokhan's Basic Attack regenarates mana by 5%, plus grants a 10% Bonus Basic Attack Damage and applies up to 5 stackable bleed, dealing 2% damage per second to enemies that last for 1.5 second.

Primary Abilities

Chain Mana: Calls forth a wave of shadowy energy that replenishes a target's Mana and bounces to nearby ally heroes. Each bounce regens less and doesn't affect Rokhan.

Hex: Transforms an enemy unit into a random critter, disabling special abilities, slows them by 20%, and they receive more damage by 10%. Last for 1.75 Second.

Serpentine Wards: Summons 2 immobile serpentine wards to attack the Shadow Hunter's enemies. The ward has 80 hit points, deals 25 damage, can summon up to 6 Wards. Lasts 8 seconds.

Heroic Abilities

Big Bad Voodoo: Turns all ally heroes Invulnerable in an area around him, the buff effect will remain as long Rokhan is still chanelling the spell. He himself doesn't turn Invulnerable. Affects Serpent Wards as well, Lasts 4 seconds.

Communing The Loa: Rokhan calls The Loa to aid him, dealing damage to nearby enemies around him, while heals Rokhan and allies, both by 30% Health per second, Last for 8 Seconds.
Akama: Elder Sage of The Broken
A Melee Attacking Unit

Talent: Staff of The Ashtongue Deathsworn - Makes his trait stronger, increasing it to 15 to 30 bonus percentage.

Class: Assassin

Hero Trait

Ashtongue Deathsworn: Akama becomes Invisible and Stealthed, gaining the ability to move through other units until he attacks or uses an ability. If he breaks it with an attack, that attack will deal bonus damage by 15%. The Heroics does not benefit from this Trait.

Primary Abilities

Ray of Disruption: Conjures a stream of neutralizing magic that bounces up to 4 times, deals 60 Damage to enemy units, reveals and deals bonus 60 Damage to Stealthed Heroes, illusions and summoned units dispelling them in its wake.

Drainei Shade: Sends an Evil Spirit of Akama, which also acts as a summoned unit, they both share the Same Stats, but the Shade can't use Abilities, last for 2.5 Seconds, but both granted a critical strike by 20% to their attacks while it can also slow enemies by 20%, if the Shade is eliminated, the granted Buffs and Debuffs are gone, until usage. Reactivate to switch places with the shade's current location.

Phantom Maim: Akama throws his Scythe, then quickly slashes them with it to a targeted enemy, bleeds and deal 8 damage per second lasting for 5 secs. Also Reduces Armor by 10% lasts for 2.5 seconds.

Heroic Abilities

Revivification: After a 3.5 Second delay, Allows Akama or his chosen ally hero to be resurrected after death by 15% Health only.

Volt Sphere: After a 1 Second delay, Akama creates a Big Sphere of Red Lightning, that strucks down nearby foes, prioritizes enemy heroes in an area, dealing 38 damage per second that last for 8 Seconds. The Ball of Lightning can be moved around.
You could replace Rokhan with Vol'jin, or following the trolls-related/inspired theme, you could have Hakkar, Lei Shen, or even Zul potentially.
07/19/2018 08:25 AMPosted by Kaiboski
You could replace Rokhan with Vol'jin, or following the trolls-related/inspired theme, you could have Hakkar, Lei Shen, or even Zul potentially.


Sure!! But for now i'm planning to make Voljin a seperate character!!! So that both sides wins!!
Cairne Bloodhoof: Highchief of The Tauren
A Melee Attacking Unit

Class: Warrior

Hero Trait

Bloodhoof Runespear: Its Runic Capabilities allows it to cleave damage to an enemy and its nearest allies, affecting up to 4 targets, while also reducing the effectiveness of any of their healing by 30% for 5 sec.

Primary Abilities

Shock Wave: A wave of force that ripples out from the Hero, slows movement by 12%, and causing 150 damage to land units in a line.

Warstomp: Slams the ground, Reveals, stunning for 2.5 Seconds, damaging nearby enemy units for 75.

Tauren Totem: It Uppercuts to deal 50 Damage, knocking it back, and if an Enemy Hero is killed by this ability, it prolongs its Death Timer by 10%, while also it passively increases the movement speed and attack rate by 18% of nearby ally units and himself.

Heroic Abilities

Reincarnation: Passive, When killed, Cairne will come back to life at full health and mana almost immediately after a 1 Second delay.

Earthmother's Chosen: Passive, Together with his Wisdom and Experince, he himself greatly reduces the cooldown of abilities, mana consumption, and receives less damage, by 28%.
Grom Hellscream: Hero of The Orcish Horde
A Melee Attacking Unit

Class: Assassin

Hero Trait

Warsong Supreme: Grom has mastered in controling the Fel Orc Demon powers granted to him, Activate to Increase his Attack but in sacrifice of lowering his Defense, reactivate again to Increase his Defense in exchange for his Attack. Both for a 18% Bonus Buff and Reduction, Last for 5 Seconds.

Primary Ability

Ravaging Axe: Throws a whirling axe at the target location that inflicts 165 Damage to all enemies within the area over 1.75 sec.

Hellscream Roar: Roar explosively, dealing 162 damage to all enemies within an area in front of him and increasing all damage you deal by 16% for 6 sec. Hellscream Roar ignores all armor and always critically strikes.

Critical Blade: When attacked, Grom performs a "storm" of counter attacks, dealing pure 180 damage to all nearby enemies and of reducing his damage receive by 25% in an instant.

Heroic Abilities

Gorehowl's Deathblow: With the help of Grom's own legendary weapon, he instantly kills an enemy with low health, or dealing moderate damage otherwise. When an enemy hero is killed with Gorehowl's Deathblow, its cooldown is reset, but halves and divides his current life, lowering his Health each usage.

Warlord's Iron Will: Activate to Dispel all kinds of debuffs, grants him both speed by 20%, gain bonus Attack and Defense by 10%, while also increases the regen of Health and Mana by 15%. Last for 3.5 Seconds.
Antonidas: Grand Magus of Kirin Tor
A Ranged Attacking Unit

- Trusty Steed: Thanks to Antonidas' Horse, Instead of Mounting, He moves 20% faster by running short distances.

Talent: Ring of The Archmagi - Increases Hero's Trait effects by 10%.

Class: Support

Hero Trait

Archus Brilliancy: Being near Antonidas decreases the cooldown of Basic and Heroic Abilities by 15% of Hero Allies and himself, while also lessening their Mana Consumption of Abilities by 15%.

Primary Abilities

Channeling Greatstaff: Channels arcane energy, building power the longer it's channeled. Once released, a wave is sent forth that deals damage. The longer it is channeled, the more damage is dealt.

Artic Impalement: Conjure a Glacial Spike, as it continues to impale the targeted unit from the ground, for three times, dealing 142 (+4% per level) damage each. Slows lasting for 2 seconds.

Fiery Orb: Creates a fiery ball, throws it to deal 100 damage to the targeted foe, explodes, burning the area for 28 damage per second, last for 10 secs.

Heroic Abilities

Aura Storm: Antonidas cast a damaging storm of arcane aura in a large radius around him, dealing 20 damage per second and drains Mana by 20 per second to enemies, while experiencing the same but reversed effects to Allies, Lasts for 10 seconds.

Spiritual Manifestation: Passive, Antonidas' Spiritual and Physical Form now walks as one to the Nexus, Making his Primary Abilities Stronger and by Holding the Hotkeys of his Basic Abilities, an Image of Himself will cast the Spells for him instead, Antonidas can act freely during this time, Archus Surge now Heals, Icy Spikes now spawns an Icy Golem, Fiery Orb now Drags foes caught in it, and his Hero Trait now allows him to Hearthstone faster, Blink to a short distance and recalls allies to his side anywhere on the map.
Cenarius: Demigod of The Grove

- Cenarius' Gait: He moves 20% faster by galloping short distances.

Talent: Horn of Cenarius - Increases the Power of Summoned Units by 20%.

Class: Specialist

Hero Trait

Heart of The Land: Grants nearby enemies a Reverse Thorns Aura effect, reflecting 25% of damage heal dealt back to Cenarius and his Ally Heroes.

Primary Abilities

Sacred Vines: Powerful Large Root Vines burst from the ground, whipping and slams foes dealing 25 Damage per second around the targeted area, last for 4 Seconds, and Units cannot escape inside of it.

Forest Cyclone: Incapacitates while dealing 15 damage per second and tosses a target enemy unit into the air, rendering it unable to move, attack or cast spells, and stopping others from attacking or casting on it. Last for 5.5 Seconds.

Ancient Pulse: Cenarius stomps the ground, Saturates the area around him with magical explosions that deal damage to enemy units and structures. The fewer units available to attack, the more damage those units will take. Deals 20% more damage to towers. Lasts 10 seconds.

Heroic Abilities

Emerald Blast: Damaging energy bounces around the map, striking enemies close to the cast point that are in vision. Each enemy hit beyond the first adds damage, if a Enemy Unit is killed cause of the spell, it spawns a Treant, while if its a Enemy Hero is killed from it, it spawns a much Powerful Treant.

Forces of Nature: Cenarius calls upon the his allies to aid him in battles, each having a role of defending the Demigod, a Healer, Warrior Tank, and Etc. Last for 8 Seconds.
Shandris Feathermoon: Lady General of The Sentinels
A Ranged Attacking Unit

- Z: Flight - Instead of mounting, Shandris can fly, Activate to increase her movement speed greatly by 20%, and can fly over terrain.

Talent - Shadowleaf Bow: Passive, Increases Attack, Critical Rate and Damage by 20%.

Class: Warrior

Hero Trait

Feathermoon Precision: Increases the Damage and Attack Speed of Shandris, her Hippogryph or her summoned allies by 18%.

Primary Abilities

Dance of Jai'alator: The Hippogryph gets closer and attacks the targeted foe with his beak, and then flaps his wings, creating a feathery wind, pushing himself away, Silences for 2 seconds and damages for 68.

Art of Divine Healing: Shandris can cast a spell to herself or anyone, Healing for 185, and damaging nearby enemies by 15, it also makes the Targeted Unit Invisible and Stealthed that last for 2.5 Seconds.

Shooting Arrows: Shandris shots arrows to the sky, rains a deluge of it, striking all nearby enemies, for 110 damage each, Enemy heroes always strucks twice.

Heroic Abilities

Shadowleaves Army: Shandris calls upon her Army of Sentinels, to aid and attack her enemies, they are Invisible and Stealthed, last for 3.5 Seconds.

Blooming Alor'el: Shandris grows an herb plant around the target, reducing its received damage by 40%, also removes and be immune to debuffs, lasting for 3.5 Seconds.
Naisha: Huntress of The Moon
A Ranged Attacking Unit

- Saber Mount: She moves 20% faster by running and sprinting in short distances.

Class: Warrior or Assassin

Hero Trait

Crescent Glaives: Empowered by Elune herself, The Glaives causes her attacks to bounce between enemy units up to Six of them, Deals less damage with each bounce by 25% reduction.

Primary Abilities

Umbral Spirit: Send a bird like creature companion to a nearby tree and provide vision, Naisha will be Invisible if she's nearby to it and also grants her 8% Bonus Attack. It will also automatically Fly Over to a Enemy Hero dealing 85 Damage and reveals Invisible units of itself and nearby enemies, last for 1.75 Second.

Nightsaber Sprint: Naisha and her Nightsaber leaps forward into battle, closest enemy unit are mauled by it dealing 50 Damage that last for 1 Second, and empowers herself with a ferocious roar that grants bonus movement and basic attack speed. Speed bonus lasts 2.5 seconds.

Spectral Throw: Naisha turns her weapon to a spectral glaive, throws it and splits into four, hitting enemies and bounces for two times, dealing 60 Damage each, and also increases her Armor by 10%, as she resist Physical and Spell Damage with it.

Heroic Abilities

Twilight Eclipse: Elune never abadoned her, and thus Naisha throws her glaive that shatters into multiple glaives, striking them and also showers random targeted nearby enemies with strikes of moonlight beams as long the Glaive is still attacking the unit. Dealing 95 Damage each, and there is a maximum number of times that a single target can be struck. Talent Upgrade increases total beams and duration, removes the limit on beams per unit, and makes the beams appear twice as fast.

Astral Screech: Naisha manages to keep some of her Banshee Powers, as she screams out her past torment, Stunning for 2.75 Seconds and Reduces Armor, Attack and Speed by 25% lasting for 2.75 Seconds also. Does not deal Damage.
Nazgrel: Overseer of The Horde
A Melee Attacking Unit

- Wolf Raider: He moves 20% faster by running and sprinting in short distances.

Class: Warrior

Hero Trait

Siege of The Orcs: Nazgrel's Basic Attack deals more damage to buildings by 25% than to any normal enemy units, This is a Passive Ability.

Primary Abilities

Power of Serathil: Though it is uncertain how he managed to retrieve this weapon, As the weapon's orcish runes glows upon usage, he dashes and slashes them with it, dealing 80 Damage, and increases the Basic Attack Speed and Attack Damage of himself and nearby Allies by 18% that last for 2 Seconds.

Warblade Charge: With his trusty wolf, Nazgrel's uses his other weapon, A Warblade, to charge straightly to the Targeted Location, dealing damage to Enemy Units along the way by 20, and has a additional damage of 40 if targeted to a enemy hero by slashing them, it also grants 10% Movement Speed and Armor lasting for 1 Second. Can be activate again ones upon first usage before cooldown.

Commander's Warriors: Nazgrel calls upon his Army, to fight at his side, that last for 5 Seconds, they also deal more damage to Enemy Buildings by 5%, and they also had a 1% chance to Stun foes.

Heroic Abilities

Orcish Ensnarement: Nazgrel throws a imbued shamanistic net that causes a target enemy unit to be bound to the ground so that it cannot move, cast spells, and recieves more damage by 8%, he can also set it as a Orcish Runic Trap that are Invisible to Enemy Heroes unless Revealed, both last for 4 Seconds.

Nazgrel's Fervor: He cast a Shamanistic Area Buff that affects Buildings he's allied to, Increasing the Attack and Damage of Towers alike by 80%, that last for 5 Seconds.
Danath: Force Commander of The Alliance

A Melee Attacking Unit

- Dark Knight's Steed: He moves 20% faster by running and sprinting in short distances.

Class - Warrior or Support

Hero Trait

Defensive Stromgarde Militia: Danath deals less damage to buildings by 25%, protecting those who are weak against them, specifically ally units, This is a Passive Ability.

Primary Abilities

Legend of Trol'Kalar: He Swings his sword, dealing 100 Damage, due to its unique ability to slay Trolls alike, any Troll-like Characters having a 15% Health or lower (regardless of Buff Effects) are instantly killed upon usage of this ability to them.

Shield Protect: He's equipped with a trusty shield, Activate to take 50% less damage from some basic attacks and spells, but have 25% reduced movement speed. Shield Block also reflect attacks from buildings and its chance of reflection is 25%.

Captain's Allies: Danath calls upon his Allied, to fight at his side, that last for 5 Seconds, they also deal less damage to Enemy Buildings by 5%, and they also had a 1% chance to Stun foes.

Heroic Abilities

Tactical Advantage: His edge on this area, allows him to Increase the maximum hit points of Allied Heroes and Summoned Units by half, and also grants Bonus Critical Rate and Damage to them and himself by 28%, last for 4.5 Seconds.

Trollbane's Command: He arms an Area Buff that affects Buildings he's allied to, Increasing its Defense by 80% and Recontructs Towers alike by half of its Hit Points, that last for 5 Seconds.
Daelin Proudmoore: Grand Admiral of Kul Tiras

A Melee Attacking Unit

Class: Specialist

Hero Trait

Revenge and Hatred: Reduces all attacks on him by 15%. Daelin has also an increased resistance to basic and spell damage.

Primary Abilities

Killer Shots: Using his Pirate Flintlock Pistol, he quickly shots all first two enemies in front of him, and quickly imbues it with electricity as it hits them, dealing pure 125 damage each regardless of effects.

Crushing Waves: Basic Attacks has a chance of Daelin clading his Fencing Sword with a Elemental Sea power, it's cold, slows by 15% and cleaves a large area of effect in front of him for a single strike, Units killed by it Spawns a Sea Elemental up to three units, each last for 1.25 Second.

Howling Battlecry: Daelin lets out a battlecry as loud as the wind itself, reduces all enemies defence by 8% and increases attack of himself and his allies by 8% also who are near to him, Last for 1.75 Second.

Heroic Abilities

Monsoon: Daelin creates a powerful storm over a selected area to deal 150 Damage each to all enemies within the radius of the cloud as it strucks lightning, and blows away with water spouts that Stuns also, last for 8 Seconds.

Phantom Fleet: Daelin Summons
several ghostly ships, bombarding enemy units and sailing through the battle before smashing apart, damaging for 330 and stunning all enemies caught near the wreckage. Drags enemies with the Phantom Ships towards the crash site.
Drek'Thar: Far Seer General of The Frostwolves.

Talent: Drek'thar's Spellbook - He Heathstones faster and allows him to teleport in short distances.

A Melee Attacking Unit

- Skin: Warcraft 3 combined with H.O.T.S Version.
- Wise-Ear Wolf: He has a special mount on this skin, instead of mounting, He moves 20% faster by running and sprinting in short distances.
- A Ranged Attacking Unit (Skin only)

Class: Specialist

Hero Trait

Frostwolf Guardians: Drek'Thar will automatically summons Drakan and Duros. If both are killed, the Trait will enter a cooldown, before they can be respawned again.

Primary Abilities

Crystal Lightning: Drek'Thar has also collected the Lightning Crystal-like item on Thunder Ridge, casting it in a Axe-Scepter like weapon with a redish and purple-ish hue, Repeatedly strikes the targeted unit with it. Each strike damages for 128 to nearby enemy units in a small radius.

Glacial Swirl: Either he Spins around or whirls his weapons in a radius around him, Inflicting 50 damage each enemy the blade hits to nearby hostiles, it also slows movement speed of foes by 10% upon being close to him only, two second cast time.

Revealing Sight: Reveals the area of the map that is cast upon, Provides Vision and Reveals of its target, While also has a 25% Damage increase and 25% attack speed increase to either Himself or Ally Heroes if they are currently present on the Revealed Area, The Spell Cast last for 6 Seconds.

Heroic Abilities

Dark Warlock Arts: Drek'Thar channels and makes the ground tremble and break, instantly inflicts 140 Damage to an enemy and its nearest allies, stunning them for 2 Seconds.

Elemental Spirits: He calls upon the Spirit of The Elements, it increases Drek'thar's, Duros', Drakan's and all his Ally Heroes Health near to him by 25% and their Movement Speed by 12.5%. that both last for 8 Seconds.
Vanndar: General Thane of The Stormpikes.

A Melee Attacking Unit

Class: Assassin or Specialist

Hero Trait

Dun'Baldar Offensive: Nearby Ally Heroes and Himself has a very high chance of randomly buffing up Physically enhances its armor by 50% for 0.75 Sec. If a Dwarven Hero is nearby, that Unit, along with himself has a additional Attack Buff by 50% also together with its Defense Buff, and has a longer duration, lasting for 1.5 Second.

Primary Abilities

Thunder Bolt: He swings and throws his yellowish statically charged War Hammer at an enemy, inflicting 150 Damage and Slows Movement Speed. His weapon returns to him, dealing additional damage to enemies.

Electrified Splinters: He slams the ground with his hand imbued in White Lightning, damaging enemies with electrically charged debree and shatered metal and rock pieces with 80, Slows their Attack Speed, Can be cast on the ground, affecting and damaging the closest enemy on a nearby range.

Bashing Charge: Activate to allow his next Attack to Stun, he will also Charge to the Targeted Unit, with an Increased Speed.

Heroic Abilities

Stoneflesh Rage: Passive, He enters that said form, he is immune to most crowd control abilities and incapacitating effects, it also reduces the cooldown of his abilities, allowing him to mostly continue to attack targeted enemies.

Mountainous Strength: A Straight forward Attack, he grabs a very large boulder from the ground and carries it towards the targeted location or unit, dealing 180 Damage, can be used for three times in a row, and can also be used against other units like enemies or allies.
Vol'jin: Darkspear Master of Shadows
A Melee/Ranged Attacking Unit

Talent: Vol'jin's Serpent Totem - Vol'jin's Primary Abilities has a 25% Chance to spawn a one Serpent Ward that automatically follows him around, dealing 50 Fire Damage to nearby enemies, lasts for 3.5 Seconds.

Class: Specialist

Hero Trait

Shadow Word: Curse - Utters a word of darkness, Shoots it at any Targeted Unit, Inflicts 25 Percentage loss of Health and Mana, the Effects is in reverse on Allies, and the Targeted Unit also transforms into a random critters as well, transformed allies takes less damage, while transformed foes recieves more, though both Units cannot use any Abilities, last for 1.5 Second.

Primary Ability

Shadow Shock: Instantly lashes an enemy with dark magic, inflicting normal shadowy Damage, however to "Cursed" Allies takes Damage per second first than Heals them greatly, while "Cursed" Enemies Heals them but Damages them greatly also.

Darkspear Glaive: Activate and He will attack in Ranged Dealing Extra 40 Bonus Basic Attack Damage, Activate again and he will Attack in Melee form, it deals Extra 40 Bonus Basic Attack Damage, both also Bleeds Targeted Units for 10 Damage per Sec. that last for 8 Seconds. Does not Benefit Abilities.

Sentry Trap: Vol'jin creates an invisible runic trap that stuns enemy Units around it. The trap activates when an Enemy Unit approaches. The trap lasts 18 Seconds. The stun lasts 2.5 Seconds, It also provides Vision in an area to himself and Ally Heroes, Can see and Reveal Invisible Stealthed Heroes, Deals 25 Damage.

Heroic Abilities

Voodoo Ward: Activate to place an Movable Ward that Attacks Enemies (Prioritizes Heroes) nearby and within its Range, on the other hand imbues Magic to Heal nearby Allies also (Prioritizes Ally Heroes). While both said actions can be done at the same time and both also has a 80% Damage/Heal per second, though the Ward can be easily destroyed, Lasts a maximum of 8 Seconds.

Veil of The Great Loa: Reduces Healing Effects for nearby Enemy Heroes by 60% while it Reduces Damage Received of Ally Heroes by 60% also, last for 6 Seconds.
I had an idea for an eredar Demon Lord hero with heavy influence from Mannoroth; a ranged sustained-damage assassin who specializes in punishing AOE healers.

D trait; Tainted Blood. 100% of AA damage is dealt as damage-over-time. Attacking a hero with DoT stacks of any kind gives the Demon Lord an attack speed boost for the next attack up to 100% for heroes who will die unless healed. Enemies afflicted with Tainted Blood gives the Demon Lord mana regen and he can cast spells on them at any range.

W ability; Immolate. A fast-casting but high-mana ability that inflicts an enemy hero with AOE damage to self and nearby enemies for 3 seconds. The Demon Lord passively has an Immolate that only damages hostile enemies (doesn't trigger passive neutrals) when he has mana, and does up to 100% bonus damage the more mana he has.

Q ability; Doomguard. Summons a single, permanent (cooldown triggers upon his death) minion bodyguard. Has high spell armor, and gets a movespeed, heal-on-attack and cleaving attack when in the radius of Immolate.

E ability; Renege. Throws a rune across the ground that slows all enemies it passes over, and upon hitting an enemy with Tainted Blood, removes them and heals the Demon Lord for all damage the enemy was going to take. Excess healing gives 50% shield that decays when not taking damage

Ults:
1) Deadline. Target hero's queued damage over time is dealt to them instantly, and all healing over time queued is cancelled. For seven seconds, if this hero is healed the healer is Immolated. At level 20, unlock Wicked Influence which makes Deadline afflict all nearby heroes too (a lucio healing his whole team that gets Wicked Influenced gets hit with the Demon Lord's W five times instantly, and if he doesn't stop healing thru the whole thing gets potentially immolated -fifteen- times)

2) Doom. Does 100% of a target hero's health over ten seconds. Disables mounting and hearthing (screw chromie) while afflicted. If the target dies while Doomed, for two seconds the Demon Lord can re-cast the excess damage onto another enemy (please refer to: Tainted Blood's infinite cast range on tainted enemies) At level 20 you can get Consecutive Sentences, which deals 300% of the target's health over the same time (tripled dps) and dooms anyone who heals the doomed target
(PS you can Renege a Doomed target who's gonna get away and survive to steal all of the damage he's gonna get healed to heal yourself, or if a butcher charges you you can doom him at max range and intercept him with the renege before he hits to give yourself a Butcher-sized shield)

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