Character Hero Creation Ideas

Hero and Skin Suggestions
I really apreciate your hard work on this one, though I'll be honest, it just needs to simplify it and make it less complicated, plus the others might think his O.P etc.....

But the Idea is there!!! All it needs is some minor tweaks, and your done!!!! We might never know, Blizzard might be looking on our post and peaked their interest on it!! That's why I'm doing this....

Well Thank You!!!

PS: Though I would like to try to Recreate this character too, and help you too, but I really have no idea about him.... i'm pretty much an WC 3 Baby eh.... =/
i didnt get the chance to play its expansions so yeah....

07/27/2018 09:36 PMPosted by Deshara
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)
(Any Famous Nathrezim Character) Dread Lord of Nathreza
A Melee Attacking Unit

Talent: Orb of (Any given Element ex. Fire, Darkness, Venom, Lightning and etc.) - Just like back in Warcraft 3, much of the Dreadlords has a given Orb depending on their character themselves, thus increasing their Basic Attack Damage, it Splashes and allows them to hit Flying and evasive Units easier.

Class: Specialist

Hero Trait

Presence of The Nathrezim: Nearby Allied Units, Summoned Units and Heroes gains Health when they hit a enemy unit, and grants himself only a 22.5% Increased Bonus Damage while Allies gains half of the Bonus Damage with 11.25% only, some of his Basic and Heroics Abilities benefits from the effects of this trait.

Primary Abilities

Vampiric Bloodfang: Sends a horde of bloodsucking fel bat like creatures in a cone area on front of him, dealing 150 damage per unit, This Ability benefits from the Hero's Trait, Reactivate to transform one into a unique Fel Bat like creature to teleport.

Comatose: The targeted enemy unit puts under a death like sleep state for a short duration, powerful against Enemy heroes that stops them from moving, escaping, attacking, most passives stops, stops casting spells, abilities and etc. A unit under a coma can only be awoken by healing it, last for 6 Seconds, and Does not benefit from the Lifesteal effect.

Plague Swarm: He releases a swarm of plague enegies on a targeted area to damage enemies dealing 50 damage per sec. that last for 4 Seconds, The Ability benefits from the Hero's Trait, abling it to Siphon Health as well.

Heroic Abilities

Inferno: Calls a much more Powerful Infernal (Than of Guldan's Infernal, if he was able to and if given the chance) down from the sky, dealing 80 Damage and stunning enemy land units for 4 seconds in an area. The Infernal is affected by the Hero's Trait and Lasts 18 Seconds.

Finger of Thal'Kituun: Fires a powerful a electric and void like stream of energy to a targeted hero, dealing 50 damage per second, Reactivate to "control" the enemy hero itself, allowing him to use the hero's unique abilities, while dealing damage and siphons health due to being affected by the Hero Trait, but the foe cannot die from it, Last for 8 seconds.
07/29/2018 11:00 PMPosted by CVA
(Any Famous Nathrezim Character) Dread Lord of Nathreza
A Melee Attacking Unit

Talent: Orb of (Any given Element ex. Fire, Darkness, Venom, Lightning and etc.) - Just like back in Warcraft 3, much of the Dreadlords has a given Orb depending on their character themselves, thus increasing their Basic Attack Damage, it Splashes and allows them to hit Flying and evasive Units easier.

Class: Specialist

Hero Trait

Presence of The Nathrezim: Nearby Allied Units, Summoned Units and Heroes gains Health when they hit a enemy unit, and grants himself only a 22.5% Increased Bonus Damage while Allies gains half of the Bonus Damage with 11.25% only, some of his Basic and Heroics Abilities benefits from the effects of this trait.

Primary Abilities

Vampiric Bloodfang: Sends a horde of bloodsucking fel bat like creatures in a cone area on front of him, dealing 150 damage per unit, This Ability benefits from the Hero's Trait, Reactivate to transform one into a unique Fel Bat like creature to teleport.

Comatose: The targeted enemy unit puts under a death like sleep state for a short duration, powerful against Enemy heroes that stops them from moving, escaping, attacking, most passives stops, stops casting spells, abilities and etc. A unit under a coma can only be awoken by healing it, last for 6 Seconds, and Does not benefit from the Lifesteal effect.

Plague Swarm: He releases a swarm of plague enegies on a targeted area to damage enemies dealing 50 damage per sec. that last for 4 Seconds, The Ability benefits from the Hero's Trait, abling it to Siphon Health as well.

Heroic Abilities

Inferno: Calls a much more Powerful Infernal (Than of Guldan's Infernal, if he was able to and if given the chance) down from the sky, dealing 80 Damage and stunning enemy land units for 4 seconds in an area. The Infernal is affected by the Hero's Trait and Lasts 18 Seconds.

Finger of Thal'Kituun: Fires a powerful a electric and void like stream of energy to a targeted hero, dealing 50 damage per second, Reactivate to "control" the enemy hero itself, allowing him to use the hero's unique abilities, while dealing damage and siphons health due to being affected by the Hero Trait, but the foe cannot die from it, Last for 8 seconds.


That would work with with SOME Dreadlords, it wouldn't work with the higher tier or different ones. (Tichondrius or Varimathras,which depends on variant of him)
For some of your characters Cva, they won't or wouldnt be added before another character/ already replaced.

replaced: Rok'han for Vol'jin, Grom for Garrosh, Shandris/Naisha for Tyrande, Antonidas for Jaina, Vashj for Azshara, Cenarius for Malfurion, Daelin for Greymane, and Akama for Yrel. Some of these could be added, but they already have a similar or placement of some sort.

Vanndar and Drek'that wont be added(at elast for a while) because of their skins.
Nazgrel and Danath wont be added due to their unknown abilities and irrelevance.

The ones i see the most likely to be added are Cairne(possibly replace by a Highmountian, Baine, Huln or Hamuul.), and Vol'jin.(also potentially replaceable by say, Loas like Hakkar ,others like G'huun and the Zanadalari, or leaders like Zul/Rastakhan, Lei Shen, or other potential)
I think Lady Vashj would be an good pic for a new Hero.

I'll through this out there has anyone thought of using one of the Level Bosses in the lost Vikings Game as a New Hero. We have the Lost Vikings from there game but none of there villains
Well hopefully, that you said wouldnt happen, though i totally understood the Vanndar and Drekthar part (though again still hopeful that someday they would be a seperate character) I mean a lot characters have similarities but Blizzard manage to keep them unique and seperate, so as to some characters that have similarities therefore being considered irrelevant, fine that may be the case, but if only Blizzard would care enough to give some of them some apreciation and love.... I mean come on, Shandris and Naisha for example, I managed to keep them seperate and unique characters so that there will be no similarities in some way to Tyrande, so I think adding them all in the game as seperate characters wouldnt be a problem....

07/30/2018 01:03 PMPosted by Cammykins
For some of your characters Cva, they won't or wouldnt be added before another character/ already replaced.

replaced: Rok'han for Vol'jin, Grom for Garrosh, Shandris/Naisha for Tyrande, Antonidas for Jaina, Vashj for Azshara, Cenarius for Malfurion, Daelin for Greymane, and Akama for Yrel. Some of these could be added, but they already have a similar or placement of some sort.

Vanndar and Drek'that wont be added(at elast for a while) because of their skins.
Nazgrel and Danath wont be added due to their unknown abilities and irrelevance.

The ones i see the most likely to be added are Cairne(possibly replace by a Highmountian, Baine, Huln or Hamuul.), and Vol'jin.(also potentially replaceable by say, Loas like Hakkar ,others like G'huun and the Zanadalari, or leaders like Zul/Rastakhan, Lei Shen, or other potential)
Well thank you, admitedly it was kinda hard to do the Dread lord, since theres a LOT of unique characters to consider, so I decided to keep it neutral and balance so that who may ever wins the position of being the dread lord in the game, at least it suits him....

Though again admitedly, this HC set, wouldnt really work to either Tichondrius or Varimathras and etc. since they are too different as to a typical dread lord....

07/30/2018 12:33 PMPosted by Cammykins
07/29/2018 11:00 PMPosted by CVA
(Any Famous Nathrezim Character) Dread Lord of Nathreza
A Melee Attacking Unit

Talent: Orb of (Any given Element ex. Fire, Darkness, Venom, Lightning and etc.) - Just like back in Warcraft 3, much of the Dreadlords has a given Orb depending on their character themselves, thus increasing their Basic Attack Damage, it Splashes and allows them to hit Flying and evasive Units easier.

Class: Specialist

Hero Trait

Presence of The Nathrezim: Nearby Allied Units, Summoned Units and Heroes gains Health when they hit a enemy unit, and grants himself only a 22.5% Increased Bonus Damage while Allies gains half of the Bonus Damage with 11.25% only, some of his Basic and Heroics Abilities benefits from the effects of this trait.

Primary Abilities

Vampiric Bloodfang: Sends a horde of bloodsucking fel bat like creatures in a cone area on front of him, dealing 150 damage per unit, This Ability benefits from the Hero's Trait, Reactivate to transform one into a unique Fel Bat like creature to teleport.

Comatose: The targeted enemy unit puts under a death like sleep state for a short duration, powerful against Enemy heroes that stops them from moving, escaping, attacking, most passives stops, stops casting spells, abilities and etc. A unit under a coma can only be awoken by healing it, last for 6 Seconds, and Does not benefit from the Lifesteal effect.

Plague Swarm: He releases a swarm of plague enegies on a targeted area to damage enemies dealing 50 damage per sec. that last for 4 Seconds, The Ability benefits from the Hero's Trait, abling it to Siphon Health as well.

Heroic Abilities

Inferno: Calls a much more Powerful Infernal (Than of Guldan's Infernal, if he was able to and if given the chance) down from the sky, dealing 80 Damage and stunning enemy land units for 4 seconds in an area. The Infernal is affected by the Hero's Trait and Lasts 18 Seconds.

Finger of Thal'Kituun: Fires a powerful a electric and void like stream of energy to a targeted hero, dealing 50 damage per second, Reactivate to "control" the enemy hero itself, allowing him to use the hero's unique abilities, while dealing damage and siphons health due to being affected by the Hero Trait, but the foe cannot die from it, Last for 8 seconds.


That would work with with SOME Dreadlords, it wouldn't work with the higher tier or different ones. (Tichondrius or Varimathras,which depends on variant of him)
Yeah Thank you so much, I agree on what you said on Vashj, and at least shes still totally diff character so that Azshara can still enter the game... (If "they" plan to)

Yeah that would be nice to see some other characters on that franchise besides the Lost Vikings themselves....

07/30/2018 05:04 PMPosted by Vilicus
I think Lady Vashj would be an good pic for a new Hero.

I'll through this out there has anyone thought of using one of the Level Bosses in the lost Vikings Game as a New Hero. We have the Lost Vikings from there game but none of there villains
07/30/2018 10:02 PMPosted by CVA
Well hopefully, that you said wouldnt happen, though i totally understood the Vanndar and Drekthar part (though again still hopeful that someday they would be a seperate character) I mean a lot characters have similarities but Blizzard manage to keep them unique and seperate, so as to some characters that have similarities therefore being considered irrelevant, fine that may be the case, but if only Blizzard would care enough to give some of them some apreciation and love.... I mean come on, Shandris and Naisha for example, I managed to keep them seperate and unique characters so that there will be no similarities in some way to Tyrande, so I think adding them all in the game as seperate characters wouldnt be a problem....

07/30/2018 01:03 PMPosted by Cammykins
For some of your characters Cva, they won't or wouldnt be added before another character/ already replaced.

replaced: Rok'han for Vol'jin, Grom for Garrosh, Shandris/Naisha for Tyrande, Antonidas for Jaina, Vashj for Azshara, Cenarius for Malfurion, Daelin for Greymane, and Akama for Yrel. Some of these could be added, but they already have a similar or placement of some sort.

Vanndar and Drek'that wont be added(at elast for a while) because of their skins.
Nazgrel and Danath wont be added due to their unknown abilities and irrelevance.

The ones i see the most likely to be added are Cairne(possibly replace by a Highmountian, Baine, Huln or Hamuul.), and Vol'jin.(also potentially replaceable by say, Loas like Hakkar ,others like G'huun and the Zanadalari, or leaders like Zul/Rastakhan, Lei Shen, or other potential)


Some ARE feasible, just not as likely as others. Compare Vashj and Azshara. people love Vashj, but Azshara is just simply more popular and powerful. A pair that could both be chosen equally are Varok and Broxigar. One known for hurting Sargeras and the other just liked as honorable and kind. Im not complaining of choice or some, just worried. Worried about there being carbon copies or too similar to each other. Most of the only way to know if a character can be added is if they have potential switching to another style unalike another.
Yeah, I get you... i have to admit, some of those characters, are lesser known and mostly carbon copy of already hots heroes, ughhhh... welp, the future of some of these characters are looking vague and hopeless, like always....

My goal you see is to have the complete Hero Set options like back in WC 3, what I mean is for a example in the Orc Campaign, the Hero options are Far Seer, Blademaster, Tauren (Must be a proper one) and a Shadow Hunter (which is currently we dont have yet in hots) and also to have a at least a quite famous character to represent a unit, like Naisha for Huntresess or Shandris to a Night Elf Archer Rider and etc....
Mannoroth: The Demon Leader of The Pit Lords
A Melee Attacking Unit

Class: Assassin

Hero Trait

Xu'tenash of Ruin: Mannoroth strikes with such force that he damages multiple enemies with his attacks, with a 25% Damage Splash, and wounds enemy units for 10 damage per second that last for 2 seconds.

Primary Abilities

Hellstorm: Mannoroth calls down a Hellstorm! As waves of fire damages enemy units in the target area, burning for 8 additional damage per sec. for 5 Seconds. Inflicting 40 Damage each and rains over for 4x.

Destroyer's Gaze: Mannoroth horrifies nearby enemy units, inflicting 50 Damage and ruduces Attack and Defense both by 25% last for 2 seconds.

Flay Barrage: He thrust and blast a targeted unit, inflicting 100 damage, knocks them back, while also gains additional 20 damage if wounded by his Hero Trait.

Heroic Abilities

Doom: Marks a target hero for the manifestation of a Demon. The afflicted unit will take 60 damage per second until it dies. Upon its death, a great Demon will spawn from its corpse. Doom Guard cannot be dispelled or canceled.

Felseeker: Mannoroth unleashes consecutive blasts in quick succession. The first inflicts 50 in a small radius of the area, then 80 in a medium radius, and finally 100 Fire damage within a large radius.
I believe Both Nagas can be added to the game, since Azshara has changed again, plus she is mostly considered a Naga Demigod, so her abilities are expected to be far more different in comparison to a Naga Sea Witch...

07/31/2018 02:54 PMPosted by Cammykins
07/30/2018 10:02 PMPosted by CVA
Well hopefully, that you said wouldnt happen, though i totally understood the Vanndar and Drekthar part (though again still hopeful that someday they would be a seperate character) I mean a lot characters have similarities but Blizzard manage to keep them unique and seperate, so as to some characters that have similarities therefore being considered irrelevant, fine that may be the case, but if only Blizzard would care enough to give some of them some apreciation and love.... I mean come on, Shandris and Naisha for example, I managed to keep them seperate and unique characters so that there will be no similarities in some way to Tyrande, so I think adding them all in the game as seperate characters wouldnt be a problem....

...


Some ARE feasible, just not as likely as others. Compare Vashj and Azshara. people love Vashj, but Azshara is just simply more popular and powerful. A pair that could both be chosen equally are Varok and Broxigar. One known for hurting Sargeras and the other just liked as honorable and kind. Im not complaining of choice or some, just worried. Worried about there being carbon copies or too similar to each other. Most of the only way to know if a character can be added is if they have potential switching to another style unalike another.
08/01/2018 01:40 PMPosted by CVA
Mannoroth: The Demon Leader of The Pit Lords
A Melee Attacking Unit

Class: Assassin

Hero Trait

Xu'tenash of Ruin: Mannoroth strikes with such force that he damages multiple enemies with his attacks, with a 25% Damage Splash, and wounds enemy units for 10 damage per second that last for 2 seconds.

Primary Abilities

Hellstorm: Mannoroth calls down a Hellstorm! As waves of fire damages enemy units in the target area, burning for 8 additional damage per sec. for 5 Seconds. Inflicting 40 Damage each and rains over for 4x.

Destroyer's Gaze: Mannoroth horrifies nearby enemy units, inflicting 50 Damage and ruduces Attack and Defense both by 25% last for 2 seconds.

Flay Barrage: He thrust and blast a targeted unit, inflicting 100 damage, knocks them back, while also gains additional 20 damage if wounded by his Hero Trait.

Heroic Abilities

Doom: Marks a target hero for the manifestation of a Demon. The afflicted unit will take 60 damage per second until it dies. Upon its death, a great Demon will spawn from its corpse. Doom Guard cannot be dispelled or canceled.

Felseeker: Mannoroth unleashes consecutive blasts in quick succession. The first inflicts 50 in a small radius of the area, then 80 in a medium radius, and finally 100 Fire damage within a large radius.


Nice build, but move the glaive or an ability of glaive-based to the barrage and replace the Doom with Destructor's Hatred, giving him increased damage and speed to who he sees in his vision of just in general.
Thank you so much, sure!! I'll try!!!

08/03/2018 09:45 AMPosted by Cammykins
08/01/2018 01:40 PMPosted by CVA
Mannoroth: The Demon Leader of The Pit Lords
A Melee Attacking Unit

Class: Assassin

Hero Trait

Xu'tenash of Ruin: Mannoroth strikes with such force that he damages multiple enemies with his attacks, with a 25% Damage Splash, and wounds enemy units for 10 damage per second that last for 2 seconds.

Primary Abilities

Hellstorm: Mannoroth calls down a Hellstorm! As waves of fire damages enemy units in the target area, burning for 8 additional damage per sec. for 5 Seconds. Inflicting 40 Damage each and rains over for 4x.

Destroyer's Gaze: Mannoroth horrifies nearby enemy units, inflicting 50 Damage and ruduces Attack and Defense both by 25% last for 2 seconds.

Flay Barrage: He thrust and blast a targeted unit, inflicting 100 damage, knocks them back, while also gains additional 20 damage if wounded by his Hero Trait.

Heroic Abilities

Doom: Marks a target hero for the manifestation of a Demon. The afflicted unit will take 60 damage per second until it dies. Upon its death, a great Demon will spawn from its corpse. Doom Guard cannot be dispelled or canceled.

Felseeker: Mannoroth unleashes consecutive blasts in quick succession. The first inflicts 50 in a small radius of the area, then 80 in a medium radius, and finally 100 Fire damage within a large radius.


Nice build, but move the glaive or an ability of glaive-based to the barrage and replace the Doom with Destructor's Hatred, giving him increased damage and speed to who he sees in his vision of just in general.
You could add his blood or Hatred as some trait or ability, but the blood's optional somewhat.
Sorry for the very looong delay, i got busy in school... hopefully in the past coming days, i'll be able to post and update again of some Hero Concepts!! Thanks!!!
Archimonde: The Defiler
A Ranged Attacking Unit

Class: Assassin

Hero Trait

Vanguard of the Legion: Only his Primary Abilities has a 5% percent chance of summoning Demonic Minions to his side, additionally, him (including Primary Abilities) and his minions will have a 5% Bash on his enemies lasting 0.5 Second and also a 10% Spell Resistance on himself only.

Primary Abilities

Collapsing Gateways: Archimonde creates two small unstable Dark Portals in both hands, and flings them forward, dealing 70 damage, if it hits a Hero, it has a increased 20% chance only of spawning Fel Demons.

Chaos Wrath: Archimonde brands all enemies around him, after a 0.75 Sec delay, it explodes for 50 Damage, 85 on Heroes, if the Hero dies while still affected, it spawns an Infernal up to two only, regardless of how many heroes are killed.

Soul Charge: Archimonde can choose to sacrifice his minions, Basic Ground Troops (except Catapaults and Mercenaries) Regens Health and Mana, Consuming Fel Demons debuffs enemies of anykind, Minor Infernals will deal 70 with a plus 10 damage per sec. to the Enemy's Health and Mana that last for 5 seconds.

Heroic Abilities

Doomfire: Archimonde sets the area around him on a powerful Fel Fire, dealing 50 Damage per second that last for 5 Seconds, if enemy Heroes got caught in it, the attack itself will form a uncontrollable Doomfire Spirit that will quickly chase down escaping heroes while also dealing the same damage.

Hand of Death: If the targeted Hero is on a 18% or lower Health, Archimonde brands the unit, after a 1 second delay, he blast the enemy, instantly killing the unit on the process, will not work if the Enemy Hero is Stealth or Invulnerable.

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